Version 2.0708 includes the following improvements:
- Added 'Save Changes' prompt when closing a control mapping menu before saving.
- Shaders updated to incorporate more physically realistic lighting and reflection effects.
- Expanded jump drive effect options for fading and lighting parameters (see customizing kit).
- Added 'View Destination Sector' button to preview sector destination on nav quadrant map before accepting long range contracts.
- Added ability to import custom texture and heightmap data for individual planets (see customizing kit).
- Animated highlight bars added to quadrant map for station attacks and destination sector previews.
- 3D radar contact circles adjusted and range markers increased in size for improved visibility.
- Mouse cursors updated for improved clarity and better image quality at higher resolutions.
- Autopilot docking pattern for jump gates adjusted to reduce chance of missed approach.
- Added rumble and force feedback effects for compatible devices (see notes).
- Low light vision mode color saturation reduced by about 50%.
- Minor improvements and fixes.
Notes:
Rumble and Force Feedback Effects Added for Compatible Devices
If the game is able to detect a compatible device with rumble or full force feedback capability, effects can optionally be enabled for that device. Events like firing weapons, engaging the jump drive (or traveling through a jump gate), activating the afterburner, or colliding with objects can now provide effects. When enabled, the game will send signals to any compatible devices it is able to detect. Some devices may need to be set to a particular input mode before the game will be able to detect and communicate with them for such effects. Once detected and enabled, a text file named 'forceeffects.txt' will be created in the save data folder (default location is \Documents\EvochronLegacySE) which can be edited for additional configuration options. See the 'Technical Notes' section ( https://www.starwraith.com/evochronlega ... dme.htm#12 ) of the game's included instructions for details.
Lighting and Reflections
Several of the game's object shaders and textures have been updated for rendering details like fresnel reflections and expanded light response range in an effort to shift lighting over to a more physically accurate look.
'View Destination Sector' Button
When reviewing long range inter-sector contracts in the inventory console, a new button will appear at the top of the contract's description that will allow previewing the required sector destination in the navigation console. When clicking on the button, the console system will switch to navigation and activate the quadrant mode automatically. The sector destination of the contract will then be highlighted on the map with an animated light blue box. This offers a way to visually preview an inter-sector contract location before accepting it.
Save Changes Prompt
The ability to undo mapped controls while in an Options menu has been expanded and a 'Save Changes' prompt has been added when using the close menu button ('X' button in the upper right corner of the menus). Previously, some changes would automatically be saved while others would not, regardless of which menu exit option was used. This was required to update certain mapping tables/data sets for a selected device. The menu systems now suspend saving selected control mapping and setting changes until 'Save & Exit' is clicked, allowing for testing temporary setting changes as well as undoing control mappings when exiting a menu. If control mappings are changed but not saved, they will return to their original settings after exiting a menu and selecting 'No' when prompted to save changes. This way, changes can be reversed consistently with one common exit button.
Edit 04-28-2024: Update 2.0718 available that adds some requested functionality and fixes a few reported issues:
- Increased capacity for countermeasure rendering in multiplayer.
- Highlighted sector location and distance readouts moved to below remote commodity price value display.
- Expanded custom thruster nozzle and effect placement and rotation options (see customizing kit).
- 'Restore Defaults' option in Key/Button Controls menu updated to apply changes immediately.
Edit: 05-14-2024: Update available that correct an issue that could cause a crash when trying to retrieve the mission list in a war zone region where Vonari have been completely defeated.
Evochron Legacy SE 2.0708-2.0878 Updates...
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Re: Evochron Legacy SE 2.0708-2.0718 Updates...
Version 2.0728 includes the following improvements:
- By request, added ability to import custom animated gif images for main menu mouse pointer.
- Changes applied to image index system to avoid conflicts with extensive custom media files potentially overlapping.
- Fix for rare potential intermittent CTD that could occur on some systems when exiting the shipyard.
- Sector destination preview option disabled when ship nav systems are disabled to prevent hang.
- Tractor beam button in VR menu changed to a toggle function for persistent operation.
- Improvements to collision impact system when IDS is off.
- Minor improvements and fixes.
Edit: 08-05-2024 - Update available to correct a reported issue with the new inertial collision changes.
- By request, added ability to import custom animated gif images for main menu mouse pointer.
- Changes applied to image index system to avoid conflicts with extensive custom media files potentially overlapping.
- Fix for rare potential intermittent CTD that could occur on some systems when exiting the shipyard.
- Sector destination preview option disabled when ship nav systems are disabled to prevent hang.
- Tractor beam button in VR menu changed to a toggle function for persistent operation.
- Improvements to collision impact system when IDS is off.
- Minor improvements and fixes.
Edit: 08-05-2024 - Update available to correct a reported issue with the new inertial collision changes.
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Re: Evochron Legacy SE 2.0708-2.0728 Updates...
Version 2.0748 includes the following improvements:
- Added ability to import a custom carrier mesh for single player (see customizing kit).
- Added option to map an input for mouse button 2 on VR controllers (see vrsetup-bak.txt).
- Flight control button mappings in VR are now bypassed entirely when point mode is active.
- Only operational VR controller in point mode will show laser pointer to prevent confusion.
- Control conflict alerts (yellow) added for duplicate axis channel mapping with matching button mappings.
- Control input system updated in an effort for improved device enumeration.
- Automatic waypoint plotting system updated for Thuban to Capella route.
- External library dependencies merged into game's object code file.
- IDS 'Off' mode toggle now supports Alt-Spacebar to re-enable.
- Minor improvements and fixes.
Notes:
Control Input System Changes - The input system has been updated to improve device identification, reduce certain non-gaming related devices (mouse, keyboard, etc) from occasionally being queued, and expand conflict detection to include alerts for simultaneous mapping across axis channels and buttons. If an axis channel is mapped to a control that is also linked to an axis input for a button function, the conflict will now be indicated with yellow in the key/button mapping menu. The input device testing utility has also been updated to incorporate the improvements associated with device listing/identification, available for download here: https://www.starwraith.com/evochronlega ... vanced.zip
Changes to Libraries - In an effort to meet the requirements/limitations of some antivirus programs, several of the game's dependencies have been merged internally. While this will be fine on Windows platforms, this may have an impact for anyone trying to run the game on an incompatible/unsupported Linux environment with an older Proton version (such required dependencies are one of several reasons native builds aren't feasible). While later versions of Proton may work fine with this arrangement on compatible systems, significantly older versions may not. So updating the Proton version in Steam's compatibility settings may be needed for the game to attempt to launch. Otherwise, an error message like 'Failed to load plugin 'AGKVR' required by this app' may appear when the operating environment is not able to properly provide a dependent resource the game requires. Other 'Experimental' versions might display a message about a path not being found, simply pressing enter or clicking on 'OK' should allow things to launch and run. Even though Linux/Proton is not supported, I ran tests with currently listed versions 7.0-6, 8.0-5, and 9.0-4 through Steam to verify those versions would continue to work with the game like before.
- Added ability to import a custom carrier mesh for single player (see customizing kit).
- Added option to map an input for mouse button 2 on VR controllers (see vrsetup-bak.txt).
- Flight control button mappings in VR are now bypassed entirely when point mode is active.
- Only operational VR controller in point mode will show laser pointer to prevent confusion.
- Control conflict alerts (yellow) added for duplicate axis channel mapping with matching button mappings.
- Control input system updated in an effort for improved device enumeration.
- Automatic waypoint plotting system updated for Thuban to Capella route.
- External library dependencies merged into game's object code file.
- IDS 'Off' mode toggle now supports Alt-Spacebar to re-enable.
- Minor improvements and fixes.
