Renegade Public Forums
C&C: Renegade --> Dying since 2003™, resurrected in 2024!
Home » Renegade Discussions » Mod Forum » scripts.dll 3.2 is in progress
Re: scripts.dll 3.2 is in progress [message #241365 is a reply to message #241128] Fri, 26 January 2007 10:33 Go to previous messageGo to next message
Sir Kane
Messages: 1701
Registered: March 2003
Location: Angerville
Karma: 0
General (1 Star)
jonwil wrote on Thu, 25 January 2007 05:49

For adding a weapon, such an engine call isn't really possible.

lol


Proud N9500 and proud N6270 user. Creator of the IEE libraries (original bhs.dll) and the RB series software.
http://n00bstories.com/image.fetch.php?id=1189992501http://www.n00bstories.com/image.fetch.php?id=1257492907
Re: scripts.dll 3.2 is in progress [message #241366 is a reply to message #241108] Fri, 26 January 2007 10:37 Go to previous messageGo to next message
CarrierII is currently offline  CarrierII
Messages: 3804
Registered: February 2006
Location: England
Karma: 0
General (3 Stars)

Laugh but not help? Constructive. Thumbs Up


Renguard is a wonderful initiative
Toggle Spoiler

[Updated on: Fri, 26 January 2007 10:37]

Report message to a moderator

Re: scripts.dll 3.2 is in progress [message #241369 is a reply to message #241365] Fri, 26 January 2007 11:02 Go to previous messageGo to next message
Canadacdn is currently offline  Canadacdn
Messages: 1830
Registered: September 2005
Location: Temple of Nod
Karma: 0
General (1 Star)
PLECOS MASTER
Silent Kane wrote on Fri, 26 January 2007 12:33

jonwil wrote on Thu, 25 January 2007 05:49

For adding a weapon, such an engine call isn't really possible.

lol


You know, you're no better if you're just going to laugh, and not help.
Re: scripts.dll 3.2 is in progress [message #241372 is a reply to message #241369] Fri, 26 January 2007 11:13 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
Messages: 3806
Registered: July 2006
Location: USA
Karma: 6
General (3 Stars)
Oh it is possible but it would take up about 100 KB by itself, which would be a lot of coding just for one script. And it would need a lot of new engine calls, now if you had a bunch of blank weapon presets and had scripts that changed the 3d model (for first and third view), reload sound, ammo type, positing, change the amount of ammo per clip, max ammo for the gun, allow or disable sniper zoom, empty click sound, and name change. Now changing an existing model would be safer, but it is just as possible to make a new weapon using scripts, it’s just more complicated.

As for the multi-scripts loader, I would like you to name one way it could cause the game to crash. All it does is it tells Renegade to load up other .dlls that have the word “scripts” first in their name. You know kind of what you do for bhs.dll. And I have not heard about any problems with that.


Re: scripts.dll 3.2 is in progress [message #241373 is a reply to message #241372] Fri, 26 January 2007 11:22 Go to previous messageGo to next message
Sir Kane
Messages: 1701
Registered: March 2003
Location: Angerville
Karma: 0
General (1 Star)
Jerad Gray wrote on Fri, 26 January 2007 12:13

Oh it is possible but it would take up about 100 KB by itself, which would be a lot of coding just for one script. And it would need a lot of new engine calls, now if you had a bunch of blank weapon presets and had scripts that changed the 3d model (for first and third view), reload sound, ammo type, positing, change the amount of ammo per clip, max ammo for the gun, allow or disable sniper zoom, empty click sound, and name change. Now changing an existing model would be safer, but it is just as possible to make a new weapon using scripts, it’s just more complicated.

If you're talking about the weapon giving thing declared as "impossible": even more lol.


