Evochron Legacy SE 2.0008-2.0388 Updates...

Official SW3DG related announcements and news.
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Evochron Legacy SE 2.0008-2.0388 Updates...

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Version 2.0008 includes the following improvements:

- Larger cockpit displays and HUD readout text.
- Primary rendering API now Vulkan with OpenGL fallback.
- Most textures/images updated to lossless full quality format.
- Codebase entirely rewritten in new development platform/language.
- Default radar range (ID and IFF) extended to 25K with 5K intervals.
- Long Range Radar equipment item range (no ID/IFF) extended to 50K.
- Directional audio system implemented for various external sound effects.
- New explosion effects with debris that 'burns away' with an orange-red color tone.
- OCRS (helmet mounted camera system) visibility setting added to 3D cockpit option menu.
- Added ability to remap the external ship tracking view mode zoom key and button controls.
- Save game importing system added to convert profiles from DirectX version to Vulkan version.
- New lighting system and effects implemented for explosions, weapon flashes, and tractor beam.
- New options added to the quest system to destroy or damage other ships (details in sample file).
- Increasing rank and civilian rating are now displayed as a popup message with an image of the earned level.
- Profile name queue system implemented to significantly decrease initial loading time of pilot profile menu.
- Heavily revised planetary terrain detail management system for improved performance and framerate stability.
- New coastline element added to planetary terrain shader for a more distinct division between water and land.
- Player-to-player contract system expanded to permit one player hiring another player to destroy them (wager).
- Higher precision collision system added for mining effect to better place sparks and smoke on surface of asteroids.
- Inertial compensator disabling of particle cannons at around 5K removed to allow firing particle cannons at very high speed.
- Added companion app option (dubbed LinkApp) to link an Android phone or tablet to the game wirelessly to display location and status details.
- Rail Cannon added as a secondary weapon type (energy based, requires 8 hardpoints and charging), rarely available for sale at some planet-side locations.
- Hiring/paying player in trade console contracts now has exclusive authority to adjust parameters (including credits).
- Player that sends the 'Arrange Contract' request in the trade console is now designated as the hiring/paying player.
- New shader effect implemented for asteroid explosions to render a smoke/dust based explosion rather than fire based.
- Added ability to map axis inputs as buttons in the key/button configuration menu (marked as 'A' for Axis).
- New 'Sandbox Mode' added providing shortcuts to locations, weapons, equipment, cargo, repair, and credits.
- Credit rewards for completing contracts are now more clearly indicated with green text in message log.
- Joystick animation movement in cockpit can now be changed to respond to roll input (see notes).
- Default text font updated for improved legibility (spacing, color tones/ranges, sizes, etc).
- Instrumentation font updated to match default text font, including more defined color tones.
- Disruptors expanded to include knocking out shield arrays on ships in range when detonated.
- Hired/paid player in trade console contracts now has exclusive access to 'Accept' button.
- Base engine and thruster performance increased across the board by 50%-100% (see notes).
- Added ability to map controller axis inputs to roll and movement on X/Y/Z view control.
- AI systems updated to increase detection and attack distances for new 25K radar range.
- Cube mapping for water effect updated to better show reflections from nearby terrain.
- Experimental terrain rovers now very rarely available at some planet-side locations.
- Spark effect applied to cockpit displays when taking direct weapon impact damage.
- Added ability to change brightness of all message log and menu text (see notes).
- Smoother gun turret operation and movement interpolation for connected players.
- Reward sound effect added for contract completions and rank/rating increases.
- Zoom control rate in external view modes now scales with tracked ship size.
- Elevation indicators added to 3D radar mode ship and object contact blips.
- Experimental/unsupported VR mode ported to new plugin for Vulkan version.
- 'Trade Score' added to pilot statistics list in the information console.
- Floor pathway hologram and humidity vapor effects added to main menu.
- Improvements to nebula and gas giant cloud effects in external views.
- New Rocket Pack weapon type added (mounted to secondary hardpoints).
- New Torpedo weapon type added (mounted to secondary hardpoints).
- New hangar entrance shield effects for carriers and stations.
- Currency character marker added to most displayed prices.
- New post processing jump drive streak effect added.
- Stats/status option now key and button mappable.
- New custom cockpit display system implemented.
- Comets added as new rare environmental entity.
- User interface changes and improvements.
- New quest download system added.


Notes:

Engine/Thruster Power Levels:
Baseline engine and thruster power levels have been increased by 50-100%. This is to help rebalance performance between ships and individual engine/thruster systems as well as increase agility overall for all ship types.

Radar Detection Ranges:
The default radar range has been increased from 10K to 25K. Likewise, the long range radar equipment item has had its range extended to 50K. As a result, hostile ship detection and attack distances have also been increased to match along with increased initial ship placements for combat contract waypoints. Radar range setting step values have also been increased from 2K intervals to 5K intervals.

Gas Giant Planet Environment:
The gas giant planet environment now renders cloud layers a bit softer to look more realistic and align with the overall darker/thicker environment.

Comets:
Comets have been added as a rare entity close to stars in a few systems. To enable this capability and retain multiplayer functionality, it has been added as a permanent element into the universe data set with calibrated orbital patterns (so they orbit their host star at close range in sector). They are functional for mining (with the added challenge of a moving target) and include collision systems for weapons and player ships. They contain high amounts of water (ice) and platinum with lessor quantities of diamonds. Their tails point away from their host stars as they fly in their orbits and the tails also have a subtle movement effect to them (much like the aurora effect on planets). When detected by nav sensors, they will appear with a new comet icon on the nav map and also include a nav point selection button in the local points of interest list.

Advanced Lighting:
Through a series of rewritten shaders along with newly coded lens flare, placement, and activity routines, a more advanced lighting system has been introduced that provides new effects such as a soft blue flickering light source for the mining/tractor beam (reflecting off asteroids, terrain, and other objects nearby) and improved particle cannon light flashes along with new lens flares and bright pulses/flashes for explosions. This new system more accurately applies variable illumination based on material/surface reflective properties defined in texture data as well as intensity and range variation. Changes and improvements to the lighting system also carry over into better reflection glowing from bioluminescent and lava sources on planets.

LinkApp Companion Display System:
The Evochron Legacy SE LinkAPP connects with an Android phone or tablet wirelessly (or by ethernet) over a local network to communicate with the game in order to display location, ship, and target details on the mobile device as an auxiliary display while playing the game. To use the app, first download the APK installer available here (consult your device's documentation on side loading apps): https://www.starwraith.com/evochronlega ... ionApp.apk

Place the APK installer on the mobile device you want to use with the game and launch the APK on the device to install it. Once the app is installed, you can enable the 'Activate LinkApp' option in-game in the Options > 3D Cockpit menu. Enabling the option will create a text file inside the game's save data folder (default location is '\Documents\EvochronLegacySE') named 'savedataapp.txt' and the first line contains the update rate with a value from 100 to 1000 (higher is possible, but not generally recommended). This value specifies how frequently the game will broadcast data to the mobile device in milliseconds. 200 is generally a good default value. You can optionally change the value if you want to try a different update rate. After launching the game from the main menu and once the game's startup sequence has finished, this green message will be displayed in the message log: '< Connection established for LinkApp >' That message indicates the game successfully started the network connection to link to the app and will include the current IP address and port number of the connection which you will need for the app to connect with. Once that's done and the game is running, you can launch the LinkApp on the mobile device. It will first prompt you to enter the IP address to connect to the game with. Enter the address and tap '[ OK ]'. If successful, the app will advance to the default 'Location' mode and begin displaying data transmitted from the game. You can tap 'Ship Status' for readouts about your ship or 'Target Details' for readouts about your current target. A few control options are also available.

Custom Cockpit Display System:
A new custom cockpit display system has been added which lets you add, place, scale, and rotate custom cockpit displays with information and/or images you choose to render on them. An example is now included with the newly revised cockpit viewer program that places a custom display on top of one of the original default displays in the civilian design. You can use that example as a template to create your own custom displays. Up to 9 individual displays can be added with up to 9 indicators or readouts each (digital/text or bar graphs). You can include custom static images on the base display structure for reminders, notes, or just eye candy. You can also use a custom static image as a background for frames and/or descriptions around readouts/indicators that are rendered on top. You can then add individual indicators using either digital/text readouts or bar graphs to display various values related to ship systems. Some bar graph options will display on or off indicators, so you can make alert or status lights with those (including individual custom images for the lights). Full position, scaling, and rotation options are available for both the base displays and their indicators. For digital/text indicators, you can also set the spacing between individual characters.

Instructions are included in the 'CustomDisplays.txt' configuration file included in the 'media\hud' folder in the sample file set with the cockpit viewing program (another copy is available in the 'hud' folder with the sample file set for the customizing kit). The revised cockpit viewing program is available here: https://www.starwraith.com/evochronlega ... Viewer.zip

User Interface Improvements:
Scroll bars have been updated to a clearer one color scroll range, further distinguishing them from any up or down buttons that may be nearby. Several scroll bars have also been moved to align better with their scroll range and buttons. A new inverse button highlight has been added for multiple menu modes to help visually distinguish a current mode from other available modes. Button frames and mouse over highlighting have also been updated to reduce color saturation and provide a more gradient look with softer tones. The editable currency indicator ('$' by default in lines 173 and 535 in 'text.dat') has now been added as a marker to most values displayed in the game for consistency. Some text lines have also been shortened for a little less clutter and to make room for including the new character. Menu frames have also been updated to provide finer lines and a little more space in some areas. Several menus also have revised button positions for improved alignment and accessibility.

Axis Inputs for Key/Button Controls:
You can now map axis inputs for key and button controls in the configuration menu. They will be displayed as 'A#' in the configuration menu where '#' indicates which axis channel has been mapped. When mapping, axis inputs must be moved by a default 50% of the range of their motion in either direction from center to provide an on/off signal to map a control to. This range value can be changed via a text file placed in the \media folder named 'axisbuttonrange.txt' and in the first line, enter the percentage of movement you want axis inputs to respond at (default 50). This new control addition also means that you may see new 'A#' values displayed in the key and button configuration menu when a control device is idle if any axis inputs are not centered (such as throttle or rotary controls). Any controls that are not centered when activating the mapping mode will be ignored for no interference when mapping buttons and keys. You can also bind either a positive or negative movement direction on an axis independently. Axis inputs bound to button control functions will display '+' or '-' after their respective axis channel number depending on the direction of movement from center. So binding positive movement of axis 1 to an input will show 'Device #, A1+' in the configuration menu. You can then optionally recenter the axis and bind the negative range of movement to a different control, if desired.

Terrain Rover:
An experimental terrain rover can now (very rarely) be available at some select planet-side locations. It operates much like a terrain walker in terms of equipment hardpoint loading and terrain-side activation, but is capable of relatively high speed with its built-in overdrive system that is engaged with the default space bar key. It has one powerful cannon mounted on the top of its roof that tracks where the driver looks (view control is done with the mouse) and has a powerful mining system equal to that of a walker. The rover has gravity and thruster stabilizers to reduce the chance of getting stuck and also an energy based suspension system that insulates against drops/impacts. It also includes shielding, four wheel steering, optional chase view, and a cargo bay. It's still considered an experimental technology with some quirks and one that only rarely shows up in the marketplace. It's also known to command an extremely high price.

Message and Menu Text Brightness:
The brightness of all in-game message and menu text can now be changed with a new custom file option named 'setfontbright.txt' placed in the '\media' folder. Simply create a file with that name in the '\media' folder and in the first line, indicate the multiplier for how bright you want the text to be. The default value is 1.0. So values above 1.0 will be brighter, below 1.0 will be darker.

Rail Cannon:
The new rail cannon is the only energy based weapon that can be installed on secondary weapon hardpoints. It requires all 8 secondary hardpoints (much like the Excalibur missile pack) as well as charging before firing its single round. The projectile is a condensed energy cell fired at extremely high velocity with a range of around 5K (before it burns out) through a technique similar to magnetic rail cannons, but instead uses fulcrum field emitters to provide the 'rail' acceleration. The condensed nature of the projectile combined with is ultra high speed produces an immense level of damage upon impact. However, after it fires, it needs to recharge for a rather long period of time before it can fire again. The rail cannon is also a highly volatile weapon. Once it enters the charging phase, it will need to be fired within about 10-15 seconds. Otherwise, the internals of the weapon will overheat and explode (an alarm will sound and caution alert on the HUD will flash when the weapon gets close to detonation). So when operating this weapon, you'll need to be certain that you are ready to charge and fire it before doing so.

Rocket Packs:
A new Rocket Pack weapon is available that provides a high damage, long range (5K), rapid fire, unguided, ultra high speed missile option. Rockets do not require a lock and must be aimed manually at targets, but travel at extremely high speed and inflict a high level of damage for their size. Each Rocket Pack contains 16 small rockets inside a pod and are fired in paired sequence. During the firing sequence, you will need to maintain a direct line of site to the target you are firing on, which may require maintaining your aim on a moving target until the weapon finishes firing all 16 rockets. The firing rate is faster than the Excalibur and the level of damage is much higher, but they must be aimed manually and are ammo limited. After firing each salvo of 16 rockets, the weapon is exhausted and the next secondary weapon in line will be armed. You can mount up to 8 packs with 16 rockets each for a total of 128 rockets on an 8-secondary hardpoint configuration. Rocket Packs are also relatively expensive, but can be an effective weapon for capital ship, station, and city strike attacks.

Torpedoes:
Torpedoes are long range high speed weapons with a high yield. They lack a guidance system and must be aimed manually, but are heavily armored and resistant to capital ship AMS (Anti-Missile System) beam cannons. They are less expensive than rockets (30-50%) and deliver their yield in one hit rather than dividing it up into a series of impacts.

