Re: Changelist for scripts.dll 4.0 [message #353455 is a reply to message #353436] |
Mon, 06 October 2008 10:16 |
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EvilWhiteDragon
Messages: 3751 Registered: October 2005 Location: The Netherlands
Karma: 0
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General (3 Stars) |
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Jerad Gray wrote on Mon, 06 October 2008 15:33 |
EvilWhiteDragon wrote on Sat, 20 September 2008 16:10 | Another reason why I think it makes more sense to directly discharge the ob as soon as the enemy is out of sight is that, if you know a thing or 2 about physics and such you would know that such huge targetable laser which can dispensate so much heat in so little time would use HUGE amounts of power. One could reason that the capacitors/generators in the ob would get (way) too hot to stay charged. Or that the energy stored in the capacitors would leak, specially since the laser will probably require low voltage, high current. This will generate loads and loads of heat, meaning that it would not be practical with our current knowledge on the subject.
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Fair reasoning, of course this will make ob rushes a lot easier.
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Not really, only more predicable about when the OB will fire. As in the old situation you had probably about 50% chance the ob was charged or discharged. If it was discharged, then the rush would be exactly the same as it is with this fix. If it was charged, then the OB would fire 1 shot faster then it should do, and that *COULD* change the course of the rush.
Problem is that that behaviour is not predicable for either teams, so as NOD you can't count on it firing directly and as GDI you can't count on it firing "late".
This can be good and bad for both sides, so for that reason I would choose the more logical way, which is, always discharge if there is no enemy in sight.
BlackIntel admin/founder/PR dude (not a coder)
Please visit http://www.blackintel.org/
V, V for Vendetta | People should not be afraid of their governments.
Governments should be afraid of their people.
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Re: Changelist for scripts.dll 4.0 [message #353832 is a reply to message #353455] |
Thu, 09 October 2008 08:17 |
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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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EvilWhiteDragon wrote on Mon, 06 October 2008 11:16 |
Jerad Gray wrote on Mon, 06 October 2008 15:33 |
EvilWhiteDragon wrote on Sat, 20 September 2008 16:10 | Another reason why I think it makes more sense to directly discharge the ob as soon as the enemy is out of sight is that, if you know a thing or 2 about physics and such you would know that such huge targetable laser which can dispensate so much heat in so little time would use HUGE amounts of power. One could reason that the capacitors/generators in the ob would get (way) too hot to stay charged. Or that the energy stored in the capacitors would leak, specially since the laser will probably require low voltage, high current. This will generate loads and loads of heat, meaning that it would not be practical with our current knowledge on the subject.
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Fair reasoning, of course this will make ob rushes a lot easier.
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Not really, only more predicable about when the OB will fire. As in the old situation you had probably about 50% chance the ob was charged or discharged. If it was discharged, then the rush would be exactly the same as it is with this fix. If it was charged, then the OB would fire 1 shot faster then it should do, and that *COULD* change the course of the rush.
Problem is that that behaviour is not predicable for either teams, so as NOD you can't count on it firing directly and as GDI you can't count on it firing "late".
This can be good and bad for both sides, so for that reason I would choose the more logical way, which is, always discharge if there is no enemy in sight.
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How many 100% predictable games are fun?
Visit Jerad's deer sweat shop
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Re: Changelist for scripts.dll 4.0 [message #353854 is a reply to message #336622] |
Thu, 09 October 2008 10:32 |
StealthEye
Messages: 2518 Registered: May 2006 Location: The Netherlands
Karma: 0
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General (2 Stars) |
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Many. I don't like randomness in games at all. Admittedly it's probably the most important reason for me to not play some games. (Doesn't go only for computer games, same goes for board/card games for example). If I lose then at least I want it to be my own fault, not because of some silly bug making the ob kill me instantly.
BlackIntel admin/founder/coder
Please visit http://www.blackintel.org/
[Updated on: Thu, 09 October 2008 10:33] Report message to a moderator
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Re: Changelist for scripts.dll 4.0 [message #355655 is a reply to message #355651] |
Fri, 24 October 2008 12:51 |
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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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MGamer wrote on Fri, 24 October 2008 14:24 |
Quote: | TextureClass *Create_Render_Target(int width, int height, WW3DFormat format); //Create a render target
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The changelog is rather inaccurate right now, but that function used to create a render target texture for shader developers to use in advanced effects. It's done by a different function now.
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Re: Changelist for scripts.dll 4.0 [message #356784 is a reply to message #336622] |
Sat, 01 November 2008 19:44 |
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DutchNeon
Messages: 533 Registered: January 2007 Location: The Netherlands
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Colonel |
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Lag issues gonna be fixed too? For example, sometimes, you will see GDI guys 'lag up the field' on the map field, while they are in the AGT for example. Kill em, and they disappear, and the body falls, where they actually where.
Happens on Islands too, if you snipe across the map from the strip, towards the first island from the GDI base.
