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Supreme Commander
Available on :
Pc
Xbox 360
Xbox 360
Developed by :
Published by :
Genre :
Real Time Strategy
Description
For a thousand years, three opposing forces have waged war for what they believe is true. There can be no room for compromise: Their way is the only way. Dubbed The Infinite War, this devastating conflict has taken its toll on a once peaceful ...
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Latest news
03-26-08 Supreme Commander 360 delayed
03-25-08 SupCom 360 port delayed till summer
11-12-07 SupCom officially coming to Xbox 360
10-23-07 Supreme Commander going console
06-08-07 Small Supreme Commander hotfix out
03-03-07 Second SupCom patch released
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News
New SupCom patch, DX10 update cancelled
Posted on Tuesday, 22 May 2007 by Ryuken, source: Gas Powered Games
THQ and Gas Powered Games have just released the newest update for their largescale sci-fi RTS Supreme Commander.
This new version (v3251) fixes numerous issues, improves performance for lower-end PC's and includes some new features and smaller options as well.
Just connect to GPGnet to get the update but be warned though, you'll first need to remove all mods and custom maps you might have installed before upgrading, since v3251 changes a lot of files and the modstructure of the game (even though it's only 12 MB large). If you're not sure what to do, read this patch preparation thread on the official boards.
If you don't want to connect to GPGnet, then there are still seperate downloads available. We have them in two flavours:
Here is the full list with fixes and new features, below you can read an excerpt:
Also, GPG has decided to drop future DirectX 10 support for the game because of various problems:
So their focus lies now solely on supporting the "old" DirectX 9 folks. More updates to the game will arrive soon as well in the form of an official map editor and an online Map Vault on GPGnet to store custom maps to.
This new version (v3251) fixes numerous issues, improves performance for lower-end PC's and includes some new features and smaller options as well.
Just connect to GPGnet to get the update but be warned though, you'll first need to remove all mods and custom maps you might have installed before upgrading, since v3251 changes a lot of files and the modstructure of the game (even though it's only 12 MB large). If you're not sure what to do, read this patch preparation thread on the official boards.
If you don't want to connect to GPGnet, then there are still seperate downloads available. We have them in two flavours:
* Incremental patch (12 MB, updates v3223 to 3251)
* Full patch for a clean install (25 MB, updates retailversion to 3251)
* Full patch for a clean install (25 MB, updates retailversion to 3251)
Here is the full list with fixes and new features, below you can read an excerpt:
---------------------------------------------------------
Patch Notes for build 325X
---------------------------------------------------------
MISC
* New cartographic view for both main view and strategic map.
* Multiplayer/Skirmish maps now have a "no rush" timer option.
* Map props have been altered to balance player start positions.
* Overall performance enhancements in regards to memory management and AI.
* Saltrock Colony's civilian defenses altered for balance.
* Assist Icon now properly shows when mousing over a Quantum Gateway.
* Starting Mass Extractor locations adjusted for all ranked maps.
* Weapons that do splash damage no longer destroy other projectiles.
* Improved pathing and unit formation behavior, especially for naval and experimental units.
* Fixed issue where game would lock up if you were at unit capacity in campaign mode and captured an enemy unit.
* Ferry Beacon now has a Strategic Icon.
* Weapons now perform a terrain blocking test when choosing the best target to engage.
* Improved behavior for Engineers that are patroling and reclaiming resources.
* Attack Ground is now equivalent of Attack Move to Position.
* New Hold Ground stance lets units attack the ground instead of performing an attack move to a position.
* Fixed double Mass Extractor exploit.
Patch Notes for build 325X
---------------------------------------------------------
MISC
* New cartographic view for both main view and strategic map.
* Multiplayer/Skirmish maps now have a "no rush" timer option.
* Map props have been altered to balance player start positions.
* Overall performance enhancements in regards to memory management and AI.
* Saltrock Colony's civilian defenses altered for balance.
* Assist Icon now properly shows when mousing over a Quantum Gateway.
* Starting Mass Extractor locations adjusted for all ranked maps.
* Weapons that do splash damage no longer destroy other projectiles.
* Improved pathing and unit formation behavior, especially for naval and experimental units.
* Fixed issue where game would lock up if you were at unit capacity in campaign mode and captured an enemy unit.
* Ferry Beacon now has a Strategic Icon.
* Weapons now perform a terrain blocking test when choosing the best target to engage.
* Improved behavior for Engineers that are patroling and reclaiming resources.
* Attack Ground is now equivalent of Attack Move to Position.
* New Hold Ground stance lets units attack the ground instead of performing an attack move to a position.
* Fixed double Mass Extractor exploit.
Also, GPG has decided to drop future DirectX 10 support for the game because of various problems:
As the patch rapidly approaches, many of our community members are wanting to know the status of Supcom and DX10. This is the word on this subject.
The opportunity to integrate DX10 came along very late in the development process for Supreme Commander. The window of opportunity was very narrow, but it was felt that if everything came together we could integrate this exciting jump forward into Supcom.
Despite the best efforts of our own team and our partners from Microsoft and Nvidia, the timing simply did not line up. The availability of DX10 hardware, final releases of Vista itself, and the solid drivers simply did not line up with the necessary time frames in our development cycle. Having missed that window, our dev team has focused on graphical improvements that will benefit a far wider audience than the still very small but growing segment of Vista users with DX10 compatible cards. Having missed that window, the resources necessary to integrate the tech do not make sense compared to what can be accomplished for that greateraudience.
Chris Taylor and GPG are rightly known for pushing the envelope of technology and innovation, integrating the latest technologies into GPG's games. While hindsight might make it clear that the time frames did not align to successfully integrate DX10 with Supreme Commander, it was felt that it was worth the shot we took.
The bottom line: Directx 10 support will not be patched into Supreme Commander or its expansion packs. GPG looks forward to integrating this exciting technology into future projects. We, like the rest of PC gaming community, are looking forward to the first DX10 games in the coming months.
The opportunity to integrate DX10 came along very late in the development process for Supreme Commander. The window of opportunity was very narrow, but it was felt that if everything came together we could integrate this exciting jump forward into Supcom.
Despite the best efforts of our own team and our partners from Microsoft and Nvidia, the timing simply did not line up. The availability of DX10 hardware, final releases of Vista itself, and the solid drivers simply did not line up with the necessary time frames in our development cycle. Having missed that window, our dev team has focused on graphical improvements that will benefit a far wider audience than the still very small but growing segment of Vista users with DX10 compatible cards. Having missed that window, the resources necessary to integrate the tech do not make sense compared to what can be accomplished for that greateraudience.
Chris Taylor and GPG are rightly known for pushing the envelope of technology and innovation, integrating the latest technologies into GPG's games. While hindsight might make it clear that the time frames did not align to successfully integrate DX10 with Supreme Commander, it was felt that it was worth the shot we took.
The bottom line: Directx 10 support will not be patched into Supreme Commander or its expansion packs. GPG looks forward to integrating this exciting technology into future projects. We, like the rest of PC gaming community, are looking forward to the first DX10 games in the coming months.
So their focus lies now solely on supporting the "old" DirectX 9 folks. More updates to the game will arrive soon as well in the form of an official map editor and an online Map Vault on GPGnet to store custom maps to.
In other news:







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