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New scripts 4.2 test build is now available [message #490253] Mon, 05 January 2015 05:52 Go to next message
jonwil is currently offline  jonwil
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I have just uploaded a new scripts 4.2 test build for people to test.
Anyone wanting to test the client build can download http://www.tiberiantechnologies.org/files/launcherqa.zip
Anyone wanting to test the server bits can download http://www.tiberiantechnologies.org/files/ssgm-4.2rc1-test.zip
Anyone wanting to test the tools can download http://www.tiberiantechnologies.org/files/ssgm-4.2rc1-test.zip

People who already have the previous 4.2 test release can just let the launcher update.

Source code isn't available yet.

Please be aware this hasn't undergone much in the way of QA as of yet (that's why its being posted here). Please do report any bugs you may find so they can be fixed before we launch this to all scripts 4.x players.

Here is a rough list of the changes made between 4.1 and the first 4.2 test release:
Building Revival support (via console commands and via engine calls).
Changes so that stuff flying in when purchased via AirFactory objects cant be shot whilst its flying in.
Fix so that objects with their collision mode in LE set to "KILL" work correctly.
Extra debugs for detecting certain kinds of network issues including packets that are too large.
New settings under "Global Settings - C&C Mode Settings" that let you have different EVA sounds for power offline (you can now have one that plays for Nod when Nod power goes offline, GDI when Nod power goes offline, Nod when GDI power goes offline and GDI when GDI power goes offline)
New collision group DEFAULT_AND_SOLDIER_ONLY_COLLISION_GROUP which collides only with DEFAULT, SOLDIER and SOLDIER_GHOST.
Fix a whole bunch of bugs (far too many to list here)
Change "construction yard" objects so they will now repair objects of type "simple" if they have their Encyclopedia Type set to "building".
Fix to some issues with certain kinds of texture mappers not rendering properly (environment mappers I believe are the main ones affected)
Fix some glitches with damageablestatic physics objects
Fix an issue that can be caused if you have a TT package containing a dazzle.ini file.
Fix some issues with fog.
Improve the way NavalFactoryGameObj detects objects blocking the spawn point (it now does it more like VehicleFactoryGameObj)
Fix some issues with pathfinding where it wasn't correctly loading certain pieces of pathfinding data.
Changes to make Commands->Set_Is_Rendered work over the network for things other than vehicles (it always worked for vehicles). Naturally both client and server need 4.2 for this to work.
Fix an issue where the muzzle flash on a vehicle can screw up if its model or weapon is changed.
Fix an issue with Commands->Set_Obj_Radar_Blip_Color so it works properly
Changes so that spies will always appear on radar with the color of the player object regardless of which team the player is on.
Fix so that the "battle info" dialog box displays the correct harvester health on the client. Also fixes the vehicle limit to correctly account for the harvester.
Fix an issue where Commands->Create_2D_Sound and Commands->Create_2D_WAV_Sound can cause a crash in certain circumstances.
Add a new keyword to server.ini, DisableLogs which disables writing to the normal server log file (useful if you are using SSGM or something and handle the log info some other way)
Fix an issue where if a soldier is destroyed (e.g. via suicide, team change or leaving the server) and the soldier was in a vehicle, certain objects weren't being properly destroyed.
Fix an issue with certain dialogue that soldiers say (it was mixing up the sounds for "I got shot by friendly"/"I got shot by enemy" and "I got killed by friendly"/"I got killed by enemy"
Fix some issues related to ladder collisions.
Improve the randomness of spawn point selection.
Improve certain math functions to use SSE (makes it slightly faster)
Remove sysinfo.txt code and a bunch of related stuff (it didn't support detection logic for modern current hardware anyway)
Add a bunch of scripts from Jerad Grey
Some fixes to the special Mendoza and Raveshaw boss objects.
Fix an issue with movies in single player causing a crash
Fix an issue with the single player EVA map dialog causing a crash
Added a change so that homing weapons won't target objects that are immovable (that is, anything who's physics type isn't MoveablePhys and that isn't stuck to another object via Attach_To_Object_Bone)
Fix an issue with radar in single player
Fixes to vehicle dazzles to make them work like stock
Code to make the volume of movies (startup movie and mission movies) reflect the setting of the "cinematic" slider in the config options.
Improve the randomness of the team remix code
New TargetingRange field on Ammo definitions that defines the targeting range (independently of the weapon range). If its set to the default (or not set at all) it will use the normal weapon range.
Add a cooldown timer to SH_UndergroundVehicle.
Add new custom CUSTOM_EVENT_BUILDING_REVIVED which is sent when a building is revived (to allow any scripts to do things they need to)
Fix RA_MAD_Tank_Devolved so it properly destroys the tank when its set off.
New script Reborn_IsDeployableTank_4 which is a clone of Reborn_IsDeployableTank_3 except that it will only deploy if you are close enough to the ground.
Various fixes to deployable vehicle scripts
Fixes to the obelisk and AGT scripts so they wont target the AI-controlled harvester
