Battlecruiser Millennium by 3000AD - retail v1.0.08 RC23 patch
THIS PATCH AND ALL FUTURE PATCHES ABSOLUTELY REQUIRE DIRECTX 8.1
NEW VERSION INFO
v1.0.08 RC23 - 11.01.02
* If you now dock at a station with intruders on board your CC, they will now
be nabbed by the station marines. Previously, only prisoners (scripted or
intruders taken into custody by marines) in the detention hold were transfered.
Intruders were left alone and sent to the detention hold (which is why there
were no longer intruders when you launch from the station). However, now, for
each intruder the station nabs and removes from your ship, you will lose -250
EPs and -5000 galcreds. If you don't have the necessary galcreds, then you will
lose an additional -250 EPs per intruder for a total of -500 EPs per intruder.
Rule of thumb: You have marines, use them. When in doubt, fire Resnig.
* Completed specialfx particles revisions to conform to new camera model. Note
that because the transporter is used from Tacops, unless you are zoomed close
enough to the surface when deploying troops, you won't see the fx. Also,
particle fx are not played in the Tacops video camera for the same reason they
are not played in the CVD/VID camera either.
* Enabled particle contrails in Tacops. Previously these were disabled but the
new camera system now makes it possible.
* Config now opens to the SYSTEM tab by default. Also fixed a minor display
glitch.
* FIXED: Minor display glitch in Tactical/Crew/Marines assignment tab when
assigning marines to a location
* FIXED: Artifacts were appearing immediately on game start. They should only
start appearing after three days of game time
v1.0.08 RC22 - 10.28.02
* The mzone lists in Tacops menus are now sorted
* It is now possible to destroy units without certain systems (e.g. reactor)
with single hit missiles. e.g. previously, a missile with a damage factor of
300, could not destroy a unit (e.g. SAM) with 250 armor due to how the damage
energy was distributed.
* FIXED: The new planetary object sorting (see RC20) was putting them in the
wrong position initially, when a game was restored.
v1.0.08 RC21 - 10.20.02
* The descriptions for scenarios which take place on planets now includes the
planet/mzone/scene info. It previously only included the planet name. e.g. in
BCIA0005, you will see TRION,TRION01,BASE_SBASE04
* FIXED: Restoring a saved game would sometimes cause a crash when attempting
to write the current date/time into the log file. This crept up as a result of
new date/time functions introduced in RC16, which is why RC15 save/restore
works OK.
* FIXED: The last line of the BCCONFIG.INI file was being truncated when
restoring a saved game.
v1.0.08 RC20 - 10.16.02
* Patches will now update the game revision number in the BCSETUP.INI file as
well as in the registry. Will also obtain the install path from this file and
add to the registry. This is required for hosting/joining games from
battlecruiser.net lobby.
* The planetary Time Of Day (TOD) lighting has been revised so that it gets a
lot darker at night. Ambient light is dominant at night, while specular and
diffuse lighting at night are disabled. The transition period at dawn/dusk is
now three hours.
* The sorting of planetary bodies has been revised for better accuracy e.g.
Jupiter space region
* Several camera revisions have been made, in order to alleviate some anomalies
related to viewing matrices
* To prevent discontinuity and delay in multi-player, the /, ALT+E, ALT+D
commands will no longer prompt for a Y/N answer when entering/existing vehicles
in fp mode.
* Mother will now play the acquired and hostile launch detected warning
messages regardless of the craft you are in. Previously, these were only played
if you were in the CC
* Added a new softer grenade soundfx, more suited for outside environment. Also
added a 3D shockwave effect to the detonation sequence.
* The DIE mode switch time has been reduced from 1.0 to 0.2 seconds. The order
of the modes has also been changed for combat efficienty : 1: TVM, 2: EVM, 3:
IVM
* The TACSCAN targeting commands, B and N, will no longer select the closest
hostile if there is no closest hostile attacker in the vicinity.
* The TACSCAN ground radar beep sound has been disabled as some people found it
annoying and intrusive.
* The TACSCAN air radar mode now displays the target's altitude (feet AGL) in
the lower-right corner. The display is graduated in decimal point format if
altitude is higher than 1000 feet.
* The NID/NIR mode now displays a lot more info when on the planet. This
includes planet/region/mzone/scene info
* The NID/MAP mode now displays the mzone (Yellow box) and scene (White box)
symbology, similar to the PTEstudio display.
* Several mzone scenes (.3DG files) have been modified in order to reduce the
number of EAD units present. This reduces the difficulty of attacking ground
mission zones as well as the AI processing requirement of those units. Also,
all NPC vehicular units (CAV, CAB etc) have been removed from the scenes. Don't
worry, they appear in the multiplayer game.
* Made speed improvement revisions to various specialfx settings in BCSFX.INI.
Also changed a few of them (e.g. LR12 rocket) visually.
* The ATV unit now has a mix of APM-RADIX and APR-RALAR rockets and fires the
new Armor Piercing Round (APR) shells. Don't expect to see any visual cue of
shots fired. They're too small to see. To see what they look like, load up
SHOT_APR_T1.3D in BCS.
* The close air support units (PAS1, PAS2, LAG, HAG) now only have APM-RADIX
and APM-RALAR rockets and no ATA capability. They also now only have the newer
APR (Armor Piercing Round) shots instead of lasers.
* The speed rating of the close air support units have been severely reduced so
that they are not as fast as fighters, but rather like gunships e.g. the HAG
unit went from a high speed of 1000 m/s to 300 m/s. In multi-player, these
should be used for local area defense and short range attacks. Thats what they
were designed for and not fighter combat. Considering that planetary bases are
sometimes close to 4000 km apart, anyone wanting to take a HAG this distance at
the rate of 1080 kph (300 m/s), is welcome to try. I hope you like spawning a
lot.
NOTE that The US military's Apache gunship's max speed is rated at around 82
m/s (160 knots). While an F16 can reach 681 m/s (Mach 2 at sea level).
If you don't have a clue about these values, there is an excellent units
converter called Versaverter which has served me well, over the years.
NOTE that In BC games, we only use ft for measuring altitude because you
can't go higher than 35-50K feet without bleeding energy and the altitude tape
can display these limits in a graduated ASL scale. All other measurements are
in the metric system. e.g. in the TACSCAN display, its easier to display 250km
distance to target, as 250.0 than 820209.9738 which would overflow the display!
Truncating it to significant numbers is also less attractive and would cause
more problems in Tacops and elsewhere.
* SAM units will now launch missiles at stationary or slow moving targets.
Previously, in order to conserve missiles, they wouldn't launch if the target
wasn't moving (e.g. in VTOL mode), leaving it up to the SALs to take out the
target. This presents an unacceptable cheat loophole in multi-player.
* The SAL units now have beam weapons instead of regular shots. This helps
tremendously with processing; especially in mp
* EAD units (e.g. ADT) with turrets will no longer attack ground units e.g.
vehicles
* Ground vehicles (ATV,APC,HAV,LAV,CAB,CAV) no longer fire laser shots. They
use armor piercing bullet rounds instead
* The ADT, ZX10 and ZX15 rocket units now have their own rocketa and no longer
fire APM-Ralix or APR-Ralar missiles
* The minimum radar range for several units, including EAD units, have been
revised due to inconsistencies. e.g. some EAD units capable of launching
missiles had different launch parameters which caused them to detect and
acquire targets outside of their spec range because the range of the missile's
radar seeker, exceeded that of the unit itself that the missile is being
launched from.
