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Home » Tiberian Technologies / Blackhand Studios » Tiberian Technologies Forum » Scripts 4.2 to enter private beta testing soon, here are some changes in it  () 2 Votes
Scripts 4.2 to enter private beta testing soon, here are some changes in it [message #490073] Sat, 20 December 2014 08:34 Go to next message
jonwil is currently offline  jonwil
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Scripts 4.2 is getting closer to being ready to enter private beta testing for Renegade players (I just finished some checking I wanted to do on the saveload code for .ldd files, .lsd files and .ddb files for example)
Here is a list of some of the interesting changes in 4.2 (by no means exhaustive, this is just what I can remember or pick up on from reading my notes and stuff)
Building Revival support (via console commands and via engine calls).
Changes so that stuff flying in when purchased via AirFactory objects cant be shot whilst its flying in.
Fix so that objects with their collision mode in LE set to "KILL" work correctly.
Extra debugs for detecting certain kinds of network issues including packets that are too large.


More to come later, still going through my notes and info looking for changes worth mentioning.


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: Scripts 4.2 to enter private beta testing soon, here are some changes in it [message #490074 is a reply to message #490073] Sat, 20 December 2014 08:58 Go to previous messageGo to next message
Omar007 is currently offline  Omar007
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Awesome Big Ups

http://tiberiumredux.omarpakker.nl/Old Unused Parts/Plaatjes/PromoteBanner_Hades_small.jpg
Re: Scripts 4.2 to enter private beta testing soon, here are some changes in it [message #490081 is a reply to message #490073] Sat, 20 December 2014 16:44 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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General (3 Stars)

