Home » Tiberian Technologies / Blackhand Studios » Tiberian Technologies Forum » Scripts 4.2 to enter private beta testing soon, here are some changes in it
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Re: Scripts 4.2 to enter private beta testing soon, here are some changes in it [message #490138 is a reply to message #490137] |
Fri, 26 December 2014 15:09 |
dblaney1
Messages: 358 Registered: March 2014 Location: United States
Karma: 0
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Commander |
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Jerad Gray wrote on Fri, 26 December 2014 15:04 | I think the best choice is to make it use Renegade original behavior that way we know special cinematic objects will be tracked correctly, and it won't potentially break any legacy mod/maps.
Then we should add a checkbox in LE that would make that preset ignored by tracking.
Least chance of breaking stock functionality that way and only newly added stuff would be affected.
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I gotta disagree on this. The new behavior is much better and fixes tons of maps with turrets that have their origin at the bottom. (any maps with the beta guard tower have this issue) The only objects that get their tracking disabled in 4.2 right now are ones that can't move. (homing is useless on them, just makes you miss if an object is in the way like a hill) Objects attached to other objects behave identical to stock when dealing with homing. I don't really see it breaking too much.
[Updated on: Fri, 26 December 2014 15:12] Report message to a moderator
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Re: Scripts 4.2 to enter private beta testing soon, here are some changes in it [message #490140 is a reply to message #490139] |
Fri, 26 December 2014 15:13 |
dblaney1
Messages: 358 Registered: March 2014 Location: United States
Karma: 0
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Commander |
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Jerad Gray wrote on Fri, 26 December 2014 15:12 |
dblaney1 wrote on Fri, 26 December 2014 15:09 |
Jerad Gray wrote on Fri, 26 December 2014 15:04 | I think the best choice is to make it use Renegade original behavior that way we know special cinematic objects will be tracked correctly, and it won't potentially break any legacy mod/maps.
Then we should add a checkbox in LE that would make that preset ignored by tracking.
Least chance of breaking stock functionality that way and only newly added stuff would be affected.
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I gotta disagree on this. The new behavior is much better and fixes tons of maps with turrets that have their origin at the bottom. The only objects that get their tracking disabled in 4.2 right now are ones that can't move. Objects attached to other objects behave identical to stock when dealing with homing.
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The current logic isn't checking if objects are attached which tells me you have yet to test it against many cinematic objects otherwise you'd be noticing issues.
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Jonwil said its checking if its attached. Maybe its not working correctly, but if it does what he said it shouldn't be an issue. Can you give me a map or single player mission where you have spotted an issue?
[Updated on: Fri, 26 December 2014 15:15] Report message to a moderator
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Re: Scripts 4.2 to enter private beta testing soon, here are some changes in it [message #490142 is a reply to message #490141] |
Fri, 26 December 2014 15:16 |
dblaney1
Messages: 358 Registered: March 2014 Location: United States
Karma: 0
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Commander |
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Jerad Gray wrote on Fri, 26 December 2014 15:15 |
dblaney1 wrote on Fri, 26 December 2014 15:13 |
Jerad Gray wrote on Fri, 26 December 2014 15:12 |
dblaney1 wrote on Fri, 26 December 2014 15:09 |
Jerad Gray wrote on Fri, 26 December 2014 15:04 | I think the best choice is to make it use Renegade original behavior that way we know special cinematic objects will be tracked correctly, and it won't potentially break any legacy mod/maps.
Then we should add a checkbox in LE that would make that preset ignored by tracking.
Least chance of breaking stock functionality that way and only newly added stuff would be affected.
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I gotta disagree on this. The new behavior is much better and fixes tons of maps with turrets that have their origin at the bottom. The only objects that get their tracking disabled in 4.2 right now are ones that can't move. Objects attached to other objects behave identical to stock when dealing with homing.
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The current logic isn't checking if objects are attached which tells me you have yet to test it against many cinematic objects otherwise you'd be noticing issues.
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Jonwil said its checking if its attached. Maybe its not working correctly, but if it does what he said it shouldn't be an issue.
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Code was changed 22 days ago, its checking
if its a building object or (if its a physical game object and if its not a movable object)
The original code just checked if it was a building object.
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Can you give me an example where there is an issue. I wanna test it. I have the 4.2 test version as well.
