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Re: Work is being resumed on scripts for Renegade [message #489164 is a reply to message #489128] Wed, 03 September 2014 23:17 Go to previous messageGo to next message
dblaney1 is currently offline  dblaney1
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Edit: nevermind, just tried the export function. It does what I wanted it looks like.

[Updated on: Wed, 03 September 2014 23:39]

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Re: Work is being resumed on scripts for Renegade [message #489218 is a reply to message #488346] Sun, 07 September 2014 19:04 Go to previous messageGo to next message
dblaney1 is currently offline  dblaney1
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Would it be possible to add the ability to enable the secret purchase menus by default on certain maps. All the player would need to do is hold alt. Right now they have to hit f8 and type extras <text> to access it.
Re: Work is being resumed on scripts for Renegade [message #489223 is a reply to message #488346] Mon, 08 September 2014 10:21 Go to previous messageGo to next message
dblaney1 is currently offline  dblaney1
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If you switch a vehicles weapon, the muzzle and the sound glitch out. The muzzle disappears and the sound ends up playing at the location where you first fired it after switching to the weapon until the weapon is switched again where it will once again play the sound in that new location everytime you fire. Its particularly noticeable on deployed vehicles that change weapons. Once they undeploy the sound is messed up after they fire.

You can witness this issue also on the stock recon bike preset as well since for some reason it swaps the weapon on creation in 4.1. If you clone this preset it works fine. Some code is changing the weapon on this specific preset.

[Updated on: Mon, 08 September 2014 10:25]

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Re: Work is being resumed on scripts for Renegade [message #489225 is a reply to message #488346] Mon, 08 September 2014 15:16 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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As far as I know both issues are now fixed, we added logic to specifically properly reset both the sound and muzzle when a vehicle switches its weapon (or when it switches its model for that matter)

If it doesn't work we can find that out during the 4.2 release cycle Smile


Jonathan Wilson aka Jonwil
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Re: Work is being resumed on scripts for Renegade [message #489230 is a reply to message #489218] Tue, 09 September 2014 08:47 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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dblaney1 wrote on Sun, 07 September 2014 20:04

Would it be possible to add the ability to enable the secret purchase menus by default on certain maps. All the player would need to do is hold alt. Right now they have to hit f8 and type extras <text> to access it.

Was about to say it could be easily done by calling the Console_Input("extras"); on the client, but then I remembered that hack only exists in ECW lol.


[Updated on: Tue, 09 September 2014 08:48]

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Re: Work is being resumed on scripts for Renegade [message #489237 is a reply to message #489230] Tue, 09 September 2014 16:33 Go to previous messageGo to next message
dblaney1 is currently offline  dblaney1
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Jerad Gray wrote on Tue, 09 September 2014 08:47

dblaney1 wrote on Sun, 07 September 2014 20:04

Would it be possible to add the ability to enable the secret purchase menus by default on certain maps. All the player would need to do is hold alt. Right now they have to hit f8 and type extras <text> to access it.

Was about to say it could be easily done by calling the Console_Input("extras"); on the client, but then I remembered that hack only exists in ECW lol.



Hopefully something like this is available in 4.2.
Re: Work is being resumed on scripts for Renegade [message #489241 is a reply to message #488346] Wed, 10 September 2014 10:15 Go to previous messageGo to next message
dblaney1 is currently offline  dblaney1
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Can an option be added to the server config to disable the printing of game definitions that aren't in the tt.ini when listgamedefs runs. It would be useful to disable all the gamedefinitions that start with c&c since if you are using additional packages on a map and its set via brenbot to use the built in c&c definition it will crash the clients.

If the listgamedefs option could filter out those original c&c_mapname definitions it would fix this issue, and also speed up the time required for brenbot to parse the gamedefinitions since it would cut it in half.
Re: Work is being resumed on scripts for Renegade [message #489243 is a reply to message #488346] Wed, 10 September 2014 14:39 Go to previous messageGo to next message
StealthEye is currently offline  StealthEye
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That would break the function for all servers not having special packages, so that's not making things any better. Adding a configuration option only makes things more complex. Why does it crash the clients though? Afaik, it shouldn't. That should be fixed instead.

You can override any default generated game definitions by just using the same name in a game definition in tt.cfg. If that's not enough to solve the issue, the bot should filter which maps should be available for change map commands instead of the engine, the engine should simply list what is supported, which is what it does now. If anything, it could show an extra entry for each listed game definition, stating whether it's user defined or generated.


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Re: Work is being resumed on scripts for Renegade [message #489245 is a reply to message #489243] Wed, 10 September 2014 17:09 Go to previous messageGo to next message
dblaney1 is currently offline  dblaney1
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StealthEye wrote on Wed, 10 September 2014 14:39

That would break the function for all servers not having special packages, so that's not making things any better. Adding a configuration option only makes things more complex. Why does it crash the clients though? Afaik, it shouldn't. That should be fixed instead.