Ok, on with the list of interesting changes in 4.2:
New settings under "Global Settings - C&C Mode Settings" that let you have different EVA sounds for power offline (you can now have one that plays for Nod when Nod power goes offline, GDI when Nod power goes offline, Nod when GDI power goes offline and GDI when GDI power goes offline)
New collision group DEFAULT_AND_SOLDIER_ONLY_COLLISION_GROUP which collides only with DEFAULT, SOLDIER and SOLDIER_GHOST.
Fix a whole bunch of bugs (far too many to list here)
Change "construction yard" objects so they will now repair objects of type "simple" if they have their Encyclopedia Type set to "building".
Fix to some issues with certain kinds of texture mappers not rendering properly (environment mappers I believe are the main ones affected)
Fix some glitches with damageablestatic physics objects
Fix an issue that can be caused if you have a TT package containing a dazzle.ini file.
Fix some issues with fog.
Improve the way NavalFactoryGameObj detects objects blocking the spawn point (it now does it more like VehicleFactoryGameObj)
Fix some issues with pathfinding where it wasn't correctly loading certain pieces of pathfinding data.
Changes to make Commands->Set_Is_Rendered work over the network for things other than vehicles (it always worked for vehicles). Naturally both client and server need 4.2 for this to work.
Fix an issue where the muzzle flash on a vehicle can screw up if its model or weapon is changed.
Fix an issue with Commands->Set_Obj_Radar_Blip_Color so it works properly
Changes so that spies will always appear on radar with the color of the player object regardless of which team the player is on.
Fix so that the "battle info" dialog box displays the correct harvester health on the client. Also fixes the vehicle limit to correctly account for the harvester.
Fix an issue where Commands->Create_2D_Sound and Commands->Create_2D_WAV_Sound can cause a crash in certain circumstances.
Add a new keyword to server.ini, DisableLogs which disables writing to the normal server log file (useful if you are using SSGM or something and handle the log info some other way)
Fix an issue where if a soldier is destroyed (e.g. via suicide, team change or leaving the server) and the soldier was in a vehicle, certain objects weren't being properly destroyed.
Fix an issue with certain dialogue that soldiers say (it was mixing up the sounds for "I got shot by friendly"/"I got shot by enemy" and "I got killed by friendly"/"I got killed by enemy"
Fix some issues related to ladder collisions.
Improve the randomness of spawn point selection.
Improve certain math functions to use SSE (makes it slightly faster)
Remove sysinfo.txt code and a bunch of related stuff (it didn't support detection logic for modern current hardware anyway)
Add a bunch of scripts from Jerad Grey
Some fixes to the special Mendoza and Raveshaw boss objects.
Fix an issue with movies in single player causing a crash
Fix an issue with the single player EVA map dialog causing a crash
Added a change so that homing weapons won't target objects that are immovable (that is, anything who's physics type isn't MoveablePhys and that isn't stuck to another object via Attach_To_Object_Bone)
Fix an issue with radar in single player
Fixes to vehicle dazzles to make them work like stock
Code to make the volume of movies (startup movie and mission movies) reflect the setting of the "cinematic" slider in the config options.
Improve the randomness of the team remix code
New TargetingRange field on Ammo definitions that defines the targeting range (independently of the weapon range). If its set to the default (or not set at all) it will use the normal weapon range.
Add a cooldown timer to SH_UndergroundVehicle.
Add new custom CUSTOM_EVENT_BUILDING_REVIVED which is sent when a building is revived (to allow any scripts to do things they need to)
Fix RA_MAD_Tank_Devolved so it properly destroys the tank when its set off.
New script Reborn_IsDeployableTank_4 which is a clone of Reborn_IsDeployableTank_3 except that it will only deploy if you are close enough to the ground.
Various fixes to deployable vehicle scripts
Fixes to the obelisk and AGT scripts so they wont target the AI-controlled harvester
Fix an issue with JFW_Spawn_Zone_Created, JFW_Custom_Spawn_Zone, dp88_Ore_Field, dp88_buildingScripts_functionSpawnTeamZone, dp88_buildingScripts_functionSpawnZone, dp88_conquestControlZone, JFW_Vehicle_Zone and JFW_Building_Zone_Controller where the zone rotation value was being interpreted as radians instead of degrees.
Restore M00_BuildingStateSoundSpeaker and M00_BuildingStateSoundController so they work like stock.
Add an error message to JFW_Turret_Spawn_3 for if the turret object cant be spawned.
New script JFW_Time_Remaining_Sounds_2 which is just like JFW_Time_Remaining_Sounds except per-team
New script JFW_Repair_Complete_Sound which will play any time the health or shield strength of the object goes below 100% then comes back to 100%.
Fixes to JFW_Time_Remaining_Sounds/JFW_Time_Remaining_Sounds_2 so that they play the sounds properly if the time remaining is changed. Note that each sound will play only once even if the time remaining is increased to the point where the sound would have played again.
Change JFW_Attack_Location/JFW_Attack_Object so that they will only immobilize the vehicle if the speed parameter is zero.
New script JFW_Airstrike_Cinematic which basically spawns a cinematic at the location of the object JFW_Airstrike_Cinematic is attached to on receiving a specific custom.
New script JFW_Ion_Storm_Weather_2 which is able to store the old weather settings before the ion storm starts and restore them after its finished.
New script JFW_Spy_Disguise_Target which, when shot with a specific warhead, changes the model of the thing that did the shooting to the model of the object with JFW_Spy_Disguise_Target on it. Its intended so that spies can "target" specific infantry units to disguise themselves as that unit.
New script JFW_Warhead_Custom which sends a custom when hit with a specific warhead.
Fixes to various scripts (base defenses, construction yard scripts etc) to account for building revival
Fix an issue with RA_Gap_Generator_Vehicle not correctly displaying the shroud when you first enter the vehicle.
Fix a bug with vehicle name display
New engine call Seconds_To_Hms which converts a value in seconds to hours/minutes/seconds.
Update various scripts and engine calls so they will now damage/repair objects of type "simple" if they have their Encyclopedia Type set to "building". (this is for things like the Gap Generator in APB that is now a Simple object instead of a vehicle)
Improvements to danpaul's veterancy scripts
Various netcode fixes
Improvements to the chat code
Change the mlist console command so it displays all the maps if you don't pass any parameter
Hide dazzles on stealthed vehicles
Make the NoPowerCostMultiplier and BuildTimeDelay tt.ini keywords usable in the per-map tt.ini files
Add tt.ini keywords (usable in the per-map tt.ini files like the rest of the sidebar stuff) for per-team sidebar sounds.
Fixes to how the time limit/time remaining changes get sent over the network so they work better.
Add a GetTTRevision engine call to get the current build number (the one displayed on the main menu or by the sversion console command) from scripts.
Add engine calls Get_Clouds, Get_Lightning, Get_Wind, Get_Rain, Get_Snow, Get_Ash that do exactly what they say.
Add an Update_Game_Options engine call to force sending new game options if they have been changed.
Add a new engine call Update_Network_Object_Player which is just like Update_Network_Object but per-player.
Improvements to the way we detect a missing d3dx dll
Some fixes to AI code used for VTOLs.
Fixes to sphere and ring primitives
Fix some issues in various pieces of saveload code.
New Find_Observer function on ScriptableGameObj.
Fix so that dead soldiers wont collect powerups
New CanRefill flag on soldiers that determines if a soldier can use refills or not. This only works for the sidebar and should not be turned off if your mod/map/etc uses the normal PT dialogs.
Fix gamespy master server addresses to point to the new community-run GSA clone now that the official ones are gone.
New GDIPurchaseReportID and NodPurchaseReportID on vehicles, these strings (and associated sounds) will be played on vehicle purchase.
New CanRepair flag on vehicles, determines if Repair Bay objects (and various repairing scripts) can repair the vehicle or not.
New EntryHelpMessage and EntryHelpMessageColor values on vehicles, if this is set then the message will be displayed in the center of the screen when the vehicle is entered. Intended for help messages like "press Q to deploy this vehicle".
New flag ApplySurfaceEffectDamage on vehicles which makes vehicles take surface effect damage.
New flag DisableSurfaceSounds on vehicles which turns off track/wheel sounds for the vehicle.
New Check_If_On_Surface function on vehicles to let you check if a vehicle is touching a given surface type.
Fix to dp88_AR_Rocketeer to play the engine stop sound when the jetpack vehicle goes away.
Various fixes to dp88_AR_MirageTank.
Improvements to the AGT script.
Various fixes to dp88_AR_Deployable_Infantry including a new deploy/undeploy sound
Various fixes to dp88_Ore_Miner
Various fixes to dp88_Ore_Field
Various fixes to dp88_Ore_Extractor
Various fixes to dp88_RemoteControlConsole
Various fixes to dp88_AR_Paradrop
Various fixes to dp88_linkHealth
Various fixes to dp88_buildingScripts_controller
Various fixes to dp88_buildingScripts_functionMoneyTrickle
Various fixes to dp88_buildingScripts_functionMoneyGrant
Various fixes to danpaul's AI scripts
Various fixes to dp88_damageAnimation
Various fixes to dp88_conquestController
Various fixes to dp88_conquestControlZone
Various fixes to dp88_Ammo_Animation
Various fixes to dp88_RegenerateHitpoints

