Re: Work is being resumed on scripts for Renegade [message #488796 is a reply to message #488346] |
Sun, 27 July 2014 11:10 |
dblaney1
Messages: 358 Registered: March 2014 Location: United States
Karma: 0
|
Commander |
|
|
Can the syncing of building controller team changes be fixed? The building always shows as the team for whenever the client loaded the game. If it was teamed to nod when they loaded the icon always says nod etc. The icon and worldbox are incorrect. This is problematic for capturable neutral buildings that use actual building controllers rather than vehicles particularly for clients that joined after the building was captured but one of the teams. Even if they capture it back the worldbox and the icon show as the other team.
Also is there an explanation for which buildings stuff shows up in the building status screen? Is this configurable at all? I haven't really looked into it much.
Another useful thing would be to be able to initialize new building controllers mid game but I am not sure how feasable that would be. It works server side but clients already connected don't sync it properly. Those that join after the new building controller do however.
[Updated on: Sun, 27 July 2014 11:25] Report message to a moderator
|
|
|
Re: Work is being resumed on scripts for Renegade [message #488799 is a reply to message #488796] |
Sun, 27 July 2014 13:36 |
|
Whitedragon
Messages: 829 Registered: February 2003 Location: California
Karma: 0
|
Colonel |
|
|
dblaney1 wrote on Sun, 27 July 2014 11:10 | Can the syncing of building controller team changes be fixed? The building always shows as the team for whenever the client loaded the game. If it was teamed to nod when they loaded the icon always says nod etc. The icon and worldbox are incorrect. This is problematic for capturable neutral buildings that use actual building controllers rather than vehicles particularly for clients that joined after the building was captured but one of the teams. Even if they capture it back the worldbox and the icon show as the other team.
|
Already added this to the list, it won't be in 4.2 though.
dblaney1 wrote on Sun, 27 July 2014 11:10 |
Also is there an explanation for which buildings stuff shows up in the building status screen? Is this configurable at all? I haven't really looked into it much.
|
It displays the first base defense, refinery, power plant, soldier factory, and vehicle factory on the team.
dblaney1 wrote on Sun, 27 July 2014 11:10 |
Another useful thing would be to be able to initialize new building controllers mid game but I am not sure how feasable that would be. It works server side but clients already connected don't sync it properly. Those that join after the new building controller do however.
|
As far as I remember this actually works fine as far as giving players the functions of the building. Don't know if it'll work with the building meshes.
Black-Cell.net
Network Administrator (2003 - )
DragonServ, Renegade's first IRC interface bot
Creator and lead coder (2002 - )
Dragonade, Renegade's first server side modification
Lead coder (2005 - )
|
|
|
|
Re: Work is being resumed on scripts for Renegade [message #488893 is a reply to message #488346] |
Wed, 30 July 2014 18:36 |
|
Most of tt.ini wont work if you put it in a package (either .pkg or TT package), the only things that work if you put it in a package are the things that are already supported by the existing per-map tt.ini logic.
As for the request to disable map temp purchase data, due to how the load code works for objects.ddb and the map temp ddb file, what you ask is just not possible.
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: Wed, 30 July 2014 18:37] Report message to a moderator
|
|
|
Re: Work is being resumed on scripts for Renegade [message #488901 is a reply to message #488893] |
Wed, 30 July 2014 21:29 |
dblaney1
Messages: 358 Registered: March 2014 Location: United States
Karma: 0
|
Commander |
|
|
jonwil wrote on Wed, 30 July 2014 18:36 | Most of tt.ini wont work if you put it in a package (either .pkg or TT package), the only things that work if you put it in a package are the things that are already supported by the existing per-map tt.ini logic.
As for the request to disable map temp purchase data, due to how the load code works for objects.ddb and the map temp ddb file, what you ask is just not possible.
|
I've noticed most maps don't use the mutant nod and mutant gdi purchase settings. Is there anyway to change the preset on the purchase terminals to use that in 4.1. I may be able to get what I want today. I will play around with it.
|
|
|
|
Re: Work is being resumed on scripts for Renegade [message #488907 is a reply to message #488346] |
Thu, 31 July 2014 12:34 |
dblaney1
Messages: 358 Registered: March 2014 Location: United States
Karma: 0
|
Commander |
|
|
So creating a second package for each map with tweaked ddb without the purchase temps (c&c_seasidecanyon.ddb for example) in it, and include that package in the map_definition in tt.cfg, it works on the clients but strangely the server does not load the tweaked ddb. So the pt's show up as stock on the clients but on the server when they actually buy something it gives them whatever is usually in that slot on that map. The server is not loading the ddb in the package at all even though it should. It seems that only clients load it. This doesn't just apply to purchase settings but any changes made to the ddb at all.
[Updated on: Thu, 31 July 2014 12:39] Report message to a moderator
|
|
|
|
Re: Work is being resumed on scripts for Renegade [message #488911 is a reply to message #488908] |
Fri, 01 August 2014 14:18 |
dblaney1
Messages: 358 Registered: March 2014 Location: United States
Karma: 0
|
Commander |
|
|
Jerad Gray wrote on Fri, 01 August 2014 05:50 | I have not see this issue, on my bear hunter and Canadacdn's ColonyZ416 map both seem to have their distinct PT's loading correctly (one uses objects.ddb the other uses temps).
