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Re: Details of some of the features in 4.0 [message #405012 is a reply to message #404867] Fri, 02 October 2009 13:22 Go to previous messageGo to next message
StealthEye is currently offline  StealthEye
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Quote:

That would explain the bridge, but not a med/mammy/MRLS on the side path, nor a grenadier/gunner on the infantry-only area hitting the airstrip...

If someone has fixed this, can they knock us up a quick fix for it so we can test it? This WILL affect Mesa (I happen to think it'll give GDI the edge, a med on the bridge will be a powerhouse now, and many people are currently convinced that Nod owns the map when the pointsfix is there, so this might smooth things out)
I thought you'd know the map well enough to know that you're actually quite a bit higher than the target you're shooting, hence it explains it perfectly well. I checked it just to be sure, but it's definitely that. If you go a bit down the slope, then you can suddenly hit them properly again. They are therefore definitely caused by the same bug, which is fixed. The turret problem you're mentioning is the exact same thing: you can only do impact damage, not splash damage. Impact damage on non building objects is not bugged; it works everywhere. That's also the reason why you only do about half damage when shooting down from the bridge: you do impact damage but the splash damage is not done.

Same story applies to hourglass.


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[Updated on: Fri, 02 October 2009 13:25]

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Re: Details of some of the features in 4.0 [message #405122 is a reply to message #404515] Sat, 03 October 2009 07:06 Go to previous messageGo to next message
ELiT3FLyR is currently offline  ELiT3FLyR
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would it not have been better to release all the important stuff a year earlier( antichet, bluescreen, shooting through logo, wf glitch) then release it in another 4 months with a bunch of uselsss stuff/less important fixes?
Re: Details of some of the features in 4.0 [message #405125 is a reply to message #405122] Sat, 03 October 2009 07:54 Go to previous messageGo to next message
KobraOps is currently offline  KobraOps
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ELiT3FLyR wrote on Sat, 03 October 2009 09:06

would it not have been better to release all the important stuff a year earlier( antichet, bluescreen, shooting through logo, wf glitch) then release it in another 4 months with a bunch of uselsss stuff/less important fixes?


Code is interconnected and would be impossible to release one without the other. In programming it is best to have the code interconnected because it speeds up the process and is more efficient in runtime.
Re: Details of some of the features in 4.0 [message #405131 is a reply to message #404515] Sat, 03 October 2009 08:19 Go to previous messageGo to next message
ELiT3FLyR is currently offline  ELiT3FLyR
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i wont pretend to understand that but i dont get a few things. why people are even debating about pointfix, why are useless bugs being fixed at the same time as really important things like bluescreening and antichet. i dont really care if i fall through the hand on field or if i dont spawn in the barracks on city, or if i warp when i scope.

i just think things couldve been done better if certain bugs were fixed first but whatever i guess.
Re: Details of some of the features in 4.0 [message #405132 is a reply to message #404515] Sat, 03 October 2009 08:51 Go to previous messageGo to next message
Wiener is currently offline  Wiener
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you first shouild ahve read the list of things being fixed already

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Re: Details of some of the features in 4.0 [message #405144 is a reply to message #405012] Sat, 03 October 2009 09:16 Go to previous messageGo to next message
Spoony is currently offline  Spoony
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StealthEye wrote on Fri, 02 October 2009 15:22

Quote:

That would explain the bridge, but not a med/mammy/MRLS on the side path, nor a grenadier/gunner on the infantry-only area hitting the airstrip...

If someone has fixed this, can they knock us up a quick fix for it so we can test it? This WILL affect Mesa (I happen to think it'll give GDI the edge, a med on the bridge will be a powerhouse now, and many people are currently convinced that Nod owns the map when the pointsfix is there, so this might smooth things out)
I thought you'd know the map well enough to know that you're actually quite a bit higher than the target you're shooting, hence it explains it perfectly well. I checked it just to be sure, but it's definitely that. If you go a bit down the slope, then you can suddenly hit them properly again. They are therefore definitely caused by the same bug, which is fixed. The turret problem you're mentioning is the exact same thing: you can only do impact damage, not splash damage. Impact damage on non building objects is not bugged; it works everywhere. That's also the reason why you only do about half damage when shooting down from the bridge: you do impact damage but the splash damage is not done.

Same story applies to hourglass.


i'll repeat the question: if a fix has been created, can we start testing it now?


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Re: Details of some of the features in 4.0 [message #405185 is a reply to message #405144] Sat, 03 October 2009 13:28 Go to previous messageGo to next message
EvilWhiteDragon is currently offline  EvilWhiteDragon
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Spoony wrote on Sat, 03 October 2009 18:16

StealthEye wrote on Fri, 02 October 2009 15:22

Quote:

That would explain the bridge, but not a med/mammy/MRLS on the side path, nor a grenadier/gunner on the infantry-only area hitting the airstrip...