Thank you to WhiteDragon, Saberhawk, StealthEye, danpaul and Jerad Grey (and anyone I forgot) for their contributions to 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
Re: Scripts 4.2 to enter private beta testing soon, here are some changes in it [message #490083 is a reply to message #490081] Sat, 20 December 2014 17:10 Go to previous messageGo to next message
dblaney1 is currently offline  dblaney1
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jonwil wrote on Sat, 20 December 2014 16:44

Ok, on with the list of interesting changes in 4.2:
New settings under "Global Settings - C&C Mode Settings" that let you have different EVA sounds for power offline (you can now have one that plays for Nod when Nod power goes offline, GDI when Nod power goes offline, Nod when GDI power goes offline and GDI when GDI power goes offline)
New collision group DEFAULT_AND_SOLDIER_ONLY_COLLISION_GROUP which collides only with DEFAULT, SOLDIER and SOLDIER_GHOST.
Fix a whole bunch of bugs (far too many to list here)
Change "construction yard" objects so they will now repair objects of type "simple" if they have their Encyclopedia Type set to "building".
Fix to some issues with certain kinds of texture mappers not rendering properly (environment mappers I believe are the main ones affected)
Fix some glitches with damageablestatic physics objects
Fix an issue that can be caused if you have a TT package containing a dazzle.ini file.
Fix some issues with fog.
Improve the way NavalFactoryGameObj detects objects blocking the spawn point (it now does it more like VehicleFactoryGameObj)
Fix some issues with pathfinding where it wasn't correctly loading certain pieces of pathfinding data.
Changes to make Commands->Set_Is_Rendered work over the network for things other than vehicles (it always worked for vehicles). Naturally both client and server need 4.2 for this to work.
Fix an issue where the muzzle flash on a vehicle can screw up if its model or weapon is changed.
Fix an issue with Commands->Set_Obj_Radar_Blip_Color so it works properly
Changes so that spies will always appear on radar with the color of the player object regardless of which team the player is on.
Fix so that the "battle info" dialog box displays the correct harvester health on the client. Also fixes the vehicle limit to correctly account for the harvester.
Fix an issue where Commands->Create_2D_Sound and Commands->Create_2D_WAV_Sound can cause a crash in certain circumstances.
Add a new keyword to server.ini, DisableLogs which disables writing to the normal server log file (useful if you are using SSGM or something and handle the log info some other way)
Fix an issue where if a soldier is destroyed (e.g. via suicide, team change or leaving the server) and the soldier was in a vehicle, certain objects weren't being properly destroyed.
Fix an issue with certain dialogue that soldiers say (it was mixing up the sounds for "I got shot by friendly"/"I got shot by enemy" and "I got killed by friendly"/"I got killed by enemy"
Fix some issues related to ladder collisions.
Improve the randomness of spawn point selection.
Improve certain math functions to use SSE (makes it slightly faster)
Remove sysinfo.txt code and a bunch of related stuff (it didn't support detection logic for modern current hardware anyway)
Add a bunch of scripts from Jerad Grey
Some fixes to the special Mendoza and Raveshaw boss objects.
Fix an issue with movies in single player causing a crash
Fix an issue with the single player EVA map dialog causing a crash
Added a change so that homing weapons won't target objects that are immovable (that is, anything who's physics type isn't MoveablePhys and that isn't stuck to another object via Attach_To_Object_Bone)
Fix an issue with radar in single player
Fixes to vehicle dazzles to make them work like stock
Code to make the volume of movies (startup movie and mission movies) reflect the setting of the "cinematic" slider in the config options.
Improve the randomness of the team remix code
New TargetingRange field on Ammo definitions that defines the targeting range (independently of the weapon range). If its set to the default (or not set at all) it will use the normal weapon range.
Add a cooldown timer to SH_UndergroundVehicle.
Add new custom CUSTOM_EVENT_BUILDING_REVIVED which is sent when a building is revived (to allow any scripts to do things they need to)
Fix RA_MAD_Tank_Devolved so it properly destroys the tank when its set off.
New script Reborn_IsDeployableTank_4 which is a clone of Reborn_IsDeployableTank_3 except that it will only deploy if you are close enough to the ground.
Various fixes to deployable vehicle scripts
Fixes to the obelisk and AGT scripts so they wont target the AI-controlled harvester
Fix an issue with JFW_Spawn_Zone_Created, JFW_Custom_Spawn_Zone, dp88_Ore_Field, dp88_buildingScripts_functionSpawnTeamZone, dp88_buildingScripts_functionSpawnZone, dp88_conquestControlZone, JFW_Vehicle_Zone and JFW_Building_Zone_Controller where the zone rotation value was being interpreted as radians instead of degrees.
Restore M00_BuildingStateSoundSpeaker and M00_BuildingStateSoundController so they work like stock.
Add an error message to JFW_Turret_Spawn_3 for if the turret object cant be spawned.
