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Home » Tiberian Technologies / Blackhand Studios » Tiberian Technologies Forum » Details of some of the features in 4.0  () 4 Votes
Details of some of the features in 4.0 [message #404515] Wed, 30 September 2009 06:43 Go to next message
jonwil is currently offline  jonwil
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Now using windows minidump crashdumps for debug information
Fixed many bugs
Complete overhaul of shader system
Rewrite of many parts of the graphics system to remove all vestiges of the old DX8 bits.
4.0 doesn't have any of the bugs and slowdowns and problems that plagued 3.4.4
Fixed a number of bugs in various scripts
Changed JFW_Jetpack and JFW_Jetpack_Model to play an animation on the object as well as changing the model
Corrected many issues in the HUD and custom HUD code
Renamed bhs.dll to tt.dll
Changed all names mentioning bhs (readmes, logs etc) to mention TT instead
Rewrote many hacks and crappy pieces of code
Make the custom sniper scope work more like the stock renegade sniper scope
Started using the latest version of visual C++ (2008 currently)
Rewrote the memory manager to be faster and cleaner (and to produce more debugging info on debug builds)
Changed the way we hook into renegade (and call renegade functions and access renegade variables) to be faster and cleaner.
New scripts JFW_Set_Info_Texture and JFW_Clear_Info_Texture to use the "info texture" feature of tt.dll
New script JFW_Set_Time_Custom and JFW_Set_Time_Limit_Custom to change the time and time limit
New script JFW_C4_Sound_2 which is the same as JFW_C4_Sound except it wont play if the C4 does no damage.
New script JFW_C4_Explode which triggers an explosion when a C4 is planted by a certain object
New script JFW_3D_Sound_Custom_2 which plays a 3d sound on custom
New script JFW_Send_Self_Custom_On_Key which sends a custom to the object its attached to when a key is pressed
New script JFW_Empty_Vehicle_Timer which will destroy an empty vehicle if it remains empty for a certain period of time
Fixed bug where weapons with infinate ammo (such as the pistol) dont start loaded
Fix bug where damage code miscalculates points in some cases
Fixed the invisible C4 problem on maps like Glacier Flying
Changed all projects to use precompiled headers for system includes and global definitions
Fixed repair bay on Glacier Flying and other such maps to work correctly
Fixed bug where if the nod power plant is down and the harvester is destroyed, the new harvester is spawned invisible
Changed weapon selection so that weapon cycle skips empty weapons
Lots of ladder fixes (as far as I am aware ladders work fine 100% now)
Stealth improvements (so it doesnt glitch up when you are stealthed and then unstealth for example)
Netcode improvements
Support for using the 2 side buttons (i.e. buttons 4 and 5) on mice with 5 buttons. You can use them in any place you can use the normal mouse buttons
Removed linux FDS support (makes developing 4.0 much easier and cleaner)
Cleaned up screenshot code to eliminate screenshot lag and to work better in windowed mode
New script Reborn_IsDeployableTank_2 which is a clone of Reborn_IsDeployableTank but doesnt change the weapons at all
Various optimizations to make 4.0 faster
Remove support for shader plugins
Make screenshots output to a more sane location and with a more sane filename convention
Eliminate all support for tga screenshots
New script JFW_Custom_Send_Random_Custom which, on receipt of a custom, sends a custom to another object if a random percentage is less than a certain percentage
Fix some bugs in JFW_Message_Send_xxx scripts
Add a new feature to display the contents of a text file for a player (intended for e.g. objectives display).
Add new script JFW_Custom_Objectives_Dlg for the above feature.
Make spawn locations (including powerups and players) more random
Fix for bluehell
Method to change the player limit at runtime
Add feature so that the team, battlefield and server information dialogs have working scrollbars
Fixes to the PT dialogs
Improvements to the ExpVehFac scripts
fix so that standing right next to the WF wont cause your vehicle to get destroyed by mistake
Fix for joining the server after game over
Starting credits fix
Fix for PT not working on rejoin
Fix for C4 disappearing when stuck to a vehicle
Move various hud.ini keywords into tt.ini so that we can cheat check tt.ini.
hud.ini contains the custom HUD stuff and the dialog box stuff.
Improved anti-cheat that checks sensitive files and does other good stuff.
Will not have any of the problems of RenGuard but WILL check all 3d models, among other things.
Moved damage calculation to the server for anti-cheat purposes.
change Chat_Hook and Host_Hook so that they can veto sending of the message to the client(s)
Fixes for RA_Helipad_Zone to make it harder to exploit by bobbing up and down in it
Fix JFW_Health_Regen and JFW_Armour_Regen to not repair dead objects
Fix definition of JFW_PT_Disable and JFW_PT_Disable_Death
Add some scripts by campa
Improve particle rendering (we have plans for a shader/GPU based particle renderer in the future)
Added more debug code in netcode, graphics and elsewhere
New console commands for shader debugging
Renamed "BHS.dll options" to "Extended Options"
Shader detail sliders on "Extended Options" dialog
New script JFW_Heal_Zone_2 which is like JFW_Heal_Zone but which only heals for a specific preset
Disable Toggle_Sorting console command
Fix so you cant use a PT from inside a vehicle
Fix so that proximity C4 wont detonate if placed next to dead enemy soldiers
Fixes to AGT and obelisk scripts to fix obelisk walk and other bugs
Fix client showing/switching to weapons they dont own
Fix various memory leaks
add tt.ini keyword DisableVehicleFlipKill, set this to true to disable vehicles from being blown up when flipped over
HUD console command now hides all hud elements
Replace bandtest.dll with a new dll from us that contains what used to be in d3d8.dll (those bits we didnt replace) and other code we need to load early.
Load shaders.dll from bandtest.dll
Make sure sniper scope is only turned on for the weapons it should be
Fixes to make renegade run better on windows Vista/server 2008/Windows 7 including working correctly in limited user mode
Removed SH_FileVerificationControllerScript script
