Comitis Reimagining

Custom mods, stories, and artwork based on the Evochron / Arvoch universe.
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Comitis Reimagining

Post by Siege »

I haven't uploaded the changes yes, but I've enlarged the font on most things now. Will double check the fuel guage. It will warn you if you drop below 100 btw.

The shields have also been moved for the next update and the little image flipped to make more sense.

All linked stuff (Weapons, etc) is now lime green which is much easier to see on default background, the bg actually changes to red if there is an incoming missile btw.

I will upload an update and inform on here when I sort out a little problem that Atollski is currently helping me with.
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Post by Siege »

Right new update is now live, at the link on first post. Thank go to Atollski for helping me sort out the graph. Several changes to the main ui on this one. It's slightly bigger to allow easy reading of cash graph, font is bigger on (I think) all text and in general should be easier to read. Other than that no major changes for the moment, oh there is some error checking of loading the savdatasettings file now, which will be created if it doesn't exist.
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Post by Siege »

Just uploaded a minor bug fix and a slight UI update, basically the progress bars are now more colorful and the graph isn't still playing up. Works well on lower levels of cash, but at higher levels it's not showing all that much movement but I'm happy for now with it.

The question is:-

The Main Interface is now quite large, would you like
A) Leave it alone
B) Make smaller tabbed interface with option to cycle through pages
C) Try to make it smaller in general but show less information.

Personally I hate C, and i quite like the idea of B. I know some of you have lcd screens that you use for MFD's I was wondering what sort of resolution you get on those? That way i can design to try to fit on them as well.

Let Me Know.


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Post by Siege »

Most of your queires asked for additions are in the latest version. The black section under the ship graphic does indeed show the graph, see screen shot on first post (I've updated it)

All the info is now lime green which shows up well on the blue background gradient, so I think visibility should now be fine. Fuel guage is now slightly bigger than it was up to 12 point from 10.

Hope it helps.
From post: 100683, Topic: tid=7178, author=DaveK wrote:Hi

very quick reply - thanks

The "error" was because I hadn't put the file location in! - doh!

I now have my coordinates :)

The ship and its bars still feel upside down - for me at least it feels more natural to look down on the ship and have the front at the top - the way I am sitting. Still it's your prog, so its your call! :D

Will the money graph appear in the bottom black section (under the coordinates)?

The weapons info is still in dark blue on dark blue, as is the descriptive location. The light blue on dark blue is very clear for labels and the green is clear enough for the info

Would it be possible to have the fuel readout in a larger font, it's one that I like to keep an eye on when I get carried away gadding about the universe - running out of fuel after a jump was a lesson well learned!:P Fuel is the one I want to see at a glance - equipment and weapons loadouts don't change during flight so having to squint a bit isn't really a problem :P

Again thanks for the help and for creating the programme;)

This is turning into a cool tool:D

[Edited on 23-1-2011 by DaveK]
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Post by 49rTbird »

Winzip says it can't open the file"comitis.zip" I put the zipped program in my Merc folder and tried to unzip it there.
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Post by Siege »

From post: 100716, Topic: tid=7178, author=thetiebers wrote:Winzip says it can't open the file"comitis.zip" I put the zipped program in my Merc folder and tried to unzip it there.
Okay I double checked and downloaded the file, it works okay for me, i suspect that the internet glitched a little there and the download was corrupted. it's also possible you were downloading as I was uploading a minor change. My bad there, sorry.

The file is : 2,018 kb is size so anything smaller than that and something went wrong, I would try re-downloading it anyway and having another crack, failing that I will re-zip using a different program and re-upload.
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Post by Maarschalk »

Very Nice. Eight Equipment slots? Which ship has eight? I thought max was 5....;):P
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Post by Siege »

I have eight on my ship.

I think, you've got me worried now lol

[Edited on 24-1-2011 by Siege]
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Post by soulsacrifice »

From post: 100714, Topic: tid=7178, author=Siege wrote:Personally I hate C, and i quite like the idea of B. I know some of you have lcd screens that you use for MFD's I was wondering what sort of resolution you get on those? That way i can design to try to fit on them as well.
The second monitor I use is an 8" touchscreen and it's resolution is 800 x 600. I would love if there was a way to maximise the window to fit it (there is curently about an inch of the screen the whole way round). I dunno how much bother that would be but it would look a lot better on my screen at least.

Again, thanks for the updates and keep up the good work!
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Post by Siege »

I'll see what I can do about making it resizable with maximise etc. Bear with me on that one as I'm currently brain storming ideas on how to generally improve the interface other than having some nice graphics.

Talking of which, is there anyone here that is good with graphics and willing to help me out on this freeware tool? you'd be credited but it's free and i'm skint so i can't pay lol.
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Post by 49rTbird »

tried about 15 times so far and only got to 1.6mb will keep trying to get the whole thing.:(
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Post by Siege »

Odd my host is usually pretty good, I will double check see if there is an issue - checked no system issues reported for them. I've not been updating the file now, it's been sat there for a while without change so no idea what's going on sorry.
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Post by 49rTbird »

Got it finally, now to figure out how to use it.:D
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Post by Siege »

There is a readme file, you can access from the menu thingy. It explains a little of what the proggie does. Running it will set itself up if the files don't already exist on your system. Basically make sure it's in the EM directory, run it and launch the game load a pilot and launch to see it working.
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Post by Maarschalk »

From post: 100722, Topic: tid=7178, author=Siege wrote:I have eight on my ship.