NOTE also that manual page 25 was inconsistent. Here is the corrected text
from the BCM Gold manual revision.
For example, a SAM unit with a min/max radar distance range of 1km/100km and a
radar min/max altitude range of 1km/10km, cannot see a target that is more than
100km away and at an altitude below 1km or above 10km. So, if you are flying
towards it at an altitude below 1km or above 10km, at a distance of 25km, it
won't see you at all; even though you are within its 100km radar distance
range. However, if you pop above 1km and within 10km altitude, you'll get
pinged. At that point, if it maintains an active ping for a period of time
(e.g. 10 seconds), it will launch a missile. Note that all air, space and
ground units have different radar detection characteristics. When in doubt,
check the appendix data files. You can use the Track Warning Indicator, TWI, to
determine whether or not a selected ground threat can see you on radar or not.
* The Surface To Orbit, STO, units now have their own class. Previously used
to use the Enemy Air Defense (EAD) class which caused them to attack air units
within the planet.
* Structures can no longer be destroyed by small arms fire e.g. you can no
longer take out a building with a pistol. Also the armor for some of them has
been reduced, making them easier to destroy using fewer rockets and missiles.
* The probe had two extra zeros in its max speed rating. These have been
removed, making its max speed 15000 m/s
* The range of all rockets (LR12, APM-RADIX, APR-RALAR etc) have been reduced.
This is due to the fact that rockets are less effective than missiles and are
designed for short range attacks only.
* The acquisition time of the ODS missiles has been reduced from 15 secs to 5
secs; and the range increased from 125km to 250km, in order to make them more
effective.
* FIXED: A bug which caused targets with zero armor to not be destroyed if hit
with a high impact missile
* FIXED: Mode 2 of the pistol is no longer loaded with ammo at a supply
station. Note that Mode 2 is only a faster firing mode and uses the same ammo
pool as Mode 1.
* FIXED: In the marine/pilot careers, if you enter a vehicle with a weapon
equiped and then exit, you will no longer lose ammo clips. Also, when you
switch between two weapons which use the same ammo, if you had a partial clip
when you switch from one weapon to the other, you will no longer lose the
entire clip. Normally, you should only lose the contents of a partial clip if
you reloaded the weapon while it contained a partial clip.
* FIXED: When you turn off shield power in Logistix, the bridge shield display
will now bleed off correctly. Also, when you turn off the reactor or shield,
the shield system will turn off immediately, instead of gradually bleeding off
power.
* FIXED: An invalid terrain height sometimes being passed for scene objects.
This caused a major shift in scene positions.
v1.0.08 RC19 - 09.19.02
* External planet texture maps for up to four (was two) planetary bodies are
now loaded simultaneously. This will reduce texture thrashing in regions (e.g.
Jupiter) where there are more than two planetary bodies within viewing
proximity.
* Some appendix files were updated. Also, an entry about The Thirteenth Race is
now in the NPC section
* FIXED: The ZX15 threat unit didn't have parameters for a mobile vehicle. So,
it didn't move. This has been corrected.
v1.0.08 RC18 - 09.06.02
* The Tactical/Medibay screen is now refreshed every 12 secs. Note that an AI
tick occurs every 60 seconds Note that p43 of the manual does not mention that
the manual treat option in Medibay is not instantaneous (like in previous BC
titles). Each Medpak can treat someone up to 25 units. When you use the manual
treat, the person is healed at the rate of 5 units per minute. So e.g. someone
with a LF of 25 will take 15 mins to get up to 100 LF
* The MD5 encryption check in ASSETS.INI has been disabled in order to allow
modifications by GBS scripters
v1.0.08 RC17 - 08.14.02
* The selectable resolutions in CONFIG are now hardcoded in order to prevent
users from selecting unsupported modes and then wondering why the screen looks
funny.
* FIXED: On some planets/moons which are far from the center of the region, a
GPF would occur when a craft entered the planet or when you attempted to
zoom-to it from Tacops.
* FIXED: In the RC12 update a revision to prevent close air crafts and shuttles
from performing a pitch over maneuver was preventing shuttles from being able
to leave the planet. This is now ignored if the shuttle is attempting to
egress.
v1.0.08 RC16 - 08.03.02
* GBS parser/interpreter updates:
+ FIXED: Attempting to RELOCATE an object that was RECOVERed (vanished)
would cause a GPF. Now, it just won't do it. So, create your scripts properly
and ensure that the logic flow is correct.
+ FIXED: The RELOCATE script command was activating an object (it
shouldn't). NOTE: When you relocate an object that has not previously been
activated, you have to explicitly ACTIVATE it or it will remain out of scope.
v1.0.08 RC15 - 07.17.02
* Added IA00024, an EFM based Ter/Ins script
* GBS parser/interpreter updates:
+ FIXED: Units using the !reach event to detect a navigate waypoint
identifier were unable to trigger this event reliably. This invalidates all
prior saved games. Scripted objects that are placed using on_planet have an
implicit halt order (displayed as HOLD). If a scripted unit is ordered to
NAVIGATE to a fixed position, the orders are now set to "NAVIGATE" which is
equivalent to FLY TO. Since "FLY TO" is inappropriate for vehicles that can't
fly, the displayed text has been changed from to "FLYTO" to "NAVIGATE".
Note that when the unit is navigating, the orders will be either SAD,
PURSUE or COLLIDE, depending on circumstances and the nature of the target
object.
* Supply stations and DJP objects can no longer be destroyed
* Minor revisions to explosion templates
v1.0.08 RC14 - 07.14.02
* The planet/moon object LOD rendering has been revised so that instead of a
circle (at great distances) it is now another LOD textured mesh. Looks better.
(Merged in from BCG)
* All ground units (SAM, SALs etc) now have revised friendly fire avoidance in
order to minimize damage to their own assets during heavy combat.
* FIXED: turning on Flight Path Trails in CONFIG would cause a crash due to
another fix addressing explosion playback
v1.0.08 RC13 - 07.13.02
* Disabled the shot (the colorful ones) based fragments played when an object
explodes. Looked too cartoonish I think
* The /I invincible cheat (now works in non-debug mode and without the /d
flags) will no longer work in an mp game
* The supply station and DJPs are now misc class units so they can be toggled
in the CVD/RTM without having to toggle off tactical (previous class setting)
units
v1.0.08 RC12 - 07.07.02
* The radar emitter bleep in air/ground vehicles has been replaced by a softer
less intrusive sound (beep05.wav)
* The sensitivity of the ground collision warning cue (see manual p53) has been
increased
* The aircraft '>' ceiling parameter is now based on AGL instead of MSL. This
allows close air craft to be flown at high ground elevation. This may also help
reduce aircraft "stalls" during pitchover
* Close air craft and shuttles now avoid pitch-over maneuvers (which are
usually performed when their objective is behind them). This reduces the risk
of NPC pilots inadvertently stalling the craft and crashing into the ground
when at low altitudes.