Notes:
Control Input System Changes - The input system has been updated to improve device identification, reduce certain non-gaming related devices (mouse, keyboard, etc) from occasionally being queued, and expand conflict detection to include alerts for simultaneous mapping across axis channels and buttons. If an axis channel is mapped to a control that is also linked to an axis input for a button function, the conflict will now be indicated with yellow in the key/button mapping menu. The input device testing utility has also been updated to incorporate the improvements associated with device listing/identification, available for download here: https://www.starwraith.com/evochronlega ... vanced.zip
Changes to Libraries - In an effort to meet the requirements/limitations of some antivirus programs, several of the game's dependencies have been merged internally. While this will be fine on Windows platforms, this may have an impact for anyone trying to run the game on an incompatible/unsupported Linux environment with an older Proton version (such required dependencies are one of several reasons native builds aren't feasible). While later versions of Proton may work fine with this arrangement on compatible systems, significantly older versions may not. So updating the Proton version in Steam's compatibility settings may be needed for the game to attempt to launch. Otherwise, an error message like 'Failed to load plugin 'AGKVR' required by this app' may appear when the operating environment is not able to properly provide a dependent resource the game requires. Other 'Experimental' versions might display a message about a path not being found, simply pressing enter or clicking on 'OK' should allow things to launch and run. Even though Linux/Proton is not supported, I ran tests with currently listed versions 7.0-6, 8.0-5, and 9.0-4 through Steam to verify those versions would continue to work with the game like before.
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Re: Evochron Legacy SE 2.0708-2.0758 Updates...
Version 2.0758 includes the following improvements:
- Fire Primary Weapon control function expanded to support multiple input bypass.
- Added ability to offset pilot head viewpoint Z center and eye distance offset (see customizing kit).
- Added ability to import custom star textures (primary and surface, see customizing kit).
- Fix for misaligned angle offsets applying during jump drive sequences when using TrackIR.
- Internal dependency formatting restructured for improved performance and compatibility.
- Minor improvements and fixes.
- Fire Primary Weapon control function expanded to support multiple input bypass.
- Added ability to offset pilot head viewpoint Z center and eye distance offset (see customizing kit).
- Added ability to import custom star textures (primary and surface, see customizing kit).
- Fix for misaligned angle offsets applying during jump drive sequences when using TrackIR.
- Internal dependency formatting restructured for improved performance and compatibility.
- Minor improvements and fixes.
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Re: Evochron Legacy SE 2.0708-2.0778 Updates...
Version 2.0778 includes the following improvements:
- Added ability to directly set the text detail setting in the main Options menu.
- Added automatic transfer to single player upon unexpected disconnect from multiplayer.
- Terrain walker deactivation now correctly lists walker in message log when equipped rather than rover.
- Added threat level bars to target, ship, and object direction indicators.
- Added single key/button mapping option for full IDS Off mode (page 4).
- Minor improvements and fixes.
Notes:
Automatic Transfer to Single Player Upon Unexpected Multiplayer Disconnect - This update includes a new feature that enables transferring from multiplayer to single player automatically upon an unexpected disconnect event from a server. This allows the player to continue playing temporarily in the session they were playing in at the time of disconnecting, giving them time to relocate and/or save as they may want to. There are several important considerations with this new capability. The game will transfer various multiplayer gamestate conditions over to the single player mode automatically while also preserving earlier single player parameters from the profile. However, some immediate conditions in multiplayer may carry over into a single player profile upon the next save. To prevent this possibility from occurring, the player can optionally save their profile into a different slot (available in the exit/pause menu), preserving their original single player profile and creating a new profile after the multiplayer disconnect that may include any such recent changes. Additionally, some multiplayer station/city modules and ship conditions may be left behind temporarily while the system continues the process of transferring to single player. This means ships and modules in the same sector that were linked to the multiplayer universe will generally remain available temporarily and won't be changed or removed to align with the player's single player profile until they jump to a different sector. This way, any immediate conditions will be preserved for the player to finish any trading or other actions they may have been in the middle of at the time they disconnected. Territory and market conditions will generally update quickly, so players should be aware that conditions around them may change to align with their single player profile, potentially affecting access and threat levels depending on how their single player profile compares to the multiplayer conditions at the location they were in at the time of disconnecting. The game will inform the player of such a disconnect mode transfer and save option in the message log. After discussions and considerations along with completing the necessary functional objectives, these compromises, protections, and options were acceptable for most to have this capability added to the game. It now means that players are no longer forced to exit the game if they disconnect from a server and lose progress they may have achieved, they now have the option to preserve their progress and choose how they want to save to continue.
Threat Level Bars Added to Indicators - Small lines have been added below the target, ship, and object direction indicators on the HUD to indicate threat level beyond just color. One line is friendly, two is neutral, and three is hostile. Image indexes have been added to accommodate the new indicators and their shadows. The customizing kit has been updated with the latest filename changes and sample images.
- Added ability to directly set the text detail setting in the main Options menu.
- Added automatic transfer to single player upon unexpected disconnect from multiplayer.
- Terrain walker deactivation now correctly lists walker in message log when equipped rather than rover.
- Added threat level bars to target, ship, and object direction indicators.
- Added single key/button mapping option for full IDS Off mode (page 4).
- Minor improvements and fixes.
Notes:
Automatic Transfer to Single Player Upon Unexpected Multiplayer Disconnect - This update includes a new feature that enables transferring from multiplayer to single player automatically upon an unexpected disconnect event from a server. This allows the player to continue playing temporarily in the session they were playing in at the time of disconnecting, giving them time to relocate and/or save as they may want to. There are several important considerations with this new capability. The game will transfer various multiplayer gamestate conditions over to the single player mode automatically while also preserving earlier single player parameters from the profile. However, some immediate conditions in multiplayer may carry over into a single player profile upon the next save. To prevent this possibility from occurring, the player can optionally save their profile into a different slot (available in the exit/pause menu), preserving their original single player profile and creating a new profile after the multiplayer disconnect that may include any such recent changes. Additionally, some multiplayer station/city modules and ship conditions may be left behind temporarily while the system continues the process of transferring to single player. This means ships and modules in the same sector that were linked to the multiplayer universe will generally remain available temporarily and won't be changed or removed to align with the player's single player profile until they jump to a different sector. This way, any immediate conditions will be preserved for the player to finish any trading or other actions they may have been in the middle of at the time they disconnected. Territory and market conditions will generally update quickly, so players should be aware that conditions around them may change to align with their single player profile, potentially affecting access and threat levels depending on how their single player profile compares to the multiplayer conditions at the location they were in at the time of disconnecting. The game will inform the player of such a disconnect mode transfer and save option in the message log. After discussions and considerations along with completing the necessary functional objectives, these compromises, protections, and options were acceptable for most to have this capability added to the game. It now means that players are no longer forced to exit the game if they disconnect from a server and lose progress they may have achieved, they now have the option to preserve their progress and choose how they want to save to continue.
Threat Level Bars Added to Indicators - Small lines have been added below the target, ship, and object direction indicators on the HUD to indicate threat level beyond just color. One line is friendly, two is neutral, and three is hostile. Image indexes have been added to accommodate the new indicators and their shadows. The customizing kit has been updated with the latest filename changes and sample images.
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Re: Evochron Legacy SE 2.0708-2.0788 Updates...
Version 2.0788 includes the following improvements:
- Added ability to reset RGB values to 100 in HUD Configuration with right click.
- Increased planetary terrain detail at greater distances for the 'Very High' setting.
- Added '>P' symbol and yellow color for listed local contracts requiring planet-side start.
- Added alert line to contract descriptions if planet-side starting is required and player is not planet-side.
- Several initial contract acceptance directives and descriptions expanded for clarity and more detail.
- Increased minimum weapon turret module capacity by +1 before dependent storage modules are required.
- Reduced automatic build point placement for quests to 200 CU for easier dependent module placement.
- 'Advanced' control input system updated in efforts to work better with Proton (see notes).
- Rendering system updated for more physically accurate lighting and material properties.
- Added ability to sort market lists by All, Commodity, Equipment, and Weapon categories.
- Added objective, pay, and distance description headings to contract preview list.
- Added description legend for distance symbols to space below contract list.
- Increased size of all list icons for available contracts and items for sale.
- Capitalized headings for many categories/buttons for various menus and lists.
- Switched checkboxes to filled circles to better distinguish from exit buttons.
- Renamed HNGR label to COMM in station/city module list (news/information console).
- Lightning effects revised for delays between flashes and a softer sequence.
- Automatic text detail setting increase applied for 2K and 4K resolutions.
- 32-bit legacy code/modules removed.
- Minor improvements and fixes.