If someone has fixed this, can they knock us up a quick fix for it so we can test it? This WILL affect Mesa (I happen to think it'll give GDI the edge, a med on the bridge will be a powerhouse now, and many people are currently convinced that Nod owns the map when the pointsfix is there, so this might smooth things out)
I thought you'd know the map well enough to know that you're actually quite a bit higher than the target you're shooting, hence it explains it perfectly well. I checked it just to be sure, but it's definitely that. If you go a bit down the slope, then you can suddenly hit them properly again. They are therefore definitely caused by the same bug, which is fixed. The turret problem you're mentioning is the exact same thing: you can only do impact damage, not splash damage. Impact damage on non building objects is not bugged; it works everywhere. That's also the reason why you only do about half damage when shooting down from the bridge: you do impact damage but the splash damage is not done.

Same story applies to hourglass.


i'll repeat the question: if a fix has been created, can we start testing it now?

You can start testing as soon as we have a "stable" beta.


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Re: Details of some of the features in 4.0 [message #405455 is a reply to message #404515] Mon, 05 October 2009 14:44 Go to previous messageGo to next message
Iran is currently offline  Iran
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Is the neutral shell bug gonna be fixed? Because it's fun to use.

I'm gonna hijack a plane / I won't do it for glory or fame / and when they catch me they'll see I'm insane / put your Ronald Reagan to shame
Re: Details of some of the features in 4.0 [message #405494 is a reply to message #405455] Mon, 05 October 2009 16:38 Go to previous messageGo to next message
DutchNeon is currently offline  DutchNeon
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Iran wrote on Mon, 05 October 2009 23:44

Is the neutral shell bug gonna be fixed? Because it's fun to use.


True.
Re: Details of some of the features in 4.0 [message #405496 is a reply to message #404515] Mon, 05 October 2009 16:44 Go to previous messageGo to next message
Iran is currently offline  Iran
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Until you get banned off a really laggy server for using it, although there are no rules banning its use. I don't need to name the server because everyone knows about which server I'm talking.

I'm gonna hijack a plane / I won't do it for glory or fame / and when they catch me they'll see I'm insane / put your Ronald Reagan to shame
Re: Details of some of the features in 4.0 [message #405512 is a reply to message #404515] Mon, 05 October 2009 18:22 Go to previous messageGo to next message
BLûεl4βêL is currently offline  BLûεl4βêL
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Quote:

Improved anti-cheat that checks sensitive files and does other good stuff.


that's all we need


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Quote:

by Whiskey @ clanwars.cc
Legend has it, that long long ago before the tiberum wars, Havoc and Sakura conceived a love child in the backseat of a GDI Hum-vee. 9 months later, IsItInYou popped out and headshot them both, then nuked their refinery.
how did the baby get a gun?! rgGh probably
so the baby spectated both his parents and drove home from the C&C_Hospital.mix in the humvee parked outside?!
3 wisemen came bearing gifts: credits, tiberium, and murr, whatever the FUCK that is. IsItInYou was nailed to the obelisk, but respawned 3 days later and performed miracles.
Re: Details of some of the features in 4.0 [message #405547 is a reply to message #405494] Tue, 06 October 2009 00:39 Go to previous messageGo to next message
EvilWhiteDragon is currently offline  EvilWhiteDragon
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DutchNeon wrote on Tue, 06 October 2009 01:38

Iran wrote on Mon, 05 October 2009 23:44

Is the neutral shell bug gonna be fixed? Because it's fun to use.


True.

It will be fixed. One shouldn't damage teammates with a bug. Friendly Fire is off for a reason.
Goz, could you put this guy on our shared banlist please? Saves us having such a lamer in the servers.


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Re: Details of some of the features in 4.0 [message #405568 is a reply to message #404515] Tue, 06 October 2009 04:13 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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A couple features added:
Prevent reloading if your clip is full
Change script zones so you can now associate a preset (e.g. soldier or vehicle) with it (this will be used later for the naval yard building controler)
Add a new script zone type for naval purchase
Make NeutralVechiclePointsFix tt.ini keyword work again
Fix an issue with save games
Add new tt.ini keyword to control the points to credits multiplier (i.e. how many credits you get for each point). We may also make this available via server configs in order to allow server owners to change this (as one part of a possible alternative to running with the "points bug") although nothing has been decided yet.
Add new stuff so that scope data can be stored in the weapon definition itself (instead of the scopes.cfg that is used now)


Jonathan Wilson aka Jonwil
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Creator and Lead Coder of TT.DLL
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Re: Details of some of the features in 4.0 [message #405707 is a reply to message #405568] Tue, 06 October 2009 13:52 Go to previous messageGo to next message
Ethenal is currently offline  Ethenal
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jonwil wrote on Tue, 06 October 2009 06:13


Prevent reloading if your clip is full


Aw, I love reloading for no reason! It's awesome for my ADD.


