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Supreme Cmdr

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Everything posted by Supreme Cmdr

  1. Waypoints are set on a 2D plane.
  2. Whoa!! You thread Necromancer you. Me? I'm camping out on Amazon. This week alone I've already spent about $200 on AmazonMP3 (IMO the iTunes killer if more people *knew* about it) for my media (Zune 30GB and iPod 80GB). Now am waiting for all the deals on Black Friday since there are a ton of DVD movies (Wall-E etc) I need to get for my daughter and some Blu-Ray discs (Iron Man!) I need to pick up for my collection.
  3. Sounds great!! Glad you made it. Hope the kids are OK.
  4. Since we no longer use the registration dB, those of you reporting issues in tech support or the Beta testing forum need to have the following information in your sig. If you post in any of these two areas without this information, the post/thread will be deleted without warning. To edit your signature, go to your profile. OPERATING SYSTEM CPU MAKE/MODEL/SPEED RAM VIDEO CARD MODEL/RAM e.g listing : Vista Ultimate 32Bit Intel Core 2 Duo E6600 @ 2.66Ghz 2GB GeForce GTX 260 w/ 512MB You are assumed to be running the latest DirectX 9 Runtime as well as latest/working drivers for your sound and video devices
  5. Most people know that compressed graphics and screen shots don't do any real-time game justice. But stuff like that doesn't bother me in the least. After eleven games, you tend to just ignore what other people think and just keep doing what you can. You can't cater to everyone. And those people clamouring about graphics - without any hands on - are the same ones complaining that games are too graphics focused than gameplay focused. The game's graphics are just fine and do exactly what they're supposed to do. One thing's certain, its a lot better than the millions that UBisoft is pumping into H.A.W.X. heh, yah. You don't need players on the ground to shoot down air threats. The game features a full suite of automated AI controlled surface to air missile silos and guns to do just that. In both single and multiplayer. While the game features hand-held rocket launchers which are powerful against low flying gunships mostly, unless some idiot is hovering in a fighter, rockets are not going to be much use against fighters. There will of course be play balancing issues to address, but I can't imagine why players in assets (vehicles, gunships, fighters) will dominate. Especially since not all classes can control those assets. e.g. only one (Elite Force Marine) of the three marine classes can fly a gunship. Only the two pilot classes can fly gunships and fighters. All six classes can drive any vehicle. And since vehicles are not impenetrable, a well placed anti-personnel mine, grenade or rocket is all it takes to blow up a vehicle and everyone inside. There are no tanks in the game, so all the vehicles - even those with armor - have bullet penetrating material modeling. So being in one doesn't guarantee anything. When I was designing this game - unlike the focus placed on my space games and for which ground combat was "just another feature" and not fleshed out, this game is fully focused on game balancing. You're not going to find the frustration of BF games, the confusion in FoW or the hard core nature of ArmA. This is a sci-fi action game, designed first and formost to be fun and accessible. It was designed for a quick "pick up and play" fix. A radical departure from my original space combat roots. Multiplayer was the #2 focus in my design and it has the same scope as single player. Except that it also has a mode that supports four player co-op in the single player campaign. Outside of that, you have the standard deathmatch, team deathmatch and one other mode I can't talk about just yet. Cross platform gaming is a gimmick. GFWL is rubbish. I have no interest in either. Ever. I have looked at TrackIR in the past and communicated with them in the past but I have no interest in it as it doesn't add anything to the game nor are there any fiscal rewards or benefits for spending my time doing it. So, it won't happen. If player A can play the game just fine without it, then so can player B, C etc Its not. There are no plans to release any tools for it. Anyone who knows anything about terrain generation and rendering, knows that procedural texturing for games that require a certain level of fidelity is (i) overrated (ii) restrictive (iii) not suited to the kind of visuals you would need for high and ground zero altitude traversal. In fact, the terrain engine does have procedural texturing as thats how it was designed. Once that was finished and we realized that it wasn't doing what I wanted, we disabled it. Then we went with satellite maps. Now that was a mess. It looks wicked at high altitude (see Ace Combat 6 etc) but low quality, blurry, rubbish at low altitude. See how rubbish H.A.W.X. looks. Once we dumped that, I decided to just go old school and had our guy create a 400 sq. mile height map and manualy create masks, textures etc. This gives 100% control over the visuals and such and has given us the best results thus far and at any altitude. Our Beta testers have had access to several early shots, movies etc and they've seen how things have evolved from then to now. And we're still at Alpha. No, it can't be altered because the game engine does it automatically. You may not be seeing fog in the shots because the cloud layer is dynamic and may be high, low etc. So you may be seeing low flying clouds, even though there is fog at certain distances. The next movie features air combat. You will have your question answered then. Yes, several. But only one (LCAC) is player controlled.
