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Custom mods, stories, and artwork based on the Evochron / Arvoch universe.
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Marvin
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Post by Marvin »

:) Thanks, Vice. I'll put this tidbit away for future reference.
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Post by Marvin »

It has finally dawned on me that the current quadrant map is probably hard coded. Is there any possibility of modding it to reflect a different galaxy?

Btw, the center area is marked off with plus (+) signs in each corner. But the background grid is offset from the pluses ... making it difficult to determine the coordinates for each of the four corners. Just an observation ... don't know how it would affect a map mod.
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Post by Vice »

Some of the back layer may carry through, I'll need to look into that.

Yes, you can modify the quadrant map for a custom galaxy (map.jpg). You can also modify the economy and territory maps.
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Post by Marvin »

Originally posted by Vice:

...you can modify the quadrant map for a custom galaxy (map.jpg). You can also modify the economy and territory maps.
:) Glad to hear it. :cool: But I must be blind ... I don't see the procedure anywhere in the Custom Kit readme.

There is no map.jpg in the main game folder ... do I put the mod in the "HUD" folder ... or the "environment" folder? Or just add a "map.jpg" to the main folder? And, if the quadrant map is called "map.jpg," what do I call the economy and territory maps?

Edit: I forgot to ask about the range. How big of an area (number of sectors) does the quadrant map cover? (It looks to be about +/- 5000 ... but it's hard to tell for sure.) Can it be adjusted? If so, how?

[Edited on 5-18-2009 by Marvin]
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Post by Vice »

After reviewing the code, it looks like the territory and economy maps are disabled for modding, so some updating may be required for those. I'll need to test some options first. But for the primary map, use the filename 'universemap.jpg' and place it in the binary folder.

The range is about +/- 5000, 10,000 sectors total from one end to the other. You can certainly display a different scale on the map, but the location blip is locked for that scale range (math for it being a finite calculation based on set parameters).
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Post by Marvin »

Originally posted by Vice:
But for the primary map, use the filename 'universemap.jpg' and place it in the binary folder.
Is the binary folder new? It's not in my version of the Custom Kit ... nor is it in the current release version of the game. I assume, therefore, I need to create a "binary" folder and put it in the main EL directory. (Will a 512x512 jpeg work ... or should it be larger/smaller?)
You can certainly display a different scale on the map, but the location blip is locked for that scale range (math for it being a finite calculation based on set parameters).
What happens if my ship goes beyond the +/- 5000 limit? (Eventually, I'll be adding jump gates so I can test this ... but I was holding off on adding gates until I have all my planets set. I'd just like to make sure the game won't CTD if I go to the quadrant map when I'm in (for example) sector 8500,300,6550.)
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Post by Vice »

Is the binary folder new? It's not in my version of the Custom Kit ... nor is it in the current release version of the game. I assume, therefore, I need to create a "binary" folder and put it in the main EL directory. (Will a 512x512 jpeg work ... or should it be larger/smaller?)
Binary folder just means the folder with the exe in it (usually c:\\sw3dg\\EvochronLegends unless you install it somewhere else). A 512X512 image is best. However, I have changed this option in the latest build for better customizing options, see below.
What happens if my ship goes beyond the +/- 5000 limit? (Eventually, I'll be adding jump gates so I can test this ... but I was holding off on adding gates until I have all my planets set. I'd just like to make sure the game won't CTD if I go to the quadrant map when I'm in (for example) sector 8500,300,6550.)
Should work fine. The Andromeda galaxy is way out at 28000 SZ. A 20000X20000 section should work fine (-10,000 to 10,000 on SX and SZ), with even more sectors if you want to include a wide range for SY.

I've updated the game to support custom quadrant maps. You can now use the \\hud folder and these filenames for each map:

map.jpg = Main quadrant map
mapt.jpg = Territory quadrant map
mape.jpg = Economy quadrant map

Download link: http://www.starwraith.com/evochron_legends.exe
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Post by Marvin »

I've already defined my galaxy size and tested it ... no problems so far. In the (unmodded) game, I haven't journeyed as far as Andromeda but I assume that, once you go beyond the +/- 5000 sectors, your ship icon just disappears from the quadrant map.

:) More stuff for the HUD folder. This is amazing! Thanks, Vice. I think I'm going to need another binder to hold the documentation for all this.

Edit: The quadrant maps (all 3) work as advertised! There is some bleed-thru from the sector map grid but that might not be such a bad thing. It might be possible to place star systems on the quadrant map without crowding it up with written coordinates ... then pick off the coordinates by adjusting the sector map scale and using the bleed-thru grid for reference.

[Edited on 5-19-2009 by Marvin]
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Post by Spartan992 »

Had a thought...

I loved evoch-v hud, and the maps for quick reference.Great job there.
It might be a long shot and would require Track-IR,but what IF the navigation,inventory and (maybe) trade consoles were left and right INSIDE the cockpit??No need for F1,F3 etc!

Unfortunately I know nothing about programming etc so I could be just talking rubbish...:(
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Post by Maarschalk »

Good Idea Spartan992, But as a Track IR4.0 Pro user I like to have my left and right vission clear so I can see who is coming and going towards or away from me when flying.

