Last Updated : 04/14/05
ISSUES UNDER INVESTIGATION
KNOWN ISSUES - NONE BUGS
NOTE: In order to keep the clutter to a minimum, internal engine revisions related
to code revisions, tweaks, WIP items etc and which are not obvious to non-dev
personnel, are not listed.
RELEASE CANDIDATE BUILDS
BETA BUILD SAVED GAMES INVALIDATED!
v1.00.06 RC6 (04-14-05)
- FIXED: Running multiplayer from the main menu would sometimes cause the screen
to not be restored upon exit (and return to the main menu). This seems to be a graphics
driver problem due to two Direct3D apps (single- and multiplayer EXEs) attempting to
use the same video device context. Anyway, if this does not work reliably, then the
"Join MP Server" shortcut can still be used, instead of the "Multiplayer" button on the
v1.00.05 RC5 (04-12-05)
- Implemented and integrated new main menu graphics
- FIXED: Bug which caused incorrect characters to be entered in the chat box.
v1.00.04 RC4 (04-07-05)
- Due to potential "Right of First Sale" issues, the server based authentication system
for the single player, has been disabled. This will allow users to sell their old copies
of the game if they want to, without the buyer not being able to use it because of the
server side CD-KEY authentication.
- Added additional player info to SHIFT-ESC online clients display
id, xpid/lciid, race/caste, career, player name, asset name, asset type, rank, EP, region
v1.00.03 RC3 (04-06-05)
- Switched the wormhole and fluxfield jump anomaly FX around
- FIXED: Crafts positioned on the decks of naval units (e.g. carrier and assault craft)
were attempting to take off and land because they were slightly offset from the deck of the
- FIXED: "Logged On" data in the chat log window after respawn reflected the previous launch
- FIXED: Region for other players not displaying correctly in the SHIFT+ESC online
v1.00.02 RC2 (04-04-05)
- The single player game now uses the same server based authentication system as the
multiplayer game. An internet connection and a valid CD-KEY is required in order to
authenticate the game.
Note that the CD-KEY will need to be authenticated once only. From that point on - and as
long as the CD-KEY exists on the computer - no further authentication is performed unless
the game folder is deleted after uninstalling the game.
- FIXED: Some rendering anomalies related to texture blending on coastal tiles
v1.00.01 RC1 (04-03-05)
- Implemented proximity damage for rockets
- Revised APM handling
- The lifetime is now 15 mins; after which it will detonate
- No longer bounces when it hits something (even the ground)
- No longer explodes while the player is holding it (prior to throwing)
- On level terrain, will now land about 1m-2m from the player.
- No longer attaches to all types of units
- Revised PROX grenade handling
- The lifetime is now 5 mins; after which it will detonate
- Revised naval LCAC units handling
- Increased their speed slightly
- Can now move over water faster than over land
- When repairing (using toolkit) or healing (using medkit) yourself, you must
now not have any weapon or item equipped. This is to prevent accidental repair/treat
of the current weapon target.
- Revised escort firing AI to minimize friendly fire injuries. This remains as before
so that escorts still fire when the player fires even if the player is firing on a friendly
or nothing at all. However, additional code has been added that helps to prevent an escort
from firing if they would then hit their leader (normally the player).
- Due to time constraints, the following features have been cut from the initial release
- Multi user asset (single/multi player) support: This works fine in single player, but
in multiplayer it poses a slight problem related to NPCs and other players. Until this is
fixed, no more than one player can use a unit (e.g. vehicle).
- Visible character model support for units (e.g. CAV):This is purely a graphics issue
because of the shader limitations of some cards. There is a workaround which requires
extensive code revisions. Since there are only four (CAV, ACAV, UAVMK1, UAVMK2) out of 40
player controlled vehicular assets, I don't see this as a problem. Until this is satisfactorily
addressed, you're just not going to see your 3D character model in these "open" vehicles.
- Planetary starbase capture (similar to starstation capture) support in single and multiplayer:Station capture works fine in single and multiplayer. The ability to capture
planetary starbases poses a problem related to the race/caste alliance matrix whereby if one side
(e.g. Terran/Military) captures another side's (e.g. Terran/Insurgent) starbase, the race/caste of
all the units in that base (scene) need to be changed (i.e. from Ter/Ins to Ter/Mil). This part
works. However, due to the massive number of mzones and scenes on a given planet (e.g. Earth), when
this happens, bases within proximity of each other, will start launching attacks against each other.
