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Supreme Cmdr

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Everything posted by Supreme Cmdr

  1. No, its not confusing. Its rubbish. Who did you talk to at Square-Enix? I know two people there, one of them is a producer.
  2. http://blog.wired.com/gadgets/2008/04/daniel_k-who-fi.html My guess is that very soon, on board audio will negate the need for add-in audio cards. Until then, stay away from Creative products and pick up either an Auzentech or Asus product. Bastards.
  3. I'm not sure what your point was, but my points still stand. Regardles of who developed it, the decision to do a PC port has nothing to do with duane, let alone Microsoft. If they thought that a PC version was even a viable investment, they [square-Enix] would have done it at the same time; given how close PC and XBox360 development environments are. The game is stupid simple (I checked out last night) and since it was developed first on the PC (a must, regardless of console target), if they wanted a PC title, it would have been a no-brainer to do. Also, since Game Arts name, logo etc appear nowhere on *any* of the game's production materials, obviously Square-Enix hired them to develop it and thus own (look at p29 of the game manual) the rights to it. Back to what I said previously: Its up to Square-Enix. Not Bit Arts. Not Microsoft. Not Duane Colbert.
  4. http://www.next-gen.biz/index.php?option=c...09&Itemid=2
  5. First of all, the game is developed and published by Square-Enix. So it has nothing to do with Microsoft; let alone Duane. They have no say over it. Plus why would they - Xbox guys - care about a PC port? I mean, seriously. Funny thing is that for Talon Elite (the console derivative version of Echo Squad SE) I've been working on a controller scheme which is a cross between Sylpheed and Ace Combat 6. I've got my work cut out for me since the game has to be 100% playable using just the console.
  6. http://www.next-gen.biz/index.php?option=c...84&Itemid=2
  7. The http://www.youtube.com/watch?v=KYQP-uBijWg. Looks like a fun game! Can't wait to play it.
  8. We're not providing license keys for any used product. The retail boxed copy of UCCE comes with its license key embedded on the DVD-ROM. So as long as you have the original disc - regardless of where you bought it from - you won't have any DRM issues and you won't need to be issued a new DRM license key.
  9. We no longer use Starforce for the protection of our games. This means that all previous products sold through Digital River & BMT Micro will no longer have patch updates. Not that they need it anyway; so this is just an FYI. The versions below are the last versions to use Starforce. All recent versions do not use it. Universal Combat Gold v1.00.03 Universal Combat A World Apart v1.00.20 Universal Combat Special Edition v1.00.03.01 Universal Combat Collector's Edition v1.00.04.01 So if you do apply a more recent update (if available), you will invalidate your pre-existing Starforce DRM key. In which case you would need a new DRM key from the current DRM being used. In order to obtain a new DRM key for the newer patches, send the following information to [email protected]. Full name Email receipt showing your original purchase and previous DRM key The harware serial code displayed when you run the new patch. That code is in the format XXXX-XXXX We need your copy of your email receipt showing the product purchase. Without this, you will not get a new key. NO EXCEPTIONS When you get the new key, simply run the game again and enter the name and key as provided.
  10. For those of you who want it, you can download it from this link
  11. If this doesn't have you off your chair, check your pulse.
  12. KnightBlade uses a brand new planetary terrain engine. So yeah, it will look light years ahead of what we have now in Echo Squad and Talon Elite.
  13. It won't do well on the PC at all. Because I'm a space combat junkie, I have it on the XB360 but have yet to play it.
  14. Why? All those threads in that forum are pinned anyway. Whoever doesn't read them deserves to have their posts deleted.
