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Re: Scripts 4.2 to enter private beta testing soon, here are some changes in it [message #490179 is a reply to message #490073] Mon, 29 December 2014 13:18 Go to previous messageGo to next message
dblaney1 is currently offline  dblaney1
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View distance would be nice, however I would like to be able to set the lodbudget above 10000. Right now it just resets back to 10000. On larger maps even with vis a lot of characters even when close go to the lowest detail level. Especially PIC sydney even when its your own character. Looks terrible.

Also does having a tt.ini in a package work now?. Not talking about the map specific ones. Just the plain tt.ini .

If not could you make it work?

[Updated on: Mon, 29 December 2014 13:25]

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Re: Scripts 4.2 to enter private beta testing soon, here are some changes in it [message #490181 is a reply to message #490178] Mon, 29 December 2014 13:50 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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It was added because there are mods that change it.
Its not useless, just not useful for the things you think it should be useful for.

As for lod budget, its limited to that value because of limitations (that we cant fix) elsewhere in the engine.

And no, tt.ini in a package will never work as tt.ini is read once on game startup and never read again (hence why the per-map tt.ini stuff was created)


Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
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Re: Scripts 4.2 to enter private beta testing soon, here are some changes in it [message #490182 is a reply to message #490181] Mon, 29 December 2014 15:20 Go to previous messageGo to next message
dblaney1 is currently offline  dblaney1
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jonwil wrote on Mon, 29 December 2014 13:50

It was added because there are mods that change it.
Its not useless, just not useful for the things you think it should be useful for.

As for lod budget, its limited to that value because of limitations (that we cant fix) elsewhere in the engine.

And no, tt.ini in a package will never work as tt.ini is read once on game startup and never read again (hence why the per-map tt.ini stuff was created)



Can you make a server-tt.ini file then that gets loaded when a player joins. (just want the stuff that can be changed in the per map tt.ini) I just want a tt.ini that is loaded on all the maps on the server. I don't see any reason why this couldn't be done. These config files were created by the tt team.

Also for the per map config files, could you add a setting that enables the secret (extras) purchase terminal slots by default.

Edit: so this works globally in the tt.ini with UseExtraPTPages. Not sure if it works per map. I'll test it.


Edit2: Tested it in a per-map-tt.ini. It didn't work. Would really appreciate if this could be fixed.

[Updated on: Mon, 29 December 2014 16:39]

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Re: Scripts 4.2 to enter private beta testing soon, here are some changes in it [message #490183 is a reply to message #490178] Tue, 30 December 2014 02:45 Go to previous messageGo to next message
danpaul88 is currently offline  danpaul88
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Jerad Gray wrote on Mon, 29 December 2014 20:07

danpaul88 wrote on Mon, 29 December 2014 06:46

Jerad Gray wrote on Sun, 28 December 2014 21:21

danpaul88 wrote on Sat, 27 December 2014 12:53

view distance is actually server side, since the server will only send you netcode objects for things inside your view range. If you modify it client side you'll end up not getting updates for all the objects you should be able to see, which causes a lot of side effects like ghost vehicles in the wrong places etc.

Oh I know, ECW already deals with all that, but the Ren clients can still modify it via tt.ini so its not like we're giving them something they can't already do, just making it easier to do.


tt.ini is cheat checked, modifying it on a client to change your view distance would trigger the anti cheat to boot you from the game. Since ghost vehicles can be abused (shooting at and damaging things that aren't really in that location) this is a good thing.

Then its a useless configuration setting that shouldn't have been added in the first place.


The settings in tt.ini are mainly for use by AR, APB etc that update both the client and servers at the same time. You can use it in ECW too as long as you patch the servers and client together.


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[Updated on: Tue, 30 December 2014 02:46]

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Re: Scripts 4.2 to enter private beta testing soon, here are some changes in it [message #490184 is a reply to message #490183] Tue, 30 December 2014 06:38 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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danpaul88 wrote on Tue, 30 December 2014 02:45

Jerad Gray wrote on Mon, 29 December 2014 20:07

danpaul88 wrote on Mon, 29 December 2014 06:46

Jerad Gray wrote on Sun, 28 December 2014 21:21

danpaul88 wrote on Sat, 27 December 2014 12:53

view distance is actually server side, since the server will only send you netcode objects for things inside your view range. If you modify it client side you'll end up not getting updates for all the objects you should be able to see, which causes a lot of side effects like ghost vehicles in the wrong places etc.