This then creates a serious performance problem on lower end machines. e.g. if you had a pair of
Ter/Ins bases within range of each other, there are no hostilities between the two. But a Ter/Mil
goes and captures one of those bases, thereby changing the race/caste alliance, since the two are now
within range, hostilities will break out between the two and the NPCs controlling each, will launch
attacks against each other. There is already a solution for this, but there is not enough time to
implement and test it.
BETA 2 BUILDS
- Revised fade glow contribution on planet based on distance. This helps reduce aliasing
artifacts on distant models.
- Updated and integrated all appendix data files.
- FIXED: Going to CONFIG via the bridge COMMAND tab menu and exiting, would quit the game. This
is related to a fix made in 0.04.10.
- FIXED: Some issues with the ProneDive animation sequence. On completion of the
ProneDive animation, the character's prone position more closely matches the final
position of the dive. The "look at" point on the character model is shifted gradually
forward and downward to track the animation. This is to prevent the camera snapping
forward at the end of the animation in external views in which the character is the camera
target resulting in a "glitch". The view is also smoother in first person perspective.
Also corrected for the animation discontinuity when switching from ProneDive to ProneIdle
- The online clients (SHIFT+ESC) list now displays the Experience Points for all clients on the server
- FIXED: client Experience Points were not displayed in the server browser info
- FIXED: a crash on the console server after repeated client connects
- Both of the ACM scenarios have undergone final testing and integration. This concludes the
integration of all final game scenarios.
- Revised the method used for rendering game startup movies. Hopefully this will resolve
issues on some video cards in which if the game resolution was set equal to or higher than
the current desktop resolution, the intro movies would not display properly.
- Added one more fp gear profile to the Recon Force Marine
- FIXED: If you were standing on the DJP model when you activated it, you would not be
transported to the new destination. This was happening because the DJP model is a support
- FIXED: menu rendering dropouts in Tacops
- FIXED: Fog not being handled correctly after starting new scenario on planet, quitting, then
starting another new scenario on the planet. This was causing models to sometimes be rendered as
- The DJP menu will now list scenes with only one DJP. Previously two DJPs were required
in a scene.
- Planetary terrain rendering optimization
- Improvements to specular rendering on GeForce3 class (ps 1.1, vs 1.1) cards. Also, specular
is now disabled if lighting quality is not set to HIGH.
- FIXED: When using a DJP, you weren't always moved to the new location. This was a result
of the menu restructuring in v0.04.09
- FIXED: external planet rendering on GeForce3 class cards. Also fixed rendering issues with
external planet cloud cover, pixel shaders, contrails dropouts, lens flare dropouts and various other
issues on these legacy cards.
- FIXED: rebuild texture not rendering correctly on models (e.g. GALCOM HQ) that use a specular
pass on legacy cards (e.g. GeForce3)
- FIXED: problem with chat log sometimes not being updated after respawning.
- Implemented ability for player to repair assets in fp mode using repair kit. Simply stand
within 5m of the unit, point the gun crosshair at it, and press the K key. This will increase
the unit's integrity by 10 units. Since each repair kit can be used four times, this means that
a unit can be repaired by 40 units using a single repair kit.
- Implemented ability for player to heal other players/NPC in fp mode using med kit. Simply stand
within 5m of the player/NPC, point the gun crosshair at it, and press the M key. This will increase
the LF by 10 units, reduce the FF by 15 units and instantly clear any radiation and infection. Each
medkit can only be used twice.
- Support for player controlled naval assets (LCAC units only)
- The multiplayer build has now been merged and enabled. Clients can browse for and join servers
using the stand-alone All Seeing Eye browser and the in game browser. The servers can also report
to our premium multiplayer games lobby channel (which includes chat etc). Clients with access to the
lobby, can also browse for and join servers.
- Completed the game manual and keyboard commands documents
- The three remaining IA scenarios have undergone final testing and integration. All 16 IA
scenarios are now available. The two ACM scenarios are currently undergoing final testing
for merging in an upcoming update.
