Home » Tiberian Technologies / Blackhand Studios » Tiberian Technologies Forum » Work is being resumed on scripts for Renegade
|
|
|
|
|
|
|
Re: Work is being resumed on scripts for Renegade [message #488483 is a reply to message #488482] |
Wed, 09 July 2014 08:57   |
 |
Jerad2142
Messages: 3816 Registered: July 2006 Location: USA
Karma: 6
|
General (3 Stars) |
|
|
jonwil wrote on Wed, 09 July 2014 09:03 |
Fix the issue where the "KILL" animation mode for AccessiblePhys, BuildingAggregate, DamageableStaticPhys, DoorPhys, ElevatorPhys, StaticAnimPhys and DynamicAnimPhys was incorrectly being reset to "PUSH" by leveledit (this bug has existed since stock btw and so the "KILL" animation mode has likely never worked properly)
|
It has, and its drove me nuts ever since I first noticed it.
I have noticed some bugs with the wide screen resolutions, I'm not going to report them as bugs, just make mention of them as its possible that not enough people care about it to have it fixed.
*When using a wide screen resolution, if you press the camera up against a wall the left and right sides of the camera can clip the wall camera collisions allowing you to see into world space.
*Vis was generated with standard field of view, thus lots of vis bugs show themselves while playing single player as its easy to get the camera at angles the auto generated vis didn't account for.
|
|
|
|
Re: Work is being resumed on scripts for Renegade [message #488488 is a reply to message #488346] |
Wed, 09 July 2014 12:48   |
Stallion
Messages: 222 Registered: April 2006
Karma: 0
|
Recruit |
|
|
dblaney1 wrote on Sat, 05 July 2014 19:13 |
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..
|
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.
|
I'm lead developer for the RenDeploy project and am making every effort possible to keep this project on the main server and would greatly benefit from having the camera.ini and keys.cfg files (and others would be useful) to be automatically incorporated into client side downloads.
Please make every effort to include at least these in the next update!
Thanks.
Level edit is my play ground
|
|
|
|
|
Re: Work is being resumed on scripts for Renegade [message #488505 is a reply to message #488346] |
Thu, 10 July 2014 15:14   |
dblaney1
Messages: 358 Registered: March 2014 Location: United States
Karma: 0
|
Commander |
|
|
How about a built in script that changes the team of any objects that spawn from a spawner on creation. I know this is already possible to write your own but for mappers this would be nice to have so that maps aren't tied to one particular server. I know you also can temp presets etc, but its nice to actually use the stock presets especially since it makes it easier for server owners to customize certain things.
Another one, same script but just attached to the object itself. Theres a change team on custom script but if a unit is spawned in the original teams enemy base the base defense shoot at it for a few seconds.
Both easy to write and if you want I can write them. It would just be nice to have these in the main scripts source code so mappers don't need the servers to put up custom scripts.
Maybe these exist and I am just missing them? If not they would be very useful.
[Updated on: Thu, 10 July 2014 15:14] Report message to a moderator
|
|
|
|
Re: Work is being resumed on scripts for Renegade [message #488511 is a reply to message #488506] |
Fri, 11 July 2014 01:12   |
 |
Xpert
Messages: 1588 Registered: December 2005 Location: New York City
Karma: 0
|
General (1 Star) |
|
|
Ethenal wrote on Thu, 10 July 2014 19:33 |
dblaney1 wrote on Thu, 10 July 2014 17:14 |
Both easy to write and if you want I can write them. It would just be nice to have these in the main scripts source code so mappers don't need the servers to put up custom scripts.
|
Just write it yourself and submit it, they've always accepted useful scripts over the years written by community members to be incorporated into the main scripts build. Doesn't sound too difficult, but I'd check and make sure it doesn't already exist first.
|
Ya, don't be a retard like zunnie and make billions of script duplicates based on ones that already exist, which is probably one of the reasons his shit got taken out of the main build. Compiling is such a breeze now.
Creator of NetGuard, an IRC network regulator.
Developer of the CloudyServ 0.982-X project.
Developer of the CloudyServ Ren-X bot.
Part time streamer - https://twitch.tv/gg_wonder
|
|
|
|
|
Re: Work is being resumed on scripts for Renegade [message #488520 is a reply to message #488511] |
Fri, 11 July 2014 08:37   |
dblaney1
Messages: 358 Registered: March 2014 Location: United States
Karma: 0
|
Commander |
|
|
Xpert wrote on Fri, 11 July 2014 01:12 |
Ethenal wrote on Thu, 10 July 2014 19:33 |
dblaney1 wrote on Thu, 10 July 2014 17:14 |
Both easy to write and if you want I can write them. It would just be nice to have these in the main scripts source code so mappers don't need the servers to put up custom scripts.
|
Just write it yourself and submit it, they've always accepted useful scripts over the years written by community members to be incorporated into the main scripts build. Doesn't sound too difficult, but I'd check and make sure it doesn't already exist first.
|
Ya, don't be a retard like zunnie and make billions of script duplicates based on ones that already exist, which is probably one of the reasons his shit got taken out of the main build. Compiling is such a breeze now.
|
I always try to use one of the built in scripts first if it exists.
jonwil wrote on Fri, 11 July 2014 06:52 | More changes:
Fix an issue where with downloaded maps it was possible that the "Server Info" dialog didn't display the correct map name. (thanks to WhiteDragon for fixing this)
Fix some issues with the radar and HUD caused when loading a single player save game.
