Arvoch Alliance SE 2.2008-2.2288 Updates...

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Arvoch Alliance SE 2.2008-2.2288 Updates...

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Version 2.2008 includes the following improvements:

- Added options to map VR controller buttons to energy bias control in the 'vrsetup.txt' file.
- Added options to map VR controller buttons to shield augment control in the 'vrsetup.txt' file.
- Added option to swap the strafe thruster and roll/yaw axis input controls between VR controllers.
- Added options to assign different axis inputs for roll, pitch, yaw, strafe, and inertial forward/reverse thrusters on VR controllers.
- Expanded IDS scale up and down inputs to either joystick or throttle flight control mode in VR (existing mappings may need adjustment).
- Added option to retain last axis input values from VR controllers when a flight mode is disengaged in the 'vrsetup.txt' file.
- Added options to map VR controller buttons to target nearest hostile ship and target ship in gunsight controls in the 'vrsetup.txt' file.
- Added options to set the flight control mode to listen to button input from for each button control option/set in the 'vrsetup.txt' file.
- Added options to apply a custom roll, pitch, and yaw levels to VR controller orientation in the 'vrsetup.txt' file.
- Added options to map touchpad/thumbstick axis inputs to button control options in the 'vrsetup.txt' file.
- Atmospheric burn effect now better aligns with ship movement direction and overall velocity factors.
- Jump drive delay time reduced by 50%.


Notes:

Several new options are available for the VR controller system. You can now set custom axis input channels for each flight control and set the default input response when a controller is disengaged from a flight mode. During the course of working on these systems, additional button index details were explored and tested for Oculus Rift S devices. In addition to the lower values (some of which may overlap), these optional indexes can be used for additional dedicated button inputs:

Triggers - Button Index 33
Grips - Button Index 34
Thumbsticks - Button Index 32
Left X - Button Index 7
Right A - Button Index 7

These values can be used in place of existing values for any button input option in the 'vrsetup.txt' file. Due to expanding the IDS scale button option for both flight control modes, some existing configurations may need adjustment to ignore a controller you don't want to use for these controls. To do that, simply enter the number 99 for any button input control you don't want to map input to. This will direct the game to ignore input for those controls and only listen to values between -2 and 63, preventing any button duplication. You can also now specify which flight control mode to listen to input from for each button control (or set of buttons for a common control group, such as shield augment control). To retain compatibility with existing configurations, some button mappings (ie IDS On/Off, cannons, missiles, and afterburner) have been kept to their respective flight control modes to listen to input from. A revised 'vrsetup-bak.txt' file is included with the game in the '\media' folder with revised default and new lines as well as new instructions for reference.
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Re: Arvoch Alliance SE 2.2008-2.2018 Updates...

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Version 2.2018 includes the following improvements:

- Improvements to mouse click target selection.
- Most radar indicator textures doubled in resolution.
- Carrier catapult launch system implemented (see notes).
- Ships under player's command now report when they can't follow an attack/defend order in message log.
- Added ability to bind two-key combinations for all control options in the Key/Button Configuration menu.
- Changed the lock tractor beam key/button control to allow for more time to tap to disengage once at full strength.
- Targeting system now automatically cycles to the next nearest object when a currently targeted object is destroyed or exceeds tracking range.
- Improved planetary atmospheric effects and related water shader reflection elements (including more distinction for sunrise/sunset sequences).
- Jump drive now automatically disengages main engine to no longer require manual control to minimize fuel consumption.
- Ships in squadron can now reject order to repair/reload if carrier is too far away for timely/safe travel.
- Possible solution for certain system-side configurations potentially causing the game to freeze on exit.
- Shield arrays now sustain damage upon general impacts (level based on direction and velocity).
- Snap zoom sequences removed from cinematic view mode for a more consistent viewing distance.
- Main gunsight textures doubled in resolution for improved appearance at higher resolutions.
- Missile fuel reserves increased by about 70% and lock ranges increased to accommodate.
- Improved support for 0.1875-0.28125 ratio display resolutions (ie 5760X1080/5120X1440).
- Tiling detail texture layer added to ship and station shaders.
- Improved key and button conflict detection and indication.
- Gunsight shield indicators now also shown in HUD mode 1.
- Minor fixes.


Notes:

All locking missile types have had their fuel reserves increased by about 70%. This means that the flight time before missiles self-detonate due to running out of fuel (and hence, no longer being able to maneuver or track a target) has been extended. To accommodate this change, the locking ranges of missiles have also been increased significantly.

A catapult launching system has been added to carriers. This method of launching from a carrier provides an automatic takeoff sequence up to near maximum speed with no fuel cost. To activate the sequence, simply park inside the blue indicator and stop. The carrier's tractor beam system will automatically align your ship to the required position, heading, and pitch. Then when ready, increase throttle to maximum and the carrier will engage the catapult launching system. Your ship will then accelerate at a rapid speed until it reaches the end of the catapult and you reach open space. You can turn off the IDS to maintain the launch speed or allow your engines to slow your ship down after the takeoff. You can skip the catapult sequence and leave the carrier yourself by just flying through or around the blue position indicator located at the beginning of the catapult. New lines added to the 'text8.dat' file are in the 2812-2818 range and can be removed to no longer display the notices and instructions for the catapult system.