Fix an issue with JFW_Spawn_Zone_Created, JFW_Custom_Spawn_Zone, dp88_Ore_Field, dp88_buildingScripts_functionSpawnTeamZone, dp88_buildingScripts_functionSpawnZone, dp88_conquestControlZone, JFW_Vehicle_Zone and JFW_Building_Zone_Controller where the zone rotation value was being interpreted as radians instead of degrees.
Restore M00_BuildingStateSoundSpeaker and M00_BuildingStateSoundController so they work like stock.
Add an error message to JFW_Turret_Spawn_3 for if the turret object cant be spawned.
New script JFW_Time_Remaining_Sounds_2 which is just like JFW_Time_Remaining_Sounds except per-team
New script JFW_Repair_Complete_Sound which will play any time the health or shield strength of the object goes below 100% then comes back to 100%.
Fixes to JFW_Time_Remaining_Sounds/JFW_Time_Remaining_Sounds_2 so that they play the sounds properly if the time remaining is changed. Note that each sound will play only once even if the time remaining is increased to the point where the sound would have played again.
Change JFW_Attack_Location/JFW_Attack_Object so that they will only immobilize the vehicle if the speed parameter is zero.
New script JFW_Airstrike_Cinematic which basically spawns a cinematic at the location of the object JFW_Airstrike_Cinematic is attached to on receiving a specific custom.
New script JFW_Ion_Storm_Weather_2 which is able to store the old weather settings before the ion storm starts and restore them after its finished.
New script JFW_Spy_Disguise_Target which, when shot with a specific warhead, changes the model of the thing that did the shooting to the model of the object with JFW_Spy_Disguise_Target on it. Its intended so that spies can "target" specific infantry units to disguise themselves as that unit.
New script JFW_Warhead_Custom which sends a custom when hit with a specific warhead.
Fixes to various scripts (base defenses, construction yard scripts etc) to account for building revival
Fix an issue with RA_Gap_Generator_Vehicle not correctly displaying the shroud when you first enter the vehicle.
Fix a bug with vehicle name display
New engine call Seconds_To_Hms which converts a value in seconds to hours/minutes/seconds.
Update various scripts and engine calls so they will now damage/repair objects of type "simple" if they have their Encyclopedia Type set to "building". (this is for things like the Gap Generator in APB that is now a Simple object instead of a vehicle)
Improvements to danpaul's veterancy scripts
Various netcode fixes
Improvements to the chat code
Change the mlist console command so it displays all the maps if you don't pass any parameter
Hide dazzles on stealthed vehicles
Make the NoPowerCostMultiplier and BuildTimeDelay tt.ini keywords usable in the per-map tt.ini files
Add tt.ini keywords (usable in the per-map tt.ini files like the rest of the sidebar stuff) for per-team sidebar sounds.
Fixes to how the time limit/time remaining changes get sent over the network so they work better.
Add a GetTTRevision engine call to get the current build number (the one displayed on the main menu or by the sversion console command) from scripts.
Add engine calls Get_Clouds, Get_Lightning, Get_Wind, Get_Rain, Get_Snow, Get_Ash that do exactly what they say.
Add an Update_Game_Options engine call to force sending new game options if they have been changed.
Add a new engine call Update_Network_Object_Player which is just like Update_Network_Object but per-player.
Improvements to the way we detect a missing d3dx dll
Some fixes to AI code used for VTOLs.
Fixes to sphere and ring primitives
Fix some issues in various pieces of saveload code.
New Find_Observer function on ScriptableGameObj.
Fix so that dead soldiers wont collect powerups
New CanRefill flag on soldiers that determines if a soldier can use refills or not. This only works for the sidebar and should not be turned off if your mod/map/etc uses the normal PT dialogs.
Fix gamespy master server addresses to point to the new community-run GSA clone now that the official ones are gone.
New GDIPurchaseReportID and NodPurchaseReportID on vehicles, these strings (and associated sounds) will be played on vehicle purchase.
New CanRepair flag on vehicles, determines if Repair Bay objects (and various repairing scripts) can repair the vehicle or not.
New EntryHelpMessage and EntryHelpMessageColor values on vehicles, if this is set then the message will be displayed in the center of the screen when the vehicle is entered. Intended for help messages like "press Q to deploy this vehicle".
New flag ApplySurfaceEffectDamage on vehicles which makes vehicles take surface effect damage.
New flag DisableSurfaceSounds on vehicles which turns off track/wheel sounds for the vehicle.
New Check_If_On_Surface function on vehicles to let you check if a vehicle is touching a given surface type.
Fix to dp88_AR_Rocketeer to play the engine stop sound when the jetpack vehicle goes away.
Various fixes to dp88_AR_MirageTank.
Improvements to the AGT script.
Various fixes to dp88_AR_Deployable_Infantry including a new deploy/undeploy sound
Various fixes to dp88_Ore_Miner
Various fixes to dp88_Ore_Field
Various fixes to dp88_Ore_Extractor
Various fixes to dp88_RemoteControlConsole
Various fixes to dp88_AR_Paradrop
Various fixes to dp88_linkHealth
Various fixes to dp88_buildingScripts_controller
Various fixes to dp88_buildingScripts_functionMoneyTrickle
Various fixes to dp88_buildingScripts_functionMoneyGrant
Various fixes to danpaul's AI scripts
Various fixes to dp88_damageAnimation
Various fixes to dp88_conquestController
Various fixes to dp88_conquestControlZone
Various fixes to dp88_Ammo_Animation
Various fixes to dp88_RegenerateHitpoints

