Evochron Legacy Updates, through 1.0198...

Official SW3DG related announcements and news.

Evochron Legacy Updates, through 1.0198...

Postby Vice » Wed Jan 27, 2016 6:16 pm

Version 1.0198 includes the following improvements:

- Station attack alert notice now displays faction of attacked module.
- Ability to control horizontal and vertical pilot view with axis inputs added.
- Station names and certain planet types now display properly when 'all' text mode is active.
- In some deep space regions, ship type sorting could produce Talon only class ships or visual anomalies, fixed.
- More time added to server status system to help compensate for low connection quality when checking for players.
- When attempting to retrieve system information, a '< No system information available >' message is now added to the message log when no system information is available.
- Experimental Oculus Rift system updated to incorporate automatically detected field of view to improve support for changing parameters (different potential devices).
- Added ability to hot swap equipment and weapons to/from the cargo bay while docked at a deployable station hangar.
- Default deadzone precision increased to 1:1 signal input to provide less auto-centering behavior.
- Anti-exploit system for cargo duplication reduced to allow certain profile switching actions.
- Uncharted systems have been updated to eliminate unwanted name and location duplications.
- Server program updated to resolve an issue with commodity values locking at 0% or 100%.


Notes:

I received a few requests to implement support for a device called the Tobii Eyex. One way to do this is apparently through supporting view control via axis inputs as the Eyex system can provide variable input signals via a virtual joystick device. So I've added the ability to control the pilot's view with axis inputs using the same limits as the mouselook option. This also means that if you have a spare control device that provides axis inputs (or just spare axis inputs on an existing device you're already using), you can now use it as a way to control the pilot's view as well.

Duplicate planet names and positions were found in several regions in uncharted space. This was likely due to some kind of pattern that formed in the system generator. So uncharted space has been given an update to remove such duplications and update planet locations. You'll still find the uncharted systems in the same locations, but the planets around the stars will now be unique in terms of locations and names. An orbit pass has been applied to many of the planets, giving them new locations around their home stars. And names have also been updated to remove duplications. So you will likely encounter changes in system structures. This may have an unfortunate side effect of displacing/removing cities and stations that you may have built in uncharted space, but this was a necessary change to remove the reported duplication issue. If you do run into problems with a profile saved in uncharted space, you can send it to me (starwraith.com > contact) for possible adjustment. However, the game is designed to handle such orbital/position changes and the effects they have on constructed structures for most situations (at least to allow a proper respawn).

The default deadzone condition has been removed to provide added central precision. This should help those who've asked for such a change and wanting to provide the option for exact 1:1 response for ultra-precise control devices and tracking mechanisms using axis inputs. This can mean that some users may need to increase the global deadzone setting after this update to compensate for any unwanted drift that may occur.

As with any server update, make sure to back up your current universemulti.txt station data and text8.dat configuration files before installing a new server build. Then after running the installer, you can restore the files and/or values as desired after the installer puts the default files in place.



Version 1.0188 includes the following improvements:

This is a pretty significant update with a new joystick/gamepad control input system needed to support requested functionality and improved compatibility. Please review the details below:

- Build system could allow placing module on edge of atmosphere near planet, fixed.
- Quadrant map regional territory and technology level indicators given better defined color divisions.
- Rendering performance for regional territory and technology level details on quadrant map significantly improved.
- New dual-button input system added to button mapping options to support using up to two buttons for individual control functions.
- Password entry option via text file (multipassword.txt) added to allow players to specify a password for connecting to servers via direct IP.
- Consolidate option added to main storage hangar menu to allow players to combine materials in their ship's cargo bays and hangar bays.
- By request, build module dependencies introduced to limit scope of larger scale station designs for improved PvP conditions.
- New control system implemented to add new control options, improve support for the X55 on Windows 10, and improve precision.
- Engaging afterburner with full range throttle active and set speed negative will now fire afterburner in reverse.
- Deploy modules other than sensor stations now properly require scuttling before re-deploying in same sector.
- Deployable hangar now allows for saving in/near high gravity environments that would otherwise not allow it.
- Global alert broadcasted to all players in multiplayer when a station/city is under attack.
- Proximity minimum for building modules increased vertically around command modules.
- Control profile script system updated to support new multi-button binding system.
- Ability to individually map POV/HAT inputs to button control functions added.
- Support for up to 40 button inputs per device added via new control system.
- Training vocal sequences now apply selected volume level in Options menu.
- Sensor blips on nav map render with higher performance.
- Command module armor level increased by 200%.