I think, you've got me worried now lol

[Edited on 24-1-2011 by Siege]
I have checked all the ships and the maximum I can find is a ship with 5 equipment slots and 5 cargo bays and 8 hardpoints. Yes, I see you have eight in your application, but can you fill up all eight of your equipment slot and all eight will work? If it does then there is something wrong.....and might be considered a cheat....:o
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Post by Siege »

Here's a screenie of my ship in the ship yard and I assure you I didn't cheat.

Image

As you can tell I sacrificed CM's and one crew member for the extra equipment slots.
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Post by Marvin »

:cool: You can reconfigure your ship for more equipment slots ... it's not a cheat. You sacrifice CMs or crewmembers.
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Post by DaveK »

Use the frame config button and you can set up the available "space" as you want it :)
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Post by DaveK »

Hi Siege

It's now pure magic - everything is readable, the extra colours on the bars make it clearer (and look cool)

I've just tried it out - side by side with Seejay's nav system on my second monitor

I'm also trying out hgeg, even though it's a bit out of date - the main system map is still useful, though like using a decade old road atlas when on holiday :P:P

Thanks!

:D;):D;):D;):D;)
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Post by 49rTbird »

From post: 100735, Topic: tid=7178, author=Maarschalk wrote:
From post: 100722, Topic: tid=7178, author=Siege wrote:I have eight on my ship.

I think, you've got me worried now lol

[Edited on 24-1-2011 by Siege]
I have checked all the ships and the maximum I can find is a ship with 5 equipment slots and 5 cargo bays and 8 hard points. Yes, I see you have eight in your application, but can you fill up all eight of your equipment slot and all eight will work? If it does then there is something wrong.....and might be considered a cheat....:o
The larger ships have 8 equipment slots but the Sim lets you see only 5 at a time but you can scroll down to see the other 3. My Starmaster has 8 (and I could use more lol) and I am not sure which frame the 8 start at.:)
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From post: 100758, Topic: tid=7178, author=DaveK wrote:Hi Siege

It's now pure magic - everything is readable, the extra colours on the bars make it clearer (and look cool)

I've just tried it out - side by side with Seejay's nav system on my second monitor

I'm also trying out hgeg, even though it's a bit out of date - the main system map is still useful, though like using a decade old road atlas when on holiday :P:P

Thanks!

:D;):D;):D;):D;)
hgeg? and glad to hear the changes are working out for ya. I use Atoll's nav program also next to mine, and I think it covers nav systems better than I ever could so that's one functionality that I won't even bother looking into lol.
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Post by DaveK »

The Hitchhikers Guide to the Evochron (Legends) Universe! It has a phenomenal amount of detail so if you play Legends it's a spoiler! It's similar to SeeJay's but concentrates on giving basic info about planets and systems and coordinates for gates etc - accurate for legends - I'm using it as a zoomable map of the univers since I have spare space on my monitor:)

It's actually for Legends and so some of the main coordinate info is a bit different and the detailed stuff like all the containers etc is totally wrong; but it does give a feel - the main systems haven't changed that much - Vice might have shifted a couple of moons or asteroids, but finding out is part of the fun.

It's still available at

http://www.filefactory.com/file/7f3461/n/hgeg_zip

and the StarWraith thread about it is at

http://www.starwraith.com/forum/viewtopic.php?t=3445

:)
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Post by Siege »

Update time again.

Only one feature really, and that's a MOD manager for Evochron mercenary mods. I've checked it with a few that I use like the nebula mod etc and it works like a charm.

Just place each mod in a sub directory named as you like and make sure the mod items are in a directory they need to be.

Code: Select all

Nebula Mod\\
Nebula mod\\Environment
For example. Then when the mod is enabled then the files will be copied to the "Environment" folder under the install directory. This will also work for further sub directories as well. Switching the mod off will then delete the files and if the directory is empty it should also delete the directory as well. It works much the same as the generic mod manager but is built into the Comitis application and obviously works for EM only.

Updated link on the first post, which i'll duplicate here:-
Download Link - 2,075,481 bytes
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Post by Siege »

From post: 100840, Topic: tid=7178, author=Eclipse wrote:Is there a way to have multiple mods available for the same thing?
Not sure i follow you there mate, elucidate for me if you would. Do you mean like multiple ship mods etc? you can but they would overwrite any files that had the same filename, and removing one mod would remove another if the filenames were the same. is that what you mean?
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Post by Siege »

From post: 100844, Topic: tid=7178, author=Eclipse wrote:With GME you can have many mods for the same game objects, such as ship frames. Makes for a great way that modders can quickly test out new frames.
Okay i think I know what you mean, you can have as many as you like in the MOD subdirectory and just activate the one you're using, as I said before if the filename is the same it'll be over written but that's the same for any mod program. Just place each of those mods in it's own directory with the structure I explained before and it'll work like a charm. If you point me at a few i'll even make doubly sure of that fact, but I'm 99% certain that there won't be a problem with what you're asking for.
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