Oh I know, ECW already deals with all that, but the Ren clients can still modify it via tt.ini so its not like we're giving them something they can't already do, just making it easier to do.


tt.ini is cheat checked, modifying it on a client to change your view distance would trigger the anti cheat to boot you from the game. Since ghost vehicles can be abused (shooting at and damaging things that aren't really in that location) this is a good thing.

Then its a useless configuration setting that shouldn't have been added in the first place.


The settings in tt.ini are mainly for use by AR, APB etc that update both the client and servers at the same time. You can use it in ECW too as long as you patch the servers and client together.

As I said, I'm talking more about my Renegade maps and other people's Renegade maps which are big enough you can see the max render distance.


[Updated on: Tue, 30 December 2014 06:42]

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Re: Scripts 4.2 to enter private beta testing soon, here are some changes in it [message #490185 is a reply to message #490181] Tue, 30 December 2014 06:41 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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jonwil wrote on Mon, 29 December 2014 13:50


As for lod budget, its limited to that value because of limitations (that we cant fix) elsewhere in the engine.


Actually I hex edited ECW's .exe and sliding the slider for the Geometry slider up in game to max actually disables LOD, granted, what ever change I made I didn't sink with the RenConfig, so RenConfig always misreads it and thinks the LOD settings are lower than they actually are...


Re: Scripts 4.2 to enter private beta testing soon, here are some changes in it [message #490186 is a reply to message #490073] Tue, 30 December 2014 13:58 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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Hex editing things wont work in 4.2, all that stuff is handled by scripts now 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
Re: Scripts 4.2 to enter private beta testing soon, here are some changes in it [message #490196 is a reply to message #490186] Wed, 31 December 2014 07:30 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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jonwil wrote on Tue, 30 December 2014 13:58

Hex editing things wont work in 4.2, all that stuff is handled by scripts now Smile


Well then we should be able to fix it correctly... Which was the point I was getting at lol.


Re: Scripts 4.2 to enter private beta testing soon, here are some changes in it [message #490252 is a reply to message #490128] Mon, 05 January 2015 05:36 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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[quote title=Jerad2142 wrote on Fri, 26 December 2014 23:53]jonwil wrote on Sat, 20 December 2014 08:34

New EntryHelpMessage and EntryHelpMessageColor values on vehicles, if this is set then the message will be displayed in the center of the screen when the vehicle is entered. Intended for help messages like "press Q to deploy this vehicle".
If we're already doing that for vehicles why not make it so we can trigger the message on custom so we can make objective messages appear and so forth?
/quote]
Doing what has been done with vehicles is easy because its handled by the vehicle code on client and server meaning no new netcode is needed. Doing what you ask needs new netcode.


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, 20 January 2024 13:48] by Moderator

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Re: Scripts 4.2 to enter private beta testing soon, here are some changes in it [message #490261 is a reply to message #490252] Mon, 05 January 2015 15:45 Go to previous message
Jerad2142 is currently offline  Jerad2142
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[quote title=jonwil wrote on Mon, 05 January 2015 05:36]
Jerad Gray wrote on Fri, 26 December 2014 23:53

jonwil wrote on Sat, 20 December 2014 08:34


New EntryHelpMessage and EntryHelpMessageColor values on vehicles, if this is set then the message will be displayed in the center of the screen when the vehicle is entered. Intended for help messages like "press Q to deploy this vehicle".


If we're already doing that for vehicles why not make it so we can trigger the message on custom so we can make objective messages appear and so forth?
/quote]
Doing what has been done with vehicles is easy because its handled by the vehicle code on client and server meaning no new netcode is needed. Doing what you ask needs new netcode.


Its just hard for me to imagine it would require much work as I did it hackly in ECW through shaders beings I didn't have access to bhs.dll. Seems like it would be so easy to do it correctly if we already have the code for networking open to us...


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