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Home » Tiberian Technologies / Blackhand Studios » Other Products » scripts.dll 3.2.2 is out
scripts.dll 3.2.2 is out [message #256307] Sat, 28 April 2007 22:22 Go to next message
jonwil is currently offline  jonwil
Messages: 3555
Registered: February 2003
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General (3 Stars)

Note that this version will NOT function on Windows 98/ME
Get it from http://www.sourceforge.net/projects/rentools/
Changelog:
Changes to the normal map shader to fix most of the bugs (including having
the correct set of default values)
Fixes to a few places where Get_Data_File is called but
we don't check the return value is non zero before we use it
Changed all places were we display a message box to use NULL
instead of HWND_DESKTOP for the parent (per what I saw online,
NULL is the right value to pass, not HWND_DESKTOP)
Added more code to check for the existence of the various dll files
and print an error if they aren't there
Added code to use FormatMessage to make the errors in dllload.txt
easier to follow
Added code to prevent accidentally double deleting objects if
DestroyEngine3D is somehow called twice.
Fixes to the Tangent/Binormal generation code (it still has the black
triangles on some objects but its as good as its going to get unless some
math guru can find the problem)
Added code to prevent the dll from running on Windows 98/ME (that way you
get a nice error message, not some random weird windows error when the dll
tries to use a feature thats not available on windows 9x)
Code for the Matrix2 class
Bug fix to functions in Engine_Net.cpp that obtain an IP address
Bug fix to Get_Vehicle_Mode to always return the mode of the vehicle,
even if the passed in object is the driver of the vehicle
Bug fixes to Find_Object_With_Script
Bug fixes to StringClass and WideStringClass
New code to handle saving and restoring a render state inside a shader
(i.e. to save and restore fog properly)
Bug fixes to JFW_Kill_Message_Display
Bug fixes to JFW_Sell_Zone and JFW_Repair_Zone_2
Bug fixes to the ExpVehFac logic in mdbevf.cpp
Fix to shadermgr.cpp so that per-map shaders.sdb files will work correctly
Added code to shaders.dll to detect if d3dx9_30.dll is missing and if it is,
display a usefull error
Added code to prevent accidentally deleting stuff in shaderstatemgr.cpp twice
Fixes to several crash bugs
Fixed a crash that could occur with objects with a certain texture mapper
used on them
Added fixes so that GetExplosionObj works correctly for buildings (and will
detect nuke and C4 blowing up buildings)
Fixed a crash bug that could show up with the single player encyclopedia
Cleanups in Do_Recieve_Data_Sc
A fix to the EXIT console command (hopefully it wont crash the game anymore)
Fixes to the sidebar code
Cleanups in Do_Recieve_Data_Cs
Code to correctly disable backbuffer locking (fixes a couple of ATI issues)
Some code changes to prevent crashes when running inside PIX
Code to so that scripts.dll is no longer read from a mod package

I am sure an installer will be made for this soon Smile


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: Sat, 26 May 2007 02:56]

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Re: scripts.dll 3.2.2 is out [message #257402 is a reply to message #256307] Sat, 05 May 2007 08:15 Go to previous messageGo to next message
USAhq283 is currently offline  USAhq283
Messages: 4
Registered: May 2007
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ok first of all i have TFD (the first decade)
and then i put the scripts 2 and scripts in my level edit/RPG/Scripts/ but then after i load my level edit, it says :[scripts2.dll] Failed to load, error 1001. Recursion too deep; the stack overflowed.

Dont Get It


The Secrets Of HIGH TECH
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Re: scripts.dll 3.2.2 is out [message #257404 is a reply to message #256307] Sat, 05 May 2007 08:24 Go to previous messageGo to next message
danpaul88 is currently offline  danpaul88
Messages: 5795
Registered: June 2004
Location: England
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General (5 Stars)
sounds like you renamed one of jonwils scripts to scripts2.dll, instead of the original 1.037 scripts.dll

http://steamsignature.com/card/1/76561197975867233.png
Re: scripts.dll 3.2.2 is out [message #257614 is a reply to message #256307] Sun, 06 May 2007 16:41 Go to previous messageGo to next message
trooprm02 is currently offline  trooprm02
Messages: 3266
Registered: August 2005
Location: Canada
Karma: 0
General (3 Stars)
Question:

Since this includes shaders etc, and ren3d doesnt work with these scripts, why don't make that like WWconfig2, or something to have to configuire for antistalic and etc, because right now, it may have it, but for atleast me, its not doing a thing (GeForce7600GT, makes out at 75 because of refresh rate). Huh


Re: scripts.dll 3.2.2 is out [message #259770 is a reply to message #256307] Sun, 20 May 2007 17:01 Go to previous messageGo to next message
AoBfrost is currently offline  AoBfrost
Messages: 1248
Registered: March 2007
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General (1 Star)
I used level edit, made a new mod directory named it "New mod" and made a folder "scrpts" inside of it, then copied scripts.dll and scripts2.dll......

Renegade loads fine, but when i get to map loading, my screen freezes once the map loading is done, all i see is it still loading, but yet i can hear myself shoot, walk around...all that.....I dont really know what to do now renegade wont work because of it problem......otherwise, menu and options all work fne.


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Scrin wrote on Fri, 05 October 2007 12:19

''whoa im the photoshop''

KANE LIVES!!!

[Updated on: Sun, 20 May 2007 17:30]

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Re: scripts.dll 3.2.2 is out [message #268189 is a reply to message #257404] Fri, 22 June 2007 13:11 Go to previous message
USAhq283 is currently offline  USAhq283
Messages: 4
Registered: May 2007
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danpaul88 wrote on Sat, 05 May 2007 10:24

sounds like you renamed one of jonwils scripts to scripts2.dll, instead of the original 1.037 scripts.dll

oh, ill try fixing that


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