Proud N9500 and proud N6270 user. Creator of the IEE libraries (original bhs.dll) and the RB series software.
http://n00bstories.com/image.fetch.php?id=1189992501http://www.n00bstories.com/image.fetch.php?id=1257492907
Re: scripts.dll 3.2 is in progress [message #241378 is a reply to message #241108] Fri, 26 January 2007 11:30 Go to previous messageGo to next message
Canadacdn is currently offline  Canadacdn
Messages: 1830
Registered: September 2005
Location: Temple of Nod
Karma: 0
General (1 Star)
PLECOS MASTER
Wow! You have so much knowledge and you don't use it, instead just put down others! Good work, SK.
Re: scripts.dll 3.2 is in progress [message #241384 is a reply to message #241378] Fri, 26 January 2007 11:48 Go to previous messageGo to next message
Sir Kane
Messages: 1701
Registered: March 2003
Location: Angerville
Karma: 0
General (1 Star)
Canadacdn wrote on Fri, 26 January 2007 12:30

Wow! You have so much knowledge and you don't use it, instead just put down others! Good work, SK.

No problem.


Proud N9500 and proud N6270 user. Creator of the IEE libraries (original bhs.dll) and the RB series software.
http://n00bstories.com/image.fetch.php?id=1189992501http://www.n00bstories.com/image.fetch.php?id=1257492907
Re: scripts.dll 3.2 is in progress [message #241387 is a reply to message #241108] Fri, 26 January 2007 12:28 Go to previous messageGo to next message
CarrierII is currently offline  CarrierII
Messages: 3804
Registered: February 2006
Location: England
Karma: 0
General (3 Stars)

Help or GTFO please.


Renguard is a wonderful initiative
Toggle Spoiler
Re: scripts.dll 3.2 is in progress [message #241390 is a reply to message #241108] Fri, 26 January 2007 13:03 Go to previous messageGo to next message
Renx is currently offline  Renx
Messages: 2321
Registered: April 2003
Location: Canada
Karma: 0
General (2 Stars)
Category Moderator
Jonwil said it was impossible, SK implied that it was possible. Sounds a bit like helping to me.

~Canucck

http://www.sloganizer.net/en/style7,Espion.png

Blazer

...RG made me ugly
Re: scripts.dll 3.2 is in progress [message #241391 is a reply to message #241108] Fri, 26 January 2007 13:21 Go to previous messageGo to next message
jnz is currently offline  jnz
Messages: 3396
Registered: July 2006
Location: 30th century
Karma: 0
General (3 Stars)
its not impossible...

Grant_Powerup ftw

Remove_Weapon ftw

...

although, it is restricted. and you have to make sure the client is on the right bhs.dll version.
Re: scripts.dll 3.2 is in progress [message #241392 is a reply to message #241108] Fri, 26 January 2007 13:33 Go to previous messageGo to next message
danpaul88 is currently offline  danpaul88
Messages: 5795
Registered: June 2004
Location: England
Karma: 0
General (5 Stars)
We were talking about adding weapons without needing to have a powerup for them, for example the ramjet rifle that sakura and havoc use does not have a powerup (only the 1 shot version does).

http://steamsignature.com/card/1/76561197975867233.png
Re: scripts.dll 3.2 is in progress [message #241394 is a reply to message #241392] Fri, 26 January 2007 14:02 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
Messages: 3806
Registered: July 2006
Location: USA
Karma: 6
General (3 Stars)
Impossible for them maybe.

And SK doesn't bother me, hes funny.


[Updated on: Fri, 26 January 2007 14:03]

Report message to a moderator

Re: scripts.dll 3.2 is in progress [message #241395 is a reply to message #241392] Fri, 26 January 2007 14:05 Go to previous messageGo to next message
jnz is currently offline  jnz
Messages: 3396
Registered: July 2006
Location: 30th century
Karma: 0
General (3 Stars)
danpaul88 wrote on Fri, 26 January 2007 20:33

We were talking about adding weapons without needing to have a powerup for them, for example the ramjet rifle that sakura and havoc use does not have a powerup (only the 1 shot version does).


change the clip size after Wink

i know this is possible, otherwise how does SSAOW do it? or does that use Grant_Powerup?
Re: scripts.dll 3.2 is in progress [message #241399 is a reply to message #241342] Fri, 26 January 2007 14:23 Go to previous messageGo to next message
saberhawk
Messages: 1068
Registered: January 2006
Location: ::1
Karma: 0
General (1 Star)
Jerad Gray wrote on Fri, 26 January 2007 08:08

The multi-scripts loader works fine on all four computers that I have tested it on, and if there is an error it tells me which script package caused it.

