This release adds numerous bug fixes, gameplay tweaks and as well solves various issues related to audio.
WARNING: THIS PATCH REQUIRES THE FEBRUARY 2005 DIRECTX UPDATE.
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.
Further performance improvements to the character rendering engine.
Added four (IA0117-IA0120) new Instant Action scenarios.
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
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.
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.
Added ability to activate SOS emitter in fp mode. Was previously only enabled in multiplayer.
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.
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]
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.
Reduced movement speed when in prone or crouch pose. Also reduced run back speed by 1 m/s
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.
LAUNCH stardrone,4,sad this_region 11
LAUNCH marine_eforce,2,sad earthz 5
LAUNCH phantom,2,sad 14
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.
FIXED: Night vision mode was not being cleared across game sessions.
FIXED: Some rendering artifacts on coastal planetary terrain areas.
FIXED: Alpha channel on some building models (e.g. barriers) was removed during DXTC conversion.
FIXED: A rendering artifact on the death specialFX for some character models
FIXED: Misc graphics glitches in PERSCAN related to misaligned borders at 800x600 resolution.
FIXED: The POV offset for the MIM has been adjusted due to the weapon view looked wrong when the weapon was being reloaded.
FIXED: A missing localization text in IA completion MISCON display.
Please visit 3000ad.com for previous patch change logs.