  6. Probably not. Even though 3000AD is a trademark. But someone sent it to me over the weekend and I passed it on to the attorney. He will let me know when he's checked into it. Thanks.
  7. My attempts at implementing reCAPTCHA on the board earlier today didn't go as planned. So the board was down for some hours. Until I can get that implemented, new registrations will remain off because of spam bots.
  8. This patch requires the August 2008 (or later) DirectX runtime Use the game Updater to download and apply the patch. The online VCF has also been updated. NOTES: The patches use a different installer. So be sure to confirm the location of your install in the dialog which appears!! If you use the game's Updater, it will download the patch and apply it. If you don't want to use the Updater, then you have to check one of the public mirrors for a link to the full patch. NOTE Games supported: UCCE v1.00.03 (or higher) Full (Take2 DVD-ROM retail version) UCCE v1.00.03.01 (or higher) Full (Direct2Drive or Gamers Gate version) * UCCE v1.00.03.01 (or higher) Full (Digital River version) * UCCE v1.00.03.01 (or higher) Full (BMT Micro UCSE to UCCE upgrade version) * * IF YOU BOUGHT THESE VERSIONS BEFORE 11-01-07 - OR YOU HAVEN'T ALREADY DONE THIS FOR A PRIOR PATCH - YOU HAVE TO EDIT YOUR SETTINGS.INI FILE BEFORE USING THE GAME UDPATER. THIS IS BECAUSE IT NOW SUPPORTS ALL THE VARIOUS DRM VERSIONS. FAILURE TO DO THIS WILL RESULT IN YOUR DRM SIGNATURE BEING INVALIDATED (DUE TO AN INCORRECT PATCH BEING DOWNLOADED AND APPLIED). Go to your game install folder and make a backup of the SETTINGS.INI file. Then load the SETTINGS.INI file in Notepad. Go to the UPDATEINFO section and make the following changes depending on which version you have. If you have the current version, no changes are required. When done, save the file, exit Notepad and run the Updater. If you run the game and you are prompted for license info, then you messed something up. In which case you will have to rollback to the previous patch and do it over.
  9. Try it now with Beta 04 and let me know. IA0211 will let you know if it works or not. I tried it here and it works fine again.
  10. A data file update is available. Just download and extract into your game folder overwriting files when prompted. - FIXED: Profile #2 for the Commander did not have clips for the TL22 rifle - FIXED: DJP SCENE/MZONE selection menu was incorrect due to localization issues[/code]
  11. A data file update is available. Just download and extract into your game folder overwriting files when prompted. - FIXED: Profile #2 for the Commander did not have clips for the TL22 rifle - FIXED: DJP SCENE/MZONE selection menu was incorrect due to localization issues[/code] [b]WARNING: THIS IS A MAINTENANCE RELEASE AND ONLY FOR THE DIGITAL RIVER AND GAMERS GATE VERSIONS[/b]
  12. Did u try it with IA0211? That is a scenario with you on the naval carrier deck. If its broken there, let me know. In the v1.00.10 build I revised the height handling of terrain objects and that may be causing the naval units to no longer float.
  13. Wow!!! Mano, long time now see!!! Check board PM.
  14. Yeah, we were waiting to see what would be in Build 1.5 but given the time constraints - and inevitable wait for bug fixes and such, I didn't want to take the risks. Even if it comes out this qtr as was planned, my guess is that it still won't be anywhere near on par of what we did in ours since ours is a 100% dedicated terrain engine. Anyway enough about C4. Create a new thread in the gen discussions if you want to discuss further.
  15. Don't waste your time. The /cockpit vector is used for units which the player can control and which can move. It is used for the player's POV. The NPC units - such as that automated gun emplacement - don't use it. The only reason the view actually changes is because he was able to switch to it - which I have now fixed in the .03 Beta patch. Plus you have seen just a few of the side effects.
