About the Game:
- What is Evochron Legacy?
- Is Evochron Legacy a MMO?
- Does Evochron Legacy have a single player mode that works offline?
- How is Evochron Legacy different from previous Evochron games?
- How do I upgrade my copy of the game to a newer version?
- Are there any changes to the game's control/physics system since the previous game?
- The weapon turrets I've built aren't firing at hostile ships and/or aren't protecting my station/city modules very well?
- Why are distress calls for things like oxygen only for cities and not stations as well?
- Why can I sit at a station and retrieve oxygen in an atmosphere and complete a distress call so easily?
- Why doesn't combat pay a lot better than some of the other 'peaceful' contracts in the game?
- Why aren't there more 'things' to do on uncharted worlds? Like missions/quests, hidden loot, shipwrecks, etc?
- Why can't I save the game while on a planet like I can when in open space?
- I've been trying to find combat contracts but all I'm offered are non-combat contracts. Do I need to change factions?
- Are there mandatory 'perma-death' or complete 'lose' end points in the game?
- Does the game have speed limits?
Video, Sound, and Performance Technical Support Questions:
- Some of the sound or music in the game crackles and/or the framerate is really low, what's wrong?
- The game closes with a 'File Error' message or 'Could not load image/object' message?
- I have the latest version of DirectX and display drivers installed, but the game doesn't run or doesn't look right?
- When jumping close to a planet and/or when making a fast descent, sometimes the terrain takes a while to update, leaving behind temporary 'cracks', 'fissures', or low detail sections. Is there a way to reduce this?
- The graphics are blurry, low detail, and/or there is only a blank screen with the audio playing?
- I have a problem running the game and the suggestions here haven't fixed it. What can I do?
Multiplayer Technical Support Questions:
- I use a router/firewall/ICS/NAT and can't get internet-based multiplayer to work?
- I can't get voice chat to work and/or several sound effects are missing while in multiplayer?
- When I launch the server program, it closes with an error message about hardware acceleration or the display mode?
- My server doesn't appear on the in-game public list with the option enabled?
- Objects jump/skip around on occasion in internet multiplayer, is there a way to reduce this?
- I keep getting disconnected from internet servers or players get disconnected from my internet server?
Buying and Registering Questions:
- What if I lose my registration information, can I still get the key to the game I paid for?
- I would like to buy several licenses for family/friends, can I get a discount for the game?
- I purchased the game and haven't received my registration key, what can I do?
- How does the order process and registration system work, can I install the game later on a new computer I buy?
What is Evochron Legacy?
- Evochron Legacy is a sequel to Evochron Mercenary. It is a first person technical 3D space flight-sim that includes elements of combat, trade, resource retrieval, building, and exploration with a focus on 'lone-wolf' survival gameplay. Evochron Legacy features extensive instrumentation to give the player a sense of being the pilot of a spacecraft, including multiple velocity gauges to track ship direction/movement, flight path markers, pitch ladder, and a galactically aligned directional compass. Important status information is rendered near the center gunsight region of the helmet's projected Heads-Up-Display in true combat fighter aircraft form, letting the player stay focused on a target while still being able to quickly glance at velocity, shield, weapon, and damage status. Realistic Newtonian style physics with full flight control capability is also available including roll, pitch, yaw, horizontal, vertical, and forward/reverse options. The popular global control system (GCS) is included in the game supporting mouse, keyboard, and joystick/gamepad options and adapted to provide consistent control behavior between different devices.
Diverse tactical offense and defense combat options complement the flight control options with elements of heat emission management, directional shielding with augment control, target scanners, predictive weapon aiming, cloaking devices, countermeasures, subsystem targeting, EMP weapons, selectable hull compositions, armor layering, and more. These elements help provide an extensive array of options the player can use to tune and tweak their ship for their combat and flight style. Whether new players want to limit flight control for more simplistic approaches for jousting combat or expand their experience by utilizing the additional available control options for more advanced combat maneuvers, the game's combat systems can also adapt to a diverse range of gameplay interests and complexity levels.
The game allows the player to perform item/commodity trades directly with other AI controlled ships (and other human players in multiplayer) via a trade console in addition to station and city trading. For station and city trading, the player remains in control of their ship while docking and landing. A new engineering lab lets the player construct equipment items from raw materials. And several new contract types have also been added to extend the available options for objective based gameplay.
Unlike its predecessors, Evochron Legacy features a new dynamic territory and trade market system. The player can directly impact the trade values of commodities by how much they buy or sell and can also impact the territory control conditions of a region based on who they engage in combat and where. While the player starts out from a fixed point in time within the game's historical context, where conditions go from there is open and heavily dependent on the player's actions/decisions. Over time, one save game might have Sapphire as hostile to the Alliance while another may have it in Alliance control.
