Re: Details of some of the features in 4.0 [message #404720 is a reply to message #404515] |
Thu, 01 October 2009 00:17 |
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Oh and about Linux support for those who mentioned it, its not as simple as it looks due to the way GCC works.
Unless you understand stuff about the ASM generated by GCC when you compile stuff, dont pretend you have a clue how long it will take to port 4.0 to the LFDS.
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: Details of some of the features in 4.0 [message #404723 is a reply to message #404515] |
Thu, 01 October 2009 00:26 |
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Veyrdite
Messages: 1471 Registered: August 2006 Location: Australia, Sydney
Karma: 0
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General (1 Star) |
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Sad about the lost support for Linux FDS. Does it work under WINE?
Quote: | C4 no longer gets defused when the owner leaves the game
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Could this cause a problem with someone placing an impossible-to-reach-nuke and then when they leave/get kicked it is still there?
Finally, is the stack-nuke exploit fixed?
WOL: Veyrdite Previously: Dthdealer ( a long time ago )
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Re: Details of some of the features in 4.0 [message #404727 is a reply to message #404515] |
Thu, 01 October 2009 00:57 |
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The JFW_Empty_Vehicle_Timer script is only for objects that you actually attach it to (which means its not for stock renegade)
And no, I dont think you can take screenshots of dialog boxes.
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: Details of some of the features in 4.0 [message #404736 is a reply to message #404515] |
Thu, 01 October 2009 02:48 |
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With regard to textures, we only cheat check the stealth texture and the sniper scope. The rest are not checked.
We do not check audio files at all.
All w3d files are checked.
It will be up to the individual server whether a given w3d file (or whatever) is valid or not. There will also be a "no file check" option for the server that turns off all the file checking.
Details for the server bits are still being worked out.
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: Details of some of the features in 4.0 [message #404749 is a reply to message #404515] |
Thu, 01 October 2009 05:16 |
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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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About cheat detection:
1. will server owners be able to screenshot player's screens? It was mentioned before this would be included.
2. will c4 skins be checked?
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: Details of some of the features in 4.0 [message #404756 is a reply to message #404515] |
Thu, 01 October 2009 06:03 |
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Remote screenshot functionality IS in and 100% working last I checked.
You will (as of now) need to be able to run a web server that can respond to the specific upload sent by the client.
As for C4 textures checking textures applied to 3d models (i.e. not textures directly referenced by the code) would place a lot of load on the CPU, especially if we only want to check some textures and not others.
With remote screenshot, it is possible to simply grab a screenshot of any player suspected of using C4 cheats at a point when they are looking at a C4 object.
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: Details of some of the features in 4.0 [message #404764 is a reply to message #404758] |
Thu, 01 October 2009 06:39 |
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Goztow wrote on Thu, 01 October 2009 21:09 | Does number 1. include regular random screenshots at configurable times (e.g. every hour, or at joining, or at leaving)?
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No, there is no such feature. But its easy to make your bot trigger remote screenshots anytime you like (e.g. by detecting the player join message and triggering remote screenshot then)
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: Details of some of the features in 4.0 [message #404775 is a reply to message #404515] |
Thu, 01 October 2009 07:58 |
masterkna
Messages: 69 Registered: October 2008 Location: The Abyss, NY
Karma: 0
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Recruit |
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stoned brought up a question in another forum
Quote: | Add base defence scripts that ignore stealth
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what do you mean by this.. out of curiosity
GEORGE ZIMMER wrote on Wed, 26 August 2009 | Then again, banning anyone for anything automatically makes you a biased prick who shouldn't be a moderator.
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lol
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Re: Details of some of the features in 4.0 [message #404825 is a reply to message #404515] |
Thu, 01 October 2009 12:53 |
StealthEye
Messages: 2518 Registered: May 2006 Location: The Netherlands
Karma: 0
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General (2 Stars) |
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I think the deadzones were mentioned before: they are fixed. They are not special zones, it's just that the netcode was unable to send target points that are (far) below the player's position.
About LFDS support: it requires us making all hooks compatible, do additional testing, fetch the correct addresses and place them at the right places, etc. It's a lot of work, and it's mostly useless because the amount of active linux servers is really low...
BlackIntel admin/founder/coder
Please visit http://www.blackintel.org/
[Updated on: Thu, 01 October 2009 12:55] Report message to a moderator
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Re: Details of some of the features in 4.0 [message #404844 is a reply to message #404720] |
Thu, 01 October 2009 14:46 |
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Wiener wrote on Thu, 01 October 2009 02:25 | hell of a list: seems the coders had a very busy time THX for that dedication
Quote: | New script JFW_Empty_Vehicle_Timer which will destroy an empty vehicle if it remains empty for a certain period of time
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Does that mean I cannot park an empty vehicle for the entire game? Like a stolen enemy tank (to decrease their limit) or one to block the harv at the bay?
Quote: | Cleaned up screenshot code to eliminate screenshot lag and to work better in windowed mode
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will print screen work on endgame screen?
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Why not make your own script server side, most ppl play on servers not on there own
FT-Owners - Sladewill,Snazy2007,Willdy
http://FT-Gaming.com for more info...