Fix an issue with AI code for VTOLs (there are still other issues we haven't yet found though)
Fix up the M00_BuildingStateSound* clones to work identical to stock (since we dont have a way to know how the creator of those 2 scripts meant them to work, making them work like stock is the best we can do)
Fix an issue with Test_Cinematic
Some improvements to the chat code from WhiteDragon
Fix an issue causing AI soldier kills and deaths not to be properly registered with the relavent team in certain cases (it now works like stock did)
Fix an issue with certain things that can grant ammo (like powerups) not working correctly in single player or skirmish in some cases.
Fix an issue where soldiers would mistakenly play their "TAKE_DAMAGE_FROM_FRIEND" sound instead of their "TAKE_DAMAGE_FROM_ENEMY" sound and vice versa.
Fix an issue with the SH_DangerZone script
Add some new engine calls Get_Clouds, Get_Lightning, Get_Wind, Get_Rain, Get_Snow, Get_Ash
Add a new script JFW_Ion_Storm_Weather_2 to use the new engine calls and make the ion storm weather logic for TSR easier to use
Fix an issue with the dp88_remotecontrol scripts where it was possible for the soldier remote-controlling the vehicle to get squashed when the vehicle died.
Fix issues with muzzle flashes getting screwed up if a vehicle has its model or weapon changed.
I am in the process of adding per-team sidebar sounds (if you set these, they will be used instead of the current both-team sounds)
|
Thank you so much for the weather stuff. It really helps a lot for some stuff I was working on.
Is there any way to add a ddb file that is read after the mapname.ddb file. I can overide that ddb by making a package with a file with an identical name in it but I have to do that for every map i want to overide it with. One that loads after the map.ddb would be great. So essentially it would load objects.ddb, mapname.ddb, then lastly load overides.ddb. On this server I enforce that all clients have the latest tt scripts so stock clients aren't an issue. I just would like to override temps etc. For example overriding the purchase terminals. This works already on maps without a temped purchase settings by including a package with a modified objects.dbb in the map definition in tt.cfg. However it doesn't let you override temps, which would open up a lot of possibilities for server wide mods.
[Updated on: Sun, 13 July 2014 11:57] Report message to a moderator
|
|
|
|
|
|
Re: Work is being resumed on scripts for Renegade [message #488608 is a reply to message #488607] |
Tue, 15 July 2014 05:47   |
 |
Jerad2142
Messages: 3816 Registered: July 2006 Location: USA
Karma: 6
|
General (3 Stars) |
|
|
I've noticed another issue that didn't previously exist in 3.4.4.
This was in 4.2 last night, I exited a ladder last night, there was one guy on the ladder (near the top) and one guy was standing right on the exit zone. When I got off the ladder it did that shit where you end up being de-synced from the server, I can't remember how it showed itself, but basically I had to hold back and spam e until my solder managed to land on the ladder again, and then I was able to climb back down and off the ladder and then it all cleared up. In stock Ren you can pass through infantry on a ladder, and I assume you can also pass through infantry standing right in the transition zone of a ladder. I bring this up because last night I think I actually collided with an AI that was stuck on a ladder at one point, which never happened in 3.4.4 (camera collides with them but that was it).
[Updated on: Tue, 15 July 2014 05:58] Report message to a moderator
|
|
|
|
Re: Work is being resumed on scripts for Renegade [message #488610 is a reply to message #488609] |
Tue, 15 July 2014 05:58   |
 |
Jerad2142
Messages: 3816 Registered: July 2006 Location: USA
Karma: 6
|
General (3 Stars) |
|
|
Also on this map I have telepads that the player can place and use to teleport back to the spawn room, all they do is create a script zone after create, this script zone has a script attached that really does nothing more than Commands->Set_Position(enter). In 3.4.4 it works flawlessly, but in 4.x it seems that I get put into blue hell until after I walk a few steps, then it shows me at where I was teleported to (I have the suspicion that it doesn't update my client until I walk off the telepad). All the telepad is is a decophysics vehicle and it does have physical collisions.
I will disable its physical collision tonight and see if that magically fixes it.
[Updated on: Tue, 15 July 2014 06:08] Report message to a moderator
|
|
|
Re: Work is being resumed on scripts for Renegade [message #488611 is a reply to message #488609] |
Tue, 15 July 2014 06:01   |
 |
Jerad2142
Messages: 3816 Registered: July 2006 Location: USA
Karma: 6
|
General (3 Stars) |
|
|
jonwil wrote on Tue, 15 July 2014 06:57 |
As for the .pkg file stuff, how exactly do you configure the packages in the configs (I know the svrcfg_cnc.ini stuff but what are you doing in tt.cfg etc?)
|
In the tt.cfg I put the lsd file name. For Example if I had a package named "package" and this package had a map named "map", in tt.cfg I put
I also noticed one other thing about this, with the stock system Westwood on-line would display "Package/Map" for map name, and this doesn't occur UNLESS you have the actual package in your data folder. If you don't have the package in your data folder you just see the map name listed on Westwood on-line, but for some reason if you do have the package name it lists it as package/map... its odd.
[Updated on: Tue, 15 July 2014 06:07] Report message to a moderator
|
|
|
Goto Forum:
Current Time: Sun Apr 06 02:44:26 MST 2025
Total time taken to generate the page: 0.01310 seconds
|