A new build system lets the player construct stations and cities from individual module components, expanding the game's universe for new trade routes, inventories, and AI populations. All default in-game stations and cities have also been constructed using this new build system, so now every station and city in the game can be destroyed and rebuilt, whether a player built it or it was already in the game's universe. Most of the stations and cities that are present in the game when starting a new profile are left 'partially' built rather than being entirely complete to give the player templates to work from to expand construction for bigger stations and cities in established locations. Players can build their own stations using their own custom module placement patterns, add weapon turrets for automated defenses, and attack opposing player stations for engaging online battles.
The player can make diverse buying, fighting, resource collection, building, and travelling decisions in a large universe. The game's open 3D space environment includes a precision navigation system and space folding point-to-point jump drive that lets the player choose where they want to travel to without being limited by pre-defined static jump points bound to objects, names, or map icons. Range per jump and fuel are pretty much the only limitations. The player is free to plot travel paths on their own terms and can choose arrival points near to or far away from objects in space, or anywhere in the space between in virtually unrestricted open space jump drive navigation. These unique qualities give the player an accessible universe they can explore the way they want without the limited travel paths or required arrival points typically associated with icon/name based space map systems. The player is also in the action with a consistent first person viewpoint and can make most gameplay decisions directly from the cockpit.
The seamless style of the game's universe includes being able to descend into planet atmospheres to explore, search for resources, locate lost cargo containers, or land at city docking pads. Associated effects are also simulated, including atmospheric drag, lift, weather, and planetary gravity.
Evochron Legacy also includes the popular unified save game architecture, letting the player keep the credits and ship (with its equipment, weapons, and cargo) they earn in both single player and multiplayer to be used in either mode. There are few exceptions to this for gameplay/functionality reasons, including single player NPC fleets, player-built station/city modules (which are stored server-side in multiplayer) and any items they may have in their hangars, as well as economic/territory conditions. This save game system also lets the player take what they've earned into territorial and economic conditions that are unique to a server they may play on in multiplayer.
The minimum required technology level has also been increased to provide a higher level of detail and improved special effects. However, the requirements are still reasonable, supporting shader model 3.0 minimum and a moderate CPU/GPU performance configuration for playable results.
For more information about what the game is and is not, this forum post is available:
What is Evochron? Introduction and Information...
For more information on the design goals of the game and what it sets out to accomplish, visit the development page at this link: http://www.starwraith.com/evochronlegacy/development.htm
Is Evochron Legacy a MMO?
- Under the definition of having to be tied to an online account system to play, no, Evochron Legacy is not a MMO. Evochron Legacy is not bound by requiring an online connection in order to retrieve account details nor does it require an online sign in procedure to play (outside of Steam of course for those who purchase the game on that platform). Only if/when you want to play the game over the internet in multiplayer will you need an internet connection.
Like many non-MMO multiplayer games, Evochron Legacy also does not include persistent game servers run by a developer or publisher. The game's multiplayer system is 'open', meaning that anyone can run a server to host multiplayer sessions with. A server program is included with the game for those interested in hosting a multiplayer session.
The benefits of Evochron Legacy's multiplayer system include the ability to play the game privately without any dependency on outside internet servers. Players can set up multiplayer servers using either direct IP or LAN for private gameplay with friends and family. The game can also be played exclusively offline in single player without the need to check in with an internet server.
Does Evochron Legacy have a single player mode that works offline?
- Yes, Evochron Legacy is also offline single player capable. Everything the game needs to launch and play is kept local to your computer. So you can play the game entirely offline in its single player mode if you want to. There are no online account dependencies for gameplay for the direct download version of the game. Obviously, if you purchase the game through a reseller that uses an online account system, your copy of the game will be linked to your account with that service.
How is Evochron Legacy different from previous Evochron games?
- For a review of the new technologies, options, and features available in Evochron Legacy, visit the development page at this link: http://www.starwraith.com/evochronlegacy/development.htm
How do I upgrade my copy of the game to a newer version?
- The game can be updated, patched, and reinstalled using the same downloadable installation file available on the game's website. Simply download and run the installer to either install the game or update it. This helps make the process of installation and upgrading easy. You can upgrade/patch your copy of the game without interfering with the registration status for both the demo and full version. Your settings and player profiles are also preserved when upgrading.
Are there any changes to the game's control/physics system since the previous game?