* Aircraft are now committed to a BREAK state for at least 3/4 of a second,
this prevents "twitching" where an aircraft enters BREAK and PURSUE states on
alternate cycles.
v1.0.08 RC11 - 06.28.02
* Adjusted the EFM's right hand on the ZS10 rifle. Was slightly off the trigger
* On planet, the object lighting direction is now constant for a given time of
day irrespective of the camera direction
* On planet, the daily visual track of the sun is now more accurate in an East
to West pattern. Note: no attempt is made to model latitude/planet axial tilt;
so at noon (local time) the sun is directly overhead. The orbital period of the
sun now also matches the planet/moon length of day.
* NPC units are now more aware of the cmdr AE (some folks complained about not
being attacked often, when they beamed down with their marines into hostile
territory)
* FIXED: Marines without jetpacks were able to fly
* FIXED: character models were sometimes incorrectly aligned with some terrain
topology
* FIXED: found workaround for terrain detail texture flickering on ATI boards
* FIXED: ejecting cargo from Logistix would sometimes cause a GPF (must've
crept in somehow, because it worked fine before)
v1.0.08 RC10 - 06.24.02
* Increased the SA for personnel so that they can detect where an extracting
shuttle has landed
* Revised the shuttle's landing profile in order to guarantee a successful
evac/deploy op regardless of location
* Revised the firing rate of some weapons e.g. the ZS10 firing modes are now
faster
* Added reload sound for ZS10 mode4
* FIXED: some fp weapon sounds were too low (due to the recent directional fire
revision) to be audible
v1.0.08 RC9 - 06.04.02
* Several speed optimizations and memory management revisions. Game should
load, restore and run slightly faster now than before. However, if you're
still running a system with 64MB of RAM, now would be a good time to increase
it to 128MB for more of a significant boost in performance.
v1.0.08 RC8 - 05.24.02
* The CC can no longer leave a planet if at least 5 units of power isn't
allocated to the engines in Logistix. This prevents instances where you can
breach the planet's escape velocity regardless of engine state.
* Added bounce (B) object script AI param. This effects the elasticity of the
bounce. Range is 0 (no bounce, default) to 1.0 (rubber ball). For cargo pods,
this is set to 0.25 and 0.2 in order to prevent them from being destroyed when
dropped from high altitudes. An value of 0 causes an object to be destroyed
immediately on impact with the surface from a high altitude drop.
* When breaching the surface while swimming vertically up, you now revert to a
horizontal attitude so you no longer appear to be swimming vertically out of
the water.
* Jetpack revisions/tweaks:
+ It is no longer possible to climb above 2000 ft when using a jetpack on
the planet
+ FF is increased when flying. The effort value has been changed to 35
(swimming is currently the highest at 70). The altitude has no effect on FF.
+ Oxygen use is dependent on altitude above ground and starts to be
required at 500 feet and increases linearly to a maximum at 2000 feet. At
maximum altitude the rate of oxygen consumption is 100 percent (as if you were
under water). The consumption at 500 feet is very low.
+ The rebreather SFX are played when oxygen is used. When oxygen runs out
player chokes and then dies.
+ Forward velocity has no lift effect (as it does for craft)
+ The minimum speed during first person ground collision that causes
damage is 2 m/s (vertical) and 4 m/s (horizontal). Previously was 50 and 100
respectively. This now increases chances of injury and discourages rampant use
of jetpacks on mp servers.
+ WARNING: If you drop from a high altitude while flying with a jetpack,
you stand a very good chance of dying
* FIXED: When you hit the water while flying with a jetpack, you will no longer
be repositioned to the seabed
* FIXED: GPF during save game restore after deploying a team using shuttle
deploy team waypoint.
v1.0.08 RC7 - 05.14.02
* You can now deploy/extract personnel (SF marines only) to/from space regions
using waypoints or the shuttle HUD menu. If you deploy your AE from the
shuttle, you will be switched to fp mode in space. No other personnel types can
be deployed to space, even if they happen to be in the shuttle and explicitly
marked for space deployment.
* If you manage to tow the CC out of the water before the self-destruct timer
runs out, after five minutes of being out of the water, the state (beached)
will be cleared. This allows you to tractor it from the sea to land or to a
station and be able to resume playing.
* The FLY-TO order now cancels a pending RTB order (see next item which made
this change necessary)
* FIXED: If you ordered a shuttle to dock at a station, then ordered it to RTB
and then to dock at the same station, it will no longer appear as docked in the
CC instead of at the station.
v1.0.08 RC6 - 05.06.02
* Items placed into cargo pods are no longer compressed and occupy 1 unit of
storage. They will now occupy their actual storage space. e.g. you now only
place two OTS missiles (250 units of storage space each) into a cargo pod,
instead of 500 of them.
* FIXED: Attempting to transfer items from the cargo pod to the ship's bays
would cause them to be ejected if the target bay has insufficient space to hold
the items.
* FIXED: The tooltip for fighters was active even when the CC didn't have
support crafts
v1.0.08 RC5 - 05.02.02
* A cloaked ship will now briefly decloak during weapons and launch operations.
This feature wasn't carried over from the previous BC title due to revisions in
the cloak rendering.
* If a towed ship ever touches the planet surface, the tractor lock is now
disengaged. This prevents the towed craft from breaching the terrain.
* Shuttles are now given an increased takeoff velocity to prevent them sliding
across terrain. During takeoff for player assets, the auto-level timer has been
increased from 2 to 3 seconds (which simulates a perfect VTOL ascent).
* Craft deployment/extraction ops have been completely revised. (Merged in
from BCG)
+ Shuttles can no longer extract units clean, clear across the planet,
irrespective of distance from the extract waypoint
+ At a deployment/extraction waypoint, the shuttle first engages CALS.
+ For deployment, when the shuttle reaches the surface it waits 10 seconds
for the units to disperse from the shuttle before taking off and proceeding to
the next waypoint.
+ For extraction, when the shuttle reaches the surface it waits for up to
5 minutes for units (flagged for evac) to return to the shuttle position.
During this period, units to be extracted (drones/vehicle/personnel) are forced
to navigate to the shuttle location. If the shuttle is destroyed, the units
revert to prior orders. During the delay period the shuttle sends a commlink
message at intervals of 5,4,3,2 minutes and 60,50,40,30, 20, 10, 5,4,3,2,1
seconds indicating when it will leave and resume waypoints.
+ If under attack while waiting to deploy/extract, the shuttle will
dustoff if damaged below 40% integrity
+ If the shuttle orders are to extract a drone or vehicle and that craft
is disabled/beached etc, the shuttle will fly to the craft location and extract
it using tractor beam. For the beached/sinking craft the sinking state will be
reset after a period of time.
