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4.3 RC3, maps and DA [message #491921] Sun, 22 January 2017 03:59 Go to next message
jonwil is currently offline  jonwil
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4.3 RC3 will be comming out soon, I am just waiting for some testing and verification of a few fixes.

In regards to the maps we ship, at this point until I know for sure what the changes made vs stock actually are I dont want to do anything with the maps at all (ideally Iranian would show up with .lvl files for all the maps we ship)

And in regards to Dragonade, I have ported Dragonade to what will be 4.3 RC3 and assuming WhiteDragon doesn't make any changes (intentional or otherwise) that break things, it should be all good for a release by WD after 4.3 RC3 drops (whenever WD has fixed whatever bugs he wants to fix and is ready to release it)


Jonathan Wilson aka Jonwil
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Re: 4.3 RC3, maps and DA [message #491922 is a reply to message #491921] Sun, 22 January 2017 11:56 Go to previous messageGo to next message
iRANian is currently offline  iRANian
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I lost the .LVL files but I think using LevelRedit on them works. Maybe someone with more experience like GenBlacky can fix them up too, as he's works for the RenCorner guy doing maps still AFAIK..they can test the map fixes on their server for a bit.

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Re: 4.3 RC3, maps and DA [message #491924 is a reply to message #491921] Sun, 22 January 2017 13:55 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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I have better ways to find out what got added than using levelredit (we know far more about the format of the .lvl files than was the case in the past).

The main issue I forsee with re-creating lvl files for these maps based on what we currently ship is if any objects that cant be re-created from the lsd/ldd files got added/moved/deleted. Specifically:
Editor Only Objects
Manual Vis Points
Pathfind Generators
Dummy Objects

For everything else (including zones and blockers) it should be possible to identify what got changed in the Iranian level changes.

The other big issue is the lack of any .lvl file at all for Walls Flying and City Flying. Again, I could use levelredit to re-create those but I would rather not use that piece of crap (and more to the point spend ages massaging the output of levelredit into something usable)


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: 4.3 RC3, maps and DA [message #491925 is a reply to message #491921] Sun, 22 January 2017 14:28 Go to previous messageGo to next message
iRANian is currently offline  iRANian
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I did use LevelRedit for the Walls_Flying and City_Flying exploit spots like on top of the Tiberium Refinery.

Yeah I can understand why you don't want to use it. Most of the fixes were adding kill zones on exploit spots.

I think I also fixed the VIS on some maps like C&C_Field. If you face the Nod base from the shorter tunnel the fix just fucks up. Honestly fixing all the VIS on all the maps would be a great improvement too.

I also remember using the fixes that Reborn did for one of the Core Patches (you can't use those Core Patch maps them because they have the very reduced WF kill zone to workaround the pre-TT WF kill zone bug, using the map now would make the WF kill zone WAY too small).

I swear I had some changelog somewhere online.


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[Updated on: Sun, 22 January 2017 14:28]

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Re: 4.3 RC3, maps and DA [message #491928 is a reply to message #491921] Sun, 22 January 2017 20:30 Go to previous messageGo to next message
dblaney1 is currently offline  dblaney1
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After levelrediting the maps, make sure you remove the duplicate tiles that it creates. Anything that the terrain proxies in will have duplicates.

[Updated on: Sun, 22 January 2017 20:32]

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Re: 4.3 RC3, maps and DA [message #491930 is a reply to message #491921] Sun, 22 January 2017 22:42 Go to previous messageGo to next message
Gen_Blacky is currently offline  Gen_Blacky
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iRANian wrote on Sun, 22 January 2017 14:28


I swear I had some changelog somewhere online.



I assume this is it.

http://www.renegadeforums.com/index.php?t=msg&goto=461613


Toggle Spoiler


We could reproduce most this via code if we had to using the existing maps. We could add permapini option to apply the fix. And ship the stock maps. Way points and vis Points would be an issue if you actually made those changes.

