Evochron Mercenary 2.788 available...

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Evochron Mercenary 2.788 available...

Postby Vice » Wed Jan 08, 2014 8:20 pm

Version 2.788 is now available for download. As usual, the installer can also be used to update older versions of the game. It can be downloaded here:
http://www.starwraith.com/evochronmerce ... nloads.htm

This update includes the following improvements:

- SX, SY, and SZ sector coordinate labels added to passenger delivery description line.
- Much more forgiving racing system implemented with larger courses allowing for more room to maneuver.
- MDTS indicator displaying a lock after being deactivated then reactivated with no target in gunsight fixed.
- Exit menu and respawn menu multiplayer text chat system now uses selected in-game clan or sector secure chat mode.
- Mod options added to nav map to allow changing coordinate labels (text.dat lines 1631-1635).
- '+' and '-' characters added to arrows on nav map to more clearly indicate directional values.
- System for 'ffenable.txt' file updated to correct value mismatch that occurred occasionally.
- Asteroid collision check with mining beam reduced in size for more accurate placement.
- Precision of local client ping and related timer calculations increased.
- Minor click range improvements to the UI.
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Evochron Mercenary 2.788 available...

Postby Prej » Wed Jan 08, 2014 9:07 pm

Most amazing dev team ever!

Thank you so much for keeping this game updated and caring for the community! :)
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Postby SeeJay » Wed Jan 08, 2014 9:12 pm

Thx Vice.

And Prej, it's a team of One! ;-)
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Postby _-Caleb-_ » Wed Jan 08, 2014 9:14 pm

Thanks Vice!

[rrquote=166529&tid=11173&author=Prej]Most amazing dev team ever!

Thank you so much for keeping this game updated and caring for the community! :)[/rrquote]

The dev team is just Vice :p
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Postby Prej » Wed Jan 08, 2014 9:18 pm

Didn't know that, to be honest. :o

Makes this feat even more amazing and worth praising. :)
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Postby NLS » Wed Jan 08, 2014 11:20 pm

Thanks man.
Fantastic work (again).
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Postby NLS » Wed Jan 08, 2014 11:48 pm

...btw what's with the "8"?
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Postby Iron man » Thu Jan 09, 2014 2:20 am

Thx vice always a pleasure to see a game still evolved :)
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Postby PirxThePilot » Thu Jan 09, 2014 2:30 am

Once again, we, who are about to be blasted gloriously to space dust, salute you.
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Evochron Mercenary 2.788 available...

Postby -splosives- » Thu Jan 09, 2014 4:55 pm

If you're looking for collision improvements, you might want to check the collision radius around cap ship wreckages. It's too big right now, making it impossible to reach the booty stored inside. (unless that was updated already)
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Postby Vice » Thu Jan 09, 2014 6:20 pm

If you're looking for collision improvements, you might want to check the collision radius around cap ship wreckages. It's too big right now, making it impossible to reach the booty stored inside. (unless that was updated already)


As far as I know, that was sorted in build 2.488, at least for the shipwrecks that have cargo inside (some don't, such as one on a planet surface). I just tested this with one of the ring wrecks and it worked correctly. If you spot one that isn't working right, just send me a quick e-mail with the coordinates and I'll check it out.
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Postby Rubber Chicken » Thu Jan 09, 2014 6:57 pm

I think he means when a freshly destroyed cap ship breaks up there is a bit of waiting for the pieces to drift far enough apart to get at the dropped cargo. Granted there should be some wait involved until the area isn't a collision hazard, but the visuals are a bit off from the fragments, making it appear there is a large enough space to get close enough to the boxes.
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Evochron Mercenary 2.788 available...

Postby Vice » Thu Jan 09, 2014 7:05 pm

Ah ok, that makes more sense. Yes, for now, it's a matter of waiting until the sections move out of the way enough. Might be possible to reduce those down further in the future.
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Postby Nigel_Strange » Thu Jan 09, 2014 7:09 pm

Great work on the updates, Vice. We're all really impressed with the awesome work that you do on this game.

I think the collision should be identical to the ship body, such that if you crash into a station or a capital ship, you exploooooooode. Being careless should be painful.

I'm just old-fashioned, I guess.
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Postby Ronixis » Thu Jan 09, 2014 9:14 pm

Thx for such awesome support! :)
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Postby _-Caleb-_ » Thu Jan 09, 2014 11:26 pm

[rrquote=166593&tid=11173&author=Nigel_Strange]Great work on the updates, Vice. We're all really impressed with the awesome work that you do on this game.

I think the collision should be identical to the ship body, such that if you crash into a station or a capital ship, you exploooooooode. Being careless should be painful.

I'm just old-fashioned, I guess.

[/rrquote]

100% agree
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Postby Tanvaras » Mon Jan 13, 2014 9:59 am

Thanks for the latest update Vice, amazing work indeed.

Many AAA companies should take note of your dedication to the game and the fans :)
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Postby Major Grubert » Mon Jan 13, 2014 1:22 pm

It seems that new systems have been added... my mapping module found new ones in place where there was nothing before....

so cool :)
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Postby SpaceDrifter » Mon Jan 13, 2014 4:42 pm

2.788 ?
these patches are becoming in a high number
is there a ver. 3.0 coming ?

;)
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Postby Capt_Caveman » Mon Jan 13, 2014 10:29 pm

updates come out whenever a bug is found or a change is made.
vice is a fanatic when it comes to supporting his product.
he updates whenever there's an issue.

I think ver 3 is just a maybee at this point
vice needs a rest :D
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Postby mikeuk » Mon Jan 13, 2014 10:55 pm

Thanks for update Vice :)
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Postby DaveK » Tue Jan 14, 2014 4:05 pm

[rrquote=166593&tid=11173&author=Nigel_Strange]Great work on the updates, Vice. We're all really impressed with the awesome work that you do on this game.

I think the collision should be identical to the ship body, such that if you crash into a station or a capital ship, you exploooooooode. Being careless should be painful.

I'm just old-fashioned, I guess.

[/rrquote]

Agree totally with the first point :)

Second point would depend on how hard you have to hit to get damaged - the station has shields and so do I - they give some protection. I agree that hitting the station at high speed should cause significant damage or even doom! ;)

Old fashioned is working well for me! :D

:)

EDIT: Just done a couple of quick tests - hitting a station at 6700 stopped me instantly with no damage. Hitting an asteroid at 500 has a satisfying warning clunk/thud :D . Hitting at 1000 and |I added a debris field to the asteroid field!! :P

:)

[Edited on 14-1-2014 by DaveK]
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Evochron Mercenary 2.788 available...

Postby Dwarden » Tue Jan 14, 2014 5:10 pm

great and thanks for updating the STEAM with this build ...

i hope you have more surprises for us in pocket next to updates :) (like new expansion or new game)

i really like this serie ...
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Postby Marvin » Tue Jan 14, 2014 7:21 pm

[rrquote=166787&tid=11173&author=DaveK]Just done a couple of quick tests - hitting a station at 6700 stopped me instantly with no damage.[/rrquote]
:cool: Aim for the antenna array atop the docking bay. Then hyper-jump from a distance close enough to hit the array. ;)
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