Command and Conquer: Renegade Official Forums - RDF feed
C&C: Renegade --> Dying since 2003™, resurrected in 2024!
As you have no doubt heard, a new scripts.dll release is being made. This will contain a bunch of new features and fixes written by the Tiberian Technologies team including code from Renegade Resurrection (and written by YRR), code by our shader and graphics expert Saberhawk and code from/written by the Black-Intel Team Here is a list of changes already made to scripts.dll 4.0 Add newer nvidia cards to the graphics card list Fix detection of zbias/depthbias Change shader enable flag to a new "shader detail" slider (with 0 meaning "no shaders") new memory manager, makes tracking down memory issues (memory leaks etc) easier (including leaks in renegade itself) Change the name of bhs.dll to tt.dll to reflect the new name of the group. Changes to the way d3d8.dll is loaded (its no longer called d3d8.dll) to fix issues with programs like TeamSpeakOverlay Change to load the map mix file at map load time (allows adding new maps to the game/server without restarting) Fix a crash that could occur on Vista/Server 2008 Fix a number of memory leaks in renegade If you have a mouse with more than 3 buttons, you can now assign buttons 4 and 5 to any keyboard key in the same way as you can assign buttons 1/2/3 Renamed "bhs.dll options" to "extended options" Many bug fixes and cleanups to the code (too many for me to mention them all here) Improvements to shaders.dll (less FPS drops, less "lag", less crashes etc) Rewritten shader support (the old shader database editor and shader databases are going away, a new shader database editor with a new better shader database format will be added). A number of new shaders form Saberhawk (I will let him go into details of the shaders) This will be optional but if you want to and if you have the graphics hardware for it, you will get better looking vehicles than you get previously (and a better looking stealth effect) advanced guard tower and obelisk script improvements to correct various bugs and issues Some new scripts by campa. New console command to reset shaders.dll (used for certain debugging and test purposes) Major improvements to the screenshot code including getting rid of 99.99% of the "screenshot lag" (PNG is now the only supported screenshot format) Support for remote screenshots for anti-cheat purposes Cleanups to the exception handling (instead of generating a crashdump.txt, it now generates a windows Minidump which contains a lot more information about what caused the crash) New engine call Get_Fog_Range which retrieves the current fog range New engine call Do_Objectives_Dlg which displays a dialog similar to the existing chat history dialog but with the contents of a text file passed to the engine call. This is to be used to display e.g. objectives for a map that is different to "shoot the other guy" New engine calls that do the same as the PLIMIT, MAXPLIMITD and PLIMITD console commands Improvements to the shader state manager to make it faster New engine calls and items in engine_3d.cpp D3DCOLOR GetD3dColor(Vector3& color); // Converts a Vector3 into a D3DCOLOR D3DCOLOR GetD3dColor(Vector4& color); // Converts a Vector4 into a D3DCOLOR TextureClass *Create_Render_Target(int width, int height, WW3DFormat format); //Create a render target void Set_Transform(D3DTRANSFORMSTATETYPE transform,Matrix4& m); extern bool *FogEnable; //current fog enable value extern bool FogCustomColor; //is current fog color custom void ApplyZBias(unsigned int level); //set zbias void Clear(bool clear_color,bool clear_z_stencil,Vector3& color,float z,unsigned int stencil); //clear device New engine calls and items in engine_3dre.cpp extern ShaderCaps* TheShaderCaps; //ShaderCaps pointer extern FontCharsClass **Fonts; //fonts for StyleMgrClass Replaced old THUNK and IMPLEMENT_THUNK with better ways of doing the same thing Added clamp and wrap to engine_math.h New engine calls and items in engine_net.cpp void Server_Kill_Connection(int PlayerID); //Drop a player from the game by cutting off their network link void Cleanup_After_Client(int PlayerID); //Cleanup after a player has been dropped New engine calls and items in engine_obj2.cpp int Get_Human_State(GameObject *obj); //Get the current state for a human object Improve the way the stealth state (i.e. that set by Commands->Enable_Stealth) is sent over the network to reduce network bandwidth use Cleanups to the code for sending Set_Model and Set_Animation over the network, the code behind this now has less bugs Made the HUD console command turn off the player and team info, the custom HUD code HUD elements and the credits/time display Created new ini file called tt.ini. Pretty much all items from hud.ini except the custom HUD stuff and the custom dialog box color stuff is now in tt.ini. This allows the file check anti-cheat code to check tt.ini (which contains all the sensitive stuff) and not prevent use of custom HUDs Improvements to the custom scope code Changes to JFW_Jetpack and JFW_Jetpack_Model to play an animation when in flying mode Change to JFW_Escort_Poke to only apply the shield changes for a certain player type Bug fixes to the ExpVehFac scripts Improved the custom keyboard config dialog to better match the way the normal renegade key config works Improved the nickname exploit fixes New hud.ini keyword DisableVehicleFlipKill which disables vehicle death when they flip over In hud.ini, as well as setting QuadXPos and QuadYPos, you can now set QuadXCenter and QuadYCenter. These new keywords allow you to create a quad that is positioned a certain number of units from the center of the screen (in x or y axis) e.g. for creating a box to go over where the time and credits are normally drawn. This (and the other changes made to the custom HUD code) should eliminate the need to produce HUDs that work at only one screen resolution. Fixed a buffer overflow in the custom HUD code related to the size of the section variable being too small. Changed the custom HUD radar code to make it operate more like the renegade radar code. As a result, the RadarRotate, DrawCompassLine, CompassLineColor and CompassLineWidth keywords are no longer supported. RadarRotate is now permanently on and the CompassLine functionality is no longer supported at all. Also, objects that are further away from you in the Z axis will now be drawn with a small blip, just like renegade. Plus, radar markers and objectives will be drawn. Changed the way shaders get applied to models. You can now apply shaders either via an extra "mapper argument" in the texture mapper (even for items with UV as the mapper) or you can match texture names to shader names. ShaderCheckMaterial is no longer supported. Dropped all support for shader plugins Corrected a crash/bug where having a custom weapon name/image and getting into a vehicle caused problems Corrected the credits display for the custom HUD when inside a vehicle Corrected the display of your bullets when inside a vehicle A fix for weapon animations for flying infantry so that it works properly A fix for a bug with setting the soldier state when inside a vehicle A fix for the PT chatbox so it wont scroll down when new chat is added unless you are already at the bottom of the box Fixes for bugs that could allow someone to buy items they werent supposed to (server and client) Removed the Toggle_Sorting console command (as it can be used to cheat and has no real purpose otherwise) A fix so that the list boxes on the "team information" and "battlefield information" screens now have working scrollbars Fix bug on maps with a repair bay where C4 gets