Shaders used for ships, carriers and other capital ships, and stations have been updated to incorporate a tiling detail texture. This helps provide a much higher detailed appearance to the surface of these objects in the game (anywhere from around 300% up to 1800% depending on type and size). This additional texture layer adds more panels and surface contours to help fill in some of the empty/blank areas of the base texture layers and applies details to the diffuse, specular, and reflective elements.

By request, shield arrays can now be damaged by impacts with other objects/structures in space. The severity of damage is dependent on the overall velocity and type of impact. Collisions with small/low mass objects such as debris from an exploding ship or bits of asteroid will not inflict damage while impacts with most other larger objects will, if the overall velocity is high enough. The direction of the impact will determine which array is affected and faster impacts will deplete the array level at a greater level.

If the player gives an order to attack or defend and there is no hostile in range of the ship being given the order, the ship will report in the message log that they are unable to follow the order (including the squadron group and position number). The player can then reissue the order once a hostile is in range of the ship being given the order. You can optionally disable these notifications by creating a text file in the save data folder named 'ordersrejectdisable.txt'.

If the player gives an order to repair/reload and the squadron ships determine the carrier is too far away, they can decline the order (also now reported in the message log). This may result in some unfamiliar new behavior. Previously, they would accept the order, but just fly back at cruise speed (~ 5.2K), which would take a very long time at those velocities and was impractical to expect their return by the time most missions would end. They would increase their speed to jump drive velocity only if you joined and flew back with them. So rather than easily allowing a scenario where ships are sent away never to return in time to help out, the new mechanic will allow them to decline the order if they determine the carrier is too far away. The player can direct their squadrons in one of two optional ways:

1 - Order them to join in formation and then travel back with them at jump speeds for practical repair/reload time (encourages keeping squadrons together by default which is an important principle in this game).
2 - Order them to hold at a nav point around 20-40K away and allow their ships to repair on their own (useful when far away from the carrier).

This update should help resolve an older issue a few players have reported involving the game freezing upon exit. Although the root cause is still unknown, it appeared related to certain control device configurations, drivers, and/or language settings causing something to not release/unbind properly during the game's cleanup and shut down process. With the help of a player I exchanged e-mails with and sent test code to, I was able to come up with a code-side solution to work around the problem that involves a different shut down procedure for the control input system. I've only been able confirm it has solved the issue for the one user so far, but further internal tests indicate it should solve the issue for others as well. Normally, freezing is associated with external security programs interfering with the game's access to its own files or media (memory and/or disk access), so this update won't help anyone encountering such a behavior for that reason. But for those encountering a freeze upon exit due to a particular hardware/device/driver configuration, this update may solve the issue entirely for them.

The ship's targeting system will now automatically switch to the next nearest object (rather than the next ship) if an object you currently have targeted is destroyed or exceeds radar range. So when you have a ship targeted, the system will target a ship. When you have an object targeted, the system will target an object. If no other object is nearby, then the system will switch over to targeting ships again.

The ability to bind two key combinations for controls has been added to the Key/Button Configuration menu. Much like the two button combination options for joysticks/controllers, the key option supports pressing two keys in sequence to map a single control function. There are a few limitations (a few of which are covered below) inherent in the key index/register system and development platform, but is overall flexible and supports a wide range of key combinations.

I'm leaving the ability to bind the alt keys in place for the time being. Just be aware that this may impact other functions associated with the alt keys (such as flight/select mode toggling and/or other alt options for other single key functions). It can also obviously affect things like alt-tab which toggles apps in Windows. So you can use the alt keys to map controls to, but they may overlap with other inputs in unwanted ways. In such instances, it can be better to use a shift or control key combination to avoid such conflicts. But for many inputs, it seems the alt keys can be properly used in conjunction with other keys that don't already have a secondary function bound to them.

Since the key entry system is numlock aware, this can also cause numpad number key inputs to be altered. For example, if you press shift-numpad 8 with numlock on, the second input register changes and won't apply the numpad 8 since holding shift changes the register. Other combinations with the numpad number keys will work fine (such as control or alt), shift just can't apply because of the effect it has on changing the key input register.

Other than these considerations, the multi-key binding system should work with just about any key combination to map two keys to one control function.

Edit: 8-8-2022 - Update available that improves a few visual elements with the new catapult launch system and fixes an issue with the mission loading system that could allow capital ships to continue to warp out if they were actively doing so in the previous mission.
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Re: Arvoch Alliance SE 2.2008-2.2048 Updates...

Post by Vice »

Version 2.2048 includes the following improvements:

- Mission editor updated with highlighting for menu and map modes.
- Mission editor now displays alert if no waypoints have been assigned in a mission.
- Added ability to specify a delay timer for an event in custom missions (see notes).
- New cockpits added, including new structures for flyable Vonari fighter (mission 15).
- Collision system updated to provide more sliding based on angles of impact.
- Minor fixes.


