scripts.dll 3.2 is in progress [message #241108] |
Thu, 25 January 2007 01:18 |
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Changes so far:
Split engine.cpp, engine.h, shadereng.h and shadereng.cpp up into multiple files.
Users of said files should just #include engine.h or shadereng.h just as before and everything will work.
This is intended to make things a lot more maintainable.
Added a sound parameter to JFW_Radar_Spy_Zone that is played to the allies when the radar is brought back up.
Fixed a bug with JFW_Infantry_Force_Composition_Zone and JFW_Vehicle_Force_Composition_Zone
Added a script JFW_Cash_Spy_Zone that displays the enemies cash to all friendly players when the spy enters the zone.
Added a script JFW_Power_Spy_Zone that brings down enemy power for a limited time when the spy enters the zone. When the power comes back up, there is a second time period that has to elapse before the power can be brought down by another spy (or the same one a second time). Also plays a sound to the allies when the power goes down. Will not trigger if the power plant is dead before the spy enters the zone or if it is killed whilst the power is down (i.e. it wont come back up)
Changed the project files for scripts.dll to output the final dlls and exe files into a "bin" folder.
Added some new scripts by Zunnie
Added new engine call GameObject *Find_Object_With_Script(const char *script); //Find the first object with this script on it
Moved the code responsible for drawing the custom HUD into shaders.dll. For normal use it will function just as it always has but if you want to expand what it can do/what it draws, you can do that too via shaders.dll. There is an engine call you can use from a script to send a number to shaders.dll (of a given player) for HUD purposes.
Beginnings of a resource management system (for loading shader effect instances and such using a nice multi threaded implementation). Thanks saberhawk for this work.
Any requests for 3.2 will be taken now, I know quite a few people asked for things and I said "not now, in 3.2". So if you were one of those people, speak up now.
Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
Renegade Engine Guru
Creator and Lead Coder of TT.DLL
Official member of Tiberian Technologies
[Updated on: Thu, 25 January 2007 01:19] Report message to a moderator
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Re: scripts.dll 3.2 is in progress [message #241128 is a reply to message #241108] |
Thu, 25 January 2007 04:49 |
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For adding a weapon, such an engine call isn't really possible.
For removing it I have already got an engine call Remove_Weapon however it requires bhs.dll on the client.
Also, I just fixed an issue that was causing several engine calls (notably the As_xxx and Is_xxx engine calls) to fail on Linux RH8.
Doesn't solve the "players are unable to join a RH8 LFDS server", thats still being worked on.
Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
Renegade Engine Guru
Creator and Lead Coder of TT.DLL
Official member of Tiberian Technologies
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Re: scripts.dll 3.2 is in progress [message #241149 is a reply to message #241108] |
Thu, 25 January 2007 09:10 |
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Most of the graphical bugs were either solved in the 3.1.x cycle or are going to be looked at for 3.2. That or they are problems that are outside our control such as differences between Direct3d8 and Direct3d9 or crappy drivers (ATI, I am looking at you here
I will accept graphics problem bug reports for looking into for 3.2 but only if the following conditions are met:
1.The problem must be reproducible.
2.It must happen on the latest scripts.dll release (currently 3.1.3 with the 3.1.2 bhs.dll. Look for the "3.1.4" installer saberhawk made if you need to install said release)
3.It must happen with no sdb files of any kind in your renegade data folder
4.It must happen with the latest drivers for your graphics card and the latest directx runtime.
and 5.It must not be an issue which has already been reported where I have responded with an explanation of what the problem is and why its unfixable (or unfixable without renegade source code)
Also, try turning shaders off in the bhs.dll configuration options and then restarting renegade and seeing if the problem is still there or if its gone.
I am particularly interested in graphical problems that render the game unplayable or more difficult to play. Bonus points if it can be reproduced on more than one machine. (by the same person or different people)
All crash reports should include the crashdump.txt file if one is generated. All bug reports need to include the sysinfo.txt (which contains important information about your hardware).
Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
Renegade Engine Guru
Creator and Lead Coder of TT.DLL
Official member of Tiberian Technologies
[Updated on: Thu, 25 January 2007 09:23] Report message to a moderator
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Re: scripts.dll 3.2 is in progress [message #241263 is a reply to message #241108] |
Thu, 25 January 2007 17:18 |
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No plans for a multi scripts loader.
If you have changes to engine.cpp, I am more than happy to consider pulling them into my code
As for the transparent metal glitch, that is the result of differences between Direct3D8 and Direct3D9 and cannot be fixed.
Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
Renegade Engine Guru
Creator and Lead Coder of TT.DLL
Official member of Tiberian Technologies
[Updated on: Thu, 25 January 2007 17:20] Report message to a moderator
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Re: scripts.dll 3.2 is in progress [message #241275 is a reply to message #241271] |
Thu, 25 January 2007 18:17 |
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Jerad2142
Messages: 3809 Registered: July 2006 Location: USA
Karma: 6
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General (3 Stars) |
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IWarriors wrote on Thu, 25 January 2007 17:45 | I need a script that I can attach to an daves arrows or objects to pass on messages please.
This is how its works.
Object 1 gets destroyed, the object sends a death_send_message to a daves arrow, then the arrow sends an other message to the last daves arrow.
Problem is, there is no script that I know off that can send an other message after its got one.
Do you understand?
I will edit this laters after I opened up Level Editor to check something.
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JFW_Reflect_Custom
Part for jonwill
jonwil wrote on Thu, 25 January 2007 17:18 | No plans for a multi scripts loader.
If you have changes to engine.cpp, I am more than happy to consider pulling them into my code
As for the transparent metal glitch, that is the result of differences between Direct3D8 and Direct3D9 and cannot be fixed.
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Well my reply is two NO's then, I will rely on my self to fix and add scripts to my package, I guess others will have to download the multi scripts loader, and rename yours if they want to play any of my 3 mods.
I also say what has been broke can be fixed, make a modified Direct3D9 (name it JFWDirect3D9 or whatever) and have everyone put it in their Renegade data folder.
Plus if I want my mods not to have nontransparent textures I will have to go back to 2.9.2 and add scripts to my package and not use you newer scripts versions anymore.
Visit Jerad's deer sweat shop
[Updated on: Thu, 25 January 2007 18:37] Report message to a moderator
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Re: scripts.dll 3.2 is in progress [message #241306 is a reply to message #241108] |
Thu, 25 January 2007 23:16 |
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Blame Microsoft for their crappy handling of D3DRS_ZBIAS vs D3DRS_DEPTHBIAS
Also, try disabling write zbuffer on all the meshes in the door and see what happens.
Also, I have just fixed a bug that caused the LFDS to crash with an error message with all scripts 3.x versions.
Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
Renegade Engine Guru
Creator and Lead Coder of TT.DLL
Official member of Tiberian Technologies
[Updated on: Thu, 25 January 2007 23:30] Report message to a moderator
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