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'Universal Combat: Special/Collector's Edition' - v1.00.03.01 Patches Available

by Rainier on Oct. 18, 2007 @ 1:49 p.m. PDT

UCSE includes new and improved technologies from all previous Battlecruiser / Universal Combat titles as well as various other enhancements and content. This v1.00.03.01 patches are for the Collector's and Special Edition of the game, fix bugs, and are complied with the latest DirectX 9.0c.

Get the Universal Combat: SE/CE v1.00.03.01 Patch off WP (15mb)

v1.00.03.01 (10-16-07)

1. Increased speed of MTD rotation
2. Compiled with latest DirectX 9.0c (August 2007) SDK. Requires August 2007 runtime or later. Run the updated dxwebsetup.exe file in the game folder to download it if you don't already have it installed.
3. Compiled with latest FMODex audio SDK.
4. Compiled with latest ReplicaNet multiplayer SDK.
5. FIXED: A bug in Vista's implementation of DirectX 9 was causing problems with polygon line drawing used in the cockpit display.

v1.00.03 (07-16-07)

1. DVD-ROM (copy protected) Gold Master build.
2. Increased velocity at which a target must be traveling (in space) before an attacker can use missiles. Was 10 m/s, now changed to 15 m/s. This will make NPC crafts use less missiles. This is now for both space and planets.
3. The Miscellaneous object filter in VDD/RTM is now disabled by default. This is the filter that handles units such as buildings, asteroids, ejected pilots etc and which tend to clutter the radar target mask.
4. Disabled electricity FX played on ship model when a gas planet is entered.
5. Revised NPC turret and gunfire sound playback.
6. Small optimization to collision detection for planetside military units.
7. Revised targeting filters:
* If K (nearest enemy target) does not return a valid target, your own craft is now selected instead.
* If L (nearest attacker to my current target) does not return a valid target, the nearest target is no longer selected. Instead your own craft is selected.
* If O (nearest enemy attacker) does not return a valid target, the nearest enemy target is no longer selected. Instead your own craft is selected.
8. [MULTIPLAYER]Minor revision in cleanup procedure when client disconnects from server.
9. FIXED: DJP planetary travel (to a different part of the current planet) was broken due to a translation error

v1.00.02 (05-24-07)

1. Minor revision to game processing loop.
2. Small performance optimization to collision detection when on planets.

v1.00.01 (05-14-07)

Based on Universal Combat SE engine. Additional revisions:

1. Developed with latest DirectX 9.0c (June 2007) SDK.
2. Developed with latest FMODex audio SDK.
3. Developed with latest ReplicaNet multiplayer SDK.
4. Added support for 16:9 and 16:10 widescreen monitors and resolutions. Also, the default startup resolution is now 1024x768 instead of 800x600.

NOTE: Widescreen LCD monitors operate at a fixed resolution. Every resolution
other than their fixed [native] display resolution will be scaled manually to the
larger display resolution by the monitor itself. Some monitors do this very poorly.
For instance, most 4:3 modes look good, and the default display resolution is incredible,
but 16:9 resolutions (such as 1280x720) look like fuzz (which is true of all 16:10 monitors)
on a 16:10 monitor (e.g. 1680x1050 resolution).

