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- *******************************************************************************
- CHANGES IN BC3K v1.07D
- *******************************************************************************
-
- Last Updated : 07-01-98
- Author : Derek Smart, Ph.D [Project Manager/Lead Developer/Designer]
- Lead Tester : Robert 'Pandora' Hentsche
- Public Version : v1.01D7C - 11-03-97
- v1.04B - 03-18-98 (3DFX only for free v1.01D7C)
- v1.07D - 07-01-98
- Testers Version : v1.07D - 07-01-98
-
- ===============================================================================
- THIS FILE IS EASIER TO READ THAN BC3KVER.TXT BECAUSE IT DOES NOT LIST BUG FIXES
- JUST FEATURE CHANGES/UPDATES THAT THE GAMER SHOULD BE AWARE OF.
- ===============================================================================
-
- NOTES:
-
- 1. The v1.07D patch will ONLY patch v1.00 UK or US CD-ROMS as well as
- v1.01D7C CD-ROMS purchased from 3000AD directly. It will NOT patch the
- free version nor are there plans to allow this. Debug mode is disabled;
- you need the CD-ROM in the drive at all times even if you do a FULL
- install.
-
- 2. Distribution files now contain both software and Glide version. The
- software version is executed by default. To run the Glide version, use
- /g on the commandline. You can use either version to play the game
- without having to start a new player profile.
-
- 3. You can now use the SAVE/RESTORE screen to save multiple profiles.
- However, since work on surface ops started, you will encounter bug #074
- sometimes when you select CONTINUE from the MAIN MENU. This only occurs
- if surface object auto-generation was going on at the point when you
- saved. This is a VERY rare occurence.
-
- 4. ACM is disabled until the missions being created for it, and which also
- be used for the SDF campaign, are finished and tested.
-
- 5. Please do NOT report ANY bugs. We are aware of all of them. If you are
- experiencing a problem, see BC3KBUGS.TXT and find out if it's listed. If
- something works differently, then read this file or BC3KVER.TXT. If you
- have configuration problems, then read BC3KHELP.TXT
-
- 001 Keyboard changes
-
- [CTRL-Z] - sets the NID range to maximum
- [ALT+,] - decrease GAMMA correction by 0.1
- [ALT+.] - increase GAMMA correction by 0.1
-
- Glide Gamma adjustment control added. The value is stored in setup.cfg
- the default is 1.4, valid range is 1.3 to 2.0. BCKEYS.TXT updated.
-
- 002 "Match target speed" (SHIFT-`) is now a toggle. When on [M] is
- displayed in the HUD near the speed indicator. So, if you have a target
- in front of you, at say, 100km, you can match its speed. If you want to
- close or increase the distance, use the normal [`] and [tab] speed keys
-
- SHIFT-` turns off or sets the current CVD target for match speed. The [M]
- caret is constantly adjusting your set speed, but pegs at 0 and 1500 kps.
-
- Has no effect with A/P off.
-
- It makes dogfighting rather easy, because once you're on a target six, it
- prevents overshoot and maintains your distance from the target (just as it
- is supposed to). All you need to do is keep the target in your sights and
- blast away.
-
- It does make flying formation on the surface possible though (but still
- tricky, because ships are constantly varying altitude). You can test this
- by...
-
- - setting a waypoint for IC-1 (as shown in #012 below). Launch it
- - launch IC-2 and simply follow IC-1.
-
- You can do this by setting waypoints for as many ships as you like and
- flying in formation with them. Simply set the waypoints for each ship a
- few feet from each other and since they will all be on A/P, will follow
- the waypoint accordingly in space or on a planet.
-
- 003 The NID grid in space is supposed to indicate a flight plane to the
- target. This was unclear and caused confusion.
-
- Chevrons have been added to the grid to define which edge of the
- rectangular grid indicates direction to the target. When the chevrons
- are pointing up wrt to the display, the ship is pointing towards
- the target. The chevrons are active only if a target is selected.
