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Everything posted by Supreme Cmdr
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Cannot stop AI escorts from attacking starstations.
Supreme Cmdr replied to CrazedOne's topic in Universal Combat Series
quote: Originally posted by CrazedOne: I also think they go SAD after they destroy the last threat to the ship they are escorting. No they don't. -
quote: Originally posted by Grizzle: It's been my experience when you destroy a space station that it disappears first, then is shortly replaced with the "damaged model" or framework. At this point it has already begun to rebuild. Correct
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wot?
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quote: Originally posted by Shingen: I'm confused. Are you going to make the final patch intentionally NOT work with gf4 mx 440 cards even with the old drivers that simulate the vertex shader, and if you are, why? What I said was clear I thought and I'm not going to repeat it. If you don't get it, have someone translate it for you. I am going to put in the correct device ID check. Every developer does it now that we know nVidia was misleading. When you check (using DX) for a vertex shader, the driver comes back and says ..yeah, I can do that. Which is lie. This causes problems (as we have all seen) in most games and since most people don't use the correct drivers (which have this nonsense disabled), a deviceID check is the only way. Had I known about this, I would have done it a long time ago. After I sent proof of my findings to nVidia, they sent me this on 02-11 (I am on their dev program, as I am on all chip makers). quote: Some game developers wanted to disable vertex shaders on all chips that don't do them 100% in hardware, so that includes the GeForce4MX. So, since we exposed the cap, the only way to do this would be to detect the chip using GetAdapterIdentifier() on the D3D object and checking the device id. We have the device ids here: http://developer.nvidia.com/object/device_ids.html (though it looks like the d3d code is out-of-date, and wouldn't work with dx9. i'll make a note to update that) So the relevant device id check for GF4MX-like chips would be (deviceID >= 0x0170) && (deviceID But, if you're willing to require that users use up-to-date drivers with your game, then this is all unnecessary. My game requires a card with a shader engine. And having a misleading driver dictate otherwise, is just not happening. In fact, I am going to put it in this morning. So, the RC7 patch will be the last patch that will work with cards without a shader. quote: Originally posted by dirt12: I?m not entirely certain that this is related to the RC6 or not but I didn?t have the problem prior to it. I?m playing the first mission of campaign where you escort the elders from LV130. I?ve just arrived in LV130 and thought I?d dock to the Cygni station and take on supplies. I can?t seem to ?catch up? to the station. Very odd. Never seen it before. You don't need to catch up the station in order to dock. And I suppose you missed the part where - in RC3 - I increased the orbital speeds of the stations?
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I can't be arsed about reviews any more, to tell you the truth. Back the day, I'd be as pissed as a hornet, but the reviews really do it themselves and there is no need for me - or anyone - to even attempt to point out review flaws. Frankly, if reviews sold games, we'd all be out of business. Sure, some help convery to the reader some of sense of the game, whats right, whats wrong etc. If a review is well written, the score is meaningless and I have no idea why we [game industry] even still continue to use antiquated review score systems. Its just stupid. btw, the shots are from the ones I have released on the Net. NONE of those shots were taken by him. Not a single one. I should know, I have a DB of every single shot I have released for my games. Every one.
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I have deleted three posts which bear NO relevance to items in the RC6/7 patches. quote: Originally posted by GreyDog: whenever I set a waypoint on a planet & a/p to it the ship image dissapears, you can see the engine burn graphics ..but there no ship in front of it. GreyDog, your GF4MX card does NOT have a vertex shader, let alone a pixel shader so please don't post about ANY graphics issues please. The only reason you are even able to run this game is (1) nVidia is cheating with their drivers (2) I have not yet put in a test for those boards - when I do - in the final 1.00.02 patch, the game will display the normal message about the board not having a vertex shader, and then quitting. quote: Originally posted by Banquet: Yikes, I did have a few beers last night, so thought I'd better go and re-check that! Anyway, it does happen (sorta) I'm in a Warmonger on Treas and when I Alt-E I get this message; 'You cannot exit this craft while on a planet or you'll die' Thinking about it, the planet looks quite hospitable - and the message says 'a planet', rather than 'THIS planet' Oh well, it seemed kinda neat while I was drunk. I just started a new game and flew to Earth. Touched down, did ALT+E works fine. Went to Treas, works fine. What'd I miss?
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Cannot stop AI escorts from attacking starstations.
