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Universal Combat: A World Apart by 3000 AD - retail v1.00.13 patch
v1.00.13 (02-19-06)
GENERAL
1. FIXED: When the display pane was updated, a crash would occur in PERSCAN on some video card combinations when intruders were captured and turned into prisoners.
2. FIXED: An issue with the new compiler would cause saved games to not be saved (or restored) properly.
v1.00.12 (02-17-06)
WARNING: THIS PATCH REQUIRES THE FEBRUARY 2005 DIRECTX UPDATE.
GENERAL
1. Added UCAWA_MANUAL_REVISIONS.HTML to the docs folder. It documents the revisions to sections of the printed manual and PDF manual related to patch related game revisions.
2. Further performance improvements to the character rendering engine.
3. Added four (IA0117-IA0120) new Instant Action scenarios.
4. Revised the fp HUD map. [Manual Section 8.0]
* Radar targets are now plotted on the map and work exactly like the TRS. Any target within the inner section is in front of your current bearing. If the target is farther out, it is behind you. The very center of the display represents what is directly in front of you. Therefore, if a target is in the inner area you are directly facing it.
* Has four filter modes cycled using T when the DIE is off. The current filter is displayed to the left of the heading as follows :
P - Personnel units
V - Vehicles & Naval units
C - Craft units
A - All units
* The current target (selected in the DIE) is indicated by a flashing box and is always shown, irrespective of the filter being used.
* The map can be zoomed by up to x4 using [ and ] when the DIE is off. The current zoom mode is displayed to the right of the heading indicator as a bargraph. The default zoom factor is 5km. Each zoom step decreases this range (zooms in) by x5. So the ranges at the circle boundary are 5km, 1km, 200m, 40m
5. Radar range/target revisions:
* The max range of planetary first person (fp) mode VTT tags increased from 25m to 100m.
* The min range of planetary craft VTT tags reduced from 1km to 25m.
* The max radar range of the DIE has been increased from 5km to 50km.
* If L (nearest attacker to my current target) does not return a valid target, the nearest target is now selected instead.
* If O (nearest enemy attacker) does not return a valid target, the nearest enemy target is now selected instead.
6. An MFB unit can now operate as a supply platform and can be accessed using the U command. This was previously only enabled in multiplayer.
7. Added ability to activate SOS emitter in fp mode. Was previously only enabled in multiplayer.
8. Changed the TDU and PSU/PRL/PSS keys to J and L respectively. NOTE: For this to take effect, you have to either delete your UCCONFIG.INI file so that a new one is created with the new settings or manually edit it in Notepad.
9. The ALT+D command in fp mode has been revised to always allow you to enter the asset directly in front of you and within 1m range. There is no longer a need to first select it as a target in the DIE. [Manual Section 8.1]
10. Implemented SHIFT+\ night vision in fp mode when on planet surface. This, unlike the DIE/IVM mode, gives you the ability to more effectively engage targets at night or during low light conditions.
SHIFT+N now also toggles night vision because on some Euro keyboards, the default SHIFT+\ does not work.
11. Reduced movement speed when in prone or crouch pose. Also reduced run back speed by 1 m/s
12. Updated GBS parser. The SAD, SEAD and CAP when used in the LAUNCH command, now take an optional region and numeric class parameter. e.g.
events
!reach ^wp1
LAUNCH stardrone,4,sad this_region 11
LAUNCH marine_eforce,2,sad earthz 5
LAUNCH phantom,2,sad 14
endevents
13. Audio system fixes/revisions:
* Now using unique engine sounds for gunships and naval assets.
* A distinct explosion sound is now played for nearby self-destructing missiles.
* Revised NPC craft gun fire sound.
* Can now cycle songs playback in fp mode using ALT+, and ALT+.
* FIXED: In some instances, the new audio engine caused the front/rear speaker channels to be reversed when playing multi-channel positional 3D audio (e.g. engine sounds).
* FIXED: A bug in the new audio engine caused some sounds with zero loop points to be looped when they shouldn't. e.g. the gun sound used on some planetary vehicles.
