Hardwar UIM Features

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1).<< UPGRADE UIM.06 >>
----------------------

An upgrade to fix a couple of bugs.


Features and fixes for UIM.06
-----------------------------

1) The savegames now correctly load from an earlier UIM??? version,
2) The display settings are checked at startup - it was not converting
the old pre-UIM settings correctly.


Compatibility.
--------------

DirectX9 required.

UIM.06 will connect to itself in a network game and UIM.05

UIM.06 really will load any UIM save games, or U3.04 but not earlier ones. 


2.<< UPGRADE UIM.05 >>
----------------------

An upgrade to fix a few old problems and a new one.


Features and fixes for UIM.05
-----------------------------

1) The terminal negative deposit problem is fixed.
2) The problem whereby automatically generated pirates etc ran out of names, is cured.
3) Dead pilots are once again saved in the SAV file. They really are this time.
4) An old savegame problem (present since 1998 I believe) is fixed. This caused
a fatal crash at load, occasionally.
5) Analogue gamepads (similar to Playstation controllers) should use analogue signals now,
6) Loading an old game will recreate monorail cars when all have been destroyed.
7) The chat messages were sometimes mixed with the FROM, this is fixed.
8) Attacks on monorails will no longer be tolerated.


Compatibility.
--------------

DirectX9 required.

UIM.05 will connect only to itself in a network game.

UIM.05 will load any UIM save games, or U3.04 but not earlier ones. 




3.<< UPGRADE UIM.04 >>
----------------------

An upgrade to fix an old problem with the in-game videos.


Features and fixes for UIM.04
-----------------------------

1) The in-game videos now no longer need to switch resolution to play. This gives
a smoother transition, and fixes a crashing problem on some machines.
2) The embossed textures can now be disabled in Hardman, Mipmaps are automatically
enabled if using embossing.



Compatibility.
--------------

DirectX9 required.

UIM.04 will connect to itself and UIM.02 or later in a network game.

UIM.04 will load any UIM save games, or U3.04 but not earlier ones. 



4.<< UPGRADE UIM.03 >>
----------------------

Another small upgrade, mainly to fix a single but significant problem.


Features and fixes for UIM.03
-----------------------------

1) The messages system would crash if Target Subject was performed, on a dead
pilot after a game load; the game save no longer saves dead pilots (see below).
2) The embossed textures are now loaded directly from 2 BMPs, rock_e.bmp and met_e.bmp
These can be modified as you wish, but they must be 24 bit BMPs (even if you reduce 
the actual number of unique colours), and they must remain square.
Rock_e.bmp is used to emboss the crater walls and floor; met_e.bmp for the tunnel floor,
and hanger floors.




Compatibility.
--------------

DirectX9 required.

UIM.03 will connect to itself and UIM.02 or UIM.02.01 in a network game.

UIM.03 will load any UIM save games, or U3.04 but not earlier ones. 




5.<< UPGRADE UIM.02.01 >>
-------------------------

A small upgrade, mainly to fix a couple of issues from UIM.02


Features and fixes for UIM.02.01
--------------------------------

1) A problem with the new cloud texture's alpha mask is fixed. This should tile OK 
on most cards. Mipmaps should be enabled to use this feature.
2) A route finding problem from Alpha-Riverside (caused by the Downtown-Res Tunnel)
is fixed.
3) An optional new feature is some simple embossing on the crater textures, tunnel floors
and hanger floors.
4) The navigation map now has the new tunnel included.



Compatibility.
--------------

DirectX9 required.

UIM.02.01 will connect to itself and UIM.02 in a network game.

UIM.02.01 will load any UIM save games, or U3.04 but not earlier ones. 





6.<< UPGRADE UIM.02 >>
----------------------

Welcome to Ian Martin's second unofficial Hardwar upgrade.

The main purposes of this upgrade are some fixes to UIM.01
and the addition of 24/32 bit support - a cosmetic update.


Requirements
------------

Hardwar should still run on a 1998 era PC, but DirectX9 is required. Please download
this from http://www.microsoft.com/directx. We detect the DirectX version, and report if
DirectX9 is not detected, but do allow the user to continue anyway, just in case the
detection code, which uses DLL file versions, shows a fault.

A Direct3D compatible 3D accelerator card is required from UIM.02 onwards.

Features and fixes for UIM.02
-----------------------------

1) 3DFX Glide is deleted. Any 3DFX users should select Direct3D. Users of an old 3DFX
pass-thru card should select Secondary Display.
2) Software rendering is deleted.
3) 24/32 bit display mode is introduced. If operating in windowed mode, it selects the
desktop's colour depth, where the desktop is 16 bits per pixel or above.
4) An option to select 32 bit textures is added. This should ONLY be used where 64Mb or
more of texture memory is available. Hardwar does not use the automatic texture
management system, it shrinks textures until they all fit.

If texture memory is limited on your system, try some or all of these (in this order)

a) Do not use 32 bit textures.
b) Clamp textures to 256x256 (some older cards do not allow larger textures anyway, so
Hardwar shrinks them regardless).
c) Use the old explosions.
d) Disable mipmaps.