-
- 004 Added "stalks" to NID blips to give better feeling of depth. The
- stalks are pointing away from the center of the NID (your position)
- It seems that the grid interferes with this visual depth cue so
- the grid is disabled unless a target is selected, cancel your
- target to remove the grid. Note: the stalks are a fixed length
- and only indicate relative position.
-
- 005 Targets in the NID (space mode) are now color coded.
-
- Planets - Green
- Moons - Grey
- Jump points - Blue
- Worm holes - Brown
- Flux Fields - Yellow
- Comet/Meteor/Asteroid Field/Black Holes - Red
-
- 006 Major overhaul in navigation route finding logic. AI ships will now be
- able to span the galaxy without getting confused along the way. Player's
- ships can now span space regions as well as enter/leave planets.
-
- 007 Shield impact animation is now implemented and will be played when a ship
- is hit with it's shields up. Due to the changes in collision detect,
- several animations will be played wherever a hit occurs. Though the
- animation is scaled accurately to match the size of the target, they will
- look blocky and pixelated if an inpact occurs in close proximity of a
- large target.
-
- 008 Added support for dynamic asteroid fields in various space regions with full
- collision detect. Hyperjump engines are disabled when inside an asteroid
- field. If you are in hyperspace transition a field is in your path, the
- ship will drop out of hyperspace. Debris such as the hulk of ships, ghost
- ships, discarded cargo pods etc, may sometimes be present in fields. In
- hostile fields, expect to see mines and other nasty things.
-
- Note: You cannot currently collect cargo pods or destroy asteroids. Also
- the debris field is only visible in tacOPS as a red sphere.
-
- 009 Added support for rings with asteroid fields to planets.
-
- 010 Planet shadow is now smooth. It depends on the position of the Sun
- which can now be elevated from the z axis (in Earth region the elevation
- is 23 degrees to match the spin axis of the Earth). The Sun position
- should be different in each space region (Uranus for example should have
- a solar elevation of closer to 90 degrees).
-
- 011 Collision detect is now activated for destroyed objects under repair
-
- 012 The PTE now has support for high-res GBMs (Global BitMaps). These are the
- maps used on the external surface of planets/moons. This won't be obvious
- until surface ops is completed.
-
- 013 Reduced the displacement value of CRAFT1,2,3 cargo units
-
- 014 Support added for gas giants, which means no PTE surface. The code still
- needs to be modified to remove the surface on such planets once I define
- all of them.
-
- 015 The REPEAT ACTIONS waypoint order is now implemented and resets the
- current waypoint to the first. The default order for the ship once it
- reaches the last waypoint in the pattern is always RTB.
-
- 016 Smoke trails added for:
-
- () Missiles in 'dumb fire' mode (no valid lock)
- () Aircraft that are about to blow up
- () Some surface object blast fragments
-
- 017 Implemented new personnel images. The originals are 150x150 but
- due to the format of the current version of the game, had to be resized.
- This makes the images smaller and less distinct. In v2.0, the bridge is
- different and I will find a way to make the images larger.
-
- 018 Missile guidance no longer operates while a missile is detonating
-
- 019 Missile collisions are disabled from the instant that they are
- destroyed by a collision.
-
- 020 Missiles now have proximity detonation technology which causes them to
- detonate when within a certain range of the target.
-
- 021 Added contrail technology to missiles. Currently a temporary smoke
- animation is used in space and on planets.
-
- 022 You will no longer be able to launch missiles if the EMD is active.
-
- 023 Changed Glide tractor beam effect and modified the software renderer version
- so it is closer to the Glide version. Also changed beam so it is more
- conical shaped (probably needs a rear section to enclose the entire ship).
-
- 024 TACOPS camera now shows the shimmering effect for transported personnel.
-
- 025 tacOPS will now be automatically updated if a probe you're observing in
- TACLINK mode, jumps to a new region.
