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Re: Work is being resumed on scripts for Renegade [message #488718 is a reply to message #488716] Fri, 18 July 2014 13:18 Go to previous messageGo to next message
dblaney1 is currently offline  dblaney1
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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.


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).


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.
Re: Work is being resumed on scripts for Renegade [message #488722 is a reply to message #488346] Fri, 18 July 2014 17:20 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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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
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Creator and Lead Coder of TT.DLL
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Re: Work is being resumed on scripts for Renegade [message #488723 is a reply to message #488716] Fri, 18 July 2014 20:51 Go to previous messageGo to next message
roszek is currently offline  roszek
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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.


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).


You are correct Jerad that is the way it has worked forever and still works now...
Re: Work is being resumed on scripts for Renegade [message #488724 is a reply to message #488723] Fri, 18 July 2014 21:04 Go to previous messageGo to next message
dblaney1 is currently offline  dblaney1
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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.


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).


You are correct Jerad that is the way it has worked forever and still works now...



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)
https://lh3.googleusercontent.com/-oFlvI-7QBDY/U8nwqazpP_I/AAAAAAAAFPk/2GyAZRjIVHo/w1358-h849-no/Screenshot.113.png

After Fix (C&C_Country_Side)
https://lh6.googleusercontent.com/-qtle8OIYMrE/U8nwqiADajI/AAAAAAAAFPg/xpRBzewYJgA/w1358-h849-no/Screenshot.114.png

[Updated on: Fri, 18 July 2014 21:17]

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Re: Work is being resumed on scripts for Renegade [message #488726 is a reply to message #488346] Sat, 19 July 2014 06:11 Go to previous messageGo to next message
Ethenal is currently offline  Ethenal
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Is that a big map? Could be a rounding error - but I've only had a cursory look at the Obelisk and AGT scripts.

-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 Thumbs Up

Re: Work is being resumed on scripts for Renegade [message #488727 is a reply to message #488346] Sat, 19 July 2014 06:20 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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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
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Creator and Lead Coder of TT.DLL
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Re: Work is being resumed on scripts for Renegade [message #488730 is a reply to message #488346] Sat, 19 July 2014 08:05 Go to previous messageGo to next message
roszek is currently offline  roszek
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Edit: nvm...

[Updated on: Sat, 19 July 2014 08:14]

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Re: Work is being resumed on scripts for Renegade [message #488734 is a reply to message #488730] Sat, 19 July 2014 12:24 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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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.


Re: Work is being resumed on scripts for Renegade [message #488736 is a reply to message #488734] Sat, 19 July 2014 13:14 Go to previous messageGo to next message
dblaney1 is currently offline  dblaney1
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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.



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.
Re: Work is being resumed on scripts for Renegade [message #488741 is a reply to message #488736] Sun, 20 July 2014 13:19 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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Obby fog is now working correctly!
index.php?t=getfile&id=15026&private=0


Re: Work is being resumed on scripts for Renegade [message #488742 is a reply to message #488616] Sun, 20 July 2014 15:00 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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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.


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.


[Updated on: Sun, 20 July 2014 18:37]

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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 Go to previous messageGo to next message
Ethenal is currently offline  Ethenal
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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 Thumbs Up

[Updated on: Sun, 20 July 2014 16:14]

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Re: Work is being resumed on scripts for Renegade [message #488744 is a reply to message #488346] Sun, 20 July 2014 18:17 Go to previous messageGo to next message
dblaney1 is currently offline  dblaney1
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Would it be possible to add a global tt.ini so we can set the sidebar on server wide so we can use custom purchase terminals server wide?
Re: Work is being resumed on scripts for Renegade [message #488746 is a reply to message #488346] Mon, 21 July 2014 12:40 Go to previous messageGo to next message
dblaney1 is currently offline  dblaney1
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This topic isn't showing in the forum list for some reason. It still shows as the most recent topic in the section on the main forum list though. Perhaps a forum glitch. Maybe bumping it will fix it.

Edit: whoops nevermind, noticed it was stickied and the name changed.

[Updated on: Mon, 21 July 2014 12:41]

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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 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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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]

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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 Go to previous messageGo to next message
Whitedragon is currently offline  Whitedragon
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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.


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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 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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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
Re: Work is being resumed on scripts for Renegade [message #488777 is a reply to message #488346] Fri, 25 July 2014 08:49 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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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]

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Re: Work is being resumed on scripts for Renegade [message #488780 is a reply to message #488777] Fri, 25 July 2014 09:43 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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jonwil wrote on Fri, 25 July 2014 09:49

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.


Excellent.


Re: Work is being resumed on scripts for Renegade [message #488786 is a reply to message #488346] Sat, 26 July 2014 03:27 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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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
Re: Work is being resumed on scripts for Renegade [message #488796 is a reply to message #488346] Sun, 27 July 2014 11:10 Go to previous messageGo to next message
dblaney1 is currently offline  dblaney1
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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]

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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 Go to previous messageGo to next message
Whitedragon is currently offline  Whitedragon
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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.

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.

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.

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.


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Re: Work is being resumed on scripts for Renegade [message #488880 is a reply to message #488346] Wed, 30 July 2014 13:43 Go to previous messageGo to next message
dblaney1 is currently offline  dblaney1
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So it turns out tt.ini already works globally. Just include it in a package. What it be possible to have an option for tt.ini that makes it use the default purchase terminal settings from objects.ddb instead of the maps temped one. Would help server side mods out a lot.

[Updated on: Wed, 30 July 2014 13:44]

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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 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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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]

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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 Go to previous messageGo to previous message
dblaney1 is currently offline  dblaney1
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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.



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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