UNIVERSAL COMBAT SPECIAL EDITION
VERSION CONTROL FILE
ISSUES UNDER INVESTIGATION
KNOWN ISSUES - NONE BUGS
- Compiled with latest FMODex (4.16.08) audio SDK.
- Compiled with latest DirectX (June 2008) SDK. Requires June 2008 (or later) Runtime!!
- Console server will no longer abort when 3D hardware support not found
- FIXED: Issues with hotspots in Save/Restore screen
- FIXED: client name/race/caste/etc... weren't being updated on other clients when it was changed
without disconnecting first. Server now broadcasts the client information when they log on.
- Compiled with latest DirectX 9.0c (August 2007) SDK. Requires August 2007 runtime or later. Run the
updated dxwebsetup.exe file in the game folder to download it if you don't already have it installed.
- FIXED: A bug in Vista's implementation of DirectX 9 was causing problems with polygon line drawing
used in the cockpit display.
- FIXED: DJP planetary travel (to a different part of the current planet) was broken due to a translation error
- Removed obsolete commands from Tactical Orders Menu.
- Minor localization fixes.
- Removed support for UDPSoft master server system in our in-game server browser
since Yahoo! (who bought UDPsoft) is no longer supporting it. Now using our own master
server app which is now far more responsive and accurate.
- Updated for DirectX 9 October 2006 Runtime. Run .\directx9\dxwebsetup.exe
to update your DirectX runtime drivers if you haven't done so already.
- Verified and tested to work under Vista. This does not mean that the game
is Vista compliant as that entails several conditions set by Microsoft
which are unattainable by most legacy (pre-Vista) software.
- Removed support for UDPSoft cd-key auth system since Yahoo! (who bought UDPsoft)
is no longer supporting it. Now using our own cd-key auth server.
- The cd-key number entry is no longer case sensistive.
- FIXED: Sometimes the wrong character was sent when entering the cd-key
number when prompted by the server.
- FIXED: The game server will no longer abort starting up if the GameCQ
master server is off-line or cannot be reached. It will still startup but will
not broadcast to the master server and so will not be visible in the GameCQ
lobby server list. NOTE: Since Yahoo! is no longer supporting tools licensed from
UDPsoft, the in-game server browser which also uses another of their tools, will
cease to work at some point in the future. In which case you will only be able
to browse (you can still use direct connect via IP. See the game faq) for servers
using GameCQ. In the meantime we are implementing a new server browser developed by
- A game server no longer reports to the GameCQ master server by default. So
/gcq command line parameter was added to enable this. This allows it to
report to the GameCQ master server IF the master server is online. To determine
if the master server is online, use the GameCQ lobby client app.
NOTE: The GameCQ master server is only used by the GameCQ lobby client app. If
servers are not reporting to the master server, they will not appear in the
- FIXED: Joining a server from the GameCQ lobby was executing UCAWA instead of
NOTE: This is a minor maintenance update. So the game version will not change. Only
the version entry in SETTINGS.INI will change.
- Because the first person view position is tied to the model with mouse look, your model
will sometimes appear to be tilting at an angle, when viewed by another client.
- At very high frame rates, characters in escort mode will constantly update their
position around the object they are escorting (e.g. player). This is not fatal and
is only happening due to the increased AI processing loop. Its more of an annoyance
than a bug and is only seen if viewing the character from an external camera view
or if a character who was previously prone, decides to fine tune his position, even
though you [player] have not moved at all and then crosses your view (thus ending
up in obscuring the line of fire).
- You can drive through trees. There is no collision detect for them because
they are not solid objects. If they were, the performance hit would be significant.
Especially due to the sheer number of trees which can be in an area at any one
time. Vegetation is there for scenery purposes only and do not bear any relevance
- If you go up a building then go prone and have personnel escorting you,
they too will go prone and possibly end up prone at some really funny angles.
This is the same as going prone on a mountain, then crawling over a peak because
you can. The end result being that a good portion of your body is suspended in
midair. So don't do it because it can't be addressed.
- While on the planet and viewing a target which resides on another map (that
you are not on) using the F10 key, the target will sometimes appear to be
slightly above the ground. This is due to terrain height variations since that
region is only demand loaded. If you actually go there, you will see that the
ground units are exactly where they should be. The F10 camera - like all view
cameras - is for viewing purposes only.
- If you died in the game and previously had a saved game prior to your death,
but when you restore it you are still dead, it means that the saved game in which
you are dead, is still cached and being auto-loaded. A workaround for this is to
quit the game, go to the SAVE folder and delete the file with the .SAV extension.
Then start the game and Restore the saved profile you wish to use.
- If you are docked at a station which then gets destroyed, you will not be killed.
Instead, you can launch just fine.
- If you dock at a station, your craft will remain outside the station.
- If your CC is destroyed due to a reactor shutdown or similar mishap unrelated to
being destroyed by another client or NPC, the server will not send a message because it
doesn't handle that situation. You will just respawn as normal and other clients will
see you as reconnecting, not knowing what happened. This usually happens if you took
serious combat damage and your nuclear reactor goes South and self-destructs.
- The ASE powered in-game server browser takes up to 40 secs to update the number of
clients on the server. So sometimes the number of clients displayed, does not necessarily
relfect the actual number of clients on the server. This means the server list will not display
correctly until ASE master server has updated. This can take as long as 40 seconds. This also means
information displayed to someone wanting to join is only as good as the last update or refresh they
did. This was done by ASE in order to prevent clients from flooding the master server by doing
- If you had the chat message log window open in the front view, then switch to
Tacops and back again, the window is not refreshed until a new message comes in.