Notes:

You can now specify a delay timer in an event in the 'MissionTime#' directive lines. Instead of the HH:MM:SS format for setting an event trigger to the mission time, you can optionally enter a numerical value of 5 digits or less to specify a delay in seconds for the event. This can be useful for events that don't rely on preset ship positions or fixed mission timing. The player simply needs to arrive at a specified waypoint and remain in range until the delay timer expires. The event will then activate.

As an option, you can display the delay timer on the screen for testing purposed by entering a 'MissionShowDelay' directive line in the mission file or by creating a text file named 'missionshowdelay.txt' in either the save data folder or the '\media' folder where the game is installed. Any time the delay timer is active, a 'Delay: #' text line will be displayed on the left side of the screen. You can remove the directive line or text file when finished.
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Re: Arvoch Alliance SE 2.2008-2.2078 Updates...

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Version 2.2078 includes the following improvements:

- Lens flare effects updated for a more subtle/realistic appearance.
- IDS scale factor and control mode are now also displayed on the gunsight indicator in HUD mode 2.
- Added support for exporting certain control and physics values via UDP for use with motion tracking devices.
- Missile indicators now display red when targeting the player, yellow when targeting other ships/objects.
- Added customizing option to set launch HUD mode, HUD cycle direction, and mode restrictions.
- Font system updated to standardize color levels between button edges and center bars.
- Maneuvering thrusters (nozzles and exhaust) reduced in size (see notes).
- Illuminated pathway lighting added to space station gate entrances.
- Mission editor updated with several minor improvements and fixes.
- Minor improvements and fixes.


Notes:

The IDS scale factor and control input mode are now displayed on the gunsight indicator in HUD mode 2. New image indexes have been added to support the X1-X9 scale levels along with the 'Off' mode. A dedicated character index has also been added for the control input mode and can be modified to optionally display the scale value.

A new option for exporting certain control and physics values has been added to the main Options menu, adding to the previous '3D Head Tracking' setting that is now named 'Head/Motion Tracking'. The new button allows you to activate both the head tracking (TrackIR) mode as well as a new 'Motion' option that enables broadcasting values over a UDP port. Motion tracking devices can then receive this data and process it for simulating motion effects. Details on exported values and custom configuration options are available in the Evochron Legacy SE customizing kit (which uses the same format and system): https://www.starwraith.com/evochronlega ... me.htm#507

A new customizing options has been added to specify the HUD mode upon launching, the direction HUD modes cycle, and restrictions on available HUD modes. To apply such options, create a text file named 'hudcyclesettings.txt' in either the save data folder (\Documents\EvochronLegacySE) or the '\media' folder within the game's installation folder. You can then enter these lines to set values:

HUDLaunch=2
HUDCycleD=1
HUDActive=0

The 'HUDLaunch' parameter will set the HUD mode when the game starts or when respawning. Set to either 1 for mode 1 or 2 for mode 2. The 'HUDCycleD' parameter will set the direction the HUD modes are cycled in. Set to 1 for increasing increments or -1 for decreasing increments. The 'HUDActive' parameter will select which HUD modes will be available/active in the range. Set to 0 to allow the full range of HUD modes that includes off, mode 1, and mode 2. Set to 1 to not allow turning off the HUD entirely, leaving only mode 1 and mode 2 available. Set to 2 to restrict the modes to off and mode 1. Set to 3 to restrict the modes to off and mode 2.

The font system has been updated to standardize color levels between button edges and center bars. This allows for more consistent color matching (no more trying to guess between the different color levels, they are now 1:1) and provides more available variety for brightness when holding the mouse over buttons in the game. The included default font images (in the '\media' folder) has been updated for this new alignment and can be used as a reference for how to change any existing custom font images that may be in place.

Maneuvering thrusters have been reduced in size by about 2/3 for a more subtle appearance (based on feedback/requests over the last few years). The game will automatically update any custom thruster placements and scaling for the new layout, so changes can be made later if larger thruster nozzles are desired. Otherwise, both the nozzles and exhaust effects have been reduced to give the frames a little more of an aerodynamic appearance with less hull surface disruption. The thruster placement utility for the customizing kit has also been updated to accommodate these changes.
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Re: Arvoch Alliance SE 2.2008-2.2088 Updates...

Post by Vice »

Version 2.2088 includes the following improvements:

- Squadron position of current targeted ship now displayed on target detail display in campaign mode.
- Improved legibility of gunsight IDS and primary weapon firing mode along with current target direction indicators.
- VR system updated to better align viewpoint position alignment with head movement and rotation for all scaling levels.
- Added key and button mapping option to toggle upper HUD menu bar on and off (replacing unused quick save).
- Upper HUD image index updated to reduce vertical size and video memory consumption.
- Added text file option to adjust rate of movement for cockpit structures.
- Added option to scale FPM indicator to 'gauges.txt' custom file options.
- Reduced afterburner drive energy consumption by about 300%.
- Font changes for improved legibility and clarity.
- Minor improvements and fixes.