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Re: Scripts 4.2 to enter private beta testing soon, here are some changes in it [message #490143 is a reply to message #490142] |
Fri, 26 December 2014 15:17 |
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Jerad2142
Messages: 3808 Registered: July 2006 Location: USA
Karma: 6
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General (3 Stars) |
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dblaney1 wrote on Fri, 26 December 2014 15:16 |
Jerad Gray wrote on Fri, 26 December 2014 15:15 |
dblaney1 wrote on Fri, 26 December 2014 15:13 |
Jerad Gray wrote on Fri, 26 December 2014 15:12 |
dblaney1 wrote on Fri, 26 December 2014 15:09 |
Jerad Gray wrote on Fri, 26 December 2014 15:04 | I think the best choice is to make it use Renegade original behavior that way we know special cinematic objects will be tracked correctly, and it won't potentially break any legacy mod/maps.
Then we should add a checkbox in LE that would make that preset ignored by tracking.
Least chance of breaking stock functionality that way and only newly added stuff would be affected.
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I gotta disagree on this. The new behavior is much better and fixes tons of maps with turrets that have their origin at the bottom. The only objects that get their tracking disabled in 4.2 right now are ones that can't move. Objects attached to other objects behave identical to stock when dealing with homing.
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The current logic isn't checking if objects are attached which tells me you have yet to test it against many cinematic objects otherwise you'd be noticing issues.
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Jonwil said its checking if its attached. Maybe its not working correctly, but if it does what he said it shouldn't be an issue.
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Code was changed 22 days ago, its checking
if its a building object or (if its a physical game object and if its not a movable object)
The original code just checked if it was a building object.
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Can you give me an example where there is an issue. I wanna test it. I have the 4.2 test version as well.
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I don't think its worth the risk of breaking legacy maps and mods just for the people that didn't give two shits to fix their turrets and center their origin in the model.
As I've said, the ideas that come to mind is cinematics and visible drivers, maybe mirage models on the mirage tank.
Visit Jerad's deer sweat shop
[Updated on: Fri, 26 December 2014 15:19] Report message to a moderator
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Re: Scripts 4.2 to enter private beta testing soon, here are some changes in it [message #490144 is a reply to message #490143] |
Fri, 26 December 2014 15:19 |
dblaney1
Messages: 358 Registered: March 2014 Location: United States
Karma: 0
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Commander |
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Jerad Gray wrote on Fri, 26 December 2014 15:17 |
dblaney1 wrote on Fri, 26 December 2014 15:16 |
Jerad Gray wrote on Fri, 26 December 2014 15:15 |
dblaney1 wrote on Fri, 26 December 2014 15:13 |
Jerad Gray wrote on Fri, 26 December 2014 15:12 |
dblaney1 wrote on Fri, 26 December 2014 15:09 |
Jerad Gray wrote on Fri, 26 December 2014 15:04 | I think the best choice is to make it use Renegade original behavior that way we know special cinematic objects will be tracked correctly, and it won't potentially break any legacy mod/maps.
Then we should add a checkbox in LE that would make that preset ignored by tracking.
Least chance of breaking stock functionality that way and only newly added stuff would be affected.
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I gotta disagree on this. The new behavior is much better and fixes tons of maps with turrets that have their origin at the bottom. The only objects that get their tracking disabled in 4.2 right now are ones that can't move. Objects attached to other objects behave identical to stock when dealing with homing.
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The current logic isn't checking if objects are attached which tells me you have yet to test it against many cinematic objects otherwise you'd be noticing issues.
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Jonwil said its checking if its attached. Maybe its not working correctly, but if it does what he said it shouldn't be an issue.
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Code was changed 22 days ago, its checking
if its a building object or (if its a physical game object and if its not a movable object)
The original code just checked if it was a building object.
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Can you give me an example where there is an issue. I wanna test it. I have the 4.2 test version as well.
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I don't think its worth the risk of breaking legacy maps and mods just for the people that didn't give two shits to fix their turrets and center their origin in the model.
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I don't see how disabling homing on non-moveable objects would break maps. These objects don't move. Any ai controlled objects are gonna shoot at the origin anyway. This fixes a lot more than it breaks. Try shooting a guard tower from inside a tunnel. It doesn't matter where you put the origin. Its gonna not work from certain spots.
Jonwil said that if it is attached to another object it will still home.
