Months of updates

Posted on 30 Jul 2006 by StealthEye
Finally we managed to produce a (hopefully) stable scripts.dll to run at our 3 servers. We have already fixed one or two bugs but think the servers are pretty stable now.
The updates are too many to name. A lot of bugfixes, updates, code improvements, etc. part of the things we have posted online have only been updated by now because we had to wait for certain tthings before running them on our stable servers.

Another major thing is that we've moved our servers to a0000000a, a0000000b and a0000000c. We did not like to use the (we think) a little lame names, but as everyone does it, we would have a huge disadvantage by not using them, so we decided to test it. Results: MANY more players! So we will not switch back. Too bad that most ppl seem to only look at the first page... :/

Lost data

Posted on 14 Jul 2006 by StealthEye
Ok, I tried to add an extra section to the server.dat to load my dll at load time. It worked perfectly yesterday, but today I found a negative effect of it. I tried opening the server.dat with ollydbg and noticed how the many functions and variables I had documented lost their labels and comments. The size of the ollydbg data file was effectively reduced from about 9 MB to a few kB, the auto backup was emptied too, and the newest other backup I have is about 10 days old. So I lost a lot of important data. Especially as I have done a lot of symbol copying from the LFDS to the win FDS lately.
I've been working on some lag fix, although it crashes the client if it has not got a matching patch installed, an improvement to the loading time compensation and a lot of fixes and clean ups in the code, things you will most probably not notice. The data loss made me lose some important things about these mods, which I will have to figure out again.

I'm trying to get a working and stable version ASAP to run on the BlackIntel servers, as the current version is rather old... I'm working on fixing the music player again too, as it has been disabled for too long now :)

Another change we did is the IRC channel structure, #BlackIntel is now the general channel, where you can talk about nearly everything you want. #BlackIntel1 to #BlackIntel3 are the stable always on servers and 4 and 5 are the test servers. Chat is preferred on #BI1 to make things less confusing. :) For those of you who don't know, our channels are hosted on

Bah, another fix

Posted on 10 Jul 2006 by EvilWhiteDragon
Sorry, the old blackintel server.dat download did not contain the start button fix. It should be fixed now, thanks to Goztow for telling us about the bug.

BlackIntel server.dat release

Posted on 05 Jul 2006 by StealthEye
We have released our server.dat file as it is now, with quite some fixes and changes, especially the annoying start button fix and the upd flood fix. For details about the release, go to the download page

Host change

Posted on 04 Jul 2006 by StealthEye
We have changed hosts, as we have not seen our old host for about a month, and we really wanted forums for better internal communication and ofcourse communication with our.. eh.. fans(?) :)

So this is the new place for our site to be, please visit our forums.

Serveral scripts.dll updates.

Posted on 26 Jun 2006 by EvilWhiteDragon
Last weeks we updated our scripts.dll to version 2.7.2 and SSAOW 1.5.
The mod was based on SSAOW 1.4.1, with scripts.dll 2.3.1, but thanks to Cat998 we could easily update it to the new version (well... more like he did that for us ;) ). We also made it a bit more easy to update our mods and improved the way the source was structured.
We also completely removed the SSAOW bind and lock feature, since we got our own auto-bind feature and we don't like the way SSAOW made the lock feature.
Another thing we fixed was some minor bug with donate, you didn't get a page when you donated someone.
Something that we thought needed to be improved is the map rotation config, so we changed it so that you won't need the mapname part anymore.
Another slight improvment that we made is the added check to disable ingame commands in the console (eg. !stuck should not be used in the console). For most commands this does not really bother, but with some commands it is an extra safety feature (and you will need a whole less error messages and stuff ;) )
Also made a fix for some bug that would crash the server, told it to John Will but he said he can't fix it for atleast linux, so that won't be fixed in the normal scripts.dll

Staff and servers update

Posted on 08 Jun 2006 by StealthEye
Today we updated the Staff and server sections, since Cat998 has joined and hosts a server for us.
Now the staff section also includes Cat998 and the BlackIntel moderators.
The server section now includes Cat998's server.

Cat998 and servers

Posted on 08 Jun 2006 by StealthEye
Since a couple of weeks Cat998 has been our friend and last week or so we invited him to join BlackIntel. And he did ;) and we found him prepared to host another server for us. So now we got one 24 player server one 12 player server (we changed it from 16 to 12) and one 6 player server.

Advanced Guard Tower fix and improved seen logic

Posted on 06 Jun 2006 by EvilWhiteDragon
We rewrote the AGT script, so that it now will seize fire immedeatly after the target is out of sight and made it impossible for the AGT to fire directly at it's base like it did before.
Also we changed the seen logic of the AGT and Obelisk to make then charge/fire directly once they can see you. Obelisk walking tactics will be alot harder I expect .


Posted on 27 May 2006 by EvilWhiteDragon
I have been reading at the renegade public forums lately and discovered that a lot of people demanded a fix for the not always proper functioning of the start button showed in the XWIS server connection window. We do have a better way of fixing it, but since that is to deep coded into our classified scripts.dll we can't yet place that code here.

I also updated the tactics movies page with 2 new movies made by me and StealthEye. The walk to the Obelisk is a bit lame since you are Ob glitching, but it does require a lot of skill.