scripts.dll 3.2.2 is out [message #256306] |
Sat, 28 April 2007 22:22 |
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Note that this version will NOT function on Windows 98/ME
Get it from http://www.sourceforge.net/projects/rentools/
Changelog:
Changes to the normal map shader to fix most of the bugs (including having
the correct set of default values)
Fixes to a few places where Get_Data_File is called but
we don't check the return value is non zero before we use it
Changed all places were we display a message box to use NULL
instead of HWND_DESKTOP for the parent (per what I saw online,
NULL is the right value to pass, not HWND_DESKTOP)
Added more code to check for the existence of the various dll files
and print an error if they aren't there
Added code to use FormatMessage to make the errors in dllload.txt
easier to follow
Added code to prevent accidentally double deleting objects if
DestroyEngine3D is somehow called twice.
Fixes to the Tangent/Binormal generation code (it still has the black
triangles on some objects but its as good as its going to get unless some
math guru can find the problem)
Added code to prevent the dll from running on Windows 98/ME (that way you
get a nice error message, not some random weird windows error when the dll
tries to use a feature thats not available on windows 9x)
Code for the Matrix2 class
Bug fix to functions in Engine_Net.cpp that obtain an IP address
Bug fix to Get_Vehicle_Mode to always return the mode of the vehicle,
even if the passed in object is the driver of the vehicle
Bug fixes to Find_Object_With_Script
Bug fixes to StringClass and WideStringClass
New code to handle saving and restoring a render state inside a shader
(i.e. to save and restore fog properly)
Bug fixes to JFW_Kill_Message_Display
Bug fixes to JFW_Sell_Zone and JFW_Repair_Zone_2
Bug fixes to the ExpVehFac logic in mdbevf.cpp
Fix to shadermgr.cpp so that per-map shaders.sdb files will work correctly
Added code to shaders.dll to detect if d3dx9_30.dll is missing and if it is,
display a usefull error
Added code to prevent accidentally deleting stuff in shaderstatemgr.cpp twice
Fixes to several crash bugs
Fixed a crash that could occur with objects with a certain texture mapper
used on them
Added fixes so that GetExplosionObj works correctly for buildings (and will
detect nuke and C4 blowing up buildings)
Fixed a crash bug that could show up with the single player encyclopedia
Cleanups in Do_Recieve_Data_Sc
A fix to the EXIT console command (hopefully it wont crash the game anymore)
Fixes to the sidebar code
Cleanups in Do_Recieve_Data_Cs
Code to correctly disable backbuffer locking (fixes a couple of ATI issues)
Some code changes to prevent crashes when running inside PIX
Code to so that scripts.dll is no longer read from a mod package
I am sure an installer will be made for this soon
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 3.2.2 is out [message #256338 is a reply to message #256306] |
Sun, 29 April 2007 04:41 |
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@John:
If you add an own message command, remove the old one!
>help
------ available commands -------
admin_message(amsg), allow, ban, client_physics_optimization(cpo), cmsg,
cmsgp, cmsgt, disarm, disarmb, disarmp, donate, edit_vehicle, eject,
game_info, gameover, getbw, hud, icon, icon2, id, kick, map, mapch, mapnum,
maxplimitd, message(msg), message(msg), mined, mlimit, mlimitd, mlist,
mlistc, mod, musica, musicp, net_update_rate(nur), nextmap, nomusica,
nomusicp, page, pamsg, pause, pinfo, player_info, plimit, plimitd,
position(pos), ppage, quit, radar, restart, rlmon, rlmonoff, screen_uv_bias,
set_bw_budget_out(sbbo), setbw, snd3da, snd3dp, snd3dt, snda, sndp, sndt,
song, sversion, team, team2, time, timed, timel, timeld, tmsg,
toggle_sorting, tpage, version, version, vlimit, vlimitd, win, wolname
Yrr.
Creator of...
Resurrection, a Command & Conquer: Renegade Modification
LevelRedit, a .mix to .lvl converter
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Re: scripts.dll 3.2.2 is out [message #256362 is a reply to message #256306] |
Sun, 29 April 2007 09:11 |
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JohnDoe
Messages: 1416 Registered: May 2006
Karma: 0
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General (1 Star) |
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When will we get a complete set of normal maps? They're sweet, but it's kinda strange when only 2 vehicles out of 17 use them.
Oh and 3x and 4x anti-aliasing makes my Renegade crash after loading the map...why is that? I have a GeForce 6800, 512mb RAM, Athlon xp 2400+...could it be that my hardware doesn't support those modes or something?
lol
[Updated on: Sun, 29 April 2007 09:40] Report message to a moderator
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Re: scripts.dll 3.2.2 is out [message #256421 is a reply to message #256351] |
Sun, 29 April 2007 17:11 |
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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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Canadacdn wrote on Sun, 29 April 2007 09:21 | Does this mean all the normal maps I had set up in 3.2.1 are now useless?
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Shaders are guaranteed not to have different SDB requirements between bugfix versions. The default settings in sdbedit.exe for the normal map shader in 3.2.0 and 3.2.1 however were wrong and the proper defaults were put in place.
hog654321, JohnDoe: Upload the latest crashdump.txt that you have.
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Re: scripts.dll 3.2.2 is out [message #256459 is a reply to message #256306] |
Mon, 30 April 2007 01:26 |
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jonwil, my brother is a Cambridge university maths undergraduate with an ability to program, want him to have a look at that tangent/binormal problem - Sorry, he doesn't have the time.
Good work.
Renguard is a wonderful initiative
Toggle Spoiler
BBC news, quoting... |
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: Mon, 30 April 2007 01:35] Report message to a moderator
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