stuck to the repair bay arc Make the repair bay arc effect work correctly on maps wth a repair bay (no more arc in the middle of the level) A better fix for making the harvester not spawn invisible if the power plant is down and a harvester flys in. This means no more ugly wheels sticking out of the cargo plane. A fix to make the "harvester under attack" sound play correctly Better fixes to make the harvester harvesting arms animation play Make the location you spawn at more random Bluehell fix Fix so that you wont die if you are standing right next to the weapons factory construction zone on some maps and someone buys a vehicle A fix so you cant use a PT from inside a vehicle Fix a bug where proximity C4 can blow up if placed next to a dead enemy soldier A fix for C4 disappearing if attached to a vehcle Fix "obelisk walk" A fix for a bug where sometimes it is possible to switch into sniper mode at the same time as you switch weapons. A fix for a crash to do with calling certain console engine commands with certain strings. A fix for some possible crashes caused by bad (or too many) network packets (the UDP fix) A change to the loading of mix files on startup. As of now, any mix file without C&C_ on the front will be loaded as will any of the stock westwood C&C_ maps if they exist. Add hud.ini keyword so that mods like Reborn and RA:APB can specify a new prefix instead of C&C_ to be used by the above mentioned mix file load code (does not affect the code that displays the list of valid maps in the map list) Anti-cheat to detect damage related hacks A fix to stop the client from using weapons they dont have A fix to make explosions faster on the client The Black-Intel points fix (not sure exactly how to describe this one) Various fixes to the "weapon bag" code (i.e. the list of weapons that every vehicle and soldier has) A fix for the bug where weapons with infinate ammo (e.g. the pistol in normal renegade) do not start loaded A bug fix for an issue that happens if you join a server after it has just gameovered A bug fix for an issue with the amount of starting credits you get when you join A change to the "next weapon" and "previous weapon" code so it will skip weapons that are empty. You can still use the number keys (1 for pistol, 2 for rifle etc) to access these weapons. This code will also not skip weapons that have a zero ammo count (e.g. a mod that has binoculars) new script JFW_3D_Sound_Custom_2 Like JFW_3D_Sound_Custom but it uses the position of the player who sent the message to this script as the position to play the sound at. new script JFW_Custom_Objectives_Dlg which uses the new do_objectives_dlg engine call to display an objective for the player that sent the custom to this script new script JFW_Send_Self_Custom_On_Key Same as MDB_Send_Custom_On_Key but sends to the object with JFW_Send_Self_Custom_On_Key on it. new script JFW_Custom_Send_Random_Custom Same as JFW_Custom_Send_Custom except it only sends the custom if a random calculated percentage is greater than a specified percentage new script JFW_C4_Explode A script that goes on a C4 object and, if the soldier who placed the C4 is of a certain preset, it creates a certain explosion preset new script JFW_Set_Info_Texture A script to set the "info texture" (a texture displayed as a full screen texture similar to a scope that is used to provide information to the player) for the player that sent the custom to this script new script JFW_Clear_Info_Texture A script to clear the "info texture" for the player that sent the custom to this script new script JFW_Set_Time_Custom Sets the game time when sent a custom new script JFW_Set_Time_Limit_Custom Sets the time limit when sent a custom new script JFW_C4_Sound_2 same as JFW_C4_Sound except it plays the sound when damage > 0 instead of damage >= 0 new script JFW_Empty_Vehicle_Timer> JFW_Empty_Vehicle_Timer_Registrant("JFW_Empty_Vehicle_Timer","Time:float,TimerNum:int "); new script JFW_Heal_Zone_2 Will heal objects of a certain preset whilst they are in the zone new script Reborn_IsDeployableTank_2 same as Reborn_IsDeployableTank but does not change the weapon settings for the object at all Fix for JFW_Health_Regen so it wont heal objects that are dead Fix a bug with JFW_Message_Send_Custom and JFW_Message_Send_Custom_Team so the scripts send the correct message Correct a bug with JFW_Time_Remaining_Sounds Make JFW_Vehicle_Lock only kick someone out if that person is the driver (corrects issues with transports) Correct a bug with RA_Helipad_Zone where it was possible to hover up and down and refill faster than you were supposed to be able to The old RenAlert file checking code is gone, as is the old hud.ini CRC check, to be replaced by the new file checking anti-cheat code mentioned below In addition to this list of changes already made, the following changes are currently planned/in progress for 4.0 New file checking anti-cheat code Further work to track down and eliminate as many memory leaks as possible Resource downloader A new shader database editor Support for all the new features on linux Fixed broken connection message on linux. Fix auto player renaming on linux Fix any remaining crashes or slowdowns or other issues related to people with old PCs/graphics cards Ship the First Decade renegade EXE file as a no-cd crack to avoid copy protection issues. Add any scripts by Jerad2142 that are done in time Add any scripts by Danpaul88 that are done in time Finish the Scene Shader support (i.e. bloom etc) A new shader database, normal maps and shader files so that the new shaders are actually used in normal renegade. Further new shaders from saberhawk (some of which are for normal renegade, some of which are for mods like APB and Reborn) Finish the fog code Finish the "shader level of detail" system A change to stop objects that are 100% hidden by other objects from being drawn (something called Occlusion Culling) A set of hooks and patches to allow objects in w3dview to have shaders applied to them (so you can preview shader settings without opening the game) A fix to the code that handles D3DRS_ZBIAS to make it better A change to make every object in the game world have a shader applied to it (similar to what C&C3 and other games do). And for those who say "that will make things slower", it wont, its actually going to be a speed improvement. A fix for the "sniper scope lag" on the client A change to prevent the issue where a player can get out of a vehicle just before its killed and deny the other team/player some of the points for the kill Note that I do not have any ETA for when 4.0 will be released (or when it will enter beta testing) so dont ask. Any questions about this changelog or any requests for features not on the list should be posted here if you want the TT team to see (and possibly act) on them.
It's...it's beautiful. EDIT: Okay, said these in the other thread, but these: Remove the "Curved Surfaces Support" thing in the graphical options. I don't think that has EVER been able to be enabled by anyone anywhere. Vehicles, when purchased, have their turret face at coordinate 0,0 for whatever reason. It is personally annoying, and should be considered a bug that should be fixed if it is not already. Animations, when switching from third to first person, go out of sync with their sound. Not a biggie, but if anything can be done about it, awesome. Apparently when you have a low framerate, the physics tend to be messy. Such can be seen with the APC in A Path Beyond, it begins to rock back and forth. Seeing as it's physics, I'm not sure if it can be fixed via scripts.dll. A confirmation on this would be great though.