- Yes, there are a few changes. Evochron's Global Control System (GCS) is largely the same in this game, allowing a unified control scheme between the various mouse, joystick, and keyboard flight control modes. New to the system are higher IDS scale limits, allowing players to fly much faster than before to help accommodate the much larger universe scale. Planetary physics have also been changed significantly to accommodate the larger planet sizes. Atmosphere thicknesses, density calculations, gravity, and drag/friction have all generally had changes applied to their calculations. Star gravity ranges have also been changed to accommodate larger scaling for a much greater field of effect.
Another significant change to the game's physics system involves IDS tapering and strafe controls. Previously, the IDS would cap any strafe levels to restrict how much the player's ship was allowed to drift sideways or vertically. Once beyond a certain low limit, the IDS would hold the level of strafe at the set value and not allow the player to apply further strafe acceleration via manual thruster control. The player would have to disengage the IDS in order to freely use the strafe thrusters beyond the limits the computer would apply. In Evochron Legacy, those IDS limits have been removed and the player is free to apply as much horizontal or vertical velocity as desired, whether the IDS is on or off. When the IDS is on, the system will continue to adjust velocities back to the direction the player's ship is facing, it simply won't limit the player from applying additional strafe velocity when desired.
Evochron Legacy also introduces a new deadzone system for flight axis controls. The classic global deadzone value is still available and can be used to set a minimum baseline deadzone for all axis controls. From there, the player can also increase individual axis deadzone values further by clicking on the plus or minus button located on each side of a flight control axis signal indicator in the 'Axis Configuration'/'Configure Axis Controls' menu. This lets the player apply custom deadzone values for each individual axis channel as desired. So if a player wants a wider deadzone for the throttle axis, they can increase the deadzone value for that control ranging from the minimum specified global deadzone value up to the individual deadzone maximum.
The weapon turrets I've built aren't firing at hostile ships and/or aren't protecting my station/city modules very well?
- There are a few important parameters you need to consider when building weapon turrets to protect modules you build. First, weapon turrets will avoid firing at ships that are obscured by modules to avoid damaging them. Their job is to protect those modules after all, so if their line of site is obscured, they will not fire at a target. When building weapon turrets, choose locations that are more in the open and have wide firing arc visibility. Do not place weapon turrets inside clusters of modules, instead keep weapon turrets at the edges of your modules. Placing them at higher or lower elevations can also improve their effectiveness as well as building multiple weapon turrets above and below each other for broader coverage area.
Next, make sure enough weapon turrets exist within range to protect the modules you build. Weapon turrets have a limited range, so enough of them need to be in the area to protect the space containing the modules you build. A common mistake can be over-extending station/city modules beyond defensive capabilities. Always be sure to keep adequate defenses in place as you construct your station/city structures.
Why are distress calls for things like oxygen only for cities and not stations as well?
- There are actually already oxygen delivery contracts for stations (screenshot), they just aren't done under the distress call system since stations have massive storage tanks and only need resupply once in a while when their reserves are low. Cities rely on 'terraforming' for their oxygen, so when one of those systems fails, they need emergency delivery. It was simply a way to set up such an additional option for planets that gives them something a little different/unique to offer. It was one of several new elements added to the latest game in the series as way to offer more 'things to do on planets' that are unique to them and not something that's redundantly available for stations as well.
Why can I sit at a station and retrieve oxygen in an atmosphere and complete a distress call so easily?
- You can indeed simply park at the city asking for the oxygen and recover it right there for them since your ship is equipped with the technology needed to extract it (if you have a mining beam installed). Not the most exciting way to earn money in the game, but it is an option. Not the fastest way to earn credits in the game either, but certainly not the slowest. Otherwise, it can be good to just keep some oxygen in storage so you can quickly grab it and deliver it when needed, rather than just doing it on demand. But the game often lets you do things your own way, so if that's how you prefer to complete the objective, you're welcome to do so. And if you do want to use that option, watching for such distress calls can be an opportunity if you're willing to spend the costs in fuel and time to get to a planet asking for the oxygen.
Why doesn't combat pay a lot better than some of the other 'peaceful' contracts in the game?
- There is a degree of pay equity between somewhat simple/peaceful objectives and combat objectives. This stems from earlier player feedback asking that 'peaceful' objectives such as mining, delivery, retrieval, locate, etc, provide relatively high enough pay so that a player could stick to those and still be able to earn a similar rate of income as a player focused on combat objectives.
Why aren't there more 'things' to do on uncharted worlds? Like missions/quests, hidden loot, shipwrecks, etc?