Notes:
Contract Details Added and Expanded - For improved clarity and directions, many contract descriptions have been updated to provide more details and specific instructions. Additionally, the contract preview list now has objective, pay, and distance headings above the list for visual cues of each parameter. Some contracts require planet-side activation, but are still shown through the local station's job network to indicate availability among the pool of listed contracts. Such contracts that must be started planet-side are now marked with a '>P' distance symbol and will be colored yellow when the player is not on the surface of a planet to indicate their requirement for a surface descent and city docking prior to acceptance. Additionally, contracts that require planet-side starting will display an alert line in their descriptions if the player is not on the surface of a planet.
Rendering System Updated - New shaders and accommodating textures have been implemented in an effort to move away from the earlier rendering approach that resulted in some specular wash-out, oversaturation of colors, and somewhat flat response to light on object surfaces. The new system takes into account material properties along with revised lighting calculations to render cockpits, ships, stations, and cities with a more physically accurate metallic appearance. The new rendering approach is also designed to work with the existing texture index framework for any custom media. Some adjustments might be desired for the specular index and/or new adjustable parameters to better align with the new rendering approach. See the customizing kit for details.
Advanced Control System Updated - The 'Advanced' control system has been updated in efforts to work better with Proton, including solving the crash issue that could occur when attempting to start the Axis Configuration menu and enable input response. For whatever reason(s), certain links between a running app/game and dependent libraries aren't established when running in a Proton environment in ways that can prevent DirectInput devices from communicating (axis and button signals). Every effort to try and establish a link in code was not successful during testing over the last few months, so there appears to be something inherent within certain Proton versions that prevent input from working as needed. But it was discovered that changing task focus and/or activating a message box (on either the DLL side or game side) somehow helped establishes a link between the two so that DI devices can respond on axis and buttons inputs. The game will now check for running in a Proton environment and if detected, it will attempt to automatically adjust task focus in an effort to enable response through DI. This approach has been working in testing in recent weeks. The player can optionally create a text file named 'protonmode.txt' in the save data folder and enter a number in the first line. Entering the number 1 will enable the message box prompt (displaying a dialogue box indicating the non-Windows mode is being initialized, click OK to continue). Entering any other number will instruct the game to try the automatic task focus approach. The game may still delay upon closing (something may get stuck with the Proton 'steam_app_0' process for unknown reasons), so shutting it down from the Steam menu or manually may be needed on some systems. But this approach should at least enable the advanced mode to work for some Proton environments. Players can continue to use the 'Limited' mode if they'd prefer to avoid such conditions for the advanced mode.
Planetary Detail Increase - Planetary terrain detail has been increased at greater distances for the 'Very High' setting. This means more mesh detail will be added at farther ranges, bringing in more surface detail sooner when approaching planets. This will require a bit more performance and video memory, but the increase is relatively minor and most systems already using higher detail settings in other categories can likely handle it well. Also keep in mind that the terrain update rate is also adjustable to regulate the impact of data processing in the background for these data operations to reduce stuttering or to reduce processing times as best applies for a system's performance. If performance issues surface on some older/slower systems, the 'High' setting will restore the previous parameters and behavior.
______________________________________________________________________________________________
Edit 7-30-2025: Providing technical support for a steam user revealed that the Advanced control input mode won't be accessible in Proton if a player previously applied the 'deviceinputold.txt' file option to automatically force the Limited control mode. For anyone who may have enabled that option, simply delete that file if it is present in either the '\media' folder or the save data folder, then enable the Advance control input mode in the Axis Configuration menu, then exit and restart the game. The Advanced mode will then be activated and initialize as needed for Proton.
- Added ability to reset RGB values to 100 in HUD Configuration with right click.
- Increased planetary terrain detail at greater distances for the 'Very High' setting.
- Added '>P' symbol and yellow color for listed local contracts requiring planet-side start.
- Added alert line to contract descriptions if planet-side starting is required and player is not planet-side.
- Several initial contract acceptance directives and descriptions expanded for clarity and more detail.
- Increased minimum weapon turret module capacity by +1 before dependent storage modules are required.
- Reduced automatic build point placement for quests to 200 CU for easier dependent module placement.
- 'Advanced' control input system updated in efforts to work better with Proton (see notes).
- Rendering system updated for more physically accurate lighting and material properties.
- Added ability to sort market lists by All, Commodity, Equipment, and Weapon categories.
- Added objective, pay, and distance description headings to contract preview list.
- Added description legend for distance symbols to space below contract list.
- Increased size of all list icons for available contracts and items for sale.
- Capitalized headings for many categories/buttons for various menus and lists.
- Switched checkboxes to filled circles to better distinguish from exit buttons.
- Renamed HNGR label to COMM in station/city module list (news/information console).
- Lightning effects revised for delays between flashes and a softer sequence.
- Automatic text detail setting increase applied for 2K and 4K resolutions.
- 32-bit legacy code/modules removed.
- Minor improvements and fixes.
Notes:
Contract Details Added and Expanded - For improved clarity and directions, many contract descriptions have been updated to provide more details and specific instructions. Additionally, the contract preview list now has objective, pay, and distance headings above the list for visual cues of each parameter. Some contracts require planet-side activation, but are still shown through the local station's job network to indicate availability among the pool of listed contracts. Such contracts that must be started planet-side are now marked with a '>P' distance symbol and will be colored yellow when the player is not on the surface of a planet to indicate their requirement for a surface descent and city docking prior to acceptance. Additionally, contracts that require planet-side starting will display an alert line in their descriptions if the player is not on the surface of a planet.
Rendering System Updated - New shaders and accommodating textures have been implemented in an effort to move away from the earlier rendering approach that resulted in some specular wash-out, oversaturation of colors, and somewhat flat response to light on object surfaces. The new system takes into account material properties along with revised lighting calculations to render cockpits, ships, stations, and cities with a more physically accurate metallic appearance. The new rendering approach is also designed to work with the existing texture index framework for any custom media. Some adjustments might be desired for the specular index and/or new adjustable parameters to better align with the new rendering approach. See the customizing kit for details.
Advanced Control System Updated - The 'Advanced' control system has been updated in efforts to work better with Proton, including solving the crash issue that could occur when attempting to start the Axis Configuration menu and enable input response. For whatever reason(s), certain links between a running app/game and dependent libraries aren't established when running in a Proton environment in ways that can prevent DirectInput devices from communicating (axis and button signals). Every effort to try and establish a link in code was not successful during testing over the last few months, so there appears to be something inherent within certain Proton versions that prevent input from working as needed. But it was discovered that changing task focus and/or activating a message box (on either the DLL side or game side) somehow helped establishes a link between the two so that DI devices can respond on axis and buttons inputs. The game will now check for running in a Proton environment and if detected, it will attempt to automatically adjust task focus in an effort to enable response through DI. This approach has been working in testing in recent weeks. The player can optionally create a text file named 'protonmode.txt' in the save data folder and enter a number in the first line. Entering the number 1 will enable the message box prompt (displaying a dialogue box indicating the non-Windows mode is being initialized, click OK to continue). Entering any other number will instruct the game to try the automatic task focus approach. The game may still delay upon closing (something may get stuck with the Proton 'steam_app_0' process for unknown reasons), so shutting it down from the Steam menu or manually may be needed on some systems. But this approach should at least enable the advanced mode to work for some Proton environments. Players can continue to use the 'Limited' mode if they'd prefer to avoid such conditions for the advanced mode.
Planetary Detail Increase - Planetary terrain detail has been increased at greater distances for the 'Very High' setting. This means more mesh detail will be added at farther ranges, bringing in more surface detail sooner when approaching planets. This will require a bit more performance and video memory, but the increase is relatively minor and most systems already using higher detail settings in other categories can likely handle it well. Also keep in mind that the terrain update rate is also adjustable to regulate the impact of data processing in the background for these data operations to reduce stuttering or to reduce processing times as best applies for a system's performance. If performance issues surface on some older/slower systems, the 'High' setting will restore the previous parameters and behavior.
______________________________________________________________________________________________
Edit 7-30-2025: Providing technical support for a steam user revealed that the Advanced control input mode won't be accessible in Proton if a player previously applied the 'deviceinputold.txt' file option to automatically force the Limited control mode. For anyone who may have enabled that option, simply delete that file if it is present in either the '\media' folder or the save data folder, then enable the Advance control input mode in the Axis Configuration menu, then exit and restart the game. The Advanced mode will then be activated and initialize as needed for Proton.
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Re: Evochron Legacy SE 2.0708-2.0808 Updates...