But maybe when you are at a quite place for exploring you could call it up on your left and right vission as a Track IR user. But I think there are not allot of Track IR users out there and would complicate things for those who do not have Track IR! would be cool thou!:cool::cool::cool:
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Post by Marvin »

Originally posted by Marvin:

There is some bleed-thru from the sector map grid but that might not be such a bad thing. It might be possible to place star systems on the quadrant map without crowding it up with written coordinates ... then pick off the coordinates by adjusting the sector map scale and using the bleed-thru grid for reference.
Not a good idea. Distances on the sector grid are different from the distances plotted on the quadrant map.
By Spartan: ...what IF the navigation,inventory and (maybe) trade consoles were left and right INSIDE the cockpit??No need for F1,F3 etc!
I Don't think the Evoc panels are dynamic. Ergo, they probably can't display screens as they change ... in other words, no real-time updates. Of course, I could be wrong.
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Post by DennyMala »

Well, we noticed kinda an unalignment between the green cursor in the quadrant map and the actual estimated position.

Dunno if it's due to our location being different from what we thought, but being in the center of the system should ideally placing yourself right in the spot with the name of the system on it.....right?
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Post by Spartan992 »

So there is no way huh?Figures...
Would be awesome though.with correct
placement around
the cockpit,and the custom cheap track-IR...
Just awesome...:cool:
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Post by Marvin »

Originally posted by Spartan992: So there is no way huh?
I guess only Warsign can answer that. I haven't installed his cockpit yet ... I'm waiting on the whole package (ship, HUD, and cockpit) ... but I've looked at the cockpit download and assumed all the new screens are static graphics. If that's the case, then you can at least substitute other images for the originals ... even litter the cockpit with family photos, if you like.
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Post by Marvin »

Vice,

I just downloaded your latest version of the EL customizing kit to see if you'd made any changes to the Readme file. 'Cause I can't find anything on how to define an asteroid cave.

What's a "CaveRoof"?

So I checked the game file (universedata) to see how you went about placing a station inside an asteroid cave (one I'd already explored ... I try not to reveal what I have not yet discovered). X, Y and Z coordinates don't exactly match (cave versus station) ... which makes me wonder.

Exactly how big (defined by x, y and z) is an asteroid cave?

:cool: Thanks in advance. (P.S. Sorry to have missed you on MP today.)
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Post by Vice »

The 'CaveRoof' value was to be used for changing the elevation of the roof layer of the cave system. By doing so, it could widen existing pathways and open new ones, or narrow and close them. It proved to be moderately functional, but has limits. It's best to leave it at 12 unless you want to expirement with different elevations. The internal structure of the caves are about 10000X10000 coordinate units, the outer shell is probably slightly larger, but anything you want to put inside it would generally be between +/-5000 X and +/-5000 Z, smaller ranges the larger the object. The height is about 500-1000 depending on which region of elevation. The outer shell is probably about 2500-3500 high.

I may be on and off again in multiplayer later today.

[Edited on 7-11-2009 by Vice]
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Post by Marvin »

Originally posted by Vice:
I may be on and off again in multiplayer later today.
:o I need to check these boards more often. (Anyway, if more people decide to participate in team PvP on Sunday afternoons, Eastern time, I can almost guarantee at least one other pilot.)

:cool: ... And thanks for the info on the asteroid caves.
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Post by Marvin »

Vice,

Reference SceneryObjectType.

1. Do you have any pix of the scenery objects ... so I can tell which is which?

2. What are the "default options" and how do you go about specifying other options?

3. Do 7 and 8 actually do something and, if so, how do you script it (probably relates to question 2).

:cool: Thanks. Again.
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Post by Vice »

1 - No pics. In response to #2, they're are the default internal scenery objects. Here is a description of each one:
Scenery object 1 - Fuel tank looking object, used primarily as a hidden container.
Scenery object 2 - Outpost object with a lower level ring.
Scenery object 3 - Outpost with the large disk near the top and extended arms surrounding the middle hull.
Scenery object 4 - Beacon object.
Scenery object 5 - Vonari artifact.
Scenery object 7 - Energy pod generator.
Scenery object 8 - Energy pod receiver.

2 - To specify other options, just use different filenames and objects.

3 - Yes, they are the energy generators and receivers. You do not need to script anything to use them, the game will handle everything internally. All you need to do is specify the location and scale if desired.
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Post by Marvin »

Originally posted by Vice:
...they are the energy generators and receivers. You do not need to script anything to use them, the game will handle everything internally.
:o Denny and I were messing around with a "set" of these today. We could "feed" one to the other but couldn't get 'em to do much else. You can U2U me if you'd rather ... but I sure would like to know if they have a purpose that can be used in a modded script.
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Post by Vice »

They exist to provide *something* for free and an optional 'capture the flag' scenario in multiplayer (they broadcast pick up and delivery messages in multiplayer).
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Post by DennyMala »

We put a number of energy pod in there but to no avail..... maybe they work on ly in SP?
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Post by Marvin »

Originally posted by Vice
They exist to provide *something* for free ....
:cool: I hope it's something useful.

Blowing Things Up!

We have asteroids that can be blown up. Would it be possible to also have a "generic" object that can be blown up? So that I could take a mod and designate it as "destructable" ... for example, Earl's planetary city mod.
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Post by Vice »

Not currently, it would involve/require a new synchronizing thread in multiplayer in addition to asteroids and ships.
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Post by tha_rami »

This thread almost makes me want to have another go at that EvoAUP project.
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