* The Computer Assisted Landing System (CALS) has been revised. The descent
attitude has been corrected and level out is now performed at 300 feet. Terrain
alignment is now performed just prior to touchdown. At touchdown the craft no
longer continues to move across terrain due to the implementation of a new
friction model. At high altitudes some crafts needed a steeper decent rate so
it doesn't take several minutes to land. This is done by fine control of pitch
during descent depending on altitude. The craft will circle the landing point
during descent in case the landing point is a deployment/extraction waypoint,
otherwise the craft can land several km from the waypoint. The CC engine will
now switch OFF after the craft lands when using CALS. NOTE: Don't forget that
SHIFT+E turns off the engine while in space; but on a planet, it activates CALS
which then lands the craft and turns off the engine (CC only). For gameplay and
design reasons, the FC and SC engines are not turned off when CALS lands the
craft.
* GBS parser/interpreter updates:
+ The new general purpose NAVIGATE command is now complete and final. This
works in the START/STOP or EVENTS blocks for any unit type. The CRUISE and
INTERCEPT commands are obsolete. Any scripts using these, should be updated.
Naturally, all previous saved games which use the older form, are invalid and
cannot be used in this version.
NAVIGATE 'object' 'planet' 'mzone' 'x' 'y' 'z altitude' ['waypoint identifier']
NAVIGATE 'object' 'target'
The first form is for objects on planets only. The second form can be used in
space or on planets When used in the START/STOP block, 'object' is implicit and
the syntax is:
NAVIGATE 'planet' 'mzone' 'x' 'y' 'z altitude' [waypoint identifier]
NAVIGATE 'target'
NAVIGATE cannot be used as a start specification, i.e. the following is illegal
start inactive NAVIGATE farstar farstar01 23.0 3.0 150 WP1
The ON_PLANET script command should be used instead i.e. start inactive
ON_PLANET farstar farstar01 23.0 3.0 150 0
As with ON_PLANET, the x and y values are in km relative to the mzone origin
(see PTEstudio) and the z altitude is in AGL feet. The waypoint identifiers
are not local to an object but global and it is illegal to re-define an
existing waypoint with NAVIGATE. The global nature of the waypoint allows any
object to check if any other object has reached its waypoint using !REACH. The
waypoint identifiers are not case sensitive, and forward references are also
allowed The !REACH event can now accept a waypoint identifier IF preceded by a
caret (^) i.e. !reach ^WP1
Multiple NAVIGATE actions are allowed to follow one after another, provided
they are the positional ('planet') form. This generates a route that the object
can follow. The first NAVIGATE in an action block will clear a previously
defined route. Subsequent NAVIGATE actions are added in sequence and IF blocks
can be used to fine tune the route. e.g usage
.f1,100,100,100,100,100,100,0
start inactive on_planet farstar farstar01 22.847 4.666 0 0
navigate farstar farstar01 23.000 10.000 0 waypoint1
stop
events
!setupl1
activate this
FLAG1 ON this
!reach ^waypoint1
FLAG1 OFF this
broadcast "Reached waypoint objective"
signal proceed_to_next,2
!proceed_to_next
broadcast "Proceeding to hostile target"
navigate this hostile_target
!level1tick
IF FLAG1 OFF this RETURN
ELSE
broadcast "Still travelling...."
ENDIF
!reach hostile_target
broadcast "Reached hostile target. Engaging..."
attack hostile_target
endevents
v1.0.08 RC4 - 04.16.02
* The RE will no longer attempt to analyze the RANDOM weapon if the RANDOM
DECODER is not in inventory. Also, the decoder is no longer analyzed by itself.
* Cargo pods deployed in the air will now fall to the ground under gravity and
bounce. They will also be destroyed depending on altitude of drop. So, if you
air drop supplies at high altitudes in multi-player, the pod can be destroyed.
The safe altitude for air drops is about 1000 feet.
* FIXED: Naval carriers will no longer attempt to RTB when damaged or low on
supplies
* FIXED: Some city start locations in the SNG were defined incorrectly
* FIXED: At low resolutions, the assignment display width in PerScan is now
truncated to avoid overflow into the next pane.
* FIXED: The effects of tractor drag are now active when the A/P has flight
control
* FIXED: The Combat Officer would sometimes cause incorrect missiles to be
auto-loaded when weapons pods are empty
* FIXED: A bug which caused the repair time to be reduced by half, each time
the repair button was pressed
* FIXED: The RE would sometimes confuse the analysis of one artifact with
another, regardless of AI
* FIXED: The vehicle/drone extract waypoint menu did not have entries for units
#5 and higher e.g. the Firestorm was affected by this
v1.0.08 RC3 - 03.30.02
* When an object which can rebuild is destroyed, it is now set to a DISABLED
state so that the TTD will appear grey while rebuilding. When the rebuild is
complete, the state is now cleared to fully reactivate it. This prevents the
race/caste alliance from being set to neutral, causing the TTD to be displayed
as Blue and thereby causing confusion.
* The CVD/VID camera now displays the object rebuild time (H:M:S) at debug
level 2 or higher (/d2)
* The NID/WIR now displays your position relative to the equator so that it
matches TacOps. The location format has also been changed by removing leading
zeros and shortening NORTH/SOUTH/EAST/WEST to N/S/E/W.
* Radine usage is now scaled according to Logistix engine power setting. If the
setting is 5, Radine usage is the same as before. If the power setting is 10,
Radine usage is doubled. The afterburner max speed is scaled according to the
engine power setting and at 10 is twice the normal value.
* If the engine power level in Logistix is less than 5, then:
+ The engine is disabled, is turned off and cannot be turned back on
+ Speed setting is disabled
+ Afterburner and retros are disabled
+ The Hyperdrive cannot be used
+ The CC will drift at its previous speed
* Appendix revisions:
+ Added the tech/class/security levels to the launch bases appendix file
+ Added turret shot ratings to units that use turrets e.g. stations,
capital ships, Orbital Defense Systems etc
+ Added system upgrade paths for capital ships to the upgrades section
* FIXED: If the AE is on a shuttle that is towing a ship with RTB orders and he
flies to a station, the request to deliver the tractored ship will no longer
loop.
* FIXED: If the AE is on a shuttle and uses the T key to tow a ship (as opposed
to using the menu or other method to tow it), and the tow succeeds, the tow
action on capture will now be "HALT, Wait for instructions".
* FIXED: Platforms on planets (bunker, barrack, starbase, launch pad etc) were
not deploying marines when hostile marines are detected within their vicinity,
due to a incorrect parameter in the AI script. This has been fixed and a
temporary 1.0.07 script update has been released for those who want it now,
rather than wait for the next patch which includes this fix. Just unzip this
file into your BCM install folder with folders intact.
v1.0.08 RC2 - 03.18.02
* FIXED: The inflation rates in some regions was updated in too large
increments (e.g. at Aleri)
* FIXED: The manual weapons reload key (R) only worked in debug mode
v1.0.08 RC1 - 03.11.02
* The mission zones listed in the Tacops global map are no longer enumerated,
in order to avoid confusion with the zoom-to/mission zones list. e.g. instead
of Mission Zone 200 earth00[sbase] where 200 is the derived from the number of
mzones detected on the entire planet, it will now show the actual mzone name
i.e. MZONE: earth00[sbase]
* Revised the texture blending method so that destroyed objects in a rebuild
state (e.g. stations), are rendered correctly on all cards under DX8, as seen
here.