[Updated on: Fri, 26 December 2014 15:20] Report message to a moderator
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Re: Scripts 4.2 to enter private beta testing soon, here are some changes in it [message #490145 is a reply to message #490144] |
Fri, 26 December 2014 15:19 |
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Jerad2142
Messages: 3808 Registered: July 2006 Location: USA
Karma: 6
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General (3 Stars) |
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dblaney1 wrote on Fri, 26 December 2014 15:19 |
Jerad Gray wrote on Fri, 26 December 2014 15:17 |
dblaney1 wrote on Fri, 26 December 2014 15:16 |
Jerad Gray wrote on Fri, 26 December 2014 15:15 |
dblaney1 wrote on Fri, 26 December 2014 15:13 |
Jerad Gray wrote on Fri, 26 December 2014 15:12 |
dblaney1 wrote on Fri, 26 December 2014 15:09 |
Jerad Gray wrote on Fri, 26 December 2014 15:04 | I think the best choice is to make it use Renegade original behavior that way we know special cinematic objects will be tracked correctly, and it won't potentially break any legacy mod/maps.
Then we should add a checkbox in LE that would make that preset ignored by tracking.
Least chance of breaking stock functionality that way and only newly added stuff would be affected.
|
I gotta disagree on this. The new behavior is much better and fixes tons of maps with turrets that have their origin at the bottom. The only objects that get their tracking disabled in 4.2 right now are ones that can't move. Objects attached to other objects behave identical to stock when dealing with homing.
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The current logic isn't checking if objects are attached which tells me you have yet to test it against many cinematic objects otherwise you'd be noticing issues.
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Jonwil said its checking if its attached. Maybe its not working correctly, but if it does what he said it shouldn't be an issue.
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Code was changed 22 days ago, its checking
if its a building object or (if its a physical game object and if its not a movable object)
The original code just checked if it was a building object.
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Can you give me an example where there is an issue. I wanna test it. I have the 4.2 test version as well.
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I don't think its worth the risk of breaking legacy maps and mods just for the people that didn't give two shits to fix their turrets and center their origin in the model.
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I don't see how disabling homing on non-moveable objects would break maps. These objects don't move. Any ai controlled objects are gonna shoot at the origin anyway. This fixes a lot more than it breaks. Try shooting a guard tower from inside a tunnel. It doesn't matter where you put the origin. Its gonna not work from certain spots.
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I center the origin of my guard towers.
As I've said, the ideas that come to mind is cinematics and visible drivers, maybe mirage models on the mirage tank.
Also player homing makes use of the bullseye offset in LE so they could have adjusted that at the very least if they were too lazy to fix the 3d model.
Visit Jerad's deer sweat shop
[Updated on: Fri, 26 December 2014 15:22] Report message to a moderator
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Re: Scripts 4.2 to enter private beta testing soon, here are some changes in it [message #490146 is a reply to message #490145] |
Fri, 26 December 2014 15:23 |
dblaney1
Messages: 358 Registered: March 2014 Location: United States
Karma: 0
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Commander |
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Jerad Gray wrote on Fri, 26 December 2014 15:19 |
dblaney1 wrote on Fri, 26 December 2014 15:19 |
Jerad Gray wrote on Fri, 26 December 2014 15:17 |
dblaney1 wrote on Fri, 26 December 2014 15:16 |
Jerad Gray wrote on Fri, 26 December 2014 15:15 |
dblaney1 wrote on Fri, 26 December 2014 15:13 |
Jerad Gray wrote on Fri, 26 December 2014 15:12 |
dblaney1 wrote on Fri, 26 December 2014 15:09 |
Jerad Gray wrote on Fri, 26 December 2014 15:04 | I think the best choice is to make it use Renegade original behavior that way we know special cinematic objects will be tracked correctly, and it won't potentially break any legacy mod/maps.
Then we should add a checkbox in LE that would make that preset ignored by tracking.
Least chance of breaking stock functionality that way and only newly added stuff would be affected.
|
I gotta disagree on this. The new behavior is much better and fixes tons of maps with turrets that have their origin at the bottom. The only objects that get their tracking disabled in 4.2 right now are ones that can't move. Objects attached to other objects behave identical to stock when dealing with homing.
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The current logic isn't checking if objects are attached which tells me you have yet to test it against many cinematic objects otherwise you'd be noticing issues.
|
Jonwil said its checking if its attached. Maybe its not working correctly, but if it does what he said it shouldn't be an issue.
|
Code was changed 22 days ago, its checking
if its a building object or (if its a physical game object and if its not a movable object)
The original code just checked if it was a building object.
|
Can you give me an example where there is an issue. I wanna test it. I have the 4.2 test version as well.
|
I don't think its worth the risk of breaking legacy maps and mods just for the people that didn't give two shits to fix their turrets and center their origin in the model.