Changes between the first 4.2 test release and this new one:
Various updates to Jerad's scripts.
Fix a false positive case where certain things could trigger certain netcode debugs when they shouldn't be.
New flag on Physical objects in LE, IgnoreForTracking. Turn this on and the object will be ignored for tracking purposes even if it would otherwise not be.
Clear out the texture set by the Set_Info_Texture engine call on map load.
Fix an issue where AI units being told to move to the same point they are already at could act weirdly (this was noticeable with the helicopter in the tiberium meteorite room on the dam mission)
Fix a case where an object being resized by the engine could result in the game entering an infinite loop (I can't remember exactly what triggered this bug)
Change infantry head turn logic so that it now stores the bones per-infantry instead of globally (fixes the case of objects with custom skeletons)
Add support for a "C HEADT" bone that the engine will treat like the "C HEAD" bone but which is also a valid target bone.


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

[Updated on: Sun, 15 February 2015 04:58]

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Re: New scripts 4.2 test build is now available [message #490258 is a reply to message #490253] Mon, 05 January 2015 14:03 Go to previous messageGo to next message
Mauler
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cool Big Ups

so quick things i noticed while testing the client 4.2

All in lan

All base defenses no longer work? Stock WW maps in LAN
Helipads created via 4.1 tools no longer work

I will edit this post later if anything more found.. Off to work now.

[Updated on: Mon, 05 January 2015 14:26]

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Re: New scripts 4.2 test build is now available [message #490260 is a reply to message #490253] Mon, 05 January 2015 14:51 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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Please post the map you are using to test the helipads so I can see what is up.


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
Re: New scripts 4.2 test build is now available [message #490273 is a reply to message #490253] Wed, 07 January 2015 15:03 Go to previous messageGo to next message
dblaney1 is currently offline  dblaney1
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I noticed that the weapon firing sounds seem to glitch out and stop working quite often. Doesn't seem specific to any particular weapon. Had it happen with chaingun, obelisk, turret, autorifle, etc. This happened sometimes in 4.1 but it was much more rare. Now it happens very often. In 4.1 I really only saw it happen a lot with the chaingun.

