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Tips, tactics, and general discussion for Evochron Legacy.
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Vice
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Post by Vice »

The next test build will also include some new values for the save data export option. To keep legacy compatibility, the existing lines won't be moved, just new data added. Here is the new template and the changes/additions are highlighted in bold:

Pilot Name (string)
Fuel (string, amount/capacity)
Cash (string, includes commas)
Cargo Bay 1 (string, cargo type and number, or will display 'Empty' if nothing)
Cargo Bay 2
Cargo Bay 3
Cargo Bay 4
Cargo Bay 5
Player Position X (integer)
Player Position Y (integer)
Player Position Z (integer)
Player Position SX (integer)
Player Position SY (integer)
Player Position SZ (integer)
Local System Name (string)
Energy Level (integer)
Front Shield level (integer)
Right Shield level (integer)
Left Shield level (integer)
Rear Shield level (integer)
Shield Level (integer)
Engine Damage (integer)
Weapon Damage (integer)
Nav Damage (integer)
Target Description (string)
Target Threat Level (string)
Target Range (integer)
Target Front Shield level (integer)
Target Right Shield level (integer)
Target Left Shield level (integer)
Target Rear Shield level (integer)
Target Engine Damage (integer)
Target Weapon Damage (integer)
Target Nav Damage (integer)
Target Cargo Bay 1 (string, cargo type and number, or will display nothing if out of sensor range)
Target Cargo Bay 2
Target Cargo Bay 3
Target Cargo Bay 4
Target Cargo Bay 5
Inbound Missile Alert (0 for off, 1 for on)
Particle Cannon (string)
Beam Cannon (string)
Secondary Weapon Slot 1 (string, will display 'Empty' if no weapon is loaded)
Secondary Weapon Slot 2
Secondary Weapon Slot 3
Secondary Weapon Slot 4
Secondary Weapon Slot 5
Secondary Weapon Slot 6
Secondary Weapon Slot 7
Secondary Weapon Slot 8
Equipment Slot 1
Equipment Slot 2
Equipment Slot 3
Equipment Slot 4
Equipment Slot 5
Equipment Slot 6
Equipment Slot 7
Equipment Slot 8
Ship Description
Engine Class (integer)
Shield Class (integer)
Cargo Capacity (integer)
Wing/Thruster Class (integer)
Crew Limit (integer)
Equipment Limit (integer)
Countermeasure Limit (integer, each value = 25 units)
Hardpoint Capacity (integer)
Total Kills (integer)
Total Contracts (integer)
Civilian Skill and Proficiency Rating (integer)
Military Rank (integer)
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SeeJay
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Post by SeeJay »

Thats great Vice. Thx.

Opens up for more features in our software/map project:P
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Post by MapMan »

Fantastic.

Ive notices the "Local System" being there for a while but this is great news for us 3rd party people.

Since you call it "Local System" Is there a "Global System". Me and SeeJay had a discussion about this. There was some confusion about how Sapphire, Pearl , Serena. Are they treated the same by this variable?
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Post by SeeJay »

From post: 102108, Topic: tid=7266, author=Eclipse wrote:The local system name is what is shown in the navigation console under current position.
The confusion we have (when creating the map system) is that in Northern Pearl
it says in the NavConsole that your in Serene. Should this be treated as a
system of it's own or should it be treated as Pearl.

Same in Sapphire with Erato, Glacia and the other systems there.

I've noticed this in uncharted areas as well where the star is in one system and
some of the planets around it belongs to other systems.
\"Nothing is impossible, it only takes a bit longer!\"
\"We are not retreating, we are advancing in another direction!\"


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Post by SeeJay »

Thanks Eclipse.

Then I think I need to revise some of the systems on the map.

Where there are more than one system (planets) close to each other they
should merge in to one system where the nearest star is.