* FIXED: A bug in the new audio engine prevented some multi chunk sounds (e.g. those used by the XN32 weapon) from being played and would cause a crash on exit in some cases.
14. FIXED: Night vision mode was not being cleared across game sessions.
15. FIXED: Some rendering artifacts on coastal planetary terrain areas.
16. FIXED: Alpha channel on some building models (e.g. barriers) was removed during DXTC conversion.
17. FIXED: A rendering artifact on the death specialFX for some character models
18. FIXED: Misc graphics glitches in PERSCAN related to misaligned borders at 800x600 resolution.
19. FIXED: The POV offset for the MIM has been adjusted due to the weapon view looked wrong when the weapon was being reloaded.
20. FIXED: A missing localization text in IA completion MISCON display.
v1.00.11 (01-09-06)
GENERAL
1. Implemented a new licensed audio engine (FMOD Ex)
This audio system is vastly more advanced than our aging in-house legacy DirectSound based system and represents a significant performance boost and overall audio enhancement. We had planned to adopt this audio engine for use in our 2006 and beyond PC and XBox360 titles but decided to implement it into the already released UCAWA as well.
This new implementation requires that your audio card have at least 32 hardware channels. This is the standard for most audio cards, including on-board audio. If you don't get any sound, this means that your card does not meet with these specifications and thus hardware mixing cannot be used. In this case, use the /x command line option to force the use of software mixing.
You can also use the /x parameter to solve buggy audio driver issues.
NOTE: if you are using an Audigy sound board set to 5.1 speakers and don't get any audio when you first startup the game, change your speaker setup to something else (e.g. 4.1), then change it back to 5.1 and save it. This seems to solve that problem with some SoundBlaster drivers. This might work for other audio drivers as well.
A sample massive battle saved game is included for quick testing of this improvement. Just restore and play it with the invincibility cheat on (or you will probably die).
2. Made several audio playback tweaks and revisions to better suit the new audio engine. e.g. better sound attenuation, more channel mixing etc.
3. Added ability to toggle hyperspace transition FX via Config.
4. More tweaks to turret optimizations from 1.00.05 because the turrets on some crafts (e.g. Megaron), were still not firing as often as they should.
v1.00.10 (11-22-05)
GENERAL
1. When a towed object's state (beached/disabled/sos etc) is cleared and an object is towed to space, the flag is no longer reset as this has a side effect of also causing the A/P to cancel any pending orientation maneuvering.
2. Giving the FLY-TO command when the CC is under A/P AI control will now perform the action, regardless of the target type. Previously it would ignore the command if the target could not be attacked (e.g. disabled, SOS etc) because attacking that type of target is against the Rules Of Engagement.
3. The tutorial script now uses the Megaron carrier in order to remain consistent with the tutorial text.
4. The PLV is no longer populated by all personnel defined in a mission script (which may include hostile persons).
5. Units ordered to ESCORT the player are automatically added to the priority list (and hence also the PLV) if not already present.
6. Implemented joystick controls support for vehicles when the joystick controller is selected in CONFIG.
The vehicle can still be controlled by the keyboard when the stick is the selected controller. The keyboard commands then override the stick.
The throttle/number keys have no effect on the vehicle speed. As in the other craft, the speed is dependant on how long a key is pressed/stick pushed fwd/back etc. When the stick is in the centre (released), the craft maintains its previous speed (there may be some bleed of speed) in the same manner as when the keyboard is used.
Stick x-axis (L/R) functions similarly to keyboard Q/E. In weapons mode the axis sets the currently selected turret yaw position, unless the joystick has a twist axis, which then takes precedence.
Stick y-axis (forward/back) functions similarly to keyboard W/S except that there is a fairly wide low-sensitivity zone near the centre that allows for more precise maneuvering at low speed.
Stick twist axis controls the selected weapon turret yaw at all times if present. The joystick throttle controls the pitch.
In WEAPONS mode, the throttle (if present) and stick Y both control the turret pitch (the effects are added together). In CONTROL mode the throttle (if present) sets the turret pitch alone Control/Weapons mode is indicated in the velocity tab (ie where the VTOL, A/P, H/S etc are located).