This is why the ped is not working in field barracks. I guess it has been broken this whole time lol.
Opened in LevelRedit


Beacon.1500620
Move the beacon zone on field to x 90.637 , y -10.098, z 0.387


http://s18.postimage.org/jc6qbn4k9/bricks3.png

[Updated on: Sun, 22 January 2017 23:14]

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Re: 4.3 RC3, maps and DA [message #491932 is a reply to message #491930] Mon, 23 January 2017 07:11 Go to previous messageGo to next message
XD_ERROR_XD is currently offline  XD_ERROR_XD
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jonwil wrote on Sun, 22 January 2017 13:55

The other big issue is the lack of any .lvl file at all for Walls Flying and City Flying. Again, I could use levelredit to re-create those but I would rather not use that piece of crap (and more to the point spend ages massaging the output of levelredit into something usable)



I don't think this will bring you very far, but what if you extract the .ldd, .lsd and .ddb files from the "fixed" .mix files, rename them to a random stock renegade map (use the v1.037 versions maybe?) of which you do have the .lvl file, and open them this way with LevelEdit? Maybe you could get a few results with this.

Either way, best of luck to you.


Professional moron. Nice to meet ya.
Re: 4.3 RC3, maps and DA [message #491933 is a reply to message #491932] Mon, 23 January 2017 10:52 Go to previous messageGo to next message
dblaney1 is currently offline  dblaney1
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XD_ERROR_XD wrote on Mon, 23 January 2017 07:11

jonwil wrote on Sun, 22 January 2017 13:55

The other big issue is the lack of any .lvl file at all for Walls Flying and City Flying. Again, I could use levelredit to re-create those but I would rather not use that piece of crap (and more to the point spend ages massaging the output of levelredit into something usable)



I don't think this will bring you very far, but what if you extract the .ldd, .lsd and .ddb files from the "fixed" .mix files, rename them to a random stock renegade map (use the v1.037 versions maybe?) of which you do have the .lvl file, and open them this way with LevelEdit? Maybe you could get a few results with this.

Either way, best of luck to you.


The leveledit contain everything for the ldd and lsd in a different format. The only external file they use are the ddb files.
Re: 4.3 RC3, maps and DA [message #491934 is a reply to message #491921] Mon, 23 January 2017 14:28 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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I think the easiest solution to the problem here is to hex edit the maps and move the beacon zones back to where they need to be.
Its not very hard to do if you know the format of the ldd files (and I do Smile. I just need to know the object ID of the objects that are in the wrong place plus the xyz coordinates that they need to be moved to and I can make it happen.

Any objects that need to be deleted I can delete as well if I know the object ID.

No need to spend ages trying to recover lvl files out of it or messing with levelredit or something else.

If someone gets me the needed information, I will make the changes and put the fixed maps in 4.3 final Smile


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: 4.3 RC3, maps and DA [message #491935 is a reply to message #491934] Mon, 23 January 2017 18:19 Go to previous messageGo to next message
Gen_Blacky is currently offline  Gen_Blacky
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jonwil wrote on Mon, 23 January 2017 14:28

I think the easiest solution to the problem here is to hex edit the maps and move the beacon zones back to where they need to be.
Its not very hard to do if you know the format of the ldd files (and I do Smile. I just need to know the object ID of the objects that are in the wrong place plus the xyz coordinates that they need to be moved to and I can make it happen.

Any objects that need to be deleted I can delete as well if I know the object ID.

No need to spend ages trying to recover lvl files out of it or messing with levelredit or something else.

If someone gets me the needed information, I will make the changes and put the fixed maps in 4.3 final Smile



I agree. I will look for any other changes that need made.

C&C_Field
Beacon
ObjectID 1500620
Move to x 90.637 y -10.098 z 0.387


http://s18.postimage.org/jc6qbn4k9/bricks3.png
Re: 4.3 RC3, maps and DA [message #491936 is a reply to message #491921] Mon, 23 January 2017 23:52 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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Ok so I remembered there are some issues with mixcheck.exe, install.tiberiantechnologies.org (which points to a server hosted by multiplayerforums as of now) and shipping new map mix files.
Need to sort that out first (most likely by moving the contents of install.tiberiantechnologies.org to the same hosting as www.tiberiantechnologies.org is now hosted on) before I can deal with any fixed maps.
Should happen before I release 4.3 final though I hope, just need to talk to a few people about it (if anyone knows who is currently in charge at multiplayerforums.com that might help)



Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
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Re: 4.3 RC3, maps and DA [message #491937 is a reply to message #491936] Tue, 24 January 2017 07:38 Go to previous messageGo to next message
Cronus is currently offline  Cronus
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What do you need? FTP Login?
Re: 4.3 RC3, maps and DA [message #491938 is a reply to message #491921] Tue, 24 January 2017 12:44 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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Being able to change the contents of that site would be the best solution to my problem (and easier than migrating it to new hosting)


Jonathan Wilson aka Jonwil
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Official member of Tiberian Technologies
Re: 4.3 RC3, maps and DA [message #491939 is a reply to message #491938] Tue, 24 January 2017 17:05 Go to previous messageGo to next message
Cronus is currently offline  Cronus
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jonwil wrote on Tue, 24 January 2017 12:44

Being able to change the contents of that site would be the best solution to my problem (and easier than migrating it to new hosting)



pop on irc (irc.cncirc.net) nick is Cronus, or email me cronus@nite-serv.com and i'll verify its you and give you whatever credentials you need.
Re: 4.3 RC3, maps and DA [message #491940 is a reply to message #491921] Tue, 24 January 2017 17:31 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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Cronus has given me the access I need so its all good now Smile
The next release of 4.x will contain a fixed C&C_Field along with any other maps that people tell me need things done to them Smile


Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
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Creator and Lead Coder of TT.DLL
Official member of Tiberian Technologies
Re: 4.3 RC3, maps and DA [message #491941 is a reply to message #491921] Tue, 24 January 2017 19:51 Go to previous messageGo to next message
YesNoMayb is currently offline  YesNoMayb
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Multiplayer Practice has been a little different since the first 4.2 patch. When you buy something, there's no "keep ep coming" or 2 second delay. Also the credit tick isn't 2, but 2-2-3. There may be more things that's changed but that's all I remember noticing.
Re: 4.3 RC3, maps and DA [message #491942 is a reply to message #491921] Tue, 24 January 2017 23:24 Go to previous messageGo to next message
Gen_Blacky is currently offline  Gen_Blacky
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I cant find anything wrong with any of the other maps besides the missing nod refinery mct aggregate on some maps and the damage aggregate of the AGT could be fixed by hex editing the w3ds.

Nod Ref


AGT Fix

http://www.renegadeforums.com/index.php?t=msg&goto=489747


http://s18.postimage.org/jc6qbn4k9/bricks3.png

[Updated on: Tue, 24 January 2017 23:25]

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Re: 4.3 RC3, maps and DA [message #491944 is a reply to message #491921] Wed, 25 January 2017 08:21 Go to previous messageGo to next message
iRANian is currently offline  iRANian
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Yeah I think I forgot fixing the MCT issue.

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Scripts 4.0 private beta tester since May 2011.

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Re: 4.3 RC3, maps and DA [message #491949 is a reply to message #491921] Thu, 26 January 2017 13:59 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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We are already shipping fixed mgagd_ag_2.w3d, mgwep_ag_4.w3d and mnatr_mct.w3d files including the moved AGT damage aggregate fix mentioned in the above linked thread.

Not sure how to fix the missing MCT aggregate in the nod refinery.(which I believe is caused by a mis-named proxy in the w3d file) If anyone has any suggestions that don't involve re-exporting the maps from LE (which as mentioned before I dont want to do) please let me know. Simply hex-editing the w3d file wont help since proxies are only read and dealt with in LE.

I will fix the incorrectly placed zone in C&C_Field.

Are there any other map fixes that are required at this point?



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: 4.3 RC3, maps and DA [message #491950 is a reply to message #491921] Thu, 26 January 2017 14:38 Go to previous messageGo to next message
dblaney1 is currently offline  dblaney1
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Getting rid of the ugly laser fence added to the top of the ref on complex would be nice. Its a crappy solution to the B2B problem. Theres no reason for it to be on the clients at all actually since building damage is calculated entirely server side.

[Updated on: Thu, 26 January 2017 14:39]

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Re: 4.3 RC3, maps and DA [message #491954 is a reply to message #491921] Thu, 26 January 2017 15:50 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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I have a fix for the ugly fence that involves duplicating the w3d file its using (dsp_torture_wal.w3d) under a new name, setting the "hidden" flag on its one mesh and then hex editing the map to point to the new w3d file.