Based on the other topics, here is a list of the stuff people have mentioned for 4.0 that isn't already on our radar along with whether its going to be done or not: Stuff we dont plan to fix as of this point (or that doesn't need a scripts.dll change to fix and will be done by other methods if its done): the "new account"-button should redirect to a working page. God knows how many people never tried this game because of that error the "recruit" tag in-game is annoying to say the least the 'news' button in the bar where u also have "my information" could redirect to rencommunity.com? maybe a small fix so more than 5 pages per 10 seconds from outside a server are ignored extend the buddy list to more than 20 persons add the extended options list to the options tab so we can skip the quit button skip intro button in the ingame menu would be nice. In Multiplayer Practice mode(i think in SP too) when enter the pts or hit Esc, after then when u want to get ingame, u have to wait few seconds. it would be nice if they could make it so if you like host a game, it lets you choose a game mode ConsoleCommandRegistrant<> Remove the "Curved Surfaces Support" thing in the graphical options The issue with it taking longer to join the game when you access "advanced game listings" Vehicles, when purchased, have their turret face at coordinate 0,0 for whatever reason Animations, when switching from third to first person always go out of sync with their sound The custom HUD is not supposed to work inside a .pkg so its not a bug. add custom building icons feature into main game screen. Stuff that is going to be investigated and implemented if possible: quick match game doesn't work anymore it is quite easy to make it so your times c4 cannot be disarmed Hud images for weapons (top of screen) in packages and mixs don't load correctly the first time they are updated. You have to collect another weapon first, and then the new weapon has the same problem New hud.ini keyword to let you change the color of the main weapon list weapon icons Also, note that I do not represent Tiberian Technologies officially and do not pretend to speak for the rest of the team, this information is just based on my own thoughts. EDIT: One thing I forgot from the changelog was that the host hook and chat hook now let you return a value to say "dont send this chat message" (usefull if you want to implement chat muting or chat commands and not have them sent to the players/team/etc)
That's a very comprehensive and cool list of changes! What exactly does Get_Human_State return?
This one "Apparently when you have a low framerate, the physics tend to be messy" I dont think we will be fixing. (we will certainly be fixing a bunch of things that could be causes of the low framerate in the first place though) Get_Human_State returns an int which matches to one of these: #define STATE_DEFAULT 0 #define STATE_LANDING 1 #define STATE_ANIMATION 2 #define STATE_WOUNDED 3 #define STATE_LOITER 4 #define STATE_JUMPING 5 #define STATE_DIVING 6 #define STATE_DEAD 7 #define STATE_ONLADDER 8 #define STATE_INVEHICLE 9 #define STATE_INTRANSITION 10 #define STATE_TRANSITIONCOMPLETE 11 #define STATE_DESTROYED 12 #define STATE_FLYING 13 #define STATE_ONFIRE 14 #define STATE_ONCHEMICAL 15 #define STATE_ONELECTRIC 16 #define STATE_ONCNCFIRE 17 #define STATE_ONCNCCHEMICAL 18 #define STATE_LOCKEDANIMATION 19
Also I rewrote parts of engine_obj.cpp so the As_* and Is_* calls can no longer cause crashes.
Something really should be done about that new account button. Otherwise we'll lose players who assume the online's dead.
A few more suggestions. Add an option to the JFW_Flying_Infantry script to select an animations twiddler for movement Advertise extra undocumented keys (EG the "Q" vehicle gunner switch and the "Shift" Vtol strafing key) and the 3rd-party keys (mine-limit, bind vehicle etc) in the multi player help (F1) image. Add the option for object rotation to the JFW_Vehicle_Buy_Poke script Add the ability for servers to disable certain aspects of TT via a configuration file on their server Fix the sniper-scope uncloaking bug Fix weapon projectiles so that they display where they are actually calculated to hit Stop players from deploying beacons higher than X units above the nearest buildings MCT (X changes on maps with flying buildings) Add engine hook HOOK_PLAYER_DRUGS
Dthdealer wrote on Sun, 22 June 2008 10:09 [*] Fix the sniper-scope uncloaking bug I have NO problem staying cloaked while in scope mode with a SBH and sniper rifle.
Caveman wrote on Sun, 22 June 2008 19:17 Dthdealer wrote on Sun, 22 June 2008 10:09 [*] Fix the sniper-scope uncloaking bug I have NO problem staying cloaked while in scope mode with a SBH and sniper rifle. Are you running resurrection? They may have fixed that already
Dthdealer wrote on Sun, 22 June 2008 10:19 Caveman wrote on Sun, 22 June 2008 19:17 Dthdealer wrote on Sun, 22 June 2008 10:09 [*] Fix the sniper-scope uncloaking bug I have NO problem staying cloaked while in scope mode with a SBH and sniper rifle. Are you running resurrection? They may have fixed that already Nope just normal renegade with scripts 3.4.4
CarrierII wrote on Sun, 22 June 2008 10:59 Something really should be done about that new account button. Otherwise we'll lose players who assume the online's dead. We will just update the WOL URL's and redirect to some pages of our own with the installer/patcher. Also I think we will hide/remove the Quick Match button (to prevent people from bouncing off on that).
A fix for some possible crashes caused by bad (or too many) network packets (the UDP fix) Is it against UDP flooder too?
If you send enough packets you will always be able to flood the server unfortunately. However the flood fix has been improved over the original one released by BI quite a while ago.
The last I heard you had it so the server could only be flooded by packets of the right size ("The server now ignores packets that aren't the right length") Anything beyond that?
CarrierII wrote on Sun, 22 June 2008 12:07 The last I heard you had it so the server could only be flooded by packets of the right size ("The server now ignores packets that aren't the right length") Anything beyond that? Yes, and even our (BI) oldest udp flood fix was more advanced than just the right length.