Do not load mix files for maps other than stock maps unless the map is loaded (faster loading for people with lots of maps)
New tt.ini keyword MapPrefix to set the map prefix (for mods)
Fix JFW_Vehicle_Lock to not lock the vehicle if there is someone in it
Fix JFW_Escort_Poke script
Fog related changes and improvements
Fix parameters for JFW_Custom_Send_Custom and JFW_Custom_Send_Random_Custom
Disabled WOL quick match (as its been broken since forever)
add hud.ini keywords to change the weapon chart image colors
Change the way the advanced game listing is sorted to properly support favorites and stuff
Force shadow size to be power of 2
New script JFW_Custom_Multiple_Send_Custom_2
Fix up turret lag fix code
Fix sniper lag
Changed 4.0 to not use std:: classes and headers anywhere
Updated to use a newer d3dx dll
Code to give players custom tags with a server console command to set the tag
A bunch of fixes for widescreen resolutions
Add some scripts by Danpaul88 including scripts for AR
Fix to send max health/shield over the network
Fix bug with secondary fire using wrong muzzle
Fixed Test_Cinematic
Changed some dialogs to not hardcoded the team names anymore (team select dialog e.g.)
Support mouse wheel in the sidebar
Added some scripts from Zunnie
Added some scripts used by RolePlay2
hud.ini keywords to set various dialog colors not previously settable
More netcode crash/exploit fixes (i.e. places where bad packets could crash the code)
added anti-stealth-hack code
New script JFW_Custom_Spawn_Zone to spawn a zone on custom
Change RA_Credit_Theft_Zone to not trigger if the thief is in a vehicle
Add engine call to change default presets for GDI/nod
New script JFW_Spawn_Zone_Created to spawn a zone on create
Made APB Mad tank script ignore friendly base defenses
Made APB nuke silo terminal script trigger the "you dont have the required security to access this terminal" dialog if the enemy accesses it
New script RA_Base_Defense_Chargeup which is for weapons that charge up (Telsa coil)
Make RA_Base_Defence_Powered properly check that the power is enabled
Make gap generator script check power before working
New script JFW_Submarine for subs in APB
New script JFW_Water_Level for water level for JFW_Submarine
Make APB AA base defence scripts not target subs
New scripts JFW_Repair_Zone_Boats, JFW_Repair_Zone_No_Boats and JFW_Boat to deal with naval units only repairing at naval yards and non naval units only repairing at repair bays
Fixes to make 4.0 work better under PIX
Make spy power plant zone bring radar down
New script JFW_Radar_Low_Power to make radar go down when power goes down
All dlls now use the DLL version of the CRT
Upgraded to newer libpng and zlib versions
New script RA_Conyard_Controller_Improved_2
hud.ini keywords to change the geometry detail limits
Add base defence scripts that ignore stealth
Make fire0anim and fire1anim fields for vehicles work
New script JFW_Vehicle_Visible_Weapon which basically sets the animation frame for the vehicle to the number of bullets in the gun (e.g. for vehicles with rockets or missiles visible on them)
New feature where vehicles remain teamed when player leaves (intended to solve an exploit where people get out just before the vehicle dies to deny the other side points)
Add tt.ini keyword to make the above feature optional
Add hook so that you can hook into the Think pathway (and run something every frame)
Add tt.ini keyword to change draw distance
A bunch of spy fixes (to make spies better)
Beginnings of new resource downloader, auto-map-downloader etc
Beginnings of totally new SSGM
Support more texture formats in dds files
Removed swap scores on game end if the losing team is out of players.
Fix XWIS delay on .pkg files
Added possibility for players to send messages to the host by typing "/host <message>".
New script JFW_Radar_Jammer_Sound for radar jammer sound
Fix radar jammer scripts
Fix RA_Damaged_Credits
Make spies get the allied ore dump
Fix JFW_Pilot_Repair
New script JFW_Model_Animation
C4 no longer gets defused when the owner leaves the game
Added KICK2 console command to force-kick a player
New script JFW_Startup_Custom_Self
Add tt.ini keywords to disable nuke and ion beacon weather effects
Add tt.ini keyword to disable reload when weapon is empty
New script JFW_Moon_Is_Earth and functionality. This will cause the moon code to read texture named fullearth and partearth instead of fullmoon and partmoon.
For maps that are set on the moon
Fix JFW_2D_Sound_Damage
Change to not reload a weapon when the weapon is full already
New scripts JFW_Set_Skin_Custom, JFW_Set_Armor_Custom, JFW_Message_Send_Powerup, JFW_Soldier_Powerup, JFW_Vehicle_Regen_3
New script JFW_Points_Custom
New hud.ini keyword to change the decal limit
hud functionality to display the center bullet and health counts seperate from the rest of the HUD.
hud.ini keyword to disable this new object
Feature to store registry keys and data files (logs, thu files, screenshots, crashdumps etc etc) in locations that non-admin users can write to.
Hack wolapi.dll to read and write from above locations
Hack game to load wolapi.dll from local ren folder
Hack LE to load new ttle.dll file
Added "worst FPS" diagnostic
Send serial hash over the network for possible ban use
Various fixes connected to vehicles with damage meshes and damage caused on the FDS
Change RA conyard script to repair less if power is low
new tt.ini keyword that will allow PTs marked with the regular "I am a PT object" flag to load the sidebar instead of the PT
Add build date for scripts to the crashdumps
Make QUIT and EXIT console commands do the same thing. On client they will do what EXIT does now, on FDS they will do what QUIT does now
Make sidebar/PT dialogs close if the soldier using them is killed
Removed BAN, KICK and ALLOW console functions, to be replaced with something better later
New custom ConstructionYardGameObj object for a construction yard building controler
Added new PT pages for air and naval (to be used by the new building controllers that are being done)
Change how PT data is sent over the network to make it use less bandwidth and to suck less
New script RA_Credit_Theft_Zone_Timer for adding a timer before the thief can steal
Added option to disable audio when renegade does not have focus
Removed bandwidth-based player limits.