Cockpit Joystick Animation Axis:
By default, the cockpit joystick will respond to yaw/turn input from a connected flight control device. You can now change this to respond to roll input instead by a new line available in the 'joystickthrottle.txt' custom file option (detailed in the customizing kit). The first 8 values specify the joystick and throttle structural positions and rotation multiplier as indicated in the customizing kit. A new 9th value is available which lets you specify the control input the left/right movement of the joystick will respond to. The default value is 0 for yaw/turn or enter 1 for roll.

Quest Download System:
The new quest download system (accessed via the 'Download' button in the quest menu) allows players to retrieve quests from the official SW3DG website. This way, quests can be installed either by placing the needed files manually or through the download option which will automatically install the files for them. There is currently only one quest available via download in index 5, but if more are added, they can also be accessed via this new menu option. Downloaded quest files are automatically routed to the save data folder for installation (the game can use either the '\media\Quests' folder inside the installation folder or the save data folder, the '\Documents\EvochronLegacy\quests' save data folder is checked first, then the '\media\Quests' folder). A protection system is in place for existing script files in the save data folder, so if you download new quests and still have old 'Quest#.txt' files left behind, the game will back up those files first before replacing them with the download versions. This way, if you create a quest of your own in an index that a downloadable quest also uses, your script file will be preserved with a '-bak#' label where '#' will be a number starting at 0 up to the number of backups made. You can optionally remove those backup script files if desired or clear out the '\quests' folder in the save data folder (if it exists) first, then download any available quest(s).

Player-To-Player Contract System Expanded:
You can now hire another player to destroy you in a wager through the multiplayer player-to-player contract system in the trade console. So you can bet them a number of credits to see if they can destroy you by setting it up in the trade console contract menu, then once they click on 'Accept', you will be linked to pay them if they destroy you. Other selectable objectives have also been improved to be more reliable under a variety of conditions. There are new dedicated hiring and hired modes for each player accessing the trade contract system. The first player to click on 'Arrange Contract' in the trade console is designated the 'hiring' player status. This gives them exclusive control over the contract parameters (objective, target/amount, and credits). The second player is designated the 'hired' player status, which gives them exclusive access to the 'Accept' button. This way, the 'hired' player can review the parameters selected by the 'hiring' player, then decide if they want to accept the contract not.
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Re: Evochron Legacy SE Launched...

Post by Vice »

Save Game/Pilot Profile Importing:
The Vulkan version of the game utilizes a new save game template format designed to better accommodate the new development system. However, this does not mean old save games can't be loaded in this version of the game. I've included an automated conversion and importing system that will look for pilot profiles in the original format and then transfer them to the new folder location as well as update them for the new save template. When you launch the Vulkan version of the game for the first time, it will automatically look for pilot profiles in the original folder location (\Documents\EvochronLegacy). If it finds any, it will display a message about importing them and begin the process (a small progress indicator will also be displayed). It's important to allow that process to finish, even if it takes several minutes. The time it takes will vary depending on the performance of your system and how many pilot profiles it needs to convert. The updated pilot profiles will be saved in the new folder location (\Documents\EvochronLegacySE). The game will also copy over any engineering templates, flight logs, map logs, and ship templates it finds. Once finished, you should be able to access your original pilot profile(s) in the Vulkan version of the game. The original files will remain in their original location, so you can go back to the 'classic' DirectX version (via separate installation) of the game any time. Updated profiles are not backwards compatible with the original format, so be sure to back up any compatible versions you want to keep to use with whichever version of the game you play. Updated pilot profiles will contain the letters 'se' after their number in their filenames.

If you have specified a custom folder or want to later transfer over pilot profiles from the original DirectX version of the game over to the Vulkan version, you can simply create the 'EvochronLegacy' folder inside the '\Documents' folder if it doesn't already exist, then place the pilot profile(s) (pilot*.sw) you want to transfer in that folder. From there, locate the 'UpdateSE.sw' file in the new '\Documents\EvochronLegacySE' folder and either delete or rename the file. This will prompt the game to again look for original format pilot profiles to copy and convert. An important note about this process, the game will not override any pilot profiles that are already in the '\EvochronLegacySE' folder. So if you want to transfer an original pilot profile over to an existing index, you'll need to relocate or rename the pilot profile file that is in the index you want to update. For example, if you have a pilot profile from the DirectX version of the game named 'pilot1.sw' that you want to import into the Vulkan version of the game, but there is already a 'pilot1se.sw' file in the 'Documents\EvochronLegacySE' folder, rename the file in the 'Documents\EvochronLegacySE' folder to something like 'pilot1se-bak.sw' to back it up, then launch the game with the 'UpdateSE.sw' file removed from the same folder to prompt the game to convert the profile over from the original '\Documents\EvochronLegacy' folder to the same index.

Sandbox Mode:
The Sandbox Mode is a new separate gameplay mode capability allowing the player to quickly access locations, equipment, weapons, cargo, and credits by simply typing in commands with parameters within brackets in the message log. Options to destroy the current targeted ship, change the current contract's pay amount, and repair all hull and subsystem damage on the player's ship are also available. The sandbox mode is available in the 'Available Pilot Profiles' menu and manages its own separate set of save games dedicated to the sandbox mode. Simply select the 'Sandbox Mode Pilot Profiles' option next to the 'Standard Mode Pilot Profiles' option, then create a new profile and launch the game. Once in the game, press enter to open the message log's entry prompt and type in one of the commands listed (with parameters as required for the commands that need them), then press enter again. If the command and parameters are valid, the selected action will be performed. Here is a list of the available commands (this list is also provided in-game when opening the message log entry prompt):

<transport SX,SY,SZ,X,Y,Z>
<credits Amount#>
<equipment Slot,Item#>
<weapon Slot,Item#>
<cargo Slot,Item#,Amount#>
<contractpay Amount#>
<destroyship>
<repair>

For commands that involve cargo, equipment, and weapons, a list of available values is displayed for reference and color coded for each item category. Each selected item will automatically be routed to its compatible ship hardpoint. Any item can be placed in an available cargo bay. So you can also place equipment and weapons in your ship's cargo bays by using the 'cargo' command rather than the 'equipment' or 'weapon' commands. Equipment items will be added to the specified hardpoint/slot, overwriting an item if one is already in place and/or is of the same type. For example, you can install a Fulcrum Jump Drive C4 on a hardpoint if your ship has no jump drive or replace an existing jump drive with the C4 model if you specify the same hardpoint where a jump drive is already installed. Cannon weapons will overwrite their respective slots (slot number doesn't matter) while missiles will be applied in the specified slot. You can quickly transport your ship anywhere in the Evochron quadrant using the 'transport' command and specifying the SX, SY, and SZ sector coordinates, along with the X, Y, and Z in-sector coordinates. Just be carefull not to transport yourself into a planet, star, or moon. :) There is no fuel penalty when using the transport option in sandbox mode. Transporting is also confined to the Evochron quadrant (so values in the -5500 to +5500 SX and SZ range). The 'credit' command will add credits to your in-game total. You can add up to 100-million credits at a time up to 1-billion to effectively be able to buy, hire, or fleet recruit any time. The 'contractpay' command lets you alter the currently selected contract. You can change a contract's pay before you accept it while reviewing or after you accept it. As with the 'credits' option, you can increase the value up to 100-million credits. The 'destroyship' command will destroy the ship you currently have targeted. The 'repair' command will repair your ship's hull and subsystems. Multiplayer is still available in sandbox mode, but it requires the server to be set to accept sandbox mode profiles (so public standard mode multiplayer sessions are not available when using sandbox mode profiles). See the 'text8.dat' file included with the server program for details and once set to sandbox mode, you can connect to a sandbox mode server via direct IP.

___________________________________________________________________


> Note for 32-bit users (Updated):
Evochron Legacy SE is 64-bit. While 32-bit is not supported, there were 2 or 3 players who requested some form of x86/32-bit support, at least initially. So 32-bit files were available at the time of release. Such files have since been retired as the game has migrated to 64-bit exclusively so development and support could be focused on that bit format.

For those interested, the 'classic' version of Evochron Legacy that uses DirectX will also continue unchanged in this regard and supports 32-bit. The installer for that version of the game is available on the official website at evochron.com > Downloads
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Re: Evochron Legacy SE Launched...

Post by Vice »

Version 2.0078 includes the following improvements:

- Nav console rendering and maplog management performance improved.
- Inverse text for active menu modes updated to reduce bold/outline appearance and soften edges for improved legibility.
- Server programs updated to enable optionally specifying a folder path without the server name included.
- Companion app updated to support changing energy bias setting.
- Several minor fixes.


Notes:

For the server programs, the 'savedir.txt' file option in the '\media' folder has been updated to support specifying a folder name without the server name added to the end. To enable the option, simply include a number 1 in line two of the 'savedir.txt' file and the server program will only use the folder destination you specify in line one for save data files.

Nav console performance has been significantly improved. The improvement will scale based on the number of maplog entries you have with your current profile. The more maplog entries, the greater the performance improvement will be compared to the previous system. The primary performance limiting factor now is just the GPU's ability to render the additional graphical elements on the map, so the impact of the nav console on framerate should now be fairly minimal on most system configurations.

The companion app has been updated to support the ability to change the energy bias setting. It is available here: https://www.starwraith.com/evochronlega ... ionApp.apk
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Re: Evochron Legacy SE 2.0008-2.0078...

Post by Vice »

Version 2.0108 includes the following improvements:

- Active contract type value and pay amount added to savedata options (see customizing kit).
- Brackets added next to cargo bay listing for item(s) needing to be delivered for a contract.
- Multiplayer system updated to properly accommodate certain network device configurations and UDP port assignments (see notes).
- A few minor fixes, mostly UI related.


Notes:

The multiplayer system has been updated to change the way the UDP port is established and managed. The problem could manifest when a user tried to connect to their own server on their own network with certain network configurations. This eventually lead to the need establish a new separate port value for the client, which is now 29890. This change also required updating the server programs, so the needed changes are also included in the server programs with this update. Due to these changes, the new server programs will be required for use with the new client version. Old client versions will not be able to fully connect with the latest server build and vice versa. So just be sure to update both if you run a multiplayer server. Huge thank you to Steam user 'TechnoMag' for help with testing and analysis to pin down the problem and formulate a solution. Another change includes improved binding to a specific network device by IP. This change will also result in a new error message if the server program is unable to connect to a specified network device (by IP in line 500 of 'text8.dat').

When accepting a cargo delivery contract, it could be difficult to distinguish the cargo required to deliver versus other cargo you may have onboard. This update adds brackets around the item required for delivery in the cargo bay list.

Edit: Quick patch fix update available, corrects an issue with the quest download system that could cause an error message to be displayed if checking for quests files more than once in the same session. A few changes have also be made to the included instructions and the inertial system status display now updates with characters from the font images upon launch, rather than the bitmapfonts.evo file (player request).

Edit X2: Quick update patch has been rolled out to correct an issue with the server programs. If you or other players have had trouble joining your server, updating the server program(s) to this version should resolve the problem. After updating, check for a 'list.txt' file located in the save data folder (\Documents\EvochronLegacySEServer). If that file exists in that folder, simply delete the file, then restart this version of the server program.
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Re: Evochron Legacy SE 2.0008-2.0108...

Post by Vice »

Version 2.0128 includes the following improvements:

- Prompt menu to notify when an update is available improved for appearance and functionality.
- Server programs updated to fix an issue that could prevent some players from connecting to a session.
- Custom sound file system for the '\alerts' folder updated to correct an issue that prevented new custom sounds from playing (now correctly aligned with 'ogg' format and specified filenames).
- Experimental VR system updated to allow docking collar to remain visible when 'MaskLaunch' value in vrsetup.txt file is set to 0.
- A few minor fixes/improvements.


Notes:

This update incorporates the quick fix patch provided earlier for the previous version involving the server programs. If you run into an issue with a player connecting and then being immediately dropped from the server, updating to the new server build will resolve the issue. If you did previously run into this issue, check for a 'list.txt' file in the server program's save data folder (default location is \Documents\EvochronLegacySEServer), then delete, move, or rename that file before starting the new version of the server program to reset things. For server operators who didn't run into the issue, you can simply update to the new version and restart the program to continue.

The new format for vocal audio alerts (in the '\alerts' folder) is OGG with the 'SE' version, but a stop error could surface if WAV files were put in place. The stop error has been removed and the game now handles the needed OGG files as needed when available and installed in the folder.

Edit: Quick (optional) update rolled out to provide extended font character support for those working on language translations.
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Re: Evochron Legacy SE 2.0008-2.0128...

Post by Vice »

Version 2.0148 includes the following improvements:

- Font character index table expanded to support wider range of characters for cockpit/HUD displays.
- Visual artifacts that could briefly appear on some AMD based display devices when quick saving fixed.
- Added optional '%docfolder%' directive for save data folder system to support selecting system specific documents folder location.
- The 'savedata' export options has been expanded to include general docking, carrier docking, nebula cloud, asteroid field, and planetary atmosphere status.
- Changes applied to executable that may solve startup issues that may occur on some system configurations.
- Terrain self-shadowing enabled for the 'Very High' shadow detail mode.


Notes:

The font character index table (stored in the 'bitmapfonts.evo' file) has been expanded to include more characters for cockpit and HUD displays. This is to accommodate those working on language translations that need the additional character indexes.

Terrain self-shadowing has been enabled for this build using the 'Very High' shadow detail mode. This adds another level of shadow rendering, so if you encounter unwanted performance implications or would otherwise prefer the previous render appearance, you can change the shadow detail setting to 'High' to set things back as they were.

The save data folder system ('savedir.txt', 'savedatasettings.txt', and 'messagelogsave.txt') can now apply a system/account specific documents folder location with a '%docfolder%' (no quotes) directive in specified target folder lines. When applied, the '%docfolder' directive will be replaced with whatever the current documents folder location is on the system (example: 'c:\Users\UserName\Documents').