Version 2.0808 includes the following improvements:
- Duplex cargo bay option added allowing 50 unit commodity capacity per bay (see notes).
- Cargo bay unit capacity now displayed on main inventory console menu to accommodate duplex option.
- Build console updated to utilize a two step construction process so module types can be locked/previewed while placing (see notes).
- Added green arrows to open space build/deploy location indicator once locked to allow 3D trim adjustments in 50 coordinate unit steps.
- Added zoom capability to build console (uses the same zoom keys/buttons for other external view modes and mouse wheel with select mode bypass).
- Instructions added in build console to help guide player through build process including placement lock modes and overhead/cockpit view modes.
- Added ability to view cargo bay contents as well as installed equipment and weapons/items on secondary hardpoints in Frame Config menu (see notes).
- Descriptions for build options in shipyard expanded to better indicate transfer of installed/loaded items to local station hangar when in carrier shipyard.
- Excalibur and Rail Cannon secondary weapon listings now show other applied hardpoints, displayed in parenthesis and/or dimmed.
- Particle and beam cannon listings in inventory console updated to align with secondary hardpoint list and show type symbols.
- Improvements to custom cockpit and HUD system for better image swapping and handling (primarily for global index mode).
- Memory alignment check added to prevent errors when mask texture does not match resolution of custom diffuse texture.
- Improvements to how custom ship texture image sets are managed in relation to global options for consistency.
- Dedicated texture image indexes added for HUD object target indicator shadow and asteroid indicator shadow.
- Certain rotation calculations changed for ultra-high performance systems to prevent asteroids twitching.
- Added ability to automatically consolidate purchased commodities in bulk up to available unit capacity.
- Initial spacing to opponent increased for ship-vs-ship racing objective for easier starting.
- Console menus revised to reduce clutter and better distinguish buttons from headings.
- Jump gate size doubled for easier passage and improved autopilot navigation.
- Autopilot updated for improved jump gate approach patterns with larger size.
- Button frames updated for a cleaner and more color consistent look.
- Icons added to commodity market ticker list in navigation console.
- Mouse click sound updated for a softer and more tone like effect.
- Evoch-E frame updated for cleaner wing structures.
- Minor improvements and fixes.
Notes:
Duplex Cargo Bays - This update introduces a new 'duplex cargo bay' option in the shipyard (Frame Config menu) that increases the total capacity per cargo bay from 25 to 50 units for commodities. This option increases the cargo bay commodity unit limit by deducting design capacity points to restructure the ship for adding more storage space. The principle behind the option is that a ship can be outfitted for more cargo space by reducing capacity for other design elements. A medium class ship frame (with at least 20 baseline capacity points) is the minimum required to access the duplex cargo option, so at least either the ALC Falcon or FDN Typhoon. The minimum required capacity point deduction is -5 for those frames to enable duplex cargo bays. Capacity point requirements will then scale for larger ship frames to a limit of -10. Military ships will not have this option due to their locked frame designs and there is no impact capacity for large single unit equipment and weapon items. There are some important changes and considerations with this option. First, when the player checks the option in the frame configuration menu, the game will automatically adapt the ship being worked on for the new lower capacity limit through reducing capacity levels by category in the following sequence: Energy Cores > Armor Plating > Countermeasures > Fuel Tanks > Crew > Secondary Weapons. For most categories, the game will reduce the level to 1 as needed while crew capacity may be reduced to 0. The reductions will continue until the ship's design is at the new capacity limit. The player can of course adjust the frame configuration afterward to meet their preferences. Another consideration is ship-to-ship trading in multiplayer. If a player has at least one bay with more than 25 units because their ship is equipped with duplex cargo bays, they won't be able to directly trade such cargo quantities with another player who does not also have duplex cargo bays (since such trading involves direct bay-to-bay transfers). For cargo transport objectives, if the game detects duplex cargo bays when a contract is accepted, it will consolidate the required cargo into each bay up to the 50 unit limit. This way, a ship that may only have three cargo bays can accept contracts that require transporting 100 or more units since each bay can carry 50 units each. If a player switches to duplex cargo bays, any hangars they access at stations will also have expanded capacities up to 50 units for each storage bay to match. If the player later switches back to standard cargo bay capacity at 25 units each, the original stored quantity in a hangar will remain up to 50 per storage bay and they will be able to load 25 units at a time from anything stored in the hangar. Likewise, recovery from cargo containers holding more than 25 units per bay will also be loaded at 25 units at a time. All consolidation options will continue to work with the new duplex option, just with the higher 50 unit limit.
Build Console Construction Update - The build console has been revised to have a two step construction process. Additional instructions have also been added to help guide the player step-by-step through the placement and build process. Trim arrows have been added to allow the player to move a build point after it has been locked in the 'Overhead View' mode. Instead of automatically starting construction as soon as a module type is selected, a separate dedicated '< Build >' button (located at the top right of the console menu) has been added to start the build process. This way, clicking on a module type will simply highlight it for preview, allowing the player to adjust the build point without having to carefully avoid highlighting any other module types if they want to move the mouse cursor over to the build area. Once a module type and build point are selected, clicking on the '< Build >' button will start the construction process. The console's shape has also been revised to allow for persistent display of the command module naming prompt as well as jump caster destination details when either is selected. To deselect a module, simply click on it a second time. With these changes, players can now select a module they are interested in, then persistently preview it throughout the rest of the placement and build process.
Frame Config Installed/Loaded Items - The Frame Config menu now shows items loaded in the cargo bay, installed equipment, and installed secondary weapons. Bars above each capacity box will provide a quick overview as to whether an item is loaded/installed and they are color coded by type as with other inventory lists (purple for cargo, yellow for equipment, and green for weapons). Capacity boxes without an installed/loaded item will have gray bars. For specific details on exactly which item is installed/loaded, simply hover over a capacity box with the mouse pointer and the full name of the item will be displayed directly above the corresponding box. This way, the player can quickly determine the impact changing the capacity in any of the three categories will have on items that may already be loaded/installed on the ship (without having to exit the shipyard to view the inventory console). All items can now be viewed directly in the Frame Config menu.
Custom Ship Texture Image Sets - Previously, the game preserved some global texture elements under certain conditions in an effort to maximize stability (primarily relating to preventing texture index data from being removed from existing mesh indexes to avoid crashes). A side effect of this approach is that there could be inconsistent behavior between the shipyard, storage hangar, and in-game appearance of the player's ship. In the shipyard, the game might allow for manual paint changes regardless of custom frame-specific image data, then restore default global conditions once in-game. Similarly, a ship kept in storage might not reflect the full set of custom images when certain global conditions apply. With this update, image sets are properly compartmentalized so any custom 'paint' look is manually controlled by any custom texture image sets for specific frame indexes, hangars properly apply any custom image set data for stored ships, and the player's ship will continue to reflect the proper custom image set that applies once in-game. This way, behavior is consistent across all three representations of the player's ship, regardless of global and frame specific image set conditions.
Edit 08-29-2025 - Update rolled out to expand the mining distance for plants by about another 7 meters, making it easier to approach, land, and mine from them. Also, hull highlighting has been disabled in the shipyard when a component is selected for improved visibility, some text has been updated, and some click ranges have been improved.
Edit 09-08-2025 - Update rolled out to unify all 'available', 'current', and 'list' button labels as well as notifications as 'contracts' between civilian systems and war zones.
- Duplex cargo bay option added allowing 50 unit commodity capacity per bay (see notes).
- Cargo bay unit capacity now displayed on main inventory console menu to accommodate duplex option.
- Build console updated to utilize a two step construction process so module types can be locked/previewed while placing (see notes).
- Added green arrows to open space build/deploy location indicator once locked to allow 3D trim adjustments in 50 coordinate unit steps.
- Added zoom capability to build console (uses the same zoom keys/buttons for other external view modes and mouse wheel with select mode bypass).
- Instructions added in build console to help guide player through build process including placement lock modes and overhead/cockpit view modes.
- Added ability to view cargo bay contents as well as installed equipment and weapons/items on secondary hardpoints in Frame Config menu (see notes).
- Descriptions for build options in shipyard expanded to better indicate transfer of installed/loaded items to local station hangar when in carrier shipyard.
- Excalibur and Rail Cannon secondary weapon listings now show other applied hardpoints, displayed in parenthesis and/or dimmed.