Notes:

The squadron position of a targeted ship is now displayed on the target detail display next to the faction affiliation. So for an allied ship in the beta 2 position, the readout would display 'ALC B2'. This way, you can target a ship in any allied squadron to view specific status information about them.

You now can adjust the level of movement for cockpit structures with a text file named 'ccpitmove.txt' in either the save data folder ('\Documents\EvochronLegacySE') or the '\media' folder inside the game's installation folder and in the first line, enter a value for the level of movement. The default value is 1.0 and you can set it to 0.0 for no movement or a higher value for more movement.

The VR system has been updated to more precisely align viewpoint changes that occur when the player rotates and moves their head. The new system should provide consistent behavior across the entire range of optional scaling parameters. These changes will likely affect one existing parameter, which may need adjustment to accommodate the offset corrections applied in this version. The 'HeadHeight' value may need to be changed if not left at the default -1.25 value. So for VR users, adjusting this value in the 'vrsetup.txt' file may be needed after installing this update.

Edit: October 5th, 2022 - Update available that fixes a few minor issues with the lens flare system in VR.
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Re: Arvoch Alliance SE 2.2008-2.2108 Updates...

Post by Vice »

Version 2.2108 includes the following improvements:

- Added support for binding dual axis inputs to individual controls (see notes).
- Heat signature system now accounts for temperature increases due to energy weapon fire.
- Brighter brackets added to HUD ship direction indicators for improved visibility and target distinction.
- Added automatic throttle axis input suspension when a percentage, trim, or absolute key/button is pressed.
- Added ability to apply a custom scaling level to certain independent HUD alert and readout indicators (hudtext.txt).
- Cockpit hologram display textures doubled in resolution for improved appearance at higher screen resolutions.
- Added ability to set missile lock retention mode for retargeting in-flight or fire-and-forget (see notes).
- Upper HUD menu and compass bar revised to provide individual buttons and a cleaner appearance.
- Cargo bay contents are now displayed on the main HUD whenever the tractor beam is active.
- Added hostile contact indicators to the left side of the upper HUD element.
- Reduced collective array damage level applied for shield-on-shield impacts.
- HUD pitch ladder now smoothly fades at top and bottom rather than clipping.
- New fading effect when passing through carrier hangar atmosphere shields.
- New shield effect for energy weapon impacts (particle and beam cannons).
- 3D radar globe texture updated for finer lines and reduced obstruction.
- Sound effect and sparks now apply for particle cannon hull impacts.
- Detail texture updated for some improved lighting/surface effects.
- Chimera cockpit updated for structural and alignment improvements.
- Sound effect added for jump drive system and revised warp effect.
- Revised explosion blast wave effect (new energy/distortion look).
- Font updated for wider characters and more visible appearance.
- New ambient environment sound added for proximity to ships.
- Damage stat tracking added to combat modes in multiplayer.
- Reduced impact shake effects.
- Minor improvements and fixes.


Notes:

The control input system has been expanded to support binding dual axis inputs to individual control functions. This has been done primarily to accommodate rudder pedal and game controller devices that provide multiple mono-directional axis signals rather than one individual bi-directional axis signal. Changes involved have also removed the conflict alert prompt if you bind more than one axis input to the same control function. To utilize this new option, simply bind the first axis you want to use for the right, up, or forward direction of a given control function. So for example using rudder control for yaw, bind the right pedal to the 'Yaw Left/Right' control first. Next, bind the second axis to the left, down, or reverse direction of the control function. So for rudder control for yaw again, you'd bind the left pedal to the 'Yaw Left/Right' control. The game will detect the dual mapping and automatically apply the bi-directional function split between the two axis inputs. It will set the center of each axis input signal to lowest value of each respective range with one adding positive input and the other negative input. You will then be able to control left/right, up/down, or forward/reverse directions with both axis inputs mapped to the one control function. You can optionally reverse the input with the checkbox next to the primary axis input channel (the one mapped to right, up, or forward) and the game will automatically invert the values for both axis inputs. You can optionally clear the secondary axis input (the one mapped to left, down, or reverse) to restore bi-directional control input or clear the primary axis input to unbind both axis inputs.