Several new values have been added to the 'savedata' export option. Details are available in the revised customizing kit. In short, docking conditions, nebula cloud condition, proximity to an asteroid field, and planetary atmosphere condition status indications have been added.
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Re: Evochron Legacy SE 2.0008-2.0148...

Post by Vice »

Version 2.0178 includes the following improvements:

- New item database option added to inventory console.
- Training voice sequences now pause when opening exit menu.
- Training voice sequences now immediately apply selected 'sound effects' volume level when changed in exit menu.
- Added ability to save/export current control device's button and axis mapping profile for later reloading (see notes).
- UI background frames revised to provide improved contrast between console names and list headers with clickable options.
- UI lists updated to left align items for sale, prices, and ship loadout list numbers in inventory console.
- Experimental VR mode updated to support command line activation of VR system (improved Steam integration).
- Multiplayer connection system updated to automatically switch to exclusive TCP mode if UDP can't connect.
- Multiplayer text chat system updated to support much longer individual messages through multiple lines.
- 'Part' and 'Beam' labels added to ship's primary weapon list in inventory console.
- Default control device profiles updated to account for additional mapping options.
- Targeted object contents detected with target scanner added to savedata value set.
- Primary weapon firing mode and low light vision mode added to savedata value set.
- Added ability to import text messages into the game's internal message log.
- Improvements to flightlog console for better scrollbar alignment.
- Improvements to plant rendering for added detail and layers.
- Default jump drive effect made less bright.
- Minor fixes.


Notes:

You can now save your current button and axis mappings for backup and reloading. To save your current control profile, first select the device you want to save mappings for from the top drop down list in the 'Axis Configuration' menu. You can also optionally use the left and right arrow buttons on each side to scroll through the available detected control devices. Once you've selected the device, then click on 'Save Current Device Profile'. A menu will open prompting you to enter the name of the profile you want to save. After entering the desired name, press enter. The profile will now be saved in the list of available custom profiles.

Then to load a profile, first select the device you want to bind custom mappings to from the drop down menu at the top of the 'Axis Configuration' menu. Once the device is selected, then click on 'Load Custom Device Profile'. Left click on the profile you want to select from the list. The custom mappings will then be applied to the current device. It's generally best to map the top device in the list of detected devices first, then map additional devices afterwards as this allows the game to sort through secondary mappings without overwriting mappings from devices higher on the list. Custom control profiles are stored in the save data folder (default location is '\Documents\EvochronLegacySE'). You can optionally delete a custom control profile by right clicking on its entry in the menu, rather than left clicking. The game won't fully delete control profiles in case a player accidently deletes one they want to keep. Instead, it will simply rename them with a '-bak#' marker in the filename where '#' is the number of times a profile has been backed up in a given index. So you can optionally remove the '-bak#' letters in the filename to restore a profile. For those working on language translations, new lines added to the text.dat file are 602, 603, and 2366.

The inventory console has been updated to align items for sale to the left side of the buttons as well as the related prices vertically. This should help make things easier to read. The ship's cargo, equipment, and secondary weapon lists now also have their list numbers vertically aligned on the left side. The 'P:' and 'B:' labels in the primary weapon list have been removed and replaced with spelled out 'Part' and 'Beam' labels to the right side of the buttons.

The primary weapon firing mode has been added to the savedata value set in the fourth to last line. Detectable contents of an object are now displayed in place of ship contents using the same savedata lines when a target scanner is installed and the object is targeted. The current faction affiliation has also been added to the third to last line in the savedata value set. The low light vision mode has been added to the second to last line. And the message entry status has been added to the last line. The customizing kit has been updated to reflect these additions/changes.

A new message log import system has been added by request to allow external programs to display messages in the game's internal message log. To enable this mode, create a text file named 'messagelogoutput.txt' inside the game's save data folder (default location '\Documents\EvochronLegacySE') and in the first line, specify how frequently you want the game to check for messages in milliseconds (more frequent checks may result in more of a performance impact). A good average might be 1000 for checking once a second. Once enabled, the game will look for a file named 'messagelogqueue.txt' inside the same save data folder. If that file exists, then the game will load the data using the following format:

- Number of lines to load
- Line text
- Text color in RGB format

So for example, if two lines of data were to be displayed, it would look like this:

2
Line one text.
0,255,0
Line two text.
0,255,255

Line one would be loaded and displayed in green while line two would be loaded and displayed in cyan. The game will then delete the 'messagelogqueue.txt' file to make room for any future messages to be displayed.

The primary in-game multiplayer text chat system has been updated to support much longer individual messages through multiple lines. The game will handle all new line points internally and broadcast as needed. The GUI version of the server program needed to be updated to better support this option for messages displayed in the program's internal message log. This is not a required updated as the older version of the GUI server can still handle multi-line messages, they may just overlap successive messages in the program's internally displayed log (the exported chatlog files will display any multi-line messages correctly). These changes do not impact the non-GUI version of the program.

A new item database option has been added to the inventory console that lets you review the available commodities, equipment, and weapons available in the game. This way, you can better compare weapon types as well as review commodities and equipment all in one location and without having to preview such items in available inventory markets. For those working on language translations, new lines added to the text.dat file are 856, 911, and 2138.
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Re: Evochron Legacy SE 2.0008-2.0188...

Post by Vice »

Version 2.0188 includes the following improvements:

- New control device profiles added for the new input system.
- New optional control device input system added to support more devices and options.
- Improvements to 3D cockpit movement response to control input and directional changes.
- Axis mapping system updated to remove requirement to clear an axis before remapping it.
- Planetary plant system updated to instance based rendering structure for better performance.
- By request, a 'M' character will be included at the end of the set speed savedata value if speed match is active.
- Some residual icons could remain behind on nav map when zoom level changed or centered sector changed from current sector, fixed.
- Buy, sell, and install options available with left and right mouse clicking now displayed when item is highlighted in inventory console (in 'Item Description' section).
- Subtle orange color tones added to brighter elements of asteroid explosion sequence and new customizing options added.
- Added VR controller support for experimental VR mode (menu selection and basic flight controls, see notes).
- Selected nav point distance now displayed in Build Console when Jump Caster deploy option is highlighted.
- New values added to savedata set to provide status and location of in-sector nav list objects.
- Fulcrum drive range and nav point distance added to large nav map mode (left side).
- Vertical height center locking option added to experimental VR mode (see notes).
- Revised animation effect for jump gates, wormholes, and jump casters.
- Jump caster given green warp bubble effect when in close proximity.
- Jump caster sound effect fixed.
- UI alignment improvements.


Notes:

A new default control device input system has been implemented due to reports of a few devices not working with the earlier control input system (a single axis rudder and a button box) and to expand input options. The earlier system (now labelled 'Limited') will continue as normal to avoid altering existing control selections players have already set up and you can optionally change to the new mode manually in the Axis Configuration menu. The new system will be default for new installations of the game and is labelled 'Advanced'. It features additional axis channel inputs, higher POV/HAT limits, better device naming, and broader device support. When switching control input systems, you will likely need to remap axis inputs and possibly some button inputs. But once configured, the game preserves each configuration independently so you can later switch between the two and use whatever the last configuration was that you set up. You can also export your configurations to profiles in both modes for preserving and reloading later. Configuration/setting files using the new control input system will carry '-advanced' in their filenames to keep them separate from the earlier control system's files. With both control systems in place, if you run into a limitation with one, you can switch to the other and likely find options best suited to your control device configuration.

By request to better accommodate the E.V.A. VoiceAttack profile, new values have been added to the savedata set to provide the status and location of objects in the current sector that can appear on the points of interest list next to the nav map. Each line includes the state of the object (0 for off if not present in sector, 1 for on if present in sector) followed by the in-sector XYZ coordinates. All values are divided by a backslash character as a delimiter. So the format is 'state/X/Y/Z'. This option now also means you can generate a local map and/or display type and location details with external third party programs for primary in-sector objects detected on nav sensors in the current sector. Also newly added is a value in the last line to provide the sector distance to the selected nav point. The list order and details are provided in the revised customizing kit: https://starwraith.com/evochronlegacy/c ... readme.htm

A new 'CenterLock' option has been added to the 'vrsetup.txt' configuration file for the experimental VR mode. It enables or disables the vertical height locking mode. By default (mode 0), the vertical height will be reset to the optimal target vertical height location whenever the CenterKey is pressed. Enabling mode 1 will lock the vertical height to the value reported by the HMD and adjust centering from there. To restore previous functionality, change the value to '1'. The updated sample 'vrsetup.txt' file is available here: https://starwraith.com/evochronlegacy/c ... rsetup.txt

Support for VR controllers has been added to the experimental VR mode. Compatibility may be limited, but the system has been tested with Vive controllers as a functional baseline. Details and options are available in the revised 'vrsetup.txt' file available at the link above. By default, button 1 enables/disables the point mode to select menu options (a pointer laser will appear when active) and the handle/grip button toggles through the flight modes (joystick and throttle). The current flight mode for each controller is displayed above each hand in the game as a hologram. In joystick mode, the trigger fires primary weapons and touch pad button fires missiles. Controller movement adjusts the pitch and either yaw or roll (changeable in the 'vrsetup.txt' file, available at the link above). The controller's touchpad or joystick (if applicable) controls strafe thrusters. In throttle control mode, the trigger activates the afterburner and touch pad button changes the IDS mode. Controller movement adjusts the throttle level. The touchpad controls either roll or yaw and forward/reverse strafe thruster control in IDS off mode. Buttons can be remapped in the 'vrsetup.txt' file. Different control modes are available to support yaw or roll by moving a controller. By default, roll control will also be available on the other controller's touchpad/joystick X axis when in throttle control mode. In another optional control mode with roll available on the flight controller, yaw control will be available on the other controller's touchpad/joystick X axis when in throttle control mode.

New customizing options have been added for the asteroid explosion effect that provides access to values used in the shader system. These options let you apply custom color values throughout the range of the explosion sequence. You can set a desired base level value where color mixing starts and a multiplier that specifies how much color to add from that range up to maximum. You can create red/orange, green, yellow, purple, or blue type explosions using these options. As a secondary option, you can also apply any color sequence to all explosions in the game globally. Details are available in the customizing kit at the link above.

For those working on language translations, the following lines are new in the the text.dat file: 1266, 2065, 2066, 2136, 2255-2259, 2336-2339, and 2351.

Edit 5-4-2021: Quick patch fix rolled out (2.0188b) to correct an issue with the custom display system that could cause an error related to an object already existing.

Edit 5-10-2021: Quick update rolled out (2.0188c) to change how 'generic' devices are handled in an effort to reduce the number of non-gaming devices from appearing in the list of available controllers in the 'Advanced' control mode. Since a number of unwanted 'generic' devices would appear in the list of detected control devices, the generic category is now excluded by default. This limits detectable devices to more gaming related categories. Detection of generic control device can be enabled by creating a text file named 'devicelimit.txt' in either the '\media' folder or the save data folder (default '\Documents\EvochronLegacySE'). Other exclusion options described in the game's instructions in the technical notes section are still available.
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Re: Evochron Legacy SE 2.0008-2.0208...

Post by Vice »

Version 2.0208 includes the following improvements:

- Dots on navigation map for sensor station ship contacts brightened.
- Improvements to beam cannon impacts on objects (better collision and spark effects).
- '*' character added to savedata string value for cargo required for delivery in contract.
- Current regional technology/economy and territory control levels added to savedata value set.
- Docked status value in savedata value set will change to '2' when player is in station hangar mode.
- Indicators in inventory console for cargo to deliver to a waiting ship objective changed to square brackets.
- Plant tractor beam range increased and biological material compatibility expanded for easier contract completion.
- Minimum velocity for collision damage with asteroids, moons, planet terrain, caves, plants, solar arrays, and comets increased from 1000 to 2500.
- Experimental VR system updated to account for certain languages that can internally change the name of a SteamVR sub-process, causing the VR system to not be able to activate.
- Work around coded for potential error message on systems with conditions causing the documents folder to not be available.
- Added VR controller button mapping options for IDS scale level and launching countermeasures for experimental VR mode.
- Added ability to advance training stage with VR controllers (in point mode, select anywhere on screen).
- Axis channel control mapping menu improved to better distinguish flight controls from view controls.
- New tractor beam effect added when capturing cargo containers and plant biological material.
- Fix for potential image error occurring when travelling to a certain uncharted system.
- Fix for item database objects following VR HMD movement and rotation.
- Terrain engine updated to allow for steeper mountains and canyons.
- New control menu added for VR controllers when in point mode.
- Added ability to skip intro with VR controller triggers.
- Corrected issue limiting probe functionality.
- Minor fixes.


Notes:

A new control menu has been added for the experimental VR mode that allows selecting options that aren't already readily available in a menu or with a button. Whenever a VR controller is switched to the point mode in-game, the menu will appear. The default locations are the middle left and right of the screen (adjustable in the updated 'vrsetup.txt' file). The player can then select shields augment controls, HUD mode, target display mode, MDTS mode, activate the tractor beam, and a number of other options. The game can now effectively be played entirely with VR controllers, albeit with the limitations they inherently carry in terms of available buttons and pointing requirements. But ship systems and selection options that were previously inaccessible without keyboard, mouse, or button input are now accessible with either a VR controller button option or a point option. And if a player wants to control virtually everything with the mouse in a standard display mode, they can also enable the point menu via a text file (details available in the updated customizing kit). For those working on translations, new lines in the 'text.dat' file are 1366, 2425-2429, 2436-2438, 2809, and 2838-2839.

For the new VR button control options, new lines have been added to the 'vrsetup.txt' file available here: https://www.starwraith.com/evochronlega ... rsetup.txt (needs to be placed in the '\media' folder in the game's install folder) and also now bundled with the game (in the '\media' folder under the filename 'vrsetup-bak.txt' as a backup copy, remove the '-bak' to install or copy the new lines from the backup file over to the file you are using in the same folder to add or modify options). So if your VR controllers support enough buttons, or you want to disable some in favor of others, the new options can now be mapped to provide IDS scale level control and launching countermeasures. Training stages can now also be skipped by selecting any point on the screen while in point mode and the intro can also now be skipped with the default trigger button on a controller.

