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Re: Work is being resumed on scripts for Renegade [message #488396 is a reply to message #488346] Sun, 06 July 2014 20:59 Go to previous messageGo to next message
Mauler
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I know i asked about this before. But is it possible to look into fixing the building state sounds?

If not thats ok, just thought i'd share the issue again Smile

http://www.renegadeforums.com/index.php?t=msg&goto=488395&#msg_488395
Re: Work is being resumed on scripts for Renegade [message #488397 is a reply to message #488346] Sun, 06 July 2014 21:30 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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The way the buildingstatesoundspeaker stuff works makes fixing it hard. It has issues with the fact that a sound that is playing (e.g. looping) at the time a new client joins the server wont be played for the new client (and no there is no way to fix that) and it also has issues with the fact that Commands->Start_Sound, Commands->Monitor_Sound and Commands->Stop_Sound dont work over the network.


Jonathan Wilson aka Jonwil
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Re: Work is being resumed on scripts for Renegade [message #488401 is a reply to message #488346] Mon, 07 July 2014 03:45 Go to previous messageGo to next message
Neijwiert is currently offline  Neijwiert
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There's still a gamefreeze at the point in singleplayer where you get a cutscene with petrova and mutant raveshaw. Right after that cutscene ends it freezes.

Could those sound commands Jonwil mentioned be fixed server-side?

Also could Commands->Set_Camera_Host be looked at? If that is being made to work server-side than people can make server side cinematics for players. (except for the letterbox ofcourse but that isn't that bad.)

[Updated on: Mon, 07 July 2014 05:11]

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Re: Work is being resumed on scripts for Renegade [message #488402 is a reply to message #488397] Mon, 07 July 2014 04:01 Go to previous messageGo to next message
danpaul88 is currently offline  danpaul88
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jonwil wrote on Mon, 07 July 2014 05:30

and it also has issues with the fact that Commands->Start_Sound, Commands->Monitor_Sound and Commands->Stop_Sound dont work over the network.



Really? I'm sure I've made use of those in scripts before...


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Re: Work is being resumed on scripts for Renegade [message #488403 is a reply to message #488402] Mon, 07 July 2014 04:04 Go to previous messageGo to next message
Neijwiert is currently offline  Neijwiert
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danpaul88 wrote on Mon, 07 July 2014 04:01

jonwil wrote on Mon, 07 July 2014 05:30

and it also has issues with the fact that Commands->Start_Sound, Commands->Monitor_Sound and Commands->Stop_Sound dont work over the network.



Really? I'm sure I've made use of those in scripts before...


No they definitely don't work. I've tried to use them all, but they are all failing to work. I also made a topic about that some time ago.
Re: Work is being resumed on scripts for Renegade [message #488405 is a reply to message #488346] Mon, 07 July 2014 04:34 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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Actually Monitor_Sound appears to work over the network since all the work it does is server side.

But Start_Sound and Stop_Sound do not send anything over the network.


Jonathan Wilson aka Jonwil
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Re: Work is being resumed on scripts for Renegade [message #488408 is a reply to message #488405] Mon, 07 July 2014 05:05 Go to previous messageGo to next message
Neijwiert is currently offline  Neijwiert
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jonwil wrote on Mon, 07 July 2014 04:34

Actually Monitor_Sound appears to work over the network since all the work it does is server side.

But Start_Sound and Stop_Sound do not send anything over the network.



Did you or someone lese of the TT made any changes to that? becouse I did try that in some beta version of 4.0 (in that topic I made) and it didn't appear to do anything at all. (Monitor_Sound that is).

EDIT:
http://www.renegadeforums.com/index.php?t=msg&goto=470774&

[Updated on: Mon, 07 July 2014 05:07]

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Re: Work is being resumed on scripts for Renegade [message #488409 is a reply to message #488346] Mon, 07 July 2014 05:29 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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No I dont know why Monitor_Sound isn't working for sounds that dont loop but I can certainly put it on the to-do list.


Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
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Re: Work is being resumed on scripts for Renegade [message #488410 is a reply to message #488346] Mon, 07 July 2014 07:45 Go to previous messageGo to next message
reborn is currently offline  reborn
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Wow, massive thank you to White Dragon for continuing support. SSGM is back where it belongs. Smile


Re: Work is being resumed on scripts for Renegade [message #488414 is a reply to message #488346] Mon, 07 July 2014 09:00 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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Regarding the obelisk fog, does anyone have an easy way to reproduce it (i.e. easy testcase map guaranteed to show the issue every time?)


Jonathan Wilson aka Jonwil
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Re: Work is being resumed on scripts for Renegade [message #488415 is a reply to message #488410] Mon, 07 July 2014 09:01 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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reborn wrote on Tue, 08 July 2014 00:45

Wow, massive thank you to White Dragon for continuing support. SSGM is back where it belongs. Smile

Hey, I am still here and doing a lot of work too (it wouldn't surprise me if I end up doing more work for 4.2 than Jerad and WhiteDragon combined Smile


Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
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Creator and Lead Coder of TT.DLL
Official member of Tiberian Technologies
Re: Work is being resumed on scripts for Renegade [message #488416 is a reply to message #488346] Mon, 07 July 2014 09:42 Go to previous messageGo to next message
Mauler
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I believe the obelisk has some sort of detail/shader pass that is "reflective" or some combination of "environmental" shader. The official obelisk uses that extra detail pass, I think. would need to check..

The effect is very noticeable if fog is enabled. Westwood official maps have no fog what so ever. So makes sense that you will see that on custom maps with fog enabled

[Updated on: Mon, 07 July 2014 09:44]

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Re: Work is being resumed on scripts for Renegade [message #488417 is a reply to message #488416] Mon, 07 July 2014 12:51 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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Is the goal to fix all shader combinations that don't fog or just the obby one, because I'd noticed many over the years and might be able to put together a map with at least a few of the main ones.

I will begin testing on the master branch later this after noon, doing some work on my server (laptop) right now that has it in a state of not being able to host my test maps.


[Updated on: Mon, 07 July 2014 13:05]

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Re: Work is being resumed on scripts for Renegade [message #488418 is a reply to message #488417] Mon, 07 July 2014 14:12 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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So I'm starting to test through things again, and I was shot by a Nod soldier while playing single player skirmish, and my GDI solder said "Shoot the enemy not me." I kind of feel like this might have been a pre-existing issue (prior to 4.0), but if anyone knows for sure it'd be good to confirm.

Re: Work is being resumed on scripts for Renegade [message #488420 is a reply to message #488418] Mon, 07 July 2014 14:35 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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Played one round of multiplayer skirmish and then loaded a quick save at (save was made at the end of level one just before I win so I could easily test the movie fix) and then I got this error.
index.php?t=getfile&id=14995&private=0
Once again, this happened when I loaded a saved game.

Quick save worked fine when I loaded it without playing skirmish first.

*Movies are working.
*Ion Rings are working.

jonwil wrote on Sun, 06 July 2014 21:15


The most likely guess for the texture glitching is that you have graphics detail set to something other than max, that's what usually causes things like that, not 100% sure though.

I've tried max and lower settings, but by default I always max everything in Renegade out.

Also I feel like this key should be mappable:
index.php?t=getfile&id=14996&private=0
This pops up from the tab key.

Bug:
I noticed this in multiplayer too, but if you shoot one of these they keep twitching forever:
index.php?t=getfile&id=14997&private=0
Attached a saved game so you could jump right too one, see "Savegame01.sav"

I should also report that the quick load key doesn't seem to work anymore (I assume it used to be f8 which is now used by the console?).

After reloading the second level while inside the radar jamming zone I noticed the radar jamming was no-longer applied.

Savegame02 is a friendly AI trying to pathfind the top of a ladder but failing to hit the transition zone, just move after loading and it should try to move down the ladder.


[Updated on: Mon, 07 July 2014 16:50]

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Re: Work is being resumed on scripts for Renegade [message #488423 is a reply to message #488420] Mon, 07 July 2014 15:39 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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I should also report an old LE bug that I noticed a long time ago, if you assign "Kill" as the cinematic action it resets to push after you save the level (or reload the presets I forget which). So if you want a tile to kill something you always have to set it right before you export the map (actually very annoying).

