Popular Post jonwil Posted February 13, 2022 Popular Post Report Share Posted February 13, 2022 Just under 20 years ago a little video game developer in Las Vegas released a little game called Command & Conquer Renegade. To celebrate this historic milestone I present to you Scripts 4.7 Update 2. I would like to thank Jerad2142, Dghelneshi, Moonsense715 and dblaney for their contributions to 4.7 Update 2 (If I missed anyone else who contributed to 4.7 Update 2, sorry). I would also like to thank new scripts developer "The Unstoppable" for his contributions to 4.7 Update 2. Changes made since 4.7 Update 1: Various bug fixes. Add support for an Equipment submenu for the stock PT. It can be accessed while holding alt and clicking the refill button. It is enabled by the EquipmentEnabled keyword in tt.ini New scripts and fixes to existing scripts by Jerad2142. Get_Cost checks mutant nod and mutant gdi costs as well. New scripts and fixes to existing scripts by dblaney. Add support for secondary charge times that differ from the primary. Enable this with the SecondaryCharging keyword in tt.ini. Fix 59.954hz refresh rates from reporting as 59 instead of 60. Fixes to AI scripts by Moonsense715 Add a bool called UseLighting to make an AmmoDefinition receive proper lighting when enabled. Implement a 300fps limit when vsync is off. Fix an issue with sounds that gets rid of the occasional popping when a sound initializes panned way far to the left or right. Fix a bug in makemix.exe that could produce invalid mix files if your language settings are something other than English. Allow Neutral and Renegade colors for bot tags. If the current item being targeted (or the vehicle that item is in) is stealthed (and is an enemy item) then stop targeting that object. New scripts and changes to existing scripts by Unstoppable. Add "togglepower", "spawnvehicle", "changechar", "grantweapon","spectate", "fly", "givecredits", "givepoints" and "setspeed" console commands to the base game. Remove some console commands from the ExtraConsoleCommands SSGM plugin that are now in the base game. Remove the spectate SSGM plugin as its now in the base game (Spectate console command). Add in-game GameSpy server listing (similar to the existing WOL in-game server listing). To access the list, follow Multiplay Internet > GameSpy. It is possible to change nickname from the "Options" menu. Hosting games on GSA is not yet possible. Fixes to screenshot code including some stuff to provide more clear information should the screenshot code fail. Add Discord Rich Presence integration to display what player is doing, and server data if player is in a game. Add support for custom per-weapon reticles via a reticles.cfg file. (this should be possible to make per-map although I don't know if that will work correctly with the anti-cheat). Changes to the custom scope code so that the custom scopes can be per-map (although I don't know if that will work correctly with the anti-cheat). If you are running 4.7 Update 1 (or any earlier version) you will be automatically updated to 4.7 Update 2. People wanting a full installer (to install from scratch or to do a full reinstall), a server download or a tools download can find them on the Tiberian Technologies website (www.tiberiantechnologies.org) in the downloads section. Appropriate source code for 4.7 Update 2 as well as the source files for the map fixes in 4.7 (which are the latest fixes we have) can also be found on the site. People who need Dragonade will have to wait for a compatible version of Dragonade to be released. 7 Quote Link to comment Share on other sites More sharing options...
Jor3llBR Posted February 17, 2022 Report Share Posted February 17, 2022 Can we remove the fixed V-SYNC limit to 300? The reason some people select V_SYNC off is to have more FPS and the limit to 300 on servers w/ more than 15 people will easily drop to below 100 when server gets populated. What's the reasoning behind this if we already have the option to cap VSYNC in game when needed? 0 Quote Link to comment Share on other sites More sharing options...
Jor3llBR Posted February 17, 2022 Report Share Posted February 17, 2022 VSYNC ON = 300 fps capped VSYNC OFF = user has an option Why we are removing this option? 0 Quote Link to comment Share on other sites More sharing options...
dblaney1 Posted February 17, 2022 Report Share Posted February 17, 2022 2 hours ago, Jor3llBR said: Can we remove the fixed V-SYNC limit to 300? The reason some people select V_SYNC off is to have more FPS and the limit to 300 on servers w/ more than 15 people will easily drop to below 100 when server gets populated. What's the reasoning behind this if we already have the option to cap VSYNC in game when needed? The physics actually start to glitch above 300. Especially when the frametime ends up being 0 in some cases because of the way its calculated. With Vsync on its actually just whatever your refresh rate is. With it off its now just up to 300. Most games cap their framerates at 300 so its not an abnormal practice. 0 Quote Link to comment Share on other sites More sharing options...
Gummiel Posted February 17, 2022 Report Share Posted February 17, 2022 And does any monitor with more than 300 Hz even exist in the first place? 1 Quote Link to comment Share on other sites More sharing options...