[Updated on: Sat, 01 November 2008 19:45] Report message to a moderator
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Re: Changelist for scripts.dll 4.0 [message #382317 is a reply to message #336622] |
Fri, 24 April 2009 05:52 |
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BLûεl4βêL
Messages: 178 Registered: September 2008 Location: Netherlands
Karma: 0
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Recruit |
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Quote: | Anti-cheat to detect damage related hacks
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So this patch wont stop RGH? :\
...bow to your #1 ranked warrior
Quote: | by Whiskey @ clanwars.cc
Legend has it, that long long ago before the tiberum wars, Havoc and Sakura conceived a love child in the backseat of a GDI Hum-vee. 9 months later, IsItInYou popped out and headshot them both, then nuked their refinery.
how did the baby get a gun?! rgGh probably
so the baby spectated both his parents and drove home from the C&C_Hospital.mix in the humvee parked outside?!
3 wisemen came bearing gifts: credits, tiberium, and murr, whatever the FUCK that is. IsItInYou was nailed to the obelisk, but respawned 3 days later and performed miracles.
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Re: Changelist for scripts.dll 4.0 [message #382335 is a reply to message #336622] |
Fri, 24 April 2009 08:25 |
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BLûεl4βêL
Messages: 178 Registered: September 2008 Location: Netherlands
Karma: 0
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Recruit |
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Ahh that sounds great. It would be awesome if it stops every single cheat for renegade, so things like BIATCH (for servers) and RR (for servers & players) won't be needed.
...bow to your #1 ranked warrior
Quote: | by Whiskey @ clanwars.cc
Legend has it, that long long ago before the tiberum wars, Havoc and Sakura conceived a love child in the backseat of a GDI Hum-vee. 9 months later, IsItInYou popped out and headshot them both, then nuked their refinery.
how did the baby get a gun?! rgGh probably
so the baby spectated both his parents and drove home from the C&C_Hospital.mix in the humvee parked outside?!
3 wisemen came bearing gifts: credits, tiberium, and murr, whatever the FUCK that is. IsItInYou was nailed to the obelisk, but respawned 3 days later and performed miracles.
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Re: Changelist for scripts.dll 4.0 [message #408380 is a reply to message #336622] |
Mon, 26 October 2009 09:26 |
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Goztow
Messages: 9737 Registered: March 2005 Location: Belgium
Karma: 13
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General (5 Stars) Goztoe |
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If a server runs this plugin, which has been openly released, then the base defences will shoot the vehicle for the 3-5 seconds that it's not neutral after the passenger left it. But it has nothing to do with TT, which doesn't include this plugin.
You can find me in The KOSs2 (TK2) discord while I'm playing. Feel free to come and say hi! TK2 discord
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Re: Changelist for scripts.dll 4.0 [message #408381 is a reply to message #336622] |
Mon, 26 October 2009 09:38 |
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Ghostshaw
Messages: 709 Registered: September 2006
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Colonel |
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We actually have a different fix for the same problem that does not cause the base defense problem.
As for the RG and RR not working bits. The patch will remove RG so yes it will stop it from working. And the patch will probably not work side by side with RR (although not intentionally). Theres just a bunch of things that will probably conflict.
BlackIntel Administrator
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Re: Changelist for scripts.dll 4.0 [message #408382 is a reply to message #408381] |
Mon, 26 October 2009 09:50 |
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Ghostshaw wrote on Mon, 26 October 2009 16:38 | We actually have a different fix for the same problem that does not cause the base defense problem.
As for the RG and RR not working bits. The patch will remove RG so yes it will stop it from working. And the patch will probably not work side by side with RR (although not intentionally). Theres just a bunch of things that will probably conflict.
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Although given that Yrr/Neku/TimeFX has handed you the source code, I assume the patcher will check to see if you had RR installed, and behave accordingly when installing the patch...
As for RR no longer working, TT is designed to be a "super" patch, gathering all of the previously seperate improvement efforts under one banner, so all of the RR fixes will be in TT anyway.
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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Re: Changelist for scripts.dll 4.0 [message #408503 is a reply to message #408382] |
Tue, 27 October 2009 03:04 |
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EvilWhiteDragon
Messages: 3751 Registered: October 2005 Location: The Netherlands
Karma: 0
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General (3 Stars) |
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CarrierII wrote on Mon, 26 October 2009 17:50 |
Ghostshaw wrote on Mon, 26 October 2009 16:38 | We actually have a different fix for the same problem that does not cause the base defense problem.
As for the RG and RR not working bits. The patch will remove RG so yes it will stop it from working. And the patch will probably not work side by side with RR (although not intentionally). Theres just a bunch of things that will probably conflict.
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Although given that Yrr/Neku/TimeFX has handed you the source code, I assume the patcher will check to see if you had RR installed, and behave accordingly when installing the patch...
As for RR no longer working, TT is designed to be a "super" patch, gathering all of the previously seperate improvement efforts under one banner, so all of the RR fixes will be in TT anyway.
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Well, RR also had some more "dubious" fixes which some people might like and some certainly will dislike, so therefore RR won't be directly included in TT. Also, in TT we rewrote a lot of hacks to proper functions. This probably causes RR to not work on TT, which could be fixed, if Yrr would be around and change/update/merge RR.
BlackIntel admin/founder/PR dude (not a coder)
Please visit http://www.blackintel.org/
V, V for Vendetta | People should not be afraid of their governments.
Governments should be afraid of their people.
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