- FIXED: Sometimes destroyed ground units had a slight delay before being removed.
- The jump gate now has a particle FX at the center
- The V key is now used for the now enabled "hit the deck" ProneDive animation
- FIXED: Expired license issue in client banning tool
- The jump anomalies (black hole, flux field, wormhole) now use the new particle FX system
- The transporter and DJP now use the new particle FX system
- FIXED: Some particle FX were not rendering in Tacops
- FIXED: Going to Config from within any frontend system (e.g. Navitron) in the game,
would prevent exiting back to the previous system.
- The UCServerConfig tool has been updated to take into account recent multiplayer config revisions
- If the client has no valid cached CD key, then the CD key entry and validation is now
done as soon as the multiplayer client starts. This prevents the need to first join one of
our official mp servers in order to validate a CD-KEY for hosting Net or LAN games.
- The server version is now reported in the GameCQ lobby.
- Added the ability for GameCQ advertise to read config values from ucsetupmp.ini if they exist.
- The GameCQ meta server user and password login credentials are now read from the MetaServerKey.ini file.
- Revised the DJP menu so that it is now grouped by race/caste region. This makes it easier to
figure out where you are jumping to.
- FIXED: Objects lose support capability when in a rebuilding state. This fixes a bug whereby
when a building had been destroyed, collapsed into the terrain and was being rebuilt, an
object could rest on it (then appear to be in the air) as if it were still in its original state.
- Implemented proximity damage for grenades (prox/frag/smoke/flash) grenades and the
- The damage inflicted on units and personnel is now dependent on their distance
from the center of the blast.
- Closer objects are affected according to inverse square of the range. The proximity damage
has no effect on objects masked by closer objects.
- The proximity damage is reduced by a 1/2 for character objects in the crouch pose
and by 1/8 for those in prone pose, unless the object is very close. This is done so
that player can save other players by jumping prone on the grenade since his body will
then mask other objects but should take the maximum damage. Because the grenade is thrown
by hand, chances are that it will land close enough to the thrower to cause injury.
- The weather system now uses the new particle FX system for rain and snow
- Added config option to control the weather FX quality.
- Some of the IA scenarios (12/16) are final. These are marked by an (*) asterisk.
All others are disabled and undergoing final testing/revision.
- Integration of multiplayer kernel into GameCQ powered 3000AD multiplayer games channel. Internet
servers now report to the games channel lobby. Clients in the games channel lobby can now browse and
join servers in the same way they can from the in-game server browser.
- Several optimizations
- Reduced the size of turret beams on smaller units (e.g. SALs)
- You can now delete the current waypoint using X if the NID has focus and WRS is the current mode
- All dev test and sample scenarios have been removed.
- The tutorial scenario (01) is final.
- The ROAM scenarios (06) are final.
- The ACM scenarios (02) are disabled while undergoing final testing/revision.
- Some of the IA scenarios (07/16) are final. These are marked by an (*) asterisk.
All others are disabled and undergoing final testing/revision.
- Completed Public Preview Demo #2 based on this build.
- FIXED: You can now delete all Tacops waypoints. Previously you could only delete the first
- FIXED: Destroying a mining drone object in the 3D world (e.g. when destroyed) was sometimes
not setting its state to being destroyed, causing it to still be listed in Tactical as being active.
- FIXED: Some craft units within planet scenes were slightly offset from the ground, causing them
to be pitched up when the scene was loaded.
- FIXED: Personnel units will now pick a random (of four) dynamic waypoints when recovering
from a collision. This seems to solve the problem with them repeatedly colliding with an
object that is in front of them, and being unable to avoid it.
- FIXED: misaligned power level bars in the cockpit at high resolutions (e.g. 1280x1024)
- Personnel in prone pose will now be invisible on radar. When the person
goes prone, he is still visible for five secs before being fully invisible on radar.
