- Some Config setting revisions:
- FSAA is now set to DISABLED by default
- TEXTURE FILTERING is now set to ANISO NORMAL by default
- Can now swap the yaw/roll on two-axis joysticks by pressing and holding SHIFT
- FIXED: gamepad roll was reversed
- FIXED: Config wasn't showing 16x FSAA option in some cases. Note: The available FSAA options are determined by (a) the set game resolution (b) the amount of video memory on the card
- FIXED: Sometimes the 2D cockpit image of the comms speaker was not being displayed. This was due to the HDR revisions in the previous update to prevent the cockpit gun and armor status icons from being affected by HDR.
- Removed CAREER button when joining a server as the career cannot be changed
- FIXED: weapons loadout background wasn't being cleared resulting in extra lines of missiles being shown.
- Small optimizations to the cockpit and other graphics rendering code.
- Cockpit gun and armor status HUD icons are no longer affected by HDR rendering. So they are now easier to see.
- Revised handling of HDR and FSAA settings to work around issues with some nVidia cards.
- Note that if you have HDR on in Config and the card (e.g. ATI X800, X850 etc) does not support it, then the graphics engine will not use HDR.
- FSAA settings in Config now goes up to 16x. Also, only FSAA modes supported are available.
- Updated page 1 of the keyboard commands due to removal of CTRL+J command
- FIXED: If the video device resets (changing resolution/FSAA/HDR/etc...) while a volume texture (explosions etc) is being stream loaded, the game could crash.
- Since you can't do any of these things during gameplay, this was a remote event.
- FIXED: HDR config setting was sometimes being read from the config file before the actual file was initialized, resulting in some incorrect values.
- FIXED: changing the HDR or FSAA settings sometimes wasn't causing any changes to the device until the game was restarted.
- FIXED: FSAA wouldn't work properly in some cards due to not supporting FSAA in FP16 render targets. This could cause some rendering artifacts. Game now disables FSAA if HDR is enabled on such video cards.
- FIXED: console server was trying to use vertex buffers. This could potentially cause a crash.
- FIXED: orbiting objects (stations, ODS) were jumping around a little when flying close to them.
- Updated pages 23, 45 of the game manual
- The SWAP ROLL/YAW AXIS option in Config now works with sticks that have an independent X axis (twist).
I have no idea why anyone would want to swap this but apparently some folks are so used to doing it the WRONG way that they are just used to it. I put the blame squarely on other space combat developers who started doing this crap way back when.
Listen guys, that X axis was introduced in order to allow rudder (which control yaw) controls in flight sims. Thats why most sticks with a twist axis use it for yaw. The default roll of the joystick is standard.
I really do think that you folks need to un-learn this improper way of flight controls and do it the correct way. If you insist on using yaw as your default joystick axis, you will be extrememly frustrated during combat in my games because the NPC pilots - who do it the proper way - will completely 0wn you time and time again.
- You can now abort Config button mapping by pressing the ESC key.
- FIXED: The orders text display in the first mission shows "ECHO 01 and 02" instead of "ECHO 00 and 01", though the commander's audio instruction is correct.
- FIXED: The TACOPS option in the COMMAND menu was emulating ALT+S instead of the recently revised ALT+T. The ALT+T hotkey to activate TACOPS still worked fine however
- Maintenance only release due to DRM compatibility issues. If your current version is 2.10.00 and you got the game from Gamers Gate on the day of release, you need this build. To check your game version, start the game and look on the right side of the main menu.
v2.10.00 GOLD BUILD (03-03-08)
Game completed and released to manufacturing and digital distribution.
The player’s Echo fighter squadron of fighters has been assigned to the WildStar battle fleet led by the GCV-Excalibur in operations against the Insurgent uprising. As an Elite Force Pilot and leader of the Echo fighter wing assigned to IIS starstation in orbit around Titan, the player’s fighter wing is tasked with leading a series of defensive and offensive missions against the Insurgents occupying Sol territories. The player commands a different fighter in each episode.
Missions take place in space and on the surface of planets and range from basic escort and recon missions, to highly engaging and dangerous tactical strike missions. This Second Edition version scheduled for wide public release, is based on improved versions of the original GameTap exclusive version. The graphics engine, all 3D assets have been upgraded to the latest versions used in the upcoming sequel Talon Elite title. This represents a drastic and dramatic improvement over the older version of the game.
- New DirectX 9 based high definition space terrain rendering engine with support for Shader Model 2.0 and various high end effects such as motion blur, tone mapping, High Dynamic Range lighting, per-pixel lighting, texture filtering (e.g. Anisotropic), anti-aliasing (FSAA), environment mapping, normal maps and various shader based special effects.
- Native support for 16:9 and 16:10 widescreen monitors with native 1280x720 (720p), 1920x1080 (1080i/p) and 1680x1050 resolution support.
- High definition planetary terrain rendering engine supporting very large surface areas. Technologies include reflections, volumetric clouds, dynamic 24hr time of day effects (including realistic star constellations in the night sky), dynamic weather patterns (snow, storms etc), many mission specific populated areas etc.
- Massive space and planetary game world containing an entire galaxy to explore with eight star systems, approximately fifty planets and moons with several containing populated areas. Also supports seamless transition from space to planet (and moons) and vice versa; with hardly noticeable loading times.
- Revised GUI interface. Completely mouse driven and with various keyboard hotkeys and support for gamepad controllers.
- In game PDF document viewer which makes the keyboard commands, game manual and tutorial documents available at all times.
- Native support for most analog game pads (e.g. Logitech Dual-Action)
as well as XBox 360 controller for Windows (with rumble support!).? Large asset database including over fifty space crafts, various planetary vehicles, crafts, buildings etc.
- Advanced AI engine with NPC orders system for player’s squad.
- Advanced flight dynamics engine, complete with new, fully functional 3D fighter cockpit displays.
- Advanced mission system with real-time adjusted variables based on AI which ensures that the same scenario always plays differently. Unprecedented replay value!
- Multiplayer client-server engine supporting up to thirty-two players with in-game server browser.
- Multiplayer game types include standard deathmatch and base wars. Players can choose one of two fighters to control in both space and on planets.
Galactic Command: Echo Squad SE will be available via digital distribution portals such as Direct2Drive and Gamers Gate later this week and in North American retail stores in April.