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Starsector => Mods => Topic started by: LazyWizard on December 20, 2013, 08:07:30 PM

Title: [0.96a] Combat Radar v3.0 (released 2023-05-05)
Post by: LazyWizard on December 20, 2013, 08:07:30 PM
Combat Radar
Download version 3.0 (https://github.com/LazyWizard/combat-radar/releases/download/3.0/Combat.Radar.3.0.zip) (mirror (https://www.mediafire.com/file/lgue3vtkns0k7ro/Combat_Radar_3.0.zip/file))
View source code and progress (https://github.com/LazyWizard/combat-radar)
Supports Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181)

This mod requires LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0) to function!

Spoiler
(https://i.imgur.com/T7w2Uo7.png)
[close]

Trying to calculate direction using vanilla's system of icons around the edge of a rectangular screen can be frustrating, and forget about judging relative positions at a glance. Tired of being forced to constantly check the tactical map to obtain basic situational awareness? Ever wish that Starsector would just include a normal radar view? Then this mod is for you. It does exactly as its name implies: adds a more familiar circular radar view to your combat HUD to make keeping track of the battle map on the fly much easier. It also includes an easily-parsed combat readiness meter for the piloted ship as well as a simple overview of how the battle is going for your side.

The radar's zoom level can be changed using +/- and toggled with K, and has three zoom levels by default. These options can be changed by modifying the .json files in data/config/radar/, along with other settings such as UI/contact colors, radar sight radius, etc.

Compatibility:
The radar should work with any other mod on the forum and doesn't require a new game. As the radar is display-only and doesn't change anything in your game, you can deactivate this mod at will.

Legend:
Spoiler
  • Zoom level is shown as four small white lines perpendicular to the cardinal directions. How close they are to the radar's center depends on the current zoom level. Zoom is controlled with K.
  • Ships are drawn as polygons. Phased ships will appear faded on the radar, and your ship's current target will have a white marker drawn around it.
  • Shields will have their active arcs shown in blue.
  • Missiles are small colored dots; red for enemy missiles, green for allied ones. The brightness of the dot varies based on how much damage that missile deals, so an Atropos torpedo (2,000 damage) is much more noticeable than an Annihilator swarm (200 damage each). Missiles that are locked onto the player ship are colored orange. Missiles that have burnt out are considered enemies as they can hit either side at that point.
  • Missile lock status is displayed at the top left of the radar box. If any guided missiles are in view and locked onto the player ship, an orange missile icon will appear here. The brightness of this icon depends on the most threatening missile currently locked on.
  • Asteroids are small white dots.
  • Objectives are large hollow diamonds.
  • Retreat areas are shaded yellow.
  • Map borders are shown as red lines, with a gray void beyond to show inaccessible areas.
  • Combat readiness for the player ship is shown as a vertical bar to the right of the radar. Current CR is shown in cyan, CR lost in the current battle in dark blue, and unobtained CR in dark gray. The bar will slowly flash if you are currently losing CR and flash faster as malfunction risk rises. For ships that don't lose CR this bar will be faded to be less obtrusive. If you are playing in campaign, your ship's maximum CR given the current captain and crew is shown as a horizontal white line.
  • Battle progress is shown as a bar along the bottom of the radar. It's based on fleet points remaining on each side, so the larger the green portion is, the closer to victory you are. A side's portion of the bar will flash if they are in full retreat. The relative fleet strengths at battle start is shown as a vertical white line so you can quickly tell if you're doing better than your opponent.
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All colors listed above can be customized in the radar config files.

Please let me know if you spot any issues, especially alongside other mods that use OpenGL such as GraphicsLib.

Changelog:
Spoiler
Quote
3.0 (May 05, 2023)
====================
Updated to be compatible with Starsector 0.96a
Renamed mod back to Combat Radar and removed all campaign functionality
Greatly increased the default maximum shown for all renderer plugins

 2.5b (August 28, 2020)
========================
Moved version file hosting to GitHub

 2.5 (November 16, 2018)
=========================
Updated to be compatible with Starsector 0.9a
Added the Squall to the missile lock icon exclusion list
Missile renderer changes:
 - Changed missile contact colors to make them easier to distinguish from ships
   (default dark purple for enemy and burnt out missiles, dark green for allied,
    orange for missiles that are locked onto the player ship)
 - Added "enemyMissileColor" and "friendlyMissileColor" to radar_settings.json

 2.4c (May 05, 2017)
=====================
Temporarily hide ship debris (will write a proper renderer for it later)

 2.4b (April 21, 2017)
=======================
Fixed choppy radar animations when time dilation ship systems are in effect

 2.4 (April 21, 2017
=====================
Updated to be compatible with Starsector 0.8a
Campaign radar is disabled by default now that vanilla has its own radar UI
 - Enable by setting "showCampaignRadar" to false in data/config/settings.json