5. Revised game processing loop. Now smoother at higher resolutions (and settings) during intense combat engagements. Provides almost 2x performance boost from previous (UCSE) game.
6. Optimized collision detection; especially noticeable on planets. Provides almost 4x performance boost from previous (UCSE) game.
7. Various performance and integrity tweaks to planetary terrain engine.
8. Revised handling of planetary scene units which are halted on the planet when the scene is loaded.
9. Tweaked AI evasive tactics during combat engagements.
10. Minor tweaks to joystick selection in CONFIG options screen.
11. Minor interface font revisions.
12. Current planet weather is now saved and is restored when the game is restored or resumed.
13. Mother (the ship's computer) will now play the 'target locked' message when the player's missile locks on a target in pilot careers.
14. Mother (the ship's computer) will now play the 'target destroyed' message when a target is destroyed by the player as a pilot careers.
15. The COMMLINK message delay times now affect all messages in the queue, as opposed to only new messages. Delay magnitude also increased from 10 to 20.
16. Parsed and tested all BC3K, BC3K v2.0, BCM, BCM Gold, UC, UC Gold, UCAWA, UCSE scenarios. Added (11 campaigns + 111 Instant Action) to assets dB. They all now run in the UCCE engine.
17. Converted all BCM/Gold, BC3K/BC3K v2.0 MP3 music tracks to Ogg. Added (Total: 27) to assets dB.
18. DVD-ROM Extras:
1. DirectX 9.0c (June 2007)
2. Game Builder System (for building user scenarios)
3. Source script files for all 111 scenarios included in the game
4. Added Battlecruiser 3000AD (DOS) full install build
5. Added Battlecruiser 3000AD v2.0 (DOS) full install build
6. Added Battlecruiser Millennium full install build
7. Added latest DOSbox version for running legacy BC3K and BC3K v2.0 games
19. Whats in the box:
2. Printed 100+ page game manual
3. Printed double-sided keyboard sheet with galaxy map on reverse side


1. Because the first person view position is tied to the model with mouse look, your model will sometimes appear to be tilting at an angle, when viewed by another client.
2. At very high frame rates, characters in escort mode will constantly update their position around the object they are escorting (e.g. player). This is not fatal and is only happening due to the increased AI processing loop. Its more of an annoyance than a bug and is only seen if viewing the character from an external camera view or if a character who was previously prone, decides to fine tune his position, even though you [player] have not moved at all and then crosses your view (thus ending up in obscuring the line of fire).
3. You can drive through trees. There is no collision detect for them because they are not solid objects. If they were, the performance hit would be significant. Especially due to the sheer number of trees which can be in an area at any one time. Vegetation is there for scenery purposes only and do not bear any relevance to gameplay.
4. If you go up a building then go prone and have personnel escorting you, they too will go prone and possibly end up prone at some really funny angles. This is the same as going prone on a mountain, then crawling over a peak because you can. The end result being that a good portion of your body is suspended in midair. So don't do it because it can't be addressed.
5. While on the planet and viewing a target which resides on another map (that you are not on) using the F10 key, the target will sometimes appear to be slightly above the ground. This is due to terrain height variations since that region is only demand loaded. If you actually go there, you will see that the ground units are exactly where they should be. The F10 camera - like all view cameras - is for viewing purposes only.
6. If you died in the game and previously had a saved game prior to your death, but when you restore it you are still dead, it means that the saved game in which you are dead, is still cached and being auto-loaded. A workaround for this is to quit the game, go to the SAVE folder and delete the file with the .SAV extension. Then start the game and Restore the saved profile you wish to use.
7. [MULTIPLAYER]If you are docked at a station which then gets destroyed, you will not be killed. Instead, you can launch just fine.
8. [MULTIPLAYER]If you dock at a station, your craft will remain outside the station.
9. [MULTIPLAYER]If your CC is destroyed due to a reactor shutdown or similar mishap unrelated to being destroyed by another client or NPC, the server will not send a message because it doesn't handle that situation. You will just respawn as normal and other clients will see you as reconnecting, not knowing what happened. This usually happens if you took serious combat damage and your nuclear reactor goes South and self-destructs.
10. [MULTIPLAYER]The ASE powered in-game server browser takes up to 40 secs to update the number of clients on the server. So sometimes the number of clients displayed, does not necessarily relfect the actual number of clients on the server. This means the server list will not display correctly until ASE master server has updated. This can take as long as 40 seconds. This also means information displayed to someone wanting to join is only as good as the last update or refresh they did. This was done by ASE in order to prevent clients from flooding the master server by doing repeated refreshes.
11. [MULTIPLAYER]If you had the chat message log window open in the front view, then switch to Tacops and back again, the window is not refreshed until a new message comes in.

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