Notes:

The new POV/HAT control mapping system will let you bind the angular signal returns to button controls. The original dedicated HAT mapping system is still in place and you can use both systems in conjunction with each other. But it will generally be best to use one or the other. The POV/HAT system uses individual precise signal returns for mapping functions while the new dual button input system will allow up to two buttons to be assigned to a control function. So to map the POV/HAT to a control, simply click on the control option you want to bind to, then push the POV/HAT in the direction you want to map it to, then release. Single button mapping works the same way. Then for the new dual button option, select the control option, then press and hold the first button, then press the second button. That control will then require both buttons to be pressed at the same time to activate the control function. This way, you can use a button as a kind of 'alt' key for mapping additional control options to devices with limited button options.

The new consolidate option in the storage hangar menu will allow players to combine the materials in their cargo bays and hangar bays (each on their own) for easier engineering lab setup. Previously, it could be difficult for a player who only had a military ship or a civilian ship with one cargo bay to manually consolidate their materials for the engineering lab, which requires sufficient material counts in individual bays to build items with. They would have to swap to a civilian frame with at least two cargo bays to manually consolidate materials into individual bays. With the new consolidate option, they can take care of combining materials in one click for both their ship's cargo bays and the local storage hangar bays.

For the new build module dependencies, the format is quite simple. The dependencies affect building only and only for certain modules above a certain number. For every 2 shield modules above 2, there must be an additional power module in range to support them in order for the additional shield modules to be built. For every 5 weapon turrets above 5, there must be an additional storage module in range. For every 2 power modules above 2, there must be an additional crew/living module in range.

Edit: A new update is available that makes significant changes to the new control system to support certain control device configurations (X52 Pro, Thrustmaster Warthog HOTAS, and certain other device combinations). All axis inputs should now be detectable by the game and an additional 10 axis channels have been added to the game's axis input capacity (for a total of 20 per device). I've changed the version number from 1.0178 to 1.0188 to help indicate the changes in the new build that distinguish it from the previous version.


Features of the new control system:

- Support for the X55 on Windows 10 regardless of whether the devices are sorted properly in Windows joy.cpl.
- Support for 10 fully independent axis channels per device (no longer limited to 7 primary and 3 secondary).
- Full device names listed at top of the axis and button configuration menus.
- Support for multiple POV/HAT inputs for devices that have them.
- Added support for POV/HAT inputs for button functions.
- Overall tighter and more accurate response.


What will likely change when updating to the new control system:

- Axis channels will be mapped to different ID's. This may vary by device type. So you will likely need to remap your axis controls in the axis configuration menu.
- New axis input options may now be available to you that weren't before.


What shouldn't change when updating to the new control system:

- Buttons should remain mapped the same way they were before under the old system. However, this may not be true for all devices across all operating systems. So just be aware that you may also need to remap button controls after updating.


If you do not want to use the new control system and would prefer to keep the original system, that option is still available as both systems have been left in place for players to select which one they prefer. To keep the old control system in place, simply place a text file named 'deviceinputold.txt' in the game's install folder. It can contain nothing or the word 'enable' in the first line. It will be best to migrate to the new system as it will be the default/standard going forward, but the original control system will remain for those who wish to continue using it.

