Re: Changelist for scripts.dll 4.0 [message #349435 is a reply to message #349217] |
Fri, 05 September 2008 09:13 |
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s0meSkunk
Messages: 62 Registered: June 2005 Location: West Philadelphia
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s0meSkunk wrote on Thu, 04 September 2008 03:20 | Please make it so that curved surfaces work again.
They no longer work past scripts 2.9 I believe.
I think I've mentioned something like this before.
I know it's tough to enable them, but they really make the models look better.
Truform makes the game look much better.
You need Catalyst 5.8, and an ATi x850xt-pe or older to enable them...but still.
They're the way to make the game look the best, and if these new scripts are going to be required, then they shouldn't be breaking anything.
I use truform, truform is awesome.
Don't take it away.
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"Sexy Kick!!!"
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Re: Changelist for scripts.dll 4.0 [message #349441 is a reply to message #349435] |
Fri, 05 September 2008 10:21 |
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saberhawk
Messages: 1068 Registered: January 2006 Location: ::1
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General (1 Star) |
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s0meSkunk wrote on Fri, 05 September 2008 11:13 |
s0meSkunk wrote on Thu, 04 September 2008 03:20 | Please make it so that curved surfaces work again.
They no longer work past scripts 2.9 I believe.
I think I've mentioned something like this before.
I know it's tough to enable them, but they really make the models look better.
Truform makes the game look much better.
You need Catalyst 5.8, and an ATi x850xt-pe or older to enable them...but still.
They're the way to make the game look the best, and if these new scripts are going to be required, then they shouldn't be breaking anything.
I use truform, truform is awesome.
Don't take it away.
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Nothing in the code suggests that they are broken, and we don't have any hardware that can actually do TruForm
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Re: Changelist for scripts.dll 4.0 [message #349450 is a reply to message #349445] |
Fri, 05 September 2008 11:32 |
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saberhawk
Messages: 1068 Registered: January 2006 Location: ::1
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General (1 Star) |
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1) No computer I have access to has an AGP port anymore (so that rules out the AGP version)
2) No computer I have access to has an operating system capable of running CATALYST 5.8 (They are all running Vista, and I am *not* going back to XP in any way)
3) Anisotropic filtering will be working just fine for nVidia cards under scripts 4 (Renegade itself does not currently because it tries to do anisotropic filtering on magnification as well as minification, which produces negligible results)
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Re: Changelist for scripts.dll 4.0 [message #349555 is a reply to message #349523] |
Sat, 06 September 2008 11:37 |
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saberhawk
Messages: 1068 Registered: January 2006 Location: ::1
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PaRaDoX wrote on Sat, 06 September 2008 05:19 | Tessellation would be a good replacement for that. Think that was what TrueForm was anyway.
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TruForm was exposed as "npatches" in Direct3D *shrug*
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Re: Changelist for scripts.dll 4.0 [message #349663 is a reply to message #349662] |
Sat, 06 September 2008 22:43 |
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saberhawk
Messages: 1068 Registered: January 2006 Location: ::1
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nopol10 wrote on Sun, 07 September 2008 00:31 | I'm running it at 16xQ AA by forcing it thru nVidia Control Panel. Is using the in-game settings better than forcing it?
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Using the ingame settings doesn't trigger AA on things that shouldn't be AA'd (ie text/UI)
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Re: Changelist for scripts.dll 4.0 [message #349818 is a reply to message #349523] |
Sun, 07 September 2008 19:11 |
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s0meSkunk
Messages: 62 Registered: June 2005 Location: West Philadelphia
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PaRaDoX wrote on Sat, 06 September 2008 06:19 | Tessellation would be a good replacement for that. Think that was what TrueForm was anyway.
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I think that's true.
In fact I don't think Truform is what doesn't work with the newer Scripts, I think it's the fact that the driver is just too damn old cause it's 5.8
Whatever's in the scripts that conflicts with that driver, should become optional.
Especially since the damn game was designed around ATI cards to begin with, and I only own an X850XT PE for Renegade specifically because that's what the game looks the best on.
Edit
Just tried the newest Scrips file with Catalyst 5.8 and the game simply goes to a blank screen.
I can hear the Renegade music playing.
Here are some screen shots to show how Truform makes the game look better.
Looking at them in a slide show gives the most dramatic affect.
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Attachment: Truform.zip
(Size: 8.74MB, Downloaded 248 times)
"Sexy Kick!!!"
[Updated on: Sun, 07 September 2008 21:46] Report message to a moderator
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Re: Changelist for scripts.dll 4.0 [message #349847 is a reply to message #349818] |
Mon, 08 September 2008 01:00 |
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saberhawk
Messages: 1068 Registered: January 2006 Location: ::1
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General (1 Star) |
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s0meSkunk wrote on Sun, 07 September 2008 21:11 |
PaRaDoX wrote on Sat, 06 September 2008 06:19 | Tessellation would be a good replacement for that. Think that was what TrueForm was anyway.
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I think that's true.
