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Engine v.93, Scripts v.192
*sam*
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* More looting/ped fixes (e.g. a commandeered car was not having its driver stored in it, so was not appearing in subsequent encounters as it had no characters in).
* A new map near Gateway (telegraph road) - thanks Vikk!
* Engine power is now cut when ?close to zero?, so you stop your car better
* The Preferences dialog now lets you choose KMH rather than MPH as your units.
* Some framerate improvements, including billboarding of trees/bushes in the distance ? this will increase loading time slightly but enables good framerates on maps with lots of trees ? I?m aiming to use the same approach with insects and wild animals to allow large numbers of them without hammering the framerate too much.
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted May 23, 2008, 9:56 pm
Jansan
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Does this include the shotgun and general hand-gun changes?
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vet

Posted May 23, 2008, 10:32 pm
*Lugal*
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Very cool - thankee sai!

I look forward to testing the "close to zero" function!
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vet marshal wv

Posted May 23, 2008, 11:13 pm
WolfEater
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ya that engine open and close will be very good for me new GL hummer
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vet race1 combat1 wv

Posted May 23, 2008, 11:15 pm
Hula
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good map too...a very nice addition, thanks Vikk. ;)
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vet wv

Posted Jun 2, 2008, 7:09 am Last edited Jun 2, 2008, 7:10 am by Hula
*Zothen*
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*sam* said:

* Engine power is now cut when ?close to zero?, so you stop your car better


I dont see this working very well, Sam. The speed is still buggering around at -2 to +2 and the needle cant be set to exactly zero.
Also the handbrakes with speed to zero still let the car move a little and sometimes even to the sides on flat ground.
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vet marshal wv

Posted Jun 2, 2008, 8:31 am Last edited Jun 2, 2008, 8:31 am by Zothen
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