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Supreme Cmdr

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  1. If you need both, so yeah, buy the All Aspect War Pack If you don't have Steam - and don't want it - you can buy the same All Aspect War Pack from Direct2Drive. Though you should get the Steam version because we have a bunch of Steam specific updates (e.g. leaderboards and such) coming soon. There is no subscription or anything like that. If you already have Steam - and you like it - buy it from Steam. Otherwise get it from Direct2Drive. We don't have the games up on our own store yet because we're moving from RegNow to the main Digital River site. Should be done by the end of the month.
  2. The Steam version installer runs a program located in the game folder to create shortcuts to the game's manuals. If permissions prevent that from happening, the shortcuts are not created. You can do this manually. If you go to the START MENU/PROGRAMS and don't see a 3000AD folder there, using Explorer to navigate to your Steam install folder. Then do the following: AAW: Go to steamapps\common\all aspect warfare folder and run the aaw_steam_shortcuts.exe program. AOA: Go to steamapps\common\all aspect warfare folder and run the aoa_steam_shortcuts.exe program. If all goes well, you should see the shortcuts to the PDF docs. Also, the docs (manual, tutorial, commands) are rendered as high res JPEG images within the game when you use ALT+D or ALT+Q If you need to print the PDF versions - without using the shortcuts above - navigate to the folder above and go to the DOCS sub-folder There you will find three PDF files which you can print. These were designed to print in landscape mode. GAME_KEYS.PDF GAME_MANUAL.PDF GAME_TUTORIAL.PDF
  3. Yah. The issue with Steam is that we have no control over patch releases. And its not just a matter of packing up the patch. On our end, we pack up the patch, upload it, post about it and the mirrors pick it up as well. With Steam, there is a process that is more involved. Patches have to be built using Steam's tools. When thats done, it has to be uploaded. Then they have to check it, approve it, then make it available. Since they have lots of products, there is a queue. Hence the delay. But the fact is that it doesn't matter where you buy your games online; only the patching is a hassle. But of course Steam has a lot of advantages.
  4. The patch is now available on Steam
  5. Maybe sometime today I was told.
  6. Both games are "complete". It just so happens that one has aerial combat only, while the other has both ground and aerial combat. AAW is a much larger game than AOA.
  7. Yah, I've got my eye on this and will probably pick it up when I have some time.
  8. Yep, its normal. Cap ships will attack you if they feel like it and you are within range. Usually carriers launch fighters rather than attack directly. They usually only attack other carriers or stations directly. Cruisers and fighters always attack directly since they can't launch assets.
  9. The only info you can get about the Engstrom is in the DATA\ASSETS.INI file. Its not in the appendix.
  10. These patches have been released and can be obtained via the "Check For Updates" shortcut. The Steam versions will be available later today once Valve makes them available. All Aspect Warfare Changelog Angle Of Attack Changelog
  11. LMAO!! Joel thats just mean
  12. Yep and J.J is already working on the sequel!!
  13. Yes I did!! Seems I completely forgot to post about it. I absolutely loved it. Quite brilliant how that was shot and the sci-fi feel was a tad more realistic and conveyed (at least to me) how things would probably be if an alien race showed up. I like how they didn't overdo the weapons and such. I am glad its doing well (approaching $100m domestically already!!) and I hope they make a sequel in which he comes back for the rest of his people. That promise he made seemed quite sincere and was particularly moving (as was the whole movie). I'm definitely going to go see it again before it ends it run and its a day one Blu-Ray buy for me.
  14. lol!!
  15. If you have an LCD monitor with a native res that is higher than the res at which you want to run the game (e.g. 1680x1050) and you run the game at lower resolutions e.g. 720p, it will look poor due to the monitor doing all kinds of crazy scaling. Thats the downside of using some cheap LCD monitors which usually have terrible scalers. Hence the reason why running games at and LCD monitor's default resolution is always best. But then again depending on the game, you need a seriously good rig to be able to do that due to the native res for some monitors being quite high. CRT monitors do not have this problem. Though unsupported, you can add -w to the game's shortcut to run in windowed mode and see if that helps.
  16. OK, the group is up. It is public for now. If things get out of hand, I'll kick everyone out, make it private and invite only. Though it is for GALCOM forces, I may setup a more generic one for others to use.
