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Forum: Mod Release Forum
 Topic: [RenSharp] RenWeb
[RenSharp] RenWeb [message #493172] Wed, 17 July 2019 06:09
MasterCan  is currently offline MasterCan  
Messages: 34
Registered: August 2017
Recruit
From: 94.123.251*
I have been working for this for weeks!! And now it is finally done.
It is a basic web server runs along with FDS. It can get game definitions such as server name, map, etc. and can create a customizable embed as picture with cool features. It logs every event in a file you specify.

Just put RenWeb.dll and Newtownsoft.Json.dll into your FDS and add ONLY RenWeb.dll under RenSharpPlugins section! Plugin is designed to work with only RenSharp 1.3!

This plugin automatically extracts some HTML and Embedding files as a tutorial, if your HTTP Root Folder is empty. You can access to your web server with your IP or host and your port (if it is 80, port not needed). You can specify your custom error pages and MIME types! There are some special MIME types to work with RenWeb embeds, etc.

You don't need to add a configuration file extra, it creates a file named "RenWeb.ini" itself! If you want to see configuration file, see the MPF topic of this download at https://multiplayerforums.com/files/file/2410-renweb/

You can contact to me and tell me the variable or leave the variable you want to see into RenWeb in comments! So I can add it for you.

NOTE: This plugin might require administrator priviliges to run. If it's not working, please try running server as administrator.

My hands and my brain get tired of thinking the features of this beatiful plugin. You have to install this to see it's cool features!

For instance, the MaxRen Server is running part-time. If you are lucky, you can view it live!

Main Page of Default RenWeb: http://mastercan.hopto.org:7550/
Example Embed of RenWeb Render: http://mastercan.hopto.org:7550/ExampleEmbed.embed

GitHub Link: https://github.com/TheUnstoppable01/RenWeb

[Updated on: Wed, 17 July 2019 06:54]

 Topic: A code to read TPI files with C#
A code to read TPI files with C# [message #493169] Tue, 16 July 2019 15:25
MasterCan  is currently offline MasterCan  
Messages: 34
Registered: August 2017
Recruit
From: 94.123.251*
I wrote a code recently to read TPI files on C#, it just reads the file and does not do anything extra.
It reads package id, name, owner, version, file count.
And file name, it's CRC, original file name length and full name length.

EDIT: I had the feeling to type the basic usage.
TTPackageClass FieldMapPackage = TTPackage.FromFile("C:\Your\Package\Directory\1234abcd.tpi");


GitHub Link: https://github.com/TheUnstoppable01/TTPackageClass

[Updated on: Tue, 16 July 2019 15:29]

 Topic: [RenSharp] PackageServer
[RenSharp] PackageServer [message #493166] Sat, 13 July 2019 10:19
Neijwiert  is currently offline Neijwiert  
Messages: 145
Registered: October 2009
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From: *direct-adsl.nl
Requires RenSharp v1.3

This plugin will embed a TTFS server inside your Renegade FDS. Pretty much the only thing you need to do is add the .DLL to your FDS and the config file. This plugin does NOT require administrator privileges, however for it to work for external people you would probably need to forward the specified port in your router/network.

You may set other settings in the config file, but the only settings required in the config file are the port and the external IP checking websites. All others can have defaults and are probably better than what you would configure them to.

PackageServer.ini
Toggle Spoiler


GitHub: https://github.com/Neijwiert/PackageServer

[Updated on: Sat, 13 July 2019 10:28]

 Topic: RenSharp v1.3
RenSharp v1.3 [message #493165] Sat, 13 July 2019 10:04
Neijwiert  is currently offline Neijwiert  
Messages: 145
Registered: October 2009
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From: *direct-adsl.nl
Original post: http://www.renegadeforums.com/index.php?t=msg&th=41244&start=0&
Previous version: http://www.renegadeforums.com/index.php?t=msg&th=41250&start=0&

Release notes:
- Got rid of some comments that weren't correct
- Made the RenSharp manager classes final
- Introduced a dispatcher (Engine.Dispatcher). This is a helper class that will let you execute stuff on the main Renegade thread. Useful for multithreaded applications. This dispatcher is unique per thread.
- Added W3DSurfaceType enum and SurfaceTypeStrings to Engine, which reflects the surface stuff in w3d.h
- Prevent over resizing of the priority queue in the Renegade Dispatcher
- The FDS now always exits whenever a RenSharp shutdown is requested
- OBBoxCollisionTestClass did not copy the box and move in one of its constructors
- Added ability to reset a CastResultStruct upon construction. This is important as Fraction needs to be 1.0f for collision tests to actually work.
- Fixed the Equals method on some classes that have multiple inheritance and the RenSharpGameObjObserverClass
- Fixed wrong argument bounds checks in DATokenClass
- Fixed memory leak in Engine.GetCurrentMusicTrack
- Made sure that when the managed console functions are deleted that its properly sorted internally
- Removed constructors of physics test classes that take a CastResultStruct argument. This is to avoid confusion that it is not changed by reference.