A new missile lock retention mode has been added that lets you manually control the tracking mode for each locking missile you fire. Previously, all locking missiles followed the live guidance principle in that you retained control of all launched missiles and could switch targets to redirect such missiles to track a new threat while in flight. This came in handy if you decided there was a greater threat and wanted to redirect a missile to a new target. But it also meant that you could only hold a missile lock on one threat at a time until any missiles being directed impacted the target or self-detonated. It also meant that the auto-targeting could increase the chance of friendly fire with a fighter suppression weapon like the Excalibur. With the new system, you can set the current missile being fired to either the default live guidance mode or a new target retention mode that continues to track only the ship being fired at, even if you switch targets to a different ship. When the retention mode is active (default Alt-L key combination), the missile will stay focused on the one target until it is destroyed or the missile itself explodes. If the ship being tracked is destroyed before the missile reaches the target, then the missile will fly off and self-detonate once it reaches its range limit. This way, you can optionally restrict the Excalibur to only strike one ship without the risk of potentially hitting other ships nearby (and with careful timing, you can even split the Excalibur firing sequence between multiple targets). This also means you can now fire missiles at separate targets when a situation might call for it. To accommodate the new missile lock retention mode (primarily for facilitating multiple target engagements) and to increase range viability, all locking missiles have had their range increased by 200%. When the live guidance mode is active, a solid dot will appear next to the missile in slot one on the lower left cockpit display. When the target retention mode is active, a hollow circle with brackets will appear next to the missile in slot one.

As the new HUD and cockpit display systems have been expanded significantly in recent updates, it has become less practical for the 'classic' HUD mode to remain compatible. So this build removes the classic mode and sets the default mode to the latest images and parameters. The cockpit viewing program has also been updated to reflect this change. Most of the elements can still be manually added back in via the customizing options. But going forward, the new HUD and display system has been made the new default baseline to free up modifications for some of the enhanced capabilities and new textures.

New ambient sound effects and systems have been added for ship proximity. These sounds loop and can change pitch for a doppler effect based on rate of approach/departure, fades left/right based on relative position in space, and change volume based on distance. As the result, the original 'flyby.wav' sound effect has been replaced and now uses this new format. Likewise, a separate dedicated sound system is available for capital ships and uses the filename 'flyby-capital.wav'.

A new dedicated shield effect has been added specific to energy weapon impacts, both beam cannons and particle cannons. The original impact effect remains for collisions while the new system renders energy ring bursts at points of impact. The effect is persistent so multiple impacts can produce multiple bursts at different angles. Like the collision impact effect, the brightness is reduced when the player is in cockpit view to minimize visual obstruction. The effect is also color coded, providing blue for human ships and red for Vonari. As a result of the new systems, there are now two types of shield effects along with the new hull effect to help visually distinguish the type of impact that occurs (and when direct hull damage starts applying to a target). The new directional effect will stop once an array is low enough and the direct hull impact effects will then occur.

The default font has been modified to be larger by default with wider characters and improved visibility across a wider range of screen resolutions. In conjunction with this change are further modifications to internal spacing and placement parameters to accommodate a wider array of possible custom fonts. If you are using either the 'Medium' or 'Large' font size setting, some spacing may be slightly miscalibrated after updating to this build, potentially causing some characters to overlap slightly. Simple click on the font size setting again and the game will automatically adjust the internal settings to better align the text placement with the new font.
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Re: Arvoch Alliance SE 2.2008-2.2118 Updates...

Post by Vice »

Version 2.2118 includes the following improvements:

- Added 'Medium' anti-aliasing mode.
- Added support for multiple lines (up to three) with multiplayer text chat.
- HUD Configuration menu updated to a shader based system for immediate changes to RGB color settings.
- Autopilot expanded to incorporate basic collision avoidance in addition to automated docking with carrier.
- Detail mapping and shaders updated to provide improved smooth appearance for external cockpit glass.
- Autopilot also updated to fly level with terrain over planets and moons rather than ecliptic.
- Added ability to adjust the X and Z angles of holographic cockpit displays (gauges.txt).
- Optimized resolution mode automatically activates if best setting is manually selected.
- Expanded velocity readouts for target indicators to support speeds greater than 9K.
- Single device sequential 'All' axis mapping option removed to eliminate confusion.
- Minor improvements and fixes.


Notes:

Medium Anti-Aliasing Mode
A new 'Medium' setting has been added to the Options > Anti-Aliasing menu. This mode applies some of the parameters of the 'Low' and 'High' modes by providing the 2X rendering level of the 'Low' setting with the shader-based filter sampling of the 'High' mode. As a result, some players may find this mode offers better performance than the 'High' mode while still offering image quality that is fairly close. A lot will depend on the resolution the game is being run at, other settings, and the GPU/rendering capabilities of the system being used.

Sequential 'All' Axis Mapping Option Removed
Due to repeated inquiries and reported confusion over the years with the option to bind all axis inputs to a single device sequentially, the option has been removed in favor of the default standard individual axis mapping selection method. The instructions for the game have been updated to account for this change and expand on some of the new capabilities recently added. If a player still wants to map all axis controls to a single device sequentially by prompt, they can now press and hold the Alt key to have the option appear in the Axis Configuration menu.