  17. First, you need to post your specs so that we can see it. The game was optimized to run at 720p (1280x720) or 1280x768 with the default graphics settings. Below are the min/max system requirements that fall within this criteria. # Intel Pentium 4 3.4Ghz or AMD Athlon 64 X2 3.0GHz * Intel Core 2 Duo E6320 or better recommended * AMD X2 6000+ or better recommended # 1GB RAM (XP). 2GB (Vista) # 256MB graphics card w/ Shader Model 3.0 support. 512MB or higher recommended * nVidia GeForce 7900. GeForce 8600 GTS or better recommended * ATI Radeon X1300. Radeon HD2900 XT or better recommended[/code] We the developers know what is justified for our game and which isn't. You, the gamer, aren't expected to know that but rather to make assumptions as to what you [i]think[/i] is acceptable. Its like your car. You see the speedometer can go to 200 km/h - at which it (due to dynamics) becomes highly unstable - so they dont' expect you to be going any higher than the speed requirements set by common sense, the law etc. Just because you can, doesn't mean that you should. So, if we were to lock the graphics options and screen resolutions to what we believe to be acceptable standards - and not allow you to change them - you'd be very upset because now you have a computer which - you believe - can handle anything. Which of course it can't, but its OK to think otherwise. Which is why most games don't let you do that. They lock it. On the consoles, you have no choice. So no matter if your HDTV is 1080p compliant, your games will run - and in some cases upscale - to 720p. The game sets the minimum requirements for the game to run. If you don't mess with it, then everything is fine. If you want to increase those settings, you can - and in which case, you're on your own. If are going to be mess with settings that are not developer recommended, you should do it carefully and in stages until you hit the sweet spot. I would do it in this order. You do one, test, then do the next and so on. DISPLAY RESOLUTION TEXTURE FILTERING TEXTURE QUALITY SHADOWS LIGHT SHAFTS FSAA When doing the above, be sure to read the manual which describes the impact of each. Light Shafts, followed by Shadows are the most expensive options. Be forewarned. And if you have on-board audio, the HARDWARE AUDIO CHANNELS should be set to 0 Doing the above, you can check the fps using either our own display CTRL+F12 or something like Fraps. Stop when you get to the point where it becomes acceptable. If you mess things up, reset everything or go to the [b]steamapps\common\all aspect warfare demo[/b] folder and delete the [b]GAME_CONFIG.INI[/b] file. When you start the game, a new one with defaults will be created. Just because it is massive, doesn't mean that irrelevant stuff needs to be ON it. Would you rather that we did what other games do by littering the game world with blocky buildings and other inconsequential rubbish which serve NO purpose - and further impact the game's performance? The game is not based on "levels". It is one massive seamless world. Most of the fps action focuses on the military bases. Thats where "stuff" is. LOTS of it. You end up out in the open world only when in aerial combat or when traversing from one place to the next. And if you're aerial combat, the goal is to survive, not stare at the scenery and noticing that you're out in open country - with nothing interesting. If you want that, try Microsoft Flight Simulator or one of the many study sims. Have you played H.A.W.X? No? Please, go try the demo. Point is, ALL games make compromises. e.g. our terrain technology is way more advanced that anything in H.A.W.X. (I only use this because it is the most recent air combat game). We don't use blocks for buildings nor do we have blurry and messed up terrain at anything below 10,000 ft AGL. Our game engine was designed to look good at ANY altitude - especially since ground zero fps gameplay is required. That sort of tech requires a LOT of processing. The game takes place on a "near barren" planet used for military purposes by the Gammulans. Hence no cities. Think of it as the Mojave desert testing grounds. They have an entire planet for that. If the game was focused on a single base or city, we would have a smaller and much more detailed map focusing on that one area. The game world is 400x400km. Do the math. The entire terrain is loaded and rendered. In real-time. Why? because there are lots of bases where stuff needs to be happening - even if culling does render out-of-scene elements, the terrain itself needs to be processed, as does AI, dynamics etc. Each of the bases is about 10x10km. They are spread apart because due to the AI and radar capabilities, any closer and bases taken over by the Terrans will automatically engage any nearby Gammulan base. And vice versa. Here are three shots: 1. The entire game world. Notice the waypoint marker on the left edge with the distance at the midpoint of the marker line. The map area (ALT+M) is divided into different topologies with various climate and weather patterns as well as time of day (each Earth minute is three minutes on LV-115 planet). 2. The Alpha base. 10x10km 3. The distance from Alpha base (Terrans) to Bravo base (Gammulans). In a fighter going at Mach 2 (657.1 m/s) @ 10K feet ASL, you can traverse that distance in just about no time at all. That is just one example of why the world was designed the way it was. Gunships are slower but still a viable option. Vehicles and infantry are out of the question. For those, you can either jump from base to base using a DJP or you can airlift the vehicles using a gunship or shuttle and drop them at the destination. Finally, in such a massive world - disregarding graphics for a second - a LOT of other processing takes place. Processing (e.g AI) that makes the GPU processing pale in comparison. A LOT of optimizations were done over several months. And when you get to the point where you can't do more, you have no choice but to wait for the tech to catch up. Comparing our game engines to the likes of Source, Unreal etc is laughably silly. For one thing, neither of those engines can power a game world of this size and scope - with our game's features. And even if they could, they too would have performance issues. Take Crysis and FarCry for example. Both