Some of these changes are breaking, as in if you were using them, which means you need to recompile your plugin(s). If you were not using any methods/constructors mentioned in the release notes above, you should not need to recompile your plugin.

GitHub: https://github.com/Neijwiert/RenSharp
NuGet: https://www.nuget.org/packages/Neijwiert.RenSharp/1.3.0

[Updated on: Sat, 13 July 2019 10:06]

 Topic: [RenSharp] Connection Lost Detector
[RenSharp] Connection Lost Detector [message #493148] Fri, 28 June 2019 06:44
MasterCan  is currently offline MasterCan  
Messages: 34
Registered: August 2017
Recruit
From: 83.66.91*
This plugin logs a entry and/or sends a message ingame when a player loses their connection while ingame or while connecting. I didn't tested this plugin completely because of my other jobs. If you found a bug, please create an Issue on GitHub or type from here. PLUGIN ONLY WORKS WITH RENSHARP 1.2 WITH DRAGONADE 1.99!!!

Please add the following configuration to your da.ini to make plugin work.
[ConnectionLostDetector]
;Plugin made by MasterCan.
;This settings can be edited from game mode ini files as well.
;By default, these values will be used.
;This plugin only workis with RenSharp 1.2 with DA 1.99

;GameLog: Logs a line like "_CONNLOST <Name> <ID> <Serial> <IP> <Version>" when a player loses connection with server.
GameLog=true

;Message: The message that will be sent to ingame as Host message. Leaving blank won't send any message.
;Message Variables: $_PNAME    = Returns player name.
;                   $_PID      = Returns player ID.
;                   $_PSERIAL  = Returns player serial hash.
;                   $_PIP      = Returns player IP address.
;                   $_PVER     = Returns player game version.
;
;                !!! ALL OF THE VARIABLES ARE CASE SENSITIVE !!!
Message=$_PNAME has lost their connection with server. (ID:$_PID)


GitHub: https://github.com/TheUnstoppable01/ConnectionLostDetector
Installation: Put ConnectionLostDetector.dll in your server folder and add ConnectionLostDetector.dll under [RenSharpPlugins] section.

 Topic: [RenSharp] Join Sounds Plugin
[RenSharp] Join Sounds Plugin [message #493147] Fri, 28 June 2019 06:38
MasterCan  is currently offline MasterCan  
Messages: 34
Registered: August 2017
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From: 83.66.91*
This plugin plays the sound that every player choose when they joins. You can see all of existing commands by typing "!<your command alias> help". I didn't tested this plugin completely because of my other jobs. If you found a bug, please create an Issue on GitHub or type from here. PLUGIN ONLY WORKS WITH RENSHARP 1.2 WITH DRAGONADE 1.99!!!

Please add the following configuration to your da.ini to make plugin work.

[JoinSounds]
;Plugin made by MasterCan.
;This settings can be edited from game mode ini files as well.
;By default, these values will be used.
;This plugin only workis with RenSharp 1.2 with DA 1.99

;CommandTriggers: Type here the player commands aliases that you want to trigger when executed. (Delimeter: |)
;                 !alias set/change <sound.wav> - Changes player sound.
;                 !alias remove                 - Remove player's join sound.
;                 !alias delay <decimal>        - Sets player play delay.
CommandTriggers=!js|!joinsnd|!snd

;AdminCommandTriggers: Type here the admin commands aliases that you want to trigger when executed. (Delimeter: |)
;                 !alias set/change <player name> <sound.wav> - Changes player sound.
;                 !alias remove <player name>                 - Remove player's join sound.
;                 !alias delay <player name> <decimal>        - Sets player play delay.
;                 !alias show <player name>                   - Show player's join sound data.
;                 !alias clear                                - Removes all player datas.
;                 !alias save                                 - Attempts to save changes on players datas. This is automatically executed when something changes.
AdminCommandTriggers=!jsa|!joinsndadmin|!asnd

;AdminLevel: The required access level number to execute admin commands. 
AdminLevel=4

;ClearLevel: The required access level number to clear player datas. This is seperated from Admin Level because of some cases.
ClearLevel=6

;DatabaseFile: File name that you want to store player's join sound information.
DatabaseFile=Users.json

;MaxDelay: Maximum delay that a player can set. (in seconds, use ",")
MaxDelay=10,0

;MinDelay: Minimum delay that a player can set. (in seconds, use ",")
MinDelay=1,0

;DisableList: Type here the sound filenames to prevent users selecting. (Delimeter: |)
DisableList=amb_airraid.wav

;GameLog: Logs a line like "_JOINSND <PlayerName> <SoundName>" when a join sound played. (NOT WHEN PLAYER JOINED!)
GameLog=true



GitHub: https://github.com/TheUnstoppable01/JoinSounds
Installation: Put JoinSounds.dll and Newtonsoft.Json.dll in your server folder and add JoinSounds.dll under [RenSharpPlugins] section.

