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  • UI Size

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    ortonO
    @Meleval said: Any chance we could get a UI sizer? from 100% 124, 150 and so on? Great news! We are actively working on a complete UI overhaul, which includes improvements to UI sizing and scaling. You may have already noticed some of these changes in-game, with more improvements still on the way. The overhaul is progressing well and should be completed very soon. Stay tuned for more updates! Orton Evolve Community Manager
  • Galactic Homeshow Contest

    Community Updates
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    ReynaR
    GREETINGS CITIZENS OF EVOLVE! It is that time of year again! [image: 1788019002317-ghs.jpg] We at Evolve staff are excited to announce our next Galactic Homeshow Contest! If you have won in the previous one, you will be exempt from this current one. Get those decorations flowing. By next week I will post the sign up sheet in order to give everyone time to get those decorations up. Rules are pretty simple: You can enter up to 2 houses in the contest Forum post for sign ups and time frame will be posted on the website ~SWG Evolve Staff
  • Reverse Engineering

    Player Guides
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    Y
    Glad to see you found the solution. I will see about updating my guide. The guide you linked was to the Advance Reverse Engineering Guide which focuses on creating +40 Powerbits using the new Advanced Reverse Engineering Tool. The original guide https://swgevolve.com/forums/topic/629/ayusaru-s-reverse-engineer-and-create-attachments I posted includes the statement Stat Modifier, this maybe a bit broad I will try and think of another way of phrasing it to improve communication. Also looks like I once again need to fix broken links while at it and learn the new forum layout.
  • Park Bench

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    ortonO
    still working on this, unfortunately it was not as straight forward as originally thought. Going to be testing this on TC first and then moving it over to live. I will update you once it is on the live server.
  • New paintings from TCG

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    W
    I always thought the TCG art was cool. It would be fun to have some of these in the game as loot or something (treasure maps?) [image: 1787710683641-f6c55293-925d-4da7-9fac-1a54557d342a-image.jpeg]
  • Idea for new survey tool

    Suggestions
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    D
    The ISD droids/reports are broken. Some don't give email (at least to me) and others (chemical for example) return results for all planets on one report and the format is broken so it doesn't export to swgaide at all. My preference would be the seeker droid variant simply because it should be consumable and provide another, admittedly limited, source of income from crafted items.
  • 64-Bit Client: The Future of SWG Evolve