New script JFW_Time_Remaining_Sounds_2 which is just like JFW_Time_Remaining_Sounds except per-team
New script JFW_Repair_Complete_Sound which will play any time the health or shield strength of the object goes below 100% then comes back to 100%.
Fixes to JFW_Time_Remaining_Sounds/JFW_Time_Remaining_Sounds_2 so that they play the sounds properly if the time remaining is changed. Note that each sound will play only once even if the time remaining is increased to the point where the sound would have played again.
Change JFW_Attack_Location/JFW_Attack_Object so that they will only immobilize the vehicle if the speed parameter is zero.
New script JFW_Airstrike_Cinematic which basically spawns a cinematic at the location of the object JFW_Airstrike_Cinematic is attached to on receiving a specific custom.
New script JFW_Ion_Storm_Weather_2 which is able to store the old weather settings before the ion storm starts and restore them after its finished.
New script JFW_Spy_Disguise_Target which, when shot with a specific warhead, changes the model of the thing that did the shooting to the model of the object with JFW_Spy_Disguise_Target on it. Its intended so that spies can "target" specific infantry units to disguise themselves as that unit.
New script JFW_Warhead_Custom which sends a custom when hit with a specific warhead.
Fixes to various scripts (base defenses, construction yard scripts etc) to account for building revival
Fix an issue with RA_Gap_Generator_Vehicle not correctly displaying the shroud when you first enter the vehicle.
Fix a bug with vehicle name display
New engine call Seconds_To_Hms which converts a value in seconds to hours/minutes/seconds.
Update various scripts and engine calls so they will now damage/repair objects of type "simple" if they have their Encyclopedia Type set to "building". (this is for things like the Gap Generator in APB that is now a Simple object instead of a vehicle)
Improvements to danpaul's veterancy scripts
Various netcode fixes
Improvements to the chat code
Change the mlist console command so it displays all the maps if you don't pass any parameter
Hide dazzles on stealthed vehicles
Make the NoPowerCostMultiplier and BuildTimeDelay tt.ini keywords usable in the per-map tt.ini files
Add tt.ini keywords (usable in the per-map tt.ini files like the rest of the sidebar stuff) for per-team sidebar sounds.
Fixes to how the time limit/time remaining changes get sent over the network so they work better.
Add a GetTTRevision engine call to get the current build number (the one displayed on the main menu or by the sversion console command) from scripts.
Add engine calls Get_Clouds, Get_Lightning, Get_Wind, Get_Rain, Get_Snow, Get_Ash that do exactly what they say.
Add an Update_Game_Options engine call to force sending new game options if they have been changed.
Add a new engine call Update_Network_Object_Player which is just like Update_Network_Object but per-player.
Improvements to the way we detect a missing d3dx dll
Some fixes to AI code used for VTOLs.
Fixes to sphere and ring primitives
Fix some issues in various pieces of saveload code.
New Find_Observer function on ScriptableGameObj.
Fix so that dead soldiers wont collect powerups
New CanRefill flag on soldiers that determines if a soldier can use refills or not. This only works for the sidebar and should not be turned off if your mod/map/etc uses the normal PT dialogs.
Fix gamespy master server addresses to point to the new community-run GSA clone now that the official ones are gone.
New GDIPurchaseReportID and NodPurchaseReportID on vehicles, these strings (and associated sounds) will be played on vehicle purchase.
New CanRepair flag on vehicles, determines if Repair Bay objects (and various repairing scripts) can repair the vehicle or not.
New EntryHelpMessage and EntryHelpMessageColor values on vehicles, if this is set then the message will be displayed in the center of the screen when the vehicle is entered. Intended for help messages like "press Q to deploy this vehicle".
New flag ApplySurfaceEffectDamage on vehicles which makes vehicles take surface effect damage.
New flag DisableSurfaceSounds on vehicles which turns off track/wheel sounds for the vehicle.
New Check_If_On_Surface function on vehicles to let you check if a vehicle is touching a given surface type.
Fix to dp88_AR_Rocketeer to play the engine stop sound when the jetpack vehicle goes away.
Various fixes to dp88_AR_MirageTank.
Improvements to the AGT script.
Various fixes to dp88_AR_Deployable_Infantry including a new deploy/undeploy sound
Various fixes to dp88_Ore_Miner
Various fixes to dp88_Ore_Field
Various fixes to dp88_Ore_Extractor
Various fixes to dp88_RemoteControlConsole
Various fixes to dp88_AR_Paradrop
Various fixes to dp88_linkHealth
Various fixes to dp88_buildingScripts_controller
Various fixes to dp88_buildingScripts_functionMoneyTrickle
Various fixes to dp88_buildingScripts_functionMoneyGrant
Various fixes to danpaul's AI scripts
Various fixes to dp88_damageAnimation
Various fixes to dp88_conquestController
Various fixes to dp88_conquestControlZone
Various fixes to dp88_Ammo_Animation
Various fixes to dp88_RegenerateHitpoints