The server programs have also had an update to allow the operator to hide location details for players from each other (the server operator will still be able to view location details for players). The default option is the current system that displays the sector location of each player. Option one disables the sector locations from being displayed in the player list. Option two disables the locations in the list as well as allied ship indicators on the nav map. The new line for the option is 840.

As with any server update, make sure to back up your current universemulti.txt station data and text8.dat configuration files before installing a new server build. Then after running the installer, you can restore the files and/or values as desired after the installer puts the default files in place.



Version 1.0148 includes the following improvements:

- Shield array spheres given smoother/higher polygon surfaces.
- Alt key option added to radar range mode for increasing range level.
- Option to scroll 5 sectors at a time using nav map arrows added (right click).
- Building a space station command module now automatically provides a license to the builder.
- Accepting planet side contracts now requires player to be in ship to accommodate retrieval contracts.
- Mouse pointer state and ship wireframe in inventory console now reset correctly after returning from exit menu.
- Speed/drift tolerance increased for repair and fuel deploy modules to better support high gravity conditions.
- HUD and cockpit display elements now set to reload when exiting shipyard in anticipation of custom cockpit designs.
- Shipyard zoom mode for player ship updated to retain zoom factor when applying other components or switching frames.
- New cargo restoration option added to respawn menu in multiplayer to allow a player who is destroyed by another human player to restore cargo from their last save for a fee.
- Cargo no longer spawns from destroyed human piloted ships when caused by collision/environment events.
- Shield sound effects that were amplified at long distances to indicate battles removed by request.
- Center mouse pointer locking in mouse flight control modes when no target is selected fixed.
- Closing the trade console before linked player opens console now terminates potential link.
- Cleaner transition from intro to pilot manager on Windows 10 systems (flicker removed).
- Self-destructing in multiplayer now does not spawn cargo from destroyed player.
- Example quest template files (in slots 5 and 6) emptied in install folder.
- Under some circumstances, selling mined cargo would be blocked, fixed.
- Tractor beam sound effect looping after respawn fixed.
- Jettisoning cargo now auto-saves fully in multiplayer.


Notes:

The new cargo restoration option is designed to reduce the possibility of improperly duplicating cargo under certain PvP conditions. After reviewing options with players who have been requesting such a system be implemented, the restoration from last save approach has been added to the game, as well as some other more minor changes. How it works is fairly simple. If a player is destroyed by another human player, they will generally be given a chance to restore the cargo they had last time they saved for a fee (which will usually be around 50% of the original value). If they pay the fee, the cargo will be restored when they respawn. If they don't pay the fee, the cargo will not respawn with them and will be removed from the profile. This will continue to allow pirate/ambush type activities for PvP battles while also preventing some possible exploits from occurring. This system doesn't affect players who die from environmental factors such as asteroid collisions, gas giant hull crushing, atmospheric burning, etc. It also doesn't apply when a player is destroyed from an AI ship. Under those conditions, the regular respawn conditions will apply and all cargo will be restored. The cargo restoration option only applies in human player vs human player battles.



Version 1.0138 includes the following improvements:

- Option to zoom in on ship design hologram in shipyard added.
- Main menu logo now visible when player starts game from open space cryo mode.
- Target range list now displays ship ranges exclusively, even when non-ship object is targeted.
- Proximity requirement of flight lead in order for kills to count in multiplayer contracts removed.
- Items stored in hangars would sometimes not display when activating the 'View Hangar Details' option, fixed.
- Shield augment controls via dedicated HAT mode disabled for panning in certain third person views (to target and from target).
- Subsystem description, damage, and highlight indicator on target detail display now clear when target leaves range.
- Minimum station module build proximity near jump gates increased from 5000 to 8000.
- Base energy level rating changed to include addition of energy cores in shipyard.
- Assembly values in shipyard for frame descriptions corrected.
- Custom size factor options added to gauges.txt file options.
- Fuel cost levels for location variation tapered.


