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Supreme Cmdr

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Everything posted by Supreme Cmdr

  1. Download this data file and unzip the contents (with folders intact) into your game folder. It will ask you to overwrite two files. Do that. You may need to start a new profile IF your existing profile exhibits the same problem even with these update INI files. The upcoming 1.00.02 patch will have these files as part of the distribution.
  2. I have researched this and found what the confusion is about. The flight dynamics system in UC is vastly different from the one in BCM/G. For example, crafts have a landing profile which also uses the CALS system. The way this works is that the craft engages a landing profile when it wants to land. This disabled the ground collision avoidance when a short distance from the landing point. If the GCA system were not disabled, the craft won't land because CALS would keep it off the ground. Once the craft reaches a certain distance from the target, it then descends using its VTOL engines. Here is the problem : If you set a single deploy waypoint for the shuttle, when it enters the planet, it will be at that waypoint. At which point the CALS system will kick in. But the shuttle will be at very high altitude and then start to circle/descend VERY slowly, since it can't increase speed, having reached the waypoint. So, you HAVE to create a PROCEED TO NEXT waypoint as the FIRST waypoint in a deployment op. Then set the actual deployment waypoint (e.g. DEPLOY DRONE) at least 2km from the first. The shuttle will ingress at wp1, then engage its landing profile a short distance from wp2. Then shortly disengage its GCA system, fly along a little, then switch from FTOL to VTOL and land at the designated wp. Remember, unless the shuttle actually LANDS it won't perform ANY deployment ops. I am closing this issue because it works as designed.
  3. No way I'm touching that. Life's too short.
  4. Go to the downloads page and read the version control file. ps: Please try not to have spelling errors in the thread subjects. Thanks
  5. quote: Originally posted by mrjingo: I don't know if this happens at other stations or not. uhm, have you tried it? EDIT: I've just reproduced it in 1.00.01 but not in 1.00.02. Looks like an INI file out of whack. I'm on it. And if it is an INI file problem, I will post an updated version since the 1.00.02 patch is not yet ready. [ 02-07-2004, 11:38 AM: Message edited by: Supreme Cmdr ]
  6. I have made a decision to restore the joystick and the 1-9 thrust functionality in UC. Probably in the upcoming 1.00.02 patch. It will work the same way it does in BCM/G but ONLY if the joystick is the controller selected in CONFIG. You can all put those sticks down now.
  7. Or you could just buy them
  8. quote: Originally posted by Evenios: I cannot uprgrade my card. my computer is older does not have a AGP port and motherboard doesnt support power of the Geoforce MX pci card. Plus i am not spending over 100 bucks on an 2 year old computer just to play a 20 doller game! :-p. Then you should start - as you say - reading the fine print. Face it, you have an aged system which is not capable of running upcoming games. I'm not interested in catering to the lowest common demoniator because my games are about evolution, not history. And no, there is no way to disable the vertex shader requirement. It is a rendering pipeline that is required for the game's graphics subsystem. In fact, pixel shader 1.1 was previously required as well. And there is no need to add the system requirements on the front of the box because sensible game buys DO read the requirements - regardless of WHERE they are located on the box. So, please quit whining - you're giving me a headache.
  9. I know what I posted was clear. The throttle sets the max thrust range. That is EXACTLY what it used to do in BCM/BCM Gold. i.e. if [bCM/G] you have the throttle on the stick at full, the max speed you can achieve while moving forward, is determined by the 1-9 thrust factor. In UC, it is the same thing, but the W is a constant thrust. You do not need the joystick throttle for that. Just set the throttle to max and leave it alone. Then use the W/S keys for forward/back thrust.
  10. BEFORE you post ANY bug reports, please READ the current version control file (see first post in this thread) to ensure that what you are about to report is 1. Not already being investigated 2. Not already fixed in the upcoming patch update Thanks for your co-operation. Just don't make me have to delete your posts. That hurts.