Thank you to WhiteDragon, Saberhawk, StealthEye, danpaul and Jerad Grey (and anyone I forgot) for their contributions to 4.2




Great news. Glad to see a lot of the stuff I suggested and even provided code for made it in. Super glad that my suggestion about immovable objects and homing was implemented.
Re: Scripts 4.2 to enter private beta testing soon, here are some changes in it [message #490088 is a reply to message #490073] Sun, 21 December 2014 12:07 Go to previous messageGo to next message
ExEric3 is currently offline  ExEric3
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Nice work guys Smile
Re: Scripts 4.2 to enter private beta testing soon, here are some changes in it [message #490089 is a reply to message #490073] Sun, 21 December 2014 14:27 Go to previous messageGo to next message
iRANian is currently offline  iRANian
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Nice

Long time and well respected Renegade community member, programmer, modder and tester.

Scripts 4.0 private beta tester since May 2011.

My Renegade server plugins releases
Re: Scripts 4.2 to enter private beta testing soon, here are some changes in it [message #490090 is a reply to message #490073] Mon, 22 December 2014 06:17 Go to previous messageGo to next message
Wyld1USA is currently offline  Wyld1USA
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Very nice, thank you again for all you do jonwil and the tt team!

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Re: Scripts 4.2 to enter private beta testing soon, here are some changes in it [message #490103 is a reply to message #490073] Mon, 22 December 2014 22:58 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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For the benefit of those testing 4.2 RC1, here is a list of known bugs:
1.There are some glitches with ai-controlled VTOLa (including the gunboat on the island mission where you escape in the sub at the end which is rigged as a VTOL for reasons only westwood would know). I dont yer know what is causing these issues (my last tests made things more confusing)
2.There are a number of memory leaks that we havent yet found the cause of yet.
3.Its possible for repeated playing of single player/skirmish to cause a netcode crash. We have reproduction steps for it but we donr know the actual cause yet.

if anyone experiences any crashes with the 4.2 RC1 test build, i want to know.