- Particle and beam cannon listings in inventory console updated to align with secondary hardpoint list and show type symbols.
- Improvements to custom cockpit and HUD system for better image swapping and handling (primarily for global index mode).
- Memory alignment check added to prevent errors when mask texture does not match resolution of custom diffuse texture.
- Improvements to how custom ship texture image sets are managed in relation to global options for consistency.
- Dedicated texture image indexes added for HUD object target indicator shadow and asteroid indicator shadow.
- Certain rotation calculations changed for ultra-high performance systems to prevent asteroids twitching.
- Added ability to automatically consolidate purchased commodities in bulk up to available unit capacity.
- Initial spacing to opponent increased for ship-vs-ship racing objective for easier starting.
- Console menus revised to reduce clutter and better distinguish buttons from headings.
- Jump gate size doubled for easier passage and improved autopilot navigation.
- Autopilot updated for improved jump gate approach patterns with larger size.
- Button frames updated for a cleaner and more color consistent look.
- Icons added to commodity market ticker list in navigation console.
- Mouse click sound updated for a softer and more tone like effect.
- Evoch-E frame updated for cleaner wing structures.
- Minor improvements and fixes.
Notes:
Duplex Cargo Bays - This update introduces a new 'duplex cargo bay' option in the shipyard (Frame Config menu) that increases the total capacity per cargo bay from 25 to 50 units for commodities. This option increases the cargo bay commodity unit limit by deducting design capacity points to restructure the ship for adding more storage space. The principle behind the option is that a ship can be outfitted for more cargo space by reducing capacity for other design elements. A medium class ship frame (with at least 20 baseline capacity points) is the minimum required to access the duplex cargo option, so at least either the ALC Falcon or FDN Typhoon. The minimum required capacity point deduction is -5 for those frames to enable duplex cargo bays. Capacity point requirements will then scale for larger ship frames to a limit of -10. Military ships will not have this option due to their locked frame designs and there is no impact capacity for large single unit equipment and weapon items. There are some important changes and considerations with this option. First, when the player checks the option in the frame configuration menu, the game will automatically adapt the ship being worked on for the new lower capacity limit through reducing capacity levels by category in the following sequence: Energy Cores > Armor Plating > Countermeasures > Fuel Tanks > Crew > Secondary Weapons. For most categories, the game will reduce the level to 1 as needed while crew capacity may be reduced to 0. The reductions will continue until the ship's design is at the new capacity limit. The player can of course adjust the frame configuration afterward to meet their preferences. Another consideration is ship-to-ship trading in multiplayer. If a player has at least one bay with more than 25 units because their ship is equipped with duplex cargo bays, they won't be able to directly trade such cargo quantities with another player who does not also have duplex cargo bays (since such trading involves direct bay-to-bay transfers). For cargo transport objectives, if the game detects duplex cargo bays when a contract is accepted, it will consolidate the required cargo into each bay up to the 50 unit limit. This way, a ship that may only have three cargo bays can accept contracts that require transporting 100 or more units since each bay can carry 50 units each. If a player switches to duplex cargo bays, any hangars they access at stations will also have expanded capacities up to 50 units for each storage bay to match. If the player later switches back to standard cargo bay capacity at 25 units each, the original stored quantity in a hangar will remain up to 50 per storage bay and they will be able to load 25 units at a time from anything stored in the hangar. Likewise, recovery from cargo containers holding more than 25 units per bay will also be loaded at 25 units at a time. All consolidation options will continue to work with the new duplex option, just with the higher 50 unit limit.
Build Console Construction Update - The build console has been revised to have a two step construction process. Additional instructions have also been added to help guide the player step-by-step through the placement and build process. Trim arrows have been added to allow the player to move a build point after it has been locked in the 'Overhead View' mode. Instead of automatically starting construction as soon as a module type is selected, a separate dedicated '< Build >' button (located at the top right of the console menu) has been added to start the build process. This way, clicking on a module type will simply highlight it for preview, allowing the player to adjust the build point without having to carefully avoid highlighting any other module types if they want to move the mouse cursor over to the build area. Once a module type and build point are selected, clicking on the '< Build >' button will start the construction process. The console's shape has also been revised to allow for persistent display of the command module naming prompt as well as jump caster destination details when either is selected. To deselect a module, simply click on it a second time. With these changes, players can now select a module they are interested in, then persistently preview it throughout the rest of the placement and build process.
Frame Config Installed/Loaded Items - The Frame Config menu now shows items loaded in the cargo bay, installed equipment, and installed secondary weapons. Bars above each capacity box will provide a quick overview as to whether an item is loaded/installed and they are color coded by type as with other inventory lists (purple for cargo, yellow for equipment, and green for weapons). Capacity boxes without an installed/loaded item will have gray bars. For specific details on exactly which item is installed/loaded, simply hover over a capacity box with the mouse pointer and the full name of the item will be displayed directly above the corresponding box. This way, the player can quickly determine the impact changing the capacity in any of the three categories will have on items that may already be loaded/installed on the ship (without having to exit the shipyard to view the inventory console). All items can now be viewed directly in the Frame Config menu.
Custom Ship Texture Image Sets - Previously, the game preserved some global texture elements under certain conditions in an effort to maximize stability (primarily relating to preventing texture index data from being removed from existing mesh indexes to avoid crashes). A side effect of this approach is that there could be inconsistent behavior between the shipyard, storage hangar, and in-game appearance of the player's ship. In the shipyard, the game might allow for manual paint changes regardless of custom frame-specific image data, then restore default global conditions once in-game. Similarly, a ship kept in storage might not reflect the full set of custom images when certain global conditions apply. With this update, image sets are properly compartmentalized so any custom 'paint' look is manually controlled by any custom texture image sets for specific frame indexes, hangars properly apply any custom image set data for stored ships, and the player's ship will continue to reflect the proper custom image set that applies once in-game. This way, behavior is consistent across all three representations of the player's ship, regardless of global and frame specific image set conditions.
Edit 08-29-2025 - Update rolled out to expand the mining distance for plants by about another 7 meters, making it easier to approach, land, and mine from them. Also, hull highlighting has been disabled in the shipyard when a component is selected for improved visibility, some text has been updated, and some click ranges have been improved.
Edit 09-08-2025 - Update rolled out to unify all 'available', 'current', and 'list' button labels as well as notifications as 'contracts' between civilian systems and war zones.
-
Vice
- Administrator

- Posts: 12227
- Joined: Fri Apr 25, 2003 1:38 am
Re: Evochron Legacy SE 2.0708-2.0818 Updates...
Version 2.0818 includes the following improvements:
- By request, added ability to lock a quest object to the camera (see notes).
- Added ability to prompt user with options to advance to selected stages in a quest (see notes).
- Added ability to apply movement, rotation, and scaling actions on a quest object (main and substructures).
- Added Steam Workshop integration to support the game's custom media file options (\environment, \hud, \ships, \sounds, \music, etc, see notes).
- Ships stored in hangars now retain their last duplex cargo configuration to eliminate the need to reapply after retrieving from storage.
- Added ability to specify custom individual detail map textures for all ships (see customizing kit).
- Added ability to apply custom global missile structure, texture, and effects (see customizing kit).
- Added ability to specify sector-specific textures for moons and gas giants (see customizing kit).
- Added dedicated mesh structure, text label, and type icon to target detail display for jump gates.
- Beam cannon exchanges between capital ships now more frequent and range increased to 20K.
- Minor improvements and fixes.
Notes:
Quest Object Locking - The ability to lock a quest object to the camera has been added, primarily to help facilitate effects for displaying credits on screen. To enable the new mode, use a value of 2 in the 'QuestSpace' line. Any specified coordinate values will then be applied as offsets from a central position at 0,0,10 ahead of the camera for custom placement options. An optional mode 3 is also available to smoothly fade an object in and out with a shader based on a time value specified in a successive stage. Mode 2 is best for applying an animated GIF as the texture for more varied animation effects or to simply have an appear and disappear quickly. Mode 3 is best for smoothly fading an object in and out using a single image applied as a texture (a timing value is required in a next stage with this option for the effect to apply). The 'QuestSpace' mode value will need to be continually set through each following stage for as long as the object remains active. New transparency options have also been added to accommodate this option. A data line 9 value of 1000 or 1010 will make the object additive transparent, a value of 1001 or 1011 will make the object alpha transparent (based on applied texture), a value of 1002 or 1012 will render the object solid with no transparency applied (QuestSpace mode 3 will apply a fade to solid effect with these modes), while a value of 1010, 1011, or 1012 will additionally disable the object's zdepth rendering. With these new options, players can display holographic effects or credits as part of quest stages, including with the use of custom object structures and textures. The 'Quest0-Sample.txt' instructional document file in the '\media\Quests folder' has been updated with the details.