- Several optimizations
- FIXED: The demo restriction which prevents the assignment of personnel to
support crafts, transporters etc via Tactical computer, was still enabled in the
- The fp view will now White out when a flash bang grenade detonates nearby
- The fp view will now turn Red when player takes damage from weapon, fragments etc
- The smoke grenade now uses the new particle system
- FIXED: a crash would sometimes occur when you end up in a region with a debris field. e.g.
using the flx-20 in Vega Eridani/Alteris
- Players can now be banned from the server using the Remote Server Admin app
- In the in-game browser, the player name, asset name and experience points are now
displayed when you select a server.
- Revision of planetary scenes and integration of new scenery props and objects, completed
- Leak damage FX (the particle emitted when a unit is damaged by 50% or less) revised and
- Major optimizations to skeletal animation shader (South Beach Diet); we now use 50% less
instructions and 94 constants. This enables the matrix skeletal animation path on older shader 1.1
(e.g GeForce4 Ti cards.
- Revised external planet rendering
- The external (as seen from space) cloud rendering is now rendered as multipass. This solves
issues with the cloud movement on older shader 1.1 cards (e.g. GeForce4 Ti)
- Reduced the number of particles used in contrails (performance reasons)
- FIXED: particle contrails now render correctly on rockets (e.g.LR12, GPR etc)
- FIXED: particle contrails showing up in rainbow colors (possibly only on ATI cards?)
- FIXED: misc. debug mode fixes related to billboard beams
- FIXED: anisotropic textures not being set up correctly on ATI cards, triggering debug assertion
- FIXED: bug in glow rendering pass causes crash when rendering voltage on low end cards
- FIXED: crash on early NVIDIA hardware with bare-bones DX8 vs 1.1 support. VS 1.1
supports 96 constant registers. Turns out that the matrix palette skeletal animation
skinning routine uses *exactly* 96 constant registers... and *one* lousy component of
register 97. Naturally, of course, D3D9 will let you compile a shader like this, and
it will run fine on hardware that *exceeds* the minimum spec (Radeon 8500, all DX9 cards)
... but not on a GeForce4 Ti or similar.
- Changed disconnection detection and how transmission propagation deals with old connections.
- Removed a workaround for the bandwidth settings. A value of zero really does mean no limit now.
- Added IP address to the online clients list display.
- When the USCDEBUG.LOG file gets to be 100MB, it gets copied to a sequential filename e.g.
UCSDEBUG001.LOG, UCSDEBUG002.LOG etc etc. The existing UCSDEBUG.LOG file then gets deleted and
re-created. It is then up to the server op to either delete or manually archive the sequential files.
- FIXED: A bug in the transmission code which would sometimes cause a recursive loop on the server.
- FIXED: problem reconnecting after quitting (ALT+Q) server.
BETA 1 BUILDS
- Optimizations to particle contrails FX system.
- When a craft is in HALT state and in the air, it no longer falls to the ground due
to gravity (assuming engine integrity is greater then 25%). So when egressing the CC on a planet,
it remains in place instead of briefly pitching up (employing ground avoidance) and back down.
- The ground avoidance pull-up (pitch up) maneuver is disabled if the craft is not "in flight",
i.e if it is simply falling under gravity. A craft is "in flight" if the AOA (Angle Of Attack) is
less than about 45 degrees.
- A craft that is resting on the ground but not attached to it due to the terrain height not being
known when the object is created initially, has a downward velocity due to gravity which now exceeds
the 45 degree AOA limit. So it should no longer perform a pull-up maneuver.
- FIXED: The Mission Zone menu list now overrides the default 99 menu item limit which
prevents some zones being lost from the list
- The CD-KEY is now requested and checked when a client attempts to login to a server. You
have three chances to enter the correct key before you are disconnected from the server. If the
server detects a duplicate key, the key will be rejected, logged and the client already online
using the same key, will also be ejected. The key will no longer be allowed to login. So, bear
this in mind if you even think of joining a server with a stolen key, your Grandma's key or
Note that regardless of the game type (LAN or Internet), your CD-KEY will need to be authenticated
once only. From that point on - and as long as the CD-KEY exists on your machine - you will not
be prompted again. If you uninstall and re-install and decide to join a multiplayer game, you will
need to re-authenticate your CD-KEY.