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: Details of some of the features in 4.0 [message #404516 is a reply to message #404515] Wed, 30 September 2009 06:57 Go to previous messageGo to next message
Hitman is currently offline  Hitman
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i'd say this list of things that are fixed is about as long as the list where u already "had a lot of things done" from

so the final release cant be that far off

is Ea not going to have a problem with officialy recognising this patch? pretty sure it could take forever to get em to eventually agree on everything included in the 'package'
Re: Details of some of the features in 4.0 [message #404517 is a reply to message #404515] Wed, 30 September 2009 06:59 Go to previous messageGo to next message
GrimmNL is currently offline  GrimmNL
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oh wow, that's quite the list there. one question though.
jonwil wrote on Wed, 30 September 2009 08:43

Toggle Spoiler

Fix bug where damage code miscalculates points in some cases
Toggle Spoiler


does that mean 'the' pointfix?

anyway, keep up the good work http://www.renegadeforums.com/images/message_icons/icon14.gif


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Re: Details of some of the features in 4.0 [message #404518 is a reply to message #404516] Wed, 30 September 2009 07:15 Go to previous messageGo to next message
EvilWhiteDragon is currently offline  EvilWhiteDragon
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Hitman wrote on Wed, 30 September 2009 15:57

i'd say this list of things that are fixed is about as long as the list where u already "had a lot of things done" from

so the final release cant be that far off

is Ea not going to have a problem with officialy recognising this patch? pretty sure it could take forever to get em to eventually agree on everything included in the 'package'

Well actually we have what you could call "full" support from EA. Full as in, they like what we do and plan on cooperating by letting us use the patcher when everything works as expected.