Server Program:

- 3D enabled server program updated to synchronize with maximum FPS value parameter (line 801).
- New default values applied for maximum FPS and vsync settings (120 for line 801 and 0 for 802).


Notes:

Default server performance settings have been changed to better accommodate maximum player values above the default 8. Line 801 can also be increased to 150 or 180 as may be needed, depending on system performance and resource needs.

As with any server update, always make sure to back up your text8.dat config file, factionmap.txt territory control file, and universemulti.txt module file before installing an update. The installer will put the default files back in place, so after installation, you'll need to restore your original files to keep your current settings and game conditions. Once the files are restored, you can modify lines 801 (set to 120) and 802 (set to 0) in the text8.date file as desired to match with the defaults.

In response to the reported fuel price issue, fuel cost variation based on location has been reduced significantly. There can still be value in selling fuel, but it is now much more in line with other gameplay activities. I will likely continue to evaluate this option and related factors going forward for possible further changes. If you have feedback you would like to submit to me on this (or any related value factors), please send it to me via e-mail (starwraith.com > contact).



Version 1.0128 includes the following improvements:

- Civilian frame agility stats aligned with center console indicators in shipyard.
- Build constructors allowing deploy modules to be built with no deploy constructor installed fixed.
- Descending into gas giants now provides a smoother transition effect with fading fog density, turbulence, and wind noise.
- Hull damage from high pressure crush zone near center of gas giants now gradual instead of instantly destroying ship.
- Fog illumination now decreases as player approaches the center of gas giants to convey increasing atmospheric density.
- HUD targeting indicator now displays object description when target display is in range list mode and a non-ship object is targeted.
- A new command module could prevent new contracts from being offered due to old faction links, fixed.
- Equipment list will now automatically sort and minimize if player stores equipment items in hangar.
- Saving a ship design template in the shipyard could cause background objects to disappear, fixed.
- Missing ships at patrol waypoints during high traffic multiplayer sessions should now be fixed.
- Attempting to destroy a station/city module under construction could result in an error, fixed.
- Inactive crew members are no longer allowed to leave while player flies a military spacecraft.
- MDTS lock on sound effect now responds correctly to selected effects volume level.
- Quests 3 and 4 updated to correct a few potential issues with certain stages.
- High pressure near gas giant crush zones now generates a red glow in fog.
- Item icon in slot 5 of hangar bay in engineering lab now shows correctly.
- Component highlight indicator in shipyard no longer persistently visible.
- Base prices for Federation frames aligned with local cost values.
- Overall chance of crew leaving reduced by about 50%.
- Idle/inertial fuel use reduced to 0.



Version 1.0118 includes the following improvements:

- Performance increase for experimental Oculus Rift mode.
- Center key added to experimental Oculus Rift mode (F12).
- Module build system expanded to cover wider area from -80K to +80K.
- Sensor probe system updated to properly align with 75K placement region.
- Image quality and legibility increases for experimental Oculus Rift mode.
- Option added for Steam users to clear their current save files and update from the cloud.
- Fleet mining system updated to better support leaving mining ships unattended in same sector.
- Nav map position marker for player's ship now remains visible when centered on outside sectors.
- Nav map placement in 3D space adjusted to better calibrate with the experimental Oculus Rift mode.
- Accurate head positioning regardless of rotation angle implemented for experimental Oculus Rift mode.
- Meteor intercept distress call objectives now correctly fail if player abandons the intercept waypoint.
- Combat pilot role starting locations moved to Pearl (Arvoch WZ) for Alliance and Sierra (WZ) for Federation.
- Mining probe deployment in asteroid cave would occasionally leave containers in inaccessible location, fixed.
- Planet build verification could be off slightly and could deny build requests in valid locations, fixed.
- Command modules given powerful EMP type weapon to protect again short range attacks.
- Consolidating and transferring commodity in cargo bays no longer affects values.
- Mining probe being deployed even without a deploy constructor installed fixed.
- Fuel packs, charge packs, and shield packs reduced in price by about 90%.
- Energy cores now correctly displayed for ship being built in shipyard.
- Weapon impact camera shake effect reduced by about 50%.
- Base price added to frame descriptions in shipyard.
- Training drone practice made easier (see notes).