 2.3b (March 16, 2017)
=======================
Switched version file hosting to Bitbucket
Combat Readiness renderer changes:
 - Fixed timer bar being misaligned by a single pixel

 2.3 (November 10, 2016)
=========================
Bumped up default radar size by 25% (was 1/5 of display height, now 1/4)
Slightly lowered default radar transparency (was 70%, now 65%)
Reversed direction of radar ring fade, now more transparent towards center
 - To use the old setting, enable "reverseRingFade" in radar_settings.json
Added "showMemoryUsage" setting to radar_settings.json (disabled by default)
Fixed SpriteBatch position issues when used with non-centered SpriteAPIs
Removed Slick2D geometry classes (now unused, see ShipRenderer changes below)
Added data/config/radar/excluded_missile_locks.csv:
 - Missiles in this file will not be drawn orange when targeting the player,
   nor will a missile lock icon be shown
Campaign nebula renderer changes:
 - Custom campaign terrain with the tag "radar_nebula" will be drawn as nebulae
 - Added slight alpha level variations to visually break up the nebula tile map
Combat asteroid renderer changes:
 - Fixed asteroids being drawn when the player flagship is destroyed
Missile renderer changes:
 - Fixed flares using the wrong settings, obeys flareContactSize setting now
Ship renderer changes:
 - Completely rewritten; now draws ships using their sprite, not collision
   bounds, for perfect accuracy - this includes fighters as well
 - Shields are now drawn underneath ships
 - Minimum render sizes for ships and fighters (independent of zoom level; by
   default a ship will never go below 8 pixels wide, nor a fighter below 6)
   This should fix small ships becoming nigh-invisible at max zoom
 - Bumped up default maxShown setting to 100 (was 60)
 - New settings:
   - "renderMode", controls whether ships/fighters are drawn using their sprites
     or as simple triangles. Valid options: SPRITES, SIMPLE_FIGHTERS, SIMPLE_ALL
   - "minShipSize", minimum size in pixels a ship will be rendered at regardless
     of current zoom level (no more invisible ships at max zoom)
   - "minFighterSize", same as above, but for fighters only
   - "simpleIcon", the sprite used when a simple render mode is used. By default
     this is the same triangle used for fleets in the campaign radar
New combat renderer: NebulaRenderer
 - Equivalent to campaign nebulae renderer

 2.2 (December 25, 2015)
=========================
Empty rows in radar CSVs are ignored correctly
Added to radar_settings.json:
 - "radarSize", determines the size of the radar as a fraction of the display
   height, defaults to 0.2 or 20% display height. Keep in mind that the radar
   adds 10% of its diameter as padding to the side/below.
 - "allyColor", the color of teammates in battle
Increased default "maxShown" settings due to optimizations to sprite rendering
Added getAlliedContactColor() to CommonRadar interface
Added isPointOnRadar() to CommonRadar interface
Added ReloadRadar console command (only if Console Commands mod is enabled)
Battle progress renderer changes:
 - Allies have their own section of the bar
Combat ship renderer changes:
 - Allied ships have their own color
New campaign renderer: NebulaRenderer
 - Handles nebula and deep hyperspace, does not show hyperspace storms yet
New optional renderer: MemoryUsageRenderer
 - Appears to the left of the radar in both campaign and combat
 - White portion of bar is fraction used of max allocatable memory
 - Gray portion of bar is fraction allocated of max allocatable memory
 - Shows heap memory on left, non-heap memory on right
   (heap is the value most users will want to keep an eye on)
 - Disabled by default, enable in the relevant CSVs in data/config/radar
New utility class: SpriteBatch
 - Aids in efficiently drawing a sprite many times in a row
Miscellaneous optimizations and improvements

 2.1 (November 19, 2015)
=========================
(thanks to MesoTroniK for spritework and extensive help testing new features)
Updated to be compatible with Starsector 0.7a
The "maxShown" setting has been enabled for all renderers, defaults increased
Added "verticesPerCircle" setting, increase this for smoother radar rings
Asteroid renderer (both campaign and combat) changes:
 - Uses a sprite now, should look much smoother
 - Scaled based on their true size, not a flat value multiplied by zoom level
Campaign fleet renderer changes:
 - Uses a sprite now, should look much smoother
 - Unknown (transponder off) contacts are shown in neutral colors
 - Fixed issue where player fleet would flash bounty colors if a faction was
   paying for kills against their enemies and was hostile towards the player
Planet renderer changes:
 - Uses vanilla map icons instead of polygons
 - Differentiates between planets and stars
Battle objective renderer changes:
 - Fixed pop-in issue when objective is at the very edge of radar
 - Added a slight tinge to the center of the objective diamond
 - Changed render order to be drawn below other combat entities
Combat readiness renderer changes:
 - Bar is dimmed until you have started losing combat readiness
 - Remaining peak CR timer is shown as a white line down the middle of the bar
Combat ship renderer changes:
 - Separated ship and shield rendering
 - Increased transparency of shields
 - Added smoothing to shields (might cause artifacts on some cards, let me know)
 - Bumped default shield segment count from 18 (?!) to 64
 - Transparency of ship contacts is based on the alpha of the actual sprite
   - Ships with custom right click ship systems won't be momentarily
     transparent on the radar when using them now (ex: Exigency Incorporated)
   - Fighters taking off or landing on a carrier should fade in/out
 - Removed "phasedShipAlphaMult" setting, added "minShipAlphaMult"
   (ships with 0 alpha will be completely invisible regardless of this setting)
 - Polygon triangulator is now a config file option, added the other Slick2D
   triangulator implementations
 - Fixed bug causing shields to have the wrong number of segments
 - Bumped default fighter contact scaling from 175% to 225% actual size
 - Use sprite size instead of collision radius for calculating fighter size
   (this should fix the issue with shield drones and their oversized radius)
 - Fixed issue where a fighter's shields weren't being scaled
Missile renderer changes:
 - Uses a sprite now, should look much smoother, sprite shows facing of missile
 - Differentiates between missiles and flares
 - Missile contacts are the same size at every zoom level
 - New settings: "missileContactSize" and "flareContactSize"