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Re: Details of some of the features in 4.0 [message #404522 is a reply to message #404515] Wed, 30 September 2009 08:08 Go to previous messageGo to next message
Spyder
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jonwil wrote on Wed, 30 September 2009 15:43

Fixes to AGT and obelisk scripts to fix obelisk walk and other bugs



Does that include the Obilisk glitching on Hourglass?

-------

I went through the entire list, and I'm so satisfied with everything you do for our beloved game.
Can't wait for Tiberian Tech to be released and keep going this way, cause I have the idea that there is still a lot more to come, which you are not telling us Razz
Re: Details of some of the features in 4.0 [message #404533 is a reply to message #404515] Wed, 30 September 2009 09:26 Go to previous messageGo to next message
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jonwil wrote on Wed, 30 September 2009 16:43

Removed linux FDS support (makes developing 4.0 much easier and cleaner)


Huh


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Re: Details of some of the features in 4.0 [message #404536 is a reply to message #404533] Wed, 30 September 2009 09:51 Go to previous messageGo to next message
Stumpy is currently offline  Stumpy
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jonwil wrote on Wed, 30 September 2009 16:43

Removed linux FDS support

everything cool except this!
-.-


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Re: Details of some of the features in 4.0 [message #404539 is a reply to message #404536] Wed, 30 September 2009 10:59 Go to previous messageGo to next message
jnz is currently offline  jnz
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Stumpy wrote on Wed, 30 September 2009 17:51

jonwil wrote on Wed, 30 September 2009 16:43

Removed linux FDS support

everything cool except this!
-.-


The linux FDS is a lot slower than the windows version. Just use a windows hosted server. Or run it on a VM.
Re: Details of some of the features in 4.0 [message #404546 is a reply to message #404536] Wed, 30 September 2009 12:19 Go to previous messageGo to next message
lion is currently offline  lion
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Stumpy wrote on Wed, 30 September 2009 11:51

jonwil wrote on Wed, 30 September 2009 16:43

Removed linux FDS support

everything cool except this!
-.-

Totally agreed. Dont Get It I don't get it...

jnz wrote on Wed, 30 September 2009 11:51

The linux FDS is a lot slower than the windows version. Just use a windows hosted server. Or run it on a VM.

There are reasons for using linux server instead of windows. And I can tell you from my own experience, running a LFDS on VMware is not very succesfull.
Re: Details of some of the features in 4.0 [message #404552 is a reply to message #404546] Wed, 30 September 2009 12:38 Go to previous messageGo to next message
EvilWhiteDragon is currently offline  EvilWhiteDragon
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The reason for not supporting Linux is simple. With linux support you would probably have to add at least a year of extra time to get this done. Because we know you want the patch as soon as possible, we had no option other than dump linux support.
Also, there are perhaps 4 or 5 linux servers, while most are windows. Even if those 4-5 servers would need to quit because of this (I hope not, but still) then there are plenty of servers left to play on.


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Re: Details of some of the features in 4.0 [message #404562 is a reply to message #404552] Wed, 30 September 2009 12:48 Go to previous messageGo to next message
GEORGE ZIMMER is currently offline  GEORGE ZIMMER
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EvilWhiteDragon wrote on Wed, 30 September 2009 14:38

The reason for not supporting Linux is simple. With linux support you would probably have to add at least a year of extra time to get this done. Because we know you want the patch as soon as possible, we had no option other than dump linux support.
Also, there are perhaps 4 or 5 linux servers, while most are windows. Even if those 4-5 servers would need to quit because of this (I hope not, but still) then there are plenty of servers left to play on.

Glad to see you're not trying to pander to 4-5 people over hundreds of others. I mean, having Linux support eventually would be nice, but if it really does extend work that much more, no sense bothering with it initially.

Also, thanks for the list of fixed/added stuff. This is what we wanted.