But you only tested it on 4 computers using the game client amirite? What about the Win32 FDS, LevelEdit, the RH7.3 FDS, and the RH8 FDS?
Re: scripts.dll 3.2 is in progress [message #241417 is a reply to message #241399] Fri, 26 January 2007 15:56 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
Messages: 3806
Registered: July 2006
Location: USA
Karma: 6
General (3 Stars)
Level Edit - yes (DUH! Whats the point of a multi scripts loader if you can't add the scripts)
Client - yes
Host - yes
Win32 FDS = Yes

I asked you to name name one way it could cause the game to crash. You haven't given me a singe scenario that even suggests you have used it!


[Updated on: Fri, 26 January 2007 15:57]

Report message to a moderator

Re: scripts.dll 3.2 is in progress [message #241427 is a reply to message #241108] Fri, 26 January 2007 16:57 Go to previous messageGo to next message
jnz is currently offline  jnz
Messages: 3396
Registered: July 2006
Location: 30th century
Karma: 0
General (3 Stars)
RH7.3 FDS, and the RH8 FDS? probably
Re: scripts.dll 3.2 is in progress [message #241492 is a reply to message #241108] Sat, 27 January 2007 04:07 Go to previous messageGo to next message
CarrierII is currently offline  CarrierII
Messages: 3804
Registered: February 2006
Location: England
Karma: 0
General (3 Stars)

3.1.4
Alt tab crash (happens ingame, in a menu, anywhere)

Win XP Home. (32 bit)
ATI X1650 Pro
1 GB RAM

Proverbial.



Renguard is a wonderful initiative
Toggle Spoiler
Re: scripts.dll 3.2 is in progress [message #241511 is a reply to message #241108] Sat, 27 January 2007 07:15 Go to previous messageGo to next message
jonwil is currently offline  jonwil
Messages: 3556
Registered: February 2003
Karma: 0
General (3 Stars)

That crash is not from "3.1.4", the crc32 of bhs.dll matches with 3.1.3 so it is a 3.1.3 bhs.dll, hence the crash.


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
Re: scripts.dll 3.2 is in progress [message #242063 is a reply to message #241108] Mon, 29 January 2007 11:20 Go to previous messageGo to next message
danpaul88 is currently offline  danpaul88
Messages: 5795
Registered: June 2004
Location: England
Karma: 0
General (5 Stars)
Hmm, will there be a fix for Get_Shield_Type under the FDS in 3.2 ? I notice the code for it changed between 2.9.2 and 3.1.x, but both versions of it cause the FDS to crash. It works fine in all other game modes, such as LAN, non-fds dedi etc.

http://steamsignature.com/card/1/76561197975867233.png
Re: scripts.dll 3.2 is in progress [message #242080 is a reply to message #241108] Mon, 29 January 2007 11:58 Go to previous messageGo to next message
danpaul88 is currently offline  danpaul88
Messages: 5795
Registered: June 2004
Location: England
Karma: 0
General (5 Stars)
Ok, StealthEye figured it out. The memory address for Get_Armor_Name in case 1: (server.dat) should be changed from

Get_Armor_Name = (GetArmorName)0x00687700;
to
Get_Armor_Name = (GetArmorName)0x00687070;