level based. Both totally detailed. Both in a relatively small world compared to ours. Yet with major performance issues as well. We're not novices. I've been designing and developing games for nigh on twenty years and I know what needs to go into my game and how to make them different. Thats your opinion and you are more than welcome to it. Anything can be more optimized, but you don't know that. There is [b]nothing[/b] left to optimize. If there was, we'd do it. Eventually your rig - and tech - will catch up to the game engine to the point that you can max everything out without breaking a sweat. All games go through that. Rigs you couldn't run Crysis on last year, can't run it this year. New rigs this year, don't break a sweat. The vehicle dynamics are fine. We've already done a lot of tweaks to them. If you don't like how they handle, don't drive them. The grenades are fine and at this point there is nothing to fix that I can think of, but I will look at it again. Would you rather we just have them stick to the ground instead of bouncing/rolling along it when they land? I think not. Mouse seems fine to me and there are no plans to implement smoothing at this time. Your mouse software - and the OS - come with tools to tweak your mouse handling and sensitivity. ALT+D invokes the in-game manual. You can also access it from the main menu by pressing ESC if you want to read it with the game paused. If most people "won't be reading" the manual, they have no business playing the game.
  18. The changelogs have been updated with issues. All Aspect Warfare Angle Of Attack The patch is in the final stage of testing and I'm hoping to release it within the next few days after fixing one or two more critical issues so as not to have to release another patch soon.
  19. There is a shortcut located in the game install folder which points to the game's online changelog. The link is posted here for convenience. This changelog contains bug fixes as well as issues that we are tracking (i.e. looking into, fixing etc) for upcoming patch releases. It is updated daily to reflect new changes to the game. e.g. the current game engine build is 1.00.20 but another update was pushed this morning and we will probably update the demo sometime today as well. If you run into any issues, please check our online KnowledgeBase first. But please do not report gameplay issues from the game demo because quite a few features are either disabled or work differently from the retail game coming out next week. To learn more about the game while waiting to either try the demo or purchase it, please peruse the game manuals. These manuals are also available from within the game using the ALT+D command. These games are very complex and huge, so sometimes we miss things or find things that we probably should do differently. As such, we welcome ANY and ALL reasonable and constructive feedback because our goal is to keep you playing and enjoying our games. A LOT of work went into these games over a two year period and the budget is about x10 the size of any indie game. Ever. In short, by the time the games were finished, we were already a LOT of money and twenty-five months in the hole. So despite these games coming from an indie developer, we don't sit around making excuses for why some things just don't work. If we were going to do that, we'd have developed different games and called it a day. And just because we are indies, does not mean that we shouldn't aspire to attain high levels of quality as titles coming from publisher or better funded teams. I mention this because when some gamers hear the word "indie", they think low quality bar. Fact is, I blame the media for that because they have tainted the terminology beyond recognition. To the extent that you might as well compare a car to an SUV and expect the same level of performance just because they are both vehicles. An indie simply means "independence" and the freedom to do what you envisioned and without outside interference. It does not mean anything else. So you can still be an indie and produce a $.99c app or an indie and produce a $10m app. Just because your app is $.99c does not mean you should not be held to a higher standard nor expect quality material. A LOT is invested in these games and their engines (most of which are new or improved from our established IP). We as experienced developers don't go around re-inventing the wheel just because we can. In much the same way that Source Engine licensees get updates over the years - while the core engine remains largely the same - we have the same principles towards our engines, as do all experienced developers. For example: Our aerial flight dynamics works just fine and there was no reason or need to mess with them. It was and always will be on the lighter side since we're not interested in developing study sims. Go to Tripwire, 1C etc for that. So our aerial dynamics engines have been that way for almost eight years, but have of course undergone tweaks and some revisions over the years. So just because you happen to have played our previous space/planetary combat games, doesn't mean that you should expect that we'd go and do a new aerial dynamics engine just because we have different (non-space combat) games. It just doesn't work that way. If it ain't broke, there is no reason to mess with it or change it. And that principle doesn't just apply to game development. There is a reason why some people license engines and others build theirs from scratch. If you're going to build it, there is no reason to re-build it if you don't need to. Most importantly our games have always catered to a more discerning gamer. They never were - and never will be - run of the mill games. Don't play our games like you would COD4, Halo or whatever because the end result is that you'll just end up being frustrated, discard the game - then blame us for something we have no control over. In short, you absolutely - postively - MUST read the game manual and run through the tutorials first. I mention this because a bunch of people were on servers yesterday asking about how to call up the in-game docs, enter/exit vehicles, find other people etc. Heck, one person asked me personally how to arm his weapon!! On a multiplayer server no less. As always, we are listening and learning.