Enhanced Autopilot
The autopilot has been heavily revised in this update to incorporate an automatic docking system and collision avoidance. The autopilot will also still attempt to fly at the maximum IDS X9 speed your ship can fly at in open space, slowing only for docking maneuvers. Exceptions to this include planetary atmospheres and asteroid fields, where speed will be reduced for safe travel and more manageable maneuvering. As an optional partial control configuration, you can disengage the IDS to control all strafe and engine thrusters manually to adjust course and speed, leaving roll, pitch, and yaw up to the autopilot. If the autopilot is set to dock at a carrier, it will automatically disengage once you arrive at the destination and dock. To keep an intended element of player involvement, you can still overspeed the autopilot and collide with objects, so it's still important to maintain situational awareness to avoid such impacts. By design, the new system will not be 100% full-proof. It will merely help reduce potential collisions and lower the chance of damage if an impact does occur. So clear lines of sight to nav points and careful route planning are still important and recommended.
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Re: Arvoch Alliance SE 2.2008-2.2128 Updates...

Post by Vice »

Version 2.2128 includes the following improvements:

- Various secondary HUD elements and alert prompts doubled in texture resolution and brackets added to unify overall appearance.
- Minor improvements and fixes.


Notes:

Texture Resolutions Increased for Secondary HUD Elements and Alert Prompts
To build on earlier updates that increased texture detail for primary HUD elements, this update applies increases to other secondary elements and alerts to better support 1440p and higher display resolutions. Such graphics have been redrawn for improved detail and appearance, including all animated elements. Brackets have also been added to various readouts, indicators, and alerts to better distinguish edges, types, and placements.

Miscellaneous Improvements and Fixes
This update includes several improvements and fixes for reported/discovered issues including a potential error message related to the message log array being exceeded under certain conditions with particular player actions, corrects an issue with upper axis input channels not being able to be mapped to key/button inputs, and adds a few performance tweaks.
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Re: Arvoch Alliance SE 2.2008-2.2148 Updates...

Post by Vice »

Version 2.2148 includes the following improvements:

- Labels on HUD gunsight, IDS indicator, and weapon firing mode centered and revised for improved clarity.
- Added new optional 'Spears' and 'None' motion indicator modes to HUD (Options > 3D Cockpit > HUD Motion Indicator).
- By request, directional arrow character for gunsight and OCRS vertical velocity readout (VVL) moved to right side.
- Improved line spacing in Axis Configuration menu when two controls are mapped to the same axis channel.
- Updated the Key/Button Configuration menu device toggle buttons to support more than eight indexes.
- Increased size of HUD ship direction indicators to improve text legibility on lower resolutions.
- Radar display images updated to separate contact/blip type color section from main image.
- Minor improvements and fixes.


Notes:

Vertical Velocity Level Readout Arrow
By request, the VVL readout on the gunsight and HCMS will now show its direction arrow on the right side and its speed value to the left of the arrow (with right justified character cascading). This allows both the VVL and HVL indicator to have their arrows aligned nearest to the gunsight. The ability to move these arrows on the gunsight and OCRS has also been added to the 'hudtext.txt' customizing options (lines 16 and 17). For easier reference, an example of this file with default values is now included in the ZIP with the kit's sample files (inside the '\hud' folder).

Axis Configuration Control Lines
When only two control functions are mapped to the same axis channel, the menu will now better space each line to prevent overlapping. If a split axis binding (up/down, left/right, etc) is combined with another primary axis binding and/or three or more bindings are mapped on a single axis channel, the menu will overlap the labels to help visually indicate the interfering conflict.

HUD Motion Indicator Modes
Two new modes are now available for the motion direction indication system of the HUD. The current default 'Tunnel' is available as the first mode. Then a second 'Spears' mode can be selected which displays the ship's direction and speed using random spears for a kind of 'starfield' effect. Finally, a 'None' mode is available that will disable motion indication entirely. For the 'Spears' mode, additional options are available to adjust the spacing, size, and velocity rate to adjust the indicators for personal preference (particularly for VR). After selecting the 'Spears' mode a new file is created in the save data folder (default \Documents\EvochronLegacySE) named 'hudmotion.txt' and you can edit this file to change the effect's parameters. Line 1 selects the mode (2 for 'Spears'), line 2 sets the movement rate, line 3 sets the maximum spacing range, and line 4 sets the scaling factor. The texture itself can also be modified to change appearance ('hud-motion2.png').
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Re: Arvoch Alliance SE 2.2008-2.2158 Updates...

Post by Vice »

Version 2.2188 includes the following improvements:

- Added new lines to 'hudmotion.txt' file to support custom direction, depth, and row settings.
- Current target HUD indicator now has 3-bar directional shield indicators to match gunsight indicators.
- Gunsight inbound missile direction indicators increased in resolution and range bar reversed for clarity.
- Improvements to character capacities and types for ship descriptions/names on cockpit displays and HUD readouts.
- Shield level indicators on cockpit ship and target status displays updated for a cleaner look.
- Ship and station textures updated for a cleaner panel look.
- Minor improvements and fixes.


Notes:

New 'HUDMotion.txt' Lines
Three new lines have been added to the 'hudmotion.txt' file option. Line 5 supports locking the tunnel to the direction of the ship's forward HUD and/or rotating it 90 degrees. Line 6 supports disabling depth sorting for the tunnel or spears mode. And line 7 supports changing the number of rows for the tunnel mode.