Add an option to the JFW_Flying_Infantry script to select an animations twiddler for movement, not sure on this one, most likely no (unless its covered by the already done JFW_Jetpack fixes) Advertise extra undocumented keys (EG the "Q" vehicle gunner switch and the "Shift" Vtol strafing key) and the 3rd-party keys (mine-limit, bind vehicle etc) in the multi player help (F1) image. Not going to be done Add the option for object rotation to the JFW_Vehicle_Buy_Poke script. Not going to be done. Add the ability for servers to disable certain aspects of TT via a configuration file on their server. What options would you want to disable? Fix the sniper-scope uncloaking bug. Don't know if this will be fixed or not. Depends on if we can reproduce it in the current code or not. Fix weapon projectiles so that they display where they are actually calculated to hit. Don't know about this one. Stop players from deploying beacons higher than X units above the nearest buildings MCT (X changes on maps with flying buildings). This one isn't going to be fixed I dont think. Add engine hook HOOK_PLAYER_DRUGS. What should this do?
Will soldier move speed sync with server in game client?
Will there be a newer gameplay pending patch that doesn't have the bug of when you join the server it goes to the end screen and you have to rejoin the game?
Dthdealer, can you explain what an animation twiddler is and how you make one in leveledit/renx/whatever? Also, "Will soldier move speed sync with server in game client" is likely no. "Will there be a newer gameplay pending patch" is also no (there is no gameplay pending patch in scripts.dll at all and no plans for one as far as I know)
Will this work properly with current BIATCH releases (1.0x/1.1RC1)? Also, I think we (BI) need to put our heads together and figure out a few bugs...
jonwil wrote on Sun, 22 June 2008 07:21 Dthdealer, can you explain what an animation twiddler is and how you make one in leveledit/renx/whatever? As far as I know, it is a "randomizer" of a happening, usually with sound, that activates at a certain event. For example, you would get shot and your character would yell "ow!", and he would do this all the time unless a twiddler was there to randomly choose between "Ow!", "Ah!", "Youch!", and "That tickles!". Of course, he wants this with animation instead, and by that I think he either means he wants seperate flying animations to be chosen by random, or he wants random events such as a character scratching his head or stretching his arms to be activated when a user is idle ingame, as the current characters do. I think he just wants seperate flying animations though. Of course, that all is only true if that's what a twiddler is. I'm not exactly sure.
What about a server information menu`? If you click on a server, you can get a pop up box with information about it, introduction to the server, rules, players, official website, irc address, ts, etc, shit like that? Also, what about including a inbuilt voip program?
If you click on a server, you can get a pop up box with information about it, introduction to the server, rules, players, official website, irc address, ts, etc, shit like that? <-- would be tricky as XWIS/WOL has no support for such a thing And buildin voip is all good and well but we would need some sort of open source voip library and those are generally shit.
I think you should keep to fixing existing stuff for this patch .
If there isn't a way already, could you make a script for weapons to attach a custom Reticle for each, or do this somehow in the custom hud stuff? I think reticles have two pieces though, the center and the surrounding of it, in case you do decide do do this.
TruYuri, per-weapon reticles is possible, just like per-weapon scopes, via a custom script. I dont have plans to write that script at this point though.
Very impressive work! I got a few questions though. Quote: A change to stop objects that are 100% hidden by other objects from being drawn (something called Occlusion Culling) Ok, I just want to be sure here. This is basically VIS without having to manually set up VIS sectors? If so, exactly what "objects" are affected by this? Terrain, characters, vehicles, projectiles, particles? And how well has this been tested? Quote: A change to the loading of mix files on startup. As of now, any mix file without C&C_ on the front will be loaded as will any of the stock westwood C&C_ maps if they exist. Add hud.ini keyword so that mods like Reborn and RA:APB can specify a new prefix instead of C&C_ to be used by the above mentioned mix file load code (does not affect the code that displays the list of valid maps in the map list) Got a question which is a little related to this. Will it be possable to make map names appear different ingame (loading screens, ect) and completely ignore the filename, and look somewhere else instead? Basically if a map file was named "RA_NorthByNorthwest.mix", have it appear ingame as "North by North-west"? Quote: Bluehell fix I disagree with removal of key game features!
they need to fix the bugs in the creat_lighnting or w/e it is reborn knows what im talking about along with the set wire mode in 3x
Naamloos wrote on Sun, 22 June 2008 12:37 Ok, I just want to be sure here. This is basically VIS without having to manually set up VIS sectors? If so, exactly what "objects" are affected by this? Terrain, characters, vehicles, projectiles, particles? And how well has this been tested? It culls by first attempting to draw the AABB (worldbox?) of a PhysClass onto the already drawn scene with color and depthbuffer writes off. It then counts the pixels that would have been rendered, if above 0 it would draw the object regularly. It'd cull basically anything you can set a physics type on. However, it's not ment as a complete replacement for VIS, and depending on how the map is set up may cull very little.
Things I want to see: The rest of current BIATCH functionality incorporated into TT. (There are fixes for some low-probability/high-consequence netcode exploits in recent versions of BIATCH as well as the handy AntiBigHead feature and the PT hack detection. Also, this would be a good time to release our RoF detector.) Integration between tt.dll and BI's work on plugins (at the very least the two should both be able to be loaded and running at the same time, at best TT.dll should be able to take advantage of our (BI's) work and use it to implement its hook API calls when running on a suitably equipped FDS, and this would allow it to include support for server-side console-command creation and other useful server-side hooks that TT.dll could not provide by itself for client-side security reasons). Enhanced chathooking (not only chat filtering capabilities, but the ability to obtain the destination of dark blue pages and teamchat messages). As part of the BI plugin integration, support for a "TT.dll loaded and ready" hook API that early-load DLLs can use to make calls into TT.dll. This will only work on the serverside, of course.