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    Evolve StaffE
    The 64-bit client is the future of SWG Evolve. It removes major limitations of the old 32-bit client, allows us to continue adding new features and content, and makes better use of modern hardware. If you haven't switched yet, please start making the transition now. Read below for more details, including how to install the new client and move your existing settings over. Ready to Make the Switch? Head over to the SWG Evolve website and download the new 64-bit launcher. You will also notice that we now offer: Native Linux Client (Beta) Native Mac Client (Beta) 64-Bit Windows Client Important: Install the 64-Bit Client Separately When installing the new 64-bit client, do not install it inside your existing 32-bit client folder. The 64-bit client needs to be installed in its own standalone folder. For example: 32-Bit Client C:\SWGEvolve\ 64-Bit Client C:\SWGEvolve64\ The exact location is up to you, but keep the two installations separate. Bringing Over Your Existing Settings You don't have to start over with a completely fresh setup. Once you've installed the 64-bit client, you can transfer many of your existing settings from the 32-bit client. Profiles Your Profiles folder contains many of your character-specific settings. Simply copy the Profiles folder from your 32-bit installation into your new 64-bit client folder. User.cfg If you've customized your user.cfg, you can bring those settings over as well. Copy your existing: user.cfg into the new 64-bit client folder and rename the copied file to: custom.cfg The 64-bit client uses custom.cfg for your personal configuration, allowing you to carry over many of the features and settings you've enabled. For many players, that's all it will take to bring over things such as macros, toolbars, and other customized settings. If something doesn't carry over correctly, don't worry. Reach out to a staff member and we'll be happy to help you get your setup transferred. Why Are We Moving to 64-Bit? The short answer is simple: The 32-bit client has reached its limits. The old client was designed around technology that is now decades old. It was primarily dependent on a single CPU thread and was limited to less than 4 GB of memory per process. As Evolve has continued to grow, these limitations have made it increasingly difficult to add new features, improve performance, and take advantage of modern hardware. The new 64-bit client removes many of those restrictions. It can: Better utilize multiple CPU threads. Access significantly more system memory. Better utilize modern CPU and GPU hardware. Use a modern Vulkan rendering pipeline. Give us significantly more room for future development. This isn't simply a technical upgrade. It gives Evolve room to grow. What Does This Mean for Multiple Clients? One thing some players have noticed during testing is that running multiple 64-bit clients can behave differently than running the same number of 32-bit clients. The old 32-bit client was heavily restricted in how much memory and system resources each process could use. The 64-bit client no longer has those restrictions. That's great for the individual client, but when you're running four, five, six, or more clients at once, they are all competing for your computer's available: RAM CPU GPU VRAM A computer that previously handled six 32-bit clients may not necessarily handle six 64-bit clients. Your hardware, rather than the old 32-bit limitations, becomes the practical limit. If you're experiencing clients closing or dropping while running multiple instances, check Windows Task Manager to see whether your RAM, CPU, GPU, or VRAM is reaching its limits. Reducing the number of simultaneous clients can also help determine whether you're hitting a system resource limitation. That said, please continue reporting crashes and unexpected behavior. We're still optimizing the 64-bit client, and those reports help us identify issues that need to be addressed. Real-World Testing Example To help provide some real-world context, one of our Lead QA Staff members recently tested the 64-bit client by running 8 clients simultaneously while performing a variety of activities, including planetary generation and completing Heroic encounters. Using a system with 64 GB of available memory, they experienced little to no issues during testing. Individual clients were generally using between approximately 2.7 GB and 3.5 GB of memory. This further supports the point discussed above: your individual system resources play a significant role in how many 64-bit clients you can run simultaneously. While CPU and GPU resources can also become limiting factors, the amount of available RAM has consistently appeared to be one of the most important factors when running larger numbers of clients. Your results will vary depending on your hardware and what each client is doing at the time, but this testing demonstrates that running a large number of 64-bit clients is still possible when the necessary system resources are available. What Happens to the 32-Bit Client? This is an important part of the transition. The 32-bit client is being retired. Going forward, development will only focus on the 64-bit client. The 32-bit client will not continue receiving the same updates, features, and content as the 64-bit version. You're already beginning to see the difference. New content and features developed for the 64-bit client, including things such as new species and other visual improvements, may not appear or render correctly on the 32-bit client. As development continues, this gap will only grow. Why Can't We Keep Both Forever? Maintaining two separate client architectures requires additional development, testing, hosting, patching, and support. The project also spends money maintaining the infrastructure required to keep the legacy client available. Those resources will be redirected toward development, infrastructure, and other areas of Evolve. Maintaining the 32-bit client simply isn't practical or possible. We want to give everyone time to transition before we reach that point. What's New in the 64-Bit Client? The 64-bit client isn't just the same game with a different architecture. It already gives us the ability to introduce features that weren't practical or possible under the old client, including: New toolbar functionality UI resizing Improved rendering Better utilization of modern hardware New species and visual features A much larger foundation for future development And this is only the beginning. Moving to 64-bit also opens the door for us to continue modernizing Evolve across additional platforms. The availability of native Linux and Mac clients in Beta is another major step toward that goal. The Bigger Picture The goal of the 64-bit client isn't simply to put a new label on the old client. It's about removing the technical limitations that have held Evolve back for years. The 32-bit client gave us a very small box to work inside. The 64-bit client gives us a much larger one. There may be some growing pains during the transition, especially for players running many clients simultaneously, but this change is necessary for Evolve to continue growing. We're building for where Evolve is going, not just where it has been. Thank you to everyone who has been testing the 64-bit client, reporting issues, and providing feedback. If you haven't made the switch yet, now is the time to start. The future of SWG Evolve is 64-bit.
  • New Player Sales Guide

    Player Guides
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    [image: 1787501298689-swgevolvestimsales.png] I am fairly new to gaming and SWG but I found that as I sold items to a junk dealer that there is a daily limit. I made the mistake of selling a large collection of Stims to the junk dealer that capped at the daily limit which I calculated out at 300,000 credits. The attached graphic can help players know how much each stim sells for individually and the number in the stack that you can sell and still stay under your daily junk dealer limit. I hope this is helpful and everyone has a great weekend.
  • Hightee's Guide to Textures