  16. http://www.disclosureproject.org/
  17. The demise of the genre has nothing to do with travel, size, scope etc. It is all about economics. The fanbase dwindled as far back as Freespace2 and I-War2. And because the genre is not as popular as say fps, tps, rts games etc, publishers have very little interest in it. Most of the companies doing space games these days fund it themselves and just hope that their publishers can actually sell enough copies to keep the devs in business. Which is why the likes of 3000AD and Egosoft are still around, while others like Particle Systems, Volition et al are dead or bought out and move on to more profitable genres. Even the devs of Jumpgate tried their hand at something else over at NC Soft, failed, got canned and are back doing Jumpgate Evolution (another MMO) and some other Lego game I believe. The future of the genre lies in the MMO space and only for smaller companies. Look at CCP, if Eve were a standalone game, it would be dead and forgotten by now. But given the size of the company, their install base keeps them going and they have nothing to complain about. Nor do they have to do the ridiculous publisher song and dance every couple of years in order to do a new space game. Trying pitching a space combat game to a publisher these days and you'll just get laughed at. Which is why, after KnightBlade, our next space combat game (an MMO) will be our final game. Those are goals I've set because anything short of a space combat MMO these days is just a waste of time, effort and resources. The double edged sword is that to make any space combat game huge, it needs marketing. Lots and lots of it. Since only publishers would dare put that kind of money behind a game, since they're not doing it and devs can't afford it, the genre is as good as dead. Even EA, with all their might, couldn't make it with the likes of Earth & Beyond. But then again, the game was rubbish. Another recent space combat MMO, Black Prophecy, was canned at NC Soft. Its not like they didn't have the money to market and finish it. And looking at the game, it is more of an fps, than a space combat game and you could see the failure of that premise a mile away. Not to mention the fact that most of the devs came from a space combat background. It just goes to show that it takes a lot more than that to actually do a space game.
  18. Vista target implies DX10. We have no intentions of using DX10 in any of our games at this time. So the answer is no. The game will work just fine on both XP and Vista.
  19. I have zero interest in the Games For Windows brand since it is nothing but a gimmic. The game does not support cross-platform gaming, has its own server browser etc. And such there is nothing in GfW that I want or need. The GfW thing is nothing but a marketing gimmick.
  20. Well, considering just well they've royally screwed up XBLA, with PSN and Wiiware catching up, not to mention the spurt in PS3 sales, trust me, they're going to be #2 before long.
  21. LMAO!!! That was comedy Gold!!
  22. It is a PC and XBox360 game. Talon Elite (the console version of Echo Squad SE) was canceled awhile back because of XBLA limitations (price point is capped at $19.99, royalties suck, file size is 350MB etc) and because since we can't self-publish a boxed retail console game and no publisher will touch a space combat game, we couldn't get a publisher for that either. So no XBLA and no retail = project termination. Apart from physics (Bullet), audio (FMODEx) and vegetation (SpeedTreeRT), the game uses all our engines. We evaluated C4 but didn't use it because it just wasn't designed for the kind of game that I wanted to make. For one thing, C4 wasn't designed to handle an open world terrain. Nor could other engines (e.g. Leadwerks 2.0) we looked at. Most of these engines have bullet points, but when you get down to it, you start seeing all the limitations (e.g. 25km max size terrain for LW 2.0). So for both AAW and KB, we're using our own engines. More below from a post I made elsewhere.
  23. Since it is based on LV115, a near desolate Gammulan planet, there won't be much to see apart from military bases and a city or two. This is first and foremost an open world game in which you're not going to be doing any siteseeing. At the very least, its not going to be like those other games (Ace Combat 6, H.A.W.X) etc which use satellite imagery and from high altitude looks populated when in fact there really isn't anything there - apart from a few blocks - and of course looks like crap at low altitudes. Though the scenes on the test map are used for testing various engines and gameplay tech, most of them are placeholders from our previous game and will be replaced with the new content as they get created. Our goal is to make the bases - the focal point of the game - as detailed a possible for those who are playing in fps/tps mode most of the time. The air combat jocks won't pay too much attention to that since they'll be airborne most of the time anyway. Unless of course they're running around a base looking for an aircraft since everyone starts off in the game world with a gun, some ammo and stick of gum. No asset.
  24. The physics engine is completely replaced with Bullet Physics
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