John i got a few ideas 1)fix lightning (wont work via chat hook but turning if off does) and wire mod (dont work with new 3x scripts iv heard and tryed to test and got nothing 2)(this is something iv been wanting for coop) when a player pass thru a zone pms them a message i type in serverside but ONLY one pm per player and when they pass thru again nothing happens so one pm per person one time only 3)make the jfw_custom_send_multiply_customs rest after being used i tryed to make it loop but it only works once and then no longer works after the first time, i had post on it a while back 4)a better send custom on zone enter and make it so it dont do it again after passing thru the zone more then once.(like walk thru and sends a custom once and thats it) 5)when take ss make it show a small message on the side saying it was token 6)also make it so you can take ss of pt menu thats all i got for now i hope you atleast take them into consideration EDIT:dont forget you should try to have BIATCH read of the servers objects file i changed damage of a gun serverside and when i join to test it i got banned by my opwn server
my main suggestion which should be added (with ss) add True RGB collor (12) code inside hud..err.. TT.ini to main screen's (top) weapon image icons...(default icons have green collor, 3.4.4.scripts got code to change collor for weapon icons only for custom hud displaying (by default right corner on your game screen, whare you can see your bullets amount, but havent code to do same feature with main weapon icons (i talk about this---> (your 4.0 bug fix quote): '' jonwil wrote on Sun, 22 June 2008 03:55 A change to the "next weapon" and "previous weapon" code so it will skip weapons that are empty. You can still use the number keys (1 for pistol, 2 for rifle etc) to access these weapons. This code will also not skip weapons that have a zero ammo count ''' to make clear what the hell i talked about i can say in easy form: when you have like all or half weapons in wol game and you got all of weapons from bumber '7' and you need to swap like from sbh laser rifle to railgun or repair gun,you look at small green weapon icons on your screen's top (laser gun,laser chaingun/rail/pic/repair...) so this icons must have feature inside TT.ini to set WeaponIconCollor=12 (true .dds RGB) (but keyword ''WeaponIconCollor'' already have in 3.4.4, so you can create some new keyword...?) here screenshot: (i send pm with that SS to Saberhawk and to Jerad Grey long time ago ,but i have no answers. (these 2 dudes keep ignoring me for some fucking weird reason!) why not add this good feature?
Saberhawk wrote on Sun, 22 June 2008 21:38 It culls by first attempting to draw the AABB (worldbox?) of a PhysClass onto the already drawn scene with color and depthbuffer writes off. It then counts the pixels that would have been rendered, if above 0 it would draw the object regularly. It'd cull basically anything you can set a physics type on. However, it's not ment as a complete replacement for VIS, and depending on how the map is set up may cull very little. I'm not sure I fully understand the first part there, but you mean it will always still draw the 'box' around a physical object and decide whether or not to render the object if anything at all of it is visible? Unless I'm getting it wrong this is basically what VIS does, just a different method. If so, why can't this become a full replacement for VIS? Assuming it can be improved and all that... I know many modern games use a script-side 'culling' method rather then Renegade's VIS as it simply takes too much time to do VIS. This is also why most maps in games are a bit maze-like with a lot of walls to optimize the use of these systems.
Naamloos wrote on Sun, 22 June 2008 16:35 Saberhawk wrote on Sun, 22 June 2008 21:38 It culls by first attempting to draw the AABB (worldbox?) of a PhysClass onto the already drawn scene with color and depthbuffer writes off. It then counts the pixels that would have been rendered, if above 0 it would draw the object regularly. It'd cull basically anything you can set a physics type on. However, it's not ment as a complete replacement for VIS, and depending on how the map is set up may cull very little. I'm not sure I fully understand the first part there, but you mean it will always still draw the 'box' around a physical object and decide whether or not to render the object if anything at all of it is visible? Unless I'm getting it wrong this is basically what VIS does, just a different method. If so, why can't this become a full replacement for VIS? Assuming it can be improved and all that... I know many modern games use a script-side 'culling' method rather then Renegade's VIS as it simply takes too much time to do VIS. This is also why most maps in games are a bit maze-like with a lot of walls to optimize the use of these systems. Yes, it will always draw the bounding box and decide if it will be visible or not off of that. But that's just 20 polygons, and with no textures, lighting, or even actual rendering turned on, it's instantaneous. Most modern games use occlusion culling to cut down on objects to render, *but* in those cases the engine was designed to take advantage of occlusion culling. Renegade wasn't. And we can't fake being designed for it either because we have no control over draw order. Because the draw order can be seriously messed up at times, occlusion culling can't be completely depended upon.
No, we aren't going to change where it reads the map name (i.e. different name to the filename) Lightning should work, if it doesn't, its not going to get fixed for 4.0. Wireframe mode should work just fine with scripts.dll 4.0, I tested it myself and it works for me. These 2 when a player pass thru a zone pms them a message i type in serverside but ONLY one pm per player and when they pass thru again nothing happens so one pm per person one time only a better send custom on zone enter and make it so it dont do it again after passing thru the zone more then once.(like walk thru and sends a custom once and thats it) we cant do because of how the game detects that you have entered a zone and triggers the zone entry function on the script. I have added a new version of JFW_Custom_Multiple_Send_Custom, called JFW_Custom_Multiple_Send_Custom_2 which resets. As far as I know we are not going to make the screenshot code display a message or allow you to take screenshots of anything you can't currently take screenshots of (i.e. menus) Some other changes made since the big changelog was posted: You can now set RadarWorldSize in the per-map scrolling radar map ini files, this is because you cannot get a usable set of overheads where every map is at the same scale so you need to change the RadarWorldSize per-map to make things fit. Removed the recruit label. Disabled the quickmatch button since quickmatch is broken. Added a new hud.ini keyword to change the color of the weapon chart images (both the yellow used for empty weapons and the green used for full weapons) Changed the shadow code to force shadows to the largest square power of 2 texture size that is smaller than the backbuffer size (previously the texture was being created too big and causing issues) We are also changing the WOL server listing to make it easier to find your favorite server (details still being worked out)
jonwil wrote on Sun, 22 June 2008 19:29 No, we aren't going to change where it reads the map name (i.e. different name to the filename) Lightning should work, if it doesn't, its not going to get fixed for 4.0. Wireframe mode should work just fine with scripts.dll 4.0, I tested it myself and it works for me. These 2 when a player pass thru a zone pms them a message i type in serverside but ONLY one pm per player and when they pass thru again nothing happens so one pm per person one time only a better send custom on zone enter and make it so it dont do it again after passing thru the zone more then once.(like walk thru and sends a custom once and thats it) we cant do because of how the game detects that you have entered a zone and triggers the zone entry function on the script. I have added a new version of JFW_Custom_Multiple_Send_Custom, called JFW_Custom_Multiple_Send_Custom_2 which resets. As far as I know we are not going to make the screenshot code display a message or allow you to take screenshots of anything you can't currently take screenshots of (i.e. menus) Some other changes made since the big changelog was posted: You can now set RadarWorldSize in the per-map scrolling radar map ini files, this is because you cannot get a usable set of overheads where every map is at the same scale so you need to change the RadarWorldSize per-map to make things fit. Removed the recruit label. Disabled the quickmatch button since quickmatch is broken. Added a new hud.ini keyword to change the color of the weapon chart images (both the yellow used for empty weapons and the green used for full weapons) Changed the shadow code to force shadows to the largest square power of 2 texture size that is smaller than the backbuffer size (previously the texture was being created too big and causing issues) We are also changing the WOL server listing to make it easier to find your favorite server (details still being worked out) im sorry john my mistake i did not mean to type lighting im sorry i meant to say clouds dont work....they dont turn on via chat hook but i can turn them OFF via chat hook id type !clouds and nothing i got the para filled out right but looking at them in level edit like i did with war blitz and lighting and etc but when i do !cloudsoff ALL the clouds go away that where they are the map to start with but i cant turn them on... in the chat hook i made them more darker and gloomy and more clouyd cover but nothing works iv messed with it for a while and nothing and like i said !cloudsoff works.... i talked to reborn and he said its fucked up and to report it
Same thing. Any issues where weather related script commands dont work are not going to be fixed for 4.0 (the exception to this is the fog related changes being done for the shaders work but that is only intended to give shaders the same fog support as what you get with no shaders at all)
jonwil wrote on Sun, 22 June 2008 19:54 Same thing. Any issues where weather related script commands dont work are not going to be fixed for 4.0 (the exception to this is the fog related changes being done for the shaders work but that is only intended to give shaders the same fog support as what you get with no shaders at all) why not?