Thanks again Mate!
\"Nothing is impossible, it only takes a bit longer!\"
\"We are not retreating, we are advancing in another direction!\"


http://evochron.junholt.se (Old)
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Post by Siege »

Thanks, Vice, will integrate these new values into the next version of Comitis.
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Post by Marvin »

From post: 102109, Topic: tid=7266, author=SeeJay wrote:I've noticed this in uncharted areas as well where the star is in one system and some of the planets around it belongs to other systems.
:o That comment really surprised me, SeeJay ... especially since it's the basis for Atollski's trilateration. The "star" sector gets its name from the closest planet to the star. But, if you're closer to one of the other planets (in the same star system), the Nav Map will show you to be in a system named after that planet. Which is why I always jump to the star's sector when "naming" an entire system.
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Post by Atollski »

This is massively awesome, many thanks Vice! I sense lots of good things coming from this...
:o That comment really surprised me, SeeJay ... especially since it's the basis for Atollski's trilateration. The "star" sector gets its name from the closest planet to the star. But, if you're closer to one of the other planets (in the same star system), the Nav Map will show you to be in a system named after that planet. Which is why I always jump to the star's sector when "naming" an entire system.
The star naming is only the approach I take - since a star doesn't have a name, I just opt for the system name the star is in unless it is in a charted location like Sol or Talison War Zone. It doesn't necessarily mean I'm right!
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Post by SeeJay »

From post: 102123, Topic: tid=7266, author=Marvin wrote:
From post: 102109, Topic: tid=7266, author=SeeJay wrote:I've noticed this in uncharted areas as well where the star is in one system and some of the planets around it belongs to other systems.
:o That comment really surprised me, SeeJay ... especially since it's the basis for Atollski's trilateration. The "star" sector gets its name from the closest planet to the star. But, if you're closer to one of the other planets (in the same star system), the Nav Map will show you to be in a system named after that planet. Which is why I always jump to the star's sector when "naming" an entire system.
Sorry Marvin. I haven't used Atollskis trilateration that much since I couldn't get it to work until just recently.
I do know how trilateration works thou. It's just that my
map table probably needs a major cleanup from all reports
that I have gotten in from all pilots that don't know how this works. Thats why I wanted clarification on how it's supposed to be setup. Both for the map table and for MapMans sake so we don't put in a lot of features that will be based on a faulty thought.
\"Nothing is impossible, it only takes a bit longer!\"
\"We are not retreating, we are advancing in another direction!\"


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http://www.evochron2.junholt.se (New)
http://mercenary.junholt.se (Map)
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Post by Marvin »

:cool: Well I, for one, vote to do it Atoll's way.
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Post by MapMan »

May i suggest leaving the Fuel parameter "as was" and have a new parameter, at the end maybe , that indicates the max capacity. This way we get backward compatibility.

Regarding the system naming i will be waiting for you guys to figure out how it should work before i let user create their own systems in the Map Software im doing.

Questions from a newbie

1. Could i let a user create a new System as soon as their savedata.txt indicates that they are in a system that does not already exist in the Map SOftware?

2. Does a System always involve a "star" ? Wich in a way always is the "mother" of this system?

3. Should system creation be limited to being in the same sector as that "star", so creating the "star" automatically creates a system (if savedata.txt indicates that you are in a system not present)

/Mapman
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Post by SeeJay »

Hi Mappie.

The System provided by the savdata file is not really a system. It's presenting the
governing body and not the actual system you're in.

1. No, only if they are adding a star, wich I think is a good way to name the system by.

2. I haven't found everything yet, so I'm not really sure. I would suggest that we work with Yes on this.
All objects around the area would belong to the nearest star.

3. Yes, that way you can't add a system until you have found the star.

Hope this helps a bit. It might not be as Vice have thought of the systems to work, but it's a way
we could build by without messing thing up completelly.

Any suggestions from more experienced pilots are much appreciated.