-TLS-DJ-EYE-K wrote on Mon, 18 March 2013 07:29

Instead of showing us that u aren't more inteligent than a Toast, maybe you should start becomming good in renegade Thumbs Up

Re: Details of some of the features in 4.0 [message #405708 is a reply to message #405568] Tue, 06 October 2009 13:54 Go to previous messageGo to next message
Dover is currently offline  Dover
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jonwil wrote on Tue, 06 October 2009 04:13

A couple features added:
Prevent reloading if your clip is full


This also indirectly fixes the bug where you can get the reload sound to play without the animation if you spam-press "R".


DarkDemin wrote on Thu, 03 August 2006 19:19

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Re: Details of some of the features in 4.0 [message #405715 is a reply to message #404515] Tue, 06 October 2009 14:06 Go to previous messageGo to next message
Ghostshaw is currently offline  Ghostshaw
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I actually fixed that cause I had a few minutes free time and it was an easy fix Razz

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Re: Details of some of the features in 4.0 [message #405717 is a reply to message #404515] Tue, 06 October 2009 14:07 Go to previous messageGo to next message
Dover is currently offline  Dover
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I stand corrected.

DarkDemin wrote on Thu, 03 August 2006 19:19

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Re: Details of some of the features in 4.0 [message #405861 is a reply to message #404515] Tue, 06 October 2009 22:47 Go to previous messageGo to next message
Homey is currently offline  Homey
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jonwil, I have no idea if anyone else has brought this up before. But is there something in scripts 3.4.4 that causes more warp? Really I only notice it when someone is free falling or jumping. Their movement pattern is not smooth. For example if someone is up high in an orca and dies, they sort of warp spot to spot til they hit the ground. This doesn't happen in 2.9.2 or previous versions what so ever. If I get a chance I'll take a video of this if you don't know what I mean.

Homey
Re: Details of some of the features in 4.0 [message #405989 is a reply to message #405861] Wed, 07 October 2009 10:42 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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Quote:

fix so that standing right next to the WF wont cause your vehicle to get destroyed by mistake

Oh I hate that glitch, thats so annoying! It just drives me nuts when I'm standing next to the WF and then my vehicle explod... Ummm, wait, Sense when did your vehicle explode, it was always the player died prior to 3.4.4...


Re: Details of some of the features in 4.0 [message #405991 is a reply to message #405989] Wed, 07 October 2009 10:50 Go to previous messageGo to next message
CarrierII is currently offline  CarrierII
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Jerad Gray wrote on Wed, 07 October 2009 18:42

Quote:

fix so that standing right next to the WF wont cause your vehicle to get destroyed by mistake

Oh I hate that glitch, thats so annoying! It just drives me nuts when I'm standing next to the WF and then my vehicle explod... Ummm, wait, Sense when did your vehicle explode, it was always the player died prior to 3.4.4...


You've never ever had this? Wow, I'll FRAPS it for you?


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Re: Details of some of the features in 4.0 [message #405993 is a reply to message #405991] Wed, 07 October 2009 10:59 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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CarrierII wrote on Wed, 07 October 2009 11:50

Jerad Gray wrote on Wed, 07 October 2009 18:42

Quote:

fix so that standing right next to the WF wont cause your vehicle to get destroyed by mistake

Oh I hate that glitch, thats so annoying! It just drives me nuts when I'm standing next to the WF and then my vehicle explod... Ummm, wait, Sense when did your vehicle explode, it was always the player died prior to 3.4.4...


You've never ever had this? Wow, I'll FRAPS it for you?

Your tank explodes while you stand next to the WF?


Re: Details of some of the features in 4.0 [message #405998 is a reply to message #404515] Wed, 07 October 2009 11:32 Go to previous messageGo to next message
CarrierII is currently offline  CarrierII
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If you or your tank are next to the WF bay wall and someone builds a tank, it's curtains for you.


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Re: Details of some of the features in 4.0 [message #406000 is a reply to message #405998] Wed, 07 October 2009 12:00 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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CarrierII wrote on Wed, 07 October 2009 12:32

If you or your tank are next to the WF bay wall and someone builds a tank, it's curtains for you.


I usually sit in a tank lol.


Re: Details of some of the features in 4.0 [message #406009 is a reply to message #404515] Wed, 07 October 2009 13:00 Go to previous messageGo to next message
Homey is currently offline  Homey
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Either your tank will die if you're in one, or you will die if you aren't. The bay itself is the only place where this is supposed to happen, I guess it doesn't line up properly so if you're too close you can lose your tank or die. Islands can be one of the worst ones IMO

Homey
Re: Details of some of the features in 4.0 [message #406033 is a reply to message #406000] Wed, 07 October 2009 14:48 Go to previous messageGo to previous message
Blue_Leader is currently offline  Blue_Leader
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I don't have much trouble with the WF because once you build your veh and get in you don't have to get even close to the kill zone but with Nod and It's strip, on Complex for example It can get pretty annoying shooting at a tank and not realize your close to the strip and blow up from a newly bought tank. Huh
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