[Updated on: Fri, 28 June 2019 09:14]

 Topic: [RenSharp plugin] Building restore funding
[RenSharp plugin] Building restore funding [message #493138] Mon, 24 June 2019 08:41
Neijwiert  is currently offline Neijwiert  
Messages: 145
Registered: October 2009
Recruit
From: *direct-adsl.nl
Add this plugin to your RenSharp enabled server and it will enable you to put funding (credits) towards restoring dead buildings.

For functionality, see the INI spoiler below.

To enable:
Add the DLL and INI file to your server directory.

RenSharpBuildingRestoreFunding.ini


Source code: https://github.com/Neijwiert/RenSharpBuildingRestoreFunding

[Updated on: Mon, 24 June 2019 08:42]

 Topic: Renegade WOLAPI written with C#
Renegade WOLAPI written with C# [message #493081] Sun, 19 May 2019 02:54
MasterCan  is currently offline MasterCan  
Messages: 34
Registered: August 2017
Recruit
From: 94.121.136*
The first WOL API written with C# by me.

Thanks for Olaf @ xwis.net, ExEric3 and unknown for the contribution of this API!
The download has 2 files. RenWOL_API.dll, which is API file. And WOLAPITestClient.exe

WOLTestClient.exe depends on API file to work. You can test the API features with Test Client.
Please report the bugs to me from Discord (The Unstoppable (TR)#1065) or find me from MPF Discord http://multiplayerforums.com/discord
You can ask your question to me from my Discord anytime.


Documentation:

API has 2 basic calls to receive server list.
First, you have to login with the call specified below. This call logs into XWIS if the supplied parameters are valid.
You must add the class name "WOLManager" for calling the calls listed below. They are members of "WOLManager" class.


Example call for newbie n00bs:
var LoginResult = WOLManager.Login("0669000000000000", "Example", "1234abcd");


Logging in:

public static string Login(string serial, string username, string password)

This call returns the codes below:
- "success": Successfully logged into XWIS.
- "apgar_error": Password encryption error. (Password length is wrong.)
- "wrong_credentails": Credentails are wrong.
- "read_error": Connection socket error. Probably server closed connection or network issue.
- "no_need": API already logged in.
- "api_error": Unhandled exception. (Please report the bug if you face with this code.)



Retrieving server list:

public static WOLConnection GetWOLData()


This call return the WOL data with the servers.
WOLConnection class returns WOL/XWIS host IP, Port, service name, and servers as a Collection that includes WOLServer class.
If the code fails at a point, call returns the data it got so far.
WOLServer class includes all of the server information received from WOL/XWIS.



Sending page:

public static string SendPage(string username, string message)

The call above sends a page to user if user is online.
This call returns the codes below:
- "success": The page is successfully sent to receiver.
- "error": Connection socket failed to send page command.
- "user_offline": Receiving user is offline.
- "need_login": API hadn't logged in and it needs to be logged in.
- "api_error": Unhandled exception. (Please report the bug if you face with this code.)



Logging out:
public static string Logout()

This call logs out the user if there is a logged in account.
This call returns the codes below:
- "success": The user is successfully logged out.
- "error": Connection socket failed to send logout command.
- "no_need": There are no users logged in.



Joining into a channel:

public static KeyValuePair<string, WOLServerData> JoinChannel(string channel)

WARNING! This code is not yet fully completed and might behave uncorrectly if used inproperly.
This call joins to a channel and returns the server data of the joined channel.
The call returns a result text, and the Server Data if result is success. If the result is not success, Server Data will be null.

This call's result text return the codes below:
- "invalid_game": Channel not exist.
- "join_error": API failed to join the specified channel.
- "nat_error": API failed to get NAT results of the game.
- "rginfo_error": API failed to get server data.
- "success": The server data is successfully received.
If the result text returns "nat_error" or "rginfo_error", It is preferred to call PartChannel() to prevent the bug(s) in your application.