This fixed it for me, and it returns the correct data Smile Many thanks to StealthEye for that fix, as it was really doing my head in crashing all the time Razz


http://steamsignature.com/card/1/76561197975867233.png
Re: scripts.dll 3.2 is in progress [message #242099 is a reply to message #241108] Mon, 29 January 2007 15:15 Go to previous messageGo to next message
jnz is currently offline  jnz
Messages: 3396
Registered: July 2006
Location: 30th century
Karma: 0
General (3 Stars)
Well there is your problem! Razz and i was going to say the exact same thing Sarcasm nice work Thumbs Up
Re: scripts.dll 3.2 is in progress [message #242146 is a reply to message #242099] Mon, 29 January 2007 20:28 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
Messages: 3806
Registered: July 2006
Location: USA
Karma: 6
General (3 Stars)
Could you make two scripts: one that attaches a script when you enter a zone, and one that removes a script when you leave the zone. I tried making the script myself but nothing happened when I entered the zone, but the script that was being attached could have been flawed I suppose.

Re: scripts.dll 3.2 is in progress [message #242222 is a reply to message #241108] Tue, 30 January 2007 08:04 Go to previous messageGo to next message
jonwil is currently offline  jonwil
Messages: 3556
Registered: February 2003
Karma: 0
General (3 Stars)

Work on 3.2 continues. Some of the latest changes:
Added definitions that allow access to the existing CPUDetectClass flags to tell if the CPU supports SSE and if it supports 3DNow. This is for some "fast math" stuff SaberHawk is working on.
Implemented iterating the player list into engine_player and changed several engine calls to use the new iteration logic.
Added some new and changed scripts from Kamuix
instead of crashdump.txt, crashdumps will now be named crashdump1.txt, crashdump2.txt etc like screenshots. This makes it easier to manage multiple crashdumps.
Changed bhs.dll config dialog behaviour to be more like the other config dialogs (got rid of the "save changes" button, changes are now saved automatically)


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
Re: scripts.dll 3.2 is in progress [message #242243 is a reply to message #242222] Tue, 30 January 2007 10:28 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
Messages: 3806
Registered: July 2006
Location: USA
Karma: 6
General (3 Stars)
Jerad Gray wrote on Mon, 29 January 2007 20:28

Could you make two scripts: one that attaches a script when you enter a zone, and one that removes a script when you leave the zone. I tried making the script myself but nothing happened when I entered the zone, but the script that was being attached could have been flawed I suppose.

So jonwil will you be able to add these scripts in your next scripts package?

jonwil wrote on Tue, 30 January 2007 08:04

Work on 3.2 continues. Some of the latest changes:
Added definitions that allow access to the existing CPUDetectClass flags to tell if the CPU supports SSE and if it supports 3DNow. This is for some "fast math" stuff SaberHawk is working on.


Good more 3D stuff (not sarcasm I actually do find the new effects for Renegade to be a good thing, I still have yet to try the z-buffer thing, but I will soon).

jonwil wrote on Tue, 30 January 2007 08:04


instead of crashdump.txt, crashdumps will now be named crashdump1.txt, crashdump2.txt etc like screenshots. This makes it easier to manage multiple crashdumps.


This scares me, I already have hundreds of little win/lose text documents in my Renegade folder, now I get to have a bunch of crash dump files. I will have thousands two weeks after 3.2's Release.


[Updated on: Tue, 30 January 2007 10:34]

Report message to a moderator

Re: scripts.dll 3.2 is in progress [message #242245 is a reply to message #241108] Tue, 30 January 2007 10:35 Go to previous messageGo to previous message
jnz is currently offline  jnz
Messages: 3396
Registered: July 2006
Location: 30th century
Karma: 0
General (3 Stars)
is it possible to replicate the pinfo and ID commands in scripts.dll. IE:

char ** players = pinfo();

Previous Topic: Handgun and M16 need help!
Next Topic: Looking for an ''Homer Simpsons gunner'' skin
Goto Forum:
  


Current Time: Fri Jun 28 06:02:17 MST 2024

Total time taken to generate the page: 0.01302 seconds