  11. quote: Originally posted by trix9000: but im entitled to my opinion just like you guys are entitled to kiss mr. smarts feet and praise his word as if it were gospel. bye. Thanks for stopping by. You were warned about this. We do NOT tolerate this behavior here. And before you go clamouring that you were banned for your opinions, take note that your posts remain as they were originally written. It is quite obvious to me that you do not, in fact, own this game. I blame myself for relaxing the forum registrations rules, because I didn't want to be bogged down with authing new registrations, giving the influx of new gamers. But thanks for pointing out the error of my ways. A valid UC registration number is now once again required (as with BCM and BCMG) for registering and posting on the boards. quote: Originally posted by Elric_Sloan: (except for the close up look of the planets while in space: they still dont look right for some reason)! Yeah, this is right thorn in my side and amounts to realism over quality. The problem is that the sphere a really massive 3D object. The texture used is a 1024x512 perspective correct bitmap (e.g. look at PTE3STETEXEARTH.TGA. Imagine what happens when you take such a low res texture and wrap it around a massive sphere. It will be grainy up close (its complex 3D stuff that I won't explain here, or everyone's head will explode ), but look great from afar. In fact, hyperjump away from the planet and look at it in your rear view. Or target it in the NID and view it with F10 to see what I mean. We added detail texturing up close, but that did little good. Its one of those things where you keep thinking about it until you give yourself a brain tumor. Hey, at least it is a real 3D spherical planet with accuring day/night sides, rotates with time, orbits around the center of the region etc. So, I think an up close grainy texture is a small price to pay, right? quote: Derek, color me impressed so far, and congratulations on a job well done! Dreamcatcher can go screw themselves because they tried to kill an excellent title. I will NEVER buy another DC title unless they rectify the situation that they have put you and 3000ad in! Congratulations! Thanks Eric. It was a team effort. And high or low price, we stand by our work. So we lose money this time around, but hopefully we gain new gamers for the future. Thats what a franchise is all about. Given more time, it would have been near perfect. At least I prevented them from shipping and RC1 build. Small price to pay I think. If you glance at the 1.00.02 upcoming patch, you'll see just how close we were - with that list mostly consisting of tweaks, new features etc, and some odd bugs here and there. quote: Originally posted by Evenios: i dont like the vertex shader requirement. It should have been an option NOT a requrirement. and it should have been better labeled on the box as no other game in history has had that requirement. i cant comment on the game itselve since i havent been able to load it :-p Please surely there is a way to come out with some patch to work around that? i dont have a agp slot! :-( A vertex shader is a DirectX 8.1 requirement. If your card does not meet even the DirectX 8.1 requirement, its time for an upgrade. And no, there is no way around it. In fact, it used to require DirectX 9, as well as both vertex shader 1.1 and pixel shader 1.1. I thought about it and had to put in graphics fallbacks (from BCM Gold!!) for those without a pixel shader card. I made that decision after the box went to manufacturing, which is why it still says ps1.1 is required, when its not. Without a pixel shader, you don't get ANY of the advanced terrain graphics features, shield fx, planetfall fx, damage fx etc etc. You lose a TON of graphics enhancements without a pixel shader. Believe it or not, shaders are the next gen in the gaming graphics. And have been since 2001. And it is labeled on the box quite CLEARLY [ 02-07-2004, 06:31 AM: Message edited by: Supreme Cmdr ]
  12. quote: Originally posted by Cc: For example he can charge for upgrades I assume that you're not talking about patches. I never have and never will charge for patches to my game. As I stated before, the features and enhancements in 1.00.02 are the last of them. From that patch one, this generation of UC will only have bug fixes. Enhancements and whatever were originally planned, will still go forward in the add-on we are currently working on.
  13. If that video chip supports vertex shader 1.1, then yes it will run. Check with your board manufacturer.
  14. Works as designed. Please see my previous post above.
  15. quote: Originally posted by Werewolf: I vaguely remember a thread where SC said that the speed at which you start your ingress is also the speed at which you'll be when the ingress is done. I noticed a similar thing with regular shuttles. However for me, the more annyoing thing is that the autopilot seems to deactivate during ingress. Or am I doing something wrong here? That is correct. I recently added this to the 1.00.02 manual revision update. quote: EGRESS ALTITUDE INDICATOR The egress altitude is 20,000 feet and not 35,000 feet. Also, the planetfall ingress altitude is set to the max ceiling of the craft. This means that if the craft's max altitude is 3000 feet (see appendix for craft specifications) and you enter the planet while travelling at high speed (e.g. 1500 m/s for the MK1 shuttle), you will crash into the ground because you would be travelling at approximately 4921 ft/sec if you are pitched down and don't quickly take control of the craft and level it out. This is not a bug. Thread moved.
  16. quote: Originally posted by Werewolf: By "warped" I don't mean the bobbing motion due to the sea. Just enter one of the little flyers and take off. You'll find yourself at the bottom of the ocean, still in your craft of course. Actually you're inside a building that's down there. And trying to fly out of it damages the craft badly. Which scenario?
