Now collecting scripts 4.1 bugs [message #488287] |
Wed, 02 July 2014 19:36 |
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As has been mentioned in a few threads, TT are looking into the possibility of continued scripts development for Renegade. I cant talk more about this or who might be doing the work but i want to throw open this thread to collect any bugs or issues people have in 4.1 that they want fixed or sorted. Or feautre requests they want conhsidered (e.g. building revival). I am NOT promising that anything in this thread will be implemented, just that posting it here will increase its chances of being implemented in a future scripts relesse for Renegade, if any.
Feel free to either link existing threads or post directly about 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: Now collecting scripts 4.1 bugs [message #488292 is a reply to message #488287] |
Wed, 02 July 2014 22:12 |
dblaney1
Messages: 358 Registered: March 2014 Location: United States
Karma: 0
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Commander |
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One thing I have been wanting is to use the code/logic from the sidebar but apply it to a remake of the stock pt interface. That way mappers can get the new features of the sidebar in a more familiar form factor.
Also add a 5th row to the sidebar and get rid of the blank space at the top. 4 rows is very cramped. Move the refill button to the bottom of the left side instead of the top so it ends up on the same key as the stock refill button (hotkey 5) so its consistent across maps. Right now its responsible for many accidental purchases of the first item on the right side.
A get_clouds, get_weather methods. There are set methods but unfortunately no way to get the current weather or the map's weather. Even just getting the maps default weather/clouds would be sufficient. This would be very useful for ion storm crates etc. Need a way to set it back to the original weather after the storm is done.
A few default auxiliary keys in the default keys.cfg for scripters to use for keyhooks without making clients have to download or add them to their keys.cfg.
Switch radar mode in the middle of a game or atleast between maps. We force our players to have the latest scripts version so stock clients aren't an issue.
I'll put together a list of bugs in a little bit. Gotta get them together.
[Updated on: Wed, 02 July 2014 22:36] Report message to a moderator
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Re: Now collecting scripts 4.1 bugs [message #488297 is a reply to message #488287] |
Thu, 03 July 2014 01:41 |
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danpaul88 wrote on Thu, 03 July 2014 18:22 | WeatherMgrClass::Get_* does that already
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Except that those functions aren't exposed to or accessible by scripts.
Going over the requests just to advise what is and isn't possible (not to promise that any specific thing will actually be done), firstly, making it possible to use the sidebar logic with a PT-style dialog, that cant be done (the logic underlying the sidebar is too closely tied to the way the sidebar does things with the up and down arrows and such rather than the PT way of doing things with all the icons laid out)
Secondly, no, extra buttons wont be added to the sidebar.
Thirdly, yes it is possible to change the hot key assignments for the sidebar (or rather make them changeable with some ini keywords) so you can assign "5" to refill. The buttons wont be moved though.
If weather stuff was to be added, the following engine calls would be added: (and yes they would call WeatherMgrClass::Get_* and BackgroundMgrClass::Get_* internally)
void Get_Clouds(float &cloudcover, float &gloominess);
void Get_Lightning(float &intensity, float &startdistance, float &enddistance, float &heading, float &distribution);
void Get_Wind(float &heading, float &speed, float &variability);
int Get_Precipitation(float &density); //returns 0 for rain, 1 for snow, 2 for ash or 3 for none, probably with some #defines to make it easier
No plans for extra keyhooks.
Switching radar mode is definatly possible, how risky it is we have yet to identify.
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: Now collecting scripts 4.1 bugs [message #488302 is a reply to message #488297] |
Thu, 03 July 2014 06:25 |
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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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I would like a feature that allows a map to add a key to a client's key.cfg.
For example, I made an Asteroids map a while back that is 4.0 capable, however the downloader isn't much good for it as it doesn't provide a way for the client to get the custom keys needed for them to play. For example it requires spacebar from all players to start the game, if someone didn't have a keys config with all the logical mappings the map needs they won't be able to play.
jonwil wrote on Thu, 03 July 2014 02:41 |
Secondly, no, extra buttons wont be added to the sidebar.
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While on the topic, I think at the very least we should add the side bar key definitions so new players have at least the option by default to have a working sidebar.
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jonwil wrote on Thu, 03 July 2014 02:41 |
int Get_Precipitation(float &density); //returns 0 for rain, 1 for snow, 2 for ash or 3 for none, probably with some #defines to make it easier
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This doesn't seem that useful, in Rp2 there are times where its raining and snowing at the same time (IE sleet) so I don't really know how this would work for that.
While on the topic of weather I'd also like to restate the request to make client specific weather.
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Another feature I'd like to request is the ability to change the time of day (IE the sky color) which would be extremely useful for me when I make coop maps.
Visit Jerad's deer sweat shop
[Updated on: Thu, 03 July 2014 06:42] Report message to a moderator
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Re: Now collecting scripts 4.1 bugs [message #488303 is a reply to message #488297] |
Thu, 03 July 2014 07:04 |
dblaney1
Messages: 358 Registered: March 2014 Location: United States
Karma: 0
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Commander |
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jonwil wrote on Thu, 03 July 2014 01:41 |
If weather stuff was to be added, the following engine calls would be added: (and yes they would call WeatherMgrClass::Get_* and BackgroundMgrClass::Get_* internally)
void Get_Clouds(float &cloudcover, float &gloominess);
void Get_Lightning(float &intensity, float &startdistance, float &enddistance, float &heading, float &distribution);
void Get_Wind(float &heading, float &speed, float &variability);
int Get_Precipitation(float &density); //returns 0 for rain, 1 for snow, 2 for ash or 3 for none, probably with some #defines to make it easier
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This sounds like exactly what I was looking for. Hope this gets implemented. Shouldn't be too difficult since essentially everyone of these is a standard public get method for private variables that already have set functions.