Leaving (parting) a channel:
public static string PartChannel(string channel)

This call leaves the channel specified. Specifying invalid channel name causes freeze.
This call returns the codes below:
- "success": Successfully left a channel.
- "api_error": Unhandled exception. (Please report the bug if you face with this code.)



Listing buddies:

public static List<WOLUser> GetBuddies()

This call gets all buddies you added from WOL/XWIS.
WOLUser class contains buddies' nickname, status, and channel if s/he is in a channel.
If the code fails at a point, call returns the data it got so far.



Adding a buddy:

public static string AddBuddy(string nick)

This call adds a buddy to your WOL/XWIS account You have to get buddies for see the new buddy added.
This call returns the codes below:
- "success": Successfully added buddy.
- "api_error": Unhandled exception. (Please report the bug if you face with this code.)




Removing a buddy:

public static string RemoveBuddy(string nick)

This call removes a buddy from your WOL/XWIS account.
This call returns the codes below:
- "success": Successfully removed buddy.
- "api_error": Unhandled exception. (Please report the bug if you face with this code.)



Getting raw network stream between API <=> WOL/XWIS:
public static NetworkStream GetStream()

WARNING! This call is strictly unrecommended and it may cause bugs, crashes, freezes if used inproperly.

Gets the client connection stream between the server and API.

[Updated on: Sun, 19 May 2019 02:56]

 Topic: Dragonade 1.95 for Scripts 4.6 Update 6
Dragonade 1.95 for Scripts 4.6 Update 6 [message #493033] Fri, 15 March 2019 11:01
dblaney1  is currently offline dblaney1  
Messages: 358
Registered: March 2014
Location: United States
Commander
From: 130.156.80*
Hey so I have an update for the Dragonade server release I put out a few weeks ago. It turns out dragonades Gamespy code only supported replying to /status/ packets and not the shorter /info/ packets. I implemented support for /info as well and a few other fixes as well. (This allows the W3D Hub launcher to display the server info immediately instead of after a 5 second delay) Brenbot's GSA plugin already supports /info/.

I also swapped the radio command for 'thank you' and the rush with vehicle command. My servers and MPF already have this tweak. By default 'thank you' use to be mapped a keybind and the rush one wasn't. The rush one is much more useful. Players already use the stock affirmative radio command as a thank you anyway.

I applied a fix to Vehicle shells that allows C4 to properly stick to them instead of falling inside. Also vehicle shells immediately spawn at the right orientation instead of slowly rotating to the proper one.

I also added one set of files from the ttscripts project that I had forgot to add to Dragonade in the previous release. (DB_Innate.cpp and DB_Innate.h)

These are the files that were updated between DA 1.94 and 1.95:

\Source\scripts\da_radio.cpp
\Source\scripts\da_vehicleshells.cpp
\Source\scripts\da_gamespy.cpp
\Source\scripts\DB_Innate.cpp
\Source\scripts\DB_Innate.h
\Source\scripts\da.cpp
\Source\scripts\scripts.vcxproj
\Source\scripts\scripts.vcxproj.filters


For those still on DA 1.92 this is the list of files that changed:
\Source\scripts\DBScripts.cpp
\Source\scripts\engine_obj2.cpp
\Source\scripts\SmartGameObj.h
\Source\scripts\SoldierGameObj.h
\Source\scripts\DBIKScripts.cpp
\Source\scripts\DBVehicleBypass.cpp
\Source\scripts\dp88_customAI.cpp
\Source\scripts\jmgBearHunter.cpp
\Source\scripts\DB_Research_Terminals.cpp
\Source\scripts\jmgUtility.cpp
\Source\scripts\jmgUtility.h
\Source\scripts\jmgBearHunter.h
\Source\scripts\jmgMetroid.cpp
\Source\scripts\jmgMetroid.h
\Source\scripts\DB_General.h
\Source\scripts\DB_Innate.h
\Source\scripts\DB_Research_Terminals.h
\Source\scripts\DBIKScripts.h
\Source\scripts\dp88_customAI.h
\Source\scripts\JmgDeathMatch.cpp
\Source\scripts\JmgDeathMatch.h
\Source\scripts\JMGRenetBuster.h
\Source\scripts\JMGRenetBusters.cpp
\Source\scripts\da.cpp
\Source\scripts\scripts.vcxproj
\Source\scripts\scripts.vcxproj.filters
\Source\scripts\da_characterrefunds.cpp
\Source\scripts\da_radio.cpp
\Source\scripts\da_vehicleshells.cpp
\Source\scripts\da_gamespy.cpp
\Source\scripts\DB_Innate.cpp

[Updated on: Fri, 15 March 2019 11:51]

 Topic: MasterList 1.07
MasterList 1.07 [message #493022] Sat, 02 March 2019 14:24
MasterCan  is currently offline MasterCan  
Messages: 34
Registered: August 2017
Recruit
From: 94.123.183*
Some highlighted features of this:
- 3 Different Themes Selectable From Menu!
- Buddy List with Check! When your buddy joins in a server, you will be notified!
- Added special "masterlist://" protocol to join any server. Please contact me for usage documentation for this.
- Now you can sort the server listing by clicking column headers.
- Multilanguage support! (English, German, French, Russian, Italian, Turkish, Arabic)
- Discord Rich Presence support!

