Work is being resumed on scripts for Renegade [message #488346] |
Fri, 04 July 2014 18:51 |
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After lots of discussion internally (and some offers of help from the community) we at Tiberian Technologies have decided to resume work on scripts development for Renegade. Both Jerad2142 and WhiteDragon are going to be doing development on what will be known as "Scripts 4.2". This is also the scripts build that Tiberian Sun: Reborn is currently shipping.
The following changes have been made to scripts 4.2 so far:
Fix an issue where VehicleGameObj::Get_Vehicle_Name was not working properly
Various fixes to Danpaul's dp88_* scripts
Changes so that bandtest.dll no longer links to vfs.dll. (It was linking to it but not actually using it) The launcher still needs vfs.dll however.
Improvements to the scripts documentation.
Fixes to SH_UndergroundVehicle
Fixes to JFW_Turret_Spawn_3
Fixes to JFW_Attack_Object/JFW_Attack_Location
Fixes to MDB_Unit_Limit
The following changes are being in the process of being back-ported from Scripts 5.0 to Scripts 4.2:
Various small bug fixes and cleanups and improvements (that aren't really user visible)
Fix an issue with JFW_Hijacker_Vehicle_2
Changes to be able to display text in lsdview/w3dviewer
FPS display for lsdview and w3dviewer
Improvements to Script Zones
Fixes to how AI soldiers handle doors, elevators and ladders.
Make lsdview restore last-used camera/window position on start
Various small optimizations/changes that should provide small performance gains.
Improve the way we enumate graphics devices
Fix a crash that could occur with dazzles on shutdown
Fix an issue with some text rendering code
Fix window size for w3dviewer
Enable dynamic shadows affecting dynamic objects
Fix some issues with the settings under "Global Settings - General" in leveledit
Change it so that the engine start sound for vehicles will override the engine off sound.
Add "Default and Soldier only" collision group
A fix for the delay that occurs when you exit the menu in skirmish mode (and a few other similar delays)
Make the movie clips (startup video and mission videos) respect the value of the "cinematic" volume slider/checkbox.
Fix various memory leaks
Fix it so that Commands->Set_Radar_Blip_Color actually works across the network (Commands->Set_Radar_Blip_Shape already worked fine in 4.1, Commands->Set_Radar_Blip_Color would have worked except for a bug)
Add a flag to soldiers so that you can stop a given infantry unit from being able to use the "refill" button on the sidebar (has no effect on the refill button on the PTs)
Make Commands->Set_Is_Rendered work for all objects
Further documentation changes
An improvement to the dialog that reports d3dx9_blah.dll is missing
A fix for JFW_Message_Send_Zone_Player
Fixes to various scripts that had issues due to code that needed to convert between degrees and radians but was not doing that.
Fix an issue with AI air units not properly straifing
Restore brake lights to stock renegade behaviour
Fix Ring and Sphere primitive code (this fixes the rings for the Ion Canon)
Now is the time to report any bugs or make any feature requests for Scripts 4.2 to maximize the chance they will get fixed or implemented (we are NOT promising that anything you report will get fixed, just that we will consider it)
At this time we do not require any more developers so do not ask if you can help with development as the answer is NO.
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: Sat, 20 January 2024 13:48] by Moderator Report message to a moderator
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Re: Work is being resumed on scripts for Renegade [message #488348 is a reply to message #488346] |
Fri, 04 July 2014 20:39 |
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Jerad2142
Messages: 3813 Registered: July 2006 Location: USA
Karma: 6
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General (3 Stars) |
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Renegade bugs I've noticed over the years:
*Stage Mapping WSEnvironment (4.X+ specific) - As previously reported "WS Environment" is no longer a useful reflect map emulation.
*Movie Crash (4.X+ specific) - The previously reported crash that happens in single player when it goes to load a movie (might only happen if all movies are in the movie folder and no cd is present).
*Dazzle Flash - Most Noticeable when lots of dazzles are in the screen, dazzles will cause a bright flash the second they fade out as you move away from them (only applies to dazzles with a HistoryWeight=0.99.
*AI and Ladders - Some times the AI herp derps and gets stuck in the middle of a ladder, because there is no pathfind zone for a ladder they stay stuck on that ladder.
*Vehicle Turret Facing (2.9.X+ specific) - Vehicle turrets don't face forward if not being controlled by AI or a player, instead they aim at 0,0,0 of the map.
*I've got others that I'm forgetting about, and I've also noticed some odd performance bugs that seem to deal with post processing, but its the 4th and I'm going to get some fireworks shot off, you can expect more bugs eventually, I just need some time (really need to replay through single player as that's a great resource for bug collecting).
