Mysterious 3rd Person Console Boxes

Custom mods, stories, and artwork based on the Evochron / Arvoch universe.
MiaZ
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Post by MiaZ »

Some Hud and cockpit mods have a modified chattext.dat.
You can either edit it or delete it to fix the chat text back to normal position.
It will be in the "HUD" folder.
http://www.starwraith.com/forum/viewtopic.php?t=10434

I think that timer might be is for total play time but is out of place.

[Edited on 1-20-2013 by MiaZ]
Night Fury
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Post by Night Fury »

Thanks Miaz, I deleted the chattext.dat files and it fixed that problem. :)

Have no idea why I have a timer :(
MiaZ
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Post by MiaZ »

Flight time clock.
Its new since the expansion, though I never mentioned it before I
often wondered why this game didn't have one in the past.
I got used to seeing how much time I had wasted in games like X3.

But anyway.. I am not sure if the hud mod has changed its position for you?
It looks kind of out of place there for you.





[Edited on 1-20-2013 by MiaZ]
Night Fury
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Post by Night Fury »

Oh OK,

Do you know if there in an option to turn the Flight Time Clock off?

Thanks!
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Post by Malicar »

Thank you for the mod great work! I would also like to know if there is a way to toggle the clock off :)
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Post by Axe »

Excellent mod, great with TrackIR !:cool:
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Post by Zach »

This HUD is nice. The other UI panels took a little getting used to, and I had to correct the chattext.dat settings for my chatbox, but everything about this cockpit is really nice
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Post by Zach »

although I noticed there is still crowding issues with the counter measures readout

Can anyone fix that?

I also was very confused by the "Filled In" indicators for the Ship Config in the Ship Yard.

At first I thought it was the server messing something up, because I couldn't tell that boxes were ticked/highlighted - they looked like I would have expected a deselected box to look.

I only realized this once I went offline and flew down to hidden pearl to try buying my ship that way...

imho a "cool blue" color similar to the default "selected box" for the game would work nice with this mod.

Image

See what I mean? Confusing...


Here in the crowding I was talking about too.
Image

[Edited on 2-4-2013 by Zach]
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Post by Zach »

Ok, well I fixed the text on the panel, by moving it up some and I also saved the file to a smaller size (30kb -> 9kb) by reducing the bit-depth such. Doesn't seem to have affected the quality of the image.




[file]739[/file]
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Maj. Tom
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Post by Maj. Tom »

Beautiful HUD/CP mod. Can't wait to install and try it out when I am home.

Update: Installed the mod. The new look and location of all the data will take some getting used to, but this is fantastic.

I had the problem with the chat box, but I see there was an explanation to fix it. Thanks for your hard work!

[Edited on 2013-8-15 by Maj. Tom]
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Exras
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Post by Exras »

I just bought the game and have not played at all, only lunched from the station and then i started to mod the HUD to make the game not hurt my eyes, I've only spend 1 hour so far, before I saw this post.

But quick scrolling through this post I thought is was just pretty artwork.

But then I saw a youtube video of the mod, so I rushed back to this thread and searched for the download link.

I like very much what I see !

Now I can play. :P
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Post by 49rTbird »

Hello Exras , Welcome to the forum and the Sim. Have fun and hope to see you in Multi-Player sometime.:)
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Post by rotorfib »

Hey everyone.. new to forums and EM, so first post and awesome game.. looking forward to many hours in this universe :)

This is first mod I have attempted to try, I dropped contents into EM folder but when game tries to start I get this:
Runtime Error 506 - could not load image at line 81745.CWD:C:\\sw3dg\\EvochronMercenaryLOAD IMAGE C:\\sw3dg\\EvochronMercenary\\hud\\point1.png,1,1,0
Is this mod not compatible anymore or did I miss something?
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Post by 49rTbird »

Most mods need to be put in a folder such as "HUD" or "Environment" or "Ships" not directly into the game folder.

[Edited on 12-18-2013 by thetiebers]
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Marvin
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Post by Marvin »

:cool: You can find instructions for using mods by downloading the Customizing Kit at http://www.starwraith.com/evochronmerce ... nloads.htm
rotorfib
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Post by rotorfib »

Sorry.. I guess I should have been more specific.. the mod comes in a zip with two folders.. "HUD" and "LOADING", than two other files 'setfont.txt' and a font file.. venusomething.ttf

The instructions to load the mod were to put the contents of the mod in the game dir

The file it says it can not load is in the HUD folder

anyways.. thanks for the help ;)
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Marvin
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Post by Marvin »

The file:
point1.png,1,1,0
The ",1,1,0" doesn't look right. Check the Customizing Kit ReadMe for the "point1" graphic to determine what those numbers represent. If anything.
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Post by Vice »

Those are load flags to load an image a certain way. I suspect there might be something wrong with that PNG file specifically. You can also try to remove it or rename it to something like 'point1-bak.png', then relaunch the game and see if the game then works fine or if the stop points moves to a different file. If the former, then there's probably just a problem with that specific file's compatibility. If the latter, then there could be some other problem with the mod files and/or the system trying to run the game with them enabled.
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rotorfib
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Post by rotorfib »

awesome..thanks for the tips.. will check more closely after work :)
hope to get it working..this mod looks amazing!!