Because we dont know the first thing about how the weather code works.
jonwil wrote on Sun, 22 June 2008 21:29 Added a new hud.ini keyword to change the color of the weapon chart images (both the yellow used for empty weapons and the green used for full weapons)
Saberhawk wrote on Mon, 23 June 2008 02:14 Naamloos wrote on Sun, 22 June 2008 16:35 Saberhawk wrote on Sun, 22 June 2008 21:38 It culls by first attempting to draw the AABB (worldbox?) of a PhysClass onto the already drawn scene with color and depthbuffer writes off. It then counts the pixels that would have been rendered, if above 0 it would draw the object regularly. It'd cull basically anything you can set a physics type on. However, it's not ment as a complete replacement for VIS, and depending on how the map is set up may cull very little. I'm not sure I fully understand the first part there, but you mean it will always still draw the 'box' around a physical object and decide whether or not to render the object if anything at all of it is visible? Unless I'm getting it wrong this is basically what VIS does, just a different method. If so, why can't this become a full replacement for VIS? Assuming it can be improved and all that... I know many modern games use a script-side 'culling' method rather then Renegade's VIS as it simply takes too much time to do VIS. This is also why most maps in games are a bit maze-like with a lot of walls to optimize the use of these systems. Yes, it will always draw the bounding box and decide if it will be visible or not off of that. But that's just 20 polygons, and with no textures, lighting, or even actual rendering turned on, it's instantaneous. Most modern games use occlusion culling to cut down on objects to render, *but* in those cases the engine was designed to take advantage of occlusion culling. Renegade wasn't. And we can't fake being designed for it either because we have no control over draw order. Because the draw order can be seriously messed up at times, occlusion culling can't be completely depended upon. And there is no way to change the draw order at all unless you have *magic words* the W3D source code... Hmm. Ok then here comes another question then. I'd like to know if anything is changable about LOD? (level of detail) It's currently based on both range AND a specific number of polygons being rendered. If it's possable to make it only range-dependant so let's say you get max detail objects within 100 meters, lesser between 100 and 400, and lowest detail at 400+. (possably a 4th where the model is removed completely). I'd like to hear your opinion on this being possable or not.
Naamloos wrote on Mon, 23 June 2008 07:00 Saberhawk wrote on Mon, 23 June 2008 02:14 Naamloos wrote on Sun, 22 June 2008 16:35 Saberhawk wrote on Sun, 22 June 2008 21:38 It culls by first attempting to draw the AABB (worldbox?) of a PhysClass onto the already drawn scene with color and depthbuffer writes off. It then counts the pixels that would have been rendered, if above 0 it would draw the object regularly. It'd cull basically anything you can set a physics type on. However, it's not ment as a complete replacement for VIS, and depending on how the map is set up may cull very little. I'm not sure I fully understand the first part there, but you mean it will always still draw the 'box' around a physical object and decide whether or not to render the object if anything at all of it is visible? Unless I'm getting it wrong this is basically what VIS does, just a different method. If so, why can't this become a full replacement for VIS? Assuming it can be improved and all that... I know many modern games use a script-side 'culling' method rather then Renegade's VIS as it simply takes too much time to do VIS. This is also why most maps in games are a bit maze-like with a lot of walls to optimize the use of these systems. Yes, it will always draw the bounding box and decide if it will be visible or not off of that. But that's just 20 polygons, and with no textures, lighting, or even actual rendering turned on, it's instantaneous. Most modern games use occlusion culling to cut down on objects to render, *but* in those cases the engine was designed to take advantage of occlusion culling. Renegade wasn't. And we can't fake being designed for it either because we have no control over draw order. Because the draw order can be seriously messed up at times, occlusion culling can't be completely depended upon. And there is no way to change the draw order at all unless you have *magic words* the W3D source code... Hmm. Ok then here comes another question then. I'd like to know if anything is changable about LOD? (level of detail) It's currently based on both range AND a specific number of polygons being rendered. If it's possable to make it only range-dependant so let's say you get max detail objects within 100 meters, lesser between 100 and 400, and lowest detail at 400+. (possably a 4th where the model is removed completely). I'd like to hear your opinion on this being possable or not. No, and that is counter-productive of LOD. Just tweak the static and dynamic LOD numbers (usually) located in HKLM/Software/Westwood/Renegade/System Settings/
Will the new anticheat work with the hud.ini files? For example, hud.ini , mapname.ini . As of right now renguard rejects these files.
The new anti-cheat wont reject hud.ini or the mapname ini files as they dont contain items that could be used to cheat. tt.ini (which does contain potential cheat use items) will be checked though.
jonwil wrote on Tue, 24 June 2008 05:02 The new anti-cheat wont reject hud.ini or the mapname ini files as they dont contain items that could be used to cheat. I beg to differ.
What items in hud.ini can be used to cheat? They may be among the items moved to tt.ini.
The most obvious one coming to my mind: people *cough* scrin *cough* adding harvester and building health to their HUD. There's already been a whole discussion about that.
