Evochron Legacy 1.0518-1.0578 updates...
Posted: Tue Feb 14, 2017 5:28 pm
Version 1.0518 includes the following improvements:
- Build menu 3D panning mode now persistent once activated.
- 'Unlock Build Point' button option added to build console.
- Build menu build point locking can now also be reset when toggling between Cockpit View and Overhead View.
- Internal work around coded to solve potential issue with connection delay that could freeze the game when trying to connect to a server.
- HAT/POV control system updated to support a dedicated control mode on one device with additional key/button HAT/POV mapping(s) on another device simultaneously.
- Build menu 3D panning mode now supports vertical placement of build point (lock X and Z build point first, then activate 3D panning mode, then left click again to lock Y position).
- Axis configuration, engineering lab, weapon lab, and shipyard indicator/slider bars moved to 'chatslider' image set for improved image quality (customizing kit updated to accommodate changes).
- New auto-matching system added to engineering lab to support combining two separate cargo or hangar bays to meet build array requirements (see notes for details).
- Display detection system updated to detect if an overscaled DPI setting is being forced by Windows to automatically enable full screen mode as may be needed.
- Menu buttons and scroll bars updated for a simpler, cleaner, and less gradient color appearance (also better aligns with the new HUD/gunsight elements).
- Single player fleet ships would sometimes remain near station entrances until player jumped away, now follow last order more consistently.
- Experimental VR system now set to disable the multi-threaded frame update system by default to accommodate forced changes in SteamVR.
- Server programs updated to better contend with operating system timers that are out of expected range (optional update).
- Fleet command menu updated to space ship selection buttons further apart for less crowding and broader click ranges.
- Ship status and target status cockpit displays updated for brighter lines between readouts for clearer divisions.
- Deploy module placement system updated to align better with build point indicator while in planet atmospheres.
- Three digit single player fleet ship identifier characters updated to better align with latest frame names.
- By request, screen modes renamed to 'Optimized (FullWindow)' and 'Locked (FullScreen)' for clarity.
- Single player fleet ships would occasionally not follow order to mine nearby asteroids, now fixed.
- City module persistent dependency system updated to align with space station module dependency.
- Improvements to ice particle behavior in planet rings while in external view modes.
- Improved error handling when custom music files are improperly sequenced/misnamed.
- Improved small spacecraft collision detection around station command modules.
- Single player fleet formation system updated for smoother flight behavior.
- New text message alert added for low fuel notification (<25 units).
- City weapon turret movement updated for smoother motion.
- Engine thruster effect direction reversed when needed.
- Several minor fixes and UI improvements.
Notes:
There are some significant changes and additions to the build mode/UI in this update. The build system is no longer limited to only the X and Z position locked to the vertical placement of the player's ship. Y can now also be changed without the player having to move their ship up or down. The new two stage build point locking option lets you set the X and Z position first, then the Y position. To use this option, you can lock the X and Z position in the overhead view mode first, then engage the 3D view mode (hold the right mouse button and move the pointer around). At that point, release the right mouse button when you have the view you want, then you can move the mouse pointer up and down to set the Y vertical placement point. Once you have the build point indicator in the position you want, left click again to lock in the Y placement point. From there, you can go ahead and activate a build operation. The build console will display '< Build Point Locked XZ >' when the two initial placement values are locked or '< Build Point Locked XYZ >' when all three placement values are locked. If you need to reset things to start over at any point, you can click the new 'Reset Build Point' button or simply click on ‘Cockpit View’, then ‘Overhead View’ again and all variables will be reset so you can start over. You can also open and close the build console to do the same thing. The 3D panning view mode also now remains persistent. So once you right click and move the panning 3D view, it will remain active even if you release the right mouse button. When the 3D panning view is active, you can reposition the mouse pointer and continue to pan the view around by holding the right mouse button. This way, you can set and reset the view as may be desired with losing the current view angle.