 2.0 (October 04, 2015)
========================
Radar framerate is now separate from Starsector's framerate, defaults to 20 FPS
Merged radar settings into a single file, data/config/radar/radar_settings.json
Combined campaign and combat radars into one codebase
Replaced CampaignRadar and CombatRadar with a generic CommonRadar interface
Added excluded_ships.csv, can exclude single hulls or ones with certain prefixes
Added excluded_missiles.csv, can exclude missiles by their projectile ID
Added RadarSettings class to retrieve loaded renderers and radar settings
Added getCurrentSightRadius() to CommonRadar interface
Improved icon for relays in the campaign
All renderers now support a "maxShown" setting where valid
Campaign fleet renderer changes:
 - Fleets with a bounty on their head are now shown as gold on the radar
   (faction-level bounties flash between gold and their regular color so you
    won't accidentally chase/attack a friendly faction)
Combat progress renderer changes:
 - Relative fleet balance calculation is no longer based on information that
   the player can't obtain in-game, is instead now based on the ship's fleet
   point costs (with a 75% penalty to calculated strength for civilian ships)
New combat renderer: MapBorderRenderer
 - Displays retreat zones in yellow
 - Displays gravity barrier line in red
 - Displays out of bounds in grey
New combat renderer: ShipRenderer
 - Replaces ShipSimpleRenderer and ShipPolygonRenderer
 - Draws proper polygons for ships instead of approximations like old system
 - Will fall back to approximations on ships that can't be triangulated (only
   the Paragon in vanilla and a handful of ships in existing mods)
 - To draw ships as triangles instead (like with the old ShipSimpleRenderer),
   change "simpleMode" to true in radar_settings.json under "shipRenderer"
 - Shields are drawn filled, can be reverted to the old behavior by changing
   "drawSolidShields" to false in radar_settings.json under "shipRenderer"
New utility class: DrawQueue
 - Aids in efficiently drawing many primitive shapes multiple frames in a row
 - Handles native buffer allocation/data/resizing automatically
 - Uses VBOs if the user's card supports them (hint: it does)
New utility class: ShapeUtils
 - Calculates vertices (as float arrays) for common shapes
All interfaces are now fully documented (see javadoc.zip in mod folder)
Miscellaneous optimizations and improvements

 1.1f (March 06, 2015)
=======================
Fixed a bug that caused intermittent radar corruption in the campaign
Lines and points on the radar should look much sharper now (thanks Alex)

 1.1e (February 12, 2015)
==========================
Stations and planets with the "comm_relay" tag aren't considered relays
The campaign radar won't draw anything with the tag "radar_nodraw"

 1.1d (December 09, 2014)
==========================
Hopefully fixed a bug where campaign radar components would occasionally vanish

 1.1c (December 03, 2014)
==========================
The radar is no longer drawn over menus or when the HUD is turned off
Greatly increased the speed of the battle progress bar animation
Fixed crash in ShipPolygonRenderer when rendering ships that lack bounds
Radar no longer reactivates when the player's ship is fully destroyed

 1.1b (October 23, 2014)
=========================
Campaign fleet renderer changes:
 - Fleets are only colored red if they are hostile towards the player
Battle progress bar changes:
 - Doesn't show initial relative fleet strengths in a simulation battle
 - Ignores ships still in picker in simulation battles
 - Doesn't count the reserves of a fleet in full retreat

 1.1 (October 21, 2014)
========================
Updated to support Starsector .65a
Station rendering fixed in campaign
Comm relays are now included on the campaign radar
Zooming is now done using +/-, toggling the radar on/off is still K by default
Zooming in/out is now animated
[close]
Title: Re: [.6.1a] Combat Radar (early WIP available)
Post by: xenoargh on December 20, 2013, 08:50:43 PM
Brilliant!