Edit: July 17th, 2021 - Quick optional patch update rolled out to provide a solution to an issue reported by a player involving Windows reporting to the game that the '\Documents' folder is not available.
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Re: Evochron Legacy SE 2.0008-2.0228...

Post by Vice »

Version 2.0228 includes the following improvements:

- New AI/NPC station attack system implemented (see notes).
- Visual indicator and numerical value for signal input added to axis mapping menu.
- Price for shield recharge packs (installed on secondary hardpoints) reduced by over 50%.
- Higher precision mouse input system implemented for smoother mouse look and mouse flight control.
- Improved beam cannon collision detection and damage deletion when other objects are in the way of a target.
- Station module destruction events are now recorded in the flightlog (both remote for station attacks and local).
- Indicator characters also added to station module destruction events in multiplayer for flightlog ('(MP)').
- Science crew member's ability to detect and report permanent storage containers in space increased significantly.
- Commodity prices, market offset percentages, region index, and station attack status added to savedata value set.
- Added twist rotation animation to in-cockpit joystick (still switchable with 'joystickthrottle.txt' file option).
- Improved error handling with control devices that are defective, broken, or otherwise return invalid values.
- Added ability to view current save data folder (hold mouse pointer over game logo in pilot profile manager).
- Added option to specify custom station attack alert sound effect (see customizing kit).
- Custom quest scripting system updated to accommodate specific station attack events.
- Cargo scanners can now display equipment and weapons stored in a ship's cargo bay.
- Profile backup system implemented with the station attack system (see notes).
- Improvements to specular effects to reduce over saturation at some angles.
- Shadows for plants on terrain added to 'Very High' shadow detail setting.
- Sound effects volume now automatically reduces during training.
- Improved collision detection and landing behavior with moons.
- Performance improvements for loading data during jump cycles.
- Cursor now made to blink in create and modify pilot menu.
- Training mode text, audio, and indicator improvements.
- Alternate language filename options added (see notes).
- Minor fixes.


Notes:

A new AI/NPC station attack system has been added to introduce optional and occasional attacks against station modules by computer controlled ships. The new system introduces the potential for any station (both default and player built) to be significantly destroyed, which some players have been requesting in order to introduce new elements of risk and challenge in combat through spontaneous occasional attacks at random locations. Such feedback over the years has been the basis for how this system has been designed (including a focus on making it optional with a lot of adjustable parameters). Several tweakables are available, giving the player control over which factions initiate attacks, how frequent the attacks occur, how long the attacks last (response time provided to the player before modules are potentially destroyed), how close the attacks occur (in the same sector or across the quadrant), and what chance of success they will have in destroying modules. A grace period is also provided to suspend automatic simulated module destruction until the duration timer reaches critical, giving you most of the time to reach the attack sector before modules are destroyed. Modules can be destroyed either in real time if you are present or simulated if you fail to reach the attack sector before the timer reaches critical. Attacks can occur for both allied and enemy factions, so the player can respond to an attack alert to help their faction in a strike against an enemy station or respond to defend their faction from an attack by an enemy faction. There is incentive to make the journey to respond to attack alerts both for success in offense/defense as well as a significant potential reward for defense engagements. Responding to a station attack against your faction waives all hangar transaction fees and discounts all commodities in inventory (by about 50%) for the duration of your stay in the sector or until you exit the game.

It's important to gauge if this is of interest to you and if you want to accept the risk before enabling the station attack system (it is off by default to preserve all existing station structures). The effects of station modules being destroyed in single player are permanent for your save game/profile. Modules destroyed in multiplayer will only effect the data with the server you are playing on. Also, station attacks will only occur in multiplayer when there is at least one player connected to receive the alerts and take action along with the server operator enabling the option in the server program's configuration file. The same options available in single player for the station attack system are also available server-side for multiplayer, lines 820-828 in the revised 'text8.txt' configuration file.

To help keep track of which station modules are destroyed in single player where things are saved with your profile, each destruction event is recorded in the flightlog. This way, you can refer back to which modules have been destroyed for rebuilding replacements later on. If you enable the local only option, station attacks won't activate until you are in a region that has sufficient enemy numbers to engage in the attack (ie disputed system in active conflict). Also, a local attack can progress slower over time since any hostile ships will be inbound and may not immediately be at the station when the attack alert is first received. Enemy ships can also jump in more frequently during an attack.

Station attacks will generally only occur in disputed systems (ALC vs FDN) or in war zones (Vonari vs either ALC or FDN). Disputed systems (yellow regions on the quadrant nav map in territory control mode) are those actively engaged in battle between the two primary factions while war zones are where active battles with Vonari are taking place. Regions under full control (green or red level) won't have enough opposition to initiate station attacks. So another strategy that can be employed is to travel to a region that is fully under enemy control, build a station there to help bring in reinforcements and supplies, then continue the attack until the region reaches a disputed level. At that point, not only will more support be available for combat operations in general, but the region will also be opened to station attacks by your faction. When a station attack begins, a text alert will appear in the message log providing the sector location, attacking faction, and name of the station being attacked. An alert indicator will also appear in the upper right corner of the HUD providing the time remaining to respond, attacking faction ID with an arrow pointing to the ID of the faction being attacked, and sector location of the attack. The alert will be yellow in color until roughly the last minute, then it will change to red to indicate critical status if you are not present in the sector where the attack is taking place and potential module destruction is imminent. Not reaching a sector to defend against an attack before the alert reaches critical can also result in a loss of a reward offer from a station.

To enable the option, simply create a new profile or modify an existing one in the pilot manager menu and the station attack options will appear in the lower menu frame. Then check the options you want to enable and adjust the variable values using the sliders, if desired. You can later change these settings to your liking with the 'Modify Pilot' option if you find you'd prefer different parameters.

To enable the option for multiplayer, server operators can edit the lines in the 'text8.dat' file referred to above. Once enabled, a player with admin authority on the server can also optionally suspend station attacks temporarily if desired with the admin command: '<admincomm>password pausestationattacks' and attacks will be suspended until you send the command again. If any attack is active when the command is sent, they will finish their cycle before suspending the next attack.

If you'd rather not contend with the potential of station modules getting destroyed by AI/NPC forces and/or would rather not be involved in that line of broader combat engagement, you can leave things as they are with your profile. Also, you can engage in station attack battles in multiplayer without it effecting your single player profile status. As an additional measure of protection and backup, the game will also now make copies of your save game/profile whenever a station attack occurs and modules are destroyed. These backups are kept in a folder named '\SaveFileBackup' inside the main save data folder (default location is '\Documents\EvochronLegacySE'). Each time a backup is made, a copy of your profile is saved to the '\SaveFileBackup' folder with a sequential number after the 'se' in the profile's filename (for example, a new backup copy of the first profile in the list would be saved as 'pilot0se1.sw' and a second would be 'pilot0se2.sw' and so on). Up to five backup snapshots of your profile are preserved this way and the range of 1-5 will be from newest to oldest. If you lose a station's command module or other modules you want to keep due to a station attack, you can restore a previous state for your profile by copying one of the backup files from the '\SaveFileBackup' location over to the main save data folder and then remove the last number in the filename (replacing the old profile that is there as desired). Your profile will then be restored back to the last state it was in when the backup file was saved.

For those working on language translation, new/changed lines in 'text.dat' are 2, 251, 275, 276, 337, 338, 557, 566, 587, 2305-2308, 2766, 2778, and 2869.

Alternate filename options have been added for the 'itemdata.dat', 'optionsdata.dat', 'systemdata.dat', 'techdata.dat', 'text.dat', and 'traintext.sw' files. Simply add '-lang' to the filename to provide alternate text files for the game to load (example: 'text-lang.dat'). This way, you can apply custom text files for the game to load without overwriting the default files and without having custom files overwritten when updates are installed. Instructions have been updated to include details about the new station attack system as well as the customizing kit being updated for new options. Also, the listed minimum video memory requirement has been changed to 2 GB to better accommodate a higher margin for custom media and to reduce chances of below minimum memory conditions on systems with only 1 GB that have a significant portion consumed by other background programs.

One of the new effects of changes to the beam cannon collision system includes better protection behind objects when targeted (and MDTS locked) by a hostile ship. If you are taking cover behind an object, an opponent won't be able to reach you with locked beam cannons as easily as they could before. Another effect of the changes involve capital ships. Beam cannons now strike and stop on the surface of capital ships whether they are harmonized by the MDTS or not. They do still require harmonizing with the MDTS in order to inflict significant shield damage, but they no longer disappear inside the ship when fired. Also, when locked with the MDTS on a capital ship, the beams are now free to still follow the direction of your ship's nose, but will still inflict shield damage due to the harmonizing principle when locked. So they are no longer required to point toward the direct center of a capital ship, they can still inflict shield damage wherever they come into contact with the surface of the ship, the MDTS just needs to be locked (with the ship's targeting indicator inside the gunsight and the ship in range) to be effective.
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Re: Evochron Legacy SE 2.0008-2.0248...

Post by Vice »

Version 2.0248 includes the following improvements:

- Items for Sale scroll bar moved to the right side of list and list index numbers added.
- Other inventory console scroll bars updated for improved response and click ranges adjusted.
- Gun turret mode pitch control aligned with flight control axis input settings for consistency.
- Enabled ability to trade cargo from AI/NPC ships in multiplayer to align with single player options.
- Added '-lang' filename options to 'bitmapfont32b.png', 'bitmapfont32c.png', and 'bitmapfonts.evo' character image sets in the '\media' folder for custom/translated files.
- The 'Asteroids' button in the nav console's local points of interest menu can now be used to plot a safe jump point near an asteroid field.
- Improved lens flare bypass detection in external views for capital ships, asteroids, comets, and station/city modules.
- New loading circle for startup and when connecting in multiplayer (including active mouse response for the latter).
- Certain activity/response AI/NPC radio chatter enabled for multiplayer mode to match single player.
- AI/NPC ship cargo loadouts in multiplayer better aligned with single player types and quantities.
- Minor flickering that could occur when certain station modules were connected together fixed.
- Collision and weapon impact shake effects left/right movement improved to be more balanced.
- Server programs updated to better handle very rare potential out of range array error.
- Fuel and countermeasure bar graph options in custom cockpit display system corrected.
- Improvements to AI navigation around station modules in open space.
- Option added to play a custom sound when mining probe finishes.
- Fix for button input bypass when mapping controls.
- Afterburner shake effect reduced.
- Minor improvements.


Notes:

Cargo carrying capacity for AI/NPC ships has been expanded in both single player and multiplayer. Previously, there was more of a total bay restriction in place for single player and a one bay cap in multiplayer for various gameplay reasons in the past. These limits have now been removed and the system expanded to support certain ship types being able to carry up to 10 bays of commodity cargo in either mode. Ships with restricted cargo capacity due to design limitations will carry less, but it's now possible for them to also carry contents up to the bay limit of their ship's design. These changes have been applied to accommodate player requests for expanding ambush and overall combat reward opportunities.

Players can now trade directly to and from AI/NPC ships in multiplayer using the trade console in the same way they can in single player. The only difference being that a player will need to keep pace with a ship they are trading with in multiplayer as it will continue to move rather than stop as in single player for various gamestate requirements. So it's recommended to join formation and course align with a ship before sending a trade request.

When adding custom cockpit displays, applying the fuel or countermeasure value in bar graph form could result in the indicator exceeding the frame of the display. This has been corrected so both values now properly align with their frame design limit and relative quantity value.

The 'bitmapfont32b/c.png' and 'bitmapfonts.evo' file options for custom in-game text characters have been updated to align with the other text file options to optionally include '-lang' in their filenames to preserve the default files and retain any custom files after updates. Details available in the updated customizing kit: https://www.starwraith.com/evochronlega ... readme.htm

Edit: Quick fix patch rolled out to correct an issue with asteroid placements under certain conditions that could potentially cause a mismatch between players in multiplayer.
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Re: Evochron Legacy SE 2.0008-2.0278...