[Updated on: Thu, 01 October 2009 14:48] Report message to a moderator
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Re: Details of some of the features in 4.0 [message #404851 is a reply to message #404722] |
Thu, 01 October 2009 15:26 |
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saberhawk
Messages: 1068 Registered: January 2006 Location: ::1
Karma: 0
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General (1 Star) |
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Wiener wrote on Thu, 01 October 2009 03:25 |
Quote: | New script JFW_Empty_Vehicle_Timer which will destroy an empty vehicle if it remains empty for a certain period of time
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Does that mean I cannot park an empty vehicle for the entire game? Like a stolen enemy tank (to decrease their limit) or one to block the harv at the bay?
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Just because a script is created doesn't mean it's "activated" on every vehicle in the game, just that it's available for use by modders/server owners/whatever
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Re: Details of some of the features in 4.0 [message #404867 is a reply to message #404825] |
Thu, 01 October 2009 17:42 |
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Spoony
Messages: 3915 Registered: January 2006
Karma: 0
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General (3 Stars) Tactics & Strategies Moderator |
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StealthEye wrote on Thu, 01 October 2009 14:53 | I think the deadzones were mentioned before: they are fixed. They are not special zones, it's just that the netcode was unable to send target points that are (far) below the player's position.
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That would explain the bridge, but not a med/mammy/MRLS on the side path, nor a grenadier/gunner on the infantry-only area hitting the airstrip...
If someone has fixed this, can they knock us up a quick fix for it so we can test it? This WILL affect Mesa (I happen to think it'll give GDI the edge, a med on the bridge will be a powerhouse now, and many people are currently convinced that Nod owns the map when the pointsfix is there, so this might smooth things out)
Sir Kane wrote | That actually appears to happen when you attack stuff from above. It also happens on hourglass from top of hill (I think so at least).
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yes, you are correct. when a tank retreats from you down the hill past a certain level (which isn't far), you only do about half damage to it. it's also why you can't DIRECTLY attack the buildings you'd think you'd be able to attack from the hill - of course many people know the reticle trick, but you really shouldn't have to explain this to a new player every time. (it's sad to see a new player who's honestly convinced they're hitting the PP with an arty when they're not, eh?)
this ought to be fixed too, though i don't think it's as big an issue as mesa.
Unleash the Renerageâ„¢
Renedrama [ren-i-drah-muh]
- noun
1. the inevitable criticism one receives after doing something awful
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Re: Details of some of the features in 4.0 [message #404870 is a reply to message #404869] |
Thu, 01 October 2009 18:05 |
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Spoony
Messages: 3915 Registered: January 2006
Karma: 0
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General (3 Stars) Tactics & Strategies Moderator |
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liquidv2 wrote on Thu, 01 October 2009 19:51 | the last time i did hourglass the agt ended up dying so i put my arty over the very edge of the hill so it started aiming downwards and i could hit the barracks if i lined my reticle up on it and still aimed at the ground
i did the same with tanks and infantry and could do full damage provided i wasn't actually pointing at what i was trying to hit, if you understand what i'm saying
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i do, yes. but a new player shouldn't have to be told this, and he's highly unlikely to work it out by himself without spending a LOT of time on the issue.
Unleash the Renerageâ„¢
Renedrama [ren-i-drah-muh]
- noun
1. the inevitable criticism one receives after doing something awful
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Re: Details of some of the features in 4.0 [message #404895 is a reply to message #404750] |
Thu, 01 October 2009 21:43 |
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RadioactiveHell
Messages: 175 Registered: August 2009 Location: San Antonio, TX
Karma: 0
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Recruit |
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EvilWhiteDragon wrote on Thu, 01 October 2009 07:19 |
Goztow wrote on Thu, 01 October 2009 14:16 | About cheat detection:
1. will server owners be able to screenshot player's screens? It was mentioned before this would be included.
2. will c4 skins be checked?
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We did agree on the screenshot feature, and it *should be* included, but I'm unsure whether there has been any work done on it.
C4 skins should indeed be checked as well.
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Sorry but the whole c4 checking thing is fkin retarded. There are tons of different c4 textures (with more being made) and who decides which ones are ok and which ones arnt? Also, even if there was a standard, what would be the penalty?
Most people just like to have skins to pretty up the game, because, tbh, the original textures kinda blow.
Remote screenshots are great for catching suspected cheaters, but using the feature for things as petty as checking for c4 skins is just stupid.
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Re: Details of some of the features in 4.0 [message #404907 is a reply to message #404515] |
Thu, 01 October 2009 23:47 |
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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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Radio, if a server doesn't allow c4 skins except whitelisted ones, then the player will just see the standard c4 skin. That's the "penalty".
i doubt many servers will actually block a lot of skins, as they're too afraid they'll loose players. The KOSs2 server actually aims for a specific public, though, which will surely appreciate the fact we'll try to put everyone on an as equal level as possible. We'll probably white list a range of skins that we find acceptable and that our players ask us to judge on.
It's eventually all up to the server owner to determine how his server works and up to the player to decide if this server suits him.
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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