UPDATE: well.. I have no idea.. I deleted the mod and files from the game dir and reinstalled them.. and it worked fine.. also added the tweeked image someone above had fixed (nice job btw).. everything looks amazing!!

really nice pit, love the way the lighting effects it.. when I first loaded docked in the station I was like uh oh.. than I moved around and I was like ouuuuu niiiiice lol :cool:

[Edited on 12-20-2013 by rotorfib]
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Post by Vice »

The next update for the game will include some minor changes to the mod placement options for the 3D radar sphere and target object indicator. During testing, I discovered some of the cockpit mods needed to be updated for some adjusted values for best placement of these indicators within their displays. I also discovered the tested mods were old enough to lack placement values for shadow structures. So I'm providing values for the gauges.txt file in advance so you can update certain mods for these new values when the time comes. Other mods may need similar adjustments if they change the 3D radar sphere and/or target object indicator.

Here are updated gauges.txt values for this SlicuMax cockpit mod:

-2.5
2
5
-2
0
0
-2.5
-1.7
5
8.9
2.21
-0.27
0.0
0.5
0.6
0.5
2
0.4
0
-0.95
2.0
0.44
-0.81
1.4
-0.44
-0.81
1.4
1.0
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Post by ELiTe »

Wow... honestly, which other indie dev will go through all that trouble to update a **MOD** with new info?

Big thumbs up for Vice! Thanks!
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Post by haloterm »

From post: 170374, Topic: tid=10093, author=Vice wrote: The next update for the game will include some minor changes to the mod placement options for the 3D radar sphere and target object indicator. During testing, I discovered some of the cockpit mods needed to be updated for some adjusted values for best placement of these indicators within their displays. I also discovered the tested mods were old enough to lack placement values for shadow structures. So I'm providing values for the gauges.txt file in advance so you can update certain mods for these new values when the time comes. Other mods may need similar adjustments if they change the 3D radar sphere and/or target object indicator.

Here are updated gauges.txt values for this SlicuMax cockpit mod:

-2.5
2
5
-2
0
0
-2.5
-1.7
5
8.9
2.21
-0.27
0.0
0.5
0.6
0.5
2
0.4
0
-0.95
2.0
0.44
-0.81
1.4
-0.44
-0.81
1.4
1.0

For the Perch version of this mod, the following values are better suited:
-0.5
0.85
20
0.05
0.0
0
-0.5
-0.7
20
3.3
2.4
-0.08
0.0
0.05
-0.30
0.05
0.0
0.0
0.0
-0.148
0.0
0.25
-0.15
0.05
-0.25
-0.15
0.05
1.0
(These are also different from the values Vice posted in the Perch thread. Basically, this is a combination of the mod's original values and Vice's changes).

[Edited on 1-7-14 by haloterm]
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Post by picommander »

From post: 171443, Topic: tid=10093, author=haloterm wrote:
For the Perch version of this mod, the following values are better suited:
-0.5
0.85
20
0.05
0.0
0
-0.5
-0.7
20
3.3
2.4
-0.08
0.0
0.05
-0.30
0.05
0.0
0.0
0.0
-0.148
0.0
0.25
-0.15
0.05
-0.25
-0.15
0.05
1.0
(These are also different from the values Vice posted in the Perch thread. Basically, this is a combination of the mod's original values and Vice's changes).

[Edited on 1-7-14 by haloterm]
Excellent, these values are working for me.

Btw, I'm using JSGME for dealing with my mods and I get a warning after installing the big radar mod (about some values already modified by the Perch mod) while the Perch mod has been grayed out in the list. Other than that everything seems to work fine though.
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Post by Marvin »

:cool: That's the way JSGME works. It lets you know when you're modifying a folder or file which has already been modified using JSGME. There's no problem in making the follow-on modification ... JSGME only replaces the parts you change (saving the previous version). The overlapping saves are indicated by the grayed out titles.
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Post by Pasha_B »

Wonderfull! Fanks!