Re: Work is being resumed on scripts for Renegade [message #488718 is a reply to message #488716] |
Fri, 18 July 2014 13:18 |
dblaney1
Messages: 358 Registered: March 2014 Location: United States
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Jerad Gray wrote on Fri, 18 July 2014 13:14 |
dblaney1 wrote on Fri, 18 July 2014 13:07 | Who should I contact to submit code for 4.2. I made a fixed version of the agtfix and obelfix scripts that works with any facing rather than only the default 0 facing as it does right now. This is particularly useful for the AGT where the guns aren't lined up properly on anything but the default 0 facing.
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Was this something recent that broke? Because I'm 99% sure that it worked fine in 3.4.4 (the building controller just had to be rotated to face the same as the tower).
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It sounds like that may be the case. In 4.0 they overrided the default obelisk and agt scripts to fix the walking backwards glitch. In the process they forgot to take facing into account for the positions of the guns. I added that functionality back in by using trigonometry to calculate the positions with the angle taken into account.
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Re: Work is being resumed on scripts for Renegade [message #488722 is a reply to message #488346] |
Fri, 18 July 2014 17:20 |
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If anyone has changes to the scripts code in 4.1 that they want to submit to 4.2, send it to me or post it here where I will see 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: Work is being resumed on scripts for Renegade [message #488724 is a reply to message #488723] |
Fri, 18 July 2014 21:04 |
dblaney1
Messages: 358 Registered: March 2014 Location: United States
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roszek wrote on Fri, 18 July 2014 20:51 |
Jerad Gray wrote on Fri, 18 July 2014 13:14 |
dblaney1 wrote on Fri, 18 July 2014 13:07 | Who should I contact to submit code for 4.2. I made a fixed version of the agtfix and obelfix scripts that works with any facing rather than only the default 0 facing as it does right now. This is particularly useful for the AGT where the guns aren't lined up properly on anything but the default 0 facing.
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Was this something recent that broke? Because I'm 99% sure that it worked fine in 3.4.4 (the building controller just had to be rotated to face the same as the tower).
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You are correct Jerad that is the way it has worked forever and still works now...
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It definitely does not still work that way. The AGT script in 4.1 doesn't take into account facing at all. It just uses raw x,y,z coordinates. I have a fixed version of it that does work that you can take a look at it here.
http://pastebin.com/gm6ehWmi
Before Fix (C&C_Country_Side)
After Fix (C&C_Country_Side)
[Updated on: Fri, 18 July 2014 21:17] Report message to a moderator
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Re: Work is being resumed on scripts for Renegade [message #488727 is a reply to message #488346] |
Sat, 19 July 2014 06:20 |
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The fix (which I have been given) is definatly an actual fix for an actual bug in the scripting. It (the fix) will be in 4.2.
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 #488736 is a reply to message #488734] |
Sat, 19 July 2014 13:14 |
dblaney1
Messages: 358 Registered: March 2014 Location: United States
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Jerad Gray wrote on Sat, 19 July 2014 12:24 | I would like to see a script command that would swap the player targeting reticle to the easy mode targeting reticle. This would be useful for homing weapons, as the single player targeting reticle auto aims at whatever target is within the circle and then aims at the "target" bone of the object, thus allowing for easy lock on of homing weapons.
Thus, when a player selected a homing weapon from their inventory it could switch to easy mode, and then when they switch off of it, the reticle would switch back.
I guess ren doesn't actually have any homing weapons except vehicles, but it could be employed for the MRLS and stealth tank at least. And then mods would definitely take advantage of it.
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Many maps add player carried homing weapons as well. I also give the right click on my rocket launchers homing through a custom objects.ddb thats downloaded to clients in a ttfs package. Would be great if it would be possible to make homing work better.
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Re: Work is being resumed on scripts for Renegade [message #488742 is a reply to message #488616] |
Sun, 20 July 2014 15:00 |
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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 Tue, 15 July 2014 07:51 | I see no reason why you couldn't simply put objects.ddb into a TT package sent over the downloader, that should work per what StealthEye says.
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Well it took me a while but I finally got the pkg to save as a mix correctly and then turned it into a tt package (had to remember to turn the strings.tbl into strings_map.tbl otherwise it kept crashing. So now the server runs correctly without the defined game mod, doesn't crash on load and loads the tt package successfully, however every time I join I get this error.
(this is client side)
Which is the exact same error I got before I started putting the name of the package into the ModName= spot in svrcfg_cnc.cfg.
Visit Jerad's deer sweat shop
[Updated on: Sun, 20 July 2014 18:37] Report message to a moderator
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Re: Work is being resumed on scripts for Renegade [message #488743 is a reply to message #488346] |
Sun, 20 July 2014 16:13 |
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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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what a cheater, he's got all of TT's source :[
when I open my crashdumps I just get assembly instructions unless it happened to be in my own code (or scripts.dll) ;(
-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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[Updated on: Sun, 20 July 2014 16:14] Report message to a moderator
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Re: Work is being resumed on scripts for Renegade [message #488748 is a reply to message #488346] |
Tue, 22 July 2014 06:32 |
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More changes:
Fixes for AGT script
First go at building revival logic from WhiteDragon.