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: Scripts 4.2 to enter private beta testing soon, here are some changes in it [message #490108 is a reply to message #490073] Tue, 23 December 2014 05:27 Go to previous messageGo to next message
Neijwiert is currently offline  Neijwiert
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Is there a fix for the client update when the server stops a continious sound?

For example:

int soundID = Commands->Create_Sound("some sound preset which has loop checked", some position);

Commands->Stop_Sound(soundID);

This will only work server-side. Clients which are in-game will have to rejoin in order to not hear the sound anymore.

Also Commands->Monitor_Sound(soundID); does not work at all.

EDIT: in fact im not even sure if any of this works with non-looping sound either. I highly doubt it.

[Updated on: Tue, 23 December 2014 05:28]

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Re: Scripts 4.2 to enter private beta testing soon, here are some changes in it [message #490109 is a reply to message #490073] Tue, 23 December 2014 06:06 Go to previous messageGo to next message
danpaul88 is currently offline  danpaul88
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I suspect monitor sound doesn't work server side because the server doesn't actually open the .wav / .mp3 / etc file at all and thus has no clue how long it actually is and therefore doesn't know when to fire the sound ended event.

Also, since clients could, in theory, replace sound effects with longer / shorter ones then any server side looping solution would result in gaps / early restarting for those clients.


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Re: Scripts 4.2 to enter private beta testing soon, here are some changes in it [message #490110 is a reply to message #490073] Tue, 23 December 2014 14:55 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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No I have no fix to make Stop_Sound work over the network.
Not sure why Monitor_Sound isnt working, investigating it is on my todo 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
Re: Scripts 4.2 to enter private beta testing soon, here are some changes in it [message #490111 is a reply to message #490109] Tue, 23 December 2014 18:39 Go to previous messageGo to next message
Neijwiert is currently offline  Neijwiert
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Sorry wasn't clear on the matter, monitor_sound does not work on any sound at all, including non-presets, 2d and 3d sounds.

Jonwil, are there any plans om doing something about the stop_sound or does this bring too many complications on the release of 4.2?
Re: Scripts 4.2 to enter private beta testing soon, here are some changes in it [message #490112 is a reply to message #490073] Tue, 23 December 2014 20:12 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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Making stop_sound work over the network is too hard.


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: Scripts 4.2 to enter private beta testing soon, here are some changes in it [message #490116 is a reply to message #490073] Wed, 24 December 2014 14:36 Go to previous messageGo to next message
dblaney1 is currently offline  dblaney1
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What about a workaround. Maybe a way to have a simplegameobj have a sound that loops when it is on the map. Add an ambient sound setting to simplegameobjs definition. If you get destroy the object the sound stops playing. Sort of like the beacon beeping sound or an engine sound. Then you could also make an script that you can attach to a Daves arrow that spawns the simple object on creation, destroys it on building destruction and spawns it again on restore. That would make the building state sounds work client side. Being able to attach ambient sounds to simplegameobjs would have a lot of other uses as well so this functionality would benefit more than just building state sounds.

The sound playing and the looping would all be handled client side so it should be possible to do without too much hassle compared to having to deal with handling this over the network.

This wouldn't necessarily help for existing maps but it definitely would work for new maps. Just make simplegameobj presets for each ambient sound you want. Maybe make it work with twiddlers as well.

[Updated on: Wed, 24 December 2014 15:03]

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Re: Scripts 4.2 to enter private beta testing soon, here are some changes in it [message #490119 is a reply to message #490116] Wed, 24 December 2014 18:00 Go to previous messageGo to next message
Neijwiert is currently offline  Neijwiert
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dblaney1 wrote on Wed, 24 December 2014 14:36

What about a workaround. Maybe a way to have a simplegameobj have a sound that loops when it is on the map. Add an ambient sound setting to simplegameobjs definition. If you get destroy the object the sound stops playing. Sort of like the beacon beeping sound or an engine sound. Then you could also make an script that you can attach to a Daves arrow that spawns the simple object on creation, destroys it on building destruction and spawns it again on restore. That would make the building state sounds work client side. Being able to attach ambient sounds to simplegameobjs would have a lot of other uses as well so this functionality would benefit more than just building state sounds.