Quest Prompt Menu - Quest event directive 48 has been added which prompts the player for a response by selecting an option in a menu and then advancing to a specified stage based on the selection. This helps facilitate more branching structures within individual quests for more varied options and narrative paths. Details are also included in the updated 'Quest0-Sample.txt' instructional document file in the '\media\Quests' folder.
Steam Workshop Integration - The new workshop capability is accessible directly in the game via Options > Steam Workshop Menu (Steam version and mode). Once the menu is open, you can retrieve a list of available items others have made to install or create/update an existing item you have made. Click on 'View Workshop Items' to retrieve the list of available items made by others. When viewing the list, simply left click on an item to download, activate, and install it. Some items may conflict with each other if they share the same folders/files, so review the details carefully before installing. It's generally best to install only one item at a time to avoid conflicts, unless you are familiar with the folders and files involved and verify there are no conflicting files between items. The game will inform the player of any file conflicts so any successive uninstallation/reinstallation steps that may be desired or required can be completed.
The 'Activated/Deactivated' value for an item indicates the local Steam file status, it is effectively the same as subscribing or unsubscribing to an item on the Steam website. When an item is selected with left click, it is both activated (since local files are required to pass along to the game for installation) and installed to the game's local custom media folder locations. You can optionally keep an item activated or deactivate it with the checkbox option next to the item's listing. When checked, local Steam files will be kept in place even after uninstalling the item from the game. This allows for automatic updates to apply to an items files, if applicable, and also potentially provide faster reinstallation in the future. Steam will manage subscribed items and their files in its own folder path located in 'Program Files (x86)\Steam\steamapps\workshop\content\398170' while the game will selectively copy files for an installed item into the required custom media folder(s) automatically when fully enabled. If the option is unchecked, then local Steam files will also be removed when uninstalling (just be sure to not delete anything you may want to keep in place or back up before uninstalling), freeing up disk space and requiring a full download for any future reinstallation.
To uninstall an item, right click on an item's listing and any files associated with that item will then be removed from the game's custom media folders (if left 'Activated' by the checkbox option) or entirely (if left 'Deactivated' by the checkbox option).
If you have set up a custom workshop item, you can also optionally click on 'Create/Update Workshop Item' to create or update your own. For creating or updating items you make, parameters and files are managed within a user created 'workshop' folder within the save data folder (default '\Documents\EvochronLegacySE\workshop'). A manifest file (filename 'workshopdata.txt') needs to be created to inform both Steam and the game about the parameters for a workshop item to be uploaded.
An information page is available with details here: https://www.starwraith.com/evochronlega ... rkshop.htm
Edit 12-8-2025 - Update rolled out to add the following changes/improvements:
- Added bypasses to ignore persistent input from left/right Windows keys while game is running.
- Added custom sound effect option for self-destruct countdown sequence and stopping self-destruct.
- Jump drive sound effect will now terminate upon reactivation to avoid long custom effects from overlapping.
- Added 'jumpdriveready.wav' sound file option to customizing options for jump drive ready alert.
Edit 12-12-2025 - Updated rolled out to add the following improvements:
- Added options to 'mouselookdirect.txt' file option for separate X and Y axis inversion/scaling settings.
- Added more lines for new options to the 'chaze.txt' file for custom cloud layer visibility and gas giant color levels.
- Added custom sector specific planetary cloud layer options.
Details on new options available in the customizing kit here: https://www.starwraith.com/evochronlega ... me.htm#102
For the 'mouselookdirect.txt' option, the available lines are as follows:
1st line = X scale value (use negative value to invert)
2nd line = Y scale value (use negative value to invert)
3rd line = optional X scale value for external views (use negative value to invert)
4th line = optional Y scale value for external views (use negative value to invert)
Additionally, a file named 'mouserevy.txt' can be used to invert just the Y axis for mouse view control, include the number 1 in the first line to enable.
- By request, added ability to lock a quest object to the camera (see notes).
- Added ability to prompt user with options to advance to selected stages in a quest (see notes).
- Added ability to apply movement, rotation, and scaling actions on a quest object (main and substructures).
- Added Steam Workshop integration to support the game's custom media file options (\environment, \hud, \ships, \sounds, \music, etc, see notes).
- Ships stored in hangars now retain their last duplex cargo configuration to eliminate the need to reapply after retrieving from storage.
- Added ability to specify custom individual detail map textures for all ships (see customizing kit).
- Added ability to apply custom global missile structure, texture, and effects (see customizing kit).
- Added ability to specify sector-specific textures for moons and gas giants (see customizing kit).
- Added dedicated mesh structure, text label, and type icon to target detail display for jump gates.
- Beam cannon exchanges between capital ships now more frequent and range increased to 20K.
- Minor improvements and fixes.
Notes:
Quest Object Locking - The ability to lock a quest object to the camera has been added, primarily to help facilitate effects for displaying credits on screen. To enable the new mode, use a value of 2 in the 'QuestSpace' line. Any specified coordinate values will then be applied as offsets from a central position at 0,0,10 ahead of the camera for custom placement options. An optional mode 3 is also available to smoothly fade an object in and out with a shader based on a time value specified in a successive stage. Mode 2 is best for applying an animated GIF as the texture for more varied animation effects or to simply have an appear and disappear quickly. Mode 3 is best for smoothly fading an object in and out using a single image applied as a texture (a timing value is required in a next stage with this option for the effect to apply). The 'QuestSpace' mode value will need to be continually set through each following stage for as long as the object remains active. New transparency options have also been added to accommodate this option. A data line 9 value of 1000 or 1010 will make the object additive transparent, a value of 1001 or 1011 will make the object alpha transparent (based on applied texture), a value of 1002 or 1012 will render the object solid with no transparency applied (QuestSpace mode 3 will apply a fade to solid effect with these modes), while a value of 1010, 1011, or 1012 will additionally disable the object's zdepth rendering. With these new options, players can display holographic effects or credits as part of quest stages, including with the use of custom object structures and textures. The 'Quest0-Sample.txt' instructional document file in the '\media\Quests folder' has been updated with the details.
Quest Prompt Menu - Quest event directive 48 has been added which prompts the player for a response by selecting an option in a menu and then advancing to a specified stage based on the selection. This helps facilitate more branching structures within individual quests for more varied options and narrative paths. Details are also included in the updated 'Quest0-Sample.txt' instructional document file in the '\media\Quests' folder.
Steam Workshop Integration - The new workshop capability is accessible directly in the game via Options > Steam Workshop Menu (Steam version and mode). Once the menu is open, you can retrieve a list of available items others have made to install or create/update an existing item you have made. Click on 'View Workshop Items' to retrieve the list of available items made by others. When viewing the list, simply left click on an item to download, activate, and install it. Some items may conflict with each other if they share the same folders/files, so review the details carefully before installing. It's generally best to install only one item at a time to avoid conflicts, unless you are familiar with the folders and files involved and verify there are no conflicting files between items. The game will inform the player of any file conflicts so any successive uninstallation/reinstallation steps that may be desired or required can be completed.
The 'Activated/Deactivated' value for an item indicates the local Steam file status, it is effectively the same as subscribing or unsubscribing to an item on the Steam website. When an item is selected with left click, it is both activated (since local files are required to pass along to the game for installation) and installed to the game's local custom media folder locations. You can optionally keep an item activated or deactivate it with the checkbox option next to the item's listing. When checked, local Steam files will be kept in place even after uninstalling the item from the game. This allows for automatic updates to apply to an items files, if applicable, and also potentially provide faster reinstallation in the future. Steam will manage subscribed items and their files in its own folder path located in 'Program Files (x86)\Steam\steamapps\workshop\content\398170' while the game will selectively copy files for an installed item into the required custom media folder(s) automatically when fully enabled. If the option is unchecked, then local Steam files will also be removed when uninstalling (just be sure to not delete anything you may want to keep in place or back up before uninstalling), freeing up disk space and requiring a full download for any future reinstallation.