That's something I've wanted in this game for, like, ever.  

Just my $0.02 on what we're seeing (for what it's worth, given that I am just yapping):

1.  A square presentation using the same colors as the UI would fit better visually.

2.  I'd place it in the right corner, so that it's out of the way but isn't in a zone that's too busy with other information.

3.  I'm sure a fair amount of the CPU time is spent on drawing the vector'd triangles.  

Perhaps not bothering, or depicting velocity by storing two update cycles-worth of past ship movement and drawing with less alpha (i.e., last update, 128, update 2, 64, so that it fades out and dynamically shows movement) using circle bitmaps might help save CPU while accomplishing the goal?  The other big saver would be to not show every single Fighter, but merely a symbol for the group, centered on the leader, and Drones definitely don't need a complex presentation- moving dots are totally sufficient.

4.  For the issues with menus... probably:

A.  A simple global that could be set / unset in a singleton; this would require minor touchup to the Dialog and Battle code (one-liners to set said value true false), not too scary but it'd require people to compile a .jar atm.

B.  Give users a key that can turn it on / off in any context.
Title: Re: [.6.1a] Combat Radar (early WIP available)
Post by: LazyWizard on December 20, 2013, 09:09:17 PM
Just my $0.02 on what we're seeing (for what it's worth, given that I am just yapping):

1.  A square presentation using the same colors as the UI would fit better visually.
I originally tried this as a square box, but IMO rectangular radars are ugly. Definitely agree on matching the UI colors, though. Luckily that's pretty trivial to change.

Quote
2.  I'd place it in the right corner, so that it's out of the way but isn't in a zone that's too busy with other information.
It's in the lower right due to the 'rendering over menus' issue. If I moved it to the top right it'd render over a lot of the tactical map's buttons.

Quote
3.  I'm sure a fair amount of the CPU time is spent on drawing the vector'd triangles.
I wouldn't worry about the triangles, that'll be a non-issue once I optimize. :)

Quote
B.  Give users a key that can turn it on / off in any context.
That's next on my list!
Title: Re: [.6.1a] Combat Radar (early WIP available)
Post by: xenoargh on December 20, 2013, 09:31:43 PM
I meant squared up with the menu edge.

As for the aesthetics, the rest of the UI is angular, so it's standing out.  A box around it, perhaps, and fade the outer circles, something like this?

Spoiler
(http://www.wolfegames.com/TA_Section/ss_radar_ui_rework.png)
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Title: Re: [.6.1a] Combat Radar (early WIP available)
Post by: Thaago on December 21, 2013, 08:07:38 AM
Nicely done! I was wondering about the primitive draw methods you put in LazyLib... ;)
Title: Re: [.6.1a] Combat Radar (early WIP available)
Post by: Debido on December 22, 2013, 11:16:58 AM
Honestly this feature should become part of the main code, the current radar system...doesn't give quite a satisfactory amount of real time information. Are you able to have different size and different colour vectors as proposed by Xenoargh, that would be invaluable in larger battles.
Title: Re: [.6.1a] Combat Radar (early WIP available)
Post by: HELMUT on December 23, 2013, 02:23:37 AM
Damn useful indeed. I hope you'll also manage to implement the missiles detection into the radar too, i hate being surprised by Pilums lrm storms.
Title: Re: [.6.1a] Combat Radar (early WIP available)
Post by: LazyWizard on December 24, 2013, 03:16:23 PM
Version 0.2 is up, get it here (http://www.mediafire.com/download/hl29decd185lwy5/Combat%20Radar%20.2.zip).

Changes in this update:

Sorry about the lack of actual progress. I've been busy with holiday stuff.


Nicely done! I was wondering about the primitive draw methods you put in LazyLib... ;)
I actually added those methods after stumbling across a page (http://slabode.exofire.net/circle_draw.shtml) that described drawing circles using a simple repeated rotation. At the time I didn't even know rendering in combat was possible and was planning on making a campaign-level radar. :)


I meant squared up with the menu edge.

As for the aesthetics, the rest of the UI is angular, so it's standing out.  A box around it, perhaps, and fade the outer circles, something like this?

Spoiler
(http://www.wolfegames.com/TA_Section/ss_radar_ui_rework.png)
[close]
Yeah, the current positioning is just an arbitrary guess until I can spend the time getting it right. I don't think the combat UI is scaled, so once I measure the existing UI getting the radar to look good will be easy. I'm considering leaving a bit of extra space for potentially implementing this (http://fractalsoftworks.com/forum/index.php?topic=7516.0) suggestion, though.

Also, I really like that mock-up. You're right, with the darkened edges it matches the UI much better. Consider it added to the to-do list. :)


Honestly this feature should become part of the main code, the current radar system...doesn't give quite a satisfactory amount of real time information. Are you able to have different size and different colour vectors as proposed by Xenoargh, that would be invaluable in larger battles.
Maybe as a toggleable option, though I personally prefer the triangles. The trick is including as much information as possible without it being an indecipherable mess, and blurred points take longer to mentally process than distinct shapes. Plus, I think in most battles knowing a ship's facing is more important than their current velocity.