The experimental VR system is now set to disable the multi-threaded frame update system by default to accommodate changes in SteamVR, which removed support for the system anyway to utilize their own internal 'wait screen'. With the multi-threaded system now disabled, the SteamVR wait screen will appear any time there is the slightest pause in the game... during loading, menu transitions, or any other time where frame data is not being fed to the compositor. It's not an ideal approach, but seems to now be required with the changes in SteamVR that now disable the multi-threading system. There appears to be no way to enable the option, so this is a forced requirement of SteamVR for the time being. I'll be watching for future changes in SteamVR should other, better options become available that we can utilize in the game.
The display detection system has been updated to detect if an overscaled DPI setting is being forced by Windows. Previously, if a DPI setting was applied that was offset from a 1:1 pixel ratio (above 100% in the Windows display settings menu), it could have forced the game to work within a lower output resolution. For example, a 1920X1080 monitor with a 125% DPI scaling value applied in Windows 10 could force a rendering output condition of around 1536X864, which would render in significantly lower detail, resulting in potential legibility and image quality issues. The new system detects if the game is being forced to operate in suboptimal output resolution conditions and can now automatically apply the 'Locked' screen mode to keep the pixel ratio at 1:1 and final output resolution aligned with the best the monitor can provide. The only condition is that the selected resolution mode in the game's Options menu be set to 'Optimized'. Then if a 'Locked' screen mode isn't already active, the game can optionally activate it as needed for maximum image quality.
City module before and after build dependency conditions now align with space station modules by request and for consistency. This addition will also help resolve issues where some city weapon turrets may not have been active because of undetected/distant dependent modules. Weapon turrets under such conditions should now be active if they have required power and storage modules in range.
The new auto-matching system for the engineering lab will combine units of a matching material from two different cargo bays or two different hangar bays to meet a build array slot requirement (to address the previous 1:1 array slot-to-cargo/hangar bay requirement). This removes the requirement to consolidate or split two separate cargo or hangar bays and also helps with players flying military ships that only have one cargo bay, making it difficult for them to consolidate or split two separate bays of the same material. The game can now do that for them as long as the required material is in two cargo bays (civilian ship) or two hangar bays (any ship).
- Build menu 3D panning mode now persistent once activated.
- 'Unlock Build Point' button option added to build console.
- Build menu build point locking can now also be reset when toggling between Cockpit View and Overhead View.
- Internal work around coded to solve potential issue with connection delay that could freeze the game when trying to connect to a server.
- HAT/POV control system updated to support a dedicated control mode on one device with additional key/button HAT/POV mapping(s) on another device simultaneously.
- Build menu 3D panning mode now supports vertical placement of build point (lock X and Z build point first, then activate 3D panning mode, then left click again to lock Y position).
- Axis configuration, engineering lab, weapon lab, and shipyard indicator/slider bars moved to 'chatslider' image set for improved image quality (customizing kit updated to accommodate changes).
- New auto-matching system added to engineering lab to support combining two separate cargo or hangar bays to meet build array requirements (see notes for details).
- Display detection system updated to detect if an overscaled DPI setting is being forced by Windows to automatically enable full screen mode as may be needed.
- Menu buttons and scroll bars updated for a simpler, cleaner, and less gradient color appearance (also better aligns with the new HUD/gunsight elements).
- Single player fleet ships would sometimes remain near station entrances until player jumped away, now follow last order more consistently.
- Experimental VR system now set to disable the multi-threaded frame update system by default to accommodate forced changes in SteamVR.
- Server programs updated to better contend with operating system timers that are out of expected range (optional update).
- Fleet command menu updated to space ship selection buttons further apart for less crowding and broader click ranges.
- Ship status and target status cockpit displays updated for brighter lines between readouts for clearer divisions.
- Deploy module placement system updated to align better with build point indicator while in planet atmospheres.
- Three digit single player fleet ship identifier characters updated to better align with latest frame names.
- By request, screen modes renamed to 'Optimized (FullWindow)' and 'Locked (FullScreen)' for clarity.
- Single player fleet ships would occasionally not follow order to mine nearby asteroids, now fixed.
