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Re: scripts.dll 3.2 is in progress [message #241366 is a reply to message #241108] |
Fri, 26 January 2007 10:37 |
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Laugh but not help? Constructive.
Renguard is a wonderful initiative
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Supporters of Proposition 8 will argue California does not discriminate against gays, as the current law allows them to get married - as long as they wed a partner of the opposite sex.
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halokid wrote on Mon, 11 October 2010 08:46 |
R315r4z0r wrote on Mon, 11 October 2010 15:35 |
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the hell is that?
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[Updated on: Fri, 26 January 2007 10:37] Report message to a moderator
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Re: scripts.dll 3.2 is in progress [message #241372 is a reply to message #241369] |
Fri, 26 January 2007 11:13 |
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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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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.
Visit Jerad's deer sweat shop
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Re: scripts.dll 3.2 is in progress [message #241373 is a reply to message #241372] |
Fri, 26 January 2007 11:22 |
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Sir Kane
Messages: 1701 Registered: March 2003 Location: Angerville
Karma: 0
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General (1 Star) |
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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.
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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.
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Re: scripts.dll 3.2 is in progress [message #241399 is a reply to message #241342] |
Fri, 26 January 2007 14:23 |
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saberhawk
Messages: 1068 Registered: January 2006 Location: ::1
Karma: 0
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General (1 Star) |
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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.
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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?
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Re: scripts.dll 3.2 is in progress [message #241511 is a reply to message #241108] |
Sat, 27 January 2007 07:15 |
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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
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Re: scripts.dll 3.2 is in progress [message #242222 is a reply to message #241108] |
Tue, 30 January 2007 08:04 |
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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
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Re: scripts.dll 3.2 is in progress [message #242243 is a reply to message #242222] |
Tue, 30 January 2007 10:28 |
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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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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.
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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.
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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.
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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.
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[Updated on: Tue, 30 January 2007 10:34] Report message to a moderator
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