[Updated on: Wed, 07 January 2015 15:07]

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Re: New scripts 4.2 test build is now available [message #490277 is a reply to message #490273] Thu, 08 January 2015 06:28 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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dblaney1 wrote on Wed, 07 January 2015 15:03

I noticed that the weapon firing sounds seem to glitch out and stop working quite often. Doesn't seem specific to any particular weapon. Had it happen with chaingun, obelisk, turret, autorifle, etc. This happened sometimes in 4.1 but it was much more rare. Now it happens very often. In 4.1 I really only saw it happen a lot with the chaingun.

I noticed it when I moved to 4.1 (from 3.4.4) but I can't say I saw much difference from 4.1 to 4.2. What sound settings are you using (miles 2D or are you able to select one of the others?)

I just tested to make sure, turrets and obby are still shooting at me on MP under.


[Updated on: Thu, 08 January 2015 06:38]

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Re: New scripts 4.2 test build is now available [message #490284 is a reply to message #490253] Thu, 08 January 2015 16:24 Go to previous messageGo to next message
dblaney1 is currently offline  dblaney1
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Its definitely happening substantially more in 4.2. Not home right now but I am pretty sure my sound setting is set to 2 speakers.
Re: New scripts 4.2 test build is now available [message #490285 is a reply to message #490284] Thu, 08 January 2015 17:54 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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dblaney1 wrote on Thu, 08 January 2015 16:24

Its definitely happening substantially more in 4.2. Not home right now but I am pretty sure my sound setting is set to 2 speakers.

Noticing any sudden frame rate changes when its happening?


Re: New scripts 4.2 test build is now available [message #490286 is a reply to message #490253] Thu, 08 January 2015 19:53 Go to previous messageGo to next message
dblaney1 is currently offline  dblaney1
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Not really. Happens on even the simplest of maps (small dm maps). Even happened on Islands. I haven't had any real framerate issues with 4.2.

Also noticed the link for the tools download is wrong. It just links to the ssgm download above it.

[Updated on: Thu, 08 January 2015 19:54]

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Re: New scripts 4.2 test build is now available [message #490319 is a reply to message #490286] Mon, 12 January 2015 11:33 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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dblaney1 wrote on Thu, 08 January 2015 19:53

Not really. Happens on even the simplest of maps (small dm maps). Even happened on Islands. I haven't had any real framerate issues with 4.2.

Also noticed the link for the tools download is wrong. It just links to the ssgm download above it.

Well let us know if your using Miles Fast 2D Positional Audio, One of the EAX ones, or one of the other 3D audio choices.


Re: New scripts 4.2 test build is now available [message #490338 is a reply to message #490253] Wed, 14 January 2015 17:44 Go to previous messageGo to next message
Tiny
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delete...

[Updated on: Wed, 14 January 2015 17:45]

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Re: New scripts 4.2 test build is now available [message #490339 is a reply to message #490253] Wed, 14 January 2015 17:47 Go to previous messageGo to next message
dblaney1 is currently offline  dblaney1
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Just checked wwconfig. Using Miles Fast 2D Positional Audio. Its the only option I have. Also using 2 speaker, 16bit, and 44khz.
Re: New scripts 4.2 test build is now available [message #490340 is a reply to message #490339] Thu, 15 January 2015 11:36 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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Yeah, you can thank Vista for getting rid of all your EAX options.
Don't suppose you have a separate sound card from everything else, or are you just using the integrated sound?

If you can record a chunk of gameplay with the sound issue, just in case its something I've gotten so used to I don't notice it anymore.


[Updated on: Thu, 15 January 2015 11:37]

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Re: New scripts 4.2 test build is now available [message #490358 is a reply to message #490253] Fri, 16 January 2015 02:22 Go to previous messageGo to next message
dblaney1 is currently offline  dblaney1
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I also noticed that sounds play past the dropoff range at max volume. I have an obelisk charge sound set to 150 max volume and 300 dropoff. it works good all the way to the dropoff point but once you get a little bit past that it starts playing at full volume and then a little further again it completely cuts out. if you move forward it starts playing full volume again until you get closer to the dropoff point where it cuts out completely again.