-
- 026 Using new nav code, entities (AG or scripted) can now acquire, engage and
- attack a target in *ANY* part of the galaxy. They will use advanced route
- finding logic to locate the objective. You can test this by scripting a
- ship to take out a station and then manually follow it as it plots a route.
-
- 027 Scripted AI ships with escort orders will now revert to SAD mode if their
- target is destroyed or goes out of scope.
-
- 028 Scripted AI ships with escort orders will now be able to follow their
- target where it goes (using new nav code)
-
- 029 Instruments are no longer linked to the probe's TACLINK mode. Only tacOPS
- now has access to the probe when in this mode. This means that NID, TACSCAN
- and BridgeViewer will no longer use the probe's TACLINK data.
-
- 030 Detaching a probe now self-destructs it. This allows you to replace it.
-
- 031 Probe menus entries: "View Probe/Local region" now show the name of the
- region to be viewed.
-
- 032 Nebulae added. Eventually, each starsystem will have it's own nebulae
- bitmap. A total of 25 in all. In this version, Sol, Sirius, Alpha Centauri
- and Tau Ceti have unique maps
-
- - Nebulae are not visible on planets.
- - Nebulae currently wrap around the Z-axis and have fixed width.
- - All regions in a given system use the same nebula.
-
- 033 The race/caste of the target is now displayed in the CVD
-
- 034 Fragmentation code modified. The degree of fragmentation now varies with AI
- class of object. Only large objects now generate large numbers of fragments.
- The maximum number that can be generated with max fragmentation in CONFIG
- and greatest magnitude is 75, the minimum is 5
-
- 035 Shockwaves implemented and completed. Software renderer uses
- a monochrome shockwave while Glide uses 16-Bit version. Three shockwave
- types are supported with different speeds that are used according to the
- size of the object for best visual effect. Only dynamic objects generate
- shockwaves. More shockwave types can be added at any time. Missiles are
- explicitly excluded. Note: Time to go alt+x crazy!
-
- 036 Transparent bitmaps (such as the gridwork bitmap) are now rendered
- transparent in Glide version.
-
- 037 Modified flight dynamics. Control of large ships is now a little more
- sluggish. Still needs more work.
-
- 038 The COMMLINK will no longer auto-launch in XC when running in debug mode
-
- 039 The cockpit COMMLINK will now flash when questions are asked
-
- 040 If you have a planet selected in the CVD and you activate tacOPS, it will
- no longer OBSERVE the planet. Instead, it will start tacOPS (as normal) and
- you can then select the planet and OBSERVE it.
-
- 041 You will no longer be able to launch a probe if the probe assigned to the
- current slot, is deployed. You need to detach/destroy the probe before you
- can put anything in that slot.
-
- 042 You will no longer be able to dock with stations under repair or under
- attack. In order to dock, all hostiles, including missiles in flight, must
- be cleared before you are granted docking clearance. You can't dock while
- in hyperspace either.
-
- 043 The EMD's performance is now directly linked to it's damage state.
-
- The EMD integrity must be at least 20% for it to work. Integrity
- is dependant on:
-
- BC: Weapons computer & tactical computer
- IC: Dedicated EMD system
- SC: Computer
- ATV: Computer & Weapons systems
-
- The greater the EMD integrity, the more effective it is at jamming
- missiles. A jammed missile operates in dumb-fire mode, so EMD is
- ineffective if a missile is launched on target and/or at point-blank
- range.
-
- The EMD jammer is now more accurate. Note: If a missile has a lock and is
- flying toward you, when you turn on your jammer, there is a probability
- that the missile will be jammed as long as the EMD is on. BUT you must
- change your location because the missile will then assume a 'dumb fire'
- AI mode which causes it to fly straight ahead.
-
- 044 Target Lead indicator in HUD should be more accurate now
-
- 045 Since all ships now use an advanced route finding logic, you can recall
- your ships from anywhere in the galaxy (space or planet) and they will
- seek the Battlecruiser.