Goztow wrote on Tue, 24 June 2008 02:22 The most obvious one coming to my mind: people *cough* scrin *cough* adding harvester and building health to their HUD. There's already been a whole discussion about that. hud.ini doesn't let you do that stock. They modified their shaders.dll to show the information.
jonwil wrote on Sun, 22 June 2008 02:55 advanced guard tower and obelisk script improvements to correct various bugs and issues Is the problem where you're out of the Obelisk's sight for quite a long time (say, ten or more seconds) after it charged but it still fires without charging after you re-enter it's line of sight, such as after hiding behind a rock for that ten seconds, covered by this? Sometimes it holds it's charge longer than it should and doesn't cool down and will "hack" and kill you immediately after re-entering it's line of sight. More importantly, is "Obelisk walking" fixed? I also have a rather insignificant request if possible. What about giving each vehicle it's own creation sound? Ala, like Tiberium Wars. Of course, they could all actually still use the same "Unit Ready" sound by default, but by enabling them to be separate, we'd be able to customize them. I wanted to use "Mammoth Tank Assembled" for the Mammoth Tank, but they all use the same voice sound, so that'd obviously also make APCs and even the Harvester have the same sound. Perhaps also giving GDI and NOD separate radio commands for the same reason as well (again, they could remain unchanged by default)? If it's alot of work, don't worry about it, but if it's simple, it'd offer some flexibility. jonwil wrote on Sun, 22 June 2008 02:55 A fix for the PT chatbox so it wont scroll down when new chat is added unless you are already at the bottom of the box Awesome! That was so annoying.
Obelisk walking is fixed. (or at least whatever RR labeled "obelisk walking", the fix comes from there) Big thankyou goes out to all the people helping with scripts.dll 4.0 (code contributions have come from yrr and Renegade Resurrection, Black-Intel and the Black-Intel mods, Saberhawk, Sir Kane and others)
jonwil wrote on Tue, 24 June 2008 20:42 Obelisk walking is fixed. (or at least whatever RR labeled "obelisk walking", the fix comes from there) Big thankyou goes out to all the people helping with scripts.dll 4.0 (code contributions have come from yrr and Renegade Resurrection, Black-Intel and the Black-Intel mods, Saberhawk, Sir Kane and others) are you going to add sirkanes custom bandtest.dll in there to remove hud?
jonwil wrote on Tue, 24 June 2008 22:42 , Sir Kane and others)
the HUD console command (the same one as is in 3.4.4) has been improved and will disable the other HUD elements (player list,team list, credits and time as well as the custom HUD)
SSnipe wrote on Wed, 25 June 2008 13:29 jonwil wrote on Tue, 24 June 2008 20:42 Obelisk walking is fixed. (or at least whatever RR labeled "obelisk walking", the fix comes from there) Big thankyou goes out to all the people helping with scripts.dll 4.0 (code contributions have come from yrr and Renegade Resurrection, Black-Intel and the Black-Intel mods, Saberhawk, Sir Kane and others) are you going to add sirkanes custom bandtest.dll in there to remove hud? No need, the hud command works flawlessly in 4.0
The bug where the ob did not discharge is indeed fixed.
I had a really good idea... but I forgot it once I got out of the shower....
jonwil wrote on Wed, 25 June 2008 09:47 the HUD console command (the same one as is in 3.4.4) has been improved and will disable the other HUD elements (player list,team list, credits and time as well as the custom HUD) as for sir kanes bandtest.dll is it also possible to do this serverside?
Goztow wrote on Tue, 24 June 2008 02:22 The most obvious one coming to my mind: people *cough* scrin *cough* adding harvester and building health to their HUD. There's already been a whole discussion about that. You got to be kidding me.
wittebolx wrote on Tue, 22 July 2008 14:04 jonwil wrote on Wed, 25 June 2008 09:47 the HUD console command (the same one as is in 3.4.4) has been improved and will disable the other HUD elements (player list,team list, credits and time as well as the custom HUD) as for sir kanes bandtest.dll is it also possible to do this serverside? Huh? edit: 2^8 posts!
BlueThen wrote on Tue, 22 July 2008 21:30 Goztow wrote on Tue, 24 June 2008 02:22 The most obvious one coming to my mind: people *cough* scrin *cough* adding harvester and building health to their HUD. There's already been a whole discussion about that. You got to be kidding me. If you played a game even half competitively, then you know that you often need to make the choice between 'k'-button and shooting / looking.
Goztow wrote on Tue, 22 July 2008 14:58 BlueThen wrote on Tue, 22 July 2008 21:30 Goztow wrote on Tue, 24 June 2008 02:22 The most obvious one coming to my mind: people *cough* scrin *cough* adding harvester and building health to their HUD. There's already been a whole discussion about that. You got to be kidding me. If you played a game even half competitively, then you know that you often need to make the choice between 'k'-button and shooting / looking. If you tap the k button, you can see both the battlefield and the game information. Besides, it's barely a disadvantage.
BlueThen wrote on Tue, 22 July 2008 22:20 If you tap the k button, you can see both the battlefield and the game information. No, you cannot.
Goztow wrote on Tue, 22 July 2008 22:24 BlueThen wrote on Tue, 22 July 2008 22:20 If you tap the k button, you can see both the battlefield and the game information. No, you cannot. It's not that difficult, you just need to know what you're looking for and repeatedly tap the key to have it flash back and forth.
cmatt42 wrote on Tue, 22 July 2008 23:44 Goztow wrote on Tue, 22 July 2008 22:24 BlueThen wrote on Tue, 22 July 2008 22:20 If you tap the k button, you can see both the battlefield and the game information. No, you cannot. It's not that difficult, you just need to know what you're looking for and repeatedly tap the key to have it flash back and forth. Donno for you, but I can't use wasd at the same time as k, so you can't move during tapping the k key. I invite everyone to just try it during a fierce battle, especially when you're defending a non base defense map, and you'll notice just how much of a cheat it is to have the building's health displayed at the sides.
Jump before you press it, you keep moving.
Goztow wrote on Wed, 23 July 2008 01:17 Donno for you, but I can't use wasd at the same time as k, so you can't move during tapping the k key. I invite everyone to just try it during a fierce battle, especially when you're defending a non base defense map, and you'll notice just how much of a cheat it is to have the building's health displayed at the sides. He said seeing, not moving. But that's easily done as well.
Goztow wrote on Wed, 23 July 2008 01:17 cmatt42 wrote on Tue, 22 July 2008 23:44 Goztow wrote on Tue, 22 July 2008 22:24 BlueThen wrote on Tue, 22 July 2008 22:20 If you tap the k button, you can see both the battlefield and the game information. No, you cannot. It's not that difficult, you just need to know what you're looking for and repeatedly tap the key to have it flash back and forth. Donno for you, but I can't use wasd at the same time as k, so you can't move during tapping the k key. I invite everyone to just try it during a fierce battle, especially when you're defending a non base defense map, and you'll notice just how much of a cheat it is to have the building's health displayed at the sides. And teamspeak is a cheat because you can communicate faster than typing
Well yeah, if you allow teamspeak, u may as well allow radar hack... both allow you to spot people faster...