5) An option is added to revert to the old fog colours.
6) Hardman was not correctly reading the max number of network players - this is fixed.
7) The 'victim' modes introduced in UIM.01 are disabled in network games.
8) The clouds now use a new BMP texture, and are redesigned. They are still an option.
9) A missing building was re-added, Vacant 008.
10) A bug was found and fixed in the texture shrinking code (see 4 above) causing a fatal
crash where available texture memory was limited.



Compatibility.
--------------

DirectX9 required.

UIM.02 will only connect to itself in a network game. It has a new network GUID.

UIM.02 will load UIM.01, U3.04 save games, but not earlier ones. 















7.<< UPGRADE UIM.01 >>
----------------------

Welcome to Ian Martin's first unofficial Hardwar upgrade.

The main purpose of this upgrade is stability.


Requirements
------------

Hardwar should still run on a 1998 era PC, but DirectX9 is required. Please download
this from http://www.microsoft.com/directx. We detect the DirectX version, and report if
DirectX9 is not detected, but do allow the user to continue anyway, just in case the
detection code, which uses DLL file versions, shows a fault.

Features and fixes for UIM.01
-----------------------------

1) A server side bug where menu options were displayed but no longer valid at
the client side due to lag, is fixed. The bug caused a crash on the server.
2) The tunnel between Reservoir and Downtown is opened permanently.
3) A bug in some of the navigation, causing AI pilots to get confused, is
fixed.
4) Retire pilot in a multiplayer game has a confirmation screen.
5) Some new explosion graphics are added, for Direct3D users only. These are high quality
256x256 24 bit colour images. There is an option to retain the original ones.
This has been tested on a 32Mb NVidia TNT, and a 128Mb GeForce4.
6) A bug with USB gamepad axis values is fixed. This has been tested on a Thrustmaster
12 button gamepad.
7) An old frame buffer problem which has been present since 1998 is fixed, for Direct3D.
This caused a very occasional crash.
8) There is a new fog distance option, for Direct3D, which allows most of the largest
craters to be seen at all times. This is only intended for contemporary fast machines
and has been tested on an Athlon 2600, Celeron 2.4Ghz and faster machines.
9) There is an option to limit the number of remote players in a network server. This is
intended for users who host servers with modest bandwidth. Hardwar does require a lot
of network bandwidth (though this is being looked into) and if you allow 64Kpbs 
per player, you should be able to host a server. If, for example, you have a 256Kbps
upload speed (from your perspective) you should be able to have 4 remote players. 
10) Some work has been done to compress the network data, and tokenise the information.
Data sizes have typically fallen by 20% but this can be much lower.
11) The manually activated autopilot now flies to a lightwell.
12) Direct3D W buffering is now enabled, where the accelerator supports it - most cards do.
This cures the z ordering problems in tunnels, and other areas.
It defaults to on, but there is an option to disable it - at least one user has reported
a problem with an old Voodoo card.
13) The flares cast a less harsh but richer light.
14) A new server side clicking bug is fixed - caused by unloading cargo.
15) The joystick throttle problem has been addressed, and there are additional config
options.
16) The maximum number of players in a network game works.
17) An option is added to simulate lag, in a single player game. Each frame lags by 10 frames.
18) If a pilot is named "I am a victim" most of the AI pilots attack him. If the pilot is
named "I am a made victim" then he is invulnerable. This was done to test the engine at
its limits, both in terms of display capabilities and control code.
19) When games are saved, dead pilots are not saved.
20) When using developers info, it was always allocating a huge buffer, not needed.
21) The CD music selects random tracks during extended flying.
22) The sky colour is changed to be more like the real Titan.
23) Remote players in a network game, are updated at 10 fps when using radar, messages or
hanger display, to minimise network bandwidth.


Compatibility.
--------------

DirectX9 required.

UIM.01 will only connect to itself in a network game. It has a new network GUID.

UIM.01 will load U3.04 save games, but not earlier ones. This has been tested with a save
from a long term server U3.04 (5000+ days!).


Making Videos
-------------

Some time ago, a facility was added to allow silent videos to be created. There are
problems with this facility, but used with care, it can create effective videos.

This is acheived by recording your actions for a short period, then replaying that recording,
grabbing each frame into incrementally numbered 24 bit BMP files. Use a third part
utility to create an AVI, MPEG or QT, using those BMPs.

a) To record, set the detail options for highest speed. You need to be able to record at
12 or 24 frames per second.

Start a single player game, and get to the point where you wish to start recording. Save 
the game. For this example , your save is called "vid1.sav"

In the command prompt, go to the hardwar directory, and enter:-

hardwarw.exe /t:load "vid1.sav" /t:recordsave

Act out the scene. A maximum scene of 30 seconds is recommended.

b) To play back and grab at 24 frames per second:-

Set the detail options to maximum. Choose a sensible resolution for the video.

hardwarw.exe /t:load "vid1.sav" /t:recordplaygrab24

Lots of BMPs will be created in your hardwar folder.

You can then use these to create a video. Specify 24 frames per second.


It's not perfect, and it's not easy.