Make sure to save the map before you export otherwise the PT's won't be updated in the map's ddb file.
|
The issue isn't in the map. I made a secondary package with an overriding mapname_map.ddb to override the maps original ddb. Clients load this ddb properly. The server however does not.
SeasideCanyon:
{
mapName = "C&C_SeasideCanyon";
packages = ["seasidecanyon_stock","C&C_SeasideCanyon","dblaney_content1"];
};
The seasidecanyon_stock package has a file in called it c&c_seasideCanyon.ddb. Because package is the furthest to the left it has the highest priority so that ddb overrides the one with the exact same name in the C&C_SeasideCanyon package. Clients handle this correctly. They see the correct pt's and everything else in the ddb. The server however does not.
[Updated on: Fri, 01 August 2014 14:24] Report message to a moderator
|
|
|
Re: Work is being resumed on scripts for Renegade [message #488913 is a reply to message #488346] |
Fri, 01 August 2014 18:00 |
|
Bug has been noted and will be investigated.
In order to help with the debugging, I would need to see the contents of the 3 packages in question so I can load them on my own test FDS and debug exactly where it loads the different files (including the ddb file) from.
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: Fri, 01 August 2014 18:03] Report message to a moderator
|
|
|
|
Re: Work is being resumed on scripts for Renegade [message #488919 is a reply to message #488913] |
Sat, 02 August 2014 13:05 |
dblaney1
Messages: 358 Registered: March 2014 Location: United States
Karma: 0
|
Commander |
|
|
jonwil wrote on Fri, 01 August 2014 18:00 | Bug has been noted and will be investigated.
In order to help with the debugging, I would need to see the contents of the 3 packages in question so I can load them on my own test FDS and debug exactly where it loads the different files (including the ddb file) from.
|
Ok, I will get the files together and contact you soon. Thanks.
Also on certain maps like C&C_Seige in the tunnels the aiming gets all screwy. It jumps around like crazy. It effects a decent amount of maps at some point or another.
[Updated on: Sat, 02 August 2014 13:22] Report message to a moderator
|
|
|
Re: Work is being resumed on scripts for Renegade [message #488920 is a reply to message #488916] |
Sat, 02 August 2014 13:22 |
|
danpaul88
Messages: 5795 Registered: June 2004 Location: England
Karma: 0
|
General (5 Stars) |
|
|
Mauler wrote on Sat, 02 August 2014 14:33 | Would it be possible to make the MP loadscreen last a bit longer..(even better have an option to revert back to stock loading?) Mainly because I'd like to have display map info/etc on it... Right now it barely stays for a few seconds
|
As far as I'm aware the current code *is* the stock loading code (or, rather, is equivalent to it). The reason it is faster than it used to be in 1.037 is because computers in general are faster and the loading steps can be executed more quickly.
[Updated on: Sat, 02 August 2014 13:23] Report message to a moderator
|
|
|
|
|
Re: Work is being resumed on scripts for Renegade [message #488924 is a reply to message #488346] |
Sat, 02 August 2014 16:11 |
|
No the loadscreen in Renegade takes almost zero time to actually do its work, its the actual loading that takes the time.
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: Work is being resumed on scripts for Renegade [message #488947 is a reply to message #488346] |
Mon, 04 August 2014 12:46 |
|
Mauler
Messages: 448 Registered: May 2003 Location: Alberta, Canada
Karma: 0
|
Commander |
|
|
I'm aware of fast loading times, faster code compiling etc..
lol I don't want the loadscreen to disappear completely!
I was simply asking about the possibility of having the loadscreen stay longer... As it would be quite useful to have and display info
Still haven't got the answer I was looking for..
[Updated on: Mon, 04 August 2014 12:49] Report message to a moderator
|
|
|
|
Re: Work is being resumed on scripts for Renegade [message #489000 is a reply to message #488346] |
Mon, 11 August 2014 17:06 |
|
I just tested with the latest WIP code and I am unable to reproduce the issue dblaney1 is having with seasidecanyon.
Calling it "fixed" until I get evidence otherwise.
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: Work is being resumed on scripts for Renegade [message #489005 is a reply to message #489000] |
Tue, 12 August 2014 10:23 |
dblaney1
Messages: 358 Registered: March 2014 Location: United States
Karma: 0
|
Commander |
|
|
jonwil wrote on Mon, 11 August 2014 17:06 | I just tested with the latest WIP code and I am unable to reproduce the issue dblaney1 is having with seasidecanyon.
Calling it "fixed" until I get evidence otherwise.
|
I suspect some of the changes made in 4.2 to make stuff that worked in pkg files work in ttfs files may have fixed this issue as well.
However to test the issue on this map the easiest way is to buy a medium tank. If its the stock medium tank the its working as it should. If its the medium tank with the rails around the turret then its not working. On my machine it would give you the ones with the rails. The purchase terminal shows up correctly on the clients but the server is still using the one from the map.
Another test would be to buy the mlrs and see if it gives you the one with the rotatable turret or the stock one. I think on that map nod only has a recon bike as well in the APC slot so if you try to buy the APC with my package it would give you a recon bike instead.
[Updated on: Tue, 12 August 2014 10:31] Report message to a moderator
|
|
|
|
|
|
|