Post by Vice »

Version 2.0278 includes the following improvements:

- Capital ships can now repair the player's ship during contracts/missions.
- Beam cannons are now fired directly from turrets on ALC/FDN capital ships.
- Capital ship turrets now actuate when firing any of their four weapon types.
- Capital ship beam cannons can now inflict hull damage on an opposing capital ship.
- Opposing capital ships can now engage with beam cannons outside of contracts/missions.
- Added ability to target and scan small cargo containers with the object targeting system.
- Planet-side contract waypoints now follow the rotation of the planets they are linked to.
- Waypoint proximity of planet-side contracts reduced significantly for easier/quicker access.
- Cargo container content scanning now moved to target detail display for consistency and selective scanning.
- Collision alerts added for hidden storage containers, deployable structures, solar arrays, and recovery items.
- Total playback indexes/channels of collision impact sound effects limited to reduce potential of crackling on certain audio devices.
- New optional intercept event added where an AI ship can perform a surprise attack on the player and demand they drop their cargo (see notes).
- Improvements to missile re-tasking in multiplayer when human players in control of in-flight missiles select a different target and the missiles then acquire and track the new target.
- Overall color tones and sizes of many HUD/display background graphics reduced for a more subdued look and to improve text readout visibility.
- Tabs added to upper menu bar text descriptions, most lines and dividers either removed or connected to reduce clutter.
- Gunsight rim reduced in thickness and softened in color tones, shield indicators now moved to the outside of the rim in their own dedicated frames.
- Gunsight three character readout ID labels reduced in size and surrounding line graphics removed to reduce clutter (now on tabs and readouts contained in smaller frames with rounded corners).
- Additions to customizing systems to better support a wider range of different radar sizes, readout placements, and indicator offsets to accommodate new HUD/UI elements.
- Revised font coloring system to support custom colors for in-game links and buttons (see customizing kit for details).
- Fuel capacity added to readout in inventory console and displayed color will change to red when fuel level is low.
- Savedata output system updated to account for container details to accommodate new cargo scanner display system.
- Savedata output system updated to add two new lines (191 and 192) for the jump drive status and delay timer.
- AI combat tactics improved to reduce certain maneuvering and attack limitations at wide vertical angles.
- Rare chance of rotation inconsistency (form of gimbal lock) when at/near 90 degree pitch level fixed.
- Intensity of star lens flare effect reduced and now fades in/out if in view during jump drive cycles.
- Pilot damage and kill performance statistics now displayed at the end of completed combat contracts.
- HMCS readout labels decreased in size to more closely match new forward gunsight readout labels.
- Bar graphs added to jump drive timer, collision alert, scanning status, and stealth status.
- Added ability to press Control-V to paste text into multiplayer text chat entry field.
- Radar display increased in size by about 20% for improved legibility and spacing.
- Windowed modes integrated into the 'Screen Mode' list in the main Options menu.
- 'Normal Map' button in Navigation console changed to 'Reduce Map' for clarity.
- Cockpit displays given tabs to match gunsight, many lines/dividers removed.
- Shadows added to jump drive timer, collision alert, and stealth status.
- Jump drive timer moved to above gunsight rim and below MDTS indicator.
- Target direction indicators revised for a softer, cleaner look.
- Added ability to sell damaged equipment for reduced price.
- Companion app updated for new cargo targeting system.
- Sound effect added for capital ship beam weapons.
- Capital ships increased in size by 250%.
- Capital ship cruise speeds increased.
- Minor fixes.


Notes:

A significant portion of this update focuses on HUD and UI improvements based on feedback over the last few years. After consolidating and prioritizing the comments/suggestions/requests based on popularity, the key elements that I focused attention on were improving the contrast between HUD/display frames and background graphics with their respective readouts and indicators (primarily so that the latter would stand out better), reducing clutter, optimizing screen/display space, and increasing the size of the radar (both 3D and 2D modes). For any players who wish to restore the original HUD elements, gunsight, and cockpit display panels, check the box available at Main Menu > Options > 3D Cockpit > Classic HUD.

The customizing kit has been updated to reflect the various additions and changes. The cockpit viewing program has also been updated and now includes media for both the new image file set and the original classic file set. Most cockpit/HUD/UI modifications will generally still work the same as before, although a few offset values have been changed for better alignment with the newer designs and may need minor adjustments to accommodate designs constructed around the classic layout. Here is a list of the setting files that are affected and their changes/additions (original values for the classic HUD/UI included in parenthesis):

gauges.txt:
37th value sets the radar blip vertical offset factor, default is 0.0345 (0.4 for classic)
38th value sets the flight path marker texture offset factor, default is -0.01 (-0.02 for classic)
39th value sets the gunsight front shield indicator X offset, default is 0 (same for classic)
40th value sets the gunsight front shield indicator Y offset, default is -0.02 (0 for classic)
41st value sets the gunsight right shield indicator X offset, default is -0.01 (0.015 for classic)
42nd value sets the gunsight right shield indicator Y offset, default is 0 (same for classic)
43rd value sets the gunsight rear shield indicator X offset, default is 0.0075 (0.015 for classic)
44th value sets the gunsight rear shield indicator Y offset, default is 0.005 (-0.015 for classic)
45th value sets the gunsight left shield indicator X offset, default is 0.01 (0 for classic)
46th value sets the gunsight left shield indicator Y offset, default is -0.015 (same for classic)
47th value sets the radar nav readout X offset, default is -0.05 (0 for classic)
48th value sets the radar nav readout Y offset, default is 0 (0 for classic)
49th value sets the radar thc readout X offset, default is 0.1 (0 for classic)
50th value sets the radar thc readout Y offset, default is 0 (0 for classic)
51st value sets the radar mod readout X offset, default is 0.1 (0 for classic)
52nd value sets the radar mod readout Y offset, default is 0 (0 for classic)
53rd value sets the radar rng readout X offset, default is -0.1 (0 for classic)
54th value sets the radar rng readout Y offset, default is 0 (0 for classic)

hudbargraphs.txt:
1st value sets the X distance from the center of the gunsight (default value is 1.55, 1.65 for classic)
2nd value sets the Y distance from the center of the gunsight (default value is 1.45, 1.55 for classic)

targetpointer.txt
5th value sets the scaling percentage for the 3D surface (default value is 104.0, 110.0 for classic)

targetshields.txt
1st value sets the spacing of the target direction indicator's shield bars (default value is 0.33, 0.34 for classic)

A new dedicated image filename set can now be used for the classic HUD mode in Main Menu > Options > 3D Cockpit > Classic HUD. Simply added the prefix 'classic-' to the beginning of each filename to specify custom images for the classic mode. For example, the original 'b2gun.png' image file would be changed to 'classic-b2gun.png' to specify a custom image when in the classic mode. A list of all of the files with the 'classic-' prefix option is included in the revised customizing kit at the link below. All classic mode image files also go in the same '\hud' folder as any standard mode image files. The classic setting values specified above will apply automatically when the classic mode is enabled, so no custom setting file(s) would be needed if you continue to use default placement values for a custom design using the original default values. Only the 'classic-' prefix would need to be added to the image filenames themselves. To continue using any existing custom cockpit media with the new default HUD and UI elements, a few new setting values may need to be adjusted/applied for optimal calibration. Full details and sample files are available in the revised customizing kit here: https://www.starwraith.com/evochronlega ... readme.htm

By request, hostile and moderate AI ships can now optionally intercept the player and demand they drop their cargo in a similar way to the player being hired to hunt down an AI ship carrying contraband, but with more of an ambush approach for added challenge and risk. Such intercepts will generally only occur in disputed or hostile space (ALC or FDN faction affiliation) or where the player is not allied with any ships in the area (IND faction affiliation) and if they are carrying desirable cargo that an AI ship decides they want. The player will also usually need to be alone to be vulnerable enough for an AI ship to consider an attack. So one way to avoid intercepts is to hire another ship to join your fleet in single player or fly with a friend as part of your fleet in multiplayer. The attack will usually be sudden with the hostile ship de-cloaking close to you, then firing a disruptor and/or Lynx anti-engine missile to disable your ship, then issuing the order to drop your cargo (the order will appear in red letters in the message log along with the critical alert sound, a countdown timer indicating how much time remains before further attack, and a verbal command over the radio if voices are enabled). The attacking ship will have 'Cargo' displayed on the target detail display in place of a faction affiliation to help identify the ship demanding the cargo. You may be able to escape, successfully fight off the attacker, or can decide to drop your cargo. When prompted, you can either open the trade console (when in range) or press the jettison button/key to give the attacker your cargo quickly and automatically. You will need to act quickly however, if you are unable to escape, as the hostile ship will continue to attack until you either drop your cargo or are destroyed. Other ancillary net effects of this gameplay addition include increasing the value and function of stealth generators and stealth devices (to avoid being detected in hostile/moderate space), prioritizing some defensive combat elements in ship design and function, increasing the value of fleet ships (single player) and cooperative flying with other players (multiplayer), and increasing the value of careful route plotting in navigation to limit vulnerability. The option can be enabled or disabled in the 'Modify Pilot' menu in the main pilot profile manager menu or when creating a new profile (uncheck the option that reads 'Attacks by Hostiles for Cargo' in the bottom menu). For those working on language translations, new lines in the 'text.dat' file are 1605-1607 and 1652-1653.

The windowed modes have been integrated into the main Options menu under Screen Modes. The behavior of these modes is significantly dependent on the baseline display resolution being used, AA mode, and the selected window resolution. It is generally recommended to use the 'Standard' mode that covers an entire display surface for optimal image quality, AA modes, and task focus. But you can now enable one of the windowed modes directly in the menu. The default mode is a bordered format and supports repositioning in-game using the same alt key option that's been in the game for years. Simply hold the alt key and then click and hold on the small '+' symbol that appears in the upper right corner of the screen. You can then slide the window around to change its location. Standard Windows key controls also work in this mode, so you can press Alt-Space, then select 'Move', then use the arrow keys or mouse to move the game's window around. To enable the windowed mode, it's generally best to select the resolution you want first under 'Resolution' then activate one of the windowed modes. This guides the game to set the desired resolution first, then set the window frame size to match. If you try other sequences or otherwise run in to undesired display parameters, you can simply reselect a screen mode to reset things. A borderless option is available, but removes certain window control options and may have some unwanted stretching effects at certain settings. To enable the borderless mode, after enabling the windowed mode in the Options menu, open the 'swscreen.txt' file that is created in the game's save data folder and edit the last line to read 0 instead of 1. Then if you want the window to be at a different initial location than the upper left corner of the screen, edit lines 3 and 4 to specify the X and Y position you want to place the window at (since the manual control placement option won't be available in the borderless mode), then restart the game. You can switch to either a bordered window or standard screen mode without having to restart the game.

New bar graphs have been added below the text readouts for the jump drive timer, collision alert, scanning status, and stealth status. The bar graphs will help visually indicate the remaining time before the jump drive comes back online, the distance to the nearest collision risk, and the percentage remaining for any stealth device or generator. They are color coded to match their respective readout color. For the collision indicator, the bar graph will be wide when there is significant distance between your ship and the nearest object and will be narrow when there is little distance. The collision indicator can also adjust quickly depending on the trajectory of your ship relative to the speed and distance you are approaching the nearest detected object at. You can optionally turn off these indicators using the 'hudtext.txt' file option detailed in the customizing kit.

Contract waypoints that involve an objective on a planet's surface will now follow the rotation of the planet. When the nav marker is first set to the waypoint, it's indicator will also rotate with the planet. You can set the nav point to a different location to unlink it from the waypoint. You can also optionally right click on the waypoint marker on the nav map to reset the nav market back to the waypoint. The nav marker remains global to allow the player to set it anywhere else they may want to, including during an active contract.

You can now sell damaged equipment installed on your ship for a reduced price. The value of damaged equipment roughly scales with the amount of damage it has sustained. So you won't receive the full value for the item, but you can now get rid of it this way to make room for an undamaged replacement.

Allied capital ships can now repair hull damage, subsystem damage, and equipment damage on your ship during battle. This option is available during combat contracts and missions, if an allied capital ship is in the area. To repair your ship, simply fly below a nearby allied capital ship while on an active contract or mission. If the capital ship is able to repair your ship, a blue highlight box will appear below the hull. Then fly into the highlight box and maintain course with the capital ship for as long as needed to complete repairs. Capital ships can now play a more significant support role directly to the player in combat contracts and war zone missions.

Cargo scanning (with a cargo scanner installed as an equipment item) has been unified with the target display system. Previously, a cargo container's contents would be rendered on the HUD on top of other display elements, limiting legibility and causing some clutter. Container scanning now works just like all other cargo scanning, so a container simply needs to be targeted and its contents will now be shown on the target detail display. You can selectively scan containers this way and now all cargo scanning is shown on the target detail display consistently. The system will also toggle through the first 5 bays of contents, then the second 5 like it does with scanning cargo on ships. The companion app has also been updated to accommodate the new cargo targeting system, the APK is available here: https://www.starwraith.com/evochronlega ... ionApp.apk

Edit 12-18-2021 - Update rolled out to correct an issue with certain object placements after an in-sector jump, enables custom planetary ring index 4, and corrects some custom image files to properly utilize the '\hud' folder.
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Re: Evochron Legacy SE 2.0008-2.0288...

Post by Vice »

Version 2.0288 includes the following improvements:

- Added ability to apply custom red, green, and blue color levels to ship frames (including military frames) via new paint option in shipyard.
- By request, added customizing option to keep jump drive effects continually active at a specified minimum level between jump cycles during long distance trips with the autopilot on.
- Changes to commodity selection system for market inventories to allow for a greater chance of type duplications, particularly in specific economy types to increase potential profitability.
- In VR during training, the player must now click in the message log area to advance stages (preserving the functionality of the holographic VR menu without unwanted training stage advancement).
- For VR, the in-game holographic menus can now be accessed with either VR controller (left inputs will override right if both controllers are in point mode, best to use each individually for menu selection when needed).
- For VR, new bypass options added for VR controller flight modes to ignore axis inputs whenever a controller is set to point mode.
- Improved water shader effect when dynamic cube mapping is disabled and/or effect detail is set to 'Low' or 'Medium'.
- Improvements to axis input mapping system in Key/Button Configuration menu to better support upper range channels.
- Improvements to axis flight control system for better responsiveness and quicker access to rotational limits.
- For VR, new optional mode cap settings added to limit each controller to one specified flight control mode.
- Cargo scanning list on target detail display expanded by another character to include cargo bay numbers.
- Local Market Conditions list can now display price variations between local planet and station markets.
- Frame Configuration menu revised to increase spacing between options and icons added for categories.
- Added ability to bulk consolidate matching commodities in three or more slots with Alt-Left Click.
- Gunsight shield indicators updated to reduce clutter and provide more distinct status indication.
- Overall runtime performance improvements (roughly 5-10% on some systems, more or less on others).
- Solar cell cleaning cycle narrowed for easier contract completion and more apparent visual cues.
- Added number of cities on the surface of a local planet to savedata value set (line 158).
- Increased overall energy reserves for primary weapon system for all ships by about 15%.
- Several UI improvements including revised button frames and click range alignments.
- Smoother transitions/softer fading through clouds and atmospheric layers.
- Icons added to console menus (aligning with upper menu bar on main HUD).
- Missile lock brackets updated to fade in as a lock is secured.
- Vertical structures added to black hole accretion disks.
- OBJ format added to supported custom object mesh files.