You can override any default generated game definitions by just using the same name in a game definition in tt.cfg. If that's not enough to solve the issue, the bot should filter which maps should be available for change map commands instead of the engine, the engine should simply list what is supported, which is what it does now. If anything, it could show an extra entry for each listed game definition, stating whether it's user defined or generated.



At least put the listgamedefs console function in the public source code so we can change it. Its not very difficult to use a regular expression to filter things out. I mean this isn't exactly a complicated function. It doesn't have anything to do with netcode etc. Its a pretty simple method that traverses through a data structure and prints out each entry on a line.


The reason I would prefer it to be done through the FDS rather than the bot is if you have a lot of packages, the printing of the list takes twice as long and twice as many lines than if it were to only print the ones with explicit game definitions in the tt.cfg. This is why brenbot's setnextmap doesn't work until the entire list has been printed.



Adding a global package list would allow the client crashing issue to be fixed. The issue is if you have a global server objects.ddb with custom presets, and someone sets a map without typing out the entire definition name character for character brenbot will set it to just the mix file instead of the gamedefinition. Because of this it doesn't load the custom objects.ddb that is in our auxiliary package. Right now, there is no global package setting in the tt.cfg. If one was added it would be ideal that it would have two different entries. One entry that is loaded prior to the map specific packages and one entry that is loaded after. For example PreMapGlobalPackages and PostMapGlobalPackages. That way the priority of the global packages can be configured as the server operator would like.

[Updated on: Wed, 10 September 2014 17:18]

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Re: Work is being resumed on scripts for Renegade [message #489246 is a reply to message #488346] Wed, 10 September 2014 17:18 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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IF you really want to do things differently, just write your own listgamedefs console command as part of a SSGM plugin. All the things you need are already there. You can use the Get_Game_Definitions engine call to get the list of definitions that listgamedefs outputs. You can also remove the existing listgamedefs console command from the console functions list. And you can add your new one to the list.

The actual output code for listgamedefs is just this
Console_Output("Available game definitions:\n");
for (HashTemplateIterator<StringClass, GameDefinition> gameDefinition(gameDefinitions); gameDefinition; ++gameDefinition)
{
Console_Output("%s\n", gameDefinition.getValue().name);
}
Console_Output("\n");
where gameDefinitions is the same list you would get back from calling Get_Game_Definitions


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 #489247 is a reply to message #489246] Wed, 10 September 2014 17:20 Go to previous messageGo to next message
dblaney1 is currently offline  dblaney1
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jonwil wrote on Wed, 10 September 2014 17:18

IF you really want to do things differently, just write your own listgamedefs console command as part of a SSGM plugin. All the things you need are already there. You can use the Get_Game_Definitions engine call to get the list of definitions that listgamedefs outputs. You can also remove the existing listgamedefs console command from the console functions list. And you can add your new one to the list.

The actual output code for listgamedefs is just this
Console_Output("Available game definitions:\n");
for (HashTemplateIterator<StringClass, GameDefinition> gameDefinition(gameDefinitions); gameDefinition; ++gameDefinition)
{
Console_Output("%s\n", gameDefinition.getValue().name);
}
Console_Output("\n");
where gameDefinitions is the same list you would get back from calling Get_Game_Definitions




Thanks, this works for now.

Edit: Just tested it, all good to go. Solves my issue for now.

[Updated on: Wed, 10 September 2014 17:56]

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Re: Work is being resumed on scripts for Renegade [message #489507 is a reply to message #488346] Fri, 03 October 2014 11:57 Go to previous messageGo to next message
dblaney1 is currently offline  dblaney1
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Would it be possible to add an option to disable the stock damage and destroyed report messages/audio. I want to handle this server side as right now some buildings sounds aren't linked correctly. It also would allow the report messages to always play simultaneously for players and have the ability to disable them under certain conditions, such as being a side effect of an ion storm etc if they were handled server side. I already have all the code written for my server to handle this entirely server side. I just have it disabled for the buildings with sounds linked properly since that would make it double play the sounds. The other issue is that some maps actually used custom strings files to fix the linking but most do not.



[Updated on: Fri, 03 October 2014 12:41]

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Re: Work is being resumed on scripts for Renegade [message #489585 is a reply to message #488346] Fri, 17 October 2014 13:55 Go to previous messageGo to next message
dblaney1 is currently offline  dblaney1
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Theres an issue in 4.1 (not sure if its fixed in 4.2) where with certain mapping effects like water the stealth effects and some emmitter don't render if they are behind the object. In these two screenshots the stealth tank is in the exact same location and is above the water. Wherever the stealth effect and the water mipmap effect overlap the stealth effect doesn't draw at all. It actually makes it look like the water is above the stealth tank which it isn't. if the stealth tank or sbh is entirely over the water they are actually completely invisible.