Try clicking or typing the following URL to your browser after you registered protocol (you must have admin rights to register protocol).

Click here to join MPF with MasterList
Click here to join RenCorner with MasterList

You can get the latest version of MasterList by clicking here

You can see the original download page by clicking here

You can see my MPF profile by clicking here

Special thanks to;
Russian Translation: __nEmPoBu4__
French Translation: Comanchei
Turkish Translation: The Unstoppable (Me)

You can always tell me your suggestions or complaints about this launcher and I am open for your suggestions Big Grin
My discord is "The Unstoppable (TR)#1065". You can contact me anytime.

[Updated on: Thu, 25 April 2019 12:10]

 Topic: [SSGM Plugin] EvacPlugin
[SSGM Plugin] EvacPlugin [message #492576] Tue, 10 October 2017 16:11
Neijwiert  is currently offline Neijwiert  
Messages: 145
Registered: October 2009
Recruit
From: *direct-adsl.nl
This plugin is used to evacuate n amount of soldiers (they will be destroyed once they are evacuated)

It contains the following scripts:
- GK_Evac_Monitor
Script parameters:
- NotifyObjId: The ID of an object which receives some customs to react upon what is happening with the evac
GK_CUSTOM_EVENT_EVAC_FAILED: when the evac failed. The param specifies the reason Param:
GK_EVAC_FAILED_REASON_CANCELED: when the evac is canceled via custom
GK_EVAC_FAILED_REASON_PERSON_FAILED_TO_MOVE_TO_EVAC_LOCATION: when an evac person failed to move to the evac location
GK_EVAC_FAILED_REASON_CHOPPER_KILLED: when the evac chopper is killed
GK_EVAC_FAILED_REASON_TOO_MANY_EVAC_PERSON_DEATHS: when too many evac persons died
GK_CUSTOM_EVENT_EVAC_PERSON_KILLED: when an evac person is killed. The param is the person's id.
GK_CUSTOM_EVENT_EVAC_PERSON_FAILED_TO_MOVE_TO_EVAC_LOCATION: when an evac person failed to move to the evac location. The param is the person's id.
GK_CUSTOM_EVENT_EVAC_PERSON_EVACUATED: when an evac person is evacuated. The param is the person's id.
- MaxEvacPersonDeaths: the maximum of evac persons that can die before it is considered failed
- TransportPreset: the preset name for the evac chopper
- CanChopperBeSeen: If objects with Enable_Enemy_Seen can see the chopper
- CanChopperBeDamaged: Can the chopper be damaged at all
- GK_Evac_Person
Script parameters:
- MonitorObjId: The id of the monitor object (GK_Evac_Monitor)

Below scripts are also included, but they are used internally and don't need to be manually attached. I will not explain their script parameters.
GK_Evac_Anim_Cinematic
GK_Evac_Chopper_Cinematic_Item
GK_Evac_Generic_Cinematic_Item
GK_Evac_Troop_Bone

Example:

GameObject *evacMonitor = Commands->Create_Object("Invisible_Object", Vector3()); 
int evacMonitorId = Commands->Get_ID(evacMonitor); 
Commands->Attach_Script(evacMonitor, "GK_Evac_Monitor", "0, 1, GDI_Transport_Helicopter_Flyover, 1, 0");

GameObject *evacPerson1 = Commands->Create_Object("GDI_MiniGunner_0", Vector3()) 
Commands->Attach_Script(evacPerson1, "GK_Evac_Person", StringClass::getFormattedString("%d", evacMonitorId));

GameObject *evacPerson2 = Commands->Create_Object("GDI_MiniGunner_0", Vector3()) 
Commands->Attach_Script(evacPerson2, "GK_Evac_Person", StringClass::getFormattedString("%d", evacMonitorId));


Then all you need to do is send a custom to the evac monitor GK_CUSTOM_EVENT_EVAC_INITIATE_EVAC

I based this on the logic of the evacuations in M01 and I improved it. The scripts should be singleplayer compatible. (Save/Loading working). You also have the ability to cancel an ongoing evacuation with the custom GK_CUSTOM_EVENT_EVAC_CANCEL_EVAC.