Damn useful indeed. I hope you'll also manage to implement the missiles detection into the radar too, i hate being surprised by Pilums lrm storms.
I'm planning on displaying ships (including phased status and a marker around your current target), missiles, asteroids, and maybe shield arcs. There will be a settings file to toggle these on/off. :)
Title: Re: [.6.1a] Combat Radar (early WIP available)
Post by: LazyWizard on December 24, 2013, 04:24:57 PM
Because I said I would add it and then forgot, here's a quick release that adds a toggle button: download (http://www.mediafire.com/download/0sk64f072kgudzs/Combat%20Radar%20.3.zip)

The toggle key is set in data/config/combat_radar.json and defaults to K. The keyboard codes for the config file can be found here (http://www.lwjgl.org/javadoc/constant-values.html#org.lwjgl.input.Keyboard.KEY_0).
Title: Re: [.6.1a] Combat Radar (early WIP available)
Post by: Debido on December 24, 2013, 11:48:17 PM
Merry Christmas Lazy Wizard. I guess you're right, it would likely be a bit overwhelming like that. What about different zoom scales? Or perhaps a 1-pixel border of a darker shade to give a higher contrast to each object?
Title: Re: [.6.1a] Combat Radar (early WIP available)
Post by: FasterThanSleepyfish on December 25, 2013, 12:28:51 AM
This is truly the work of the gods... oh wait, its lazywizard! Close enough.

'Sucuse my silliness, but all-in-all, nice work! You could call it the "LazyTweaks" mod if you combine it with other non-combat focused mods in the future. Just sayin'.
Title: Re: [.6.1a] Combat Radar (early WIP available)
Post by: silentstormpt on December 25, 2013, 07:55:44 AM
First of all Happy Christmas for you guys,.

Second, isnt it possible using the ships bounds to create a shape of the ship instead of a triangle shape?
Title: Re: [.6.1a] Combat Radar (early WIP available)
Post by: LazyWizard on December 25, 2013, 08:18:23 AM
Huh, I've never thought about that. Although as far as I know (which isn't much after only two weeks of OpenGL experience), concave polygons need to be broken up into multiple convex polygons to be filled properly. That would make rendering slower/more difficult.
Title: Re: [.6.1a] Combat Radar (early WIP available)
Post by: Uomoz on December 25, 2013, 08:19:01 AM
Or maybe assign different shapes based on different hull types?
Title: Re: [.6.1a] Combat Radar (early WIP available)
Post by: Debido on December 25, 2013, 12:50:01 PM
I think the simplist way to render a 1-pixel border would be to have 2 triangles per object. The first triangle is the lighter colour, and the second triangle is the darker colour. Assuming it renders the first triangle above the second, you will achieve a border?

Also as Uomoz was suggesting, different shapes based on different hull types. check the icons in http://fractalsoftworks.com/forum/index.php?topic=6906.msg112651#msg112651
Title: Re: [.6.1a] Combat Radar (early WIP available)
Post by: Sundog on December 25, 2013, 03:22:05 PM
Well, LazyWizard , I think I've got a Christmas present for you. A crash report :)

I've duplicated the error below several times by venting or changing weapons in missions and the simulator (toggling the radar with K hasn't given me any trouble). It seems to be associated with the commands rather than the keys. I like to bind F to 'vent' and C to 'use system', but after resetting controls to default, venting still caused the crash, while using the ship system (default F) did not). Has anyone else tested this in Windows? I think it might have something to do with differences between the native input libraries Starsector uses.

Code
68278 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.RuntimeException: Attempt to access data of a consumed InputEvent
java.lang.RuntimeException: Attempt to access data of a consumed InputEvent
at com.fs.starfarer.util.A.C.o00000(Unknown Source)
at com.fs.starfarer.util.A.C.getEventValue(Unknown Source)
at org.lazywizard.radar.CombatRadarPlugin.advance(CombatRadarPlugin.java:210)
at com.fs.starfarer.title.Object.float$Oo.super(Unknown Source)
at com.fs.starfarer.combat.super.B.o00000(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.F.????00(Unknown Source)
at com.fs.super.oOOO.?0000(Unknown Source)
at com.fs.starfarer.combat.String.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)

On another note, if we can draw shapes with openGL (which is awesome by the way) we should be able to draw textures too, which could open up a lot of opportunities display-wise.
Title: Re: [.6.1a] Combat Radar (early WIP available)
Post by: LazyWizard on December 25, 2013, 03:49:14 PM
Yeah, I make that mistake every time I add input. Just use the previous release until I can get home to fix it.
Title: Re: [.6.1a] Combat Radar (early WIP available)
Post by: xenoargh on December 25, 2013, 04:02:41 PM
Quote
Huh, I've never thought about that. Although as far as I know (which isn't much after only two weeks of OpenGL experience), concave polygons need to be broken up into multiple convex polygons to be filled properly. That would make rendering slower/more difficult.
Should be able to use GL_POLYGON, although that's a bit slow.  