- Charted worlds are charted for a reason and uncharted worlds are uncharted for a reason. If uncharted worlds had more involvement with people (missions, loot, ships, etc), then they'd be on the grid more. They are off-grid because they are unpopulated and 'fresh' for the potential purposes of building, colonizing, introducing new trade paths, remote resource recovery, and of course, just eye candy scenery. One of the examples I offer in the description of the game here is the following:
"If the basic idea of travelling to a distant world by flying there manually, descending into its atmosphere, then watching a sunrise on its surface does not appeal to you, then this may not be the game for you."
And I do say that sincerely. My goal for Evochron is not to always have some/every kind of gameplay mission, objective, ship, item, or option available at every location everywhere in the game (that even includes remote uncharted worlds). Uncharted worlds are intended to be unpopulated, undiscovered, and unexplored barren lanscapes that can be first visited by the player if they want to venture out that far. Then from there, they can decide if they want to use those regions/locations for purposes of building/colonizing (expanding their faction's presence), setting up trade routes, recovering resources in a quiet location, or just enjoying the scenery. That's really the goal. If a player wants more things to find and do that would involve people already having been there, then they should probably stick to the charted systems.
All that said, there are a few unique discoveries available in uncharted space, but because of the sheer size and scope of open uncharted space in the game, it can be quite rare to encounter/find them... making such discoveries a little more special and unique for the few who do manage to see/encounter them.
Why can't I save the game while on a planet like I can when in open space?
- You can, you just need to be at a city. Without a city hangar, you can't save in 'open space' within a planet atmosphere due to the movement and gravity imparted to your ship by the planet. For safe and stable cryo-stasis, your ship must be completely stationary and away from -any- gravity fields. This also means you can't save close to stars or moons as well.
I've been trying to find combat contracts but all I'm offered are non-combat contracts. Do I need to change factions?
- Most likely, you simply need to change locations. Combat contracts are only offered in disputed regions and regions that have majority control by the opposing faction. For the latter, you'll also generally need to build a station before you can access combat contracts and in such opposing territory, combat contracts will also usually be more difficult since you won't have reinforcement support.
Are there mandatory 'perma-death' or complete 'lose' end points in the game?
No, there are no 'perma-death' or complete 'lose' requirements in this game. There are degrees of loss, such as costs associated with combat damage and inefficient travel. But there are no requirements to entirely give up what you've earned in the game if you make a mistake or fail to do something. As the player, you are in control of your 'reset points', you choose when and where you set up your last save point from which you can restore. Over the years, I've almost exclusively received requests for more save protections, rather than less. Only a few have expressed interest in forced loss requirements. As a result, the games have trended toward having more status saving options over time rather than fewer. And it's a big reason why there is now an auto-save option enabled by default to preserve save status when docking in Evochron Legacy (a first in the series).
After years of discussions and debates (including when proposing forced lose scenarios in the past), it would seem that for the vast majority of players, a forced requirement to lose what they may spend weeks or months earning would not be a fun 'game' and instead, would be too much of a penalty to be forced to lose some or all of it and start over after that kind of longer term gameplay investment. Games that lean more in the direction of simulations with such longer term investment/reward mechanisms will often have protection mechanisms in place. And in the case of Evochron Legacy, that includes optional auto-saving when docking and player controlled respawn checkpoint selection.
That said, you can certainly set up some kind of self-inflicted lose scenario without it being forced on the game or other players. As a freeform game, you are in control of whatever level of loss you want to enforce on yourself. If you don't want to save your progress, don't. If you want to start over if you are destroyed at some point, do so. There are no requirements for you to play the game in a forced condition either way, you are free to decide for yourself. You can play the game as you see fit with the freedom it provides you.
Does the game have speed limits?
- The game does not have static speed limits at set levels that instantly hold back a ship from full acceleration once reached, but instead has tapered acceleration effects to help keep velocity within functional and gameplay design objectives and requirements while accommodating the 'infinite energy' paradigm of increasing mass with increasing velocity. So your ship's ability to accelerate will simply decrease the faster you go since your ship's engines can only provide a certain maximum level of thrust in relation to your ship's mass. The principle behind this is that as velocity approaches the speed of light, the greater mass gets and thus, more energy is required to accelerate that mass. The game follows this concept, just scaled down to its required velocity range. The rate of decrease depends on the mass of the ship you are flying and the power output of the engine you install. You can travel faster than the speed of light using the available space-folding jump drives for long distance travel, which bypass the traditional limits of physics under cruise speed.
Some of the sound or music in the game crackles and/or the framerate is really low, what's wrong?