* An OC will no longer be auto-armed with missiles if it can't use them. e.g.
APC/HAV/LAV/CAB/CAV. These all use the same object class as the ATV base class
(which can launch missiles), hence the default missiles loadout.
v1.0.07 - 03.06.02
- The Hunger Factor (HF) value is now displayed in PerScan and in
Tactical/Crew. Note that the HF value can go higher than 100% (480) but is
usually clamped in the HUD in order to keep that tape readout consistent with
the others. So, if you see a value of, e.g. 141% in Tactical/Crew but 100% in
the HUD, thats why. Also note that at lower resolutions, some crew assignment
names in PerScan will flow from the left to the right pane.
- FIXED: problem with confirmation box in save/restore screen
v1.0.07 RC2 - 03.05.02
- FIXED: Sometimes dead prisoners were not transfered to the station when you
docked
v1.0.07 RC1 - 03.01.02
- You can no longer assign prisoners. This prevents you from doing silly things
such as beaming them down to a planet or ordering them about the ship as
personnel
- FIXED: One of the Satini starbase models was at the wrong location within the
planetary mzone scene
- FIXED: The inUse flag which determines when you can fire, was disabled when a
grenade launching cheat was closed in 1.006 RC3. This resulted in rapid fp
weapon firing rates.
v1.0.06 RC7 - 02.21.02
- Implemented new general purpose NAVIGATE commands which works in the
START/STOP or EVENTS blocks for any unit type
NAVIGATE 'object' 'planet' 'mzone' 'x' 'y' 'z' ['waypoint']
NAVIGATE 'object' 'target'
The first form is for objects on planets only. The second form can be
used in space or on planets
When used in the START/STOP block, 'this' is implicit, therefore
'object' is not permissible
The optional 'waypoint' id can be used in a !reach event test
e.g usage
.f1,100,100,100,100,100,100,0
start inactive on_planet farstar farstar01 22.847 4.666 0 0
navigate farstar farstar01 23.000 10.000 0 waypoint1
stop
events
!setupl1
activate this
!reach waypoint1
FLAG1 ON this
broadcast "Reached waypoint objective"
signal proceed_to_next,2
!proceed_to_next
broadcast "Proceeding to f2 hostile"
navigate this f2
!level1tick
IF FLAG1 ON this RETURN
ELSE
broadcast "Still travelling...."
ENDIF
endevents
- FIXED: Sometimes during an AI tick with intruders onboard, a fatal error
(sometimes a CTD) would cause the game to shutdown. Note: an interim 1.005 SP1
fix for this problem has been released to the public, until the final 1.0.06
patch is released. Check the discussion forum for more info on this. This fix
is included in the final 1.0.06 patch release and will be deleted once that
patch is available.
v1.0.06 RC6 - 02.15.02
- FIXED: Giving a vehicle an RTB order if its platform (e.g. CC) was not in the
same region (e.g. planet) would cause it to vanish as if it were a normal NPC
(for which this is valid)
- FIXED: Accessing TradCom while docked at a naval base would cause a CTD (due
to a minor revision in a previous patch)
v1.0.06 RC5 - 02.14.02
- The Police caste now has access to MIM and EFM career. The Raider caste now
has access to the EFM career
- GBS-II Revisions:
. Several docs updated. Basic tutorials added
. BCStudio and PTEstudio now use BCSTUDIO.INI and PTESTUDIO.INI files instead
of BCMSETUP.INI
. CRUISE and INTERCEPT commands have been removed. Use NAVIGATE or JUMP
instead
- FIXED: Some starbase models were at the wrong location within the planetary
mzone scene (e.g. Midae, Eori, Varan etc)
v1.0.06 RC4 - 02.10.02
- Previously, if you selected a target from the Priority List for your crafts
and the target was beyond their radar range, they would clear the order (e.g.
fly-to, attack etc). This is perfectly normal. Just because you can see the
target (Tacops and menus have no radar range restrictions), doesn't mean that
they can. Now however, they will no longer clear the objective from their
list, but instead will store it and attempt to intercept the target and perform
the order.
- Plugged an exploit in quick save which allowed the elapsing of time with each
press
- Revised the Perscan pane listings so that if all in a group fit on the left
side pane, there is no longer an empty continuation listing on the right side
pane. Also in the case of a partial listing, the same icon will now appear in
both panes and both panes can now be scrolled.
- Implemented several saved game restore integrity checks. Now when loading a
saved game any error is considered fatal. Additional checks are performed to
validate memory allocation sizes and ensure that object counts are not negative
due to loss of syncronization and corruption.
v1.0.06 RC3 - 02.05.02
- FIXED: Plugged an exploit in the hand launched grenade logic
v1.0.06 RC2 - 02.02.02
- Added PERSONNEL filter to the CVD/RTM. This filters all personnel types,
including marines.
- A towing shuttle will now ignore its primary target unless it is the current
objective. This resolves an issue whereby a shuttle that is delivering
something to an object, will cancel its orders and enter "resume waypoints"
profile if it's "primary objective" ended up being towed. This AI rule prevents
multiple shuttles and other craft attempting to rescue the same object. It also
allows craft with STRIKE orders to fall back to SAD if the target is captured.
- When a player shuttle is ordered to tow a craft it, will now assume HALT
orders and request further instructions when the tow is established. This
resolves an issue whereby the shuttle will do an RTB to the CC, even though you
may have wanted it to deliver the towed entity to another target e.g. a
station. As such, you no longer have to intercept the shuttle and cancel its
RTB orders.
- The HALT order is now honored during FLY-TO orders. Previously the HALT order
was ignored by the A/P or AI if a craft was navigating to a target in another
space or planet region.
- FIXED: The SFMs weapon will no longer go into an incorrect positional state
during re-arming. This seems to be caused by the fact that the SFMs do not
pitch the weapon in hand; instead they adjust their pitch orientation. And in
some cases, the weapon pos offset is not updated.
v1.0.06 RC1 - 01.30.02
- You can no longer dock while cloaked
- FIXED: Docking at a starbase with a vehicle will no longer cause a CTD when
you login and select the cargo option
- FIXED: Attempting to delete a saved game and then opting to cancel the
action, will no longer result in an infinite loop as the prompt waits for an
invalid confirmation.
- FIXED: Increased the separation conflict distance to prevent some ships from
breaching a planet's 3D sphere. This feature was introduced in 1.0.05 RC1 but
the distance was not large enough for some ship types.
v1.0.05 - 01.25.02
* THIS PATCH WILL DELETE ALL SAVED GAMES. IF NOT, LOOK IN THE SAVE FOLDER AND
MANUALLY DELETE THEM.
- If you launch a craft from Tacops with the AE inside, the view will now
auto-switch to the cockpit of the craft, the same way it does on the bridge.
You no longer need to press F1 to switch to the cockpit.
- FIXED: a station's DISABLED flag wasn't being cleared after it was fully
rebuilt and operational
v1.0.05 RC4 - 01.23.02
- In Tacops, popping the zoom from scene to map level will reset the view
origin to the previous MAP position (not the previous SCENE position).
