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Re: scripts.dll 3.0 [message #214195 is a reply to message #214177] Sun, 20 August 2006 11:43 Go to previous messageGo to next message
EvilWhiteDragon is currently offline  EvilWhiteDragon
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jonwil wrote on Sun, 20 August 2006 17:59


*removed*

Also, I am considering implementing resereved slots (something I was thinking about for 2.9 but wasnt able to implement in time)



Maybe you could use Dead6re's fix, as that will save you time for more / better things. And, by the way, if you where planning to release shortly, I think you should wait a couple of days.


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Re: scripts.dll 3.0 [message #214196 is a reply to message #214177] Sun, 20 August 2006 12:30 Go to previous messageGo to next message
jnz is currently offline  jnz
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jonwil wrote on Sun, 20 August 2006 16:59

I am going to look at a location that has been identified to see if it is suitable as a place to hook for the leave hook that so many people want (exactly WHY so many people want it I dont know Smile





so we know when poeple leave Wink

i also think a building destroy hook would be nice.

i cannot get a few things to work, looking at all the powerups i can see in level edit i presume i can use all these with
"Grant_Powerup" but some don't work EG:

Grant_Powerup(player, "POW_Stealth_Suit"); doesn't

whereas:

Grant_Powerup(tmptest, "POW_RamjetRifle_Player"); does.

am i doing this right?
Re: scripts.dll 3.0 [message #214216 is a reply to message #214196] Sun, 20 August 2006 16:30 Go to previous messageGo to next message
xptek is currently offline  xptek
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help-linux wrote on Sun, 20 August 2006 15:30

jonwil wrote on Sun, 20 August 2006 16:59

I am going to look at a location that has been identified to see if it is suitable as a place to hook for the leave hook that so many people want (exactly WHY so many people want it I dont know Smile





so we know when poeple leave Wink

i also think a building destroy hook would be nice.

i cannot get a few things to work, looking at all the powerups i can see in level edit i presume i can use all these with
"Grant_Powerup" but some don't work EG:

Grant_Powerup(player, "POW_Stealth_Suit"); doesn't

whereas:

Grant_Powerup(tmptest, "POW_RamjetRifle_Player"); does.

am i doing this right?



That's not a problem with Grant_Powerup. POW_Stealth_Suit just doesn't work itself. Nothing jonwil can fix.


cause = time
Re: scripts.dll 3.0 [message #214217 is a reply to message #212967] Sun, 20 August 2006 16:31 Go to previous messageGo to next message
StealthEye is currently offline  StealthEye
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Quote:

so we know when poeple leave

Yup, I gave him a hint, as HTT-Bird requested it from me, lol. Just hope jonwil thinks the location is good enough to hook... Razz

Why ppl want it? probably to clean up things nicely, stop watching a player. For example I keep an extra player list keeping track of ingame user levels, this should be cleaned up when the player left and updated when a player joins... I used to hook the console output and parse it but a hook for it will be much nicer Smile

Building destroy hook could be done by just attaching a script to the building object I guess... I don't see a reason to add a hook for it.


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Re: scripts.dll 3.0 [message #214225 is a reply to message #212967] Sun, 20 August 2006 17:43 Go to previous messageGo to next message
jnz is currently offline  jnz
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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]

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Re: scripts.dll 3.0 [message #214230 is a reply to message #212967] Sun, 20 August 2006 18:14 Go to previous messageGo to next message
xptek is currently offline  xptek
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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 #214231 is a reply to message #212967] Sun, 20 August 2006 19:08 Go to previous messageGo to next message
jnz is currently offline  jnz
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what does that function do?
Re: scripts.dll 3.0 [message #214235 is a reply to message #212967] Sun, 20 August 2006 20:03 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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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 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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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 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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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 Go to previous messageGo to next message
StealthEye is currently offline  StealthEye
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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.


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[Updated on: Thu, 24 August 2006 01:51]

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Re: scripts.dll 3.0 [message #215019 is a reply to message #214828] Thu, 24 August 2006 19:07 Go to previous messageGo to next message
Spetz5 is currently offline  Spetz5
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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.


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[Updated on: Thu, 24 August 2006 19:19]

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Re: scripts.dll 3.0 [message #215044 is a reply to message #212967] Fri, 25 August 2006 00:43 Go to previous messageGo to next message
jnz is currently offline  jnz
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it wouldn't be possible? you would need to alter the engine clients side as well.
Re: scripts.dll 3.0 [message #215050 is a reply to message #212967] Fri, 25 August 2006 02:38 Go to previous messageGo to next message
Mad Ivan is currently offline  Mad Ivan
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Afaik, scripts.dll and bhs.dll are both client-side and server-side so it's pretty much possible.

It depends only on jonwil.


Re: scripts.dll 3.0 [message #215052 is a reply to message #212967] Fri, 25 August 2006 03:36 Go to previous messageGo to next message
jnz is currently offline  jnz
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oh, i thought that the serverside scripts.dll would only work server side.. i am glad i put that "?" in the sentecnce.
Re: scripts.dll 3.0 [message #218564 is a reply to message #212967] Sun, 10 September 2006 14:59 Go to previous messageGo to next message
AmunRa is currently offline  AmunRa
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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 #218566 is a reply to message #214189] Sun, 10 September 2006 15:04 Go to previous messageGo to next message
danpaul88 is currently offline  danpaul88
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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.


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Re: scripts.dll 3.0 [message #218581 is a reply to message #212967] Sun, 10 September 2006 17:06 Go to previous messageGo to next message
AmunRa is currently offline  AmunRa
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I'd also like like a new console command, something like tamsg, to send an amsg to a whole team.
Re: scripts.dll 3.0 [message #218588 is a reply to message #212967] Sun, 10 September 2006 17:41 Go to previous messageGo to next message
jnz is currently offline  jnz
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i need to nosnda, to stop playing a sound. TY
Re: scripts.dll 3.0 [message #218648 is a reply to message #218588] Mon, 11 September 2006 00:18 Go to previous messageGo to next message
Zion is currently offline  Zion
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help-linux wrote on Mon, 11 September 2006 01:41

i need to nosnda, to stop playing a sound. TY


Musica/p already has a nomusica/p and snda/p only plays "track" once, no repeating.
Re: scripts.dll 3.0 [message #218680 is a reply to message #218566] Mon, 11 September 2006 06:39 Go to previous messageGo to next message
dead6re is currently offline  dead6re
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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!


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Re: scripts.dll 3.0 [message #219313 is a reply to message #212967] Wed, 13 September 2006 23:47 Go to previous messageGo to next message
jnz is currently offline  jnz
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pinfo does work properly, if you have a game of 6 poeple and player #5 leaves you do the pinfo command and it will only show 4 where is the 6th one?
Re: scripts.dll 3.0 [message #219315 is a reply to message #212967] Thu, 14 September 2006 00:01 Go to previous message
Nightma12 is currently offline  Nightma12
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same with id command
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