-
- 046 Ships on the planet surface will now ignite a short VTOL power burst in
- order to take off if they are touching the surface. This will allow them
- to leave the planet and return to space if they need to. Sometimes if the
- pitch angle is down, they may get stuck. You then need to take off manually
- and then give them the command again.
-
- 047 The alter-ego now has the commander's name when deployed as a 3D object
-
- 048 If you tractor personnel, they will be killed
-
- 049 Added right arrow in Tactical/Crew screen so that you can now cycle thru
- the personnel assignments list easily.
-
- 050 Crew now consume 3 NUTRIPAKS a day. This means that you start off with 2
- days worth of food for the crew.
-
- 051 Reduced price of VACPAK to 5000. Reduced initial amount to 10. Low warning
- level at 5, critical level warning at 2 (same as MEDPAK, NUTRIPAK)
-
- 052 Marines will now prep for combat before going to any location. Also, you
- no longer need to 'prep' them beforehand because if you assign them to a
- location and they are NOT prepped, they will prep and then proceed.
-
- 053 Radar scanning circle is disabled if object is not 100% operational
-
- 054 ALT-F1-F4 will no longer launch ships unless the current ship is the BC
-
- 055 tacops command palette teams for SH1-4 and ATV1-4 are now enabled if there
- are personnel in the ship
-
- 056 You will now be awarded EPs for kills by your AI pilots, ATV drivers and
- personnel whether you're flying the ship or not. You will also be
- penalized with EP deductions if they screw up and destroy a friendly!
-
- 057 Prisoners on the ship will now be transfered to the station when you dock.
- You will be awarded 2 EPs per prisoner. I thought of doing the same for
- intruders but decided against it because then everyone will be running home
- at the first sign of trouble.
-
- 058 You will no longer lose 100,000 EPs if GHQ is destroyed when the Earth
- region is not your PZ.
-
- 059 Cargo pods are now created as HAZARD/MIXED so they are not valid AI targets
-
- 060 Ships are no longer capable of ridiculous speeds. The max normal speed is
- Factor 9 (1500 mps). The A/B and retros can only go at 1.5 times max speed.
- Support ships, using the A/B and retros constantly will depleted all stored
- power in 15 mins. In the case of the BC, the time to depletion is dependent
- on the current Radine. AI ships will use short bursts of A/B in order to
- breach vast distances. Note that your max speed at any time is also
- dependent on the current amount of damage to the ship's systems.
-
- Note: If you max out the thrust or after-burner, then the [`] and [tab] keys
- won't reduce/increase speed. Use [0] to slow the ship down, or alter your
- thrust vector by turning the ship.
-
- 061 AI ships in escort mode will now break and defend themselves if attacked
- while in escort mode. They will not attempt to follow the attacker but will
- break and return to escort duty once the attacker goes out of range.
- Previously, the escort would ignore attacks on itself but respond to attacks
- on the escortee. They will also attack ships that are within range IF the
- target they are attacking/escorting is not currently under attack. If the
- ship they are escorting jumps, the escort will break off any attack and
- plot a route to where the escortee jumped. They won't do this if they are
- defending a ship that then leaves the region.
-
- 062 Removed escort/defend command conflict. If a ship is escorting an object
- and defending another, preference will be given to the ship it's escorting.
- If the escortee goes out of scope, the escort will revert to defending the
- other ship. If both go out of scope, it will revert to SAD mode.
-
- 063 Turret laser velocity is now independent of the platform it's on
-
- 064 The turret rate of fire has now been increased in order to increase their
- accuracy.
-
- 065 Turrets will now fire in their relative directions. Used to fire ahead only
-
- 066 Turret leading and target acquisition logic second pass implemented.
- Turrets and missile launches for carriers and stations will no longer
- fixate on a single target but instead will acquire and fire on targets as
- they come into range.
-
- 067 The hyperjump charge will now be 100% depleted when a ship jumps into a new
- region.