7. FIXED: Sometimes the weather particle effects (snow & rain) were not cleared between IA scenarios.
v1.00.09 (10-31-05)
GENERAL
1. Released a new full demo based on this build.
2. Player personnel escorts are now set to HALT if the player uses an asset. When the player re-deploys from the asset, all prior player escorts that are still in HALT state are re-assigned to escort the player.
3. FIXED: The NPC naval units were incorrectly 'bobbing' on water because they were attempting to perform maneuvers (turn towards targets) and this should not be possible unless the craft is moving forward (or backward).
4. FIXED: Docking with some assets (e.g. SAM units) was listing incorrect missile loadouts for re-arming them. e.g. a TSX-1 unit uses TSX-1 missiles, instead of the standard missiles (e.g. Radix, Ralix etc)
v1.00.08 (10-18-05)
GENERAL
1. Exported additional localization strings to LANGUAGE.LNG
2. FIXED: Some missing asset (e.g. TSX1 sam unit) images would cause a crash if you docked at a planetary starbase with such an asset and clicked on the CRAFT button in Logistix.
MULTIPLAYER
1. The static displayed when a cloaked ship is detected, is now rendered in the VDD like it is in single player.
v1.00.07 (10-02-05)
GENERAL
1. FIXED: A missing value in the world script caused rings to not be rendered on planets (e.g. Jupiter)
2. FIXED: Graphics rendering anomaly in the dynamic cloud layer (see from space) on planets with rings.
3. When character models are preloaded, a status message during the load is now displayed. Also, if both options of loading models and character models are enabled in Config, then character models are only loaded once.
MULTIPLAYER
1. FIXED: The server wasn't correctly setting the hyperjump timer status for regions which weren't being observed. This caused ships in those regions to be stuck in hyperspace because the anomaly wasn't being updated.
v1.00.06 (09-16-05)
GENERAL
1. FIXED: The external hyperspace jump fx wasn't working correctly.
v1.00.05 (09-10-05)
GENERAL
1. FIXED: The collision detect optimizations in 1.00.03 were so fast that on some ships (e.g. Violon) which have turret vectors in optimal locations, they weren't firing correctly.
MULTIPLAYER
1. The graphics server can now run on remote servers which do not have PS 1.1. This is a serious hack and is not supported. If it doesn't work, stick with the console server or make sure that your remote server has PS 1.1 (which is the minimum requirement for the game)
v1.00.04 (09-07-05)
GENERAL
1. FIXED: When an auto-generation pass occured, intruders would randomly be generated and transported to the CC. Sometimes during this pass, a CTD would occur depending on the number of intruders currently on-board the CC.
2. FIXED: If you docked as an SFM with a shuttle asset and selected the CARGO button, the game would CTD due to special handling required for this career which was previously not allowed to have an asset.
MULTIPLAYER
1. FIXED: An INI file was out of synch, causing some multiplayer planetary terrain locations to not be located.
v1.00.03 (08-28-05)
GENERAL
1. Performance improvement revisions to planetary terrain rendering.
2. Performance improvement revisions to skeletal character model collision detect.
3. Performance improvement revisions to global collision detect.
4. Revision to planetary terrain site textures. No longer rendered as Black at high altitudes.
5. FIXED: If you set a planet as a jump target (SHIFT+9), then saved the game while in HJ transit, when the game was restored, the game would crash when the craft emerges from HJ and about to enter the planet because the planet data may not be stored in the saved game.
6. FIXED: NPC crafts emerging from planet to space in a region with more than one planet/moon, would randomly emerge outside the wrong planet/moon they egressed.
7. FIXED: The ASSETS.INI table was out of synch when the ITEMS.INI was updated with new additions. This caused player controlled threat assets (SAMs etc) to fire the incorrect ordnance.
MULTIPLAYER
1. FIXED: Requesting a tow ship would sometimes select a station in the single player galaxy.
v1.00.02 (08-16-05)
GENERAL
1. FIXED: The ASSETS.INI table was out of synch when the ITEMS.INI was updated with new additions. This caused a shield and reactor upgrade to be listed incorrectly in LOGISTIX.
v1.00.13 (02-19-06)
GENERAL
1. FIXED: When the display pane was updated, a crash would occur in PERSCAN on some video card combinations when intruders were captured and turned into prisoners.
