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New scripts 4.2 test build is now available [message #490501] Sun, 15 February 2015 05:26 Go to next message
jonwil is currently offline  jonwil
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Registered: February 2003
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General (3 Stars)

I have just uploaded a new scripts 4.2 test build for people to test.
Anyone wanting to test the client build can download
Anyone wanting to test the server bits can download
Anyone wanting to test the tools can download

People who already have the previous 4.2 test release can just let the launcher update.

Source code isn't available yet because this is only a test build.

Please be aware this hasn't undergone a huge amount in the way of QA as of yet (that's why its being posted here). Please do report any bugs you may find so they can be fixed before we launch this to all scripts 4.x players.

Details of changes made between the last release of 4.1 and the previous 4.2 test build can be found here:

Changes made between the last 4.2 test build and this new one:
Improvements to dp88_RegenerateHitpoints
Various updates to Jerad's scripts
Fixes to dp88_AR_Deployable_Infantry
Fixes to dp88_buildingScripts_minorWeakpoint
Fixes to the obelisk scripts from dblaney1
Fixes to code for vehicle AI (this affects all ground vehicles as well as the gunboat in the third mission and anything else that doesn't have an "aircraft" vehicle type)
Un hard-code the colors used for the win text on the multiplayer win screen dialog via new hud.ini keywords
New script JFW_Spawner_Delay
Fix a bug with JFW_Per_Preset_Visible_People_In_Vechicle
New script JFW_Per_Preset_Visible_Multiple_People_In_Vehicle
Fix so that EntryHelpMessage setting on vehicles only displays for the player that entered the vehicle (a bug was causing it to display for everyone)
Fix a bug with the sound volume for movies played via the "movie options" dialog
Fixes to Reborn_IsDeployableMech
Custom per-map load-screen support (now you can have a completly different loadscreen for your map with different text placement and everything). Players with an older scripts build that doesn't have this feature will simply get the stock loadscreen.
Per-map sky color overrides (so you can have different sky color/tint on your map, say, a red tint for a Mars map or whatever). Players with an older scripts build that doesn't have this feature will simply get the stock sky colors.
New engine call Set_HUD_Help_Text_Player that displays a string as the "HUD Help Text" (the text that appears in the middle of the screen in single player). Yes it does send over the network properly.
New script JFW_Set_HUD_Help_Text_Player that uses the new engine call
Fixes to w3dlib.dll and altmat.exe. Altmat now seems to work properly on the test case I have from dblaney1 (but obviously I cant gaurantee its 100% bug free Smile
Fix a typo related to loading some registry settings

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: Mon, 30 March 2015 01:19]

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Re: New scripts 4.2 test build is now available [message #490506 is a reply to message #490501] Sun, 15 February 2015 12:21 Go to previous message is currently offline
Messages: 610
Registered: September 2010
Location: Romania
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awesome, I like the custom loading and hud_help_text, can't wait to use these, I will have to wait for the source code though to use them.. I need to compile my LuaTT/bot to this new version.

Creator of Mutant Co-Op
Developer of LuaTT
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