Tiberian Technologies releases TT-scripts 4.0 open beta 4! [message #463834] |
Wed, 07 March 2012 09:02 |
StealthEye
Messages: 2518 Registered: May 2006 Location: The Netherlands
Karma: 0
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General (2 Stars) |
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We are very pleased to release the fourth beta of scripts.dll 4.0! Almost all changes in this build are bugfixes or small user experience improvements. Below are the most important changes in this version. The game will update automatically if you have a prior beta installed, but the new installer is also available if you have not yet installed scripts 4.0 or want to reinstall it.
Many thanks to everyone who helped testing the previous beta versions and contributed by reporting bugs or suggesting improvements. Almost all changes between beta 3 and 4 have been made in response to one or more reports! Also, a special thanks to iRANian for contributing the map fixes!
The list of changes for scripts.dll 4.0 beta 4 (see also the bug tracker):
- Fix some message strings in the swap plugin.
- Fixed application data folder location for external tools.
- Fixed bug where the FDS file path in paths.ini was not used.
- Fixed some issues with particles.
- Fixed visible "Post Processing Detail" label.
- Added SeperateRemoteC4Limit and RemoteC4Limit options in svrcfg_cnc.ini (defaults are 0 and 30 respectively) to allow for a separate remote C4 limit. Added a console command to set the limit.
- Slightly improved level load times.
- Added support for FXAA.
- Added support for changing texture filter ingame.
- Fixed messages in crate plugin.
- Fixed C4 output in messages to display the type of C4.
- Fixed crash in spectate plugin.
- Fixed issue causing some weapons to be set to "unlimited ammo" on 4.0 clients when they should not be.
- Added tt.cfg option for setting the server objects.ddb filename globally.
- Remove broken ObjectsFilename keyword from ssgm.ini (it was replaced by the tt.cfg option).
- Fixed vehicle wheels rotating too fast.
- Fixed an issue where pre-4.0 clients on a 4.0 server would not have to reload in vehicles.
- Fixed bug where the chat dialog autocompletion could cause a crash.
- Fixed bug where the packageeditor convert command would not read the .mix file if a relative path was given.
- Added message when packageeditor successfully converted a package.
- Added debug info to audio code to help debug rare audio related crashes.
- Fixed SSGM wreckages to spawn with no armor.
- Added serverside option to disable camera shakes on the client. (Default is DisableCameraShake=0)
- Added serverside option to disable sending of cPlayerKill events to the client. (Default is SendPlayerKillsToNewClients=1)
- Fixed issue where the infinite ammo mod did not work for pre-4.0 clients. (As a consequence, pistols of pre-4.0 clients will no longer start loaded; pistols will start loaded only for 4.0 clients and infinite ammo works for both.)
- Add damage hooks SSGM (and plugins) can use.
- Fixed bug where the harvester unload animation would not work if there were silos on the map.
- Added a command to change the latency interpretation values to find values that make the game feel less laggy. Intended for the private test team, do not mess with this console command unless you know what you are doing.
- Included map fixes by iRANian (see spoiler below).
- Worked around an issue from stock Renegade where soldiers could get stuck inside certain dynamic physics objects (e.g. vehicles) in rare cases.
- Avoid netcode latency logic from teleporting if the teleport would result in the player being stuck or when the intended teleport distance is too small to make a difference.
- Fix an issue that was causing certain sounds to loop in situations of low FPS.
- Fix an issue causing certain sounds not to play.
- Changed TEAM and TEAM2 console commands to work more like the "change team" button. (Fixes bogus deaths.)
- Fix an issue where a warning about incompatible scripts builds was not properly sent.
- Fix an issue with the anti-cheat and the "shader detail" slider.
iRANian's map fixes
All maps:
-Added kill zones before doors in buildings to prevent getting vehicles inside them on all ground maps.
-Added beaconing prevention zone on the Refineries on flying maps, there are exploit areas only accessible with aircrafts and wall hopping, these are now fixed.
-Added kill zones to prevent Refinery, Barracks and Power Plant hops on all ground maps.
-Fixed missing Nod Refinery MCT model.