- Sound crackling/stuttering can occur if your system has trouble keeping up with the resource demands of the game due to low 3D performance and/or low system resources. The first step to try is update the drivers for your 3D video card and sound system. If the problem continues, stop all non-essential running programs to free up as much of your system's resources as possible. These two steps solve many performance problems. If performance problems continue, try reducing the detail settings in the Options menu (Graphics, 3D Cockpit, and Texture Detail). For additional information on improving system performance, click here.
Sound crackling/stuttering may occur on sound devices that resample audio through filters/algorithms, altering them from their original forms. What is being played may be different than the original wave form contained in the game (that is, the new artificially generated sound effect doesn't exactly match the original sound effect as produced). The transitioning, filtering, bus requests, delays, and/or compression occuring in the resampling process may result in pops/clicks and various other audible artifacts. The effects can vary from systems to system and game to game. For example, a more CPU hungry game might have the effect more than a lighter CPU game on a certain system. Or one with a certain hardware component configuration may experience problems that another system using the same sound device combined with different components doesn't experience. You can test this by simply disabling/uninstalling a plug-in sound card and then using the motherboard's built in sound system. If the problem goes away, then a solution specific to the original sound device and the hardware/driver configuration you are using will need to be found.
Another potential cause for crackling audio is playback 'clipping'. This effect can occur if the sound output exceeds the limits of your speakers/sound configuration. The overboosted audio may contain crackling when the output limit is reached. It can also be specific to a certain range of sound (ie bass, mid, treble, etc). If this is the cause of the problem, simply adjusting the volume (externally and/or in the Windows control panel) or adjusting EQ settings (if available) will usually solve it.
The game closes with a 'File Error' message or 'Could not load image/object' message?
- This indicates the game could not load media it needs into memory. It can happen if an outside program blocks resources the game needs or if the system lacks sufficient resources for the game. First, make sure your system meets the minimum disk and memory requirements and that it has enough free physical memory for the game. Next, check to make sure there isn't one or more other programs running in the background that could interfere with the game. Some anti-virus software may prevent the game from loading media it needs, so if your anti-virus software includes a 'gaming mode', that may also resolve the problem. Further steps to troubleshoot and solve such issues are available here: http://www.starwraith.com/forum/viewtopic.php?t=6595
I have the latest version of DirectX and display drivers installed, but the game doesn't run or doesn't look right?
- Having the latest DirectX version won't generally matter, the installer will automatically install any needed DirectX dependencies the game needs anyway. Having the latest drivers installed can help, although the game generally works well with a wide variety of display drivers from major manufacturers. What can matter the most is the hardware side of things. A system needs to be fully shader model 3.0 compliant minimum in order to work with the game. This is a new requirement with Evochron Legacy that earlier Evochron games did not require. So even if an earlier Evochron game runs on your system, it doesn't mean that Legacy will since its -hardware- requirements are higher than the earlier games. Evochron Legacy also needs a more powerful system to run on and perform well. The previous game, Evochron Mercenary might be the better/only option for someone who doesn't have a SM 3.0 hardware compliant system to use or if its performance is limited due to age and/or hardware.
When jumping close to a planet and/or when making a fast descent, sometimes the terrain takes a while to update, leaving behind temporary 'cracks', 'fissures', or low detail sections. Is there a way to reduce this?
- As with many games, Evochron Legacy updates terrain detail based on the player's proximity to a given section of terrain, although with an advanced system that shapes the terrain sections spherically to form a planet. The speeds and distances at which such updates occur can vary depending on the performance of the system the game is being played on as well as the detail settings the player has selected. The faster your computer is, the faster the terrain updates will be. Faster systems give the game more resources to calculate terrain updates quicker. Selecting lower terrain detail settings will also limit the level at which detail can be calculated/generated. Limiting the detail with this option can help reduce the terrain engine's volume of data it has to manage at closer ranges, allowing for faster updates with fewer detail levels. Lowering other detail settings to allow your system to run at a higher framerate can also improve terrain update performance.
So if you find the detail updates are progressing too slowly on your system for your liking, consider lowering the terrain detail setting in the main Options menu to reduce the volume of data being managed by the terrain engine. For additional performance, consider lowering other detail settings to try and free up resources to allow the game to run faster, which may help it process the needed terrain data faster. Then if you upgrade your system later on for more performance or acquire a new system with greater performance, you can try higher detail settings to adjust the game's update performance to your liking. If you don't mind slower terrain updates on your system, you can also extend your approaches to planets by descending from greater distances, which will give the terrain engine more time that it may need to manage the greater volume of data, reducing the chance some sections may take longer to update to a higher detail level.