Visit Jerad's deer sweat shop
[Updated on: Fri, 04 July 2014 20:41] Report message to a moderator
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Re: Work is being resumed on scripts for Renegade [message #488356 is a reply to message #488346] |
Sat, 05 July 2014 08:37 |
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Ok, a whole bunch of stuff has just been back-ported to 4.2.
User (and modder) visible changes in 4.2 so far (compared to 4.1):
New fields under "Global Options - C&C Mode Settings" in LE to allow mods to have separate "GDI EVA" and "Nod EVA" sounds for low power (so GDI EVA for GDI power going down, GDI EVA for Nod power going down, Nod EVA for GDI power going down and Nod EVA for Nod power going down)
Various memory leak fixes
New "Default and Soldier only" collision group that collides only with "Default", "Soldier" and "Soldier Ghost"
Small speedups in a few places
Improvements to the way we detect GPUs
Dynamic shadows will now affect dynamic objects
Eliminate the "lag" you get when you start a game or return from the menu in single player or skirmish.
Make Commands->Set_Is_Rendered work over the network for everything (and not just vehicles) if the other player has a compatible scripts build.
Fix it so that Commands->Set_Radar_Blip_Color actually works across the network (Commands->Set_Radar_Blip_Shape already worked fine in 4.1, Commands->Set_Radar_Blip_Color would have worked except for a bug)
Make it so that bandtest.dll no longer links to vfs.dll (it didn't actually use vfs.dll so there is no point having it link to it, the launcher does need vfs.dll though)
Change it so that the engine start sound for vehicles will override the engine off sound.
Restore brake lights to the stock Renegade behavior.
Make the movie clips (startup video and mission videos) respect the value of the "cinematic" volume slider/checkbox in the audio config.
An improvement to the dialog that reports d3dx9_43.dll is missing.
Fix AI air unit strafing
Fix ring and sphere primitives (fixes ion canon rings)
Fix single player movie crash
Bump version number to 4.2
Add FPS display to lsdview and w3dviewer
Make lsdview restore last-used camera/window position on start
Fix a crash that could occur with dazzles on shutdown
A fix for JFW_Message_Send_Zone_Player
Fixes to various scripts that had issues due to code that needed to convert between degrees and radians but was not doing that.
Further documentation changes
Add a flag to soldiers in LE so that you can stop a given infantry unit from being able to use the "refill" button on the sidebar (has no effect on the refill button on the PTs)
Fixes to how AI soldiers handle doors, elevators and ladders.
Add purchase reports for vehicles in LE. This will play one of 2 sound/string combos (sound being set on the string in the string editor), either GDI or Nod depending on the player type of the player that the sound is being played for.
Add a flag to vehicles in LE that determines if a vehicle can be repaired/sold (either by Repair Bay building controllers or by various repair/sell scripts)
Add a string and color setting to LE for vehicles. If this is set, the relavent string will be displayed any time someone gets into the driver or gunner seat of the vehicle (this is intended for use if you e.g. have a vehicle which requires pressing a special key to activate a certain feature and you want to make sure players know to use that key)
Improvements to dp88_ar_deployable_infantry
Improvements to dp88_ore_miner
Improvements to dp88_Ore_Field
Improvements to dp88_RemoteControlConsole
Improvements to dp88_AR_Prism_Tower
Improvements to dp88_linkHealth
Improvements to dp88_AR_Rocketeer (including playing the "engine off" sound when you transition out of flight mode)
Improvements to dp88_AR_MirageTank (including making sure the engine isn't turned on if there is no driver)
Improvements to dp88_buildingScripts_controller
Improvements to dp88_AI_Objective
Improvements to dp88_damageAnimation
Improvements to dp88_conquestControlZone:
Improvements to dp88_Ammo_Animation
Various improvements to danpaul's veterancy logic
Fix display of vehicle names in certain cases
Improvements to JFW_Attack_Object
Improvements to JFW_Attack_Location
Improvements to JFW_Turret_Spawn_3
Improvements to MDB_Unit_Limit
Improvements to SH_UndergroundVehicle
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: Work is being resumed on scripts for Renegade [message #488361 is a reply to message #488360] |
Sat, 05 July 2014 13:12 |
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Jerad2142
Messages: 3813 Registered: July 2006 Location: USA
Karma: 6
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General (3 Stars) |
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*AI Kills no longer count (4.x Bug) - Prior to 4.x kills by AI players (as well as deaths) counted toward the team (only applied to humans vehicles were not counted).
*Vehicle weapon string not working for map strings - As previously reported, vehicle weapon strings aren't showing up, the fix was made in the 5.0 branch, but I don't know if we back ported it to 4.2.