I think it'd be a complete waste of CPU, though, tbh :)
Title: Re: [.6.1a] Combat Radar (early WIP available)
Post by: LazyWizard on December 25, 2013, 04:27:03 PM
.3b is up, get it here (http://www.mediafire.com/download/ou6van5dea97uvj/Combat%20Radar%20.3b.zip). This update only fixes the crash Sundog reported (always remember to check isConsumed() before using an InputEventAPI, kids!). It's kind of embarrassing how I make such a simple mistake every time I use InputEventAPI...
Title: Re: [.6.1a] Combat Radar (early WIP available)
Post by: LazyWizard on January 04, 2014, 11:32:22 PM
Version 0.4 is up, get it here (http://www.mediafire.com/download/w4f0tmbhh152obl/Combat%20Radar%20.4.zip). Keep in mind this is still a very early WIP, so expect bugs (though please let me know if you find any). :)

Asteroids, missiles, shield arcs and phased status are now shown on the radar. I also added several options to the config file to enable/disable features and change radar colors and opacity.
Spoiler
(http://i.imgur.com/Law71hB.png)
[close]
Title: Re: [.6.1a] Combat Radar (early WIP available)
Post by: MesoTroniK on January 05, 2014, 12:23:15 AM
LazyWizard, man you are the boss! What is next on the list?
Title: Re: [.6.1a] Combat Radar (early WIP available)
Post by: LazyWizard on January 05, 2014, 12:27:37 AM
I want to display objectives and your current ship target, then add zoom levels, then I have to fix the positioning and scaling issues. That should be enough for an actual release.

Speaking of fixing issues, I had left in some code that more than doubled the CPU overhead of this mod. I uploaded a quick fix for that, along with fixing the radar not changing colors to match the UI properly when you are dead (so if you're not sure if you have the fixed version, go get yourself killed!). Same link as before. :)
Title: Re: [.6.1a] Combat Radar (early WIP available)
Post by: MesoTroniK on January 05, 2014, 02:46:24 AM
Well, missile indicator works ::)

Spoiler
(http://i.imgur.com/Qv6PiHb.png)
[close]

But this makes an interesting thought occur. There is no way to tell the size of the missiles on the radar, in the vanilla tactical screen it scales the size of the icon around the size of the missile. So looking at the radar at a glance cannot decipher the difference between a hail storm of mini HE-frag missiles and high yield torpedoes for example. Is it possible to scale the missile dots on your radar also?
Title: Re: [.6.1a] Combat Radar (early WIP available)
Post by: HELMUT on January 05, 2014, 06:15:45 AM
Given how many missiles Exigency can throw at you, the radar will always looks like some manic shooter filled with red dots, so even if the torpedoes are slightly bigger dots, they'll still be difficult to see.

How about giving a different color to missiles and torpedoes?
Title: Re: [.6.1a] Combat Radar (early WIP available)
Post by: xenoargh on January 05, 2014, 07:52:38 AM
Have to vote for a different color for missiles as well, otherwise, that's looking TOTALLY AWESOME. 

I just hope that it, er, won't kill CPUs if we're dealing with Vacuum-sized space battles, heh.
Title: Re: [.6.1a] Combat Radar (early WIP available)
Post by: LazyWizard on January 05, 2014, 09:31:55 AM
I'll see about changing the color/brightness of missiles based on damage.

Have to vote for a different color for missiles as well, otherwise, that's looking TOTALLY AWESOME. 

I just hope that it, er, won't kill CPUs if we're dealing with Vacuum-sized space battles, heh.

It's ridiculously fast, actually. The only parts that require anything beyond simple vector adding/subtracting/scaling are the concentric circles and ships, which require a single cos/sin calculation each. Asteroids and missiles are essentially free - asteroids are so cheap they don't even show up in the profiler results, missiles only show up because of all the OpenGL color change calls (which account for around a quarter of the total overhead right now). I could probably improve performance even more, but here's (http://i.imgur.com/6NcGv7i.png) what (http://i.imgur.com/EmehQla.png) the current performance in a large battle looks like (Paragon vs every fighter and frigate in the default simulation list). You can see the radar's taking on average a little over a fifth of a millisecond of CPU time per frame. I think I can live with that. ;)
Title: Re: [.6.1a] Combat Radar (early WIP available)
Post by: xenoargh on January 05, 2014, 10:02:43 AM
OK, so basically, it doesn't matter at all, compared to the rest of the load.  

