scripts.dll 2.4 [message #187666] |
Sun, 29 January 2006 19:25 |
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I am planning to get 2.3.1 out with any needed fixes then get CP2 into beta testing (its ready, just going to wait for 2.3.1 plus I gotta get a readme file) but after that, I am thinking about looking into a 2.4 release.
What features do people want to see in a 2.4 release?
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.dll 2.4 [message #187681 is a reply to message #187666] |
Sun, 29 January 2006 20:59 |
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Cat998
Messages: 1081 Registered: January 2004 Location: Austria, Vienna
Karma: 0
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General (1 Star) Moderator/Captain |
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- join/leave hook
- clientcommand for sending console commands and other stuff to the server
- gameplay pending control
- UDP flooding check
- gameover hook
- More ways to change settings on the server you would otherwise need to change in LE/objects.ddb
- Client bandwidth-change reporting/logging (Crimsons server has running that)
Thats all Folks
When people ask me "Plz" just because it's shorter than "Please" I feel perfectly justified to answer "No" because it's shorter then "Yes"
Programming is like sex: one mistake and you have to support it for the rest of your life
Want the best answers? Ask the best questions!
"So long, and thanks for all the fish."
[Updated on: Sun, 29 January 2006 21:08] Report message to a moderator
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Re: scripts.dll 2.4 [message #187682 is a reply to message #187666] |
Sun, 29 January 2006 21:05 |
bisen11
Messages: 797 Registered: December 2004
Karma: 0
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Colonel |
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Scripts that kill spawners on the event of an objects death. A way to make more than one repair building for a base. (say a building on the right repairs the buildings near it and one on left repairs ones near it). And is there a script to make a bot shoot while following a waypath?
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Re: scripts.dll 2.4 [message #187689 is a reply to message #187666] |
Sun, 29 January 2006 23:12 |
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Kamuix
Messages: 1247 Registered: May 2005 Location: Ontario, Canada
Karma: 0
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General (1 Star) |
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A teleport script that instead of being team specified like the JFW one. Its specified by a player name.
A script for the MX0_Obelisk object that would allow it to work and be destroyable.< Probably impossoble to do but its an idea.
A "Kill <Player ID> Console command. Along with Kill2 for not taking away cash.
A Map Position console command.
Mappos <Player ID> <X> <Y> <Z> Moves the player to that map position . I love this idea.
A script that u can use to specify which team players start on when they join. Instead of automaticly balancing the teams. Maybe.
There are some ideas i thought of .
[Updated on: Sun, 29 January 2006 23:19] Report message to a moderator
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Re: scripts.dll 2.4 [message #187711 is a reply to message #187666] |
Mon, 30 January 2006 03:56 |
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theplague
Messages: 261 Registered: May 2004
Karma: 0
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Recruit |
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might be a little off topic, but with the client scripts, perhaps you can add a option where hosts can send files to clients automaticly, maybe map files, maybe sound files, however i do realise that there will be a major client security risk, maybe something can be put into place to stop it. (maybe limit it to .wav and .mix only and make it so it can't over write original map and sound files)
how about a Page hook? i know theres already a PPage hook, just need a page hook
also, gameover hook you can do already (unless you got it set to buildingDestructionEndsGame=no) just everytime a building gets killed, check how many buildings are left on that buildings team, if it's 0, then you can do gameover stuff, cos the players haven't been destroy objected yet.
if your server has a time limit, create a invisible_object and attach a timer to it, read the time limit out of the config file with getProfileInt and set the timer to timeLimit - 0.5, thats when game will be over
[Updated on: Mon, 30 January 2006 03:57] Report message to a moderator
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Re: scripts.dll 2.4 [message #187720 is a reply to message #187666] |
Mon, 30 January 2006 05:57 |
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If by "page", you mean hooking the WOL pages, I have no idea how to do that.
You can already hook the PPAGE, TPAGE, MESSAGE and TMSG console commands.
Being able to send data over the network sounds nice but there are issues we would need to work through before we did that.
As for gameover hook, I want to hook the actual end game code so that you can pick up a bunch of things you cant get at easily any other way.
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.dll 2.4 [message #187752 is a reply to message #187686] |
Mon, 30 January 2006 11:56 |
=HT=T-Bird
Messages: 712 Registered: June 2005
Karma: 0
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Colonel |
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Once you get joinhook/leavehook done, do you think you could add join/leave logging to the Gamelog and SSAOWLog? It would save us bot designers the work of having to parse the Renlog in ADDITION to SSAOWLog or Gamelog...
HTT-Bird (IRC)
HTTBird (WOL)
Proud HazTeam Lieutenant.
BlackIntel Coder & Moderator.
If you have trouble running BIATCH on your FDS, have some questions about a BIATCH message or log entry, or think that BIATCH spit out a false positive, PLEASE contact the BlackIntel coding team and avoid wasting the time of others.
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Re: scripts.dll 2.4 [message #187786 is a reply to message #187762] |
Mon, 30 January 2006 16:43 |
=HT=T-Bird
Messages: 712 Registered: June 2005
Karma: 0
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Colonel |
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Cat998 wrote on Mon, 30 January 2006 15:06 | Gamelog and SSAOWlog are part of SSAOW, not scripts.dll
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LOL SSAOW is really another scripts.dll version! Go look at the SSAOW sources Cat...