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I don't see how disabling homing on non-moveable objects would break maps. These objects don't move. Any ai controlled objects are gonna shoot at the origin anyway. This fixes a lot more than it breaks. Try shooting a guard tower from inside a tunnel. It doesn't matter where you put the origin. Its gonna not work from certain spots.
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I center the origin of my guard towers.
As I've said, the ideas that come to mind is cinematics and visible drivers, maybe mirage models on the mirage tank. Also player homing makes use of the bullseye offset in LE.
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I just tested attaching a turret to a vehicle with "JFW_Turret_Spawn_3" "nod_turret_mp_improved,TURRET" and it homed like jonwil said it would. So it is checking if its attached to an object.
[Updated on: Fri, 26 December 2014 15:26] Report message to a moderator
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Re: Scripts 4.2 to enter private beta testing soon, here are some changes in it [message #490147 is a reply to message #490146] |
Fri, 26 December 2014 15:24 |
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Jerad2142
Messages: 3808 Registered: July 2006 Location: USA
Karma: 6
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General (3 Stars) |
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dblaney1 wrote on Fri, 26 December 2014 15:23 |
Jerad Gray wrote on Fri, 26 December 2014 15:19 |
dblaney1 wrote on Fri, 26 December 2014 15:19 |
Jerad Gray wrote on Fri, 26 December 2014 15:17 |
dblaney1 wrote on Fri, 26 December 2014 15:16 |
Jerad Gray wrote on Fri, 26 December 2014 15:15 |
dblaney1 wrote on Fri, 26 December 2014 15:13 |
Jerad Gray wrote on Fri, 26 December 2014 15:12 |
dblaney1 wrote on Fri, 26 December 2014 15:09 |
Jerad Gray wrote on Fri, 26 December 2014 15:04 | I think the best choice is to make it use Renegade original behavior that way we know special cinematic objects will be tracked correctly, and it won't potentially break any legacy mod/maps.
Then we should add a checkbox in LE that would make that preset ignored by tracking.
Least chance of breaking stock functionality that way and only newly added stuff would be affected.
|
I gotta disagree on this. The new behavior is much better and fixes tons of maps with turrets that have their origin at the bottom. The only objects that get their tracking disabled in 4.2 right now are ones that can't move. Objects attached to other objects behave identical to stock when dealing with homing.
|
The current logic isn't checking if objects are attached which tells me you have yet to test it against many cinematic objects otherwise you'd be noticing issues.
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Jonwil said its checking if its attached. Maybe its not working correctly, but if it does what he said it shouldn't be an issue.
|
Code was changed 22 days ago, its checking
if its a building object or (if its a physical game object and if its not a movable object)
The original code just checked if it was a building object.
|
Can you give me an example where there is an issue. I wanna test it. I have the 4.2 test version as well.
|
I don't think its worth the risk of breaking legacy maps and mods just for the people that didn't give two shits to fix their turrets and center their origin in the model.
|
I don't see how disabling homing on non-moveable objects would break maps. These objects don't move. Any ai controlled objects are gonna shoot at the origin anyway. This fixes a lot more than it breaks. Try shooting a guard tower from inside a tunnel. It doesn't matter where you put the origin. Its gonna not work from certain spots.
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I center the origin of my guard towers.
As I've said, the ideas that come to mind is cinematics and visible drivers, maybe mirage models on the mirage tank. Also player homing makes use of the bullseye offset in LE.
|
I just tested attaching a turret to a vehicle with "JFW_Turret_Spawn_3" "nod_turret_mp_improved,TURRET" and it homed like jonwil said it would. So it is checking if its attached to an object.
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Now test the same thing with a cinematic so you know it didn't actually home on the object you attached it to, and then you can test it with the AI just in case the change I looked at is only for the player lock on stuff.
Visit Jerad's deer sweat shop
[Updated on: Fri, 26 December 2014 15:26] Report message to a moderator
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Re: Scripts 4.2 to enter private beta testing soon, here are some changes in it [message #490148 is a reply to message #490147] |
Fri, 26 December 2014 15:27 |
dblaney1
Messages: 358 Registered: March 2014 Location: United States
Karma: 0
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Commander |
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Jerad Gray wrote on Fri, 26 December 2014 15:24 |
dblaney1 wrote on Fri, 26 December 2014 15:23 |
Jerad Gray wrote on Fri, 26 December 2014 15:19 |
dblaney1 wrote on Fri, 26 December 2014 15:19 |
Jerad Gray wrote on Fri, 26 December 2014 15:17 |
dblaney1 wrote on Fri, 26 December 2014 15:16 |
Jerad Gray wrote on Fri, 26 December 2014 15:15 |
dblaney1 wrote on Fri, 26 December 2014 15:13 |
Jerad Gray wrote on Fri, 26 December 2014 15:12 |
dblaney1 wrote on Fri, 26 December 2014 15:09 |
Jerad Gray wrote on Fri, 26 December 2014 15:04 | I think the best choice is to make it use Renegade original behavior that way we know special cinematic objects will be tracked correctly, and it won't potentially break any legacy mod/maps.