2. FIXED: An issue with the new compiler would cause saved games to not be saved (or restored) properly.
v1.00.12 (02-17-06)
WARNING: THIS PATCH REQUIRES THE FEBRUARY 2005 DIRECTX UPDATE.
GENERAL
1. Added UCAWA_MANUAL_REVISIONS.HTML to the docs folder. It documents the revisions to sections of the printed manual and PDF manual related to patch related game revisions.
2. Further performance improvements to the character rendering engine.
3. Added four (IA0117-IA0120) new Instant Action scenarios.
4. Revised the fp HUD map. [Manual Section 8.0]
* Radar targets are now plotted on the map and work exactly like the TRS. Any target within the inner section is in front of your current bearing. If the target is farther out, it is behind you. The very center of the display represents what is directly in front of you. Therefore, if a target is in the inner area you are directly facing it.
* Has four filter modes cycled using T when the DIE is off. The current filter is displayed to the left of the heading as follows :
P - Personnel units
V - Vehicles & Naval units
C - Craft units
A - All units
* The current target (selected in the DIE) is indicated by a flashing box and is always shown, irrespective of the filter being used.
* The map can be zoomed by up to x4 using [ and ] when the DIE is off. The current zoom mode is displayed to the right of the heading indicator as a bargraph. The default zoom factor is 5km. Each zoom step decreases this range (zooms in) by x5. So the ranges at the circle boundary are 5km, 1km, 200m, 40m
5. Radar range/target revisions:
* The max range of planetary first person (fp) mode VTT tags increased from 25m to 100m.
* The min range of planetary craft VTT tags reduced from 1km to 25m.
* The max radar range of the DIE has been increased from 5km to 50km.
* If L (nearest attacker to my current target) does not return a valid target, the nearest target is now selected instead.
* If O (nearest enemy attacker) does not return a valid target, the nearest enemy target is now selected instead.
6. An MFB unit can now operate as a supply platform and can be accessed using the U command. This was previously only enabled in multiplayer.
7. Added ability to activate SOS emitter in fp mode. Was previously only enabled in multiplayer.
8. Changed the TDU and PSU/PRL/PSS keys to J and L respectively. NOTE: For this to take effect, you have to either delete your UCCONFIG.INI file so that a new one is created with the new settings or manually edit it in Notepad.
9. The ALT+D command in fp mode has been revised to always allow you to enter the asset directly in front of you and within 1m range. There is no longer a need to first select it as a target in the DIE. [Manual Section 8.1]
10. Implemented SHIFT+\ night vision in fp mode when on planet surface. This, unlike the DIE/IVM mode, gives you the ability to more effectively engage targets at night or during low light conditions.
SHIFT+N now also toggles night vision because on some Euro keyboards, the default SHIFT+\ does not work.
11. Reduced movement speed when in prone or crouch pose. Also reduced run back speed by 1 m/s
12. Updated GBS parser. The SAD, SEAD and CAP when used in the LAUNCH command, now take an optional region and numeric class parameter. e.g.
events
!reach ^wp1
LAUNCH stardrone,4,sad this_region 11
LAUNCH marine_eforce,2,sad earthz 5
LAUNCH phantom,2,sad 14
endevents
13. Audio system fixes/revisions:
* Now using unique engine sounds for gunships and naval assets.
* A distinct explosion sound is now played for nearby self-destructing missiles.
* Revised NPC craft gun fire sound.
* Can now cycle songs playback in fp mode using ALT+, and ALT+.
* FIXED: In some instances, the new audio engine caused the front/rear speaker channels to be reversed when playing multi-channel positional 3D audio (e.g. engine sounds).
* FIXED: A bug in the new audio engine caused some sounds with zero loop points to be looped when they shouldn't. e.g. the gun sound used on some planetary vehicles.
* FIXED: A bug in the new audio engine prevented some multi chunk sounds (e.g. those used by the XN32 weapon) from being played and would cause a crash on exit in some cases.