-
- 068 Reduced the hyperjump timer of all ships so that they make jumps less
- frequently
-
- 069 Increased the range at which ships will use their hyperjump engines. This
- means that they will fly to targets most of the time rather than jumping all
- over the place. This needs some tweaking though.
-
- 070 BC bridge systems are now activated on new game startup and set to MODE 1
-
- 071 Battlecruiser changes
-
- - IOD graphics changed
- - IOD recharge rate increased
- - IOD firing sound changed
-
- 072 Increased re-arm time for AI ships docking with their platform
-
- 073 Surface Ops: planetary egress
-
- Pressing [O] at any altitude takes you to space after responding to Y/N
-
- 074 Surface Ops: Implemented terrain following model
-
- Turning on the A/P will set the current altitude as that which the A/P
- will attempt to hold. The altitude is relative to Ground level. AI
- ships have an implicit altitude hold of 250 feet. Needs some tweaking.
-
- 075 Surface Ops: Implemented terrain avoidance model
-
- Terrain avoidance logic is implemented for aircraft on the surface
- It is currently active in the player ship even if the A/P is inactive.
- (WORK IN PROGRESS)
-
- 076 Surface Ops: Implemented new heading indicators for waypoints
-
- The HUD heading scale shows up to three carets
-
- () A solid triangle is the current objective and relates to the
- box-X/Target leader line symbology, TTD, range scales etc.
-
- - This is the target currently selected in the NID or TACSCAN
- and set as the nav target using the FPD key [f]
-
- () An open triangle is the target shown in the CVD
-
- - This is the current target NOT designated with the FPD key [f]
-
- () a vertical box is the current waypoint (if set) When shown
- the current waypoint ID and range are displayed on the right
- of the HUD below the heading display
-
- 077 Surface Ops: Implemented waypoint follow model
-
- You can now follow waypoints for the ship you're flying (set in tacOPS)
- from the cockpit and either in manual or a/p mode. Sample.
-
- - go to tacOPS and 'observe' the planet (works in space too). Click
- about 2-3 times so you can see the separation grid.
-
- - set 3 waypoints with 'proceed to next' orders and a 4th one with
- 'repeat actions' for IC-1. Try to space them apart by putting 2 to a
- grid. Each grid is about 2000km wide so don't go overboard!
-
- Note: If you ever wanted to see all the climate zones on Earth. Here's
- your chance. Set the waypoints headed North as far as you can go. Get
- ready to sit there for HOURS.
-
- - launch IC-1 and switch to it
-
- - Switch to it and you will notice that it's diving for the hard deck
- (needs to be fixed). Turn off the a/p and fly to about 1000ft and
- engage the A/P. The ship will now fly to each of the waypoints avoiding
- the ground, flying the pattern and repeating it when it passes the 4th
- one.
-
- - You will notice a waypoint designator on the top right corner of the HUD
- (inverse color for now so it's easy to see) and the range in km.
- The current waypoint being tracked is indicated by a vertical box in
- the HUD below the heading indicator. If you are doing this manually,
- fly toward this heading in order to reach the waypoint.
-
- - While the A/P is flying the waypoint pattern, you can still cycle
- targets in the NID or TACSCAN and view them in the CVD. The current
- target will be designated with an open triangle (see below). If you
- make this target the current destination, and engage the A/P, this
- will over-ride the current waypoint and the a/p will fly to the
- target. In order to resume following the tacOPS programmed waypoint,
- destroy or cancel the current target using [x] and the A/P will resume.
-
- - Since you have tacOPS control when flying an interceptor, simply
- activate it, alter the waypoints. This may be a bit difficult if there
- are objects showing on the map. So, use the command palette, select
- the desired waypoint and use the PLACE command to relocate it on the
- map. The ship will simply follow the new waypoint path and from the
- HUD, you will see the new distance.
-
- Note: Press F1 to return to the cockpit.