Re: Work is being resumed on scripts for Renegade [message #488425 is a reply to message #488346] Mon, 07 July 2014 17:12 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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Yes please do get me a testcase for fog type issues, that would help.
Anything that is known to work differently in 4.x than it does in stock.


Jonathan Wilson aka Jonwil
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Official member of Tiberian Technologies
Re: Work is being resumed on scripts for Renegade [message #488426 is a reply to message #488425] Mon, 07 July 2014 17:44 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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I'm also still seeing a weird primitive artifact from the sam site explosions (usually appears in the lower corner of the screens).

Re: Work is being resumed on scripts for Renegade [message #488428 is a reply to message #488426] Mon, 07 July 2014 17:46 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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Obelisk fog issue with saved game attached:
index.php?t=getfile&id=15001&private=0

The power plants power down sound loops forever (savegame4 is after the power plant was destroyed, I assume loading won't leave it looping).


[Updated on: Mon, 07 July 2014 18:01]

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Re: Work is being resumed on scripts for Renegade [message #488429 is a reply to message #488428] Mon, 07 July 2014 18:19 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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I found that same site primitive bug that happens at a distance with the chem tanks on level 2, here is a save where you can shoot it from along with a video.
http://youtu.be/fFrToIymp60

Also the helicopter in that room has some serious bug with its AI, it keeps flying up through the walls of the cave and stuff, I'm pretty sure it used to always center itself before flying out, made it easy to hit with the rocket launcher.


[Updated on: Mon, 07 July 2014 18:25]

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Re: Work is being resumed on scripts for Renegade [message #488430 is a reply to message #488346] Mon, 07 July 2014 18:23 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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In that video are you referring to the flash of green or so that happens when you shoot and expands outwards from where you are?


Jonathan Wilson aka Jonwil
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Official member of Tiberian Technologies
Re: Work is being resumed on scripts for Renegade [message #488431 is a reply to message #488430] Mon, 07 July 2014 18:27 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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jonwil wrote on Mon, 07 July 2014 19:23

In that video are you referring to the flash of green or so that happens when you shoot and expands outwards from where you are?


Yeah, that circle primitive should be appear from the object destroyed not my character, it happens really bad with sam sites as well (yellow in that case). But I could have swore it doesn't happen if you get really close to them, or maybe you just have to look away and it doesn't happen.


Also the helicopter in that room has some serious bug with its AI, it keeps flying up through the walls of the cave and stuff, I'm pretty sure it used to always center itself before flying out, made it easy to hit with the rocket launcher.

The sniper rifle's textures are also flickering in that room (in first person) I feel like its the same type of clicker NVidia cards had back in 3.4.4.


[Updated on: Mon, 07 July 2014 18:59]

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Re: Work is being resumed on scripts for Renegade [message #488433 is a reply to message #488346] Mon, 07 July 2014 19:19 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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If you walk forward from this save there is some seriously bad texture flickering (I'm assuming only on NVidia cards). You'll see it in Sakura's hair during the cinematic that plays when you walk down the hallway.

Re: Work is being resumed on scripts for Renegade [message #488434 is a reply to message #488433] Mon, 07 July 2014 19:44 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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Here is the previously reported forever spinning gunboat (just stuck in spot, never goes to where it needs to go).

Re: Work is being resumed on scripts for Renegade [message #488436 is a reply to message #488346] Mon, 07 July 2014 20:09 Go to previous messageGo to previous message
dblaney1 is currently offline  dblaney1
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The fog issue also happens on the glass of the Humm-vee. Assuming its probably for the same reason. Figured I post this since it will probably help you narrow down potential causes.

https://lh5.googleusercontent.com/-ApQC5GQm3nQ/U7ti7ZMFzPI/AAAAAAAAFMk/YqFrs7W9ns0/w1358-h849-no/Screenshot.97.png



A good map to test it on is metrots. To test the hummvee thing, basints is a good map as well. No obelisk on that map though.


It is in fact visible on the stock maps as well as even they use a slight fog although much less dense than the ones used in some custom maps.

[Updated on: Mon, 07 July 2014 20:18]

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