14. FIXED: Night vision mode was not being cleared across game sessions.
15. FIXED: Some rendering artifacts on coastal planetary terrain areas.
16. FIXED: Alpha channel on some building models (e.g. barriers) was removed during DXTC conversion.
17. FIXED: A rendering artifact on the death specialFX for some character models
18. FIXED: Misc graphics glitches in PERSCAN related to misaligned borders at 800x600 resolution.
19. FIXED: The POV offset for the MIM has been adjusted due to the weapon view looked wrong when the weapon was being reloaded.
20. FIXED: A missing localization text in IA completion MISCON display.
v1.00.11 (01-09-06)
GENERAL
1. Implemented a new licensed audio engine (FMOD Ex)
This audio system is vastly more advanced than our aging in-house legacy DirectSound based system and represents a significant performance boost and overall audio enhancement. We had planned to adopt this audio engine for use in our 2006 and beyond PC and XBox360 titles but decided to implement it into the already released UCAWA as well.
This new implementation requires that your audio card have at least 32 hardware channels. This is the standard for most audio cards, including on-board audio. If you don't get any sound, this means that your card does not meet with these specifications and thus hardware mixing cannot be used. In this case, use the /x command line option to force the use of software mixing.
You can also use the /x parameter to solve buggy audio driver issues.
NOTE: if you are using an Audigy sound board set to 5.1 speakers and don't get any audio when you first startup the game, change your speaker setup to something else (e.g. 4.1), then change it back to 5.1 and save it. This seems to solve that problem with some SoundBlaster drivers. This might work for other audio drivers as well.
A sample massive battle saved game is included for quick testing of this improvement. Just restore and play it with the invincibility cheat on (or you will probably die).
2. Made several audio playback tweaks and revisions to better suit the new audio engine. e.g. better sound attenuation, more channel mixing etc.
3. Added ability to toggle hyperspace transition FX via Config.
4. More tweaks to turret optimizations from 1.00.05 because the turrets on some crafts (e.g. Megaron), were still not firing as often as they should.
v1.00.10 (11-22-05)
GENERAL
1. When a towed object's state (beached/disabled/sos etc) is cleared and an object is towed to space, the flag is no longer reset as this has a side effect of also causing the A/P to cancel any pending orientation maneuvering.
2. Giving the FLY-TO command when the CC is under A/P AI control will now perform the action, regardless of the target type. Previously it would ignore the command if the target could not be attacked (e.g. disabled, SOS etc) because attacking that type of target is against the Rules Of Engagement.
3. The tutorial script now uses the Megaron carrier in order to remain consistent with the tutorial text.
4. The PLV is no longer populated by all personnel defined in a mission script (which may include hostile persons).
5. Units ordered to ESCORT the player are automatically added to the priority list (and hence also the PLV) if not already present.
6. Implemented joystick controls support for vehicles when the joystick controller is selected in CONFIG.
The vehicle can still be controlled by the keyboard when the stick is the selected controller. The keyboard commands then override the stick.
The throttle/number keys have no effect on the vehicle speed. As in the other craft, the speed is dependant on how long a key is pressed/stick pushed fwd/back etc. When the stick is in the centre (released), the craft maintains its previous speed (there may be some bleed of speed) in the same manner as when the keyboard is used.
Stick x-axis (L/R) functions similarly to keyboard Q/E. In weapons mode the axis sets the currently selected turret yaw position, unless the joystick has a twist axis, which then takes precedence.
Stick y-axis (forward/back) functions similarly to keyboard W/S except that there is a fairly wide low-sensitivity zone near the centre that allows for more precise maneuvering at low speed.
Stick twist axis controls the selected weapon turret yaw at all times if present. The joystick throttle controls the pitch.
In WEAPONS mode, the throttle (if present) and stick Y both control the turret pitch (the effects are added together). In CONTROL mode the throttle (if present) sets the turret pitch alone Control/Weapons mode is indicated in the velocity tab (ie where the VTOL, A/P, H/S etc are located).
