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Re: Changelist for scripts.dll 4.0 [message #353455 is a reply to message #353436] Mon, 06 October 2008 10:16 Go to previous messageGo to next message
EvilWhiteDragon is currently offline  EvilWhiteDragon
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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.

Fair reasoning, of course this will make ob rushes a lot easier.

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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Re: Changelist for scripts.dll 4.0 [message #353822 is a reply to message #336622] Thu, 09 October 2008 05:36 Go to previous messageGo to next message
ErroR is currently offline  ErroR
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Really waiting for bluehell and ob discharge bug fixed Thumbs Up
Re: Changelist for scripts.dll 4.0 [message #353832 is a reply to message #353455] Thu, 09 October 2008 08:17 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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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.

Fair reasoning, of course this will make ob rushes a lot easier.

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.

How many 100% predictable games are fun?


Re: Changelist for scripts.dll 4.0 [message #353853 is a reply to message #336622] Thu, 09 October 2008 10:32 Go to previous messageGo to next message
Goztow is currently offline  Goztow
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It's more fun to die out of nowhere!

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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 Go to previous messageGo to next message
StealthEye is currently offline  StealthEye
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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]

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Re: Changelist for scripts.dll 4.0 [message #354077 is a reply to message #353854] Sat, 11 October 2008 17:15 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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StealthEye wrote on Thu, 09 October 2008 11:32

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.

It is your fault, always let the n00bs go first Tell Me
lol, jk.


Re: Changelist for scripts.dll 4.0 [message #355651 is a reply to message #336622] Fri, 24 October 2008 12:24 Go to previous messageGo to next message
MGamer is currently offline  MGamer
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Quote:

TextureClass *Create_Render_Target(int width, int height, WW3DFormat format); //Create a render target
what does this means o.o


rawr.....
Re: Changelist for scripts.dll 4.0 [message #355655 is a reply to message #355651] Fri, 24 October 2008 12:51 Go to previous messageGo to next message
saberhawk
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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
what does this means o.o


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.
Re: Changelist for scripts.dll 4.0 [message #356784 is a reply to message #336622] Sat, 01 November 2008 19:44 Go to previous messageGo to next message
DutchNeon is currently offline  DutchNeon
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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]

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Re: Changelist for scripts.dll 4.0 [message #356834 is a reply to message #336622] Sun, 02 November 2008 06:17 Go to previous messageGo to next message
StealthEye is currently offline  StealthEye
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I don't think that's something we can fix easily without significantly affecting the renegade netcode.

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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 Go to previous messageGo to next message
BLûεl4βêL is currently offline  BLûεl4βêL
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Quote:

Anti-cheat to detect damage related hacks



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.
Re: Changelist for scripts.dll 4.0 [message #382321 is a reply to message #336622] Fri, 24 April 2009 06:15 Go to previous messageGo to next message
StealthEye is currently offline  StealthEye
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It will.

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Re: Changelist for scripts.dll 4.0 [message #382322 is a reply to message #336622] Fri, 24 April 2009 06:18 Go to previous messageGo to next message
Jamie or NuneGa is currently offline  Jamie or NuneGa
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you guys got ur anti-cheat sorting velocity out?

http://img504.imageshack.us/img504/8789/avilj4.jpg

Jamie is a guys name in Europe...
Re: Changelist for scripts.dll 4.0 [message #382325 is a reply to message #336622] Fri, 24 April 2009 06:40 Go to previous messageGo to next message
Goztow is currently offline  Goztow
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They do, of course.

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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 Go to previous messageGo to next message
BLûεl4βêL is currently offline  BLûεl4βêL
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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.
Re: Changelist for scripts.dll 4.0 [message #408371 is a reply to message #382335] Mon, 26 October 2009 08:08 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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I have a question, if I hope out of my vehicle, will the Obelisk/AGT keep shooting my vehicle instead of me due to the points fix? Tell Me

Re: Changelist for scripts.dll 4.0 [message #408375 is a reply to message #408371] Mon, 26 October 2009 08:37 Go to previous messageGo to next message
Goztow is currently offline  Goztow
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Jerad Gray wrote on Mon, 26 October 2009 16:08

I have a question, if I hope out of my vehicle, will the Obelisk/AGT keep shooting my vehicle instead of me due to the points fix? Tell Me

No, you're confused by another plugin that Spoony asked for, for his league, and that was coded by Reborn. This plugin - which will not be implemented in TT AFIK - aims to solve the "injustice" that you don't get points for destroying a vehicle when the driver of said vehicle jumps out in the last moment because the vehicle becomes neutral.


You can find me in The KOSs2 (TK2) discord while I'm playing. Feel free to come and say hi! TK2 discord
Re: Changelist for scripts.dll 4.0 [message #408376 is a reply to message #336622] Mon, 26 October 2009 08:54 Go to previous messageGo to next message
Sladewill is currently offline  Sladewill
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on the anti cheat will TT stop RG and RR from working?

FT-Owners - Sladewill,Snazy2007,Willdy
http://FT-Gaming.com for more info...
Re: Changelist for scripts.dll 4.0 [message #408377 is a reply to message #408375] Mon, 26 October 2009 08:59 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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Goztow wrote on Mon, 26 October 2009 09:37

Jerad Gray wrote on Mon, 26 October 2009 16:08

I have a question, if I hope out of my vehicle, will the Obelisk/AGT keep shooting my vehicle instead of me due to the points fix? Tell Me

No, you're confused by another plugin that Spoony asked for, for his league, and that was coded by Reborn. This plugin - which will not be implemented in TT AFIK - aims to solve the "injustice" that you don't get points for destroying a vehicle when the driver of said vehicle jumps out in the last moment because the vehicle becomes neutral.

IF the vehicle ISN'T neutral, what does the obelisk think about it?


Re: Changelist for scripts.dll 4.0 [message #408380 is a reply to message #336622] Mon, 26 October 2009 09:26 Go to previous messageGo to next message
Goztow is currently offline  Goztow
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Goztoe
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
Re: Changelist for scripts.dll 4.0 [message #408381 is a reply to message #336622] Mon, 26 October 2009 09:38 Go to previous messageGo to next message
Ghostshaw is currently offline  Ghostshaw
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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
Re: Changelist for scripts.dll 4.0 [message #408382 is a reply to message #408381] Mon, 26 October 2009 09:50 Go to previous messageGo to next message
CarrierII is currently offline  CarrierII
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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.


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... Smile

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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Re: Changelist for scripts.dll 4.0 [message #408386 is a reply to message #408381] Mon, 26 October 2009 10:32 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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Ghostshaw wrote on Mon, 26 October 2009 10:38

We actually have a different fix for the same problem that does not cause the base defense problem.


Does it still make the vehicle keep the team or does it just award points even though the vehicle is neutral?


Re: Changelist for scripts.dll 4.0 [message #408393 is a reply to message #336622] Mon, 26 October 2009 11:36 Go to previous messageGo to next message
Sladewill is currently offline  Sladewill
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The next question will be when its released lol

FT-Owners - Sladewill,Snazy2007,Willdy
http://FT-Gaming.com for more info...
Re: Changelist for scripts.dll 4.0 [message #408503 is a reply to message #408382] Tue, 27 October 2009 03:04 Go to previous messageGo to previous message
EvilWhiteDragon is currently offline  EvilWhiteDragon
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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.


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... Smile

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.

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.


http://www.blackintel.org/usr/evilwhitedragon/pointfix.gif
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Please visit http://www.blackintel.org/

V, V for Vendetta

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Governments should be afraid of their people.
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