As part of an ongoing effort to keep the classic 2002 game, Command & Conquer: Renegade fresh, exciting, and bug-free, VGM was created as a server-side utility to facilitate such goals.
- Multiple game modes, including all-out war, sniper-only, and infantry-only
- Crate boxes containing random effects (weapons, etc.)
- A commander feature, allowing a team to have a commander to organize tasks
- A Tiberium Crystal feature, allowing teams to return the crystal to their base for money
- A veteran system, allowing players to rank up (and unlock new abilities) as they get kills on players, vehicles, and buildings
- Medals, like achievements, for players doing things such as spree kills or destroying X buildings
- Ability to enter commands into the console to do things such as:
- Muting, moving, or killing players
- Allowing an in-game player to invisibly spectate others
- Allows players to lock vehicles to prevent team theft
- Allows moderators to view in-game events such as damage values, flags for headshots, and so on
- Some of this information is available to players in-game as well
- Also allows users and moderators to view information via IRC, such as building status (health), without being in-game
- Vehicle shells, including shells for Harvesters and helicopters (experimental), to allow vehicles to be repaired
- Adds gun towers for GDI to mirror Nod's turrets
- Allows permission to reserve slots (for moderators) which can bypass the player limit
- Custom radio commands and ability to do poses by pressing numpad keys
- Players now drop weapon packs so that others can pick up more weapons
- Lots of other small additions!
- Some console commands and moderator tools mentioned above help serve this purpose
- Blocks (and detects) bighead hack users
- Blocks (and detects) damage hack users
- Blocks (and detects) rapid-fire hack users
- Users can be banned by serial, IP range, or hostname
- Blocks users from bypassing DNS hacks
- Blocks users from hacking serial codes
- Blocks users from crashing server using a connection exploit
- The base of a primitive aimbot detector is found in the source, though this was never completed
- Credits are now distributed to the team evenly during a Harvester unload, instead of in one lump sum
- Obelisk will no longer fail at targeting objects due to them going out of sight for a split second
- Advanced Guard Tower will no longer continue to shoot at objects which have disappeared from its line of sight
- Fix for getting too many points from vehicle-vs-soldier battles
- Fix for using purchase terminals through walls
- Fix for pistol not being loaded
- Fix for "blue hell" (off the map) glitch
- Some minor netcode fixes
- Some minor console command fixes
- Other minor fixes
Due to the team-based nature of the development of VGM, some components (such as the Obelisk and Guard Tower fixes) have been omitted from the source code.
This project was compiled using the scripts-3.4.4
open-source base (formerly available from SourceForge prior to scripts-4.0
).