Evochron Mercenary 1.288 available...

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Evochron Mercenary 1.288 available...

Post by Vice »

Evochron Mercenary version 1.288 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 1.288 is available for download and includes the following improvements:

- Dedicated size option added for custom display and HUD text.
- 'Clan Only' voice chat mode enabled for receiving messages while in exit menu.
- Missile explosion animation system updated for more consistent rendering at higher FPS.
- Dynamic cube mapping for planetary water linked to 'High' shader option in Options menu.
- Station detonator prices reduced to make them more accessible and potentially increase their use.
- Secondary throttle control input system updated to better support various gamepad/joystick devices.
- Text rendering system updated for improved efficiency and to eliminate flickering that may occur on some systems.
- Secondary weapon damage levels better aligned with armor specifications for each frame type.
- AI ship construction system updated for Saber and Raven frames for better wing placement.
- Additional proximity checks added to construction system to prevent 'station stacking'.
- Station detonator availability increased through reloading option at specific locations.
- Player built trade station limit set to 50 for each 500 sector territory control zone.
- Clan territory control rate credit increased by 500% for player built trade stations.
- 'Black warp gate' issue on Nvidia GeForce 400 and 500 series of video cards fixed.
- Military frames now have significantly greater primary weapon energy reserves.
- Military frames can now have up to eight equipment components.
- Military frames now have one cargo bay slot.
- Several minor bug fixes.


The new font size option will let you specify a unique size for the display/HUD text that is different from the primary message and menu text.

The dynamic cube mapping system for planetary water is now linked to the 'High' shader setting in the Options menu. This lets you disable the dynamic water effects without impacting the other planetary details such as terrain meshes, detail mapping, clouds, and textures. On some systems, good performance can still be achieved with planet details set high, but the dynamic water effects might cause a significant performance reduction. This way, you can control the water effects independently of the other planet details and effects by changing the shader setting to 'Limited' in the Options menu.

To update any military ship designs you own for the new options, simply rebuild the ship in any shipyard or buy a new one and the design will be updated automatically.
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In-sector voice comms not working

Post by Maximilien »

hi, the setfont.txt format has changed ?
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In-sector voice comms not working

Post by warsign »

Downloaded and installed.
Thank you...
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In-sector voice comms not working

Post by Vice »

hi, the setfont.txt format has changed ?
Expanded. It is still compatible with the old format as well, it will just use defaults if none of the additional values are included.
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In-sector voice comms not working

Post by Maximilien »

ok, thanks you... :)
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In-sector voice comms not working

Post by Marvin »

Three things I've noticed:

1. Guild pilots and Rebels don't seem to offer bribes anymore. I'm not sure if they ever did offer bribes in MP but, if they did at one time, they don't now.

2. IM has two territories that degrade at different rates. And the territory with a maxed-out number of trade stations (system O913) degrades three times faster than its neighbor (O751) and a lot faster than 2 percent per day.

3. I forget. Another Yoda moment. I'm not sure how Bravehart would feel about "Yoda Moments" being his legacy, but there you have it.
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In-sector voice comms not working

Post by Maarschalk »

Bribes where never possible in multiplay with the AI online. I have only gotten bribe offers in Single Player mode and that was only in Renegades and Legends. I have not received a single bribe in Mercenary from AI's in Single Player mode either.
I tried bribing in Multiplay online in all the 3 mentioned games with the AI and it never worked online and worked only in single player mode for Renegades and Legends. Never tried bribing in Mercenary though, but never was offered any bribes either in Mercenary and only in Renegades and Legends......;)
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In-sector voice comms not working

Post by Marvin »

:cool: Okay, thanks Maars. Wish I could remember the third thing, tho'.
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In-sector voice comms not working

Post by Bascule42 »

Sorry if this is an obvious question, or one that is answered elsewhere.

Is it best to iuninstall the old version first, or is it safe to just install/overwrite?
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In-sector voice comms not working

Post by Maarschalk »

No need to uninstall, just install....;):cool:

[Edited on 4-9-2011 by Maarschalk]
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In-sector voice comms not working

Post by Bossk »

I am currently on line with several players on R1, but can only see a few players on player list, and ships appear visual then disappear. This is happening in Sapphire.

If you are in the same sector as a player you can see them listed on player list.