Supreme Cmdr replied to CrazedOne's topic in Universal Combat Series
Well, use your head. If you have then in Escort or Defend mode and a threat (station) is targeting you, what did you expect them to do? And the NAV you are seeing it NOT their orders. The game works as designed, but sure, go ahead and re-install if you're bored. -
Crash Landing During Planetfall Without Waypoint
Supreme Cmdr replied to scorchedearth's topic in Universal Combat Series
quote: Originally posted by Eclipse: you could just also change the planetfall prompt to the "do you want to die? y/n" prompt you get when you try to exit your suit as a SFM LOL!! Good idea! -
About Dreamcatcher Forums - Please Read
Supreme Cmdr replied to Supreme Cmdr's topic in Forum Community
Wot thread? -
Remember, this will invalidate the default ROAM scenario. This example is just basic, you can go crazy on your own. This assumes that you are using the MK1 Battlecruiser. If you are using any other craft, then you need to modify the stats for that craft. PHASE 1: We are going to change (1) weapons fire rate (2) its max speed limit (3) jump transit time (4) HJ recharge time, by editing the system script. Backup this system file: OBJDEFS.SCR by copying to OBJDEFS.BAK (leave it in the same folder! Open OBJEFS.SCR in Notepad (or any text editor) and go to the definition for the BCRUZMK1 carrier. That would be around line #157. To change the weapons fire rate to a much faster rate, change the %300 to %100. To change its max speed limit, change the H1000 to something like H5000 and it will go faster than the fastest craft (Raven fighter) in the game. To change the jump transit time, change the J120000 to something like J5000. This will bring it from 120 secs to 5 secs. To change the HJ engine recharge time, change the j90000 to something like j5000. This will cause it to recharge (after a jump) in 5 seconds. Now save the file and close it PHASE 2: Now we are going to create our own Commander career ROAM scenario script by modifying one of the samples provided in the GBS-II distribution. Go to the SCRIPTSSAMPLESROAM folder and copy those two files to the root of the folder (where the PREPARE.EXE file exists). Using explorer, change the file names to CMDR_BCR0002.DES and CMDR_BCR0002.SCR Open both of those files (CMDR_BCR0002.DES, CMDR_BCR0002.SCR) in Notepad These two files are identical to the versions that ship with the game, but NPC auto-generation in space is disabled. We are going to enable this. First, edit the .DES file and change the line which reads ROAM AND EXPLORE SCENARIO - NO SPACE NPC AUTO-GENERATION to ROAM AND EXPLORE SCENARIO - MY VERSION. You can change the comment section as well, since this script will have AG enabled. Then save the file and close it. Now edit the .SCR file and go to line #14 and delete it. Do the same with line #27. The reason we delete line #14 is to prevent a warning message about that galaxian probe which will not exist. And for line #27, it is because that !autogen_on event is not defined, and thus not required. I forgot to remove that. Then save the file and close it. PHASE 3: Now we get to prepare our script, copy it to the proper folder etc Open up an MS-DOS console box and change to the folder where the GBSII distribution is installed. This should be in your game install folder. From the MS-DOS commandline, do the following... Type prepare objects and press enter. You are doing this ONLY because a system script has been modified. If you were simply creating a new script, you would NOT need to do this step. Type prepare cmdr_bcr0002.scr and press enter. This parses our script and jams in the info from the modified system script. Type prepare phrases cmdr_bcr0002.scr and press enter. This parses the text in our script (though it won't find any). Assuming no problems occur in the above three steps, you should now have several new files in the folder. Copy these FOUR files to the SCRIPTS folder where the game is installed. CMDR_BCR0002.DAT, CMDR_BCR0002.DES, CMDR_BCR0002.MIS, OBJDEFS.DAT PHASE 4: You're done! Now simply start a ROAM game, then go to the Start New Game (SNG) screen and make your selections. Just be sure to select the Battlecruiser MK1 asset, since thats the one we modified!! Then go to MISCON and select your new ROAM scenario and go play it! For those of you not brave enough to try this at home, you can download the modified and newly created files here. Just unzip (with folders) into your game install folder and the files will go to the correct places. Though you also have the modified source scripts in the GBSII folder, you also have the parsed scripts, so all you have to do is run the game. Remember the following rules.... In order to use GBS-II, you need BCM Gold v1.01.02 or higher Any changes made to these system files, will affect NPC units as well If you use any of the scenarios that came with the game, you will probably get unpredicible results. e.g. if after modifying OBJDEFS.SCR, the game scenarios will still work, but you will have to start a new game and certain changed values (especially in the OBJCLASS.SCR file which you really, truly DO NOT want to piss around with) will cause unpredictible results and have stability issues. So, if you are going to make changes, you should really only use your own scripts if you want reliable results. The more revisions you make, the more likely you are to ruin your gameplay experience. These values have gone through almost ten years of revisions and if you think you can do better in ten minutes, be my guest. EDIT:When you download the file above, the instructions present here are different from the one I have just included in the DOCSHOWTO001.TXT file. This is because I revised the original ROAM scenario sample, before editing it for this tutorial. [ 02-29-2004, 09:21 AM: Message edited by: Supreme Cmdr ]
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PC Game Sales - Top 20 games of 2003
Supreme Cmdr replied to Supreme Cmdr's topic in PC Gaming & Technology
Yeah, I saw that last week. I think UC opens in Germany next week or so. Not sure. -
quote: Originally posted by Kalshion: 2. If you have a probe out and a ship within that probes range is destroyed then you'll also lose exp (bug?) Why is it a bug? If your probe can see it, then you can. You automatically accept responsibility.