This is with a 4.1 server and a 4.2 client. Could this be a netcode issue. it seems to start occuring when you reach the max draw distance. Does the server take over sending the sounds at that point?

Heres a quick graphic I made of the volume verse the distance from the sound. Hopefully this explains what I am referring to better.

https://lh6.googleusercontent.com/-kSgRtEgTg0Y/VLjaCC7KTvI/AAAAAAAAFYQ/iYj4yyZtZ3E/w1008-h630-no/sound%2Bvolume%2Bverse%2Bdistance..png

[Updated on: Fri, 16 January 2015 10:34]

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Re: New scripts 4.2 test build is now available [message #490359 is a reply to message #490358] Fri, 16 January 2015 10:00 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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dblaney1 wrote on Fri, 16 January 2015 02:22

I also noticed that sounds play past the dropoff range at max volume. I have an obelisk charge sound set to 150 max volume and 300 dropoff. it works good all the way to the dropoff point but once you get a little bit past that it starts playing at full volume and then a little further again it completely cuts out. if you move forward it starts playing full volume again until you get closer to the dropoff point where it cuts out completely again.

This is witch a 4.1 server and a 4.2 client. Could this be a netcode issue. it seems to start occuring when you reach the max draw distance. Does the server take over sending the sounds at that point?

Heres a quick graphic I made of the volume verse the distance from the sound. Hopefully this explains what I am referring to better.

https://lh6.googleusercontent.com/-kSgRtEgTg0Y/VLjaCC7KTvI/AAAAAAAAFYQ/iYj4yyZtZ3E/w1008-h630-no/sound%2Bvolume%2Bverse%2Bdistance..png

That one was around in 3.4.4 (and probably 1.037) and yes I'd like to see it fixed as well.


Re: New scripts 4.2 test build is now available [message #490360 is a reply to message #490253] Fri, 16 January 2015 10:37 Go to previous messageGo to next message
dblaney1 is currently offline  dblaney1
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Yeah. It definitely seems to be related to when the sound goes off the max draw distance.

I don't have access to the source code so I can't really determine much else. Wish I could get access. I am pretty good at tracking things like this down. I contribute to other large projects like aosp with code that is in 4.1, 4.2, 4.3, 4.4, and 5.0. Still get notifications whenever a new version comes out that my code was merged again. I also have been featured on the xda-developer front page 3 times.

I also have some scripts that would be useful for mappers and server owners. I try not to duplicate any of the scripts that already exist. No need to increase the compile time for duplicate scripts.

[Updated on: Fri, 16 January 2015 10:51]

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Re: New scripts 4.2 test build is now available [message #490363 is a reply to message #490253] Fri, 16 January 2015 13:42 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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Its possible the sound glitch in question is a bug or limitation in the Miles Sound System library Renegade is using (given that its been there since stock that would make sense)

In any case since its been there since stock, it may not be fixable at all.


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
Re: New scripts 4.2 test build is now available [message #490365 is a reply to message #490253] Fri, 16 January 2015 14:11 Go to previous messageGo to next message
dblaney1 is currently offline  dblaney1
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Yeah. I still would love the oppurtinit to investigate it and get a better understand of the renegade engine as well. It seems to happen more often specifically with sounds sent over the network with commands->create_sound(). I set the presets (client and serverside)for the obelisk firing and the obelisk charge to the same values and the charging definitely seemed to glitch substantially more often.

[Updated on: Fri, 16 January 2015 14:16]

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Re: New scripts 4.2 test build is now available [message #490375 is a reply to message #490253] Mon, 19 January 2015 12:11 Go to previous messageGo to next message
dblaney1 is currently offline  dblaney1
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Can you fix the link for the tools. Its not the right one. its same link as the one above it.
Re: New scripts 4.2 test build is now available [message #490406 is a reply to message #490253] Mon, 26 January 2015 08:49 Go to previous message
Jerad2142 is currently offline  Jerad2142
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Saberhawk fixed a resolution bug with wwconfig, so we should probably send that out as well.

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