Notes:

New lines have been added to the 'vrsetup.txt' file option for the new flight axis input bypass and control mode settings. The file is bundled with the game (in the '\media' folder under the filename 'vrsetup-bak.txt' as a backup copy, remove the '-bak' to install or copy the new lines from the backup file over to the file you are using in the same folder to add or modify options). On a related note, you can optionally double click the grip or button input mapped to enable flight control and hold it after the second click to enable a 'hold' mode, then release the grip/button to disable flight control.

You can now bulk consolidate commodities of matching types in three or more cargo bays. Previously, you'd need to use alt-right click to transfer one unit at a time over to an available bay with less than 25 units of the same material. The new added option now lets you use alt-left click to transfer the maximum possible number of units over to the next available cargo bay in sequential order. You can do this while docked or in open space.

The market commodity system has been updated to allow for the potential of more duplicate selections in inventories, both planetary and station. This means you can find more groups of a particular commodity at one location. In specific economy types (where more of a particular commodity might be available), this can result in a much higher profit potential where you might be able to buy a lot more of a commodity at a reduced price at one location to later sell (if your ship has enough cargo capacity to hold the material). Regular market fluctuations and variable availability still apply, so there can still be times of lean availability. But the previous limitations placed on duplications no longer applies. Also, the 'Local Market Conditions' list (Inventory Console > News/Information) now accounts for the planetary pricing offset values. Previously, this list would only display the baseline price levels and economy type offsets for the local sector as a whole. The list can now also display any additional planetary pricing variations in the sector. Both the displayed per unit price and the percentage offset value in the list will adjust for the differences in the planet's local market. Simply click on 'Station' or 'Planet' next to the 'Local Market Conditions' header at the top of the list to toggle between either mode.

By request, a new customizing option has been added to enable the jump drive effects to continue to remain active between jump cycles while on long distance trips using the autopilot. By default, the jump drive effects fade out during the cool down phase between jump cycles with speed remaining at the maximum X9 IDS level. With the new option enabled, the jump drive effects will continue to be rendered until the next jump cycle begins. The visibility of the effect can be adjusted with the new option. To enable it, create a text file named 'jumpdriveeffect.txt' in either the '\media' folder or an '\environment' folder and in the first line, enter the value to specify the minimum visibility level of the effects (range can be 1-199, 0 for disable). Setting a value of around 50 will keep the effects fairly dim while higher values will provide a brighter effect that obscures visibility more significantly.

The original paint option for ships has been removed and replaced. Ships can now be painted in a variety of colors using the new paint option in the shipyard. The new menu lets you add or subtract red, green, and blue color levels to both the primary surfaces of a ship's hull and/or its trim sections. This way, you can apply unique two-tone paint schemes to any ship frame, including military.
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Re: Evochron Legacy SE 2.0008-2.0298...

Post by Vice »

Version 2.0298 includes the following improvements:

- By request, added ability to order AI ships to drop their cargo (see notes).
- Beam effect added for deployed mining probes for visual reference of location.
- Beam effect also added for cargo containers produced by deployed mining probes.
- Local coordinates of deployed mining probes are now displayed with countdown timer on HUD.
- Ping marker on nav map now displayed when a mining probe is deployed (visible only to activating player).
- Currency symbol (line 173 in 'text.dat') and commas added to flight log prices for buying and selling events.
- Regional pricing level bar graph colors on market ticker updated to reflect +/-20% margins (increased from 10%).
- Cargo bays now automatically shift to higher list positions after each sell, discard, destroy, and delivery event.
- Paint system revised to stage updates in memory to prevent pausing when players join or repaint their ship in multiplayer.
- Improvements in movement prediction calculation behavior when client falls back to TCP mode due to loss of UDP signal from server.
- For delivery contracts, added ability to automatically transfer cargo through trade link request in addition to previous jettison and manual inventory console cargo selection options.
- Corrected issue with nav map system that could prevent right clicking on hidden storage container contacts detected by sensor stations.
- Added text color coding for storage container, cargo container, shipwreck/data drive, and deployable structure sensor station contacts.
- Added threat level labels and text color coding to sensor station contacts for ships on nav map when highlighting with pointer.
- Jump drive arrival position moved back slightly to better accommodate docking directive system with rapid docking maneuvers.
- Startup labels during loading phase renamed and structured to align centrally and work better with new font options.
- Added ability to adjust spacing between characters on HUD and cockpit displays to 'hudtext.txt' customizing options.
- Burn effect added for gas giant planets if player flies fast enough closer to the denser central region of planet.
- Dynamic ranging added to shadow rendering system to reduce close range rapid appearing of longer range shadows.
- Highlight description priority now given to sensor and ping dots on nav map when near/over larger object icons.
- By request, docking directive violation fines now variable based on player wealth and can apply at any level.
- Flight control mode now automatically switches to 'Joystick/Controller' whenever an axis input is mapped.
- Variable damage caused by collisions with unshielded objects at speeds over 2500 reduced by 50%.
- Faster range updates when direction indicators are tracking dozens of asteroids simultaneously.
- Added ability to right click on a ping indicator on the nav map to lock nav point to location.
- Secondary weapon list on ship status display expanded to provide more complete weapon names.
- Estimated distance value added to container location messages from science ops crew member.
- Number of resistor packs, hull plating type, and module type added to savedata value set.
- Price for stealth fields (devices mounted on secondary hardpoints) reduced by about 80%.
- MDTS status indicator now persistently visible on HUD and displays 'Off' when disabled.
- Added cockpit illumination effects for soft glow from cockpit lights and displays.
- Overall wind reduction for both initial burst rate and maximum turbulence impact.
- Revised lighting and shadow effects added to main menu hangar scene.
- Added font size setting option to Resolution menu (see notes).
- Improved energy effect for deployable shield arrays.
- Shipyard: Larger checkboxes added to Frame Configuration menu.
- Shipyard: Bars and underlining added to Frame Configuration menu.
- Shipyard: Current ship configuration values added to Frame Configuration menu.
- Shipyard: Performance spec indicators changed to larger single horizontal line structure.
- Shipyard: 'Current Ship' and 'Ship to Build' headers added to each side of their respective specification list.
- Shipyard: Specific engine and wing system names added to components list for easier reference.
- Shipyard: Adjusted text spacing for better category distinctions.
- Minor fixes.


Notes:

The cockpit viewing program ( viewtopic.php?f=21&t=12540 ) has been updated to support the custom options for the new glow effect, display character spacing, and now shows more indicators.

To support a request for players to be able to 'pirate' AI ships without always requiring them to be destroyed, the option to issue an order to AI ships to drop their cargo has been added. There are two ways to utilize the new option. First, if an AI ship accepts a trade request, a new button in the lower right corner of the trade menu reading 'Order Ship to Drop Cargo' will appear, providing the option to send the order through an active trade link via the console. The second method is to issue a trade link request a second time if an AI ship rejects the request the first time. If an AI ship rejects an initial trade request, an additional line will now be displayed in the message log indicating the order can be sent by sending the request again.

AI ships can handle the order to drop their cargo in one of three ways. They can ignore the order and if they choose this route, their threat level won't change and they'll simply keep flying along. They may also choose to jump away shortly after ignoring the order. They can also decide to turn and attack you rather give up their cargo. If they decide to attack, their threat level will immediately change to hostile. Lastly, they can choose to give up their cargo to avoid a risky combat engagement. AI ships have been given the ability to analyze situations when making their decisions. They'll consider how your ship compares with their own, what they may or may not have in cargo, and will apply a random element of decision making emulating what kind of 'mood' they might be in at the time. So if your ship frame is more powerful (moderate bias is given to more combat capable military spacecraft, but they can't store/carry as much) and the targeted ships are carrying cargo, you'll likely be more successful overall. If the AI ships have more powerful frames and/or they aren't carrying cargo, you'll tend to be ignored or attacked more often.

This new additional gameplay option will have a net effect of increasing the value of cargo scanners by allowing you to analyze a ship's cargo bay before deciding to send a drop order. You can perform such scans and also consider ship comparisons to gauge the risk-reward factor as part of your decision before sending an order. Players can also issue this order to each other in multiplayer using the same two options. A text message will appear in the log when an order from another player is received. For those who might want a custom voice effect to play when they send an order in single player, the customizing kit has also been updated with instructions on adding a sound file.

A new font size setting is now available in the Options > Resolution menu. Three settings are available that offer the default smaller font along with new medium and large options. Changing the font size in the main menu will apply the changes globally to all text layer characters as well as cockpit and HUD displays as they are created during the launch/loading phase. Changing the font size in the game will affect all text layer characters, but cockpit and HUD displays won't update until the next time they are reloaded. The larger font sizes can help with legibility on smaller monitors and lower resolutions.

For those working on translations, new/revised lines for the 'text.dat' file are 497-500, 601, 610-612, 776, 1166, 1196, 1314, 1406, 1736, 1761, 1762, 1769, and 2490.

Edit 04-05-2022: Update available to include build operations in cargo bays automatically shifting to higher list positions when emptied.

Edit 04-08-2022: Update available to provide a quick fix for a reported spacing issue in the text label of the 'Stealth Generator' on the 'Items for Sale' menu.

Edit 04-10-2022: Update available to provide a fix for a reported issue with cargo sorting after building and other actions.

Edit 04-12-2022: Update available to provide a fix for a reported issue with the local points of interest menu showing a gas giant planet when it is still one sector away.
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Re: Evochron Legacy SE 2.0008-2.0308...

Post by Vice »

Version 2.0308 includes the following improvements:

- Added ability to store and retrieve secondary weapons directly to/from station hangars.
- Items stored in station hangars now automatically shift to higher list positions when loaded onto ship.
- Items in cargo bay list now automatically shift to higher list positions when transferred to station hangars.
- Cargo bay list is now displayed on HUD when tractor beam is at full strength for easier reference when mining.
- Added ability to discard and consolidate cargo with the tractor beam list without having to open the inventory console.
- Combat contract waypoint arrival spacing increased to provide more energy recovery time and expand distance further with capital ships.
- Most combat contract waypoints involving capital ships now placed in between or next to larger ships to reduce arrival course interference and for more evenly divided spacing between opposing forces.
- Plus symbol ('+') added to related capital ship description on target detail display and direction indicator for spy, escort, delivery, and strike objectives.
- Space station ship launch system now automatically aligns player's ship with nearest exit gate when launching or exiting station.
- Space station tractor beam system now also aligns player's ship with nearest exit gate while inventory console is open.
- Full docking animation sequence added for entering/exiting space station (can be optionally disabled in exit/pause menu).
- AI independent mining system (non-fleet) improved to display recovered material with cargo scanners in real time.
- AI independent mining duration extended to recover more material per cycle (before switching asteroids or flying away).
- Added checkbox option to pause/exit menu to enable or disable the new auto-aligning system for docking with stations.
- Radar contact blips for cargo and other objects updated to retain alignment when using panning view controls.
- New cockpits added to expand the number of available designs for improved variety among different ship types.
- Science ops crew member now provides more details on nearby asteroid contents, planets, and nebula clouds.
- By request, higher availability bias given to commodities in markets with lower global baseline values.
- 'View Hangar Details' operation made much faster and visual side effects (due to disk access) removed.
- Successfully defending stations against Vonari attack in war zones now awards 5 military rank points.
- Capital ship repair support (available on contract) for subsystems and equipment increased by 200%.
- Repair system efficiency for subsystems and equipment increased by 200% for all three classes.
- Pitch control input indicators on upper HUD display inverted for correction.
- Military ship frames are now equipped with 5 resistor packs by default.
- IDS indicator now shows '-' symbol when reverse mode is active.
- Expanded explosion sequence for destroyed capital ships.
- Minor fixes and improvements.


Notes:

This update introduces new cockpits that vary based on ship class. Previously, there were only two cockpits, one for civilian and one for military. There are now several designs linked to frame type with some sharing the same basic cockpit layout based on a common design/manufacturer.

If you would prefer to use the original two default cockpits only, create a text file in either the '\media' folder within the game's install folder or in the save data folder (default location is '\Documents\EvochronLegacySE') named 'ccpitmode.txt' and in the first line enter a number 0. That will limit the available cockpits to just the two original designs, one for civilian and the other for military. Remove the file or change the number to 1 to enable the full range of designs.

A new cargo bay list is now available whenever the tractor beam is at full power. It will appear in the upper right corner of the HUD and provides a list of all cargo bay contents that makes it easier to view and manage material recovered while mining. This way, you don't have to keep opening the inventory console to view what you've recovered and then close it again to return to full visibility for mining. The new list will provide an immediate visual reference of your ship's cargo bays during mining. The tractor beam cargo list also supports sorting and discarding in open space, just like the inventory console list.

The server programs have been updated to correct an issue that would display an incorrect attacking faction in one area during a station attack.

Repair options, both repair devices installed on ships and on contract repairs provided by capital ships, have been increased by 200%. This has the net effect of reducing the time a subsystem may be down by about half, leaving such systems less vulnerable over time to the effects of subsystem weapons and high energy lightning from nebula clouds.

New and revised lines for the 'text.dat' file are 1313 (Current Secondary Weapons), 1774 (Auto-Align with Station Tractor Beam), 1913 (Full station docking sequence), 879-882, and 2848.

Edit 04-27-2022: Update has been rolled out to address the following reported issues and add a few improvements:

- Corrections to mouse point flight control modes involving deadzone value mismatches and limitations.
- Fix for 'Roll X Rev Y' mouse point flight control modes that defaulted to yaw control instead of the indicated roll control.
- Graphical glitch with the nav map that could cause the grid surface to lose its texture and placement under certain conditions.
- A work-around for the quest download system and user folders with special characters and a '-' symbol on the IDS status indicator when the reverse throttle mode is active.
- Fix for the escape key not properly activating the new departure animation sequence from inside stations.
- Improvements to AI ship behavior in/around station hangars for consistency with station EMP defenses.
- Improvements to several UI elements.

