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Re: Work is being resumed on scripts for Renegade [message #488397 is a reply to message #488346] |
Sun, 06 July 2014 21:30 |
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The way the buildingstatesoundspeaker stuff works makes fixing it hard. It has issues with the fact that a sound that is playing (e.g. looping) at the time a new client joins the server wont be played for the new client (and no there is no way to fix that) and it also has issues with the fact that Commands->Start_Sound, Commands->Monitor_Sound and Commands->Stop_Sound dont work over the network.
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 #488401 is a reply to message #488346] |
Mon, 07 July 2014 03:45 |
Neijwiert
Messages: 124 Registered: October 2009
Karma: 0
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There's still a gamefreeze at the point in singleplayer where you get a cutscene with petrova and mutant raveshaw. Right after that cutscene ends it freezes.
Could those sound commands Jonwil mentioned be fixed server-side?
Also could Commands->Set_Camera_Host be looked at? If that is being made to work server-side than people can make server side cinematics for players. (except for the letterbox ofcourse but that isn't that bad.)
[Updated on: Mon, 07 July 2014 05:11] Report message to a moderator
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Re: Work is being resumed on scripts for Renegade [message #488403 is a reply to message #488402] |
Mon, 07 July 2014 04:04 |
Neijwiert
Messages: 124 Registered: October 2009
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danpaul88 wrote on Mon, 07 July 2014 04:01 |
jonwil wrote on Mon, 07 July 2014 05:30 | and it also has issues with the fact that Commands->Start_Sound, Commands->Monitor_Sound and Commands->Stop_Sound dont work over the network.
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Really? I'm sure I've made use of those in scripts before...
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No they definitely don't work. I've tried to use them all, but they are all failing to work. I also made a topic about that some time ago.
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Re: Work is being resumed on scripts for Renegade [message #488405 is a reply to message #488346] |
Mon, 07 July 2014 04:34 |
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Actually Monitor_Sound appears to work over the network since all the work it does is server side.
But Start_Sound and Stop_Sound do not send anything over the network.
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 #488409 is a reply to message #488346] |
Mon, 07 July 2014 05:29 |
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No I dont know why Monitor_Sound isn't working for sounds that dont loop but I can certainly put it on the to-do list.
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 #488414 is a reply to message #488346] |
Mon, 07 July 2014 09:00 |
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Regarding the obelisk fog, does anyone have an easy way to reproduce it (i.e. easy testcase map guaranteed to show the issue every time?)
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 #488416 is a reply to message #488346] |
Mon, 07 July 2014 09:42 |
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Mauler
Messages: 448 Registered: May 2003 Location: Alberta, Canada
Karma: 0
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I believe the obelisk has some sort of detail/shader pass that is "reflective" or some combination of "environmental" shader. The official obelisk uses that extra detail pass, I think. would need to check..
The effect is very noticeable if fog is enabled. Westwood official maps have no fog what so ever. So makes sense that you will see that on custom maps with fog enabled
[Updated on: Mon, 07 July 2014 09:44] Report message to a moderator
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Re: Work is being resumed on scripts for Renegade [message #488420 is a reply to message #488418] |
Mon, 07 July 2014 14:35 |
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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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Played one round of multiplayer skirmish and then loaded a quick save at (save was made at the end of level one just before I win so I could easily test the movie fix) and then I got this error.
Once again, this happened when I loaded a saved game.
Quick save worked fine when I loaded it without playing skirmish first.
*Movies are working.
*Ion Rings are working.
jonwil wrote on Sun, 06 July 2014 21:15 |
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.
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I've tried max and lower settings, but by default I always max everything in Renegade out.
Also I feel like this key should be mappable:
This pops up from the tab key.
Bug:
I noticed this in multiplayer too, but if you shoot one of these they keep twitching forever:
Attached a saved game so you could jump right too one, see "Savegame01.sav"
I should also report that the quick load key doesn't seem to work anymore (I assume it used to be f8 which is now used by the console?).
After reloading the second level while inside the radar jamming zone I noticed the radar jamming was no-longer applied.
Savegame02 is a friendly AI trying to pathfind the top of a ladder but failing to hit the transition zone, just move after loading and it should try to move down the ladder.
Visit Jerad's deer sweat shop
[Updated on: Mon, 07 July 2014 16:50] Report message to a moderator
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Re: Work is being resumed on scripts for Renegade [message #488425 is a reply to message #488346] |
Mon, 07 July 2014 17:12 |
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Yes please do get me a testcase for fog type issues, that would help.
Anything that is known to work differently in 4.x than it does in stock.
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 #488430 is a reply to message #488346] |
Mon, 07 July 2014 18:23 |
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In that video are you referring to the flash of green or so that happens when you shoot and expands outwards from where you are?
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 #488431 is a reply to message #488430] |
Mon, 07 July 2014 18:27 |
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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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jonwil wrote on Mon, 07 July 2014 19:23 | In that video are you referring to the flash of green or so that happens when you shoot and expands outwards from where you are?
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Yeah, that circle primitive should be appear from the object destroyed not my character, it happens really bad with sam sites as well (yellow in that case). But I could have swore it doesn't happen if you get really close to them, or maybe you just have to look away and it doesn't happen.
Also the helicopter in that room has some serious bug with its AI, it keeps flying up through the walls of the cave and stuff, I'm pretty sure it used to always center itself before flying out, made it easy to hit with the rocket launcher.
The sniper rifle's textures are also flickering in that room (in first person) I feel like its the same type of clicker NVidia cards had back in 3.4.4.
Visit Jerad's deer sweat shop
[Updated on: Mon, 07 July 2014 18:59] Report message to a moderator
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Re: Work is being resumed on scripts for Renegade [message #488436 is a reply to message #488346] |
Mon, 07 July 2014 20:09 |
dblaney1
Messages: 358 Registered: March 2014 Location: United States
Karma: 0
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The fog issue also happens on the glass of the Humm-vee. Assuming its probably for the same reason. Figured I post this since it will probably help you narrow down potential causes.
A good map to test it on is metrots. To test the hummvee thing, basints is a good map as well. No obelisk on that map though.
It is in fact visible on the stock maps as well as even they use a slight fog although much less dense than the ones used in some custom maps.
[Updated on: Mon, 07 July 2014 20:18] Report message to a moderator
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