Improvement Request:
Not only should AI Kills be counted toward the team, but the team should also gain score from them. In addition, any vehicle that is unoccupied should have its kills counted for the team (as well as score). This would be a points fix, currently if the obby, guard tower, or turrets kill someone no points are given to that team, not only does this cheat the team out of points, but if the unit is able to retreat before being killed the enemy team can repair the unit, thus giving them even more points, this is a definite exploit on any points victory game.
Visit Jerad's deer sweat shop
[Updated on: Sat, 05 July 2014 13:13] Report message to a moderator
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Re: Work is being resumed on scripts for Renegade [message #488367 is a reply to message #488362] |
Sat, 05 July 2014 16:13 |
dblaney1
Messages: 358 Registered: March 2014 Location: United States
Karma: 0
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Commander |
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Mauler wrote on Sat, 05 July 2014 13:33 | Just wondering if where at all any way possible to have per map camera ini's?
Would help with having custom cameras for new units.. Sometimes it can be a pain to use stock Renegade camera profiles..
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Yeah. This would be great.
Also a global package list that loads for every map would be nice to have in the TT.cfg. I wrote a Perl script that auto generated a definition for every package in my ttfs for my tt.cfg. But it still leaves the issue where if someone sets the next Map to the full map name rather than the definition name, not all of the packages are loaded. This already exists for the objects file.
Ideally it would have two different fields. One for packages loaded before the map specific packages and one that loads after the map specific packages.
[Updated on: Sat, 05 July 2014 16:25] Report message to a moderator
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Re: Work is being resumed on scripts for Renegade [message #488373 is a reply to message #488346] |
Sun, 06 July 2014 02:20 |
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Going through the bugs/requests from this thread:
WSEnvironment should be fixable.
Movie crash is fixed.
Dazzle flash, I have no clue why this could be happening. We do have clones of all the dazzle code though so we should be able to investigate.
AI and ladders I have no idea about unless the fix I made to PathActionClass solves it.
Vehicle turret facing cant be fixed without removing the change that caused it in the first place (a change that was made for VERY good reasons). So no, a fix isn't likely to happen at this point.
The "building destroyed" stuff is definatly on the todo list but it wont be the crappy way people keep suggesting (making it possible to flip the IsDestroyed flag from true to false over the network), it will be done properly.
AI kill issue will be investigated, as will the vehicle weapon string thing (can someone remind me again exactly what the problem is?)
Unsure about the kill improvement requests
per-map cameras.ini files is difficult because of how (and where) the code reads cameras.ini.
Global package list, not sure on that, would need to find out from StealthEye what to modify to make it happen.
Just added a new server.ini keyword (at the behest of Danpaul88) that lets you disable logging to disk (renlog*.txt and bhs_renlog*.txt)
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: Work is being resumed on scripts for Renegade [message #488378 is a reply to message #488373] |
Sun, 06 July 2014 08:53 |
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Jerad2142
Messages: 3813 Registered: July 2006 Location: USA
Karma: 6
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General (3 Stars) |
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jonwil wrote on Sun, 06 July 2014 03:20 |
Vehicle turret facing cant be fixed without removing the change that caused it in the first place (a change that was made for VERY good reasons). So no, a fix isn't likely to happen at this point.
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Fair Enough.
jonwil wrote on Sun, 06 July 2014 03:20 |
AI kill issue will be investigated
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I added the ability to set a team's kills/deaths in 4.1 for my bear hunter map, so I'd like to port that over at least if it can't be fixed correctly.
jonwil wrote on Sun, 06 July 2014 03:20 |
as will the vehicle weapon string thing (can someone remind me again exactly what the problem is?)
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http://www.renegadeforums.com/index.php?t=msg&th=40712&start=0&
Ethenal wrote on Thu, 03 July 2014 08:52 |
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
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And I'm brining this up again, as I'd really like to port my asteroids map to Renegade and the only thing holding it back is the inability to have all the clients have the needed keys.
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The ability to set Hud Help Text on a client would be great for important instructions you want them to read, in ECW I can remotely set the color of the message as well as what player it appears on.
I'd also like to report an old Renegade bug, if you force a vehicle to switch weapons with scripts, and the muzzle flash was happening during the moment you switched weapons the flash will stay on until the weapon is fired again. Its a minor bug really and I can ignore it, but if it's something else to fix that'd be great.
I still strongly desire to be able to set bullet speeds above 400m/s, maybe a new check box could be added to level editor DoNotHitDetect, and bullet logic would work the same as they currently do in Renegade unless this was checked. I'm fairly confident there are enough Renegade mods out there with customized weapons and vehicles that plenty of people would make use of this setting.
Another cool feature would be the ability to set bullet shell eject velocity, since some guns eject those at crazy velocities, but I doubt many mods would make use of that, maybe some of imperialKaskins's stuff as well as my own.