- Added +up and +down command line parameters. These specify bits per second for up and down
connection speeds. The config file conection speed is ignored if these are set. So using the
following, will configure a DSL type connection. Use these parameters ONLY when you want to fine
tune your connection settings. The following will configure a DSL type of connection.
+up 128000 +down 512000
- FIXED: If you connect to a password server using the in-game browser, after you enter
the correct password and have pressed enter, the dialog would re-appear, even though
the password was in fact correct.
- Optimizations to beam turret FX system.
- Added flares to the [impact] end point of turret beams.
- Completed the new shader based turret beam FX. Faster, looks better etc.
- Completed Public Preview Demo #1 based on this build.
- Tweaked the impact damage FX on smaller units (e.g. fighters) so they are not
too large and look like blobs.
- FIXED: explosions FX not rendering correctly in VDD/VID
- Add further restrictions for demo version
- FIXED: impact FX not rendering correctly in VDD/VID
- FIXED: crash bug when particle systems (from explosions) were freed
- Performance improvements; especially during intense space battles during
which a lot of shader FX are being played (assuming all Config options were enabled
and set to high values). Final performance improvements will be made during the final
Beta stages in April.
- FIXED: A crash which would sometimes occur when an exploding missile was generating
fragments with attached particles.
- Added revised MONO sounds required for 3D sound processing
- The LIGHTING QUALITY config option is now set to LOW by default
- The "NPC Craft Gun Sounds" config option is now a three way setting as follows. The CONFIG OPTIONS.PDF file has been revised accordingly.
- OFF (default) - This turns off this feature and you won't hear gunfire sounds from NPC crafts
- AT MY CRAFT - This plays gunfire sounds only for hostile crafts firing at your craft
- ALL - This plays gunfire sounds for ALL hostile crafts in the vicinity.
- Completed the smoke and fire burn-up fx revision for planetary buildings that can
rebuild when destroyed.
- Integrated the completed alien commander model textures (set of 12)
- In preparation for the integration of all recently completed and tested scenarios, the
test and sample scenarios, have now been removed from non-internal distribution builds.
- FIXED: The shader decloaking fx was broken.
- FIXED: Resolved an issue related to explosion assets cleanup causing a slowdown on exit
from the game.
- Cycling to your own craft in external camera views will no longer prevent you from
cycling to other targets. This was deliberate and prevented for testing purposes only.
- Revised the fonts used in the game world. This is for localization reasons.
- Added final gun sounds for CC (cruiser/carrier types)
- FIXED: hull/armor damage sparks FX no longer scale to model size. This prevents them looking
like blobs on large objects.
- FIXED: missile explosions not appearing correctly
- FIXED: missile shockwaves not appearing
- FIXED: shockwaves not appearing on prox grenade and rockets
- Revised some bandwidth settings to take into account current ISP limits
- Added "Waiting for server..." message during client connect
- Added packet debug info to CTRL+V stats display in debug build
- FIXED: the chat messages sometimes not being sent to all players
- FIXED: other players not being seen in the online client
- FIXED: client sometimes disconnects on re-spawn
- FIXED: clients on radar not updated after switching regions
- FIXED: The online clients list will now be updated with your location when you switch
regions. Note that this list will NOT display the new location of other clients as this will
prevent stealth and strategic tactics for opposing sides, if everyone knew where they were
headed. Only their initial location upon connecting to the server will be displayed.
- Implemented some restrictions for "Public Preview Demo #1".
- Revised settings for explosion FX on grenades and rockets (e.g. from the KLMP and Hornet
launchers). They look tons better now.
- Revised [legacy] hull/armor damage visuals to use new FX system. These are the visuals
seen when a unit with no shields or armor is hit by gunfire. NOTE: This requires some tweaking
because on large objects (stations, carriers), the sparks are too large and look like blobs.
- Added new Config settings for some recent graphics options. See DOCS\CONFIG OPTIONS.PDF. This
build will delete the older UCCONFIG.INI file. A new one will be created at startup.
- The Assault Force Marine now has four rocket clips for the KLMP and Hornet launchers. Also
has proximity grenades in some profiles.
- FIXED: The rendering of objects in the VDD/VID mode was sometimes incorrect.
- FIXED: A problem with the new electricity FX causing artifacts in the contrails
rendering when on a gas giant (e.g. Jupiter) planet.