SOURCE CODE: https://github.com/Neijwiert/C-C-Renegade-EvacPlugin

EDIT: Oh the evac will take place at the location of the monitor.

UPDATE:
Fixed issue where an evac person could be killed/destroyed during evac and then the evac would not continue
Fixed an issue where the troop bone and evac person could get out of sync and the troop bone would finish before the evac person. This would cause a freeze in the evac sequence.

Also a nice video: https://youtu.be/Nifmw1LRoJI

Ignore the soldiers sometimes doing weird animations when being evaced, that's just the Renegade engine. I first evacuate alot of people and the second time I'm canceling the evacuation

[Updated on: Wed, 11 October 2017 05:38]

 Topic: Fixed water shader for C&C_Beach
Fixed water shader for C&C_Beach [message #492074] Fri, 10 March 2017 12:05
dblaney1  is currently offline dblaney1  
Messages: 358
Registered: March 2014
Location: United States
Commander
From: 130.156.89*
I am uploading this so servers don't have glitched out water on C&C beach. The shader settings on this water are incorrect and on recent Video drivers looks totally screwed up. I was able to editor the shader for the water to fix the issue so that it looks correct on all machines. Heres what it looked like before the fix and then after.

index.php?t=getfile&id=15383&private=0
index.php?t=getfile&id=15384&private=0

[Updated on: Fri, 10 March 2017 12:13]

 Topic: [MAP] Astrogade
[MAP] Astrogade [message #492067] Mon, 06 March 2017 11:28
Jerad2142  is currently offline Jerad2142  
Messages: 3762
Registered: July 2006
Location: USA
General (3 Stars)
From: 199.167.204*
Against all odds, one little ship managed to hold of all the asteroids that were hurdling towards Earth. Billions of people now praise you for taking part in the event that will soon be known as Astrogade.
https://www.youtube.com/watch?v=7JHpDHWSUvs
Requires Scripts 4.3 Final to be played.


Head Level editor and coder of ECW/Rp2. #2142::COOL#
 Topic: [MAP] Scorpion Hunters (version 1.1.5)
[MAP] Scorpion Hunters (version 1.1.5) [message #491829] Sun, 13 November 2016 10:08
Jerad2142  is currently offline Jerad2142  
Messages: 3762
Registered: July 2006
Location: USA
General (3 Stars)
From: *midco.net
GDI and Nod have been battling it out over a research facility built into the side of a Mountain. Nod recently captured the inside of the facility leaving GDI with little choice but to move in and wipe the Nod base off the side of the mountain.
index.php?t=getfile&id=15322&private=0
index.php?t=getfile&id=15323&private=0

[Updated on: Sun, 13 November 2016 10:32]


Head Level editor and coder of ECW/Rp2. #2142::COOL#
 Topic: Coop Beta 4.2.4 with 1.8.1 Dragonade
Coop Beta 4.2.4 with 1.8.1 Dragonade [message #491708] Sun, 14 August 2016 18:04
zunnie  is currently offline zunnie  
Messages: 2959
Registered: September 2003
Location: Netherlands
General (2 Stars)

From: *cm-4-4a.dynamic.ziggo.nl
https://multiplayerforums.com/files/file/9-coopbeta/


https://multiplayerforums.com/uploads/monthly_2018_03/TCW2_Signature.png.6236a0dbc6e1e53472a18fe8cd15e47b.png
 Topic: Tiberium Crystal War 2 Test Client
Tiberium Crystal War 2 Test Client [message #491322] Fri, 20 November 2015 20:15
zunnie  is currently offline zunnie  
Messages: 2959
Registered: September 2003
Location: Netherlands
General (2 Stars)

From: *cm-3-2d.dynamic.ziggo.nl
http://tcw.multiplayerforums.com/images/TCW2Test.png

Download Tiberium Crystal War 2.0 Test from the link below:
http://multiplayerforums.com/files/file/2186-tiberium-crystal-war-2-test-client/
http://www.indiedb.com/games/tcw-w3d/downloads/tiberium-crystal-war-2-test-clien t

Hello everyone,

Tiberium Crystal War 2.0 is nearing a first public release however we still need to do some real balance testing with more than 10 players at a time.
Most units, buildings and code are in place now and are functioning properly.

I am hoping that by releasing this Test Installation we will see some players join up from time to time to REALLY test the balance of the game.
We can hopefully pin down any major issues before we do a full public release upcoming January 2016.