-
- 078 Surface Ops: Explosions
-
- Explosions on the planet now follow a parabolic curve and will fall to
- the ground on detonation
-
- 079 Surface Ops: collision changes
-
- Only Air objects (objects with "A" in the dynamic flags in objects.scr)
- will spin if they collide with anything. They are also prevented
- from spinning if they are touching the surface.
-
- 080 Surface Ops: Xtreme Carnage
-
- Enabled surface AG on Xtreme Carnage planets.
-
- 081 Surface Ops: NID object legend update
-
- white - compound site (city, naval fleet, bases etc)
- green - dynamic
- blue - airborne craft
- yellow - naval ships
-
- 082 Surface Ops: support ship deployment
-
- The mining drone is now deployed immediately ahead of the shuttle and has a
- random roving AI model. It moves across the surface, pauses to mine,
- changes direction at random and continues moving. It will reverse in a
- random direction if it hits another object. To see this in action, launch
- the drone say on Mars, target it in the F10 camera view, get a good angle
- and just watch it. Like a total idiot, I sat there one day and watched it
- rove the Martian surface for over 30 minutes. Some of the views were just
- too cool.
-
- Deployed personnel use similar logic for the time being.
-
- The ATV is now deployed immediately behind the shuttle
-
- Wanna see something cool? Try this
-
- 1. Put a marine in the shuttle
-
- 2. From tacOPS, set 3 waypoints on a planet as follows. Space them a little
- apart but before you place them, zoom down a bit.
-
- 1. deploy atv
- 2. deploy drone
- 3. wait for instructions
-
- 3. Launch the shuttle and follow it from the F10 cam view until it enters
- the planet. Then switch to it
-
- 4. Make sure a/p is on and just watch it. Check the waypoint range and
- when it's about 25 km from it (where it's going to deploy the atv),
- switch to the F8 external camera view. Use the zoom and direction
- controls to get a cool view of the shuttle. Zoom out, so DON'T fill up
- the screen with the ship. Now pan the camera using the arrow keys so
- that the ship if facing to the right of the screen.
-
- When it reaches waypoint 1, it will deploy the atv (you will see it
- drop!) and turn (really cool) to the next waypoint and do the same
- thing before finally flying to waypoint 3 and waiting for further orders.
-
- 4. At this point, you can go into tacOPS (from the shuttle) and change the
- orders of waypoint 1 and 2, so that it collects the atv and drone. When
- you switch back to the HUD using F1, it will do the action. You may also
- want to delete waypoint three. This will allow the shuttle to return to
- the BC when it picks up the drone. The final waypoint is always RTB
- unless given an explicit 'wait for instructions' command.
-
- 083 Surface Ops: completed surface clouds.
-
- On planets with a different time zone than Earth, the palette is screwed up
- when clouds are active. This needs to be fixed.
-
- 084 Surface Ops: planetary date object records
-
- Deleted all old .POF files. Program will auto-create new ones when the
- planet is first entered. There will be a slight delay once planetfall is
- established the first time you enter a planet.
-
- 085 Surface Ops: object auto-generation
-
- Enabled surface object generation on Earth, Mars & Sygan in order to test
- surface ops and start fixing problems with object placement and dynamics.
- Earth has some hostile, friendly and random regions, Mars is over-run by
- Insurgents and the guys over at Sygan...well, pay them a visit.
-
- Though BC3K does not display the region segments yet (will do once orbital
- surface scan is in), you can see the region segments by running either
- PTEproto or GLDproto. You will then see the regions once the GBM loads.
-
- 086 Surface Ops: Cargo Manipulation
-
- The cargo transfer option in the shuttle and atv menus are work in progress.
- Use at your own risk. You can use the ATV/DRONE/CREW/CARGO menus in the HUD
- to transfer cargo, personnel etc amongst the crafts currently IN the shuttle
-
- Play around with it. The worse that could happen is the game will crash if
- you do something weird. At any rate, you can now deploy a drone and transfer
- it's cargo to the shuttle or atv without having to bring the drone back.
- You have all the options. Since it's work in progress, I'm not going to
- bother explaining in this version.
-
-