To uninstall an item, right click on an item's listing and any files associated with that item will then be removed from the game's custom media folders (if left 'Activated' by the checkbox option) or entirely (if left 'Deactivated' by the checkbox option).
If you have set up a custom workshop item, you can also optionally click on 'Create/Update Workshop Item' to create or update your own. For creating or updating items you make, parameters and files are managed within a user created 'workshop' folder within the save data folder (default '\Documents\EvochronLegacySE\workshop'). A manifest file (filename 'workshopdata.txt') needs to be created to inform both Steam and the game about the parameters for a workshop item to be uploaded.
An information page is available with details here: https://www.starwraith.com/evochronlega ... rkshop.htm
Edit 12-8-2025 - Update rolled out to add the following changes/improvements:
- Added bypasses to ignore persistent input from left/right Windows keys while game is running.
- Added custom sound effect option for self-destruct countdown sequence and stopping self-destruct.
- Jump drive sound effect will now terminate upon reactivation to avoid long custom effects from overlapping.
- Added 'jumpdriveready.wav' sound file option to customizing options for jump drive ready alert.
Edit 12-12-2025 - Updated rolled out to add the following improvements:
- Added options to 'mouselookdirect.txt' file option for separate X and Y axis inversion/scaling settings.
- Added more lines for new options to the 'chaze.txt' file for custom cloud layer visibility and gas giant color levels.
- Added custom sector specific planetary cloud layer options.
Details on new options available in the customizing kit here: https://www.starwraith.com/evochronlega ... me.htm#102
For the 'mouselookdirect.txt' option, the available lines are as follows:
1st line = X scale value (use negative value to invert)
2nd line = Y scale value (use negative value to invert)
3rd line = optional X scale value for external views (use negative value to invert)
4th line = optional Y scale value for external views (use negative value to invert)
Additionally, a file named 'mouserevy.txt' can be used to invert just the Y axis for mouse view control, include the number 1 in the first line to enable.
-
Vice
- Administrator

- Posts: 12227
- Joined: Fri Apr 25, 2003 1:38 am
Re: Evochron Legacy SE 2.0708-2.0828 Updates...
Version 2.0828 includes the following improvements:
- Improvements to cockpit reloading/rebuilding when activating workshop items.
- Names of any files that conflict are now displayed during the workshop item installation process.
- Added ability to change baseline values for certain commodity/material prices, weapon damage levels, ship specifications, and more in sandbox mode.
- Added options for alternate shield and hull weapon impact sounds for player hitting hostile ships.
- Added ability to enable TrackIR while in-game without requiring exit and relaunch from main menu.
- Added verification step and price display when selling a ship frame stored in a station hangar.
- Added support for custom station, city, and carrier meshes in sandbox multiplayer mode.
- Added custom secondary animation image import option for capital ship explosions.
- 'Territory' and 'Econ/Tech' buttons in nav map quadrant mode changed to toggles.
- Minor improvements and fixes.
Notes:
Custom Meshes in Sandbox Multiplayer - To avoid mismatches between players that can affect collision detection and cause other inconsistent environmental conditions, certain custom meshes have generally not been supported in multiplayer mode. This update enables support for such custom meshes while in the sandbox multiplayer mode. This allows players who want to link together with certain custom meshes to be able to connect in multiplayer. Mismatches can occur, so players will need to install the same custom files/workshop items if they want consistent conditions. If a mismatch occurs, a notice and names of affected players will be displayed in the message log as an alert.
Custom Prices, Levels, and Specifications in Sandbox Mode - Certain core baseline values can now be changed for the sandbox mode to change parameters such as pricing, damage, and ship specifications. The adjustable parameters are for values that are generally distinct from those subject to other internal alteration by gameplay and/or sandbox commands. So most are baseline values from which additional factors are often applied or calculated. Other values can often be compensated for or otherwise adjusted via sandbox commands. Details for changeable values are available in a sample file available in the customizing kit: https://starwraith.com/evochronlegacy/c ... me.htm#505
Cockpit Reloading/Rebuilding for Workshop Items - When selecting workshop items that include custom cockpit textures and/or meshes, the game now completely rebuilds all elements via the sequences and procedures required for various launch/startup processes as well as in-game operations (including light maps, custom displays, HUD settings, and custom parameters). This eliminates the need for a full relaunch from the main menu to reset everything. The full rebuild process takes a little longer, but generally only by a few seconds. An alert notice when the rebuilding process occurs has also been added for indication.
Verification Step When Selling Stored Ship Frames - A verification prompt is now presented when clicking the 'Sell' option for a frame stored in a station hangar. In case of accidental click, the 'Cancel' button can be used to prevent selling the frame. The selling price is also now displayed in the verification prompt.
Edit 01-22-2026: Update rolled out to fix an issue with the VR controller flight/throttle text labels (which could appear jumbled and difficult to read) and to provide a revision to a font image to better support certain foreign language translations.
- Improvements to cockpit reloading/rebuilding when activating workshop items.
- Names of any files that conflict are now displayed during the workshop item installation process.
- Added ability to change baseline values for certain commodity/material prices, weapon damage levels, ship specifications, and more in sandbox mode.
- Added options for alternate shield and hull weapon impact sounds for player hitting hostile ships.
- Added ability to enable TrackIR while in-game without requiring exit and relaunch from main menu.
- Added verification step and price display when selling a ship frame stored in a station hangar.
- Added support for custom station, city, and carrier meshes in sandbox multiplayer mode.
- Added custom secondary animation image import option for capital ship explosions.
- 'Territory' and 'Econ/Tech' buttons in nav map quadrant mode changed to toggles.
- Minor improvements and fixes.
Notes:
Custom Meshes in Sandbox Multiplayer - To avoid mismatches between players that can affect collision detection and cause other inconsistent environmental conditions, certain custom meshes have generally not been supported in multiplayer mode. This update enables support for such custom meshes while in the sandbox multiplayer mode. This allows players who want to link together with certain custom meshes to be able to connect in multiplayer. Mismatches can occur, so players will need to install the same custom files/workshop items if they want consistent conditions. If a mismatch occurs, a notice and names of affected players will be displayed in the message log as an alert.
Custom Prices, Levels, and Specifications in Sandbox Mode - Certain core baseline values can now be changed for the sandbox mode to change parameters such as pricing, damage, and ship specifications. The adjustable parameters are for values that are generally distinct from those subject to other internal alteration by gameplay and/or sandbox commands. So most are baseline values from which additional factors are often applied or calculated. Other values can often be compensated for or otherwise adjusted via sandbox commands. Details for changeable values are available in a sample file available in the customizing kit: https://starwraith.com/evochronlegacy/c ... me.htm#505
Cockpit Reloading/Rebuilding for Workshop Items - When selecting workshop items that include custom cockpit textures and/or meshes, the game now completely rebuilds all elements via the sequences and procedures required for various launch/startup processes as well as in-game operations (including light maps, custom displays, HUD settings, and custom parameters). This eliminates the need for a full relaunch from the main menu to reset everything. The full rebuild process takes a little longer, but generally only by a few seconds. An alert notice when the rebuilding process occurs has also been added for indication.
Verification Step When Selling Stored Ship Frames - A verification prompt is now presented when clicking the 'Sell' option for a frame stored in a station hangar. In case of accidental click, the 'Cancel' button can be used to prevent selling the frame. The selling price is also now displayed in the verification prompt.
Edit 01-22-2026: Update rolled out to fix an issue with the VR controller flight/throttle text labels (which could appear jumbled and difficult to read) and to provide a revision to a font image to better support certain foreign language translations.
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Vice
- Administrator

- Posts: 12227
- Joined: Fri Apr 25, 2003 1:38 am
Re: Evochron Legacy SE 2.0708-2.0838 Updates...
Version 2.0838 includes the following improvements:
- Added option to set custom missile lock indicator roll rate (added to 'gauges.txt').
- Added ability to apply individual custom in-game text lines without altering other original lines.
- Custom blast shield texture index is now not tiled/scaled and now applies any custom glass mesh UV for unique scaling.
- If VR controllers are detected on a first start of the game, Flight Control Type is set to Joystick/Controller.