Toggle Spoiler
Re: Details of some of the features in 4.0 [message #404586 is a reply to message #404562] Wed, 30 September 2009 14:03 Go to previous messageGo to next message
EvilWhiteDragon is currently offline  EvilWhiteDragon
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Well, we do want/need the support of the serverowners, but this just wasn't a viable option at this time. Perhaps that we will release a linux version after TT is done, but that will take some more time.
If there will be a linux version, it will be in a cleaner way than it is done in older versions of scripts. It would probably mean 2 different sources for windows and for linux.


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Re: Details of some of the features in 4.0 [message #404615 is a reply to message #404515] Wed, 30 September 2009 15:29 Go to previous messageGo to next message
Spoony is currently offline  Spoony
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jonwil wrote on Wed, 30 September 2009 08:43

Make spawn locations (including powerups and players) more random

can you elaborate on this, please... this will affect some maps like wallsfly and cityfly quite a lot. (i'm just talking about player spawns here)

Quote:

Fix for PT not working on rejoin

very good.

Quote:

Fix for C4 disappearing when stuck to a vehicle

very VERY good.

Quote:

Fix for bluehell

very very VERY GOOD! Thumbs Up

Quote:

Disable Toggle_Sorting console command

that makes sense, i can't think of a single non-controversial use of it.

Quote:

Fix sniper lag

by this do you mean the "flicker dance" when they strafe while scoped?

Quote:

New feature where vehicles remain teamed when player leaves (intended to solve an exploit where people get out just before the vehicle dies to deny the other side points)

excellent, i've advocated that for a long time. question, though: how long will the team alignment last?

Quote:

C4 no longer gets defused when the owner leaves the game

hmm, interesting... so if someone mines a base and then gets disconnected, the base isn't suddenly vulnerable, eh?

presumably the prox mines will still do damage, but nobody will get the kill message/points?

finally in regard to the pointsfix, how exactly will this work in regard to servers that don't want to use it?


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Re: Details of some of the features in 4.0 [message #404633 is a reply to message #404515] Wed, 30 September 2009 17:01 Go to previous messageGo to next message
HaTe is currently offline  HaTe
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How about the glitch to put timed c4's inside of a mct, or make it so that it cannot be repaired? Or putting tc4s inside a wall, so that no1 can see them at all, yet they are there, and still do dmg?
It all seems good, and much appreciated obviously, just curious to know if these glitches will still be in the game? Also, the fact that the obelisk doesn't shoot at a angled mrls in field, so that the mrls can easily hit hon, obi, ref, and both turrets w/o worrying about obi hit..? If you would like an example of this, i will give you a short video if you pm me asking for 1, i will now show the video publicly, as these glitches are a bit..unfair imo.


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Re: Details of some of the features in 4.0 [message #404640 is a reply to message #404515] Wed, 30 September 2009 18:05 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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With regards to the vehicles remain teamed thing, we have 2 tt.ini keywords related to it.
NeutralVechiclePointsFix. Set this one to true (the default) to turn on the team thing and to false to turn it off.
ScriptsLastTeamTime. Set this one to -1 (the default) to make the vehicles remain teamed thing last forever (i.e. until the vehicle is blown up) and to some other positive value to make it last that long.

As of right now these are only settable via tt.ini (i.e. for mods) but we may end up supporting this in the future as a server side option.

Sniper lag, I dont know exactly whats been fixed. I do know we fixed an issue APB was having where if you use a sniper scope to look at far away objects, they look like they warp/teleport around instead of moving smoothly (related to network updates not being sent properly or something)

Player spawns, basically we made it more random so it wouldn't keep choosing the same 1 or 2 spawn locations all the time. I cant really explain more because I dont understand how the old algorithim for choosing spawn locations works.

The pointsfix, for now its mandatory (and as far as I know it will remain so during the beta test cycle of 4.0) All the evidence we have shows that this is very clearly a bug in the game and as such, we will fix it. If enough people complain, we will look into making it server-optional. But we want people to at least try 4.0 with all the changes we made (not just this one fix in isolation) and see if it really does affect the gameplay that much.

Also, note that Renegade Resurrection is NOT compatible with scripts.dll 4.0 and unless YRR puts a LOT of work into it, it will never work with 4.0 (in fact there are some things in RR that cant be made to work with 4.0 without breaking 4.0 features)
Do note though that some bugs yrr fixed (as well as some bugs BI fixed in their mods) have been done in 4.0 (ported or redone properly)

And of course if there are any RR features (those that aren't just giant hacks that is) that people really like and want in 4.0, we can look into those too.

