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Re: January 1 - 2010 [message #435898 is a reply to message #434645] |
Tue, 31 August 2010 10:52 ![Go to previous message Go to previous message](/theme/Renegade_Forums/images/up.png) ![Go to next message Go to next message](/theme/Renegade_Forums/images/down.png) |
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trooprm02
Messages: 3266 Registered: August 2005 Location: Canada
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jonwil wrote on Mon, 02 August 2010 08:49 | Any major gameplay bugs (such as harvesters dumping the wrong amount or refineries giving the wrong credits) would have been picked up by the APB/Reborn/AR teams.
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EvilWhiteDragon wrote on Thu, 12 August 2010 12:10 | As said, the code will be fixed, and probably the always.something will be patched to 2.
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Well actually, the test server right now gives 2 credits, then 3, etc and NOT 2/second every time. Also, the way the harvester dumps has been changed from 1 lump sum when completed, to an insanely fast trickle
Oh and crate locations on maps have changed too....
My: Videos/Website/Forums
[Updated on: Tue, 31 August 2010 11:01] Report message to a moderator
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Re: January 1 - 2010 [message #435921 is a reply to message #435898] |
Wed, 01 September 2010 00:56 ![Go to previous message Go to previous message](/theme/Renegade_Forums/images/up.png) ![Go to next message Go to next message](/theme/Renegade_Forums/images/down.png) |
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EvilWhiteDragon
Messages: 3751 Registered: October 2005 Location: The Netherlands
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trooprm02 wrote on Tue, 31 August 2010 19:52 |
jonwil wrote on Mon, 02 August 2010 08:49 | Any major gameplay bugs (such as harvesters dumping the wrong amount or refineries giving the wrong credits) would have been picked up by the APB/Reborn/AR teams.
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EvilWhiteDragon wrote on Thu, 12 August 2010 12:10 | As said, the code will be fixed, and probably the always.something will be patched to 2.
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Well actually, the test server right now gives 2 credits, then 3, etc and NOT 2/second every time. Also, the way the harvester dumps has been changed from 1 lump sum when completed, to an insanely fast trickle
Oh and crate locations on maps have changed too....
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2 then 3 means it's still at 2.5, because we didn't change the always.something.
Money dumps is not more tiberian sun style, like intended. Actually, on a non-TT server the ref does try to do a trickle, so it could happen you would get 150 once and 150 slightly after, though usually not noticeable.
Crate locations might have changed between SSGM versions, because WD didn't use all crate locations implemented by Westwood.
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V, V for Vendetta | People should not be afraid of their governments.
Governments should be afraid of their people.
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Re: January 1 - 2010 [message #435939 is a reply to message #435921] |
Wed, 01 September 2010 11:28 ![Go to previous message Go to previous message](/theme/Renegade_Forums/images/up.png) ![Go to next message Go to next message](/theme/Renegade_Forums/images/down.png) |
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trooprm02
Messages: 3266 Registered: August 2005 Location: Canada
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EvilWhiteDragon wrote on Wed, 01 September 2010 02:56 |
2 then 3 means it's still at 2.5, because we didn't change the always.something.
Money dumps is not more tiberian sun style, like intended. Actually, on a non-TT server the ref does try to do a trickle, so it could happen you would get 150 once and 150 slightly after, though usually not noticeable.
Crate locations might have changed between SSGM versions, because WD didn't use all crate locations implemented by Westwood.
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1)Crate locations shouldn't be changed from the default Westwood values (isn't this information specified in map files anyway?)
2)Harvy dumping, in regular servers now you get a few credits when the harv starts dumping, but only get the remainder (300?) when its completed. Now, your getting that amount throughout the dumping process at a very fast rate and this changed gameplay heavily...
My: Videos/Website/Forums
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Re: January 1 - 2010 [message #435950 is a reply to message #415183] |
Wed, 01 September 2010 16:22 ![Go to previous message Go to previous message](/theme/Renegade_Forums/images/up.png) ![Go to next message Go to next message](/theme/Renegade_Forums/images/down.png) |
StealthEye
Messages: 2518 Registered: May 2006 Location: The Netherlands
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1) The crate locations are indeed in the map files, and have not been changed. However, the code was bugged, ignoring some spawn locations. (Not related to WD's SSAOW/SSGM crates, Renegade contains the bug. Renegade's simple crates do not spawn in these locations either.)
2) The gradual harvy dumping is implemented in Renegade, but only works for very low framerates (due to rounding). I am sure most have experienced that they received part of the credits first and the remaining part later. That happens due to framedrops, where the current code attempts to gradually give credits.
I agree that both changes affect gameplay and both should be configurable 1) by removing the previously ignored crate locations and 2) by making the harv dump configurable (either all-at-once or trickle gradually).
BlackIntel admin/founder/coder
Please visit http://www.blackintel.org/
[Updated on: Wed, 01 September 2010 16:26] Report message to a moderator
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Re: January 1 - 2010 [message #436214 is a reply to message #415183] |
Tue, 07 September 2010 08:38 ![Go to previous message Go to previous message](/theme/Renegade_Forums/images/up.png) ![Go to next message Go to next message](/theme/Renegade_Forums/images/down.png) |
StealthEye
Messages: 2518 Registered: May 2006 Location: The Netherlands
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I don't remember the exact computation, but basically, it computes the amount of credits to deliver that frame, using some multiplier. If the frame rates are high enough, this number is between 0 and 1, and when rounded becomes 0. Therefore, the "gradual" effect only works when the framerate is low enough, and the multiplier becomes >1.
Again, I don't remember the details, but it is likely something similar to this:
// Values from LevelEdit
int dropoffCredits = 300;
int dropoffDuration = 10; // I have no clue what the real value is for Renegade.
// Every frame
time_t currentTime = timeGetTime();
time_t timeDifferenceInMs = currentTime - previousUpdateTime;
int timeDifferenceInSec = timeDifferenceInMs / 1000; // Loses precision here, will be 0 if timeDifferenceInMs < 1000, ie when FPS > 1.
int amountToDropOff = dropoffCredits / dropoffDuration * timeDifference;
previousUpdateTime = currentTime;
distributeCredits(amountToDropoff);
What TT did was change the "int" to a "float" to avoid the roundoff error.
BlackIntel admin/founder/coder
Please visit http://www.blackintel.org/
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Re: January 1 - 2010 [message #436430 is a reply to message #415183] |
Sat, 11 September 2010 17:51 ![Go to previous message Go to previous message](/theme/Renegade_Forums/images/up.png) ![Go to next message Go to next message](/theme/Renegade_Forums/images/down.png) |
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The plan would be that there would be a distribution of a modified objects.ddb to go with SSGM 4.0 which would set the number to 2.
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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