The graphics are blurry, low detail, and/or there is only a blank screen with the audio playing?
- Such issues may happen when Windows 10 tries to force offset DPI scaling on Direct3D games running in certain display modes. When using DPI scaling levels outside of a 1:1 pixel ratio for the display being used, the problem(s) above may occur when using the default full window screen mode. When DPI scaling is set to 100%, graphics are usually aligned to match the monitor's 1:1 pixel output. But higher scaling values effectively emulate lower resolution output to enlarge text and other graphics for viewing on higher resolution monitors. Increasing the size of certain graphics elements can cause problems for games/programs that work best on an aligned 1:1 pixel output level.
Problems can also occur with not just games, but other applications as well. In some programs, menu options may even leave the window frame and require scrolling to access (or have other accessibility problems). Over scaling can be helpful if you are using a monitor with such a high resolution, that the relatively small form factor size of the display makes text and other graphics too small for the distance you are viewing your monitor at. So to compensate for the problem, you can over scale things to blow them back up to sizes more like what you'd see on a lower resolution monitor. But this can produce unwanted effects in games and programs.
The cause of the problem(s) can occur when Windows tries to force a low resolution scale appearance in a high resolution environment (such as making your desktop look and feel like it's running at 1920X1080 instead of 3840X2160 so things are bigger and easier to read). Higher scaling percentage values (ie above 100%) emulate lower resolution output to enlarge text and other graphics for larger/magnified viewing on higher resolution monitors (that are capable of displaying in much finer detail). They do this because many of the ultra high resolution monitors/screens are so small in size relative to their resolution capability (most 4K monitors are 32-inches or less for example), that scaling has to be offset to make things look larger as though displayed in a lower resolution to be easier to see. Such offset scaling factors don't tend to work well with games/programs that are designed to work in a high resolution environment with an aligned 1:1 pixel ratio. When you try to force those games/programs to run as though they are in a lower resolution environment through the use of offset DPI scaling in Windows 10, it can result in blurry/low detail/pixelated/missing graphics. And how a game/program behaves may vary depending on the system configuration and scaling factor being used.
All that needs to be done is to allow the game to operate in an aligned 1:1 pixel format at the high resolution your monitor is capable of. Many games provide ways to do this (including Evochron). SW3DG games can adapt around the problem internally without having to use a compatibility mode option. Just switch the screen mode in the Options menu to 'Locked (FS) No Vsync' and it will force a 1:1 pixel ratio scale factor regardless of any over sized DPI scaling factor.
Here are the three ways to solve the issue:
Change screen mode to 'Locked (FS)'
- The game can force a 1:1 pixel scale level regardless of any over sized scaling offset applied by Windows 10. The 'Locked (FS)' screen modes will force an aligned appearance. If the main menu is accessible to you, simply enter the Options menu and change the screen mode to a locked mode, then exit and restart the game. If you can't access the main menu because the screen is completely blank, you can change the scaling level as directed below, then change the screen mode in the game's Options menu, then restore the original scaling level as/if desired.
Change scaling level in Windows 10 to 100% or 'recommended' level
- Right click on the desktop, then left click on 'Display Settings', then adjust the slider to test different levels. For most systems, 100% will likely provide the desired graphics quality output. If you want to use an over-scaled level, change the screen mode instead as described in the previous solution.
Disable DPI scaling for any game/program you don't want it to apply for
- Right click on the desktop icon for the game or program you want to disable DPI scaling for. Then left click on 'Properties', then click on the Compatibility tab, then check the box next to 'Disable display scaling on high DPI settings', then click on Apply, then OK. You can then launch the game/program without the offset scaling applied.
I have a problem running the game and the suggestions here haven't fixed it. What can I do?
- First, visit the technical support section on the official SW3DG forum here: http://www.starwraith.com/forum/viewforum.php?f=26 There you will likely find answers and solutions to most any known problems players have run into. If you search for the problem you've run into and it is not yet listed, you can start a new thread. To keep that section of the forum clean and easily searchable, please follow the posting guidelines in that section of the forum provided in the 'Read This Before Posting' page. From there, either myself or someone else can look into it for you.
If the problem you've encountered is not addressed in this FAQ or on the forum and you need direct support from me, you can complete the following steps to forward your system specifications/details in an e-mail so further assistance may be possible.
- Windows Vista/7/8.1 > Click on Start, Run, then type in MSINFO32 and press enter.
- Windows 10 > In the 'Search the web and Windows' box on the taskbar, type in MSINFO32 and press enter.