    Player Guides
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    HighteeH
    With the new workflow in the 64bit Client, making new textures is now much easier! First off you will need a few things to get started. You will also need some form of image editing software, like Photoshop or Paint.net for a free version. In these examples I will use Paint.net to show how you can make stuff for free. There is a few tools that Rezec has made that are used as well that I will cover as I get to them. Step 1: Find an item you wish to recolor This will require access to either a copy of the .GLB or .PNG file you wish to edit. For this example I will be using this .PNG file of the stormtrooper chestplate. [image: 1787327806102-armor_stormtrooper_s1_chest_plate.png] Step 2: Recolor your .PNG in your image editing software of choice. This part just make sure you keep the overall design the same. Some of these textures will look really weird, and make little sense sometimes, but its how the game reads the texture and "wraps" it around the ingame mesh. So its really important to keep the overall design if you want it to render correctly ingame. [image: 1787328113260-eb80b071-1936-4f76-9c58-2fca36a4a34b-image.jpeg] Here is my recolored texture in my editing software. Notice I kept the overall design so it will hopefully match the ingame assets. Once your happy with your result you wanna save it, make sure to keep the resolution in multiples of 4 (256, 512, 1024, etc.). [image: 1787328297770-ee871c88-5075-4d83-a8fc-9bf767dd9f74-image.jpeg] Step 3: Convert the .PNG to a .DDS Next you are gonna need to convert this file to a .DDS file the game can use. I save all my stuff to my Evolve directory for easy of use, but you can do it however you like, just keep track where you are saying this stuff Next you will run a tool Rezec made if you have access to it. You will need to open command prompt and navigate to where you keep your images and tools provided and run this command. Note your install or drive may be different then mine, so change the lines as needed. [image: 1787328839065-86d81975-a32e-469a-aba2-e64a9404c4fb-image.jpeg] If you did everything right so far, the tool should have made a .DDS file from your .PNG and placed it in your texture folder for you. You will probably need to create these folders ahead of time. Mine looks like this. [image: 1787328969784-ccb3e35b-b172-4b15-b066-f4938b2c6a49-image.jpeg] and after I run the tool, my new .DDS file appears ready to be added to the game! [image: 1787329048435-851a061d-563a-4146-a7a4-4a396a5c259c-image.jpeg] Now the naming of these files is pretty important, and if you are simply recoloring an item, then you leave it the same name as what it was, a new item will require a dev to generate some data on their end. Step 4: Testing your item ingame. Next you will need to make a few folders in your game directory and add some info to your custom.cfg. Add this to your custom.cfg: [ClientObject] loadGlbMeshes=true loadGlbSkeletalMeshes=true [SharedObject] loadGlbPobs=true preferGlbOverAsset=true This will allow the game to read your new textures and meshes you have made. Next add these folders to your game's directory. [image: 1787329461104-aef1f05c-4cfc-4d9a-aed4-577039fe916e-image.jpeg] And add your new .DDS texture in the texture folder. A new or changed .GLB would go in the other appearance folder. Next you fire up the game and depending on what you edited, should show up once you are ingame, now this is just on your end. Everyone else will still see stuff as normal. For it to be made for everyone requires a dev to either edit or add the new item or textures to the server. If nothing changes or you dont see your item, then you could have either not added your new texture to the right spot or the file size could be off, or the name was wrong. So make sure to double check your filenames and sizes as you work. [image: 1787329870943-7970aa4a-0781-4b5c-9109-9cf10adb140c-image.jpeg] Behold a Pumpkin trooper! WIP Hopefully this guide atleast gives a general idea how to edit textures. I plan to make a guide on how to edit and make new items soon in Blender, and you will use a similar workflow as this.
  • Knucklers

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    G
    Gotcha
  • looking for a place to call home.

    Guild Recruitment
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    ChavexC
    Welcome to Evolve. You should still have a good amount of people online at that timeframe, I'd say most of us are split between EST and PST (some folks in the middle of the county as well and some UK folks). Most of our activity is in Discord, so don't hesitate to reach out to folks in there, should be able to help out with questions and such.
  • Bloodfin here BHP(black heart pirates)

    Server and Guild Reunion
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    P
    most knew me as Kealrin/Pacbell/Ohonn/ISK
  • Ayusaru's Solo to Glory - Part 3 - Making Credits 1

    Player Guides
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    P
    can you no longer get the Scroll of knowledge?
  • Creature egg/mating chance reset?

    General
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    RezecR
    This is now fixed.
  • Corellian Fiberplast

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    P
    Also noticed today that Corellian Conifer and Evergreen wood don't show up either. I've been doing a lot of surveying and so far the three things I haven't seen have been on Corellia. Maybe just a coincidence, but since at least the fiberplast is being sold in large quantities, it doesn't seem likely it's a resource deed item. Thought I should pass my findings on!
  • I am the new one

    Introductions
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    ChavexC
    Hi there. You may have noticed I removed your link, can you describe to me what you were trying to show?
  • Hi friends!

    Introductions
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    i can not seem to find the discord link to join
  • Greetings from Wanderhome

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    W
    Hello and welcome, former wanderhomie myself.
  • New Website Launch!

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    Evolve StaffE
    The Next Generation of SWG Has a New Home Today, we are proud to officially launch the new SWG: Evolve website. This redesign is more than a visual update. It was built to reflect what Evolve has become: the next generation of Star Wars Galaxies and a platform engineered to move SWG forward. Evolve’s modern foundation now includes: A fully 64-bit game client and server A Vulkan rendering backend In-engine graphical tuning and ReShade-style controls Modern Java services backed by Oracle Database 26ai The first-ever native Linux client for Star Wars Galaxies Rebuilt gameplay systems, classless progression, and continuously expanding content Live, connected player tools designed around the modern Evolve platform The new website provides a clearer look at these advancements while making it easier to join and explore the galaxy. Players can now find platform-specific installers, live server telemetry, announcements, community updates, patch notes, player tools, support resources, and a refreshed Evolve Wiki in one cohesive experience. Much of the new site remains connected to our existing platform. Forum announcements and patch notes are surfaced automatically, and the new Wiki presentation stays synchronized with the knowledge maintained by our staff and community. This launch represents another important step in our continued modernization of Star Wars Galaxies. Evolve is not simply preserving the galaxy we remember—we are building modern SWG for what comes next. Explore the new site at swgevolve.com, and let us know what you think. Thank you to everyone who has contributed, tested, documented, supported, and played. The galaxy continues to evolve because of you. — The SWG: Evolve Team
  • Ayusaru's 64bit Graphical Adjustment Results

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    Y
    Added further comments about Render Scale 200%, found I could not maintain 8 client windows while at that Render Scale.