Notes: There is currently no launcher available for this test version so you will need to edit the shortcut properties on your desktop and/or startmenu and change your nickname.
Next go into your StartMenu and run the TCW2 Configuration utility to set your resolution and options.
After that you can simple double click on the shortcut called Tiberium Crystal War 2 Test to have it join our test server.

Thanks everyone for joining and testing the client.
Be sure to register on our forums to report any issues you may have: http://www.multiplayerforums.com
You can join the IRC channel on IRC.CNCIRC.NET in #MPF-TCW and #MPF-TCW-Test

Thanks again.

[Updated on: Sat, 21 November 2015 02:22]


https://multiplayerforums.com/uploads/monthly_2018_03/TCW2_Signature.png.6236a0dbc6e1e53472a18fe8cd15e47b.png
 Topic: mp_canyon_blackwall_fix
mp_canyon_blackwall_fix [message #490395] Sun, 25 January 2015 10:47
Gen_Blacky  is currently offline Gen_Blacky  
Messages: 3246
Registered: September 2006
General (3 Stars)
From: *bois.qwest.net
This might have been fixed in newer version of scripts. I have not noticed it in 4.2.
If you have the black wall behind the barracks on canyon you can use this to fix it.

Place mp_canyon+ folder in your data folder.




http://s18.postimage.org/jc6qbn4k9/bricks3.png
 Topic: mp_hrglas_emis_fix
mp_hrglas_emis_fix [message #490394] Sun, 25 January 2015 10:42
Gen_Blacky  is currently offline Gen_Blacky  
Messages: 3246
Registered: September 2006
General (3 Stars)
From: *bois.qwest.net
mp_hrglas_emis

This was annoying me so I went ahead and changed the projectile settings for the collision walls.
With this fix you hit the actual wall and not the collision wall.
The collision wall surface type was metal witch didn't make sense for the map.


http://s18.postimage.org/jc6qbn4k9/bricks3.png
 Topic: [Skin] Hotwire with Gucci backpack.
[Skin] Hotwire with Gucci backpack. [message #489610] Mon, 20 October 2014 10:32
ReLoaDeD  is currently offline ReLoaDeD  
Messages: 54
Registered: September 2007
Location: Netherlands
Recruit
From: *zeelandnet.nl
Created on my lazy sunday. Enjoy! Big Grin

index.php?t=getfile&id=15084&private=0

index.php?t=getfile&id=15083&private=0

[Updated on: Mon, 20 October 2014 11:19]


http://i107.photobucket.com/albums/m285/marcel_021/ReLoaDeDSig2.jpg

~~The MatriX Sniper~~
~~The MatriX ReLaX Funserver~~
Www.TheMatrixRen.com
Irc.TheMatrixServer.com
 Topic: [SSGM Plugin] MapTime
[SSGM Plugin] MapTime [message #488985] Mon, 11 August 2014 00:55
roszek  is currently offline roszek  
Messages: 295
Registered: June 2010
Recruit
From: *twcny.res.rr.com
A simple plugin that allows you to set set the time for individual maps.

[Plugins]
00=BanSystem.dll
01=Mute.dll
02=MapTime.dll


; --------------------------------------------------------------------------------------------------------------------------
; ------------------------------------------- Map Specific Configuration ---------------------------------------------------
; --------------------------------------------------------------------------------------------------------------------------
;Map time is set in minutes

[C&C_MapName1.mix]

MapTime=90 

[C&C_MapName2.mix]

MapTime=60

  • Attachment: MapTime.rar
    (Size: 11.23KB, Downloaded 233 time(s))

 Topic: [Map] C&C_Cairo_Day
[Map] C&C_Cairo_Day [message #483771] Wed, 02 October 2013 14:24
Lazy5686  is currently offline Lazy5686  
Messages: 254
Registered: November 2007
Recruit
From: *dhcp-dynamic.FibreOp.ns.bellaliant.net
The original map Cairo is not my creation, I simply made this new version of the map with a few changes. The original creator is Titan1x77 who made this back in 2003 (2004?) http://www.renegadeforums.com/index.php?t=usrinfo&id=133&
He has allowed me to modify and release it.

Reaver11 of Exodus allowed me to use the Hover MRLS model from his NitroMod but the original creator is Sgtmayer.
The orca bomber is not mine either but was borrowed from the map C&C_IslandsEVOS1.mix which is not even a flying map for some reason.

I did a fair amount of testing on most of the tweaks and additions. The biggest change would be a massive increase in the radius at which stealth tanks can be seen. This is a huge map, and they would be incredibly overpowered otherwise. Stealth black hands can also be seen at a larger distance.