- Minor improvements and fixes.
Notes:
Applying Custom Text Lines - To apply individual custom text lines, use the filename 'text-customlines.dat' in the \hud folder and specify only the lines you want to change (ie #=TextLineValue). This will apply the custom lines of text you specify while leaving original lines loaded from 'text.dat' or 'text-lang.dat' in place.
- Added option to set custom missile lock indicator roll rate (added to 'gauges.txt').
- Added ability to apply individual custom in-game text lines without altering other original lines.
- Custom blast shield texture index is now not tiled/scaled and now applies any custom glass mesh UV for unique scaling.
- If VR controllers are detected on a first start of the game, Flight Control Type is set to Joystick/Controller.
- Minor improvements and fixes.
Notes:
Applying Custom Text Lines - To apply individual custom text lines, use the filename 'text-customlines.dat' in the \hud folder and specify only the lines you want to change (ie #=TextLineValue). This will apply the custom lines of text you specify while leaving original lines loaded from 'text.dat' or 'text-lang.dat' in place.
-
Vice
- Administrator

- Posts: 12227
- Joined: Fri Apr 25, 2003 1:38 am
Re: Evochron Legacy SE 2.0708-2.0848 Updates...
Version 2.0848 includes the following improvements:
- Added ability to refuel and reload countermeasures to sandbox mode.
- Added ability to mute background music when playing a sound in a custom quest.
- Training stages 194-195 now reload countermeasures in addition to fuel for optionally repeating combat drone practice.
- Lighting parameters in shaders adjusted for enhanced contrast and light response.
- Console menu elements made brighter for improved clarity and frame distinction.
- Added ability to specify custom target object scaling factor (target MFD).
- Added ability to specify custom detail map scaling factor.
- Increased scaling factor for small ship detail maps.
- Texture updates for improved detail.
- Minor improvements and fixes.
- Added ability to refuel and reload countermeasures to sandbox mode.
- Added ability to mute background music when playing a sound in a custom quest.
- Training stages 194-195 now reload countermeasures in addition to fuel for optionally repeating combat drone practice.
- Lighting parameters in shaders adjusted for enhanced contrast and light response.
- Console menu elements made brighter for improved clarity and frame distinction.
- Added ability to specify custom target object scaling factor (target MFD).
- Added ability to specify custom detail map scaling factor.
- Increased scaling factor for small ship detail maps.
- Texture updates for improved detail.
- Minor improvements and fixes.
-
Vice
- Administrator

- Posts: 12227
- Joined: Fri Apr 25, 2003 1:38 am
Re: Evochron Legacy SE 2.0708-2.0878 Updates...
Version 2.0878 includes the following improvements:
- VR system updated to OpenVR/SteamVR API version 2.15.6 and to help streamline potential compatibility with Proton.
- Added ability to bind two buttons across two different game controllers to individual control functions (see notes).
- Automatic device ID realignment system disabled by default to prevent potential unwanted mapping changes.
- Fixed issue that could cause some HUD elements to not restore after swapping from a ship with a custom cockpit.
- Minor improvements and fixes.
Notes:
Two Button Control Bindings Across Two Game Control Devices - The game now supports the ability to listen to multiple control devices simultaneously (buttons and HAT/POV inputs) when binding control functions. This allows for two button combinations across two devices for individual control functions. To utilize this option, select the 'All Devices' entry in the drop down device list at the top of the 'Key/Button Controls' menu. The game will then listen to all devices for input rather than focusing on inputs from only one. If a second button is mapped to a different game controller, the letter 'D' will appear after the button index along with the ID number of the second controller. There is a chance that such control bindings may be lost if Windows, third party software, or the user shuffles the device order. If shared, such bindings will also be displayed in yellow to indicate their split device dependencies as with other control mappings.
Normally, custom control profiles are designed to work exclusively with the devices they are linked to by selection. However, the custom control system has been updated to incorporate custom split device button assignments as long as the base button input is linked to the device a custom profile is being loaded or saved for. This way, custom second button mappings on other devices can be stored and retrieved as long as the profile being loaded or saved is associated with the device that has the first button mapping assigned to it. Again, if ID's are shuffled or changed, then remapping will be needed to update any assigned device ID's to accommodate a new different device list order.
This new system is entirely optional for just those who are interested in accessing its capabilities. The entire control system will continue as before if no dual button mappings across multiple devices are applied.
Automatic Device ID Realignment System - Due to potential unwanted control map binding changes after unexpected events that may change device orders and/or names (caused by USB port shut down, system sleep/hibernate alterations, third party software, and/or device swaps), the automatic ID realignment system has now been disabled by default. This means that all control mappings will remain locked to their assigned indexes (regardless of name or list changes). Then if the device order is later restored, controls will remain as when previously mapped. This change is being applied due reported issues with device lists being altered in ways the game is unable to keep track of to realign mappings automatically. If a user wants to retain the original behavior, simply creating a text file named 'stickidmode.txt' in the save data folder (default \Documents\EvochronLegacySE) will enable the automatic mode.
VR System Updated - In an effort to expand compatibility for several users who provided feedback for the VR mode, the game's VR system has been updated to support the latest SteamVR/OpenVR API available at the time of implementation (2.15.6). Further changes have been applied in an effort to help streamline compatibility with some versions of Proton that could display error '110' about a path not being found. Additionally, the 'VRMode.txt' file options have been expanded to support a mode '3' which will enable a more detailed error reporting mode to potentially provide more information on any problems encountered on startup.
- VR system updated to OpenVR/SteamVR API version 2.15.6 and to help streamline potential compatibility with Proton.
- Added ability to bind two buttons across two different game controllers to individual control functions (see notes).
- Automatic device ID realignment system disabled by default to prevent potential unwanted mapping changes.
- Fixed issue that could cause some HUD elements to not restore after swapping from a ship with a custom cockpit.
- Minor improvements and fixes.
Notes:
Two Button Control Bindings Across Two Game Control Devices - The game now supports the ability to listen to multiple control devices simultaneously (buttons and HAT/POV inputs) when binding control functions. This allows for two button combinations across two devices for individual control functions. To utilize this option, select the 'All Devices' entry in the drop down device list at the top of the 'Key/Button Controls' menu. The game will then listen to all devices for input rather than focusing on inputs from only one. If a second button is mapped to a different game controller, the letter 'D' will appear after the button index along with the ID number of the second controller. There is a chance that such control bindings may be lost if Windows, third party software, or the user shuffles the device order. If shared, such bindings will also be displayed in yellow to indicate their split device dependencies as with other control mappings.
Normally, custom control profiles are designed to work exclusively with the devices they are linked to by selection. However, the custom control system has been updated to incorporate custom split device button assignments as long as the base button input is linked to the device a custom profile is being loaded or saved for. This way, custom second button mappings on other devices can be stored and retrieved as long as the profile being loaded or saved is associated with the device that has the first button mapping assigned to it. Again, if ID's are shuffled or changed, then remapping will be needed to update any assigned device ID's to accommodate a new different device list order.
This new system is entirely optional for just those who are interested in accessing its capabilities. The entire control system will continue as before if no dual button mappings across multiple devices are applied.
Automatic Device ID Realignment System - Due to potential unwanted control map binding changes after unexpected events that may change device orders and/or names (caused by USB port shut down, system sleep/hibernate alterations, third party software, and/or device swaps), the automatic ID realignment system has now been disabled by default. This means that all control mappings will remain locked to their assigned indexes (regardless of name or list changes). Then if the device order is later restored, controls will remain as when previously mapped. This change is being applied due reported issues with device lists being altered in ways the game is unable to keep track of to realign mappings automatically. If a user wants to retain the original behavior, simply creating a text file named 'stickidmode.txt' in the save data folder (default \Documents\EvochronLegacySE) will enable the automatic mode.
VR System Updated - In an effort to expand compatibility for several users who provided feedback for the VR mode, the game's VR system has been updated to support the latest SteamVR/OpenVR API available at the time of implementation (2.15.6). Further changes have been applied in an effort to help streamline compatibility with some versions of Proton that could display error '110' about a path not being found. Additionally, the 'VRMode.txt' file options have been expanded to support a mode '3' which will enable a more detailed error reporting mode to potentially provide more information on any problems encountered on startup.