If you want to further optimize it... with glBegin() and color values, you can speed that up with display lists (IDK if you're still wanting to try doing ship borders but that'd definitely have to involve display lists to be fast), with missiles you can probably do a sort of friendly and enemy in an array and then use a display list with pre-built color values; the only operations you have to do in glBegin at that point is scale, position, rotation and calling the list, because the glColor values can already be done in the display list instructions.

That said, I doubt if any of that is actually necessary, let alone doing more esoteric stuff, like using VBO to do more of the work on the GPU :)

Anyhow, I am really looking forwards to putting this in with Vacuum, where the scale of the battles is such that having this would be a huge thing :)
Title: Re: [.6.1a] Combat Radar v0.5 (WIP, released 2014-01-06)
Post by: LazyWizard on January 06, 2014, 09:04:38 AM
Version 0.5 is up, get it here (http://www.mediafire.com/download/6v61l3hu38wj8d4/Combat%20Radar%20.5.zip). This release adds objectives to the radar, a marker around your current target, and adjusts the brightness of missiles based on their damage (full brightness at 750+ damage). Please report any bugs you find.

Since all battle map elements* are now included in the radar view, I'm promoting this to the mods forum. :)

*Except nebulae, which aren't in the API yet.
Title: Re: [.6.1a] Combat Radar v0.5 (WIP, released 2014-01-06)
Post by: xenoargh on January 06, 2014, 11:29:24 AM
Awesome.  Will try integrating this with the current Vacuum build and see how this goes :D
Title: Re: [.6.1a] Combat Radar v0.6 (WIP, released 2014-01-07)
Post by: LazyWizard on January 07, 2014, 05:37:43 AM
Version 0.6 is up, get it here (http://www.mediafire.com/download/w2bj3891ycpvep8/Combat%20Radar%20.6.zip). This adds a bar to the right of the radar that shows how the battle's going at a glance. It's currently based on the total fleet point value of the ships remaining on each side, so you shouldn't rely on it as an accurate representation of your odds of success. ;)

Spoiler
(http://i.imgur.com/11XQ8e2.png)
[close]


Awesome.  Will try integrating this with the current Vacuum build and see how this goes :D

Make sure you call CombatRadarPlugin.reloadSettings() in your ModPlugin's onApplicationLoad(), otherwise it'll crash when you enter a battle (possibly including the main menu battle). And thanks for the display list hint. I made the radar 'box' use one so it's only recalculated when the player's dead/alive status changes. :)
Title: Re: [.6.1a] Combat Radar v0.6 (WIP, released 2014-01-07)
Post by: HELMUT on January 07, 2014, 08:14:08 AM
Damn LazyWizard, when will you officially join Fractal Softworks? I mean, everything you do should be definitely added in the game, better directly become a dev rather than a modder. ;D
Title: Re: [.6.1a] Combat Radar v0.6 (WIP, released 2014-01-07)
Post by: SpaceRiceBowl on January 07, 2014, 11:15:10 AM
Is this mod incompatible with other mods atm?
Title: Re: [.6.1a] Combat Radar v0.6 (WIP, released 2014-01-07)
Post by: LiquidStang on January 07, 2014, 01:07:05 PM
Well done!  :D
Title: Re: [.6.1a] Combat Radar v0.6 (WIP, released 2014-01-07)
Post by: LazyWizard on January 07, 2014, 10:08:32 PM
Is this mod incompatible with other mods atm?

It should work with every mod out there. It doesn't actually change anything in your game, all it does is read some values from the combat engine and draw shapes on the screen. I can't think of a way for another mod to not be compatible with it unless they deliberately went out of their way to make it so. :)
Title: Re: [.6.1a] Combat Radar v0.6 (WIP, released 2014-01-07)
Post by: ArkAngel on January 09, 2014, 06:11:22 PM
The Radar is pretty epic! I have to ask however if it is possible to show cloaked ships somehow on the radar. It would be kinda nice to know if theres a cloaked ship closing in behind me instead of just a ship. The radar it self works like a charm.
Title: Re: [.6.1a] Combat Radar v0.6 (WIP, released 2014-01-07)
Post by: LazyWizard on January 10, 2014, 02:01:08 AM
The Radar is pretty epic! I have to ask however if it is possible to show cloaked ships somehow on the radar. It would be kinda nice to know if theres a cloaked ship closing in behind me instead of just a ship. The radar it self works like a charm.