Edit 09-07-2023: Update rolled out that changes/fixes the following:
- Fix for potential cause of slight thruster twitching at very low speeds when IDS is off.
- Added 'cruisedrive.wav' file option for custom cruise drive sound effect option.
- Expanded tractor beam asteroid mining retrieval range.

Edit 09-12-2023: Update rolled out to fix an issue that could cause twitchy thruster behavior at high speed when the IDS is turned off. Also expanded support for mapping two button control functions for different index orders and HAT/POV/DPad inputs.

Edit 09-14-2023: Update rolled out to add the following:
- Improved support for dual button, axis, and HAT/POV/DPad mapping to prevent unwanted simultaneous control actions among shared inputs.
- Added key/button mapping options for panning right/left/up/down view control and centering panning view (Page 4).

Edit 09-19-2023: Update rolled out to add the following requested improvements/changes:
- Expanded button index limit in the 'Advanced' control input mode to 128.
- HUD indicator frames updated to better color match, improve contrast, and reduce obstructions.
- Image font system updated to supported custom active button edges (see customizing kit).
- MDTS lead indicator revised to display circle with a connected directional arrow.
- Primary alert sound revised for a more subtle effect.

Edit 09-24-2023: Update roll out to fix an issue with exporting custom control profiles.
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Re: Arvoch Alliance SE 2.2008-2.2198 Updates...

Post by Vice »

Version 2.2198 includes the following improvements:

- Added ability to change 3D compass to a flat tape structure.
- By request, external panning view is now calibrated to align with the curvature of planets when in atmosphere.
- Added ability to import GIF format images as textures to certain HUD and custom display systems (limited, see notes).
- HUD pitch ladder structure and textures updated for flexible modification and higher resolution textures.
- Clickable buttons updated with a solid bar appearance for clearer distinction and highlighting.
- Minor improvements and fixes.


Notes:

HUD Pitch Ladder Revisions
The HUD pitch ladder has been updated with this build, which was the last remaining HUD element in need of higher resolution for optimal image quality at higher screen resolutions. The structure of the pitch ladder has been divided into two parts, a left and a right. Each side can now be independently textured, placed, and scaled for a variety of new customizing options not previously available. The 'pitchladder.txt' file option has four new lines added to it to accommodate these new options (see the customizing kit for details). The resolution for the new textures has been doubled vertically and trimmed horizontally (128X4096 since each side is now its own horizontally smaller 'tape'). So no additional video memory is required for this format while a higher resolution can now be achieved. If a custom 'hudtape.png' file is detected in a '\hud' folder, then the game will default back to the original format so that the custom pitch ladder will continue to appear correctly.

GIF Image Format Support
This capability was tried as an experiment in testing for a while and turned out to be sufficiently reliable and effective, so the capability has now been implemented in this update. Most HUD and custom display elements can now use optional GIF images in addition to the default PNG format. If replacement GIF images are present in a '\hud' folder and include animation, create a file named 'animationimagemode.txt' in the same '\hud' folder and include the number 1 in the first line to enable the animation mode. Certain indicators already use an animation system with individual PNG images (the 'hud-alert#-#.png' set for example). While GIF format is supported for these indicators, the game will continue to cycle through the 10 frames of animation for these readouts, so it will generally be best to utilize the built-in animation option for these indicators to avoid trying to time GIF animation stages across multiple images with the ten in-game animation stages. Some limitations may apply with formatting. There may also be an added resource overhead (memory and/or performance) required as more GIF images are imported, so it's recommended that such effects be used selectively where animation may be most desired.

Edit 10-07-2023: Update available that corrects a potential issue with custom menu pointer textures, fixes an issue with the OpenGL renderer that could result in shader error message, and revises the ILS indicator to align with the Evochron format.

Edit 10-19-2023: Update rolled out to implement a small revision to the gunsight for a cleaner and less cluttered appearance, adjust some alignments in the axis configuration menu, fix an issue with the training mode, and to add a requested customizing option for toggling reverse thrust:

The 'Reverse Engine Thrust' key and button input option now has a customizing option that will convert the input mode from a continuous control (requiring continually pressing the key and/or button) to a toggle. To change the input behavior, create a text file named 'revthrustmode.txt' in the save data folder (default location is \Documents\EvochronLegacySE) and in the first line, enter the number 1. You can change it to 0 or delete the file to restore the original persistent mode.
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Re: Arvoch Alliance SE 2.2008-2.2208 Updates...