HTT-Bird (IRC)
HTTBird (WOL)
Proud HazTeam Lieutenant.
BlackIntel Coder & Moderator.
If you have trouble running BIATCH on your FDS, have some questions about a BIATCH message or log entry, or think that BIATCH spit out a false positive, PLEASE contact the BlackIntel coding team and avoid wasting the time of others.
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Re: scripts.dll 2.4 [message #187808 is a reply to message #187666] |
Mon, 30 January 2006 18:17 |
fl00d3d
Messages: 1107 Registered: August 2003 Location: Iowa, USA
Karma: 0
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General (1 Star) Viva la Resistance! |
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What do you need to know in order to stop the UDP flooding? This is a major issue that Cat and I are working on dilligently. We've tried some IDS approaches, but it should be "easier" to produce some sort of a patch for it.
I really don't know what you "do not know" about the UDP situation so I cannot offer anything in return. If you explain to me what you'd need to know in order to do this I may be able to help you, help us.
This is a very serious problem that many admins have been facing the last few months and should be a relatively easy fix (in my mind at least).
Please let Cat know if you have any questions for me - he seems to keep me centered on the correct threads as needed as my attention is very scattered atm.
Thanks!
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Re: scripts.dll 2.4 [message #187838 is a reply to message #187829] |
Mon, 30 January 2006 20:40 |
Napalmic
Messages: 57 Registered: May 2005 Location: United States
Karma: 0
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Buckery wrote on Mon, 30 January 2006 19:16 | I was thinking of a more practical door. Where you walk up to it and hit E(or whatever your action key is) And she opens.
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There's been four added toggle door scripts since 2.2 now? And some include requiring a key to open.
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Re: scripts.dll 2.4 [message #187865 is a reply to message #187666] |
Tue, 31 January 2006 01:40 |
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Goztow
Messages: 9738 Registered: March 2005 Location: Belgium
Karma: 13
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General (5 Stars) Goztoe |
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Could you fix the bug/exploit where someone is on nod but seems to be on gdi, treasonaly kills people and can't be kicked because is not found in the playerlist (doesn't show on brenbot neather)?
You can find me in The KOSs2 (TK2) discord while I'm playing. Feel free to come and say hi! TK2 discord
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Re: scripts.dll 2.4 [message #187874 is a reply to message #187666] |
Tue, 31 January 2006 04:42 |
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So basicly the UDP flooding is where someone sends too many UDP packets to the renegade server and causes it to do what exactly? Crash? Freeze? Fail to accept normal connections?
Also, can anyone provide more information for the GDI vs NOD explot /bug mentioned? Anyone know how to reproduce it?
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.dll 2.4 [message #187877 is a reply to message #187874] |
Tue, 31 January 2006 04:54 |
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Cat998
Messages: 1081 Registered: January 2004 Location: Austria, Vienna
Karma: 0
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General (1 Star) Moderator/Captain |
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jonwil wrote on Tue, 31 January 2006 12:42 | So basicly the UDP flooding is where someone sends too many UDP packets to the renegade server and causes it to do what exactly? Crash? Freeze? Fail to accept normal connections?
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Some1 floods the server's gameport with a simple udp flooder
programm (a 0,5 Mbit connection can flood a 100 Mbit Server,
so its a huge FDS bug),all players that are playing on the server lose connection then, get 9999 ping and get disconnected from the server.
Im thinking about a code injection that checks the udp packets,
if they are valid, before they are reaching the normal FDS code.
Something like this.
When people ask me "Plz" just because it's shorter than "Please" I feel perfectly justified to answer "No" because it's shorter then "Yes"
Programming is like sex: one mistake and you have to support it for the rest of your life
Want the best answers? Ask the best questions!
"So long, and thanks for all the fish."
[Updated on: Tue, 31 January 2006 05:02] Report message to a moderator
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Re: scripts.dll 2.4 [message #188032 is a reply to message #187874] |
Wed, 01 February 2006 07:44 |
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Ma1kel
Messages: 956 Registered: July 2005 Location: Kingdom of the Netherland...
Karma: 0
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Colonel |
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jonwil wrote on Tue, 31 January 2006 05:42 | Also, can anyone provide more information for the GDI vs NOD explot /bug mentioned? Anyone know how to reproduce it?
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It's a very rare bug, for the 2 year I'm playing Renegade on-line I only have seen it 2 times.
Dutch to English
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Re: scripts.dll 2.4 [message #188033 is a reply to message #188032] |
Wed, 01 February 2006 07:48 |
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Goztow
Messages: 9738 Registered: March 2005 Location: Belgium
Karma: 13
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General (5 Stars) Goztoe |
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Ma1kel wrote on Wed, 01 February 2006 09:44 |
jonwil wrote on Tue, 31 January 2006 05:42 | Also, can anyone provide more information for the GDI vs NOD explot /bug mentioned? Anyone know how to reproduce it?
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It's a very rare bug, for the 2 year I'm playing Renegade on-line I only have seen it 2 times.
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I've seen it twice in the last 2 months... It's rare indd but not that rare.
You can find me in The KOSs2 (TK2) discord while I'm playing. Feel free to come and say hi! TK2 discord
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