ChopBam Posted February 17, 2022 Report Share Posted February 17, 2022 55 minutes ago, GummiBear said: And does any monitor with more than 300 Hz even exist in the first place? You make a good point. Some might say that a framerate that is much higher than their display's refresh rate looks better, but I've yet to be convinced of this. 0 Quote Link to comment Share on other sites More sharing options...
Einstein Posted February 17, 2022 Report Share Posted February 17, 2022 The cap is much needed. "Glitches" above 300 fps is a modest description from what I've been told. A while back, we had a tester who claims to have gotten over 1000 fps while testing a very old (and thus minimally demanding) game on a 4.6 engine version while uncapped. The behavior he described is extremely game-breaking. And yeah, if the FPS exceeds your refresh rate, I don't see how there could be a benefit, technically speaking. 0 Quote Link to comment Share on other sites More sharing options...
Jor3llBR Posted February 17, 2022 Report Share Posted February 17, 2022 At least make it configurable, 300 is no good and you all ignoring me when I say that when the server is full it drops way bellow 100... So if it's configurable I can set 600 fps and when server is full it will drop to 250-300... 0 Quote Link to comment Share on other sites More sharing options...
Jor3llBR Posted February 17, 2022 Report Share Posted February 17, 2022 (edited) 26 minutes ago, Einstein said: The cap is much needed. "Glitches" above 300 fps is a modest description from what I've been told. A while back, we had a tester who claims to have gotten over 1000 fps while testing a very old (and thus minimally demanding) game on a 4.6 engine version while uncapped. The behavior he described is extremely game-breaking. And yeah, if the FPS exceeds your refresh rate, I don't see how there could be a benefit, technically speaking. It does not glitch above 300 more like above 950 I tested this on several servers... Edited February 17, 2022 by Jor3llBR typo 0 Quote Link to comment Share on other sites More sharing options...
Jerad2142 Posted February 18, 2022 Report Share Posted February 18, 2022 22 hours ago, dblaney1 said: The physics actually start to glitch above 300. Especially when the frametime ends up being 0 in some cases because of the way its calculated. With Vsync on its actually just whatever your refresh rate is. With it off its now just up to 300. Most games cap their framerates at 300 so its not an abnormal practice. Technically the physics is glitching at any framerate that's different than 60, it just gets more issues the further from 60 you get. As far as hardware goes all we have to test with is screens that do 300, I saw no increase in studders compared to having vsync on/off with the new cap (Can't test without vsync on the old version because its literally unplayable being the game is constantly running at 1000+ fps on my laptop). Heck, emitter motion inheritance breaks if you go above 30fps lol luckily nothing in stock game even makes use of the feature. 21 hours ago, GummiBear said: And does any monitor with more than 300 Hz even exist in the first place? Looks like screens that have refresh rates at 360Hz exist now, but my desire to shell out 500 bucks to test Renegade's performance on such hardware is kind of low lol. On 2/17/2022 at 10:31 AM, Jor3llBR said: Can we remove the fixed V-SYNC limit to 300? The reason some people select V_SYNC off is to have more FPS and the limit to 300 on servers w/ more than 15 people will easily drop to below 100 when server gets populated. What's the reasoning behind this if we already have the option to cap VSYNC in game when needed? New players that join have tendency of bringing up their game is broken, IE: They can't jump or there is constant footstep noise, I've only had 3 or 4 people come to me about the issue the last couple years but just like any issue, if it's bad enough some people just quit instead of trying to debug it. Also, as far as servers are concerned if you can lock them at 60 that'll be best for the physics, if there is a lot of variance it will only make the physics sync up worse (movements between the frame deltas get miscalculated). 1 Quote Link to comment Share on other sites More sharing options...
Raap Posted February 22, 2022 Report Share Posted February 22, 2022 Another reason for the 300 FPS cap is that some GPU's do not handle 'run-away FPS' very well, to the point where it can inflict damage to a GPU. If you leave the game open on the menu at 2000+ FPS for a while and your GPU has some faulty components, chances exist something breaks. If your GPU has coil whine issues, you'd start to hear it very loud in these extremely high-FPS situations, as well. So it is purely a safety measure, and one tested for quite a while in W3D 5 already. 0 Quote Link to comment Share on other sites More sharing options...
