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should CP2 ship with scripts 2.1.3 or scripts 2.2? [message #167304] Tue, 23 August 2005 01:24 Go to next message
jonwil  is currently offline jonwil  
Messages: 3543
Registered: February 2003
General (3 Stars)

From: *tpgi.com.au

should CP2 ship with scripts 2.1.3 or scripts 2.2?[ 43 vote(s) ]
1.2.1.3 3 / 7%
2.2.2 17 / 40%
3.2.2 but only if it doesnt delay CP2 otherwise 2.1.3 23 / 53%

I am currently working on scripts.dll 2.2 which is planned to fix as many crashes and other critical bugs (e.g. memory leaks) in scripts.dll, bhs.dll and renegade as it is possible to diagnose.
Also, there are a few other things planned (most notably any fixes that are player visible and easy to add as well as a few things wanted for SSAOW) but the prime focus is to make 2.2 (and by extention the renegade game) the most stable it has ever been. It WILL be more stable than previous versions such as 2.1.3.

Basically, for Core Patch 2, we have 3 options:
1.Abandon plans to get 2.2 into CP2 and ship with 2.1.3 as-is (which means CP2 wont ship with all the great bug fixes I want for 2.2)
2.Put 2.2 into CP2 (which might mean releasing a while later than it would be if we just went with 2.1.3)
or 3.Put 2.2 in if its done otherwise go with 2.1.3

So, the real question I am asking is if you, the players who will be downloading and playing Core Patch 2 will be prepared to wait a little while longer to get it if it means that it will have all these great bug-fixes and a rock solid stable base.


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: should CP2 ship with scripts 2.1.3 or scripts 2.2? [message #167315] Tue, 23 August 2005 06:27 Go to previous messageGo to next message
RTsa  is currently offline RTsa  
Messages: 484
Registered: January 2005
Location: Finland
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From: *dial.inet.fi
Well, I can at least wait a bit more. (a month maybe? of course I HOPE it wouldn't delay it that much)
edit: Spotted a topic about this at Mod forum...posted a part of this there.

[Updated on: Tue, 23 August 2005 07:05]


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Re: should CP2 ship with scripts 2.1.3 or scripts 2.2? [message #167320] Tue, 23 August 2005 08:08 Go to previous messageGo to next message
LordMlai  is currently offline LordMlai  
Messages: 18
Registered: February 2005
Location: Italy/rome
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From: *cust-adsl.tiscali.it
well.. yeah i think we can wait a bit more!

or maybe would be better you end work on it and then release the CP2

important is that we have to wait no more than 2 months at least Blush


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Re: should CP2 ship with scripts 2.1.3 or scripts 2.2? [message #167346] Tue, 23 August 2005 12:11 Go to previous messageGo to next message
trunkskgb  is currently offline trunkskgb  
Messages: 214
Registered: September 2003
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From: *dsl.hstntx.swbell.net
Well, if it ensures the overall value of the patch...I say go for it.

Also,could you give some examples of the bug fixes you plan on updating?


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Re: should CP2 ship with scripts 2.1.3 or scripts 2.2? [message #168253] Sun, 28 August 2005 21:14 Go to previous messageGo to next message
sterps  is currently offline sterps  
Messages: 223
Registered: October 2003
Location: Victoria, Australia
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From: *its.monash.edu.au
I say include scripts 2.2. If it includes bug fixes such as memory leaks, i think its worth the wait.
Re: should CP2 ship with scripts 2.1.3 or scripts 2.2? [message #169566] Mon, 05 September 2005 16:08 Go to previous messageGo to next message
danpaul88  is currently offline danpaul88  
Messages: 5792
Registered: June 2004
Location: England
General (5 Stars)
From: *midd.cable.ntl.com
It would be nice if 2.2 was shipped with cp2, but if it would delay the project then stick with 2.1.3

A quick suggestion;
Why not update RG to download new versions of scripts on its own, whenever an updated version is released? I am sure it could be added on to the existing auto-patcher..

Oh, and slightly off topic but I was wondering if you could make a base defense script that has 2 different rates of fire.
Rate 1 would be the normal rof
Rate 2 would be a reduced rof that would be used after base power went offline.


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Re: should CP2 ship with scripts 2.1.3 or scripts 2.2? [message #170019] Fri, 09 September 2005 02:32 Go to previous messageGo to next message
AmunRa  is currently offline AmunRa  
Messages: 574
Registered: September 2005
Location: Lilburn, Georgia
Colonel

From: *atlngahp.dynamic.covad.net
I think it would be best to wait, I want the new BrenBot already! Razz
Re: should CP2 ship with scripts 2.1.3 or scripts 2.2? [message #170083] Fri, 09 September 2005 10:12 Go to previous messageGo to next message
RTsa  is currently offline RTsa  
Messages: 484
Registered: January 2005
Location: Finland
Commander
From: *dial.inet.fi
Quote:

Why not update RG to download new versions of scripts on its own, whenever an updated version is released? I am sure it could be added on to the existing auto-patcher..

This one I like VERY much. Good idea. Hoping it gets implemented. Smile


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Re: should CP2 ship with scripts 2.1.3 or scripts 2.2? [message #174458] Wed, 12 October 2005 04:40 Go to previous message
ingram091  is currently offline ingram091  
Messages: 24
Registered: August 2003
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From: *gci.net
since 2.2 has the weather, eject, kill, and drop console commands in it. it would be nice to wait. but not necessarily a request too... Personally I think 2.1.3 works fine, and has some interesting addition in and of itself... And ssaow already has weather effects build in... so I don't think its that big a deal. Other then it being nice to have the extras available for custom command coding. and I didn't think you were going to do that yet with brenbot. BR.net has that option already. and that is where 2.2 comes in handy... But for brenbot in CP2 if you are not going to add anything command wise to it. then no don't wait... its prob not worth it, just for those few extra console commands.

[Updated on: Wed, 12 October 2005 04:42]

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