- In TACOPS the grid extent has been doubled. This means that for e.g. in Earth
space region, you can now see both Earth and it's moon, without having to
adjust the zoom factor.
- The maximum CC shield charge is now derated if the CC shield system is
damaged. Previously the CC shield system integrity only effected the rate at
which the shields recharged. i.e if the shield system was damaged it would take
longer for the shields to recharge to the set capacity.
- The shield indicator icon on the BridgeViewer now takes into account the
shield system integrity.
- The HSD hotspot on the BridgeViewer is now enabled on the LOC text if you
have the HSD installed and working.
- FIXED: In Perscan the text for Medic #10 was always active, as if the mouse
was hovering over it
v1.0.05 RC3 - 01.22.02
- You can now downgrade to an upgradeable system that is of lesser quality than
your current. e.g. previously, upgrading to the TA shield artifact, would
prevent you from downgrading to a Spectrum/A shield if the former was damaged.
- FIXED: The shield integrity level displayed in the TTD for the CC was
inconsistent with it's actual integrity level. e.g. if your shield max level
was 1500 and it was destroyed (or being upgraded), instead of the TTD showing
0, it would still show 1500
v1.0.05 RC2 - 01.21.02
- Increased the master sound volume for the bridge comms chatter. Some audio
cards (e.g. Santa Cruz) seem to have a different master volume level than
others (e.g. SB Live!). As such, the default 0.7 volume level for the comms
chatter wasn't even audible. Has now been increased to 0.855.
- Added bcmFatalError.log file which contains fatal error messages which occur
in fullscreen mode since you won't be able to see the error window in this
mode.
- FIXED: Towing the CC with an SC while the CC has the same jump target in the
CVD as the one the SC is going to jump to would cause a lockup
- FIXED: Sometimes when you deployed your AE to a planet (using the
transporter) his tactical state remained in BEAM (though the 3D model is
properly rendered after he materializes) which cancels all collision detect
with the character, allowing him to breach models.
v1.0.05 RC1 - 01.19.02
- New saved game digital signature check now compatible and compliant with the
upcoming multiplayer Beta release file format.
- Resuming/Saving/Restoring a game will now send a message to the debug log
files as well as Commlink. This can be used for troubleshooting purposes.
- The reactor and engine power are now calculated as full (maximum) based on
the previous upgrade level + integrity value of current one being upgraded.
- This attempts to solve the problem with you having immediate access to the
improvements even though the upgrade is still in progress.
- The shield power now linearly depends on the integrity of the shield system.
This attempts to solve the problem with you having immediate access to the
improvements even though the upgrade is still in progress.
- Revised trading scheme to include price depreciation. Pointing to an item in
Tradcom displays a status text at the bottom of the screen. The base buys/sells
for A/B line indicates you buy (from base) at price A and the base buys (from
you) at price B
- The check for illegal items when docking at a base will now check the
contents of the cargo pod less frequently. This means that you may get away
with stashing illegal items in the cargo pod (Logistix/Cargo) prior to docking
at a legal base. There is a good chance that they'll miss it. Note that will
still always find illegal items in the normal cargo bays.
- FIXED: NPCs not intending to actually establish planetfall (i.e. dogfighting
close to or just navigating in real space) will now employ different flight
dynamics logic in order to prevent them from intersecting the planetary sphere.
They will still enter the planet as normal if it is their jump target.
- FIXED: In some cases, the item description in Tradcom showed the default
starting price of the item instead of the current price at the base.
- FIXED: Changing the caste/race via a GBS-II script now properly changes the
asset name prefix (e.g. ICV- instead of UCV-)
- FIXED: an issue which may cause a problem when assigning System Engineers on
some CC assets if there weren't any on-board. This has also been linked to an
issue related to long save game load times after extended play.
v1.0.04 - 01.05.02
This patch WILL delete ALL saved games. If not, look in the SAVE folder and
manually delete them.
- Added a digital signature check in saved games to prevent tampering by user
or OS
- You can now exit your craft in fp mode if it becomes stranded in water. In
multi-player this will allow you to ditch the craft, swim to safety and then
either use a DJP to get back to your base or have someone pick you up.
- The collect order has now been added to the FC&C menu. Remember that the
stores manifest for hostile and neutral units is not displayed in the CVD/SMD
unless that unit is a cargo pod. So, even though you can use the collect order
to do a blind collect from a target (one that you know has cargo or that you
are guessing has cargo), you can't tell if it has anything or not. In
multiplayer new rules will be introduced in order to prevent pilfering of NPC
and player cargo items by other players (or even NPCs).
- Increased the allotted scenario times for some ACM scenarios (e.g. TOD2 M5/5)
- Added missile characteristics to the appendix missiles.html file
- FIXED: Collecting cargo from a scripted NPC (e.g. UCV-MOLONOK in TOD2 M5/5)
would cause the craft to be removed. Normally, when cargo was collected from a
cargo pod, if empty, the pod is removed. This is the default action as also
used by the RECOVER GBS-II scripting system and introduced in Beta v2.3.08.09
v1.0.04 RC4 - 01.03.02
- Closed a cheat loophole related to login/logoff while at a station
- Revised mineral probability mined by mining drones. It is now also mineral
specific
- The drone cargo bay size will no longer be displayed in Logistix when flying
a shuttle if there is no drone on board
- FIXED: Sometimes when an SFM left a platform they were moving on (in WALK or
RUN state), the state transitioned to FLY but the anim still remained at WALK
or RUN
- FIXED: The SC/OC cargo space was incorrectly reported at a station's Logistix
screen (it is OK in Tradcom and Tactical however)
- FIXED: You can no longer change the assignment (in Tactical) for crew that
are onboard an OC that is not onboard the CC i.e. a marine in a vehicle
currently on the planet
- FIXED: When docked with a shuttle at a station, the condition text will no
longer overwrite the repairs button when a refresh tick occurs
v1.0.04 RC3 - 12.31.01
- FIXED: The ORUNA station was missing in NAVCHART.INI. This would cause a CTD
in TRADCOM when docked at that station
- FIXED: Some of the item entries were incorrect, resulting in the wrong cargo
store items being referenced in some missions in ACM1 TOD2 M3/5 and TOD2 M5/5
v1.0.04 RC2 - 12.28.01
- FIXED: NPC Space Force Marines (SFM) used the wrong jetpack 3D model (they
used the AE's planetary jetpack 3D model)
- FIXED: The SFM's Sabre rifle wasn't holstered to the jetpack when they didn't
have it equipped
v1.0.04 RC1 - 12.24.01
- FIXED: Trying to launch a fighter from the CC while playing the commander
training academy scenario, may cause a CTD. This bug crept in as a result of a
related 1.0.03 fix (fix #5).
- FIXED: Under some rare circumstances, if the AE is killed while on board the
CC, you can clone him. Normally, the game should end regardless of where the AE
is (on-board or not).
v1.0.03 - 12.20.01
* Mines are now deployed from the rear of the craft. This way there is very
little chance of your craft colliding with them
* Tacops Zoom-To can now observe units on a planet in the same space region as
the CC
* Tow load no longer effects any ship's ability to enter hyperspace but
increases the duration of the jump
* A tactical officer is no longer required for fleet command for the following
castes: Explorer, Scientist, Police, Diplomat, Paramedic, Trader & Commercial
* FIXED: In some cases the planet pointer wasn't being set when you entered it.