- Then click on the File option at the top and click on Save.
- Save the NFO file, ZIP it to compress the size of the file.
- Locate the save game file you are currently using (default is pilot0.sw in the c:\sw3dg\EvochronLegacy folder).
- Attach both files to an e-mail, send them to
and include a detailed description of the problem and how to reproduce it.
Please keep in mind that at times, I receive a huge volume of e-mail and it can take quite a long time for me to get through it all. It may also not be practical for me to answer all of them, especially if an answer/solution is already available on the forum or in the game's included instructions. So it's best to first utilize this FAQ, the game's included instructions, and the forum's technical support section before requesting support directly from me as you may get a faster answer that way.
I use a router/firewall/ICS/NAT and can't get internet-based multiplayer to work?
- On most systems, you can simply join a multiplayer game. However, certain routers and/or firewalls may block the needed ports for the game. You may need to open/forward ports manually to get multiplayer to work (for details on how to do this, refer to the documentation for your router/modem/firewall). Hosting a game will often require opening the needed ports. With many devices, you can often access the settings by entering the IP address 192.168.0.1 in your web browser. The following ports are needed for the game:
- 24888 TCP
- 24889 UDP
If you're using a router, another option is to bypass your router and connect directly to your modem via ethernet or USB.
Using a router's DMZ is not recommended due to the higher security risk.
For additional resources on configuring ports/routers for multiplayer games, visit PortForward.com
On occasion, some multiplayer sessions may terminate without being removed from the list of games if the host does not (or is not able to) exit the session from within the game. Such inactive games are generally removed from the list quickly, but some may be listed briefly. If you suspect one of the sessions listed is not active, simply inform a forum moderator/admin or contact me directly.
Note: Disabling a firewall, placing a computer in the DMZ, or opening ports can result in lower security for your network/internet connection. By disabling such security measures, it's possible for someone to break into your network and cause harm to your computer and/or obtain personal information from your computer. If you choose to disable your network security measures, you do so at your own risk. The most secure way to play multiplayer games is through a wired LAN (local area network) and NOT a wireless one.
I can't get voice chat to work and/or several sound effects are missing while in multiplayer?
- This can sometime occur on systems with 5.1 audio (particularly Realtek) that have trouble providing the resource needs required for the game. A driver update can often resolve the problem. If you do not wish to update your driver or want to try another solution, switching to traditional stereo may also resolve such problems. If you have a Realtek sound system, you can update the driver here.
When I launch the server program, it closes with an error message about hardware acceleration or the display mode?
- This can occur if you try to run the server program on a system that lacks 3D hardware acceleration. The GPU enabled version of the server program has inherent DirectX dependencies that require basic 3D acceleration support, including the rendering of the online clan territory control map, player positions, player list, controls/settings, and chat system. Only rudimentary 3D support is needed however (no shader requirements), so even a 10 year old 3D video card can usually work. If your system has 3D acceleration and you still encounter the problem, then it may just not be enabled. You may need to install the required drivers for your 3D video card and/or adjust display settings. If the computer you are using does not have a compatible 3D video card, you can use the included 2D version of the server program located in the server program's install folder.
My server doesn't appear on the in-game public list with the option enabled?
- First, make sure you have properly configured your network/internet connection (firewall(s), modem, router, etc) to accept outside connections from other players over the internet and that the available ports required for the listing system are open and forwarded to the computer running the server program (24888 TCP/24889 UDP). When/if available, the public listing system will check for an answer back from your server when you attempt to list it. If no reply is received from your server, then the listing system was likely blocked from connecting to your session. If your server is blocking incoming connections, the server program will default to the private hosting mode. You also need to follow the guidelines and configuration settings provided in the instructions included with the program, including a short enough server name.
The public listing system may not always be available at all times for all locations. It also may not be available long term, in which case it may become unavailable indefinitely and/or removed as an option from the game/server program. The public listing system will only be available as long as it remains financially feasible to continue to pay for it and if the server system it runs on continues to remain reliable, functional, and available. So if you are unable to use the public listing system for any reason, you'll simply need to host using the direct IP option (the standard default option provided by the server program). The game is designed to operate using direct IP and LAN hosting, so it is not dependent on any external listing system anyway. The public listing system was developed as a way to quickly locate servers over the internet. But the game can operate entirely independently of the listing system and connect to a server via direct IP by simply entering the address of the server you want to connect to in the main menu, then clicking on CONNECT.
Objects jump/skip around on occasion in internet multiplayer, is there a way to reduce this?