I'm hoping things are pretty solid now and further incremental updates won't be needed, leaving the focus to begin work on a next possible future update. Thank you to all of you who provided reports/feedback and helped with testing.
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Re: Evochron Legacy SE 2.0008-2.0318...

Post by Vice »

Version 2.0318 includes the following improvements:

- Added faction affiliation for station and city modules to target status display.
- Drop down menu added for available ship item category lists in hangar storage menu.
- 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 in the 'vrsetup.txt' file.
- Added options to assign different axis inputs for roll, pitch, yaw, strafe, and inertial forward/reverse thrusters on VR controllers in the 'vrsetup.txt' file.
- 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 ability to paste values from clipboard into nav console coordinates, command module name, and fuel entry fields with Control-V.
- Added options to map touchpad/thumbstick axis inputs to button control options in the 'vrsetup.txt' file.
- Added options to apply custom roll, pitch, and yaw alignment levels to VR controller orientation in the 'vrsetup.txt' file.
- Asteroids in Federation quest (2) modified to show 'High' level of metal ore with new science ops reporting system.
- Hovering over a carrier's docking pad inside the hangar will now automatically open the inventory console.
- Planetary imaging objective updated to require a 'grid pattern' scanning course and pay increased by 20%.
- Atmospheric burn effect now better aligns with ship movement direction and overall velocity factors.
- Asteroids with trace levels of materials could display the type twice in science ops report, fixed.
- Added support for right/left arrow, home, end, and delete keys to in-game multiplayer text chat.
- Quest systems updated to account for changes since original quest scripts were written.
- Visual beam effect added for mining probes on the surfaces of moons to match asteroids.
- Production rate for deployable fuel stations increased by 400%.
- Minor fixes and improvements.


Notes:

The faction affiliation for station and city modules is now displayed on the target status display. City modules are controlled when a station command module is built in the same sector, so they will display the controlling faction of the local station, if one is present. If no station command module is present, city modules will display 'IND' for independent.

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 (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.

Edit 05-18-2022: Update rolled out to fix a few reported issues:
- Fix for FPM indicator potentially remaining visible after launching from a station.
- Fix for issue that could cause a player's ship to sustain atmospheric burn damage when exiting a planetary city in multiplayer.
- Fix for HUD layer possibly not appearing when relaunching from a station after entering a station in chase view mode.
- Fix for rare instances when docking collar may remain visible after certain player actions.

Edit 05-20-2022: Updated rolled out to fix a few more reported issues and add some requested improvements to the engineering lab:
- The name of a selected engineering template item is now displayed at the top of the engineering lab menu.
- Displayed materials in engineering lab now color coded based on material sufficiency (green if enough, yellow if not).
- By request, tighter restrictions placed on sandbox command directives with command rejection sound playback and '#' characters added to sample lines.
- System data content updated for more recent changes to star and planet layouts.
- Minor fixes.

Edit 05-25-2022: Update available with the following improvements:
- Target detail display now indicates if a scanning mode returns no data.
- Fix for issue with custom cockpit glass textures displaying an error message after secondary loading.
- Ship displacement, landing, and collision systems changed to reduce chance of ship destruction when a player builds a city module directly on top of their location.
- Mining probe location now remains consistent on planet surfaces (following rotation).
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Re: Evochron Legacy SE 2.0008-2.0328...

Post by Vice »

Version 2.0328 includes the following improvements:

- Added ability to plot multiple sequential waypoints (see notes).
- Added new passenger transport objective - medical patient (see notes).
- Added passenger and patient transport objectives to multiplayer mode (see notes).
- Passenger and new patient transport objectives are now integrated into the contract system.
- Autopilot now aligns with jump gates via flight controls when linked to an active sequential waypoint.
- Autopilot now reduces speed as needed to recover from high levels of horizontal and/or vertical drift.
- Autopilot now waits until jump cycle completes before applying flight control inputs to reduce unnecessary fuel consumption and to provide time for sequential waypoint updates.
- 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.
- Jump drive arrival distance placed about 1K further back to give more time for docking directives to be broadcasted.
- Added ability to specify multiple joined objects as well as transparency/energy effects in quest event type 4.
- Added ability to specify multiple ships in quest event types 3, 29, 30, 31, and 32 (comma delimiter).
- Cargo bay menu when tractor beam is active now has highlight buttons for mouse over and discarding.
- Distance to nearest planet (estimate to minimum surface level) added to System Information console.
- Non-target direction indicators updated to be a little more distinct from the target indicator.
- 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.
- Added ability to view multiplayer player/stats list while inside main station lobbies.
- 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).
- Inventory database menu updated to better accommodate Large font size setting.
- Tiling detail texture layer added to ship and station/city module shaders.
- Line 146 in the savedata value set expanded to indicate docked location.
- Crew wage cycles and passenger delivery timers standardized to seconds.
- Payment alert notification sound added to player-to-player contracts.
- Civilian rating credit now awarded for building station modules.
- Smooth scrolling added to mouse-over of entries in maplog menu.
- Gunsight shield indicators now also shown in HUD mode 1.
- Most radar indicator textures doubled in resolution.
- Nebula cloud added to Deneb system.
- Minor fixes and improvements.


Notes:

You can now set multiple sequential waypoints for the ship's navigation system to follow. Two new buttons have been added to the navigation console for this system 'Add New #' will add a new waypoint at the currently selected nav point. You can then change the nav point to a new location and click on 'Add New #' again to add a second waypoint and so on. The number of the waypoint being added in the sequence is displayed in place of the '#' symbol on the button. Up to 10 waypoints can be set this way and you can optionally enable the autopilot to follow the course you plot. You can pick up a course in the middle of a waypoint set or start from the beginning. When you're ready for the autopilot to follow a course you plot, simply right click on the waypoint you want the autopilot to fly to and engage the autopilot. The ship's autopilot will use the currently selected radar range as the distance to detect when a waypoint has been reached. It will do this by calculating 1/5 of the current radar range setting. So if you have the radar set to a range of 25K, the waypoint activation distance will be 5K. This way, you can decrease the range of activation for slower and closer approaches by reducing the radar range setting. Once the autopilot reaches the selected waypoint at the specified range, it will automatically toggle to the next waypoint in sequence. Once it reaches the limit, it will hold at the last waypoint. You can swap back to previous waypoint or skip waypoints by right clicking on their icons on the nav map. You can also manually fly to a waypoint to activate each one in sequence, rather than use the autopilot. To repeat a course of sequential waypoints, simply plot the last waypoint in range of the first waypoint and the system will automatically advance back to the first waypoint and then the second when you arrive at the last waypoint.

The 'Delete #' button will remove the last sequential waypoint from the current set. The '#' will indicate which waypoint will be deleted. You can optionally right click on the button to clear all waypoints.

Plotting a waypoint to a jump gate will suspend the automated advancement to the next waypoint until you pass through the gate, preventing the system from trying to jump to the next location that may be many sectors away and allowing the jump gate to activate for its destination instead. When active, the autopilot will apply horizontal and vertical thruster inputs to align your ship with the selected jumpgate linked to a current sequential waypoint. You can assist the autopilot by applying thruster controls manually as may be needed for certain environmental conditions or approach angles.

The new sequential waypoint system operates independently from contract waypoints. So you can use this new system in conjunction with contracts or on its own. Sequential waypoints will display a number above their indicators to distinguish them from contract waypoints, if both are active on the HUD at the same time. And only the currently selected/active sequential waypoint is displayed to prevent clutter/visibility issues.

Planetary atmosphere effects have been updated, including the addition of several new shaders and changes to the water reflection system to accommodate varying color changes and horizon blending. Previously, planet background haze, reflection, and lighting effects were limited to merely dimming toward the night side of planets and during sunrise/sunset cycles. Planets can now have more pronounced sunrise and sunset phases where atmospheric coloring and lighting shifts to orange/red hues based on angles and range from the nearby star.

A new objective has been added to the passenger transport system, requiring the safe delivery of a medical patient to a specific station. This new objective works much like the passenger transport, except that the payment is fixed and does not decay over time. So what is offered is paid in full if the player is able to deliver the patient before the timer runs out. The time offered is based on the distance required to deliver the patient. Before accepting the agreement, the player can analyze the destination and decide if they think they can make it in time. Like passenger transport, patient delivery also requires an available crew slot.

Passenger and patient transport objectives are now integrated into the main contract system for improved discovery and accessibility. This way, such objectives are much easier to find and don't require activating a separate inventory console mode to view. A description of each objective is provided along with the option to accept the agreement directly in the contract menu. Such objectives, if/when available, will be added near the end of the current contract list for the sector in the last few indexes. Unlike other local sector objectives, these objectives span multiple sectors and will generally need to be completed by travelling through system gates to reach a destination quickly. Any passenger/patient transport objectives available in the sector will be added to the end of the available contract pool for the location the player docks at (either the station or planet). Once a passenger or patient has boarded the ship, the agreement can't be cancelled like regular contracts can. The passenger or patient must be dismissed from the crew management console to terminate the agreement.

Both the original passenger transport and new patient transport objectives have been added to the multiplayer mode. To accommodate this addition, the server programs needed to be updated in order to broadcast the additional required data to clients. As a result, server operators will need to update to the new server builds (2.0408) for the new objectives to work. Older server builds will continue to work with newer client builds, but clients won't receive the data needed for the new transport objectives, so they just won't be available.

Long range passenger and patient transport objectives are considered multi-sector contracts, even though they are now displayed among other available local contracts. Multi-sector transport contracts do not impact local sector contracts, so you can accept and manage them separately. And since they involve transporting only one passenger, they aren't included among the contracts that can be shared. So other players can still link into a local contract together without impacting a player accepting a passenger transport objective and vice versa.

Civilian rating credit is now awarded for building station modules. 1 point is awarded for smaller modules, 2 for production and storage modules, 3 for city docking modules, and 5 for space station command modules.

Shaders used for ships, carriers, stations, and cities 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. Details on custom options are available in the updated customizing kit.

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.

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.

New/changed lines for the 'text.dat' file are 975, 1262, 1516 (< Passenger boarded - ), and 2890-2910.

Edit 07-10-2022: Update rolled out to address a few requests from players:

- Sequential waypoint icons now remain on nav map when the 'Text On' mode is active.
- Added option for mouse wheel throttle control while not in a mouse flight control mode via text file.
- Added ability to pan around ships in external views (player ship and target ship modes) via F10 mouse look mode.
- Corrected a few minor calibration issues involving the send order directives.

Edit 07-12-2022: Update rolled out to address an issue and add a new capability:

- Possible solution for certain system-side configurations potentially causing the game to freeze on exit.
- Added ability to bind two-key combinations for all control options in the Key/Button Configuration menu.
- Improved key and button conflict detection and indication.


Notes:

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 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 07-14-2022: Update rolled out with changes and improvements based on feedback with the new multi-key input system:

- Shared keys among multiple control functions with two key combinations are now highlighted in yellow.
- Individual keys and matching paired keys mapped to multiple control functions are still displayed in red.
- Bypasses introduced to allow key pairs to override single key mapped control functions.


Notes:

Keys assigned to multiple control functions with at least one key pair involved are now displayed in yellow. This just indicates to the player that the key is being used for more than one control function and isn't necessarily conflicting in a way that would interfere with multiple control functions. Individual keys mapped alone to two or more control functions and any matching pairs of keys mapped to two or more control functions will continue to be displayed in red, indicating a control function can't work due to an interfering conflict.

Bypasses have been added to support key pairs overriding single key control functions. For example, this allows for a control function mapped to 'Control-E' to take precedence over control functions with either 'Control' or 'E' mapped on their own, supporting the use of modifiers through key pairs applying to the same key for different control functions.

The instructions have also been updated to include details on these new capabilities and options.
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Re: Evochron Legacy SE 2.0008-2.0348 Updates...

Post by Vice »

Version 2.0348 includes the following improvements:

- Carrier catapult launch system implemented (see notes).
- Training mode updated to accommodate recent changes to MDTS indicator system (persistent display and 'Off' label) and custom waypoints.
- Targeting system now automatically cycles to the next nearest object when a currently targeted object is destroyed or exceeds tracking range.
- Tighter restrictions applied to hostile reinforcement support during most active combat contracts (better conforming to stated numbers at waypoints).
- Added 'Set Nav' button on left side of navigation console (under 'Add New') to set nav point to sequential waypoints.
- Added improved support for the 'clinklinkcolors.txt' file option for specifying custom button frame and text colors.
- Texture improvements for capital ships, including docking hangar and illuminated runway/catapult path for carriers.
- Lock tractor beam key/button control changed to allow for more time to tap to disengage once at full strength.
- Fix for excessively frequent updates to contract and inventory lists when territory control shifted slightly.
- Fix for carrier HUD direction indicator potentially remaining visible after jumps.
- Fix for gunsight occasionally not enabling properly after starting from carrier.
- Collision system updated to have more sliding behavior based on angle of impact.
- 'Load' buttons now only appear next to compatible items in hangar menu list.
- Items are now color coded by category type in the hangar menu lists.
- Capital ship anti-shield torpedo range increased (roughly doubled).
- Minor fixes and improvements (UI alignments, low light mode depth).


Notes:

You can now quickly toggle the nav point through all available plotted sequential waypoints with the new 'Set Nav' button located below the 'Add New' and above the 'Delete' button on the left side of the navigations console. As you plot new waypoints, the button will automatically update to the latest waypoint. Then once you are finished plotting the waypoints you want, you can click on the 'Set Nav' button once and it will set the current nav point to waypoint 1. You can optionally continue to click on the button to toggle through all available waypoints. Left click to select waypoints in increasing increments, right click to select waypoints in decreasing increments. This way, you can quickly set the nav point back to waypoint one after you have plotted waypoints in a group.

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 next. When you have an object targeted, the system will target an object next. This will help keep targeting more manageable for objectives such as meteor intercepts where targeting the next meteor is the priority, rather than switching to a nearby ship. If no other object is nearby, then the system will automatically switch over to targeting ships again.

