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@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 -
GREETINGS CITIZENS OF EVOLVE!
It is that time of year again!
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
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Re: Ayusaru's Advanced Reverse Engineering Guide
I've RE'd on other servers and have read this guide a couple of times, and am using an engineer with all of the RE points, but I must be doing something wrong because I start off REing a piece of loot at 31. After REing it, I add a modifier bit into the tool and create an armor SEA. After that I RE it again... and end up at 5. Tried the process a second time and it dropped to 1.
Can't see what I'm doing differently than his instructions... Anyone want to tell me what stupid thing I've done?
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. -
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While discussing potential QOL updates with Guild Mates who mainly play on other servers, I came up with an idea I like enough I want to suggest it for Evolve.
While surveying for a good spot for a good resource can sometimes take a significant amount of time, I'm wondering if a new type of seeker droid could be programmed and put in game that would help speed that process up.
The survey tool would still be used to find the exact best spot, but you could have a variant of the BH seeker droid that could be programmed to find a minimum % for a specific resource on a specific planet and report back directional updates...similar to how the BH seeker droids send location updates for BH targets.Would there be interest for that, and could it be implemented?
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. -
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 SeparatelyWhen 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 SettingsYou 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.cfginto the new 64-bit client folder and rename the copied file to:
custom.cfgThe 64-bit client uses
custom.cfgfor 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.
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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.
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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.

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.

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.).

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.
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.

and after I run the tool, my new .DDS file appears ready to be added to the game!

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=trueThis will allow the game to read your new textures and meshes you have made. Next add these folders to your game's directory.

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.

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.
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i play Alaska Standard time. usally on from 6pm to 11pm during the week and most the weekend. still new to the server, just looking for some people to do content with or show me the ropes a little.
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. -
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So we now have buffs and we are stronger. Where do we make credits to buy items from other players.
Things that we are going to start needing that will cost credits include...
Better Armor
Attachments for Armor
Power Ups (PuPs)
Better Weapons
Food/DrinkMany suggestions point to doing World Boss with the rest of the Server, it pays out about 3,000,000 credits per participant for the whole activity.
Here is a guide to some additional sources. In this guide we are going to Start at Section 2. We are heading to Mustafar.
[EMBED content="thread-840"]https://www.swgevolve.com/index.php?threads/840/[/EMBED]We are going to return to Foreman Chivos, you may recall he provided the quest that got us to level 90.
/way mustafar 333 209 -1126 Foreman Chivos;

After chatting with him you should now have the quest "Salvage Or Die", you can find it in your Journal by hitting "J".Downed Capital Ship is located on the center island of the map, if you don't have the Desert Skiff it may be difficult to reach.
You can barely cross with a Flash Speeder between the following waypoints, GET RUNNING SPEED WITH FLASH SPEEDER.
/way mustafar -57 3 -336 Lava Crossing (Central Island South);
/way mustafar -54 20 -219 Lava Crossing (Central Island North);

Now that we are on the central island head to where you get the first Power Rod from the Leader.
/way mustafar 192 118 108 Salvage Bandit Chief (Leader);

Kill him and you should get the first Control Rod.Last 3 are located inside Power Rod Core Housing
/way mustafar 146 127 104 Power Rod 1;
/way mustafar 139 162 259 Power Rod 2;
/way mustafar 137 246 660 Power Rod 3;

Once you have all the Rods return to Foreman Chivos
Fastest way back is to use your Call for Pickup (ITV).Foreman Chivos will send you to talk with Milo Mensix
/way mustafar 301 218 -1224 Milo Mensix;

Milo Mensix will give you the quest "The Downed Ship", you will need to travel once more to the ship wreckage.We need to find the working Terminal located in the cockpit of the downed ship.
/way mustafar 260 101 24 Working Terminal;

But its not fully operational we now need a Circuit Board.
/way 210 145 287 A Destroyed Terminal (Circuit Board);Still didn't find all the items you need time to kill Salvage Bandits around the wreckage.
Return to the Working Terminal once you have all the pieces.
If you still get no response try and communicate with the Working Terminal again.
Have a conversation with a murderous AI named HK-47.The AI now will send you to the Kubaza Beetle Cavern to complete the mission "The Transfer of the AI".
/way mustafar -723 157 506 Kubaza Beetle Cavern (Transfer of the AI);

Enter the bunker door to proceed to your first heroic.Here is a guide to how I complete this heroic encounter.
[EMBED content="thread-1822"]https://www.swgevolve.com/index.php?threads/1822/[/EMBED]Now you should have 100,000 credits and 2 Mustafar Token of Heroism.
We now are going to skip a bunch of missions and get on a fast track of doing soloable Heroic encounters.
Visit the Mustafar Rewards Vendor
/way mustafar 392 230 -1340 (Mustafar Rewards Vendor);