C4s in a MCT/wall, I dont know if we fixed that or not (or if its even fixable). No idea about the obelisk glitch either.


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: Details of some of the features in 4.0 [message #404644 is a reply to message #404640] Wed, 30 September 2009 18:17 Go to previous messageGo to next message
Spoony is currently offline  Spoony
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jonwil wrote on Wed, 30 September 2009 20:05

With regards to the vehicles remain teamed thing, we have 2 tt.ini keywords related to it.
NeutralVechiclePointsFix. Set this one to true (the default) to turn on the team thing and to false to turn it off.
ScriptsLastTeamTime. Set this one to -1 (the default) to make the vehicles remain teamed thing last forever (i.e. until the vehicle is blown up) and to some other positive value to make it last that long.

ah right, so set ScripsLastTeamTime to 5 and it'll stay aligned for 5 seconds, then go back to neutral?

As of right now these are only settable via tt.ini (i.e. for mods) but we may end up supporting this in the future as a server side option.

jonwil wrote on Wed, 30 September 2009 20:05

Player spawns, basically we made it more random so it wouldn't keep choosing the same 1 or 2 spawn locations all the time. I cant really explain more because I dont understand how the old algorithim for choosing spawn locations works.

hmmm... maybe check that?

jonwil wrote on Wed, 30 September 2009 20:05

The pointsfix, for now its mandatory (and as far as I know it will remain so during the beta test cycle of 4.0) All the evidence we have shows that this is very clearly a bug in the game and as such, we will fix it. If enough people complain, we will look into making it server-optional. But we want people to at least try 4.0 with all the changes we made (not just this one fix in isolation) and see if it really does affect the gameplay that much.

believe me, enough people will complain.

it certainly is a bug, and i have always argued that fixing it is a vast improvement to gameplay in every sense, but I believe TT's official position is that it won't be compulsory.

certainly it should replace the pointsbug (i.e. the current state, where scores and credits are just downright wrong) as the default state, but I do think people ought to be able to use the points bug in their own communities (even though A GREAT MANY people who want this option also seem hell-bent on denying me the same choice they insist upon). even if this is just a case of somebody making a downloadable "pointsbug" file to install on a server, to re-create the original bug.

another thing that might possibly be fixed... Deadzones on Mesa?


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[Updated on: Wed, 30 September 2009 18:43]

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Re: Details of some of the features in 4.0 [message #404654 is a reply to message #404515] Wed, 30 September 2009 19:33 Go to previous messageGo to next message
Lone0001 is currently offline  Lone0001
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Everything looks good I just have one suggestion: why not make 'QUIT' quit the current server for the client(instead of exiting the game)? It'd make much more sense and would be helpful.

[Updated on: Wed, 30 September 2009 19:34]

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Re: Details of some of the features in 4.0 [message #404661 is a reply to message #404644] Wed, 30 September 2009 19:46 Go to previous messageGo to next message
Starbuzzz
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This is really awesome and much needed fixes in some areas. Thank you for that vast update jonwil. Big Grin

Also, will you also fix the Medium tank repair bug where the repair gun won't repair if you aim it on the GDI logo? It is a really annoying glitch especially during teching.

Spoony wrote on Wed, 30 September 2009 20:17

another thing that might possibly be fixed... Deadzones on Mesa?


Spoony, what do you mean by the Mesa deadzones? The zones on the map where you shoot enemy buildings within range but the shells just won't cause damage? Is this what you mean? If yes, then yes I hope it gets fixed. It will open up new areas in the map to attack from.

edit: typo


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[Updated on: Wed, 30 September 2009 20:00]

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Re: Details of some of the features in 4.0 [message #404666 is a reply to message #404661] Wed, 30 September 2009 20:03 Go to previous messageGo to next message
Spoony is currently offline  Spoony
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pawkyfox wrote on Wed, 30 September 2009 21:46

Spoony wrote on Wed, 30 September 2009 20:17

another thing that might possibly be fixed... Deadzones on Mesa?


Spoony, what do you mean by the Mesa deadzones? The zones on the map where you shoot enemy buildings within range but the shells just won't cause damage? Is this what you mean? If yes, then yes I hope it gets fixed. It will open up new areas in the map to attack from.

there are three deadzones on mesa.

