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plans for another core patch? [message #267006] Mon, 18 June 2007 09:24 Go to next message
Spoony is currently offline  Spoony
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There are still a few things could use fixing...

- the one-man refhop exploit for Nod on Field (discovered relatively recently, so I don't think it was always possible)
- harvesters ceasing to move after they respawn once the Nod pp is gone
- Nod harvester getting stuck on the tank trap on Walls Flying - doesn't happen often, but when it does, gg for Nod
- harvesters getting stuck on the rocks in the tib field on Under


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[Updated on: Mon, 18 June 2007 09:26]

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Re: plans for another core patch? [message #267250 is a reply to message #267006] Tue, 19 June 2007 05:13 Go to previous messageGo to next message
Spoony is currently offline  Spoony
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also,
- nod vehicles being momentarily visible at the moment they're purchased, no matter where you are on the map... why the hell does that happen anyway?


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Re: plans for another core patch? [message #267254 is a reply to message #267006] Tue, 19 June 2007 06:31 Go to previous messageGo to next message
Yrr is currently offline  Yrr
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Spoony. wrote on Mon, 18 June 2007 18:24

- harvesters ceasing to move after they respawn once the Nod pp is gone

Do you mean the invisible harvester?

Spoony. wrote on Tue, 19 June 2007 14:13

also,
- nod vehicles being momentarily visible at the moment they're purchased, no matter where you are on the map... why the hell does that happen anyway?

Don't know what you mean. Where do you see them?


Re: plans for another core patch? [message #267262 is a reply to message #267254] Tue, 19 June 2007 06:55 Go to previous messageGo to next message
Spoony is currently offline  Spoony
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Yrr wrote on Tue, 19 June 2007 08:31

Spoony. wrote on Mon, 18 June 2007 18:24

- harvesters ceasing to move after they respawn once the Nod pp is gone

Do you mean the invisible harvester?

that's fixed, but that was only 25% of the problem.

Before that was fixed, when the Nod pp was destroyed and the harvester spawned thereafter, one of the following would happen depending on the map:
- the harvester would move and collect+deposit tiberium normally, but would be invisible (mesa)
- the harvester would get dropped off on the airstrip and not move an inch (everything except mesa, IIRC), as well as being invisible

The invisibility has been fixed, its immobility hasn't.

Spoony. wrote on Tue, 19 June 2007 14:13

also,
- nod vehicles being momentarily visible at the moment they're purchased, no matter where you are on the map... why the hell does that happen anyway?

Don't know what you mean. Where do you see them?[/quote]
You sometimes see them for a fraction of a second, even if you're nowhere near the airstrip. It permits you to know what Nod's just bought, which let's be honest is pretty crappy. Yes, you can sometimes discern what Nod's buying by looking at the plane, but you shouldn't if you're on the other side of the map.


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Re: plans for another core patch? [message #267264 is a reply to message #267006] Tue, 19 June 2007 07:12 Go to previous messageGo to next message
Ghostshaw is currently offline  Ghostshaw
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Yes a CP3 is in the works, no we don't know exactely what will be in it and when it will be done.

-Ghost-


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Re: plans for another core patch? [message #267277 is a reply to message #267262] Tue, 19 June 2007 08:26 Go to previous messageGo to next message
havoc9826 is currently offline  havoc9826
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Spoony. wrote on Tue, 19 June 2007 06:55

Yrr wrote on Tue, 19 June 2007 08:31

Spoony. wrote on Mon, 18 June 2007 18:24

- harvesters ceasing to move after they respawn once the Nod pp is gone

Do you mean the invisible harvester?

that's fixed, but that was only 25% of the problem.

Before that was fixed, when the Nod pp was destroyed and the harvester spawned thereafter, one of the following would happen depending on the map:
- the harvester would move and collect+deposit tiberium normally, but would be invisible (mesa)
- the harvester would get dropped off on the airstrip and not move an inch (everything except mesa, IIRC), as well as being invisible

The invisibility has been fixed, its immobility hasn't.