Notes:

The instant death event that would occur when firing weapons in/near station command modules has been replaced with a new cyclical weapon system. If a player tries to attack a command module at very close range, the station is able to defend itself with this short range weapon system. This should help resolve the exploit potential of firing from vulnerable location near the top/bottom of the modules and give the player more of a chance to stop firing before they are destroyed if they accidentally fire particle cannons.

The experimental Oculus system now uses significantly higher resolution by default, providing improved image quality and text legibility. This change goes along with some significant performance improvements that help the system to run significantly faster, which should help offset the increase in resolution. It should be much easier now to maintain that 75 FPS target. A new line has been added to the VRSetup.txt file option (VRCenterKy=88) which lets you specify the scancode of a key you want to use for centering the HMD. 88 will be the default setting and represents the F12 key. A note to those using the VRSetup.txt file, a new default setting has been applied to the 'EyeDistanc' parameters. Previously, this value was set to 2.0, it should now be updated to 3.0 used as default for any further adjustments or testing.

The drone combat sequence in the training mode has been made easier. In addition to the reduction of camera shake by 50%, the drones also spawn much farther apart, giving the player time to select and briefly engage the first one before the others enter range if they so choose. Their spacing also provides several additional escape routes to avoid getting trapped in the middle (an important practice tactic the drone combat is designed to provide). Previously, the player needed to fly directly up or down to avoid getting caught in the middle of the inbound drones. Now the player can take some diagonal routes toward/between the more distant drones before they enter range. As long as the player avoids letting them cluster or surround them, it should now be easier to pick off the drones during this sequence. It's also important to keep the shield arrays charged to prevent direct hull impacts, which causes the shaking effect.

I've added the option to manually update save files from the cloud. The new option will appear in the main Options menu and will prompt you to accept or cancel if clicked to avoid accidentally activating it. Normally, the game will preserve any local save game files and will only restore from the cloud if some/all save files are missing. This is to protect local content from being overwritten by cloud files that may be older. With this new option, you can manually import cloud save files and allow them to replace the ones currently on your system. The game will still take precautions by backing up your current save files to a folder named \\SaveFileBackup before attempting to import the cloud save files. This way, if you accidentally import old save files from the cloud and want your original files back, you can restore them from the back up folder.



Version 1.0108 includes the following improvements:

- Cargo scanners now properly display container contents on screen when in range.
- Improved field of view and perspective behavior added to experimental Oculus mode.
- Ability to pan head around and 75Hz refresh during intro added to experimental Oculus mode.
- Background object surfaces set to masked during launch sequence by default for experimental Oculus mode.
- Bypass added to mouse flight control modes to prevent message log button highlighting while in flight mode.
- Limb error that could occur if a client with a low terrain detail setting joined a server with a higher detail setting fixed.
- Missile tracking system updated to prevent occasionally locking onto incorrect threat level target after initial target is destroyed.
- Description of Pulsar and shipyard specs updated to reflect smaller military frames having 8 secondary weapon hardpoints.
- Alt key bypass added to consolidate and transfer cargo when docked at location where selling would be rejected.
- Problem with ships not showing up in multi-waypoint contracts in certain system locations should now be fixed.
- Custom control profile system updated to load from install folder rather than save data folder.
- Variable inertial forward/reverse control input now appears on thruster output display.
- Axis specific deadzone setting for inertial forward/reverse now applies correctly.
- 4X higher precision added to global and axis specific deadzone adjustment options.
- Vonari capital ships missile spawn points less likely to self-collide.
- Capital ships now properly fire missiles at nearby hostile NPC ships.
- Several issues with escort contract missions in war zones corrected.
- Fleet ships mining in open space under certain conditions fixed.
- Trade requests to AI ships set to be declined when mining.
- Capital ship armor level increased by about 40%
- Private text chat in multiplayer fixed.