- By default, the server programs are configured to support a fairly high number of players with low to medium performance internet connections using a less restrictive forced update rate maximum. If objects skip around significantly, it can be a result of insufficient connection performance with the server, client(s), or both. The server programs will automatically throttle the update rate based on monitored network performance. If enough players are connecting with high pings and/or low performance connections, it can cause the server program to reduce the update rate to accommodate the limitations of the overall available bandwidth, which can cause more object jumping.
One way the server operator can try to reduce this is by changing the update rate maximum limit. However, this should be done carefully. If they apply an update limit that exceeds available bandwidth, it can cause severe lag, disconnects, and other related problems. So the server operator will need to set the update rate maximum limit to a value that aligns with their internet connection performance, selected player limit, and player locations/network performance. For players who have very high speed connections or LAN and want the fastest update experience possible, they can add a line 921 to the text8.dat configuration file and include the maximum limit for the update rate (100 for the fastest).
Another way the server operator can try to reduce object jumping is by changing the maximum player limit. Not all internet connections may be able to effectively handle a high number of players, so reducing the limit can help keep the packet data level within the confines of available bandwidth. Reducing the player proximity level can also help keep the packet data level within available bandwidth.
I keep getting disconnected from internet servers or players get disconnected from my internet server?
So far over the last 5-10 years or so, every time I've looked into such a problem for players when it involved their internet connection, it has always been related to a bad node (or nodes) somewhere between their connection and the server. It was often a node in Europe, but it can vary. A loss of 10-30% or more of packets can often be picked up at a particular node along the way, sometimes better, sometimes worse (especially at peak times). You may find no problems in another game because the node route to some other server in another location doesn't encounter the same problematic node. Or you may find the problem exists in other games also, although it may manifest differently. With some ISP's (Internet Service Providers), problems may occur more often during peak hours when a network is overloaded with traffic, resulting in severely reduced reliability during those times.
The server programs can tolerate moderately unreliable connection quality, but they won't tolerate a very unreliable connection. You can optionally use a utility like PingPlotter to run a detailed traceroute to google.com for a while and see what kind of quality you get. Observe the packet loss rate on each node along the way to see if one is behaving unreliably. Odds are, at least during peak times, you'll find one or more losing excessive packets. Unfortunately, if connection reliability is an issue, the only solution is for your ISP to fix the problem with their network or change ISP's to a more reliable service if the problem continues.
What if I lose my registration information, can I still get the key to the game I paid for?
- Yes. If you ordered the game directly, simply submit an e-mail requesting your registration details and include your name and e-mail address used on the order (any additional information just makes the process faster, but isn't required). If you ordered the game through a reseller, contact the reseller for your registration details.
I would like to buy several licenses for family/friends, can I get a discount for the game?
- Yes. The discount varies based on the number of copies needed. Have a member of the group contact me with the details of your group (name of group, names of members including e-mail addresses, number of systems, etc.) and I will supply instructions on buying multiple licenses at a discount price. A separate registration will be given to each group member (each one will have the renewal option and full registration benefits).
I purchased the game and haven't received my registration key, what can I do?
- One of the most likely causes for a delay is the e-mail address you provided with your order is rejecting the registration e-mail (usually because the e-mail address you provided is spelled incorrectly or your e-mail service has blocked it or routed it to a spam folder). There may also be a technical problem. If your payment has been finalized and you still haven't received your key after around 12 hours, please contact us or the reseller you ordered from to follow up on the status of your order and resend your information as needed. To expedite your order, please verify your e-mail address is correct when placing your order and make sure your mailbox can receive the e-mail.
How does the order process and registration system work, can I install the game later on a new computer I buy?
- Once an order is processed and passes the fraud check (which usually takes less than a few minutes or few hours at most), a random key is e-mailed to the registered user. The key does not expire and can be used to install the game on a different computer at a later date (keys are not computer locked or hardware dependent). There are only simple checks in place to prevent the same key from being used for more than one player in multiplayer and for key validity. Even if the game's website and online multiplayer server list system aren't around at some point in the future, you can still use your key to register the game you paid for offline. There are also no installation count limits that would risk preventing you from installing the game months or years later. Likewise, there are no uninstall 'deactivation' requirements to restore installation functionality.
Once the game is registered, it converts itself into the full version. The full version can be updated, patched, and reinstalled using the same installation file. One installation file is used for the demo, full version, and all upgrades/patches. This helps make the process of installation and upgrading easier. You can upgrade/patch your copy of the game without interfering with the registration status for both the demo and full version.
If you have questions about the registration system or anything else about the game, I can be reached via e-mail.
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