We are all using 1.288, mix of over installed and clean install.

Players 2,3 and 4 are visible to all players, but every one else cant be seen.

They think I am going mad on line, but I'm not. Please tell them I'm not crazy. Please.
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In-sector voice comms not working

Post by Maarschalk »

Have you been drinking again?.........;):P
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In-sector voice comms not working

Post by MMaggio »

No, you are not crazy, it's prolly a prob w/the server.
But I would have to kick everyone & reboot to fix atm.
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In-sector voice comms not working

Post by Marvin »

:cool: Something Avenger posted in another topic reminded me of thing three:

3. I thought, if you do a multi-waypoint contract, you received one percent for each waypoint. But, no matter how many waypoints were in the missions I completed yesterday (and earlier, using a previous release), I only got a one-percent credit. Multiplayer, of course.
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In-sector voice comms not working

Post by Bascule42 »

From post: 105482, Topic: tid=7475, author=Maarschalk wrote:No need to uninstall, just install....;):cool:
Thanks Maarschalk...
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In-sector voice comms not working

Post by Avenger »

From post: 105497, Topic: tid=7475, author=Marvin wrote::cool: Something Avenger posted in another topic reminded me of thing three:

3. I thought, if you do a multi-waypoint contract, you received one percent for each waypoint. But, no matter how many waypoints were in the missions I completed yesterday (and earlier, using a previous release), I only got a one-percent credit. Multiplayer, of course.
I am sure that's normal, if you get 1% control per waypoint for a waypoint contract it would be too easy, especially if you are with more clanners.
You only get waypoint points for military rank in the warzones.
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In-sector voice comms not working

Post by Marvin »

From post: 105521, Topic: tid=7475, author=Avenger wrote:You only get waypoint points for military rank in the warzones.
Image That's probably what I was thinking of. Thanks for the memory jog.
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In-sector voice comms not working

Post by Galaxian »

This could be coincidence or maybe a server side thing, but after DL and installing the release build last night, sector voice comms didn't seem to work for me or the other pilots who where online at the same time and in the same sector.

Vonari-B and I did a fair bit of testing to try and determine the cause. We verified that we were in range, on the same build and in visual range (just to be extra sure). When transmitting, my send indicator would light up, but on the receiver's side, they'd just see the 'sender' indicator flash and go away, but no voice whatsoever. Nor could I hear any voice comm inbound.

We'd both been using sector voice comms prior to last night without issue.

We were in Sapphire the entire time, operating in various sectors together.

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In-sector voice comms not working

Post by MMaggio »

Strange, but it's working now...
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In-sector voice comms not working

Post by Galaxian »

From post: 105559, Topic: tid=7475, author=MMaggio wrote:Strange, but it's working now...
I seem to be a singularity that attracts 'strangeness'... :P

Have another go this evening and see what happens.

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In-sector voice comms not working

Post by 49rTbird »

From post: 105566, Topic: tid=7475, author=Oasis wrote:um........... correct me if I'm wrong, but is the updat sapposed to take over 2 hours to install? :(
No it should not. I would recommend downloading again.:)
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In-sector voice comms not working

Post by DaveK »

Hi Oasis :)

I've occassionally had similar problems - check that your download file is the fiull 227.4 MB long. If I pause a download and restart it the file can be full length but it "hangs" part way through installing :(

I've just downloaded and installed without problems (I'm not thumbing my nose at you, honestly! :) )

If you downloaded at the same time as the rest of the regulars (download speed 30 - 40 kB - downlaod time 1 - 2 hours!) then it might have glitched over the extra long download time. Try again when everyone is either offline or after they have got theirs (download speed 300+ kB - download time 8 mins)

It's worked in the past for me - it might work for you! - good luck :)
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In-sector voice comms not working

Post by Maarschalk »

My downloads only take 6 minutes......;):cool:
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In-sector voice comms not working

Post by MMaggio »

Mine always start by saying one or more hours, but loads rapidly and finishes within a few minutes.
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In-sector voice comms not working

Post by Ravenfeeder »

From post: 105616, Topic: tid=7475, author=Maarschalk wrote:My downloads only take 6 minutes......;):cool:
Darned if I can see how u get it so quick. Takes me abut 14 mins at download 348kbs. And, I've got a 10mb system!
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