Server Improvements:
- 3D enabled server program updated to use DirectX 9Ex by default for improved display interruption handling.
- Server programs updated to check current active folder first for universemulti.txt file.
- New checking/validation systems added to territory control value changes.


Notes:

On the experimental Oculus side of things, this update should help make things look better without any stretching or distortion. However, it comes at a penalty of text legibility. With a wider FOV to line things up, the central scope of view has to be reduced, requiring the scene ahead to be rendered through fewer pixels. This of course reduces what detail can be rendered across the same number of pixels. I'm hopeful the CV1 will provide a significant increase in resolution and image quality to help counter these kinds of compromises. In the meantime, anyone wanting to test the Oculus system can change the FOV setting back to one of the other supported values to bring the scene closer in to the player's viewpoint. One significant remaining issue involves a left/right head turning and a Z axis shift. I'll be focusing my attention on that next.

Regarding the server programs. I'd received a report of a server operator running into problems with having to refresh the server display in the 3D server program after certain events. This was due to the fact it was based on DirectX 9.0c, which has to reload/refresh data in video memory when the display device is interrupted. This created some unwanted behavior and as such, I've updated the server program to use 9Ex instead. This allows it to use the WDDM and not require reloading/refreshing of video memory data when certain display events take place (control-alt-delete being one of them). The display behavior benefits are significant and should help provide improved stability for server operators using this version of the program. The drawback to this change is that it no longer supports Windows XP, which shouldn't be too much of a compromise. If anyone still needs to run the server program on Windows XP, the 2D version of the program should continue to run fine on that OS.

Another issue involving the server program was when it would be installed to a non-default folder. The server program looks for the universemulti.txt file in the default save data folder location and if one isn't there, no station/city modules would appear in the game. So changes to the server programs now include the current active folder path in the search for the universemulti.txt file. Make sure to back up your universemulti.txt and text8.dat files before installing any server update. That way, when the installer places default files in the install folder, you can restore them from the backups to keep your server settings and the latest station/city module data.



Version 1.0098 includes the following improvements:

- Strafe axis control input caps removed and center ranges adjusted.
- Persistent full range throttle option added to axis configuration menu.
- Thruster output indicators updated for more accurate strafe control input.
- Auto-save option would frequently bypass city docking due to planetary rotation moving the player's ship, now saves consistently as long as all conditions are met.
- Objects left behind when entering the frame configuration menu and related menus properly hidden.
- Training highlight indicators would remain hidden if pilot view was not centered, now visible.
- Issue with panning/zooming nav map causing in-sector moon to vanish visually fixed.
- Issue with ship centering to heading 0 pitch 0 after using exit menu fixed.
- Error 8003 occurring on some Cyrillic based versions of Windows fixed.

[Edited on 2-19-2016 by Vice]
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Postby xtom » Wed Jan 27, 2016 8:16 pm

Awesome thanks for the updates.
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Postby Zarrakis » Thu Jan 28, 2016 3:00 am

Keep up the good work Vice!

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Postby Adger1971 » Sat Jan 30, 2016 12:46 am

Massive thanks Vice
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Postby Shadou » Sat Jan 30, 2016 5:01 pm

Quick question: I've been using the ELServer.exe in the steam downloaded files to update The Outer Rim, but it remains at version 1.0108. Is there somewhere else I should be downloading server updates from, or is that the current server version?
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Postby Vice » Sat Jan 30, 2016 5:29 pm

That's the current server version. They may each run on their own version level from time to time.
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Postby DaveK » Sun Jan 31, 2016 4:08 pm

Where do we go to get the updates? I used the Starwraith game page and found the following at Gamershell

