Last Updated : 02/14/04
Since there is no ability for you or an NPC to carry an injured comrade to safety (wait for the next game), you have to ensure that you manually pull your people out of a hostile zone if they are badly injured as they will NOT abandon their order (and subsequently their comrades) without a direct order. i.e. an Assault Force Marine, carrying the devastatingly powerful A9MAG will never leave - even if he has a very low LF or very high FF. You have to find a safe location and then give him the order to escort you (and subsequently to that location) or another NPC (in a safe location). If you give the RTB, he will bugger off home and be lost to you.
NPC marines have long term memory - so treat them nicely or they will get you killed at the very first opportunity, by ignoring a direct order.
NOTE: that using a single MEDPAK, NUTRIPAK, or TOOLKIT (as viewed in the CVD/SMD) will not immediately change the stores manifest as they each have 2 and 4 uses respectively. The stores manifest will change after the healing process is completed, not when it starts.
NOTE: To those of you creating scenarios, do NOT use the same numbering system as the game!! e.g. the IA scenarios in the game are numbered IA01xx.SCR, allowing for up to IA0999.SCR scenarios. So, all user scenarios can use the next numbering set e.g. IA02xx, IA03xx etc up to IA09xx. The same applies to ROAM (Rxxx.SCR) and CAMPAIGN (Cxxx.SCR) scenarios.
NOTE: The F10 camera (like all external cameras) is for viewing purposes only and not to be relied on for normal gameplay operation. Due to the vast distances which an object being viewed can be at, this camera will sometimes give incorrect object placement results depending on the map location.
[DIRECTX SHADER VERSIONS]
vertex shader 1.1 + pixel shader 1.1, 1.2, 1.3, 1.4 (DX8.1 card)
vertex shader 2.0 + pixel shader 2.0 (DX9 card)
[CARD SHADER VERSIONS]
nVidia GeForce3 class cards support vs 1.1 and ps 1.1
nVidia GeForce3 MX class cards support vs 1.1 and no ps support
nVidia GeForce4 Ti class cards support vs 1.1 and ps 1.3
nVidia GeForce4 MX class cards do NOT have a shader engine
nVidia GeForce4 4200 GO cards (used in laptops) support vs 2.0 and ps 2.0
nVidia GeForce4 4x0 GO cards (used in laptops) do NOT have a shader engine
nVidia GeForce FX class cards support vs 2.0 and ps 2.0
nVidia GeForce FX GO class cards (used in laptops) support vs 2.0 and ps 2.0
ATI Radeon 7x00 class cards do NOT have a shader engine
ATI Radeon 8x00 and higher class cards support vs 1.1 and ps 1.4
ATI Radeon 9000 class cards support vs 1.1 and ps 1.4
ATI Radeon 9600/9700/9800 class cards support vs 2.0 and ps 2.0
Matrox Parhelia class cards support vs 2.0 and ps 1.3
(!) The speed control of the vehicle currently reverts to NPC model so the vehicle will stop instantly when the player gets out. This will change later so that the vehicle continues to move forward until it comes to a halt due to friction.
(!) The mouse control allows the turret to turn +/- 90 degrees which exceeds the field of view; so the apparent sensitivity is high and the gunsight may move outside the display area.
There is additional handing to deal with a secondary gun object ("turret" tag as opposed to "gun" tag) when the turret tag is found before the gun when searching the object (this is the case in the Wildcat). Both gun turrets will follow the mouse but only the gun type will fire.
(!) Later the turret tagged object should either
(A) work like the PTA and independantly aquire targets or
(B) be a switchable weapon (like in FP where numeric keys select weapon class).
(!) until the character model animations are completed and integrated into the game, the new weapons (the game now has 18 weapons) will not be available for use.
Carets are now sourced as bitmaps and will eventually replace existing stroked carets. The FP compass rotates so that the top of the compass represents "ahead". The carets showing heading to DJP/Repair Stations/Target are positioned around the compass and rotate with it. The position now clearly indicates bearing to the item.