Evochron Mercenary 1.108 available...

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Vice
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Evochron Mercenary 1.108 available...

Post by Vice »

Evochron Mercenary version 1.108 is now available for download and includes the improvements and fixes listed below. This update is required for multiplayer compatibility.

The installer also works as an updating program for older versions of the game. It can be downloaded at: http://www.starwraith.com/evochronmerce ... nloads.htm

Version 1.108 offers the following improvements, fixes, and changes:

- More solar systems made available in demo.
- Occasional player drop due to rapid sector-to-sector travel fixed (server).
- Update rate for player status in multiplayer for shipyard and other menus increased.
- Jump drive control for NPC ships now properly bound for high energy nebula clouds.
- Players can now transfer installed equipment items directly to hangars and back to their ships.
- Custom cockpit system implemented to import external designs (see customizing kit for details).
- New 'Arc' sensitivity setting for flight control devices to offer an alternate response mode for axis inputs.
- Improvements to quest system to keep multiple waypoint patrol objective more manageable and accurate.
- Players can now destroy any player-built station type (including Research, Energy, Constructors, and Ore Processors).
- Single key/button mapping options added for quick save, autopilot, lock mining beam, padlock view, and cinematic view.
- Texture image quality for nav map and 3D radar waypoint and jump point markers improved.
- Power of throttle trim keys increased to match closely with lateral and vertical thrusters.
- Removed docking fees for player-built stations in hostile systems (for non-building players).
- Removed ship detonation when exiting shipyard with more fuel than tank capacity.
- NPC/AI controlled ships fly faster for added challenge in ship-vs-ship racing.
- Players can now use the jettison option for satellite delivery contracts.
- Rank icons would sometimes overlap from view in player list, now fixed.
- Players can now scuttle deployable stations while remaining in-sector.
- Axis control for energy setting not unbinding when remapping fixed.
- Target range list now includes offset spacing for improved legibility.
- 'Toggling' tractor beams on other player ships in multiplayer fixed.
- Map log entries now pause at the last character when scrolling.
- Reduced text display mode added for text/chat messages.
- Mod option for changing the ambient light level added.
- Auto-centering added for force feedback devices.
- Improved planet terrain collision detection.
- Several minor bug fixes.

The customizing kit is also now available for download, which provides instructions and several sample files to help in customizing and modifying various graphics/textures, sound, music, and text of the game. The download link for the kit is also in the downloads section of the game's website.
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Evochron Mercenary 1.108 available...

Post by soulsacrifice »

Awesome! Time to get working on some custom cockpits...

Thanks Vice.
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Evochron Mercenary 1.108 available...

Post by warsign »

Thank you Vice, great work!

Time to release "EvoViper" :cool:
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Evochron Mercenary 1.108 available...

Post by soulsacrifice »

I can't see the mod option to change the level of ambient light. I'm interested in seeing the effect on planets/objects for myself, could you point me in the right direction? Thanks.
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Evochron Mercenary 1.108 available...

Post by DennyMala »

Whooohooo!
Best regards

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Evochron Mercenary 1.108 available...

Post by SeeJay »

Thanks Vice. Excellent work.
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Evochron Mercenary 1.108 available...

Post by Von Paulus »

Thanks Vice.

Edit: Is there any kind of difference between this and the test build?

[Edited on 21-10-2010 by Von Paulus]
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Evochron Mercenary 1.108 available...

Post by Vice »

I can't see the mod option to change the level of ambient light. I'm interested in seeing the effect on planets/objects for myself, could you point me in the right direction? Thanks.
Sure, the filename is ambient.txt and it needs to be placed in the install folder where the EvochronMercenary.exe file is.

And in the first line, enter the value of the ambient light you want to apply. The default value is 5, so if you want no ambient light, set it to 0, high ambient light would be a value like 25 or 50.
Is there any kind of difference between this and the test build?
Yes, this build fixes a few minor bugs. So if you're using any build older than the one uploaded at the time of the original post, I would recommend updating to this one.
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Post by soulsacrifice »

Originally posted by ViceAnd in the first line, enter the value of the ambient light you want to apply. The default value is 5, so if you want no ambient light, set it to 0, high ambient light would be a value like 25 or 50.
Thanks Vice! Just tried it, though I think it's the other way, with 0 being more ambient light? Tried 0 first and then with 50, and the latter looked a lot darker. I actually really like the contrast of the dark/light sides of the planet so I might even keep it this way.

[Edited on 10-21-2010 by soulsacrifice]
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Evochron Mercenary 1.108 available...

Post by Vice »

Hmm, it should be 0 for no ambient light since it just ports that value into the shaders and global ambient level, but stranger things have happened :)
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Evochron Mercenary 1.108 available...

Post by Marvin »

:o Gets scary when a Dev's program develops a mind of its own.
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Post by soulsacrifice »

Originally posted by Vice
Hmm, it should be 0 for no ambient light since it just ports that value into the shaders and global ambient level, but stranger things have happened :)
It probably is. I tool a few screenshots to see the difference but after further testing it seems I may have just been looking at the planet from different angles. I'll try and do a proper scientific test with various levels from the same location/viewing angle and on different planets. It can be a little scientific study side-quest!
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Post by soulsacrifice »

I've just tried starting the game and it's now asking me for a Reference ID and Key. It's been working fine all day and i've not made any changes to my computer or anything. I tried entering my ref ID and key but it is just going to the demo expired screen. Any ideas on what's gone wrong? Will I have to email you for a different code Vice?
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Evochron Mercenary 1.108 available...

Post by Vice »

Almost sounds like old files got restored from a backup or the folder became write protected. Did you install to the same original folder? Are you using any custom save data folder settings (savedir.txt)? Indeed, follow up with me via e-mail, include your reference ID in the message body and I'll check on the license.
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Evochron Mercenary 1.108 available...

Post by soulsacrifice »

Yep, installed to the same default folder. Not using the custom save data settings. Think the only thing I changed was adding ambient.txt. e-mail sent.

edit: oops, looks like I did in fact accidently delete one of the files. Restored it from recycling bin and it's working again. Sorry for that.

[Edited on 10-21-2010 by soulsacrifice]
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Evochron Mercenary 1.108 available...

Post by Aesir Rising »

Thanks for the release. As the beta topic is now locked, I'll post these suggested corrections here. Please consider these for the next release.

techdata.dat [line #: corrected text]
15: to be best for non-combat objectives. Its small design, low
45: consumption with power output. The Richton is a good
51: The CR Ion Engine improves the power capacity of the
64: resource needed to accommodate its size.
223: class and even some in higher classes. Its twin
233: of assembly resources. Its original application
255: performance. Its additional weight and connections
288: power and agility. Its design provides a higher
369: for high end components. Its main drawback is limited
381: only 50 mps base speed compared to the Hunter frame.
462: in armor and shielding. Its unique forward swept
546: platform. Complementing its thick armor is a high

Edit: I'm going to start a bug topic for this version. I'll include this there.

[Edited on 10-23-2010 by Aesir Rising]
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Evochron Mercenary 1.108 available...

Post by Maarschalk »

Thanks Vice, for the update....:):cool:
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