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Scripts v.260
*sam*
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There's several changes in this patch.. (mostly server-side but here's a good place to announce them)..

1. The new 'Gates Fees' plus the increased garage fees and lockup fees have been implemented, as discussed over the past week or so. The gates fee of each town is shown on the town page on the website. Note that it is quite possible that garage fees and lockup fees may change again (i.e. be reduced) in the next week or two, when we have worked through some proposed changes to the way that your gang can provide its own protection and mechanic facilities in town.

2. I have added extra camp donation metrics (materials donated plus mech points contributed by each camp member are now shown when you click on a camp member's name from the camp's Info page). A browser cache refresh will be needed for this.

3. The game client now remembers camera positions on a per-vehicle/per-ped basis when you use the << and >> buttons to cycle through them. So you can manage multiple-car combats easier when you cars get separated.

4. I have added some improved self-preservation decision-making with NPC vehicles in wilderness combats.

5. Fully open pvp is now implemented at SV
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Sep 2, 2009, 9:26 am Last edited Sep 2, 2009, 9:27 am by *sam*
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Great Sam!

the contribution info in the camp's page says nothing from last server reset, does it mean the mech points will be visible after midnight or the mechs have to leave the camp and come back for it to work properly?

edit: if the mechs have to leave camp and come back, will a simple scout do or do they have to arrive at a town and travel back?

cleared my browser's cache too
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vet marshal wv pvp3 zom circuit2 pvp1 cont

Posted Sep 2, 2009, 10:07 am Last edited Sep 2, 2009, 10:51 am by *Tinker*
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Ooooh. Sounds marvelous!
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vet gateautumn gwextrav raceL1 wv e2g0,2,0

Posted Sep 2, 2009, 1:37 pm
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SO what was the final say on the gates fees. How much per town?
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vet wv pvp4

Posted Sep 2, 2009, 1:57 pm
*sam*
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Quote:
the mech points will be visible after midnight


yep

Quote:
or the mechs have to leave the camp and come back


no

Quote:
SO what was the final say on the gates fees. How much per town?


These are listed on each town's webpage.

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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Sep 2, 2009, 2:51 pm
The Paranoid Tourist
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sam said:
3. The game client now remembers camera positions on a per-vehicle/per-ped basis when you use the << and >> buttons to cycle through them. So you can manage multiple-car combats easier when you cars get separated.


Sure. Just after I did an 8 car travel from BL to SS.
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vet gateautumn gwextrav raceL1 wv e2g0,2,0

Posted Sep 2, 2009, 3:12 pm
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*sam* said:
3. The game client now remembers camera positions on a per-vehicle/per-ped basis when you use the << and >> buttons to cycle through them. So you can manage multiple-car combats easier when you cars get separated.


Just used this and was wonderful but please please please can we have a preferences toggle to make this the default behavior? (must press shift-button currently)
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vet combatL1 wv1,0,0

Posted Sep 2, 2009, 3:56 pm Last edited Sep 2, 2009, 3:57 pm by 4saken
*sam*
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Quote:
Just used this and was wonderful but please please please can we have a preferences toggle to make this the default behavior? (must press shift-button currently)


This is shift and > on keyboard?
I forgot about that, I always use the two buttons on the steering wheel panel.

Best thing might be to make the new behaviour default and the old behaviour done when you use shift?
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Sep 2, 2009, 4:14 pm Last edited Sep 2, 2009, 4:15 pm by *sam*
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Agreed on that sam, very useful
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vet marshal wv community

Posted Sep 2, 2009, 4:15 pm
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Also agreed - and yes, shift > is >> :)
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vet marshal deathrceL1 wv community combatL1

Posted Sep 2, 2009, 4:34 pm
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Ok. I'm a little confused with what you've been saying, here. I did a scout and found the following to be true:

1: Buttons on the steering panel provide the new behavior (camera returns to position previously used when viewing that vehicle)

2: , and . moved the camera the corresponding distance between cars but did not change the camera angle

3: < and > (shift + , or .) switched focus between cars without changing the camera at all


Seems to me that the first two should perform matching actions. I would leave the third as it was and do away with the second action completely.
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vet gateautumn gwextrav raceL1 wv e2g0,2,0

Posted Sep 2, 2009, 5:38 pm Last edited Sep 2, 2009, 5:39 pm by The Paranoid Tourist
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I can't think of a reason to keep the old behaviour myself.

EDIT: Ctrl , . causes the camera to stay put while switching vehicles. Currently shift , . or buttons is new behav, regular , . is old behav...
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vet combatL1 wv1,0,0

Posted Sep 2, 2009, 7:17 pm Last edited Sep 2, 2009, 11:29 pm by 4saken
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