- The pilot careers can now opt to start a ROAM scenario without an asset.
- The Elite Force pilot career can now start a ROAM scenario with a shuttle asset.
- The marine careers can no longer start a ROAM scenario with an asset. They can now only
select an asset located at the launch base.
- The trader career now start a ROAM scenario with an armed transport asset.
- Added revised gun sounds for CC, FC and OC assets depending on the asset class and type
- FIXED: An incorrect pilot model reference prevented player from exiting the fighter
in the ROAM scenario.
- The NPC craft gun sounds are now controlled by a config option. See the revised CONFIG OPTIONS.PDF
for a description of this new option.
- The TRS O command will now only select the "nearest hostile attacker". Previously would
fallback to "nearest hostile target" if no attacker was found. To select the nearest hostile target,
use the K command.
- Added several new space and planetary explosion sound fx. A random explosion sound is now
selected and played when an object is destroyed. Previously, only one type of sound fx was played when an object on the planet is destroyed.
- Added another type of planetary explosion fx. Now a random explosion fx is selected and played.
- FIXED: a few minor bugs in the new particles system
- FIXED: explosions played from small objects (e.g. grenades) was too small to be visible
- FIXED: minor graphics screen clearing glitches in the options screen when switching to the KEYS
- Removed the 56K client transmission cap. Packet transmission is now scaled according to user
settings in the server browser. The INI file variable that controls this is "MPConnectSpeed".
- Limited the max client connection type using "server_maxconnection" value set in ucsetupmp.ini
The client uses what the server says to use if the server requires lower bandwidth from a client.
- Completed the gaseous planet damage FX (the electricity FX seen on the ship). Now uses new
- Revised the faces of all seven female officers. They look better now.
- Revised the 2D comms images of all crew and NPC characters by adding a thin frame around them.
- Completion of sound system revision. Also, separate channels are now allocated to hostile
fire. Its going to get a lot noiser out in space.
- Smoke particles are no longer added to space explosions
- The flaming bits of planetary explosions are now more visible through the smoke
- The skeletal character model preloading is now controlled via a CONFIG option which
is OFF by default.
Note that enabling this requires a system with a minimum of 1GB of
memory otherwise Windows will use its memory swap file; which is less efficient.
this increases startup time; the benefit of course is that - in addition to the preloading of
regular 3D models, there is smoother gameplay when any type of 3D model is first loaded into
the space or planet world.
- FIXED: The rebuild texture was not working on space units (e.g. stations)
- Completed the removal of the GameCom middleware networking kernel (used in BCMG and UC)
and the integration of the new ReplicaNet system.
- Limited kilobits (Kbps) packets sent to/from the server depending on bandwidth using
"server_bandwidth_limit" value set in ucsetupmp.ini
- Released a new build of the games channel lobby client. It will auto-update itself when
- FIXED: out-of-memory condition in skeletal model cache preload which would sometimes
cause a startup crash.
- FIXED: particles appearing offset from models on planet (and other locations)
- FIXED: The rebuild texture rendering path (used for units, e.g. stations, buildings etc
which can rebuild) was incorrectly blending when the model re-appears after being destroyed.
- Revised [legacy] planet based explosions to use new FX system. Smoke particle emitters added.
- Explosion volumes are now preloaded at game startup, in order to improve real-time processing.
- Added character models to the [internal] preload cache. This is so that they are loaded when the
game starts up and thus speeds up the loading when characters are loaded into a scene, transported
to the planet etc. This cache is in addition to the user controllable model cache in CONFIG.
- Adjusted fp view for new female character model.
- FIXED: the new explosions FX were not rendered in the VDD video display.
- FIXED: some bugs involving the rendering of explosion FX while the scope was in operation e.g.
screen blacking out, mysterious additional particles, etc
ALPHA BUILD SAVED GAMES INVALIDATED!
- Revised explosion FX particle system to be more volumetric and visually dramatic.
- Revised the hyperjump flare texture to the final version.
- Added the ACAV and MPCV vehicles. This marks the end of the unit asset creation and
- Added the following new completed character models. This marks the end of the
character model/animation asset creation and integration.