In fact I don't think Truform is what doesn't work with the newer Scripts, I think it's the fact that the driver is just too damn old cause it's 5.8
Whatever's in the scripts that conflicts with that driver, should become optional.
Especially since the damn game was designed around ATI cards to begin with, and I only own an X850XT PE for Renegade specifically because that's what the game looks the best on.
Edit
Just tried the newest Scrips file with Catalyst 5.8 and the game simply goes to a blank screen.
I can hear the Renegade music playing.
Here are some screen shots to show how Truform makes the game look better.
Looking at them in a slide show gives the most dramatic affect.
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Right, so we need to call up AMD's developer support and find out why Catalyst 5.8 (an ancient driver) doesn't work properly with a correctly-functioning Direct3D9 application? Do you expect us to get a result also? Besides the laughter from the other sides, of course... We have other far more important things to do. The code follows all of ATi's specifications for enabling TruForm, there is nothing more we can do.
[Updated on: Mon, 08 September 2008 01:02] Report message to a moderator
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Re: Changelist for scripts.dll 4.0 [message #349849 is a reply to message #336622] |
Mon, 08 September 2008 01:58 |
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s0meSkunk
Messages: 62 Registered: June 2005 Location: West Philadelphia
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Right but my point wasn't about truform not working, just the driver needed to enable truform.
You get a blank screen with Truform enabled or not.
Since it's stuff you're adding on top of the game, couldn't you find out what is causing the screen to appear blank????
Maybe the driver doesn't support bloom, or something along those lines.
I know the card doesn't support SM3, but I don't think that's what you're using nor would it be enabled for a menu.
Maybe the next version of scripts could have the graphics options newer than 2.9.2 optional/separate???
So then I wouldn't be forced to leave behind the better graphics I have now?
"Sexy Kick!!!"
[Updated on: Tue, 09 September 2008 14:14] Report message to a moderator
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Re: Changelist for scripts.dll 4.0 [message #350413 is a reply to message #350392] |
Wed, 10 September 2008 23:48 |
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s0meSkunk
Messages: 62 Registered: June 2005 Location: West Philadelphia
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I posted the screen shots.
Look at the models of the character in the screen shots, that's where the real comparison is.
Maybe I'll take more while I'm playing to show what things Raveshaw's face looks like with Truform or something.
All the infantry look better, and your arms in the first person view look much better.
Other than that, nVidia cards all the way. (my real card is a Geforce 8800GTS 512, and I only put in the X850XT PE when I want to play Renegade)
I wonder if it's just the DX9 stuff making 5.8 not work...it'd be cool to have a DX8 version of Scripts 4.0 that just modifies things that aren't graphics.
"Sexy Kick!!!"
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Re: Changelist for scripts.dll 4.0 [message #350419 is a reply to message #350413] |
Thu, 11 September 2008 00:18 |
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saberhawk
Messages: 1068 Registered: January 2006 Location: ::1
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s0meSkunk wrote on Thu, 11 September 2008 02:48 | I posted the screen shots.
Look at the models of the character in the screen shots, that's where the real comparison is.
Maybe I'll take more while I'm playing to show what things Raveshaw's face looks like with Truform or something.
All the infantry look better, and your arms in the first person view look much better.
Other than that, nVidia cards all the way. (my real card is a Geforce 8800GTS 512, and I only put in the X850XT PE when I want to play Renegade)
I wonder if it's just the DX9 stuff making 5.8 not work...it'd be cool to have a DX8 version of Scripts 4.0 that just modifies things that aren't graphics.
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Which simply can't happen
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Re: Changelist for scripts.dll 4.0 [message #351331 is a reply to message #336622] |
Thu, 18 September 2008 14:49 |
StealthEye
Messages: 2518 Registered: May 2006 Location: The Netherlands
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General (2 Stars) |
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When you hide, it usually discharges, but sometimes it fires instantly... I'm pretty sure that it was not supposed to do that, because if it was, either it would always discharge, it would always stay charged or it would use some random number generator to determine whether to stay charged. It would not rely on things happening in reverse order so that in some weird way sometimes it happens and sometimes it does not...
It would not make sense anyway since the obelisk in TS (not sure about TD but I assume it worked very similar) did not do that.
Edit: Oh, I just realized you were talking about TD. If the ob did that, my guess is that it is a similar bug or it was indeed intentional. But if it were, why wouldn't the ob simply charge after every shot? Then it would always be able to fire instantly. Knowing that in TS the ob did not stay charged, I think it's very unlikely that it would be intentional, especially after seeing the code for the Renegade ob.
BlackIntel admin/founder/coder
Please visit http://www.blackintel.org/
[Updated on: Thu, 18 September 2008 14:52] Report message to a moderator
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Re: Changelist for scripts.dll 4.0 [message #351540 is a reply to message #336622] |
Sun, 21 September 2008 00:52 |
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JohnDoe
Messages: 1416 Registered: May 2006
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General (1 Star) |
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Pseudo science aside, isn't it enough to know that the Obelisk charges itself once the first enemy comes in sight in every C&C game? If it could store the energy, why wouldn't it charge as soon as it's build and zap the attacker immediatly?
lol
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