This would cause a CTD when you answered the prompt to egress to space.
* FIXED: An incorrect planet name caused a loop (results in low frame rate)
when entering a planet located in Supernova 10
* FIXED: After repeated play, your character or asset model may be rendered
partially
* FIXED: Under certain circumstances, the cargo bay size in Logistix was not
being accurately updated
* FIXED: After an evacuate condition, if you managed to repair the systems
before the ship self-destructed, the evac condition was not being cleared.
* FIXED: In Tradcom if you try to sell an item you don't have, the text message
would overwrite the repair status text
* FIXED: SFM using the wrong jetpack model. This was corrected and the 1.0.02
patch re-uploaded the same day
* FIXED: Several naval units were placed too close to land and were partially
on it
There are a LOT of changes in the final 1.0.02 update which cannot be
jammed into current saved games. So, while the patch WILL delete all
previous saved games, if you wish to use your existing RC saved games,
be sure to backup the contents of the SAVE folder first. Then copy the
contents back after patching. Also note that use of RC saved games is
entirely at your own risk. You HAVE been warned.
v1.0.02 - 12.13.01
* The CC will no longer be allowed to dock at planetary starbases
* FIXED: If you resumed or restored a saved game, the state of your
current weapon was not saved. This meant that you could not fire
it unless you holstered it first and then re-armed it.
v1.0.02 RC12 - 12.12.01
* Start New Game Revisions:
These are mostly for multiplayer but if you want to use them in
single-player, you have to start a new game.
- commander career now has a TDU by default
- repair kit removed from MIM secondary items list
- moved backpack, jetpack, repair unit, tdu from secondary items to
new auxiliary items list
- EFM now has a TDU, jetpack and repair unit by default
- MIM now has TDU, backpack and repair unit by default
- EFM cannot have backpak and MIM cannot have jetpack
* In VTOL mode it is now possible to overcome ground avoidance by
holding down the retro-rocket (TAB) key. This gradually reduces
altitude below 25ft AGL until the craft touches the surface and
switches to TAXI state. Normally, VTOL attempts to keep the craft
off the ground, so landing in VTOL mode would not complete the
procedure. If the craft is not in TAXI state (indicated in the
HUD), then it has not landed ON the surface.
* FIXED: Player craft numeric keypad flight controls are now
disabled in Tacops
* FIXED: If your AE is controlling an FC/SC/OC and you access
Logistix via Tacops, you will no longer be able to perform repairs
on that craft since its not docked on the CC.
v1.0.02 RC11 - 12.11.01
* GBS-II Revisions:
+ The player race and caste can now be tested in an IF block.
e.g.
IF PLAYER_RACE terran THEN
broadcast "Oh look, a Terran!"
ENDIF
IF PLAYER_CASTE police THEN
broadcast "Oh look, the cops!"
ENDIF
+ The PLAYER identifier will now only check for your AE,
regardless of where he is located (first person or in a
craft) e.g
IF PLAYER under_attack
broadcast "I'm under attack!"
ENDIF
* Playing the ROAM scenario as an Explorer, Scientist, Diplomat,
Paramedic, Trader or Commercial caste will now cause the station
you launched from to launch a pair of escorts for you. Note that
if you launched from Genesis, the escorts will come from GALCOM HQ
since that is the primary station in the region.
You have no control over these escorts. Their primary assignment
is to ESCORT you. They will RTB if badly damaged, low on resources
etc. Once that happens, they're gone for good.
Note: you need to start a new game for this to work because
existing saved games (though compatible) will not have this
information.
* Hostile NPCs will now hardly enter the sub-regions of Jupiter,
Uranus, Neptune and Saturn due to the increased military and
police patrols. Previously, hostile NPCs were sparse. Now they are
non-existent - unless you are followed there from the main region
itself or if the NPC is in transit to another region. Note: you
need to start a new game for this to work because existing saved
games (though compatible) will not have this information.
* The Tacops view will no longer reset when used either on a planet
or in space
* The wristlaser beam can now be pitched up/down slightly, allowing
you to fire at those angles. It now also has a targeting
crosshair.
* FIXED: A CTD when plotting a waypoint in Navitron when you already
had one plotted and you were in Hyperspace. This seems to have
crept in 1.0.01 in a related Navitron fix.
* FIXED: If you docked with a starbase (FC/SC/OC), when you launched
you would sometimes be placed at an arbitrary location on the
planet because the docked location was being cleared when you
docked, depending on where you were previously.
* FIXED: If you exit your craft in a TA scenario, re-entered and
then exited again, you lose all your excess ammo provided by the
script.
v1.0.02 RC10 - 12.10.01
* The Battlecruiser MK3 model, one of the first to be done several
years ago, has been re-textured. Its now gritty and less shiny.
* The new Support Units filter will now appear on all TLM menus
* You will no longer be able to use Tacops to zoom-to any space
region that do not contain the CC, the AE or a probe. Similarly,
planet regions are viewable if the CC is in the same space region
as the planet; otherwise the zoom-to object procedure does not
work - making it possible to lose support units on a planet. Some
were using this exploit to view regions they had support units in
even though there was no probe there.
* A shuttle's performance (speed, Y/P/R characteristics) will now be
severely affected depending on the mass and size of the object it
is towing. Some were using this exploit to cart their massive
lumbering CC clean, clear across space, due to the shuttle's
faster speed and conservative fuel usage. Try towing a
Stormcarrier and you'll probably take several hours to leave a
region the size of Earth space.
* FIXED: Dead prisoners/guests were not being removed from your ship
when you docked at a station
* FIXED: A docked shuttle's charge was being reset after it was
charged. I just love it when one engine kernel does something
another kernel knows nothing about and thus thinks its
correct....and goes and resets it to what it thinks is correct.
Damn Gremlins. They're just as bad as intruders.
* FIXED: Under some circumstances (and only at some stations), a CTD
would occur if you entered MISCON after launching from the primary
station. Talk about obscure. Who goes back to MISCON anyway? Does
anyone read what GALCOM have to say about usually useless intel?
* FIXED: The craft status display in Tactical/Loadout has been moved
up so that the condition status doesn't overwrite it during a
screen refresh update.
v1.0.02 RC9 - 12.07.01
* Intruders will no longer board your ship if the EMD is on or you
are in hyperspace
* Revised the inflation rate calculation. Good luck generating
millions in Earth region
* Revised the mining drone mining logic. It now takes 400 mins to
fill up completely and can mine up to 10 types of minerals (up
from 5)
* Revised the radar (soundfx\misc.zip\beep16.wav) ping sound. Made
it softer
* Added new RunBack animation subsets (about 70 new animations for
all character models)
* First person weapon laser shots (e.g. Wristlaser) will no longer
trigger shield/armor anims
* FIXED: In some planetary areas, the terrain height would shift,
causing models to be in the air after viewing a model on a
different map in the F10 camera view. This was most prevalent in
the area where IA0022 takes place.