The sound playing and the looping would all be handled client side so it should be possible to do without too much hassle compared to having to deal with handling this over the network.

This wouldn't necessarily help for existing maps but it definitely would work for new maps. Just make simplegameobj presets for each ambient sound you want. Maybe make it work with twiddlers as well.

I think the work required to do this "work-around" could be just as much as implementing the real fix itself.

EDIT:
Besides I don't think JonWil likes ugly work-arounds, I know I wouldn't lol.

EDIT #2:
But still +1 for coming up with an alternate solution, better than nothing.

[Updated on: Wed, 24 December 2014 18:03]

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Re: Scripts 4.2 to enter private beta testing soon, here are some changes in it [message #490120 is a reply to message #490119] Wed, 24 December 2014 18:11 Go to previous messageGo to next message
dblaney1 is currently offline  dblaney1
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Neijwiert wrote on Wed, 24 December 2014 18:00

dblaney1 wrote on Wed, 24 December 2014 14:36

What about a workaround. Maybe a way to have a simplegameobj have a sound that loops when it is on the map. Add an ambient sound setting to simplegameobjs definition. If you get destroy the object the sound stops playing. Sort of like the beacon beeping sound or an engine sound. Then you could also make an script that you can attach to a Daves arrow that spawns the simple object on creation, destroys it on building destruction and spawns it again on restore. That would make the building state sounds work client side. Being able to attach ambient sounds to simplegameobjs would have a lot of other uses as well so this functionality would benefit more than just building state sounds.

The sound playing and the looping would all be handled client side so it should be possible to do without too much hassle compared to having to deal with handling this over the network.

This wouldn't necessarily help for existing maps but it definitely would work for new maps. Just make simplegameobj presets for each ambient sound you want. Maybe make it work with twiddlers as well.

I think the work required to do this "work-around" could be just as much as implementing the real fix itself.

EDIT:
Besides I don't think JonWil likes ugly work-arounds, I know I wouldn't lol.

EDIT #2:
But still +1 for coming up with an alternate solution, better than nothing.


An ambient sound for an object would have a lot of useful purposes outside of the building states sounds anyway. I could think of dozens of uses for it right off the top of my head. Would be worth implementing regardless. The only thing TT would really have to do is implement the ambient sound part. The rest could actually be done by server owners in scripts.dll although having a script built-in to the scripts.dll release would make it standardized for mappers and make it work on any server running 4.2.

[Updated on: Wed, 24 December 2014 18:19]

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Re: Scripts 4.2 to enter private beta testing soon, here are some changes in it [message #490122 is a reply to message #490073] Wed, 24 December 2014 18:30 Go to previous messageGo to next message
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Its not as simple as it sounds due to some limits in the audio system.


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Re: Scripts 4.2 to enter private beta testing soon, here are some changes in it [message #490128 is a reply to message #490083] Fri, 26 December 2014 06:53 Go to previous messageGo to next message
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dblaney1 wrote on Sat, 20 December 2014 17:10


Great news. Glad to see a lot of the stuff I suggested and even provided code for made it in. Super glad that my suggestion about immovable objects and homing was implemented.


I still disagree with the change as it's probably going to break homing on things like visible drivers and other mod specific features but we'll see how it plays out.

jonwil wrote on Sat, 20 December 2014 08:34


New collision group DEFAULT_AND_SOLDIER_ONLY_COLLISION_GROUP which collides only with DEFAULT, SOLDIER and SOLDIER_GHOST.


We might want to consider adding a new collision group of SOLDIER_LADDER at some point. When I was fixing the ladder code (so soldiers no longer become collidable when climbing ladders) I noticed that the Ren code was simply checking if the soldier was set for SOLDIER_GHOST. If it was SOLDIER_GHOST the game would simply turn the collision back to normal at the end of a jump, so my fix simply makes sure you aren't on a ladder before it lets your collisions be flipped back. Obviously this still means that you have to keep setting a soldier to soldier ghost if you want them to stay as a spectator.

jonwil wrote on Sat, 20 December 2014 08:34


Fixes to sphere and ring primitives


Only fixed the ion cannons ring primitive, sphere primitives still do that thing where if you aren't looking at them they appear at your feet.

jonwil wrote on Sat, 20 December 2014 08:34


New EntryHelpMessage and EntryHelpMessageColor values on vehicles, if this is set then the message will be displayed in the center of the screen when the vehicle is entered. Intended for help messages like "press Q to deploy this vehicle".