4.3 RC4 (which I plan to ship soon just to get this stuff out there and tested before 4.3 final) will contain a fixed Complex map (with the change above to make the lasers invisible) and a fixed Field map (with the moved zone). If anyone has anything else they think should be done to the maps (as currently shipped with 4.x) please let me know ASAP so I can sort it out.


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: 4.3 RC3, maps and DA [message #491958 is a reply to message #491921] Fri, 27 January 2017 03:34 Go to previous messageGo to next message
iRANian is currently offline  iRANian
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Yeah I originally wanted to use an invisible wall but I couldn't find one.

There are actually a ton of map bugs, not even talking about VIS ones.


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

Scripts 4.0 private beta tester since May 2011.

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Re: 4.3 RC3, maps and DA [message #491959 is a reply to message #491921] Fri, 27 January 2017 03:52 Go to previous messageGo to next message
XD_ERROR_XD is currently offline  XD_ERROR_XD
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Could you add some manual VIS points to Glacier_flying? The issue is rather insignificant but it would always be nice to see these kinds of issues fixed Smile

http://imgur.com/a/HEnUB

Weapons Factory. When walking near the decorative terminal, and looking in certain directions.


http://imgur.com/a/aRPct

Tunnels near the main entrance of the Nod base. When walking towards the base, certain textures won't load until you walk into the tunnel leading to the obelisk and the back of the HoN (first image).

http://imgur.com/a/BBEPW

Same location, however, this time you spawn as Nod. I spawned in the PP (i'm not sure where you would have to walk to make VIS do that at that location), went to the same spot, now any unit is invisible until you walk far enough. This one is a bit annoying.


Another question though! Very trivial, but is it possible for allow for clients to enable and disable screenshake, instead of servers only? I would like to make a few short videos with screenshake, but to do this in a populated server I would have to use pre-4.0 scripts.


Professional moron. Nice to meet ya.

[Updated on: Fri, 27 January 2017 03:52]

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Re: 4.3 RC3, maps and DA [message #491962 is a reply to message #491949] Fri, 27 January 2017 12:07 Go to previous messageGo to next message
Gen_Blacky is currently offline  Gen_Blacky
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jonwil wrote on Thu, 26 January 2017 13:59

We are already shipping fixed mgagd_ag_2.w3d, mgwep_ag_4.w3d and mnatr_mct.w3d files including the moved AGT damage aggregate fix mentioned in the above linked thread.



You guys on are on top of it. I like it.

jonwil wrote on Thu, 26 January 2017 13:59


Not sure how to fix the missing MCT aggregate in the nod refinery.(which I believe is caused by a mis-named proxy in the w3d file)


Exactly.

jonwil wrote on Thu, 26 January 2017 13:59


If anyone has any suggestions that don't involve re-exporting the maps from LE (which as mentioned before I dont want to do) please let me know.


I am playing with a few ideas we will see how it goes.

jonwil wrote on Thu, 26 January 2017 13:59


Simply hex-editing the w3d file wont help since proxies are only read and dealt with in LE.


I didn't think about that. I hexed edited it for my custom stock maps forgot I re-exported the maps.


http://s18.postimage.org/jc6qbn4k9/bricks3.png

[Updated on: Fri, 27 January 2017 12:08]

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Re: 4.3 RC3, maps and DA [message #491979 is a reply to message #491921] Tue, 07 February 2017 01:06 Go to previous messageGo to previous message
Gen_Blacky is currently offline  Gen_Blacky
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so I have been creating a dragonade plugin that takes irans zone fixes and writes them to an ini file and allows you to apply his fixes on custom stock maps.

I have also been working on a way to fix the nod ref mct server side. I have came to the conclusion the only correct way to fix it is to add a the temp preset and add it to all the maps that have the misspelled proxy for the nod ref mnref_ag_3_n. Some maps have it misspelled mnref_ag_3n witch is the name of the w3d file mnref_ag_3n.w3d but ag preset name is mnref_ag_3_n. This all means recreating the leveledit files. ( I might do later on ). I have made an alternate fix that uses the single player mnref_ag_3n aggregate without that animations and split into 3 w3d files. Called mctfix1 mctfix2 mctfix3 each file is a different stage of the animation so it can be done on building damage via code.

I plan on releasing it soon.


http://s18.postimage.org/jc6qbn4k9/bricks3.png
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