Einstein Posted February 22, 2022 Report Share Posted February 22, 2022 3 hours ago, Raap said: Another reason for the 300 FPS cap is that some GPU's do not handle 'run-away FPS' very well, to the point where it can inflict damage to a GPU. If you leave the game open on the menu at 2000+ FPS for a while and your GPU has some faulty components, chances exist something breaks. If your GPU has coil whine issues, you'd start to hear it very loud in these extremely high-FPS situations, as well. So it is purely a safety measure, and one tested for quite a while in W3D 5 already. Wow, I learned something there Raap. A few GPUs back, I had a weird noise with certain applications only, and I never quite identified it. I bet it was the whine you speak of. Its sounded kinda like bad capacitors in a power supply, but only happened with certain games (specifically games) and the noise changed with what was happening on-screen. 0 Quote Link to comment Share on other sites More sharing options...
moonsense715 Posted February 22, 2022 Report Share Posted February 22, 2022 40 minutes ago, Einstein said: Wow, I learned something there Raap. A few GPUs back, I had a weird noise with certain applications only, and I never quite identified it. I bet it was the whine you speak of. Its sounded kinda like bad capacitors in a power supply, but only happened with certain games (specifically games) and the noise changed with what was happening on-screen. I heard these weird noises before when playing your TSR inf beta port to 4.x where I had vsync off and I had a few thousand FPS. I instantly closed the game and the noise stopped. Luckily no harm was done in that time. 0 Quote Link to comment Share on other sites More sharing options...
Einstein Posted February 22, 2022 Report Share Posted February 22, 2022 8 hours ago, moonsense715 said: I heard these weird noises before when playing your TSR inf beta port to 4.x where I had vsync off and I had a few thousand FPS. I instantly closed the game and the noise stopped. Luckily no harm was done in that time. Yeah that would be where it would happen. RenArchive type games specifically are able to hit crazy FPS. 0 Quote Link to comment Share on other sites More sharing options...
Jor3llBR Posted February 23, 2022 Report Share Posted February 23, 2022 On 2/22/2022 at 3:00 AM, Raap said: Another reason for the 300 FPS cap is that some GPU's do not handle 'run-away FPS' very well, to the point where it can inflict damage to a GPU. If you leave the game open on the menu at 2000+ FPS for a while and your GPU has some faulty components, chances exist something breaks. If your GPU has coil whine issues, you'd start to hear it very loud in these extremely high-FPS situations, as well. So it is purely a safety measure, and one tested for quite a while in W3D 5 already. Not disagreeing with the Cap, a standard cap at 300 FPS as a safe start is fine, but when you try to unify all hardware and PCs in one pot that’s the issue. Adding the manual config there for people like me to better use their hardware is a must, and democratic thing to do… 0 Quote Link to comment Share on other sites More sharing options...
Jor3llBR Posted February 23, 2022 Report Share Posted February 23, 2022 On 2/18/2022 at 9:53 AM, Jerad2142 said: Technically the physics is glitching at any framerate that's different than 60, it just gets more issues the further from 60 you get. As far as hardware goes all we have to test with is screens that do 300, I saw no increase in studders compared to having vsync on/off with the new cap (Can't test without vsync on the old version because its literally unplayable being the game is constantly running at 1000+ fps on my laptop). Heck, emitter motion inheritance breaks if you go above 30fps lol luckily nothing in stock game even makes use of the feature. Looks like screens that have refresh rates at 360Hz exist now, but my desire to shell out 500 bucks to test Renegade's performance on such hardware is kind of low lol. New players that join have tendency of bringing up their game is broken, IE: They can't jump or there is constant footstep noise, I've only had 3 or 4 people come to me about the issue the last couple years but just like any issue, if it's bad enough some people just quit instead of trying to debug it. Also, as far as servers are concerned if you can lock them at 60 that'll be best for the physics, if there is a lot of variance it will only make the physics sync up worse (movements between the frame deltas get miscalculated). Yep I see that and agree, preset limit at 300 fps for new players to join and have fun without issues, but leave the manual option for more advance players to scale according to their expertise and hardware. 0 Quote Link to comment Share on other sites More sharing options...
Szymek7777 Posted March 13, 2022 Report Share Posted March 13, 2022 Any news about Dragonade for this update? renegadeforums is dead so idk where to find help about it :(((((( 0 Quote Link to comment Share on other sites More sharing options...
Einstein Posted March 13, 2022 Report Share Posted March 13, 2022 30 minutes ago, Szymek7777 said: Any news about Dragonade for this update? renegadeforums is dead so idk where to find help about it :(((((( @ The Unstoppable I think can help you find what you need. 1 Quote Link to comment Share on other sites More sharing options...
Unstoppable Posted March 15, 2022 Report Share Posted March 15, 2022 On 3/13/2022 at 11:32 PM, Einstein said: @ The Unstoppable I think can help you find what you need. PM'd him details, but anyone else wondering can find it at https://github.com/TheUnstoppable/Dragonade/releases. 1 Quote Link to comment Share on other sites More sharing options...
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