- Female Commander
- Female Officers: Navigations Officer, Tactical Officer, Comms Officer, Medical Officer,
- Generic NPC female officer model
- FIXED: The explosion FX preset for military and civilian buildings was incorrect.
- Completed new explosion FX system. Still uses legacy UC textures (converted to
DDS volume textures) until the UCAWA specific ones are completed. Until then, the
explosions won't look as good as they do with final textures (currently being completed).
Anyway, even using the placeholders, the new shader based explosion system is 68% faster
than in UC and looks tons better. To test, just start a new commander career, use the CHEATS
menu to create a craft, switch to F10 camera view; then ALT+X to destroy it.
- FIXED: Landing on a planet from space without a waypoint and exiting the craft in
fp mode, would cause the weapon in the commander's hand to jitter. This would normally
clear up after going to Tacops, viewing the planetary map, and returning to the fp view.
Anyway, the problem has been tracked down and fixed.
- Removed all test related scenarios from the dB. These are now contained in a separate
scenariosTEST.zip archive (available upon request) as these scenarios will no longer
be included in the Alpha and future build distributions, as we race to completion and
integration of all final scenarios (which are undergoing scripting, tweaking, testing etc).
- New shader based explosion FX system (started in 0.03.03) integration completed.
Now awaiting completion and integration of DDS volume textures before the legacy UC
placeholder bitmaps can be removed. The new explosions are simply too cool for words.
- Updated 2D and 3D shockwave FX to use new shader based explosion FX system
- Updated debris burn FX (used when bits fly off destroyed objects) to use the new
shader based explosion FX system
- Added the stand-alone turret systems (LADMK1, YN99MK1) units to the asset dB so
that player can now "attach" to and fire them, as they would a normal unit. This required
a new dynamics system since these units are not like regular vehicular units.
- Revised the AI tags in the following models to use the new ATT (see v0.03.05) system.
APCMK2, BLACKGHOST, INTRUDER, MARAUDER, NAVAL_LCRAFT1, NAVAL_LCRAFT2, NAVAL_LCRAFT3
NOTE that in the final version, the player pilot/driver will no longer be able to use
guns/turrets/launchers other than 0 and 1 in assets which have more than one of these. This
is done so that in fp mode (e.g. in multiplayer), other players can "attach" to these
assets (e.g. as gunners) and use them without the pilot/driver being able to switch to
them. e.g. the Phantom gunship only has a main gun, so this is controlled by the player
using the ATT system. But the Intruder has no main guns, only a pair of door guns. This
means that the pilot will be unable to switch to them (using the 1 key); only another
player (or the player if the craft is flying under AI control) can "attach" to either of
these and be able to fire them.
- Added 2D bitmap variants (for comms) of newly integrated character models (below)
- Added the following new completed character models. Note: Only the female
officers are now awaiting animation completion and integration.
- Systems Engineer, Flight Engineer, Medic
- Generic models used for intruders, prisoners, NPC guests
- The transporter system on cap ships can now be used within a planet. Previously it could
only be used from space, while observing a planet's surface.
- Completed (was started as part of asset controls revision in 0.03.02) the new Auto Target
Tracking (ATT) used for assets (e.g. tanks, gunships etc) with independent turrets/guns. When a
target is selected, the gun auto tracks the target regardless of its orientation. You then only need
to fire the gun. So, you could be flying forward and over a target, while the gun in the nose cone of
a Phantom gunship continues to point toward and track the target, without you having to turn around
and make another pass. This is how the gun in an AH64 Apache gunship works.
This same system is
now used for NPCs so that they can better track and engage targets accurately and with a little
processing as possible. In the previous game, too many cycles were used up as an NPC units
attempts to move, track and engage a target. Now, as long as it has independent turrets/guns (
which all revised UCAWA assets have), only those will be processed (transformed etc) during this
NOTE: There are one or two kinks which still need to be addressed. This will be done in the
next pass when the remaining HUD elements are completed.
- Further performance tweaks to planetfall fx. The pixel shader 1.1 version is
now faster and on par with the pixel shader 2.0 version.
- Final world (space/planet) lighting tweaks.
