Version 1.0050 includes the following improvements:
- Added 10K starting distance option to supported multiplayer modes.
- Strike mode now displays 'No Respawn' to indicate one life in battle.
- Lighting parameters in shaders adjusted for enhanced contrast and light response.
- Added dedicated scoreboard for Squadrons, Strike, and Dogfight multiplayer modes.
- Fixed kill counter excessively crediting kills to winning player upon battle completion.
- Fixed cockpit structure advancing far ahead of player with afterburner on when using head tracking.
- Added full startup sequence to respawn process (adding a delay of about 3-4 seconds, controls retained as normal).
- Adjusted reported damage level scoring on capital ships to align 1:1 with universal damage tables in multiplayer.
- Inertial and rotational movement now properly resets upon respawn when IDS is off or set to inertial.
- In spectator mode, camera distance from selected ship is now automatically spaced to avoid clipping.
- Selected ship profile (custom or default) is now correctly applied upon respawning.
- Weapon fire failing sound now does not loop rapidly to prevent 'scratching' sound.
- Destroyed player's name is now displayed with event notification in message log.
- Improved respawn behavior for clients with cockpit and HUD restoration.
- Blocked ability to 'launch' flares while in spectator mode.
- Minor improvements and fixes.
StarWraith Command - 1.0050-1.0052 (test builds)...
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Vice
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Re: StarWraith Command - 1.0050-1.0051 (test builds)...
Version 1.0051 includes the following improvements:
- 'M-LOCK' indicator revised for improved visibility (full flash effect and 'lock' label).
- Inbound missile alert indicator ('M-ALERT') revised for improved visibility (full flash effect).
- 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).
- Missile type now determines agility, short range missiles have highest agility, long range missiles have lowest.
- Automatic device ID realignment system disabled by default to prevent potential unwanted mapping changes.
- Added ability to view AI ship stats in addition to human pilot stats in multiplayer scoreboard.
- Added missile, particle, and beam weapon fired and accuracy stats to multiplayer scoreboard.
- Strike mode can now automatically end in a stalemate if all small ships are destroyed.
- 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 'Keys/Buttons' 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 characters '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\StarWraithCommand) 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.
Missile Type Specific Agility Factor - To further expand the variety between missiles, a unique agility factor is now applied to each class. Short range missiles now have a much higher agility capability, allowing them to turn and bank at a target much more rapidly than the larger and longer range types. Short range missiles have a 50% increase in agility from the previous baseline, medium range missile are the same as the baseline before, and long range missiles now have a 25% reduction in agility. This means that the benefits of short range missile now include both a 200% increase in agility in addition to the 50% increase in ammo capacity compared to long range missiles. This should help provide an additional benefit to the range limitations of shorter range missile types. Testing is appreciated to help make sure these changes retain a good balance.
- 'M-LOCK' indicator revised for improved visibility (full flash effect and 'lock' label).
- Inbound missile alert indicator ('M-ALERT') revised for improved visibility (full flash effect).
- 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).
- Missile type now determines agility, short range missiles have highest agility, long range missiles have lowest.
- Automatic device ID realignment system disabled by default to prevent potential unwanted mapping changes.
- Added ability to view AI ship stats in addition to human pilot stats in multiplayer scoreboard.
- Added missile, particle, and beam weapon fired and accuracy stats to multiplayer scoreboard.
- Strike mode can now automatically end in a stalemate if all small ships are destroyed.
- 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 'Keys/Buttons' 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 characters '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\StarWraithCommand) 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.
Missile Type Specific Agility Factor - To further expand the variety between missiles, a unique agility factor is now applied to each class. Short range missiles now have a much higher agility capability, allowing them to turn and bank at a target much more rapidly than the larger and longer range types. Short range missiles have a 50% increase in agility from the previous baseline, medium range missile are the same as the baseline before, and long range missiles now have a 25% reduction in agility. This means that the benefits of short range missile now include both a 200% increase in agility in addition to the 50% increase in ammo capacity compared to long range missiles. This should help provide an additional benefit to the range limitations of shorter range missile types. Testing is appreciated to help make sure these changes retain a good balance.
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Vice
- Administrator

- Posts: 12227
- Joined: Fri Apr 25, 2003 1:38 am
Re: StarWraith Command - 1.0050-1.0052 (test builds)...