  20. The game does not support voice chat built-in, but GSC which we included with the game works great. It even supports both of our newer games so you can launch a game from within the LAUNCH menu. So we figured, why re-invent the wheel? The GSC installer is included with the game. Just run the GSCsetup.exe program located in the Steam game install folder or use the shortcut located in START/PROGRAMS/3000AD/ALL ASPECT WARFARE if one exists. Or you can download it from http://www.getgsc.com We recommend GSC because it is very simple to setup and use. Plus you can create private voice servers for your group if you want to. All of it much simpler than Ventrilo and Teamspeak. Since it also has built-in IM chat (which works inside the game as well, just like the Steam overlay), you can also use that instead of the game's built-in chat if you so choose. Anyway, the procedure is as follows Install GSC. Then go to Help and "Check For Updates" Run GSC and setup it up to use your microphone. If you are using PTT (Push To Talk) - which is recommended - make sure to bind the key to one not already used by the game. I use the ` (tilde) key. Go to the VOICE tab and press +ADD, select BY SEARCHING. Then type in 3000AD and press SEARCH to show the 200 person public voice servers we have setup. Pick one or both of the detected servers and choose ADD SELECTED TO in order to add to your quick list Join the designed voice chat server Launch the game With the servers added to your quick list, you can now join the voice server prior to joining a game server.
  21. The game was optimized to run at 720p (1280x720) or 1280x768 with the default graphics settings. We the developers know what is justified for our game and which isn't. You, the gamer, aren't expected to know that but rather to make assumptions as to what you think is acceptable. Its like your car. You see the speedometer can go to 200 km/h - at which it (due to dynamics) becomes highly unstable - so they dont' expect you to be going any higher than the speed requirements set by common sense, the law etc. Just because you can, doesn't mean that you should. So, if we were to lock the graphics options and screen resolutions to what we believe to be acceptable standards - and not allow you to change them - you'd be very upset because now you have a computer which - you believe - can handle anything. Which of course it can't, but its OK to think otherwise. Which is why most games don't let you do that. They lock it. On the consoles, you have no choice. So no matter if your HDTV is 1080p compliant, your games will run - and in some cases upscale - to 720p. The game sets the minimum requirements for the game to run. If you don't mess with it, then everything is fine. If you want to increase those settings, you can - and in which case, you're on your own. If are going to be mess with settings that are not developer recommended, you should do it carefully and in stages until you hit the sweet spot. I would do it in this order. You do one, test, then do the next and so on. DISPLAY RESOLUTION TEXTURE FILTERING TEXTURE QUALITY LIGHT SHAFTS SHADOWS FSAA When doing the above, be sure to read the manual which describes the impact of each. RESOLUTION: Some LCD monitors have crappy scalers and so running games at any resolution short of the native res will yield some horrible results. e.g. if you have an LCD with a 1680x1050 native res but your rig is not powerful enough to run the game at that resolution, try running the game with the [un-supported] windowed option. Just add /w to the game's shortcut. If you have the Steam version, go to the game's properties tab and add it there. You can then run the game at a lower resolution and which may yield better visual results. LIGHT SHAFTS are the most expensive rendering options. Even more expensive than Shadows (which aren't even worth turning off since they are so fast, but use up lots of video memory). FSAA will completely fail depending on your driver version, amount of memory you have on the video card and the other graphics options you have set. There have been reports (64-Bit machines) of some drivers causing crashes when FSAA is set too high. So if you have unexplained crashes, try turning off FSAA by setting it to 0, then 2, then 4 etc and see if that solves your problem. If it does, update your video driver or don't set it any higher than the setting that yields the best stability results. 3D AUDIO can also cause issues on some add-in audio cards. The HARDWARE AUDIO CHANNELS should be set to 0. Though you can do 3D audio processing in hardware, most sound cards have crappy support for this - so you may want to still have this set to 0 even if you have a discreet (i.e. PCI, PCIe etc) sound card. Doing the above, you can check the fps using either our own display CTRL+F12 or something like Fraps. Stop when you get to the point where it becomes acceptable and stable. If you mess things up, reset everything or go to the game's install folder or the Steam apps folder -if you have that version- at steamapps\common\all aspect warfare and delete the GAME_CONFIG.INI file. When you start the game, a new one with defaults will be created. If you use the RESET option and you get a crash, thats a driver problem. In which case you can only use the above method to revert to the default settings.