Goztow wrote on Wed, 23 July 2008 17:58 Well yeah, if you allow teamspeak, u may as well allow radar hack... both allow you to spot people faster... You should also disallow people to be on the phone while ingame- they could be talking to someone else on the other team and sharing information.
u6795 wrote on Wed, 23 July 2008 17:52 Goztow wrote on Wed, 23 July 2008 17:58 Well yeah, if you allow teamspeak, u may as well allow radar hack... both allow you to spot people faster... You should also disallow people to be on the phone while ingame- they could be talking to someone else on the other team and sharing information. Yay, finally a use for my cellphone jamming code!
Saberhawk wrote on Thu, 24 July 2008 01:43 u6795 wrote on Wed, 23 July 2008 17:52 Goztow wrote on Wed, 23 July 2008 17:58 Well yeah, if you allow teamspeak, u may as well allow radar hack... both allow you to spot people faster... You should also disallow people to be on the phone while ingame- they could be talking to someone else on the other team and sharing information. Yay, finally a use for my cellphone jamming code! 1337n355!
One more thing that should be fixed ( i think) when u exit a vehicle it still goes forward (even if u exit when it stoped) and that's preety annoyng when it can fall form somewhere and u need to repair
Ehm, vehicles stop when you exit them...
i remember them still going forward (or backward) slowly
and get rid of the jumping out of heli with keys glitch where u dont get dmg.
blly wrote on Wed, 30 July 2008 17:07 and get rid of the jumping out of heli with keys glitch where u dont get dmg. Yes that was mentioned in the sticky
Can you also add these scripts to the 4.0 version: http://www.game-maps.net/staff/zunnie/hostagemode/scripts344/ Thanks
Quote: Disabled the quickmatch button since quickmatch is broken. This mode is not exactly broken. Unfortunately MatchBot and WDTBot do not exist on XWIS making quickmatch and world domination tour (TS & RA2) games impossible.
Caveman wrote on Wed, 30 July 2008 22:19 blly wrote on Wed, 30 July 2008 17:07 and get rid of the jumping out of heli with keys glitch where u dont get dmg. Yes that was mentioned in the sticky What was mentioned is that it's a problem of SSGM and that these things are server side. I don't think they'll remove them 'cause it's SSGM adding them, so they can't remove them.
Kholdstare wrote on Thu, 14 August 2008 22:42 Quote: Disabled the quickmatch button since quickmatch is broken. This mode is not exactly broken. Unfortunately MatchBot and WDTBot do not exist on XWIS making quickmatch and world domination tour (TS & RA2) games impossible. Meaning they don't work and thus are broken. In a way we can't fix (we need XWIS to do that) so we decided to remove it instead. If one day XWIS will fix it, we'll readd the menu option for it.
are all the buttons such as new account / clan ranks gonna work? and is the little login screen ladder gonna work? and are the clanwar games gonna be auto again?
zunnie wrote on Thu, 14 August 2008 05:37 Can you also add these scripts to the 4.0 version: http://www.game-maps.net/staff/zunnie/hostagemode/scripts344/ Thanks Imported.
Just remembered 2 things, 1)fixing the bug where you just "push" enemies and not actually kill/boink them, im guessing this is a lag related issues but sometimes you push em for a while (running in air animation?) and then they die, or sometimes they don't even die. 2)vehicles getting stuck (gdi apc between 2 rocks on base to get on wall, nod apc under near that rock near ob tunnel).
trooprm02 wrote on Wed, 20 August 2008 09:41 Just remembered 2 things, 1)fixing the bug where you just "push" enemies and not actually kill/boink them, im guessing this is a lag related issues but sometimes you push em for a while (running in air animation?) and then they die, or sometimes they don't even die. 2)vehicles getting stuck (gdi apc between 2 rocks on base to get on wall, nod apc under near that rock near ob tunnel). and you get stuck on mesa inbetween rock and hon in arty and walls, mammy sometimes gets stuck over the side.
trooprm02 wrote on Wed, 20 August 2008 17:41 1)fixing the bug where you just "push" enemies and not actually kill/boink them, im guessing this is a lag related issues but sometimes you push em for a while (running in air animation?) and then they die, or sometimes they don't even die. This one is so ANNOYNG i simply hate that bug hard to squish sometimes
1) That's probably lag related, nothing much we can do about it. Also happens when you drive extremely slow, but that was intended. 2) I have no idea what the cause is or how to fix it. If/when we know we will fix it though.
Is 4.0 out yet? If it is can you tell me where to get it?
It might be insignificant and possibly discussed elsewhere I didn't catch, but when about to buy something like a Medium Tank and I'm at 798 and the harv starts unloading, my credit flow halts abruptly. Its a small irritation when waiting all that time, one would assume that you should still get that flow while the Harv adds to it. In some instances it has denied me a vehicle when being rushed by the opposing team. I'm also not sure by invisible Harv if you aslo mean the Harvester not driving after your PP dies, continuously dying and taking up valuable purchase time as Nod. Also, I sometimes get a random fifth bullet in my sniper rifles that doesn't count against my remaining ammo. Does anyone else get that or is it just me?
That's intended afaik. The ref is supposed to be too busy with unloading the harv I think. Invisible harv fix includes basically everything relating to that bug. Both not being visible and not driving off the airstrip. The sniper bug thing is probably hard to fix. My guess is that it is lag related and that you shot only 3 bullets at the server whereas you shot 4 on the server. That means you can still shot another (5th) bullet.
Ah ok sounds good. I bring up the 5th bullet issue because of numerous experiences on Walls Flying where I would be shooting an Apache/Orca with any sniper. I would let off all shots with the damage evident on the enemies aircraft but still have one round left over.
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.
"A change to prevent the issue where a player can get out of a vehicle just before its killed and deny the other team/player some of the points for the kill" Shouldn't that be considered "defensive skill?"
No, that should be considered exploiting the points engine.
Well, you could consider it something the better players only would do, yes. But I don't mind it being fixed. It'll also enable getting points for repairing an empty vehicle, I suppose? That's a good thing IMO: there's no reason to not get points for repairing your own vehicle.
ppl would damage-rep their own tanks to gain money/points
That's why they should lose money/score when they attack their own vehicles..
It becomes a problem when no one is in the vehicle, though.