7. FIXED: Sometimes the weather particle effects (snow & rain) were not cleared between IA scenarios.
v1.00.09 (10-31-05)
GENERAL
1. Released a new full demo based on this build.
2. Player personnel escorts are now set to HALT if the player uses an asset. When the player re-deploys from the asset, all prior player escorts that are still in HALT state are re-assigned to escort the player.
3. FIXED: The NPC naval units were incorrectly 'bobbing' on water because they were attempting to perform maneuvers (turn towards targets) and this should not be possible unless the craft is moving forward (or backward).
4. FIXED: Docking with some assets (e.g. SAM units) was listing incorrect missile loadouts for re-arming them. e.g. a TSX-1 unit uses TSX-1 missiles, instead of the standard missiles (e.g. Radix, Ralix etc)
v1.00.08 (10-18-05)
GENERAL
1. Exported additional localization strings to LANGUAGE.LNG
2. FIXED: Some missing asset (e.g. TSX1 sam unit) images would cause a crash if you docked at a planetary starbase with such an asset and clicked on the CRAFT button in Logistix.
MULTIPLAYER
1. The static displayed when a cloaked ship is detected, is now rendered in the VDD like it is in single player.
v1.00.07 (10-02-05)
GENERAL
1. FIXED: A missing value in the world script caused rings to not be rendered on planets (e.g. Jupiter)
2. FIXED: Graphics rendering anomaly in the dynamic cloud layer (see from space) on planets with rings.
3. When character models are preloaded, a status message during the load is now displayed. Also, if both options of loading models and character models are enabled in Config, then character models are only loaded once.
MULTIPLAYER
1. FIXED: The server wasn't correctly setting the hyperjump timer status for regions which weren't being observed. This caused ships in those regions to be stuck in hyperspace because the anomaly wasn't being updated.
v1.00.06 (09-16-05)
GENERAL
1. FIXED: The external hyperspace jump fx wasn't working correctly.
v1.00.05 (09-10-05)
GENERAL
1. FIXED: The collision detect optimizations in 1.00.03 were so fast that on some ships (e.g. Violon) which have turret vectors in optimal locations, they weren't firing correctly.
MULTIPLAYER
1. The graphics server can now run on remote servers which do not have PS 1.1. This is a serious hack and is not supported. If it doesn't work, stick with the console server or make sure that your remote server has PS 1.1 (which is the minimum requirement for the game)
v1.00.04 (09-07-05)
GENERAL
1. FIXED: When an auto-generation pass occured, intruders would randomly be generated and transported to the CC. Sometimes during this pass, a CTD would occur depending on the number of intruders currently on-board the CC.
2. FIXED: If you docked as an SFM with a shuttle asset and selected the CARGO button, the game would CTD due to special handling required for this career which was previously not allowed to have an asset.
MULTIPLAYER
1. FIXED: An INI file was out of synch, causing some multiplayer planetary terrain locations to not be located.
v1.00.03 (08-28-05)
GENERAL
1. Performance improvement revisions to planetary terrain rendering.
2. Performance improvement revisions to skeletal character model collision detect.
3. Performance improvement revisions to global collision detect.
4. Revision to planetary terrain site textures. No longer rendered as Black at high altitudes.
5. FIXED: If you set a planet as a jump target (SHIFT+9), then saved the game while in HJ transit, when the game was restored, the game would crash when the craft emerges from HJ and about to enter the planet because the planet data may not be stored in the saved game.
6. FIXED: NPC crafts emerging from planet to space in a region with more than one planet/moon, would randomly emerge outside the wrong planet/moon they egressed.
7. FIXED: The ASSETS.INI table was out of synch when the ITEMS.INI was updated with new additions. This caused player controlled threat assets (SAMs etc) to fire the incorrect ordnance.
MULTIPLAYER
1. FIXED: Requesting a tow ship would sometimes select a station in the single player galaxy.
v1.00.02 (08-16-05)
GENERAL
1. FIXED: The ASSETS.INI table was out of synch when the ITEMS.INI was updated with new additions. This caused a shield and reactor upgrade to be listed incorrectly in LOGISTIX.