You can call building->On_Revived() if you have a BuildingGameObj (or one of its sub-types) and the building will revive. Or you can use the new console commands revivebuildingbytype revivebuildingbypreset and revivebuildingbyname (details of what the commands do will be posted by WD in due course I suspect)
Work continues towards some sort of release to testers at some as yet unknown time in the future (i.e. "once we have fixed all the things we consider we need to fix)
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: Tue, 22 July 2014 06:32] Report message to a moderator
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Re: Work is being resumed on scripts for Renegade [message #488765 is a reply to message #488346] |
Wed, 23 July 2014 20:42 |
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Whitedragon
Messages: 832 Registered: February 2003 Location: California
Karma: 1
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revivebuildingbytype <team> <type> - Revives all buildings of the given type. Host only. (See BuildingConstants for types)
revivebuildingbypreset <team> <preset name> - Revives all buildings with the given preset name. Host only.
revivebuildingbyname <team> <name> - Revives all buildings whose translated or preset name matches the given wildcard. Host only.
revivebuildingbyid <id> - Revives a building by object ID. Host only.
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 #488774 is a reply to message #488346] |
Thu, 24 July 2014 22:04 |
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More changes:
Fixes to some of danpaul's scripts
Documentation updates
Small improvements to some math code
Removed the code that generated sysinfo.txt (the info in it was obsolete and out of date and wasn't detecting modern hardware and the code was getting in the way of doing other things)
Fix a crash that could occur if you have a dazzle.ini file in a mod package/TT package (i.e. one other than the default one in the main game files)
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 #488777 is a reply to message #488346] |
Fri, 25 July 2014 08:49 |
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Turns out that the problem Jerad has been having with using TT packages and needing to set ModName in svrcfg_cnc.ini relates to a problem with the TT resource manager/downloader where the client is reading certain files (armor.ini, dazzle.ini, bones.ini, possibly others) from the TT package but the server is not reading them from the TT package correctly. If you dont set ModName it will therefore read those files from the game (and since they dont match what the client is reading from the TT package, things go boom). If you set ModName it will correctly read those files from the .pkg file causing things to work correctly.
This will be fixed so the files are correctly read from the TT package on the server.
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: Fri, 25 July 2014 08:55] Report message to a moderator
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Re: Work is being resumed on scripts for Renegade [message #488786 is a reply to message #488346] |
Sat, 26 July 2014 03:27 |
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Further changes:
Further fixes to danpaul's scripts
Add a few new scripts for various mods.
Small fixes to the deployable vehicle scripts.
Fix so that dead players cant pick up powerups.
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 #488796 is a reply to message #488346] |
Sun, 27 July 2014 11:10 |
dblaney1
Messages: 358 Registered: March 2014 Location: United States
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Can the syncing of building controller team changes be fixed? The building always shows as the team for whenever the client loaded the game. If it was teamed to nod when they loaded the icon always says nod etc. The icon and worldbox are incorrect. This is problematic for capturable neutral buildings that use actual building controllers rather than vehicles particularly for clients that joined after the building was captured but one of the teams. Even if they capture it back the worldbox and the icon show as the other team.
Also is there an explanation for which buildings stuff shows up in the building status screen? Is this configurable at all? I haven't really looked into it much.
Another useful thing would be to be able to initialize new building controllers mid game but I am not sure how feasable that would be. It works server side but clients already connected don't sync it properly. Those that join after the new building controller do however.
[Updated on: Sun, 27 July 2014 11:25] Report message to a moderator
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Re: Work is being resumed on scripts for Renegade [message #488799 is a reply to message #488796] |
Sun, 27 July 2014 13:36 |
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Whitedragon
Messages: 832 Registered: February 2003 Location: California
Karma: 1
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Colonel |
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dblaney1 wrote on Sun, 27 July 2014 11:10 | Can the syncing of building controller team changes be fixed? The building always shows as the team for whenever the client loaded the game. If it was teamed to nod when they loaded the icon always says nod etc. The icon and worldbox are incorrect. This is problematic for capturable neutral buildings that use actual building controllers rather than vehicles particularly for clients that joined after the building was captured but one of the teams. Even if they capture it back the worldbox and the icon show as the other team.
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Already added this to the list, it won't be in 4.2 though.
dblaney1 wrote on Sun, 27 July 2014 11:10 |
Also is there an explanation for which buildings stuff shows up in the building status screen? Is this configurable at all? I haven't really looked into it much.
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It displays the first base defense, refinery, power plant, soldier factory, and vehicle factory on the team.
dblaney1 wrote on Sun, 27 July 2014 11:10 |
Another useful thing would be to be able to initialize new building controllers mid game but I am not sure how feasable that would be. It works server side but clients already connected don't sync it properly. Those that join after the new building controller do however.
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As far as I remember this actually works fine as far as giving players the functions of the building. Don't know if it'll work with the building meshes.
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 #488893 is a reply to message #488346] |
Wed, 30 July 2014 18:36 |
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Most of tt.ini wont work if you put it in a package (either .pkg or TT package), the only things that work if you put it in a package are the things that are already supported by the existing per-map tt.ini logic.
As for the request to disable map temp purchase data, due to how the load code works for objects.ddb and the map temp ddb file, what you ask is just not possible.
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: Wed, 30 July 2014 18:37] Report message to a moderator
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Re: Work is being resumed on scripts for Renegade [message #488901 is a reply to message #488893] |
Wed, 30 July 2014 21:29 |
dblaney1
Messages: 358 Registered: March 2014 Location: United States
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jonwil wrote on Wed, 30 July 2014 18:36 | Most of tt.ini wont work if you put it in a package (either .pkg or TT package), the only things that work if you put it in a package are the things that are already supported by the existing per-map tt.ini logic.
As for the request to disable map temp purchase data, due to how the load code works for objects.ddb and the map temp ddb file, what you ask is just not possible.
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I've noticed most maps don't use the mutant nod and mutant gdi purchase settings. Is there anyway to change the preset on the purchase terminals to use that in 4.1. I may be able to get what I want today. I will play around with it.
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