Evochron Legacy v1.0118 Demo
Downloads > Demo Versions
19:10 Jan 27th, 2016
evochron_legacyb10118.zip

:)
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Postby Marvin » Sun Jan 31, 2016 5:51 pm

You now get updates to the full game from within the game. If you don't have the "check for updates" square filled, you'll still get the message if you attempt to enter MP.
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Postby Rubber Chicken » Sun Jan 31, 2016 6:37 pm

I followed the in-game update message, then bookmarked the update web page for good measure. That way if I read about a new update in the forum, I can download it before I next launch the game. ;)
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Postby DaveK » Sun Jan 31, 2016 8:31 pm

Thanks guys! :D
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Postby Radikal » Mon Feb 01, 2016 8:51 pm

How do those without a good internet connection at home get the latest, the download link from the main site goes to older version?
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Postby Vice » Mon Feb 01, 2016 8:54 pm

Follow the link in the registration e-mail rather than the demo.
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Postby Radikal » Mon Feb 01, 2016 9:10 pm

[rrquote=184083&tid=12313&author=Vice] Follow the link in the registration e-mail rather than the demo.[/rrquote]
Brilliant, thank you.
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Postby xtom » Mon Feb 01, 2016 10:05 pm

The zoom in view in the shipyard is sweet. Not a big deal but if you drag a frame onto the zoomed in view it goes small again instead of staying zoomed in.
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Postby Vice » Mon Feb 01, 2016 10:10 pm

I can lock the zoom level for the next update.
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Evochron Legacy Updates, through 1.0198...

Postby matchbox2022 » Tue Feb 02, 2016 5:52 am

Zoomed in shipyard. THANK Go....Vice.:P


[Edited on 2-2-2016 by matchbox2022]
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Evochron Legacy Updates, through 1.0198...

Postby xtom » Sat Feb 06, 2016 11:00 pm

1.0148 - Awesome, can't wait to try out the new update. :D
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Evochron Legacy Updates, through 1.0198...

Postby Radikal » Sun Feb 07, 2016 2:44 am

RE: 1.0148
- Jettisoning cargo now auto-saves fully in multiplayer.

Does this do the full "cryo shutdown" that normally happens in space, or is it a true quick-save without interruption?
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Evochron Legacy Updates, through 1.0198...

Postby Vice » Sun Feb 07, 2016 3:20 am

True quick save without interruption. The compromise being that if you're willing to give up your cargo in multiplayer, the game will allow the full auto-save.
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Evochron Legacy Updates, through 1.0198...

Postby Radikal » Wed Feb 17, 2016 7:03 pm

Trying to download 1.0188 gets me a 1kb unopenable file??
Guess I'll try again another day (can't download 320MB file from home).

Edit:
Same thing happened today, but seems to be limited to my android device, download to windows machine works as expected.

[Edited on 2-18-2016 by Radikal]
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Evochron Legacy Updates, through 1.0198...

Postby Delta99 » Sat Feb 20, 2016 5:41 am

Vice is amazing with this update in changing the axis controls so that EyeX can work.

If anyone wants to see it in action here is a video - https://youtu.be/6lqT_8ZNaEU
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Evochron Legacy Updates, through 1.0198...

Postby _-Caleb-_ » Sat Feb 20, 2016 8:14 am

With the last update we can use other devices as ED Tracker :D

https://www.youtube.com/watch?v=AYxDa3AzXDI
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Evochron Legacy Updates, through 1.0198...

Postby Janus » Sat Feb 20, 2016 6:13 pm

Is the current server version still 1.0178?
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Evochron Legacy Updates, through 1.0198...

Postby Vice » Sat Feb 20, 2016 6:19 pm

No, 1.0198 included with the latest client build.
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Evochron Legacy Updates, through 1.0198...

Postby Janus » Sat Feb 20, 2016 6:39 pm

Thanks. Starport 6 updated and restarting as of this writing.
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