|
|
|
|
Re: scripts.dll 3.0 [message #214225 is a reply to message #212967] |
Sun, 20 August 2006 17:43 |
|
jnz
Messages: 3396 Registered: July 2006 Location: 30th century
Karma: 0
|
General (3 Stars) |
|
|
to add a script to a building, you would have to edit the map in level edit wouldn't you? or am i just missing somthing here?
the fact that some powerups don't work sucks! is this EA's fault?
[Updated on: Sun, 20 August 2006 17:46] Report message to a moderator
|
|
|
Re: scripts.dll 3.0 [message #214230 is a reply to message #212967] |
Sun, 20 August 2006 18:14 |
|
xptek
Messages: 1410 Registered: August 2004 Location: USSA
Karma: 0
|
General (1 Star) |
|
|
Buildings have M00_BUILDING_EXPLODE_NO_DAMAGE_DAK attached by default.. so it'd be easiest to just throw any modifications in there.
cause = time
|
|
|
|
Re: scripts.dll 3.0 [message #214235 is a reply to message #212967] |
Sun, 20 August 2006 20:03 |
|
Due to the large amount of work required for scripts.dll 3.0, it wont be out for a while.
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.dll 3.0 [message #214240 is a reply to message #212967] |
Sun, 20 August 2006 21:34 |
|
I have done some further analysis and it doesnt look like I can make it possible to change the texture size for PT icons so it is going to stay limited to 128 x 128.
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.dll 3.0 [message #214797 is a reply to message #212967] |
Wed, 23 August 2006 22:34 |
|
Further analysis of a different part of renegade reveals the true cause of the PT texture size issue (see the post I made on it).
Reserved slots will be in (thanks to Dead6re for his info on that)
I am going to make it possible to change the color that is used (currently black) when you mouseover a menu option in the main menus.
Plus, there is the shadow texture feature the RenAlert guys have shown off.
And I intend to improve crashdump.txt further.
It will get crc32 checksums of more files that are relavent to crashes I am seeing.
Also, it will dump some details about the game (what map is running, what, if any, mod package is running and some other stuff that will make it easier to diagnose problems)
Plus, if I can figure out how, I will make it dump hardware details (most notably video card and video card driver details). Although I probobly wont do this since if I really need that info I can have the person with the crash send me a dxdiag.txt file from that machine or whatever.
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.dll 3.0 [message #214828 is a reply to message #212967] |
Thu, 24 August 2006 01:41 |
StealthEye
Messages: 2518 Registered: May 2006 Location: The Netherlands
Karma: 0
|
General (2 Stars) |
|
|
Would it be possible to include the things addresses point to in the stack dump, eg.
0012E94C: 0012E980 (No Owner) "blah"
0012E950: 12345678 SCRIPTS.DLL 00000010
I guess it wouldn't be easy to do, but it would be useful for finding the causes more easily.
Which probably is easier would be to include the player count or a player list, you could see whether the game was running and whether it was buzy at the moment it crashed. The time the game has been running might be interesting too to detect crashes happening when the map loads or something.
[edit]
If possible could there be a way to dump the whole process, for bugs which are tricky to solve. Maybe some config setting?
Also, I've had several bugs which did not create a crashdump, any idea on why this happens, whether it can be fixed? One of the crashes happened on the memcmp (or strcmp, not sure) assert functions. Maybe the assert things (in release mode) do not create a crashdump and quit without message? Note that I'm using VC 2005 and am unsure whether the same happens with other versions.
BlackIntel admin/founder/coder
Please visit http://www.blackintel.org/
[Updated on: Thu, 24 August 2006 01:51] Report message to a moderator
|
|
|
Re: scripts.dll 3.0 [message #215019 is a reply to message #214828] |
Thu, 24 August 2006 19:07 |
|
Spetz5
Messages: 109 Registered: October 2005 Location: Ontario, Canada.
Karma: 0
|
Recruit |
|
|
How about something involving jet logic???
would be cool, some maps could include A-10's.
I remembered there was one in this old scud storm mod, were it disabled the backwards key in the jet, and if you dont go fast enough forward, you lose altitude. Possible to include?
How about respawnable building controllers?? Or, the ability to rebuy a building VIA a PT in the construction yard, like, if you poke a specific PT, it deducts a specific cost from you, and will reactivate the building that is connected to that PT.
[Updated on: Thu, 24 August 2006 19:19] Report message to a moderator
|
|
|
|
|
|
Re: scripts.dll 3.0 [message #218564 is a reply to message #212967] |
Sun, 10 September 2006 14:59 |
|
something that I couldn't figure out how to do, that I'd like to see blah blah joined the game, fighting for team blah blah. as opposed to it just saying they joined the game.
|
|
|
|
|
|
|
Re: scripts.dll 3.0 [message #218680 is a reply to message #218566] |
Mon, 11 September 2006 06:39 |
dead6re
Messages: 602 Registered: September 2003
Karma: 0
|
Colonel |
|
|
danpaul88 wrote on Sun, 10 September 2006 18:04 |
dead6re wrote on Sun, 20 August 2006 18:39 | Isn't "MapName=" used in brenbot for !setnextmap?
|
Old message I know, but MapName= just sets the first map, BRenBot does NOT need this line to function, it only reads the MapName00 lines.
|
What about the "!setnextmap" command. Last time I checked it did!
Let all your wishes be granted except one, so you will still have something to strieve for.
|
|
|
|
|