Place the C&C_Cairo_Day.mix file in your Renegade data folder to use it. Although if you are running Tiberian Technologies' Scripts 4.0 then most major servers should be set up so that your client will automatically download the map when you try to join them. http://www.tiberiantechnologies.org/



EDIT: I'm going to make a few tweaks. Hover MRLS and TOW humvees have quite the long range. TOW humvees also have quite a bit of speed and do a lot of damage at range, I want to keep them about 450 credits so they will be slowed down a little bit and their range brought down to a more reasonable distance.

[Updated on: Tue, 08 October 2013 05:09]


The Scruffy, AngryCanadian with Vuvuzelas
-Jelly Games admin
http://i.imgur.com/7RiVG.jpg
 Topic: Renegade MP demo v1.05 hacked EXE
Renegade MP demo v1.05 hacked EXE [message #483028] Fri, 09 August 2013 05:07
iRANian  is currently offline iRANian  
Messages: 4295
Registered: April 2011
General (4 Stars)
From: *cm-5-3b.dynamic.ziggo.nl
This is the Renegade MP demo v1.05 EXE hacked to remove the "gameplay pending" and to allow you to select and use maps other than C&C_Under. There are the following bugs:

1. When joining a server the name shown under the "Host:" info is your name instead of the owner's name. I had to break this to get joining servers running maps other than C&C_Under working.
2. Map looping is always enabled.
3. If you join a server and the map ends later on, your game will reload the current map instead of the next map. This causes your client to desync with the server if the next map isn't the same as the current map. This is because the MP demo doesn't send the next map info over the network, it always uses C&C_Under.

You need to have the MP demo v1.05 installed to use this exe. You can download the v1.05 demo here:

http://www.gamearena.com.au/downloads/details.php/command-and-conquer-renegade-m ultiplayer-demo



[Updated on: Fri, 09 August 2013 11:55]


Long time and well respected Renegade community member, programmer, modder and tester.

Scripts 4.0 private beta tester since May 2011.

My Renegade server plugins releases
 Topic: [SSGM 4.0 Plugin] MAPCH Console Command
[SSGM 4.0 Plugin] MAPCH Console Command [message #482874] Tue, 30 July 2013 11:07
iRANian  is currently offline iRANian  
Messages: 4295
Registered: April 2011
General (4 Stars)
From: *cm-5-3b.dynamic.ziggo.nl
I've had this one on my HDD for ages, it's being used by the large servers for more than a year or so now, it should be fine.

This re-adds the MAPCH console command to the 4.0 FDS.

[Updated on: Tue, 30 July 2013 11:11]


Long time and well respected Renegade community member, programmer, modder and tester.

Scripts 4.0 private beta tester since May 2011.

My Renegade server plugins releases
 Topic: Dragonade 1.0.1
Dragonade 1.0.1 [message #478066] Sun, 16 December 2012 17:42
Whitedragon  is currently offline Whitedragon  
Messages: 829
Registered: February 2003
Location: California
Colonel

From: *lsanca.dsl-w.verizon.net
Dragonade

Minor bug fix version.

Quote:

Version 1.0.1:
Bug Fixes:
- Added missing cPlayer exports that would cause some plugins to not load correctly.
- Fixed crash that occurred on certain fan maps with Tiberium Silos.
- Fixed one of the examples in the example plugin not working.



http://black-cell.net/DA1.4.zip

[Updated on: Fri, 09 August 2013 02:24]


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 - )
 Topic: [SSGM 4.0 Plugin] Win By Kills
[SSGM 4.0 Plugin] Win By Kills [message #476526] Sat, 27 October 2012 16:28
zunnie  is currently offline zunnie  
Messages: 2959
Registered: September 2003
Location: Netherlands
General (2 Stars)

From: *upc-e.chello.nl
http://www.multiplayerforums.com/index.php?/files/file/102-win-by-kills/

This plugin enables you to set a target amount of kills required for a player to win the game.
When you set Required_Kills to 10, the first player to get 10 kills will win the game and gets the Reward_Points set in ssgm.ini
Set Reward_Points to like 5000 or something so they will get MVP too Smile
Players can lookup their kills left by typing !kills

To use plugin add it under the [Plugins] in ssgm.ini like for example:
[Plugins]
00=BanSystem.dll
01=Mute.dll
02=mpf_win_by_kills.dll


At the bottom of ssgm.ini add a section containing this to configure a global setting:
[Win_By_Kills]
Required_Kills=15
Reward_Points=5000


Then you can configure it per map by adding entries like this for every map (mapnames are ALL lowercase):
[c&c_islands.mix_WBK]
Required_Kills=100
Reward_Points=5000


Have fun !

[Updated on: Sat, 27 October 2012 16:44]


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