If we're already doing that for vehicles why not make it so we can trigger the message on custom so we can make objective messages appear and so forth?

jonwil wrote on Sat, 20 December 2014 08:34


Jerad Grey

Gray


[Updated on: Fri, 26 December 2014 07:38]

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Re: Scripts 4.2 to enter private beta testing soon, here are some changes in it [message #490129 is a reply to message #490073] Fri, 26 December 2014 07:38 Go to previous messageGo to next message
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Jerad Gray wrote on Fri, 26 December 2014 13:53

dblaney1 wrote on Sat, 20 December 2014 17:10


Great news. Glad to see a lot of the stuff I suggested and even provided code for made it in. Super glad that my suggestion about immovable objects and homing was implemented.


I still disagree with the change as it's probably going to break homing on things like visible drivers and other mod specific features but we'll see how it plays out.


Yes, I had reservations too... one result of our internal discussions was a change such that homing is ALWAYS enabled for any object that is attached to another object, even if that object is immovable. Still not convinced it's a good idea though.


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[Updated on: Fri, 26 December 2014 07:40]

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Re: Scripts 4.2 to enter private beta testing soon, here are some changes in it [message #490130 is a reply to message #490129] Fri, 26 December 2014 07:42 Go to previous messageGo to next message
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danpaul88 wrote on Fri, 26 December 2014 07:38

Jerad Gray wrote on Fri, 26 December 2014 13:53

dblaney1 wrote on Sat, 20 December 2014 17:10


Great news. Glad to see a lot of the stuff I suggested and even provided code for made it in. Super glad that my suggestion about immovable objects and homing was implemented.


I still disagree with the change as it's probably going to break homing on things like visible drivers and other mod specific features but we'll see how it plays out.


Yes, I had reservations too... one result of our internal discussions was a change such that homing is ALWAYS enabled for any object that is attached to another object, even if that object is immovable. Still not convinced it's a good idea though.

Wish I'd been on that discussion, I think a checkbox in the LE setings would be a better idea.


[Updated on: Fri, 26 December 2014 07:45]

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Re: Scripts 4.2 to enter private beta testing soon, here are some changes in it [message #490131 is a reply to message #490073] Fri, 26 December 2014 11:21 Go to previous messageGo to next message
danpaul88 is currently offline  danpaul88
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I thought you were in on it? It was on the Trello board.

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Re: Scripts 4.2 to enter private beta testing soon, here are some changes in it [message #490132 is a reply to message #490073] Fri, 26 December 2014 13:26 Go to previous messageGo to next message
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Make the default behavior the new behavior and add a dropdown in leveledit to override the behavior. So default behavior, force no homing, and force homing would be ideal. I would like the ability to disable the homing on an object such as a shield generator attached to an object as well which in 4.1 is not available, and as 4.2 is currently set up is not available as well. Adding the ability to override the behavior would allow this. I do think that immovable objects should default to no homing as it currently is implemented in 4.2.

[Updated on: Fri, 26 December 2014 13:32]

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Re: Scripts 4.2 to enter private beta testing soon, here are some changes in it [message #490133 is a reply to message #490073] Fri, 26 December 2014 13:29 Go to previous messageGo to next message
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As implemented the feature will ignore (for tracking purposes) any buildings and any physical objects that are not MoveablePhysClass (i.e. cant move) and are not attached to an object (it checks via PhysicalGameObj::Is_Attached_To_An_Object). So things like vehicle drivers and other attachments are still valid targets for tracking weapons.



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Re: Scripts 4.2 to enter private beta testing soon, here are some changes in it [message #490134 is a reply to message #490133] Fri, 26 December 2014 13:34 Go to previous messageGo to next message
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jonwil wrote on Fri, 26 December 2014 13:29

As implemented the feature will ignore (for tracking purposes) any buildings and any physical objects that are not MoveablePhysClass (i.e. cant move) and are not attached to an object (it checks via PhysicalGameObj::Is_Attached_To_An_Object). So things like vehicle drivers and other attachments are still valid targets for tracking weapons.




Can we get a checkbox to force disable the homing as well even if its attached. Not a big deal if we can't, but for things like a mobile shield generator it would be nice not to have things homing to it when trying to aim at objects that in front of it. This issue already exists in 4.1 since the homing is always on so the 4.2 change isn't making anything worse so I am not against that at all.

[Updated on: Fri, 26 December 2014 13:34]

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Re: Scripts 4.2 to enter private beta testing soon, here are some changes in it [message #490135 is a reply to message #490073] Fri, 26 December 2014 13:52 Go to previous messageGo to previous message
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Should be possible to add an "ignore this for tracking purposes" flag.


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