[Updated on: Thu, 03 July 2014 07:06] Report message to a moderator
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Re: Now collecting scripts 4.1 bugs [message #488304 is a reply to message #488287] |
Thu, 03 July 2014 07:17 |
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per-client weather isn't going to happen.
I didn't even know it was possible to have multiple precipitation types going at once.
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: Now collecting scripts 4.1 bugs [message #488305 is a reply to message #488287] |
Thu, 03 July 2014 07:18 |
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dynamic sky color ain't happening either, the lighting system would never be able to handle it.
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: Now collecting scripts 4.1 bugs [message #488309 is a reply to message #488302] |
Thu, 03 July 2014 07:52 |
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Ethenal
Messages: 2532 Registered: January 2007 Location: US of A
Karma: 0
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General (2 Stars) |
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Jerad Gray wrote on Thu, 03 July 2014 08:25 | I would like a feature that allows a map to add a key to a client's key.cfg.
| +1 this, this would be a greatly useful feature for people that don't even know keys.cfg, or have an empty (or nonexistent) one for whatever reason.
Additionally, maybe you could make the client display what keys it has bound, like in the spirit of the old "mapch" command - it might require a netcode change (which I can imagine you might not want to/can do) to send all of the Logical/Physical keys that are bound for a player, but I think it'd be greatly useful. However, if the Jerad's first request could be added, then this matters a lot less.
Thanks for your work gentlemen
-TLS-DJ-EYE-K wrote on Mon, 18 March 2013 07:29 | Instead of showing us that u aren't more inteligent than a Toast, maybe you should start becomming good in renegade
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Re: Now collecting scripts 4.1 bugs [message #488322 is a reply to message #488287] |
Thu, 03 July 2014 17:11 |
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The sidebar doesn't require any mappings in keys.cfg
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: Now collecting scripts 4.1 bugs [message #488517 is a reply to message #488287] |
Fri, 11 July 2014 07:07 |
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The bug seems to be that it doesn't reset after you leave the ladder zone sometimes.
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: Now collecting scripts 4.1 bugs [message #488572 is a reply to message #488512] |
Sun, 13 July 2014 06:59 |
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Ok, when you exit a ladder, the soldier is using a special collision type called "SOLDIER_GHOST". Basically this is what makes sure you dont collide with stuff when you first climb off (e.g. vehicles, other soldiers etc)
There is code that says "if the player is not colliding with anything, switch the player back to normal collision". What this code does is to compare the bounding box of the soldier (the one in state SOLDIER_GHOST) with the bounding box of every PhysicalGameObj in the level to look for anything the soldier is colliding with. If it finds an object with an overlapping bounding box, the soldier remains in SOLDIER_GHOST state otherwise it turns to normal SOLDIER state.
Among other things this means that the soldier will remain in SOLDIER_GHOST state when its worldbox collides with the worldbox of any vehicles in the scene including the Tesla Coil in the test map Zunnie has. (which seems to be rigged as a vehicle)
I will be talking to Saberhawk about if there is a way we can improve this.
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: Now collecting scripts 4.1 bugs [message #488575 is a reply to message #488572] |
Sun, 13 July 2014 08:53 |
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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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So, I've got a package which has both modified temps and objects in it, I pushed it up onto my server with the new package system, clients are able to download and join fine.
I have ran into one major issue however, for some reason if I don't go into the old school "svrcfg_cnc" and put "ColonyZ416.pkg" into the "ModName" setting the server doesn't server right?
For example, half the time when a player tries to join they just flat out crash, I tried debugging the player but it seems the code usually explodes somewhere in bandtest.dll.
Other times the player does successfully join, and while the modified PT's show up right, and they appear as the correct spawn character, they can't use pt's or move through any of the teleports. In addition the player doesn't have any of the new weapons on the map.
But if I put the package name into the svrcfg_cnc.cfg file it all works right. The only downside to this is that obviously only that one package can be rotated.
Visit Jerad's deer sweat shop
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Re: Now collecting scripts 4.1 bugs [message #488661 is a reply to message #488287] |
Wed, 16 July 2014 13:38 |
StealthEye
Messages: 2518 Registered: May 2006 Location: The Netherlands
Karma: 0
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General (2 Stars) |
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He means crashes where the client crashdump indicates that a network object creation message was sent for one object, while an object with the same id (but a different object type!) already existed. This should never happen normally. It supposedly happens even for maps that do not have duplicate IDs.
Before 4.1, this was not detected, and caused inconsistencies later in the game (missing objects for some clients, incorrect state, or crashes in hard-to-understand locations). 4.1 detects this, and crashes the client because that's the only way to handle the inconsistency without causing side-effect bugs that are hard to understand/track down, and that cause undefined behavior in the game. Apparently, in some cases inconsistencies do still happen. The right way to fix this is to find out why the client creates two objects with the same id.
BlackIntel admin/founder/coder
Please visit http://www.blackintel.org/
[Updated on: Wed, 16 July 2014 13:39] Report message to a moderator
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