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Crash Landing During Planetfall Without Waypoint
Supreme Cmdr replied to scorchedearth's topic in Universal Combat Series
I think what I'm going to do in the final 1.00.02 patch is to just blow up the craft if the fool flying it, decides to enter a planet without a waypoint. I think that should solve this silly farce. -
quote: Originally posted by Banquet: I just tried to exit the cc on a planet (tranis?) and rather than exit and then die.. (as u do, sometimes) I got a message saying you can't exit because you'll die. I didn't notice this prior to RC7. A small thing.. but apprecitated nontheless (how many planets have I died on?!) And now I'm going to bed coz I'm posting far too much crap for no apparent reason. wot? The only time you will get that message is if you try to exit a shuttle while playing as a Space Force Marine. Because they can fly shuttles, can go to a planet etc, if you do ALT+E, you will die because they are not designed for that. I am going to check what you posted right now, because that looks like a bug. You should be able to exit the CC as you could before, unless when I put that check for the SFM in, I did it incorrectly. If this is a wild goose chase.....brb
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Ground vehicles sometimes end up under the terrain
Supreme Cmdr replied to a topic in Universal Combat Series
Yes Blerm is correct. I thought my previous post to Shingen would be clear to everybody. But no, what was I thinking? Hence my post above. If I find time, I will implement a 4-point system which will alleviate this problem, but fixing the issues in the support structure code is far more critical than worrying about drones - which will work just fine if deployed correctly. Posting in the same damn thread about the same known issue, is silly, counter-productive and stupid. So, DON'T DO IT. Its not going to fix it. -
quote: Originally posted by Grizzle: It's a mystery, but a frustrating one for sure. Why is it a mystery? I didn't make any changes to the EP allocation in UC. Its the same as BCMG. Same with things like ranks etc. Things that are the basis for the game, don't get tinkered with just because.
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Ground vehicles sometimes end up under the terrain
Supreme Cmdr replied to a topic in Universal Combat Series
Well then, go have a good cry about it. -
*geez* *moved*
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Crash Landing During Planetfall Without Waypoint
Supreme Cmdr replied to scorchedearth's topic in Universal Combat Series
Just tried it. Works fine and as it is supposed to. Again, use a waypoint if you can't do it right. If you read the manual, you'd know the difference between MSL and AGL and then you would know why it shows 7400 when you are on the ground. -
Fatal error. Unknown to be RC related.
Supreme Cmdr replied to ProXimity's topic in Universal Combat Series
If you were using RC6 or higher, you won't have this problem. quote: Originally posted by ProXimity: I don't recall any such issue in the UCVCF, ProX Rubbish. Its right there in the VCF -
I have released 1.01.04 patch which can be applied on top of the latest version. You can view the VCF to see a list of changes If installing from the retail CDROM, then 1.01.00 must be applied first. The 1.01.03 patch is no longer required, as this new version contains items from that version. The patch also contains a zip file of the GBS-II system, previously released via the registration login page. [ 03-08-2004, 10:29 PM: Message edited by: Supreme Cmdr ]
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Crash Landing During Planetfall Without Waypoint
Supreme Cmdr replied to scorchedearth's topic in Universal Combat Series
Are you running the latest RC7 build? I relaxed this back in RC4 and it works just fine. -
quote: Originally posted by Spindoktor: LOL, thats a great intruder story. I can't get enough of these intruder stories. These guys are fun. They were more fun back when they used to kidnap personnel. I don't remember why I disabled their ability to do that, but some of the oldies probably remember the hilary that ensued back then. Do a search for "intruder" or "kidnap" and you might find the threads; along with other stories of their exploits. Like that one where this intruder actuall lifted an entire engine and was making off with it. Man, just thinking about it makes me burst out laughing.
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I have released a scaled down version of GBS-II for BCM Gold. It is only available for download via the registered user login page. No, it is NOT compliant with BCM, so don't ask. Go buy BCM Gold if you don't already have a copy. Feel free to ask/post questions but since GBS-II is 100% unsupported, don't expect ANY answers. There are docs which should help with scripting etc, but thats it. Worse case scenario, learn how to use it, in the event that I do release GBS-III for UC a year or so from now. [ 02-27-2004, 11:08 PM: Message edited by: Supreme Cmdr ]