Later Mate.
\"Nothing is impossible, it only takes a bit longer!\"
\"We are not retreating, we are advancing in another direction!\"


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Post by Marvin »

From post: 102191, Topic: tid=7266, author=MapMan wrote:1. Could i let a user create a new System as soon as their savedata.txt indicates that they are in a system that does not already exist in the Map SOftware?
Atollski's program (and also the game's System name) uses the closest planet to determine whether or not you're in an unknown system. The actual planet can be hundreds of sectors away. So, crossing into uncharted territory tells you nothing except, somewhere, there is a planet with the same name as the system you're in ... but not necessarily somewhere nearby.
2. Does a System always involve a "star" ? Wich in a way always is the "mother" of this system?
Not necessarily. Only Vice can answer that question. That said, every planet seems to have an illuminated side, indicating that it is the child of a star ... even if the star is far, far away.
3. Should system creation be limited to being in the same sector as that "star", so creating the "star" automatically creates a system (if savedata.txt indicates that you are in a system not present)
If you find a star, you've found a "system" ... even if there are no planets nearby. If I found one like that, I'd jump to the star's sector and make note of the system name ... then go looking for a planet with that same name.
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Post by gonbugin »

I guess I am about to let everyone know how much of all of this I understand; however, a question. Should my savedata.txt file have anything in it? Game runs fine but I can't interact with either the Evometrics or the Maplog program. But he game runs fine;)
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Post by SeeJay »

Hi Gon.

Yes, it should contain data from the game. Your position, cargo and much more.
You do need to have a savedatasettings.txt file as well to set the update intervall.
Only content in this file is anumber for updating frequency.
5000 equals 5 seconds. (Mine is set to 2000).
In EvoMetrics you need to set the path in settings to your default game folder.

Good luck!
\"Nothing is impossible, it only takes a bit longer!\"
\"We are not retreating, we are advancing in another direction!\"


http://evochron.junholt.se (Old)
http://www.evochron2.junholt.se (New)
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Post by gonbugin »

Hey SeeJay,
Thanks for the reply. In EvoMetrics the path is set for the game folder leading to savedata. I do have a folder savedatasettings.txt and it is set at 5000.

But there is nothing in the savedata.txt folder and I think that is the problem.

Where oh where could my savedata be;)

The game does play...I am going to try and find where it is putting my info
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Post by SeeJay »

Hi Gon.

You say you "have a folder savedatasettings.txt". It's not supposed to be a folder. The file should
be in the main game directory.

There is a guide at my site in the download section created by Marvin for Atollskis program and
one for M-GPS (EvoMetric). Check the setup for all files there and see if you have made
a mistake somewhere.

Hope it helps you.
\"Nothing is impossible, it only takes a bit longer!\"
\"We are not retreating, we are advancing in another direction!\"


http://evochron.junholt.se (Old)
http://www.evochron2.junholt.se (New)
http://mercenary.junholt.se (Map)
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Post by gonbugin »

Your right...it's a file. Both of them are and I will go back and review. Something has changed though as I had Atollskis MapLog running at one time.

Who knows what I have done!!!
Thanks
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Post by Marvin »

:cool: Atoll's program has changed since the original tutorial was written. But, now that I have the new options running properly, I've been too busy exploring to update the tutorial. And, unless I miss my guess, Atoll is planning to release another update.
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Post by Atollski »

You betcha! And I still need to do a big ol' readme update to bring it back in line with all the changes!
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Post by Malice »

Forgive my ignorance, But I am trying to get the M-GPS working I have created the savedata.txt and the savedatasettings.txt both in my game directory yet it still wont work I even tried copying the savedata.txt that came with the DL and still nothing. again forgive my ignorance but could someone e mail me the instruction (in detail) to get the program to work, Please. pretend I dont know anything cause In this case I don't
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Post by SeeJay »

Hi Malice.

Have you specified the paths in the "Settings" when program is running?

Here are some basic instructions:
http://www.evochron.junholt.se/files/Ma ... ctions.doc

Here is the thread for it as well:
http://www.starwraith.com/forum/viewtopic.php?t=7281

Check that and see if that helps you with your problem.
Let me know if you need more help.
/SeeJay
\"Nothing is impossible, it only takes a bit longer!\"
\"We are not retreating, we are advancing in another direction!\"


http://evochron.junholt.se (Old)
http://www.evochron2.junholt.se (New)
http://mercenary.junholt.se (Map)
http://www.junholt.se/evoschool/index.htm (No spoilers)
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