Then we should add a checkbox in LE that would make that preset ignored by tracking.
Least chance of breaking stock functionality that way and only newly added stuff would be affected.
|
I gotta disagree on this. The new behavior is much better and fixes tons of maps with turrets that have their origin at the bottom. The only objects that get their tracking disabled in 4.2 right now are ones that can't move. Objects attached to other objects behave identical to stock when dealing with homing.
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The current logic isn't checking if objects are attached which tells me you have yet to test it against many cinematic objects otherwise you'd be noticing issues.
|
Jonwil said its checking if its attached. Maybe its not working correctly, but if it does what he said it shouldn't be an issue.
|
Code was changed 22 days ago, its checking
if its a building object or (if its a physical game object and if its not a movable object)
The original code just checked if it was a building object.
|
Can you give me an example where there is an issue. I wanna test it. I have the 4.2 test version as well.
|
I don't think its worth the risk of breaking legacy maps and mods just for the people that didn't give two shits to fix their turrets and center their origin in the model.
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I don't see how disabling homing on non-moveable objects would break maps. These objects don't move. Any ai controlled objects are gonna shoot at the origin anyway. This fixes a lot more than it breaks. Try shooting a guard tower from inside a tunnel. It doesn't matter where you put the origin. Its gonna not work from certain spots.
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I center the origin of my guard towers.
As I've said, the ideas that come to mind is cinematics and visible drivers, maybe mirage models on the mirage tank. Also player homing makes use of the bullseye offset in LE.
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I just tested attaching a turret to a vehicle with "JFW_Turret_Spawn_3" "nod_turret_mp_improved,TURRET" and it homed like jonwil said it would. So it is checking if its attached to an object.
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Now test the same thing with a cinematic so you know it didn't actually home on the object you attached it to, and then you can test it with the AI just in case the change I looked at is only for the player lock on stuff.
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Just posted a screenshot proving that it homed in my last post.
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Re: Scripts 4.2 to enter private beta testing soon, here are some changes in it [message #490153 is a reply to message #490073] |
Fri, 26 December 2014 18:43 |
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If someone can show a case where an object has an immovable physics type AND isn't attached to another object via Commands->Attach_To_Object_Bone AND where having homing rockets affect it is desirable, (and can show why this object needs to have homing missiles affect it) I will consider further changes beyond the already announced "ignore this object for tracking purposes" flag
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
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Re: Scripts 4.2 to enter private beta testing soon, here are some changes in it [message #490173 is a reply to message #490073] |
Sun, 28 December 2014 16:38 |
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Changes made since the test build was pushed:
New script JMG_Send_Custom_When_Custom_Sequence_Matched
Add a flag to allow objects that would otherwise be tracking targets to be ignored for tracking purposes
Clear the image set by Set_Info_Texture on map load
Fix an issue with some netcode debugs
Things I have on my todo list:
Fix issues with AI VTOLs (I now have a good testcase for this thanks to Jerad)
Fix an issue with team name changing (once Jerad gives me some reproduction steps)
Fix an issue with the weapon chart (once Jerad gives me some reproduction steps)
Fix some issues caused if you repeatedly play single player/skirmish in certain circumstances (I have reproduction steps for this)
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
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Re: Scripts 4.2 to enter private beta testing soon, here are some changes in it [message #490176 is a reply to message #490172] |
Mon, 29 December 2014 06:46 |
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danpaul88
Messages: 5795 Registered: June 2004 Location: England
Karma: 0
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General (5 Stars) |
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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.
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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.
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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.
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Re: Scripts 4.2 to enter private beta testing soon, here are some changes in it [message #490178 is a reply to message #490176] |
Mon, 29 December 2014 13:07 |
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Jerad2142
Messages: 3808 Registered: July 2006 Location: USA
Karma: 6
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General (3 Stars) |
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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.
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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.
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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.
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Then its a useless configuration setting that shouldn't have been added in the first place.
Visit Jerad's deer sweat shop
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