Yrr wrote on Tue, 19 June 2007 08:31

Spoony. wrote on Tue, 19 June 2007 14:13

also,
- nod vehicles being momentarily visible at the moment they're purchased, no matter where you are on the map... why the hell does that happen anyway?

Don't know what you mean. Where do you see them?

You sometimes see them for a fraction of a second, even if you're nowhere near the airstrip. It permits you to know what Nod's just bought, which let's be honest is pretty crappy. Yes, you can sometimes discern what Nod's buying by looking at the plane, but you shouldn't if you're on the other side of the map.


From February of last year:
[00:28:53] <havoc9826> hey cc
[00:28:57] <havoc9826> why is it for like 100 ms
[00:29:02] <havoc9826> you see a vehicle at 0 0 0
[00:29:05] <havoc9826> before it ends up in the cargo plane
[00:29:14] <havoc9826> lke on city, if someone buys a stank
[00:29:39] <havoc9826> i see it under the bridge for .1 seconds
[00:29:45] <havoc9826> then it goes into the cargo plane
[00:32:47] <~ccfan4326> all vehicles are spawned at 0 0 0 and then moved iirc
[00:36:57] <%FX> so
[00:37:00] <%FX> wait
[00:37:00] <%FX> no
[00:37:00] <%FX> ?
[00:37:05] <%FX> it's a new thing for me
[00:37:12] <%FX> and i've only experienced it on BC
[00:37:14] <havoc9826> so there's no way to make us not see them? o.O
[00:37:21] <~ccfan4326> oh, right, usually the vehicle have a script that are attached to them that make them invisible, but jonwil's scripts remove that to fix a bug with the invisible script not being removed from the harv
[00:37:23] <%FX> you can even shoot them if you're fast enough
[00:37:32] <havoc9826> on islands i see them spawn by the gdi tunnel arch
[00:37:35] <~ccfan4326> so you'll only see nod tanks at 0 0 0
[00:37:39] <havoc9826> yeah


If he's right, both of those problems are intertwined.


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Re: plans for another core patch? [message #267283 is a reply to message #267006] Tue, 19 June 2007 08:48 Go to previous messageGo to next message
CarrierII is currently offline  CarrierII
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Errm.

CAn you add a "GDI harvester destroyed" sound? (And one for Nod)

It's just you get "GDI harvester under attack... then you can't tell (without looking) whether or not it was destroyed, just thought it would be nice.


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Re: plans for another core patch? [message #267319 is a reply to message #267262] Tue, 19 June 2007 11:55 Go to previous message
Yrr is currently offline  Yrr
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Spoony. wrote on Tue, 19 June 2007 15:55

Yrr wrote on Tue, 19 June 2007 08:31

Spoony. wrote on Mon, 18 June 2007 18:24

- harvesters ceasing to move after they respawn once the Nod pp is gone

Do you mean the invisible harvester?

that's fixed, but that was only 25% of the problem.

Before that was fixed, when the Nod pp was destroyed and the harvester spawned thereafter, one of the following would happen depending on the map:
- the harvester would move and collect+deposit tiberium normally, but would be invisible (mesa)
- the harvester would get dropped off on the airstrip and not move an inch (everything except mesa, IIRC), as well as being invisible

The invisibility has been fixed, its immobility hasn't.

Yrr wrote on Tue, 19 June 2007 08:31

Spoony. wrote on Tue, 19 June 2007 14:13

also,
- nod vehicles being momentarily visible at the moment they're purchased, no matter where you are on the map... why the hell does that happen anyway?

Don't know what you mean. Where do you see them?

You sometimes see them for a fraction of a second, even if you're nowhere near the airstrip. It permits you to know what Nod's just bought, which let's be honest is pretty crappy. Yes, you can sometimes discern what Nod's buying by looking at the plane, but you shouldn't if you're on the other side of the map.


The harvester bug is fixed in Resurrection.
The second problem is caused by Custom Scripts, as havoc9826 already pasted. (btw, RR removes the change of Custom Scripts, so it fixes that too Wink)


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