  15. A review by Out Of Eight has been added. Apart from his general gripes, one thing that sticks in my mind are these statement: Which of course is 100% incorrect. The cockpits in the game are fully 3D models located in the .\assets folder and are rendered in real-time by the game engine just like any other model. e.g. the cockpit for the starlance fighter is .\assets\starlance.3d If they were not 3D models, then there would be no lighting, HDR etc. You can see this yourselve by simply going to the various in-cockpit views and lookaround. Static images are never - ever - affected by dynamic real-time lighting. Of course, as everyone knows by now, in all our games every single line that is voiced, also has a corresponding text that is displayed. So I have no clue what he's talking about there. In the case of the tutorial, the entire thing is voiced and goes with the in-game (or printed) text. The reason for this is simple. It allows you to maintain up to ten game profiles, each one unique and possibly at a different stage. So of course you can play the tutorial with one profile and the full game with another. Plus, with up to ten profiles, you can have up to ten unique profiles, with up to 10 saved game points each It is a combat game and with specific missions. You can't - as a fighter under command from a superior - go gallavanting all over the universe. Apart from the fact that you won't last long, its not allowed. Our previous games all featured a freeform game play mode because they were designed differently. In fact, I can't think of many space combat action games that even let you go buggering off on your own and with miminal resources. Considering that they are rendered in fullscreen and at a standard 1024x768 and fully readable, I have no idea if he was running on an 800x600 display laptop or what, but so far nobody has even mentioned anything wrong with the in-game docs. You can do just that using the tutorial. Just don't follow the tutorial. Do your own thing. Then when you are ready to follow it, create a new profile. No you don't. All you're doing is enabling a missile filter. Once enabled (only once), selecting a missile is just like selecting any target. You can track them right there on radar or use the right-mouse context sensitive menu. You only need F10 if you want to view the missile as it flies towards its target. Nothing to do with tracking as thats just an external view of the target. And the reason that the missile filter is disabled by default is because when you are cycling through targets, if there are many missiles, you could end up cycling through a ton of missiles before ever finding the desired target. And by that time, you could already be dead. This is explained in the manual. Since you have a missile warning klaxxon, there is really no need to track missiles on radar. None whatsoever. Not true. Just like how he assumed that the cockpit was a 2D bitmap. Sure each NPC actor has a "seeded" instruction (e.g. "attack this") thats the extent of it. From that point on, whatever they do is dynamic and up to their AI to determine. So I have no idea what "heavily scripted" even means. If that were the case, then it would be a pretty short game since it would clearly be easy to "beat" it and be done with it very quickly. One good point of note: We actually tried to do this. But because - wait for it - the cockpit is a 3D model, locating the extents and mapping them on a 2D plane (so you can click on it), proved to be more trouble than its worth. So we didn't do it. As you all know, you can do this in our previous games because no 3D cockpits were used. I am however planning on looking into this further and perhaps we'll come up with a solution in a future patch; perhaps with the Episode 2 release. Also... I actually did think of doing those (just like with our previous games which had Instant Action as well as a freeform ROAM mode), but this is a different game. So I opted not to create scripts for those. However, if enough people cry out loud out about it, I may just add these in future episodes. UPDATE: After I sent James this thread, I got an email informing me that he had revised his comment about the 3D cockpit. He also touched on a few points that I responded to. I altered the comment about the 2-D cockpits slightly. I never saw any in-game text with the tutorial during my play time. I was running at 1280x1024 with an nVidia Geforce 8800 GTS and it was laggy (with approximately five seconds between switching pages). In these cases, I can only report what my set up has done and not what's supposed to happen; obviously people with different systems will get different results. I was quoting the manual when discussing how to track a missile. I consider viewing it outside of the plane tracking. When I called the AI "heavily scripted" I was referring to how they will follow pre-programmed orders regardless of what the player is doing....I guess this is true of most games.[/code] NOTE: The delay between pages is because each page is a separately rendered 1024x768 JPEG image (the game commands are PNG due them requiring a lossless format) which resides in the .\DOCS\GAME_DOCS.ZIP archive. So when you get to the end of a page, the game has to unload the current page, then load the next page. In the legacy version of Echo Squad, we actually used PDF files. So the game would pause, spawn the PDF reader registered on the computer, load the page etc. Then when you were done, take you back. The delay then was horrendous *and* it took you out of the game. So I had to come up with something else. The end result was to use JPEG frames and render them in-game. This required the development of completely new document viewer module for the game. And this is what renders all the docs while in-game. Game development is not an exact science and no matter what you do, there will always be compromises beind made.
  16. We're never - ever - doing another exclusive game for anyone, let alone GameTap.
  17. AFAIK, GameStop stores in Canada have it. If you want to keep the costs down, ESD is your only choice. You can get it directly from us through our Digital River store front. Try the 3000AD link.
  18. Sounds good. Actually, the fact that the workaround just inits the video driver sub-system and nothing else, my guess is that the problem in the x64 graphics driver w/ widescreen support. In fact, only the ucconfig.ini file is modified by the game using the workaround. If after you exit the first time, you save that file to .bak, then the second time, play and quit, compare the .bak to the current .ini file and you'll see that as far as game config is concerned, only the resolution line is changed from 1280x1024 to 1680x1050.
  19. Nothing to do with the game. I just tried it on my rig and it works just fine. Apart from that, NONE of our games are supported on x64 operating systems.
  20. Then you will have a long wait because digital distribution is our focus since it makes us more money than retail sales in which we have to chase down publishers to get paid.
  21. The demo has been updated to the latest game engine due to the recent controller related revisions. Now you have no excuse.
  22. Version Control File
  23. It will be fixed in the upcoming 2.10.05 update
  24. hehe, which is why I keep revising the ol' gal by doing as many minor tweaks as possible to UCCE, the final title in the series. Quite frankly, we will never - ever - see games of this type again. At least not in this life time.
  25. All review links are now on the reviews page. UPDATE: Some comments related to recent reviews are in my latest dev blog update.
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