* FIXED: Sometimes deleting a profile in the Restore screen would
not clear the screen of the deleted profile
v1.0.02 RC8 - 12.06.01
* Removed debug code which allowed your SC to retrieve vehicles and
drones on any planet regardless of where the SC was
* The Tacops target filter has a new support units filter which
includes all player units (including mining drones). Player units
are now excluded from the other filters but are visible in
priority and recently observed filters.
* The targets lists were previously limited to 25 items. This has
been increased to 1024 items.
* If not all crew will fit in Perscan, a box is displayed prompting
the player to DRAG HEADING BOXES TO VIEW MORE ENTRIES
* Increased pitch rate when swimming. Note that to pitch when
swimming with runwalk toggle set to run, the S/W keys need not be
shifted (i.e don't press SHIFT+W to pitch down)
* The jetpack can now be used to fly away from water when near the
surface
v1.0.02 RC7 - 12.05.01
* FIXED: Viewing a damaged unit would cause the damageFX to play at
your own ship's current location
v1.0.02 RC6 - 12.04.01
* Centered the buttons in the delete prompt in order to prevent
noobs from thinking that there is supposed to be text there
* Revised a rendering call which renders the planetary terrain
transition textures better
* FIXED: Under certain circumstances if the number of intruders on a
CC trying to dock, exceeded the number of free prisoner slots,
then a CTD might occur if the station decides not to take those
prisoners.
v1.0.02 RC5 - 12.03.01
For reasons of stability and security, all prior saved games will be
invalidated by this version and will be deleted by this patch. Sorry
for the inconvenience. I think I've made it up to you guys with all
these tweaks and freebies. So, don't hate me.
* More code speed optimizations in the turret target acquisition and
fire control system.
* The walk/run back animation subset have been revised so that they
look right. Previously, run/walk back would play the walk/run
forward subset for some characters because it looked fine. It
didn't for some characters.
* The SC/OC crafts are now auto-charged when they dock, depending on
the operational status of the AUXILIARY CHARGER. This means that
if an SC with 80% charge docked and the aux charger's status was
90%, the SC would be charged to 90%. And if the aux charger state
was less than the SC current charge, the SC will not be recharge.
This prevents it from being charged lower than its current level.
* FIXED: In some CCs, repairing the engine in Logistix would cause
entries on the DECK3 page 1 listing to also appear on page 2 due
to the variable number of decks. This is just a text glitch and
nothing major.
v1.0.02 RC4 - 12.03.01
* Added Flight Engineers to transports and cruisers
* Added confirmation prompt to delete profile screens
* Attached contrail to commander's jetpack model
* Added updated galaxy map links image to appendix. Also updated the
RE entry in crew.html page due to some inconsistencies.
* FIXED: The Tactical/Loadout/OC screen only handled four crafts. So
sometimes you couldn't load an OC into an SC e.g. you couldn't
load a CAB into the SC when using the Sunflash cruiser.
v1.0.02 RC3 - 12.02.01
* The male/female commander characters now have their own jetpack
which is part of the bodysuit (contrail not yet attached)
* The back holster now supports swappable weapons. This means that
if you have two rifles (e.g. a ZS10 and BMP9), when one is
equiped, the other will be holstered. If you have more than two
(highly unlikely), then the excess will not be visible.
* FIXED: Exiting your CC in first person would sometimes reset your
craft's fuel storage gauges
v1.0.02 RC2 - 11.29.01
* More code speed optimizations in several areas.
* Modified the structure of some more buildings (as indicated in a
previous update)
* By default, the MIM now has the ZS10 and LR12 as primary and
secondary weapons. The EFM has the BMP9 and ZS10. These only
affect IA/TA in which you have no choice of weapon selection.
Since the jetpack is also a secondary item, if the IA/TA scenario
script does not include the jetpack (set_item 1,293) then the EFM
character won't have a jetpack (since it has been replaced with
the ZS10). I have modified the EFM scenarios and added the jetpack
to those in which the character does not have a vehicle (e.g.
IA0022) to move around in. GBS modders make note of this.
* On deployment in first person, your best weapon is now auto-armed.
v1.0.02 RC1 - 11.27.01
* Rebuilt the soundfx index files just in case thats whats causing
the incorrect officer messages sometimes
* DJPs and Supply Stations are no longer in the nearby target
acquisition array, except for personnel (so that they can actually
find them). This means that NPC turrets/crafts will no longer
clutter their array by populating it with these target types.
* Plugged an exploit in SNG which allowed cheating by going to
MISCON several times prior to launch and getting more pay.
* Plugged an exploit in the tow which allowed cheating. In previous
BC titles, there was a tow fee. This was removed in BCM and made
free to military castes. However, it then got changed so that it
is free to all castes. Now, rather than put in a fee (at least not
for now), the tow request remains free, but instead of showing up
in 1 min, it will will take up to 15 mins the first time. Up to 30
mins the next, 45 the next and so on. In other words, the tow ship
arrival time is now 15 minutes times the number of times the tow
was requested.
* Extensive laser collision detect optimizations. This results in an
almost 90% improvement in most cases, making massive fleet combat
engagements (space or planet) less of an FPS hog at higher
resolutions.
* The Tacops observe planet mzones boxes are now only animated once
when the GBM is first displayed.
* Restrictions have now been placed on the number of SFMs that
carriers/cruisers can deploy. Same applies to stations. This
should solve the problem with having over 40 SFMs in the region.
* SFMs are now allowed to RTB to a platform that is undergoing
repairs (e.g. a destroyed station being rebuilt). This aids in
cleaning up the region if there were any SFMs around, since they
otherwise won't have anywhere to go.
* Any SFM deployed to a planet using the transporter, is now killed.
* The trade item limits at stations/bases has been capped to prevent
overflows
* First Person Mode/Items revisions:
+ Mouse wheel now controls DIE and weapon scope zoom factor.
Rolling the wheel forward will also activate the weapon scope
if the ZS10, BMP9 or SABRE is the current weapon.
+ Pressing the right or middle button (walk or mouselook) will
now cancel the zoom scope
+ The Supply Station will now time out sooner when replacing
ammo (especially grenades)
+ The strafe L/R action and other movement speeds have been
increased. Summary of movement speeds in m/s.
walk forward 2
walk sideways 2
walk backward 2
run forward 9
run sideways 4
run backward 4.5
* FIXED: Transporting an SFM to the planet should not permit him/her
to be transported. However, even though he isn't, the system is
still reporting the SFM as being deployed.
* FIXED: As a pilot, if your craft was destroyed, while your AE was
alive, the end game transition would not complete because your AE
was alive. This also happened if your AE was out in space (SFM)
and the CC was destroyed. Now, in both cases, the AE would be set
to MIA and the game ended.
* FIXED: If you killed SFM marines after capturing their station, a
CTD would occur because they were treated as fighters. oops
* FIXED: The updated NAVDATA.INI file was not included in the
previous patch. Due to the removal of the test debris field,
plotting long routes would cause a CTD. And viewing deployed
crafts in Tactical would display incorrect locations.
* FIXED: If navitron is destroyed and you still try to select a
destination, the system would display a graphics anomaly
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