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. While mostly designed for Arvoch Alliance SE, this system has now been implemented in Evochron as well as an option. 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 2912-2918 range and can be removed to no longer display the notices and instructions for the catapult system.


Edit: Update rolled out to fix a few reported issues and improve a few elements:

- Classic HUD mode updated for new waypoint menu buttons.
- Quadrant map mode now scales when switching zoom modes in enlarged map mode.
- Weapons available for sale are now sorted in order of cannons, beams, and secondaries.
- Contract pool now updates more immediately when spawning or jumping to disputed region.
- Fix for low light visibility mode green tint not appearing on some system configurations.
- Fix for 'object does not exist' error when destroying certain targeted station modules.
- Lens flare effects updated for a more subtle appearance.
- Range details aligned with enlarged map mode.
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Re: Evochron Legacy SE 2.0008-2.0378 Updates...

Post by Vice »

Version 2.0378 includes the following improvements:

- Contract preview list mode added to provide a summary of all available contracts.
- IDS scale factor and control mode are now also displayed on the gunsight indicator in HUD mode 2.
- Added key and button binding options to open/close each fleet menu mode and select fleet ships for orders.
- Added support for exporting certain control and physics values via UDP for use with motion tracking devices.
- Increased frequency of eliminate enemy ace and contraband smuggler contracts (bounty hunting) in disputed regions.
- Added key/button mapping options to access quest, system information, and regional news sub-menus as well as viewing hangar details.
- Holographic layer added above station command modules to display station names and faction affiliations.
- Holographic banner system added to display images between hangar entrances for station command modules.
- Missile indicators now display red when targeting the player, yellow when targeting other ships/objects.
- Added new textures/indexes for green level direction indicators to more clearly indicate fleet ships.
- Territory control boxes on nav map now properly inversed when player is affiliated with Federation.
- Indicator symbol added to HUD indicators and target range list/detail display to mark fleet ships.
- Added customizing options to set launch HUD mode, HUD cycle direction, and mode restrictions.
- Added icons to 'Items for Sale' menu list for various commodity, equipment, and weapon items.
- Music systems (both default and custom) added to station lobby, hangar, labs, and shipyard.
- Added ability to specify custom music tracks for particular regions or sector locations.
- Font system updated to standardize color levels between button edges and center bars.
- Pathway lighting added to station gate entrances and other select module sections.
- Added buttons to activate Territory or Econ/Tech overlays in quadrant map mode.
- Maneuvering thrusters (both nozzles and exhaust) reduced in size (see notes).
- Redesigned commodity value display in Econ/Tech quadrant map mode (see notes).
- Added Alt key shortcut to open Econ/Tech quadrant map mode in nav console.
- Added single key/button mapping option for Econ/Tech quadrant nav map mode.
- Added option to enable/disable listing available weapons for sale by type.
- Added options to sort 'Items for Sale' list alphabetically or by price.
- Added ability to load media files from quests in save data folder.
- Added ability to require minimum number of credits in quests.
- Added ability to require specific ship frame type in quests.
- Added ability to spawn cargo containers in quests.
- Minor improvements and fixes.


Notes:

A new contract preview list mode is available in the inventory console which allows the player to view a summary of all available contracts (or missions if in a war zone) with a brief description of each along with the price being offered. The player can then select one from the list to view more details about it. Clicking on 'Contract List' will return to the preview list mode (as will switching between items for sale and contracts). This way, the player doesn't have to toggle through all contracts to see what's available.

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. Details available in the revised customizing kit: https://www.starwraith.com/evochronlega ... me.htm#305

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 customizing kit: https://www.starwraith.com/evochronlega ... me.htm#507

A new customizing option 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.

The custom music system has been updated to support specifying music tracks for particular regions or sector locations. This way, you can have the game play specific music that takes location into account in addition to threat level. To implement this option, first place the maximum number of global music files you want added to the '\music' folder. This tells the game what the maximum number of tracks is to search for. Next, if you want to specify tracks for sectors, create one or more folders inside the '\music' folder with sector locations in their names using underscores to separate the values. For example, to add music files to the sector specific to the planet Pearl, the folder name would be '3500_0_-1800'. Then copy the tracks you want over to that folder starting with 'musiclevel1-1.ogg'. Remember to keep music files in sets of three for each threat level (1-1, 1-2, and 1-3). The game will allow an existing track to finish before selecting a new one, either sector/region based or just baseline random, unless a new threat level condition triggers a new load event as per normal operation. To specify music files by region, use the word 'region' in the folder name along with the region number. For example, to add music files to the region that contains the entire Pearl system, you would use the folder name 'region179'. You don't need to include the total number of music file sets located in the base '\music' folder, the maximum number of tracks specific to a sector or region folder simply needs to be the same or less than the music file sets in the '\music' folder.

The commodity value display in the navigation console's quadrant map mode has been redesigned to show both the price variation bar graphs as well as the specific values for all commodities at the same time. So highlighting a region will now provide a more comprehensive and detailed overview of market conditions. The Econ/Tech quadrant map mode can also now be quickly accessed with the default Alt-F1 key combination, making the mode accessible with one input rather than requiring three. Additionally, an optional single key/button binding option has been added to page 4 of the Key/Button Controls menu.

Key and button mapping options have been added to access inventory console sub-menu options that generally require two or more layers of selecting. With the new key/button options, they can now be optionally accessed with one selection input. For the the Quest Menu, System Information, and Regional News options, pressing a key or button mapped to one of those options when the inventory console is closed will immediately open the console in the selected mode. Pressing the same key or button again will close the console (just like the default F3 key). That is, if the inventory console is already open and is in the specified mode, then it will simply close (or not respond if inside station lobbies). If the inventory console is open and not in the specified mode, then the sub-menu mode will simply activate. So these options are designed for quick access to their respective modes. Since the View Hangar Details option reports information in the message log and doesn't involve a separate sub-menu mode, it can be accessed any time.

Fleet ships now have new indicators for their descriptions and HUD elements. For ship descriptions, a filled circle character has been added to the target and non-target direction indicators to mark them as fleet ships. The filled circle character has also been added to the target detail and range cockpit display modes. You can optionally specify custom characters by creating a text file in either the save data folder or '\media' folder named 'fleetshipcharacters.txt' and in the first two lines, enter the left and right characters you'd like to apply. You can enter just a left character to leave an extra character for ship descriptions or you can also enter blank lines to remove the characters entirely. As an added measure of visual distinction, new dedicated texture indexes and images have been added to the HUD direction indicators. The default indicators will display 'Fleet' above their targeting circles and can be replaced by different images, if desired. Details are available in the revised customizing kit (target3green-fleet.png, target7-fleet.png, targetshadow-fleet.png, and targetshadow2-fleet.png).

A holographic banner has been added above station command module to display the name of the station and its faction affiliation. If a station is part of the same faction as the player, its affiliation text will appear green on the banner. If its neutral (IND relative to ALC or FDN player), it will appear yellow. If it's hostile and blocked for docking, it will appear red. Options to hide or change this banner and the other holograms below are available in the revised customizing kit.

Holographic images have also been added between station entrances. This system can also import custom images, including sector specific and animated (up to 10 frames each). To import custom images, simply replace the images in the '\media\stationbanners' folder. Images with the prefix 'alc' will be displayed for ALC affiliated stations, 'fdn' for FDN affiliated, and 'ind' for IND affiliated. You can have up to 5 still images (filenames ending in 'banner#.png' where '#' is a number between 1 and 5). Still images will cycle after a few seconds. Importing left/right seamless images can support scrolling (for caution banners, waveforms, etc). To enable the scrolling mode, a 'bannerscroll.txt' (with faction and dash prefix characters) can be used to set the scrolling speed. The 'ind-bannerscroll.txt' text file that is included with the game in the '\stationbanners' folder can be used for reference. A positive value will scroll in one direction, negative value in the other. Alternatively (and using a little more video memory), you can import a series of images for each holographic surface for an animated effect (limited for memory and best used for effects like spinning logos, sparkling effects, and/or moving letters). Filenames for animated indexes include a dash and a number at the end, so 'banner1-1.png' (again with faction and dash prefix characters, ie 'alc-banner1-1.png') would apply a first image for an animated set and additional images added up through 'banner1-10.png' for a complete group. Missing images in a set will be skipped, so you can use gaps for short pauses, but the first 'banner#-1.png' filename need to be included as a baseline. In addition to importing images globally by faction, custom images can also be applied to specific sectors by placing them inside a folder with the sector location separate by underscores. For example, placing image files inside a folder named '3500_0_-1800' within the '\stationbanners' folder will apply those images for a station built in that sector (so you can use this to apply custom images to a station you build in single player).

Edit 07-15-2022: Update rolled out to resolve a few reported issues:

- Under certain conditions, attempting to destroy a command module could result in an error.
- Enabled and expanded reloading of various HUD images when custom files are specified for individual frame types when swapping ships in-shipyard.
- Added option to scale FPM indicator in 'gauges.txt' custom file options and shadow layer alignment improved.
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Vice
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Re: Evochron Legacy SE 2.0008-2.0388 Updates...

Post by Vice »

Version 2.0388 includes the following improvements:

- Added holographic banners (five directional projections) to cities.
- Added ability to apply custom names to player-built cities (see notes).
- Added city specific save state parameters to enable respawning at any city.
- Upper HUD image index updated to reduce vertical size and video memory consumption.
- Updated asteroid icon on nav map to reduce obstruction and scale better with zoom levels.
- Added 'City' label to highlight details on nav map to better distinguish city names from planets.
- Added ability to require minimum hull damage level and minimum fuel level to quest event directives.
- Added options to specify damage levels to subsystems and hull in quest event directives 12-14 and 99.
- VR system updated to better align viewpoint position alignment with head movement and rotation for all scaling levels.
- Updated hangar inventory and ship item lists with left-justified numbers to align with other lists.
- Message log lines now always crop when console is open (preventing layering issues with buttons).
- ILS guidance ranging for secondary cities expanded to 100K from 10K (primary still prioritized).
- Quest direction indicators now show on HUD and radar when destination is outside current sector.
- Quest destination indicator on nav map now also displayed in quadrant mode.
- Added text file option to adjust rate of movement for cockpit structures.
- Reduced shield recharger energy consumption and increased charge rate.
- Reduced afterburner drive energy consumption by about 300%.
- Font changes for improved legibility and clarity.
- Minor improvements and fixes.


Notes:

The ability to apply custom names has been added to player-built cities and works much like the space station command module naming system. When creating a city command module, the naming option appears and you can type in a desired name for the city you are building. Then when the city is highlighted on the nav map, its name and faction affiliation will appear. When the cities were originally established for the game over 10 years ago, this capability was not in place, but cities were given their host planet's name for the same field now used for this new option. So all default cities will carry the matching planet's name, but will also now use numerical sequencing along with a new 'City' label to help distinguish them from the planet they are on. The main trade city on a planet (the '+' indicator on the nav map) will have just its name displayed. All additional cities will have a sequential number after their name. So for example, the main trade city on Pearl will be displayed as 'Pearl (ALC) City' while the second city will be displayed as 'Pearl-2 (ALC) City' and so on. If you give two or more cities on a planet the same name, this same numerical distinction will apply while unique custom names will be displayed on their own. All faction link mechanisms remain in place, the displayed name can now simply be unique to each built city.

City specific save state parameters have now been integrated into the profile template, which enables the ability to respawn at different cities. Previously, the player's ship would be migrated to the local main trade city on a planet at each respawn, rather than a specific city the player may have saved at. It was originally set up this way to better account for cities that might not exist between servers or between single player and multiplayer. This new system keeps track of specific city placements relative to planet rotation and existance states upon startup, which allows for respawning at the same city you save at. If you respawn at a city that doesn't exist in a new universe you start in, the game will either default to the main trade city as before, or place you near the planet out in space at a safe distance if no cities exist at all on the planet.

The same holographic banners on stations have been added to cities as well and will update with sector control conditions. So any time you take over a sector with a new command module, the city banners will be updated to match the station's. This helps to visually distinguish which faction a city is linked to without requiring the player to hold the pointer over a city icon on the nav map.

The asteroid field icon has been updated to reduce obstruction of other icons on the nav map and to provide a more complete indication of coverage area. The texture is also now looped/tiled at different levels to better align with various zoom settings and there is now a slight 3D shape to the icon (more visible in VR).

The shield recharger has been updated to operate differently by request. First, the device now uses significantly less energy while also applying a higher level of array recharging. Additionally, the device now operates smoothly rather than in pulses, so it transfers energy in much smaller consistent increments without the staged application nor chirping sound of the earlier system. And it also now displays an indicator on the HUD when active (much like the anti-missile system).

You can now 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 'media\vrsetup.txt' file may be needed after installing this update.


Edit 10-04-2022: Update rolled out to correct an issue with the quest nav map indicator reducing size when switching to the quadrant mode. The indicator now remains at a larger size for improved visibility. Also fixed an issue with lens flares in VR and corrected another issue involving camera alignment when entering a station.


Edit 10-08-2022: Small update rolled out to add the following requests and fix a reported issue with this build:

- Added inter-sector cargo transport contracts.
- Added automatic waypoint plotting for inter-sector contracts (including passenger and patient transport).
- Waypoints outside of current sector now visible on quadrant map.
- Fix for banners sometimes not resetting their scroll positions.

The new inter-sector cargo transport contracts provide a way to haul a significant quantity of material (25-125 units at a time in 25-unit increments) to a specified location for relatively high pay. Due to the higher value of the material being shipped, any termination of the contract will scuttle the cargo and require the player to pay a cancellation fee. Such contracts can also only be accepted if your ship has the available cargo space to carry the material.
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www.starwraith.com | www.spacecombat.org
3D Space Flight and Combat Simulations
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