Visit Jerad's deer sweat shop
[Updated on: Sun, 06 July 2014 09:14] Report message to a moderator
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Re: Work is being resumed on scripts for Renegade [message #488379 is a reply to message #488378] |
Sun, 06 July 2014 10:53 |
Generalcamo
Messages: 522 Registered: October 2010
Karma: 0
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Colonel |
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Jerad Gray wrote on Sun, 06 July 2014 11:53 |
I still strongly desire to be able to set bullet speeds above 400m/s,
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Chronojam wrote on the APB blog | One of the important changes to shooting in general is that the 400 m/s barrier for projectiles has been broken, so we can actually make faster bullets
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I think that is perfectly possible
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Re: Work is being resumed on scripts for Renegade [message #488385 is a reply to message #488379] |
Sun, 06 July 2014 13:00 |
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Mauler
Messages: 448 Registered: May 2003 Location: Alberta, Canada
Karma: 0
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Commander |
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Generalcamo wrote on Sun, 06 July 2014 11:53 |
I think that is perfectly possible
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Why do you care. This game is dead remember? And the 3 pathetic servers don't need 4.2. Right?.
Generalcamo wrote on Fri, 04 July 2014 06:48 | This is pathetic. Now there are TWO servers with terrible maps for a dead and dying game. What next? There will be THREE servers?
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Re: Work is being resumed on scripts for Renegade [message #488386 is a reply to message #488346] |
Sun, 06 July 2014 15:02 |
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Whitedragon
Messages: 832 Registered: February 2003 Location: California
Karma: 1
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Colonel |
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I'd like to completely overhaul keys.cfg for better per-map and per-server key support. However, at the moment I don't want to delay 4.2 by thinking up new features like that. So don't expect it in 4.2.
Black-Cell.net
Network Administrator (2003 - )
DragonServ, Renegade's first IRC interface bot
Creator and lead coder (2002 - )
Dragonade, Renegade's first server side modification
Lead coder (2005 - )
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Re: Work is being resumed on scripts for Renegade [message #488388 is a reply to message #488346] |
Sun, 06 July 2014 16:41 |
dblaney1
Messages: 358 Registered: March 2014 Location: United States
Karma: 0
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Commander |
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In 4.1 or one of the 4.0 updates (don't know when it was broken) the stock mesh on the obelisk is messed up so that fog no longer applies to it. On the map metroTS its very obvious. Heres an older video I found where its applied correctly.
http://youtu.be/-GWwXeFb_nA?t=21m43s
This is how it looks on the latest 4.1 builds. The fog doesn't apply to the dark grey/black part. Looks even worse on many other maps. This occurs on all the stock maps, and most custom maps except those that use a custom obelisk model.
[Updated on: Sun, 06 July 2014 16:51] Report message to a moderator
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Re: Work is being resumed on scripts for Renegade [message #488393 is a reply to message #488378] |
Sun, 06 July 2014 20:15 |
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Regarding harvesters, the "Battlefield information" dialog box (the one you see when you press the "Battle Information" key (default is K) does display the health of both teams harvesters.
[KH]LordOfDeath, if its something else you are requesting, please provide more details. Its possible that the Hotwire issue is fixed by a change we already made/back-ported, we will need to run tests on single player to look for issues.
Single player issues will be looked at, we need to run testing in single player with the current 4.2 internal build and find the bugs that exist so we can fix em.
AI soldier kills/deaths not counting to the team kills/deaths ratio is a bug so (unless we discover the change was made for a valid reason) it will be fixed.
Vehicle weapon thing from that thread is fixed in 4.2
The WSEnvironment test map I have seems to be working in the latest 4.2 internal build so something I back-ported seems to have sorted it out (Jerad, feel free to let me know if its still broken)
Not sure what to do about the keys.cfg stuff but I can see that its something people want.
We have a Set_HUD_Help_Text_Player engine call in 5.0 but due to some issues with exactly which code we own in 4.2 (and some other things) I dont want to back-port it to 4.2 (meaning that particular feature will NOT be hitting 4.2)
Muzzle flash issue will be looked into.
We have a feature in 5.0 for shell casing ejection velocity and yes, one for bullet speed stuff but again, there are some issues in the way of back-porting it to 4.2 so those features wont make it either. (and no doing it with a simple checkbox to override the speed check isn't going to happen either)
The obelisk fix should have been sorted (per the post from Saberhawk), if its not, its something we need to investigate.
Tile animation twitching is probably something we can investigate.
The most likely guess for the texture glitching is that you have graphics detail set to something other than max, that's what usually causes things like that, not 100% sure though.
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: Sun, 06 July 2014 20:15] Report message to a moderator
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