  17. The joystick throttle is functional when enabled in CONFIG. The throttle and speed control (W) both combine to effect the final speed such that the throttle continously adjusts (limits) the max speed of the craft. So if you move the throttle all the way forward, when using the (W) key, you will achieve full speed. If you have the throttle at the half way mark, you will then achieve half the max speed of the craft.
  18. OK, I'm confused. What post are we talking about?
  19. quote: Originally posted by Faithful: Hello Everyone, Just bought the game today and I must say I am enjoying it but do not quite understand it all at this point. (There is an understatement!) Having never played this game would some of you "Old Timers" from the other games in the series give this beginner some much needed tips on how to play effectively? Working really hard on some tutorials, complete with their supporting scripts. Should have something by the end of the weekend. quote: Like: 1. How do I get my ship to go anywhere at any decent rate of speed? I have it moving at 299 (whatever the speed reads in MPH, KPH??), but it seems like I get nowhere fast for sure. It depends. If its a slow ship, it can take a while. But if you want to go a great distance, just select a target in the NID or TRS and the use the Hyperjump (SHIFT+9) to get there. Check sections 6.0 and 6.1 in the manual. quote: 2. Can I pitch the nose of my ship up or down?heh, yeah, you can. Check the keyboard commands sheet.
  20. quote: Originally posted by Cruis.In: im just as bad for quoting "and no, I will not go into a corner and siddown" because that's what the original line said. why would the word siddown be censored? Derek? Its not. Him or someone must've changed it.
  21. No. The Xbox is not powerful enough to run it
  22. quote: Originally posted by trix9000: The various models in the game are rendered with a very low poly count. The poly counts fit the games scene rendering budget just fine. This is not a game where you know there are only going to be 5 entities on screen at any one time. It can go up into the dozens of units in the blink of an eye and not everyone has powerful machines to run it. And the game's AI kernel takes up more of the processing than the rendering pipeline. In fact, the rendering is considered free, in some cases. quote: The planets look very sparse and undetailed.They are huge. You have to go to populated places. quote: If you look at a game like star wars galaxies, the planetscape is beautiful.Thats funny. Comparing the size of the SWG world to this. Yes, its beautiful - no doubt - because with a smaller area, you can go to very high detail. quote: In UC there is only like a few types of trees, the ground foliage looks positively awful. The tree trunks on the the tree look like 16x16 textures, scaled down and then placed on the trunks. I don't know what you're talking about. For one thing, the textures are not 16x16 quote: The space scenes are an improvement but still are not even in the same ballpark or even league of games like homeworld 2 or Eve.Again, they are games on a much, much, much, smaller scale. quote: Maybe some static meshes could have been added or something to add some detail.Static meshes? I have no clue what you're talking about. And I'm not quite sure you do either. quote: please dont flame me for blasphemizing your supreme commander and his team.Thats the kind of thing that gets your post deleted and you banned. If you didn't come here to flame or insult anyone, you shouldn't have to point it out.
  23. quote: Originally posted by vogelap: It was a little jarring to me to see a BATTLECRUISER GENRATIONS splashscreen when I coulda sworn the product I bought was UNIVERSAL COMBAT. Yup. That's what the box says. The CD too. But the splash screen calls it BATTLECRUISER GENERATIONS. Strange. Thats not the splash screen. That screen is the SafeDisc splash screen. I forgot create a new one when we switched from BCG to UC. Anyway, I have done that now and it should be the UC one in the 1.00.02 patch.
  24. quote: Originally posted by Werewolf: Whatever it is, it's annoying as hell. Quite often I find myself cursing because it throws off my aim - only to go "ah, it's the 090 degree thing again". And since it also happens while running and shooting, I highly doubt it's the idle animation. Yep, I fully understand. heh, thats why you should go into crouch or prone state when wanting to snipe. quote: Yes, but do you know that I *can* mount the vehicle and it stays on deck properly - but is warped the moment I try to take off? I thought I'd notify you in case your answer relates exclusively to the collision between player and vehicle. Not sure what you mean by warped. The carrier is bobbing according to the ocean - and the fighters and gunships on deck do the same thing. I will check it out later this weekend in case I spot something suspicious. But something has to be done about those gunships. The problem is that the collision detect ray it as the character's feet. Two more (chest and head) need to be added in order to solve this problem. This way, you can't walk under the tail of the gunship (and the precise CD kicks in and allows you to do it) and thereby cause this sort of breach.
  25. Its in the manual and in the manual appendix located on the file downloads page.
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