- City module persistent dependency system updated to align with space station module dependency.
- Improvements to ice particle behavior in planet rings while in external view modes.
- Improved error handling when custom music files are improperly sequenced/misnamed.
- Improved small spacecraft collision detection around station command modules.
- Single player fleet formation system updated for smoother flight behavior.
- New text message alert added for low fuel notification (<25 units).
- City weapon turret movement updated for smoother motion.
- Engine thruster effect direction reversed when needed.
- Several minor fixes and UI improvements.
Notes:
There are some significant changes and additions to the build mode/UI in this update. The build system is no longer limited to only the X and Z position locked to the vertical placement of the player's ship. Y can now also be changed without the player having to move their ship up or down. The new two stage build point locking option lets you set the X and Z position first, then the Y position. To use this option, you can lock the X and Z position in the overhead view mode first, then engage the 3D view mode (hold the right mouse button and move the pointer around). At that point, release the right mouse button when you have the view you want, then you can move the mouse pointer up and down to set the Y vertical placement point. Once you have the build point indicator in the position you want, left click again to lock in the Y placement point. From there, you can go ahead and activate a build operation. The build console will display '< Build Point Locked XZ >' when the two initial placement values are locked or '< Build Point Locked XYZ >' when all three placement values are locked. If you need to reset things to start over at any point, you can click the new 'Reset Build Point' button or simply click on ‘Cockpit View’, then ‘Overhead View’ again and all variables will be reset so you can start over. You can also open and close the build console to do the same thing. The 3D panning view mode also now remains persistent. So once you right click and move the panning 3D view, it will remain active even if you release the right mouse button. When the 3D panning view is active, you can reposition the mouse pointer and continue to pan the view around by holding the right mouse button. This way, you can set and reset the view as may be desired with losing the current view angle.
The experimental VR system is now set to disable the multi-threaded frame update system by default to accommodate changes in SteamVR, which removed support for the system anyway to utilize their own internal 'wait screen'. With the multi-threaded system now disabled, the SteamVR wait screen will appear any time there is the slightest pause in the game... during loading, menu transitions, or any other time where frame data is not being fed to the compositor. It's not an ideal approach, but seems to now be required with the changes in SteamVR that now disable the multi-threading system. There appears to be no way to enable the option, so this is a forced requirement of SteamVR for the time being. I'll be watching for future changes in SteamVR should other, better options become available that we can utilize in the game.
The display detection system has been updated to detect if an overscaled DPI setting is being forced by Windows. Previously, if a DPI setting was applied that was offset from a 1:1 pixel ratio (above 100% in the Windows display settings menu), it could have forced the game to work within a lower output resolution. For example, a 1920X1080 monitor with a 125% DPI scaling value applied in Windows 10 could force a rendering output condition of around 1536X864, which would render in significantly lower detail, resulting in potential legibility and image quality issues. The new system detects if the game is being forced to operate in suboptimal output resolution conditions and can now automatically apply the 'Locked' screen mode to keep the pixel ratio at 1:1 and final output resolution aligned with the best the monitor can provide. The only condition is that the selected resolution mode in the game's Options menu be set to 'Optimized'. Then if a 'Locked' screen mode isn't already active, the game can optionally activate it as needed for maximum image quality.
City module before and after build dependency conditions now align with space station modules by request and for consistency. This addition will also help resolve issues where some city weapon turrets may not have been active because of undetected/distant dependent modules. Weapon turrets under such conditions should now be active if they have required power and storage modules in range.
The new auto-matching system for the engineering lab will combine units of a matching material from two different cargo bays or two different hangar bays to meet a build array slot requirement (to address the previous 1:1 array slot-to-cargo/hangar bay requirement). This removes the requirement to consolidate or split two separate cargo or hangar bays and also helps with players flying military ships that only have one cargo bay, making it difficult for them to consolidate or split two separate bays of the same material. The game can now do that for them as long as the required material is in two cargo bays (civilian ship) or two hangar bays (any ship).