Evochron Legacy SE 2.0818 Update...
[p][/p][p]Version 2.0818 includes the following improvements:[/p][p]- 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.[/p][p]
Notes:[/p][p]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.[/p][p]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.[/p][p]Steam Workshop Integration - The new workshop capability is accessible directly in the game via Options > Steam Workshop Menu. 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.[/p][p]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.[/p][p]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).[/p][p]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.[/p][p][/p][p]An information page is available with details here: https://www.starwraith.com/evochronlegacy/steamworkshop.htm[/p][p][/p]
- 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.[/p][p]
Notes:[/p][p]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.[/p][p]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.[/p][p]Steam Workshop Integration - The new workshop capability is accessible directly in the game via Options > Steam Workshop Menu. 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.[/p][p]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.[/p][p]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).[/p][p]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.[/p][p][/p][p]An information page is available with details here: https://www.starwraith.com/evochronlegacy/steamworkshop.htm[/p][p][/p]