Purchase the Scroll of Knowledge (Koseyet Mining Camp), and Scroll of Knowledge (Volcano Crater).
Use the scrolls in your inventory, this will unlock Droid Army Heroic Encounter, and the final battle with HK-47 in the Volcano Crater.
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I am sorry to bring this up again, I just haven't seen anything new about it. I have a stack of over 100 failed eggs now due to the restarts. I've lost some really good build chances and rare stats because of it and keep having to basically start the breeding all over.
Until it gets fixed, could you setup Fixer to maybe check for those failed breeds and give the attempt back to the ones that were kissing when the server went down?
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Didn't see a thread for questions like this... but the past two Corellian Fiberplasts that appeared in the Resource list have not shown up when using the chemical survey device. The first time it was a pretty good quality and I thought maybe it disappeared a day early. But the current one doesn't show up either?
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! -
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I'm returning to SWG from way back when, and I've been really enjoying this server! I've been playing for a few weeks now and I'm looking to make some friends and join a guild as solo adventuring is fun and all, but more people is better. My characters are generally imperial aligned and I've got one character that just needs to grind out the heroics to make jedi. Let me know if you're looking for new members for your guild or city! Or you can message me in game. My primary character names are Astrid, Karmilla, and Vanla. Though Astrid is my main. Thanks!
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Greetings from the late, great Wanderhome. I started my SWG journey about 6 months before the NGE. I was there when the lights went out. Very sad. I played on the Legends server for a few years, but it's so overpopulated I just couldn't stretch my legs. I love that Evolve created a hybrid CU/NGE. So much more functional and rewarding. I've created 3 characters, J'fan, Lannaca, and Smurr Fette. J'fan and Lannaca were the names I had live, and have carried them for years. Hope to make some new friends here. I really enjoy the flight sim, and have already gotten Lannaca Smuggler's Alliance Master Pilot. Just gotta make some credits to really geek out in space.
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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.
Evolveβs 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 rememberβwe 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.
β The SWG: Evolve Team
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Placing a brief guide here along with a few images of how the setting turned out visually on the new 64bit Client.
Please consider some adjustments listed at the end of this guide if you have trouble running multiple clients or have computer hardware that may be lacking.
Graphics
Particle Limit - 1022 (50%) (Can significantly affect fps, but set to low and you can not see WB Bombs)
Gamma Correction - .85 (Lowered this to offset Bloom)
Saturation - .80 (Was aiming to balance between Saturation and Vibrance, but not blow out colors to much)
Vibrance - .50 (Was aiming to balance between Saturation and Vibrance, but not blow out colors to much)
Disable Animation Priorities - Check (I check this thinking it may effect ability activation response)
Enable Bloom - Check (Mostly enabled this to get that blue glowy feel back again with holograms)
Bloom Intensity - 1.0
Sharpness - 1.0 (I like things very sharp, adding higher resolution (Render Scale) will take this even further)
Render Scale - 200% (Consider it as Resolution tweaking, at 1080p its like 4k, if you are at 1440p or 4k already consider not enabling this)
(I cannot run 200% and 8 clients at a time, I run only 1080p).
SSAO - Check (These are shadows, mostly noticed indoors at corners, defaults are to much and distort)
SSAO Strength - .48
SSAO Radio - .75
View Distance - 0.0 (Largely effects only the distant hills which are out of range of detail, affects fps alot)
Depth of Field - Check (This will blur distant object and builds I like it just slightly enabled)
DoF Focus Range - 100
DoF Blur Strength - .05
Hologram Transparency - .50 (Default had too little Transparency, Aim was to rekindle the old Hologram Obi Wan look)
Hologram Tint - .75
Hologram Shine - 2.0
Water Shine - 2.0
Water Waves - 0.00 (Waves were ugly)
Particle System Level Detail - 0.25 (Unsure about this correlating to Particle Limit, default is 100%)
Render Shadows Ground - Check (Greatly improves depth and feel of building exterior)
Character Shadows - Volumetric Check
Non Character Shadows - Volumetric CheckTerrain
Global Terrain - 2.33 (Largely affects only the distant hills which are out of range of detail, but can significantly affect fps)
Render Non-Collidable Flora - Uncheck (On naboo it places bushes that are different then the Grass from Near Flora)
Near Radial Flora Draw Distance -64.0 (Nearby grass)Images below are with Render Scale 200%. In Vulkan.







Even with a decently specced PC you may experience the game running rough on the 64Bit Client. I am going to give you a brief rundown of my PC and a few suggestions to improve performance moving forward since the 32Bit Client will be discontinued in the near future for SWG Evolve.
My computer Spec
CPU - Intel i7 12700F
RAM - 32GB DDR4 2666
GPU - Nvidia RTX 3080ti
Display - LG 4k OLED TV 120hz running at 1080p Resolution
Hard Disk - 1TB System and 2TB Game NVMe SSDI try to run 8 clients constantly and found that the game ran well on 32Bit Client but with the 64Bit Client no matter what settings I had graphically the game consistently ran rough. This may improve as optimizations and bugs are fixed but until that happens here is a suggestion.
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Change the Render from Vulkan to Direct X 11 outside of the game in settings. I found that this provided a 1/2 GB less RAM usage for each client this solved my lack of RAM while running 8 Client Windows.
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Changing to Direct X 11 however provided a less crisp image, Volumetric Shadows render more crisp they are more ugly Disable them. Play around with the Render Scale to adjust to your liking.
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