Version 1.0052 includes the following improvements:
- Added ability to view current target's weapon configuration in the target detail display.
- Added ability to add VR controller angle axis inputs to flight controls (see vrsetup-bak.txt).
- Changed difficulty setting to a 0-100 value slider and added temporary setting to multiplayer menu.
- Difficulty setting now displayed for all players in multiplayer menu and post-match scoreboard.
- Adjusted star rendering to prevent clipping at certain angles when in ultra-wide screen modes.
- Briefing and mission editor preview scene updated to better support ultra-wide screen modes.
- Damage status displays updated to better support ultra-wide screen modes.
- Added agility values to missile descriptions in shipyard.
- Minor improvements and fixes.
Notes:
Difficulty Setting Changes and Additions - Difficulty is now selected with a slider in the Options > Audio/Other menu, rather than by only three fixed values. This allows for far more adjustability and can be scaled from a very easy level all the up to 1:1 parity with allied ships at a value of 100. The first step recommended after installing this update is to immediately enter the menu and change the setting (it will be at 0-2 initially which is a carry over from the old value range). Right click on the slider to set it in the middle at 50 which is the equivalent of the 'Normal' level before. Further adjustments may be made to the effect of this setting over time, so feedback is appreciated. The difficulty setting can also now be adjusted while in multiplayer. Any changes are temporary, the starting value will be whatever the host has selected as their local setting and can be changed from there. Any changes are shown to other players who will see the value in the upper middle display. When any player exits from multiplayer, the difficulty setting will be restored to whatever their local value had been set to.
VR Controller Angle Axis Inputs - Individual angles for the left and right VR controllers can now be mapped to individual flight control in the same way X, Y, and Z position values could previously. Details provided in the revised vrsetup-bak.txt sample file in the \media folder. In short, axis values 4-6 specify yaw, pitch, and roll. Custom centering offset values can be applied with a text file named 'vrcontrollercenterangles.txt' in either the \media folder or save data folder. The file should contain six lines and starts with the center offset value for right hand yaw, then right hand pitch, then right hand roll, then left hand yaw, then left hand pitch, and lastly left hand roll. Default values are 0 for each and will align with the default calibration you set up for your control device in SteamVR/OpenVR.
- Added ability to view current target's weapon configuration in the target detail display.
- Added ability to add VR controller angle axis inputs to flight controls (see vrsetup-bak.txt).
- Changed difficulty setting to a 0-100 value slider and added temporary setting to multiplayer menu.
- Difficulty setting now displayed for all players in multiplayer menu and post-match scoreboard.
- Adjusted star rendering to prevent clipping at certain angles when in ultra-wide screen modes.
- Briefing and mission editor preview scene updated to better support ultra-wide screen modes.
- Damage status displays updated to better support ultra-wide screen modes.
- Added agility values to missile descriptions in shipyard.
- Minor improvements and fixes.
Notes:
Difficulty Setting Changes and Additions - Difficulty is now selected with a slider in the Options > Audio/Other menu, rather than by only three fixed values. This allows for far more adjustability and can be scaled from a very easy level all the up to 1:1 parity with allied ships at a value of 100. The first step recommended after installing this update is to immediately enter the menu and change the setting (it will be at 0-2 initially which is a carry over from the old value range). Right click on the slider to set it in the middle at 50 which is the equivalent of the 'Normal' level before. Further adjustments may be made to the effect of this setting over time, so feedback is appreciated. The difficulty setting can also now be adjusted while in multiplayer. Any changes are temporary, the starting value will be whatever the host has selected as their local setting and can be changed from there. Any changes are shown to other players who will see the value in the upper middle display. When any player exits from multiplayer, the difficulty setting will be restored to whatever their local value had been set to.
VR Controller Angle Axis Inputs - Individual angles for the left and right VR controllers can now be mapped to individual flight control in the same way X, Y, and Z position values could previously. Details provided in the revised vrsetup-bak.txt sample file in the \media folder. In short, axis values 4-6 specify yaw, pitch, and roll. Custom centering offset values can be applied with a text file named 'vrcontrollercenterangles.txt' in either the \media folder or save data folder. The file should contain six lines and starts with the center offset value for right hand yaw, then right hand pitch, then right hand roll, then left hand yaw, then left hand pitch, and lastly left hand roll. Default values are 0 for each and will align with the default calibration you set up for your control device in SteamVR/OpenVR.