- on the bridge. tanks on the bridge can't fully attack targets on the ground. they can't readily hit buildings, they only do partial damage to vehicles, and they don't deal splash damage to infantry.
- side path near the Nod refinery. med doesn't damage the airstrip ramp. also there's a bizarre situation where if you aim at the turret, you do half damage to the turret and full damage to the refinery
- the infantry-only area between the two refineries. grenadiers and rocket soldiers can't readily attack the airstrip ramp.

the bridge is the main one that needs fixed.


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Re: Details of some of the features in 4.0 [message #404670 is a reply to message #404515] Wed, 30 September 2009 20:29 Go to previous messageGo to next message
Starbuzzz
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Spoony wrote on Wed, 30 September 2009 22:03

pawkyfox wrote on Wed, 30 September 2009 21:46

Spoony wrote on Wed, 30 September 2009 20:17

another thing that might possibly be fixed... Deadzones on Mesa?


Spoony, what do you mean by the Mesa deadzones? The zones on the map where you shoot enemy buildings within range but the shells just won't cause damage? Is this what you mean? If yes, then yes I hope it gets fixed. It will open up new areas in the map to attack from.

there are three deadzones on mesa.

- on the bridge. tanks on the bridge can't fully attack targets on the ground. they can't readily hit buildings, they only do partial damage to vehicles, and they don't deal splash damage to infantry.
- side path near the Nod refinery. med doesn't damage the airstrip ramp. also there's a bizarre situation where if you aim at the turret, you do half damage to the turret and full damage to the refinery
- the infantry-only area between the two refineries. grenadiers and rocket soldiers can't readily attack the airstrip ramp.

the bridge is the main one that needs fixed.


Ohh I see...never knew about the refinery deadzones.

Definitely think the bridge will be the most important. I used to think about this and I always thought the bridge deadzone has to be fixed bcause I think it will enhance the gameplay on this map.

With the bridge becoming an area to control with tanks, we can have a situation where cave fests can be countered. So teams will fight for control of the bridge as well.

The one with the grenadier unable to target the strip is most annoying especially after Nod resorts to teched arts and kills every GDI harv that goes out...money becomes a bit tight.


http://img30.imageshack.us/img30/8746/buzzsigfinal.jpg
Re: Details of some of the features in 4.0 [message #404675 is a reply to message #404515] Wed, 30 September 2009 20:44 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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What I said is that the pointsfix is currently mandatory and if the community shows a wish to have it optional, we will implement that as a server-side option (with damage being serverside now for anti-cheat purposes making it a server-side option is possible)
The decision as to whether to add a "disable pointfix" option will be made at some point during the beta test cycle of 4.0 most likely. (no I dont have a date for when public beta testing will begin)

As for cheats, we are doing everything we can to stop and catch cheaters.

Medium tank repair bug, no clue on that one.

I believe we were talking about releasing a fixed set of ren maps as part of 4.0 (i.e. all the stock maps taken and fixed up ala the Core Patches). If the Mesa dead zones are map bugs they will be fixed that way most likely.


Jonathan Wilson aka Jonwil
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Re: Details of some of the features in 4.0 [message #404677 is a reply to message #404515] Wed, 30 September 2009 20:49 Go to previous messageGo to next message
dr3w2 is currently offline  dr3w2
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I just read through the whole list and I must say this looks like such an awesome leap of improvements Big Grin

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Re: Details of some of the features in 4.0 [message #404678 is a reply to message #404515] Wed, 30 September 2009 20:52 Go to previous messageGo to next message
liquidv2 is currently offline  liquidv2
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for the very most part it is, but they're trying to sneak some bullshit through there that they already said was not going to be that way

liquidv2
Re: Details of some of the features in 4.0 [message #404709 is a reply to message #404515] Wed, 30 September 2009 22:34 Go to previous messageGo to next message
Crimson is currently offline  Crimson
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I can't go into too many details yet, because they are still being fleshed out, but as far as the official ladder calculations are concerned, we are working on a way for points-fixed and points-bugged servers to both be able to participate on the ladder. More details will be coming very soon but we want to get the base of the new plan in place before allowing everyone to stick their two cents in.

I'm the bawss.
Re: Details of some of the features in 4.0 [message #404718 is a reply to message #404515] Thu, 01 October 2009 00:02 Go to previous messageGo to previous message
Goztow is currently online  Goztow
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Warning: any point fix related reply should go in this topic.

You can find me in The KOSs2 (TK2) discord while I'm playing. Feel free to come and say hi! TK2 discord
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