  22. This is a FAQ detailing common errors and problems found with the demo and full version of All Aspect Warfare. This is specific to the Steam-based release of the demo and full version, however some information may be usable for other releases. This information is for your benefit and provided with no guarantees as to its effectiveness. Fixes and documentation are as is and while I have the hope it helps solve the more common problems, make sure you follow through. There is an online knowledgebase that will be updated as necessary and may provide more support should these fixes listed not help. CURRENT STEAM REVISIONS: All Aspect Warfare DEMO 1.00.21 DEMO (4AUG09) REQUIREMENTS (ABSOLUTE) ======== Minimum:OS: Windows XP or Windows Vista Processor: Dual Core CPU (Intel Pentium 4 3.4Ghz, AMD Athlon 64 X2 3.0GHz or faster Memory: 1GB Graphics: 256MB GPU with Shader Model 3 (nVidia GeForce 7900 / ATI Radeon X1300 or faster) DirectX«: DirectX 9.0 March 2009 Runtime Hard Drive: 600MB Sound: DirectX 9.0c compatible (on-board or add-in) Recommended:OS: Windows XP or Windows Vista Processor: Intel Core 2 Duo E6320 / AMD X2 6000 or faster Memory: 2GB Graphics:512MB GPU with Shader Model 3 (nVidia GeForce 8600 GTS / Radeon HD2900 XT or faster) DirectX«: DirectX 9.0 March 2009 Runtime Hard Drive: 1 GB Sound: DirectX 9.0c compatible (on-board or add-in) ERRORS ======== Err: Unable to create shadow map depth surface. Solution: Ensure that you are running the absolute latest driver revision for your video card. http://www.nvidia.com/page/home.html http://www.amd.com/us/Pages/AMDHomePage.aspx You may also need to reinstall your driver as the installation may have been corrupted or failed to install properly. Err: Generic Crashes (Generic Windows Crash) Solution: Verify the integrity of your cache files for the game. Ensure that you are running the absolute latest driver revision for your video card. http://www.nvidia.com/page/home.html http://www.amd.com/us/Pages/AMDHomePage.aspx You may also need to reinstall your driver as the installation may have been corrupted or failed to install properly. Run the windows DirectX Web-Installer to ensure you have the latest DirectX pieces. Err: STEAM reports "Not Available" (SRC) Solution: Reinstall the following C++ Redistributable packages, and reboot. Microsoft Visual C++ 2005 SP1 Redistributable Package (x86) Microsoft Visual C++ 2008 SP1 Redistributable Package (x86) Err: Low performance/framerate Solution: Reduce your video settings to ensure you aren't overtaxing your hardware. Despite what you may think about your machine, each game is different. For more specific information see this post regarding tips as to how to configure your game.
  23. I'm quite certain that he's using the public v1.00.26 since only testers and us have the latest build.
  24. RT already answered it. Some shrapnel have very high damage so they can and will penetrate your shields and armor.
  25. I have re-uploaded the DLC2 file just in case something went wrong with the original. Download it, re-apply and let me know if that fixes it or not.
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