Post by Vice »

Version 2.2208 includes the following improvements:

- AVL indicator calculations updated to provide a more immediate and accurate value.
- Cinematic view mode revised to provide custom camera position and rotation viewpoint (see notes).
- Unique ship icons added to the shield status indicators for both the ship status and target displays.
- Countermeasure effect revised to launch two separate bursts per CM unit with wider field of coverage.
- Lightning effects enhanced to provide improved random placement and illumination on terrain and objects.
- Sharp edge of atmosphere shell replaced with a softer blended effect for a more gradient layered appearance.
- Customizing options added for lighting color and range for tractor and repair beams (see customizing kit).
- Option to disable internal animation sequences for custom individual GIF images added (see notes).
- Gunsight weapon mode and IDS indicators revised to reduce vertical size and display larger text.
- Performance improvements related to terrain shader texture sampling.
- Rotational thruster precision increased in non-IDS flight modes.
- Minor improvements and fixes.


Notes:

Cinematic View Mode Revision
The cinematic view mode now supports custom placement and rotation. This way, the player can set the camera viewpoint where they want it and keep it locked as though placed on a stand attached to their ship. This provides a wide array of available perspectives with full 360 degree view support and placement anywhere around the player's ship. The new cinematic mode supports all of the key, button, and mouse controls for view direction as well as the panning controls for placement. To change the camera's rotation after activating the cinematic mode, the default Insert, Home, Page Up, and End keys can be used. If HAT view control is enabled, that input can also be used. The 'Mouse Look' mode can also be enabled to change the view rotation angles (default Alt-F10 for inversed Y direction control). To move the camera's position, simply use the panning controls such as the default Alt-Insert/Home/Page Up/End combination or any dedicated keys or buttons you may have mapped to those inputs.

Unique Ship Icons on Status Displays
The global ship symbol on the shield indicators of the ship and target status displays has been replaced in favor of a unique image icon. This now provides a quick visual reference for the player's ship as well as the ship being tracked, rather than just a generic symbol as before. 50 new images have been added for the new icons and they can also be customized.

Internal Animation Mode Option
The custom GIF animation image option that was recently introduced has been expanded to include support for individual images applied to the HUD alert, MDTS lock, missile lock, incoming missile, and incoming gunfire indicators. A second line option has been added to the 'animationimagemode.txt' file option that enables or disabled this alternate mode. When disabled (value of 0 in line two), then the default internal animation system will apply that uses the 10 image files for each indicator. When enabled (value of 1 in line two), then only the first image file is loaded for each animation sequence to support applying a custom GIF image file with its own animation frames.
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Re: Arvoch Alliance SE 2.2008-2.2288 Updates...

Post by Vice »

Version 2.2288 includes the following improvements:

- Added 'Save Changes' prompt when closing a control mapping menu before saving.
- Added ability to import custom texture and heightmap data for individual planets.
- Shaders updated to incorporate more physically realistic lighting and reflection effects.
- Mouse cursors updated for improved clarity and better image quality at higher resolutions.
- 3D radar contact circles adjusted and range markers increased in size for improved visibility.
- Red and green colors added to CTS mode notification text for score tracking and team results.
- Cooperative multiplayer campaign mode now aligns all clients in rows behind host at start.
- 10 minute time limit now default for non-cooperative multiplayer gameplay modes.
- Added countdown text and vocal alerts to multiplayer when time limit is active.
- Added rumble and force feedback effects for compatible devices (see notes).
- Mission 12 updated to reduce number of enemy ships during final ambush.
- Low light vision mode color saturation reduced by about 50%.
- Minor improvements and fixes.


Notes:

Rumble and Force Feedback Effects Added for Compatible Devices
If the game is able to detect a compatible device with rumble or full force feedback capability, effects can optionally be enabled for that device. Events like firing weapons, engaging the jump drive, activating the afterburner, or colliding with objects can now provide effects. When enabled, the game will send signals to any compatible devices it is able to detect. Some devices may need to be set to a particular input mode before the game will be able to detect and communicate with them for such effects. Once detected and enabled, a text file named 'forceeffects.txt' will be created in the save data folder (default location is \Documents\ArvochAllianceSE) which can be edited for additional configuration options.

Lighting and Reflections
Several of the game's object shaders and textures have been updated for rendering details like fresnel reflections and expanded light response range in an effort to shift lighting over to a more physically accurate look.

Save Changes Prompt
The ability to undo mapped controls while in an Options menu has been expanded and a 'Save Changes' prompt has been added when using the close menu button ('X' button in the upper right corner of the menus). Previously, some changes would automatically be saved while others would not, regardless of which menu exit option was used. This was required to update certain mapping tables/data sets for a selected device. The menu systems now suspend saving selected control mapping and setting changes until 'Save & Exit' is clicked, allowing for testing temporary setting changes as well as undoing control mappings when exiting a menu. If control mappings are changed but not saved, they will return to their original settings after exiting a menu and selecting 'No' when prompted to save changes. This way, changes can be reversed consistently with one common exit button.

Edit 04-10-2024 - Update available that includes the following improvements:
- Fix for an issue causing the pitch ladder to not properly move vertically.
- Fix for rare game crash that could occur when launching from briefing stage.
- IDS and velocities are now fully reset when launching a new mission/multiplayer battle.
- Improved nebula cloud routine to prevent HUD flickering and other depth sorting anomalies.
- Nebula cloud effect now enabled for gas giant planets.
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