https://lh4.googleusercontent.com/-s37c3K0Abao/VEGBXyi0LpI/AAAAAAAAFTg/tZ2bvTohI8A/w1358-h849-no/Screenshot.183.png

https://lh3.googleusercontent.com/-WpHYjaaCrLA/VEGBX_a_YyI/AAAAAAAAFTk/VcM2e6MUshk/w1358-h849-no/Screenshot.184.png

[Updated on: Fri, 17 October 2014 13:56]

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Re: Work is being resumed on scripts for Renegade [message #489605 is a reply to message #489585] Sun, 19 October 2014 12:35 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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dblaney1 wrote on Fri, 17 October 2014 14:55

Theres an issue in 4.1 (not sure if its fixed in 4.2) where with certain mapping effects like water the stealth effects and some emmitter don't render if they are behind the object. In these two screenshots the stealth tank is in the exact same location and is above the water. Wherever the stealth effect and the water mipmap effect overlap the stealth effect doesn't draw at all. It actually makes it look like the water is above the stealth tank which it isn't. if the stealth tank or sbh is entirely over the water they are actually completely invisible.


Check the static sorting level of the water, I assume it is set to 1 or something equally high, try setting it to 32 and see if the issue persists.


Re: Work is being resumed on scripts for Renegade [message #489628 is a reply to message #488346] Mon, 27 October 2014 11:15 Go to previous messageGo to next message
dblaney1 is currently offline  dblaney1
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In 4.2 can tracking on simple gameobjects, and vehiclegameobjs that are stationary like turrets be disabled. Its already set up to ignore buildings. Also can an additional editor flag be added as well to disable tracking on specific units. The would stop things like gap generators and shield generators from causing the homing system to home the origin of that object. It also helps for props like trees from glitching the homing system.

Theres no reason to actually track on these items since they are stationary.

[Updated on: Mon, 27 October 2014 11:16]

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Re: Work is being resumed on scripts for Renegade [message #489638 is a reply to message #489628] Tue, 28 October 2014 06:07 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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dblaney1 wrote on Mon, 27 October 2014 12:15

In 4.2 can tracking on simple gameobjects, and vehiclegameobjs that are stationary like turrets be disabled. Its already set up to ignore buildings. Also can an additional editor flag be added as well to disable tracking on specific units. The would stop things like gap generators and shield generators from causing the homing system to home the origin of that object. It also helps for props like trees from glitching the homing system.

Theres no reason to actually track on these items since they are stationary.

There is some merit to this idea, I have had mods with mobile shield generators in the past that fall victim to the same issue.

As for tiles and terrain with permeable surface types (IE trees and bushes) it'd be better to fix the targeting logic for permeable surface. Whether it will be fixed in 4.2 I don't know, I know it was originally planned for 4.0 but for whatever reason didn't make it to final.


Re: Work is being resumed on scripts for Renegade [message #489640 is a reply to message #489638] Tue, 28 October 2014 11:26 Go to previous messageGo to next message
dblaney1 is currently offline  dblaney1
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Jerad Gray wrote on Tue, 28 October 2014 06:07

dblaney1 wrote on Mon, 27 October 2014 12:15

In 4.2 can tracking on simple gameobjects, and vehiclegameobjs that are stationary like turrets be disabled. Its already set up to ignore buildings. Also can an additional editor flag be added as well to disable tracking on specific units. The would stop things like gap generators and shield generators from causing the homing system to home the origin of that object. It also helps for props like trees from glitching the homing system.

Theres no reason to actually track on these items since they are stationary.

There is some merit to this idea, I have had mods with mobile shield generators in the past that fall victim to the same issue.

As for tiles and terrain with permeable surface types (IE trees and bushes) it'd be better to fix the targeting logic for permeable surface. Whether it will be fixed in 4.2 I don't know, I know it was originally planned for 4.0 but for whatever reason didn't make it to final.


Wasn't talking about the tile/terrain trees. Some maps use trees that are simple gameobjects and the tracking weapons always home the origin. Its especially annoying when trying to use a homing weapon on an enemy when they are standing if front of that tree or standing in front of a shield generator.

It would be great to fix the permeable issue as well but the issue I am talking about is completely unrelated.




Also is there a collision type that works the same as disable physical collisions but still allows c4 to collide with the object and attach? If there isn't it would be great if one could be added.


Also would be great to have two new collision groups, one for the harvester, and one for objects that do not collide with the harverster. That way turrets could be deployed without accidently blocking the harvester but also allowing them to have collisions with everything else.

[Updated on: Tue, 28 October 2014 11:46]

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Re: Work is being resumed on scripts for Renegade [message #489946 is a reply to message #488346] Thu, 27 November 2014 13:43 Go to previous message
dblaney1 is currently offline  dblaney1
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Would it be possible to make the ttfs downloader request multiple files at a time? This isn't much of an issue for people with lower pings but for people in say Australia, the time between each download really adds up when you have hundreds sometimes thousands of small files. Perhaps make it an option in the client settings.

[Updated on: Thu, 27 November 2014 13:45]

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