-Adjusted pedestal zones to better cover the inner middle part of the pedestal. (Glacier_Flying especially needed this)
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Walls_Flying
Fixes:
-Added kill zones for ground vehicles on both sides' walls, and a big ass one on top of the mesa
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Walls
Fixes:
-Fixed being able to get on the wall (from CP2/by reborn)
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City/City_Flying
Fixes:
-Added spawn points to the Barracks (by Zunnie)
-Fixed a misplaced PT inside the AGT
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Field
Fixes:
-Fixed a broken spawn in the Hand of Nod (from CP2/by reborn)
-Prevented a B2B spot with MRLS (from CP2/by reborn)
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Canyon
Fixes:
-Blocked ability for players to get on top of the Weapons Factory (from CP2/by reborn)
-Added kill zone to prevent 2-man wall hop from the balcony into Refinery for both teams
-Added kill zones to two places that could be reached with Humvee and Buggy
-Added kill zone to a place at the Nod Refinery tunnel that can be 2-man hopped off the wall
-Added a beaconing prevention zone to tunnel under the Nod Airstrip
-Added kill zone to an area in the field that could be used to get off map
-Added kill zones on top of the crates/containers inside of both bases to prevent players from getting on top of them
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Volcano
Fixes:
-Nothing new
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Hourglass
Fixes:
-Nothing new
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Complex
Fixes:
-Added laser fences to the top of the Nod Refinery to prevent B2B (from CP2/by Reborn)
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Glacier_Flying
Fixes:
-Prevented beaconing in an exploit spot in the middle of the field to damage the Barracks.
-Fixed a spot where you could get off the map.
-Added spawn points to the Barracks.
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Islands
Fixes:
-Nothing special
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Mesa
Fixes:
-Prevented people from hopping over a wall into an infantry only area. (From CP2/by reborn)
Thanks again for participating in this beta and reporting any issues! And most of all, enjoy the new beta!
Links to the previous beta releases, with additional information:
Beta 1
Beta 2
Beta 3
BlackIntel admin/founder/coder
Please visit http://www.blackintel.org/
[Updated on: Sun, 01 July 2012 06:34] by Moderator Report message to a moderator
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Re: Tiberian Technologies releases TT-scripts 4.0 open beta 4! [message #464015 is a reply to message #463834] |
Thu, 08 March 2012 16:31 |
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To the people experiencing FPS drops, try going to "options" then "configuration" then "expert mode" then set anti-aliasing mode to "none" and see if that does anything to your FPS issues.
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: Tiberian Technologies releases TT-scripts 4.0 open beta 4! [message #464021 is a reply to message #463834] |
Thu, 08 March 2012 16:58 |
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Ani
Messages: 399 Registered: February 2012 Location: New York City
Karma: 0
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Commander |
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Was introduced in beta 4. Truthfully I would recommend you guys going back to beta 3 and starting over what you guy's did from there, cause there are more issues now then ever before.
- Xpert and myself have been experiencing random crashes/freezes
- Sounds weird but for the first 30min or so of playing Renegade - I get a minifreeze for a split second out of no where - while achieving 200fps+. Running Fraps seems to alleviate the problem completely....
- Lag seems to be a lot more prevalent. Not FPS lag, not "jumping" pings - just ice skating/warping a lot more often since beta 3. This includes vehicles and infantry.
[Updated on: Thu, 08 March 2012 16:59] Report message to a moderator
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Re: Tiberian Technologies releases TT-scripts 4.0 open beta 4! [message #464022 is a reply to message #463834] |
Thu, 08 March 2012 17:04 |
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Going back to Beta 3 is out of the question.
What we will have to do is to sit down with one or more people who are experiencing the crashes and FPS drops and stuff in a way that is easy for them to reproduce and then do some regression testing (that is, give them different sets of dlls built from various versions of the code between Beta 3 and Beta 4) so we can narrow down which code change(s) introduced these issues.
When that will happen I dont know as I myself dont have the time to do such regression testing right now.