- Completed and integrated 03 (10 of 16) IA scenarios
- Revised (performance reasons) default marine ROAM scenario by reducing the number
of NPCs assigned to Alpha and Bravo teams (which escort player). Was previously eight;
is now six.
- Added the following new completed character models:
- Male Commander
- Male Officers: Chief Engineer, Combat Officer, Flight Officer
- Generic NPC male officer model
- Important NPC characters: Jack Dearth, Karl Reines, Mark Stryker, Nat Mason, Randy Karynia
- Adjusted offset of weapon attached (holstered) to jetpack type 3 (used by male and
- FIXED: Profile loadout display overflow (profile 1 and 2) in Commander career
list in the Start New Game (SNG) screen.
- Removed a batch of legacy UC content (assets, bitmaps etc) which have now
been replaced by UCAWA versions.
- Internal engine revisions, tweaks, fixes only.
- Completed removal of legacy explosion FX system. Now only used as placeholders
- Completed new shader based planetfall burnup FX
- Integrated all new planetary scenes. Template placeholders removed.
- Completed and integrated 07 (07 of 16) IA scenarios
- Character animation system optimizations
- FIXED: glow maps showing through character models (e.g. SFM in space)
- Revised and overhauled ground asset controls when switching to assets with guns and turrets.
The new dynamics and controls makes targeting and firing with these assets a lot easier and more
- Added ability for units with turrets to pitch/yaw their barrels along the line of fire
- Added ability to fire missiles when asset switched to mobile SAM unit
- Added support for co-op multiplayer scenarios
- Added the Dreamcatcher logo animation
- Added new crew and personnel images (used for comms) based on the new character models
- Added new career bitmaps (based on new character models) to Start New Game screen.
- Added the following new completed character models:
- Space Force Marine (SFM)
- Engineering Corps Marine (ECM)
- Medical Corps Marine (MCM)
- Recon Force Marine (RFM) - revised with reduced bone segments for performance
- Completed the ship cloak fx. The electricity was also revised.
- The HS jump effect for outside views is now used only when targeting external craft
- Revised the planetfall transition camera so that the view perspective is from the
side of the craft, making it easier to observe the burnup visuals.
- Revised vehicle dynamics to provide smoother controls and movement.
- First [pre-Alpha] version release. Tons of new stuff; too numerous to list. Partial
- New DirectX 9 specific graphics rendering engine completed and integrated. Includes
new per-pixel lighting (objects and world), environment mapping, normal maps, FSAA support, new glow map path, full shader support etc.
- Enhancements to planetary terrain renderer (lighting, cloud maps, vegetation rendering etc)
- New skeletal character animation engine
- Several improvements to NPC character AI engine
- New external planet (as seen from space) renderer
- New skybox lighting fx (using environment mapping)
- New cloak fx
- New death fx
- New internal hyperspace transition fx
- New external hyperspace transition fx
- Added dynamic cloud maps to external planet (as seen from space)
- Revised external planetary rings (e.g. on Jupiter)
- Several cockpit HUD interface revisions
- Several first person (fp) interface revisions
- Mother (the CC's computer) now has her own image
- Added a bunch (85+) of scenery props/models used for populating scenes
- Added several sample scene templates which use the new scenery props/models
- Added several (36) revised and new vehicle/gunship/naval units with support for character model attachment using the new character models.
- Added the following new completed character models:
- Mobile Infantry Marine (MIM)
- Assault Force Marine (AFM)
- Elite Force Marine (EFM)
- Recon Force Marine (RFM)
- Elite Force Pilot (EFP) and Planetary Support Pilot (PSP)
- Added newly revised fp weapons and inventory items
- Added several (09) new weapon items. To see which class uses which
weapon, refer to the DATA\FPGEAR.INI file. Do NOT modify this file, as it is MD5 encrypted!
- XN32 and TL22 rifles
- GPMG and PX42 machine guns
- HORNET shoulder launcher surface-to-air missile launcher
- LADMK1 machine gun turret and YN99MK1 grenade launcher turret
- Anti-Personnel Mine (APM) and flash bang grenade
- Added new terrain trees and vegetation bitmaps
- Added several (for testing only) scenario templates
- Numerous bug fixes and internal engine revisions from previous version
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