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
[Updated on: Thu, 08 March 2012 17:05] Report message to a moderator
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Re: Tiberian Technologies releases TT-scripts 4.0 open beta 4! [message #464023 is a reply to message #463834] |
Thu, 08 March 2012 17:14 |
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Ani
Messages: 399 Registered: February 2012 Location: New York City
Karma: 0
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Commander |
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I can deal with the FPS issues, having everything completely maxed out and running fraps gets rid of any issues regarding FPS drops and mini-freezes. So, that's not so much of an issue with me atleast.
My only concern is: why do the menu's and loading screens seem to be completely off? When I start up Renegade, the first thing I see is the "e" in "Multiplayer Practice" (the end of it) cutting off the the yellow bar and extending into the rotating background symbol. Hell, everything you do before actually getting into the game seems like it has changed visually - and it's for the worse. Even though i'm nitpicking, whatever changes were made seem incredibly useless in that sense.
Truthfully, the only "crash" i've gotten was hitting ~ and putting in E to exit the game, and then the game crashed and it froze on the desktop, having to close it down using Task Manager. This has only happened once so far, and i've been trying to reproduce it, could be isolated.
I know whatever you guy's did to the netcode was probably "for the better" but I shouldn't be warping/ice skating literally 50x more then I did in beta 3...
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Re: Tiberian Technologies releases TT-scripts 4.0 open beta 4! [message #464258 is a reply to message #464061] |
Sun, 11 March 2012 19:19 |
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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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Animoskity wrote on Fri, 09 March 2012 05:35 | I normally play with vsync on (i'm a console gamer, so yeah, lol..) and I have the same issue regardless. I switched to vsync off just for a game or so to see what my FPS is like on this laptop.
Either way, I just can't contemplate why in the world you guys would even touch the menu's and stuff? Don't see what needed to be fixed >.> - But if that is getting sloppy that's probably how we can explain people crashing for no reason now and the extreme jump in lag
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The menu wasn't modified. Things looking wrong with FXAA enabled in the menu is a small bug with the post-processing pipeline that interacted in a strange way with the previous menu fixes. Normally, the post-processing pipeline is fed the entire back-buffer and expected to render something that covers the entire screen. The menu fixes that have been in place (for quite some time now) break that assumption by changing the "viewport" to render in 4:3 for the menu. The post-processing pipeline then takes the entire screen and then outputs to that 4:3 area, effectively squishing it. What's frustrating is that nobody reported this issue in private testing...
[Updated on: Sun, 11 March 2012 19:21] Report message to a moderator
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Re: Tiberian Technologies releases TT-scripts 4.0 open beta 4! [message #464259 is a reply to message #464258] |
Sun, 11 March 2012 19:24 |
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Ani
Messages: 399 Registered: February 2012 Location: New York City
Karma: 0
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Commander |
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saberhawk wrote on Sun, 11 March 2012 19:19 |
Animoskity wrote on Fri, 09 March 2012 05:35 | I normally play with vsync on (i'm a console gamer, so yeah, lol..) and I have the same issue regardless. I switched to vsync off just for a game or so to see what my FPS is like on this laptop.
Either way, I just can't contemplate why in the world you guys would even touch the menu's and stuff? Don't see what needed to be fixed >.> - But if that is getting sloppy that's probably how we can explain people crashing for no reason now and the extreme jump in lag
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'twas just a small bug with the FXAA post-processing that interacted in a strange way with the previous menu fixes. Normally, the post process pipeline is fed the entire back-buffer and expected to render something that covers the entire screen. The menu fixes that have been in place (for quite some time now) break that assumption by changing the "viewport" to render in 4:3 for the menu. The post-processing pipeline then takes the entire screen and then outputs to that 4:3 area, effectively squishing it. What's frustrating is that nobody reported this issue in private testing...
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Yeah, at first glace it's unnoticeable but literally after like 5 seconds i'm like wtf? The entire frigging game just changed on me, lol. It's worrying essentially since this is the biggest easily visible issue one can notice and if no one reported it in private testing, it seems like no one tested it out at all.. Which is sad because beta3 was the best thing that happened to this game since it has come out, and now with beta4 people are complaining of crashes and FPS drops (someone with beta3 I know had a steady 200FPS and now has 5FPS with beta4) and a huge noticeable jump in lag.
I noticed that the newest unofficial version has fixed the menu's which is nice, but what about the rest?
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