It does. Phased ships show up faded on the radar view. :)
Title: Re: [.6.1a] Combat Radar v0.6 (WIP, released 2014-01-07)
Post by: SpaceRiceBowl on January 12, 2014, 03:46:23 PM
Having trouble with it crashing when i load up a battle
here's the log
Spoiler
83951 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.NoClassDefFoundError: org/lazywizard/lazylib/opengl/DrawUtils
java.lang.NoClassDefFoundError: org/lazywizard/lazylib/opengl/DrawUtils
   at org.lazywizard.radar.CombatRadarPlugin.renderBox(CombatRadarPlugin.java:202)
   at org.lazywizard.radar.CombatRadarPlugin.advance(CombatRadarPlugin.java:588)
   at com.fs.starfarer.title.Object.float$Oo.super(Unknown Source)
   at com.fs.starfarer.combat.super.B.o00000(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.F.øÒÒ000(Unknown Source)
   at com.fs.super.oOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.String.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: org.lazywizard.lazylib.opengl.DrawUtils
   at java.net.URLClassLoader$1.run(Unknown Source)
   at java.security.AccessController.doPrivileged(Native Method)
   at java.net.URLClassLoader.findClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   
[close]
Title: Re: [.6.1a] Combat Radar v0.6 (WIP, released 2014-01-07)
Post by: Gotcha! on January 12, 2014, 06:41:03 PM
Damn LazyWizard, when will you officially join Fractal Softworks? I mean, everything you do should be definitely added in the game, better directly become a dev rather than a modder. ;D

That'd be so awesome. Got room for another, Alex?

This combat radar is amazing. I don't want to know how big your head is, LazyWizard. It must be huge, for that brain of yours to fit inside it.
Title: Re: [.6.1a] Combat Radar v0.6 (WIP, released 2014-01-07)
Post by: xenoargh on January 13, 2014, 11:17:37 AM
Tried integration, but I hit a problem:

CombatRadarPlugin.reloadSettings() won't work; reloadSettings() isn't public.
Title: Re: [.6.1a] Combat Radar v0.6 (WIP, released 2014-01-07)
Post by: LazyWizard on January 15, 2014, 01:51:13 PM
Having trouble with it crashing when i load up a battle
here's the log
Spoiler
83951 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.NoClassDefFoundError: org/lazywizard/lazylib/opengl/DrawUtils
java.lang.NoClassDefFoundError: org/lazywizard/lazylib/opengl/DrawUtils
   at org.lazywizard.radar.CombatRadarPlugin.renderBox(CombatRadarPlugin.java:202)
   at org.lazywizard.radar.CombatRadarPlugin.advance(CombatRadarPlugin.java:588)
   at com.fs.starfarer.title.Object.float$Oo.super(Unknown Source)
   at com.fs.starfarer.combat.super.B.o00000(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.F.øÒÒ000(Unknown Source)
   at com.fs.super.oOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.String.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: org.lazywizard.lazylib.opengl.DrawUtils
   at java.net.URLClassLoader$1.run(Unknown Source)
   at java.security.AccessController.doPrivileged(Native Method)
   at java.net.URLClassLoader.findClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   
[close]

You need the latest version of LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0).

Tried integration, but I hit a problem:

CombatRadarPlugin.reloadSettings() won't work; reloadSettings() isn't public.

Oops, fixed in the next version. reloadSettings() is actually package-private, so for now you could get around it by calling a stub in the org.lazywizard.radar package that calls CombatRadarPlugin.reloadSettings() itself.

Edit: now that I think of it, a better solution would be to call RadarModPlugin.onApplicationLoad() in your own ModPlugin, since it's included in the jar. :)
Title: Re: [.6.1a] Combat Radar v0.6 (WIP, released 2014-01-07)
Post by: xenoargh on January 15, 2014, 03:29:36 PM
Ah, OK.  Worked fine when it was run outside btw, I'll give it a go and see whether I can get it to go :)
Title: Re: [0.6.2a] Combat Radar v0.6b (WIP, released 2014-01-17)
Post by: LazyWizard on January 17, 2014, 03:30:31 PM
I uploaded a quick fix for .6.2a, get it here (http://www.mediafire.com/download/02bdwzy61ey0t2f/Combat%20Radar%20.6b.zip). This avoids the null pointer exception when loading a campaign.
Title: Re: [0.6.2a] Combat Radar v0.6b (WIP, released 2014-01-17)
Post by: SpaceRiceBowl on January 18, 2014, 06:44:02 AM
Not sure if it fixed it, still getting a null pointer exception
Edit: Actually, its not this mod, it's actually the Console Commands mod, you may want to update it.
Title: Re: [0.6.2a] Combat Radar v0.6b (WIP, released 2014-01-17)
Post by: LazyWizard on January 18, 2014, 10:35:55 AM
That error should disappear after the upcoming Starsector hotfix.
Title: Re: [0.6.2a] Combat Radar v0.6b (WIP, released 2014-01-17)
Post by: CrashToDesktop on January 27, 2014, 02:36:32 PM
I love this little mod. :) It adds this bit of UI that's invaluable in real life, sort of brings it a bit closer to what you might expect in a combat ship's HUD.

Is there any way to remove the box around the radar?  I find it a bit intrusive on smaller resolutions (which I play on), and just the circle would do fine. :)
Title: Re: [0.6.2a] Combat Radar v0.6c (WIP, released 2014-01-27)
Post by: LazyWizard on January 27, 2014, 04:55:16 PM
There is now! .6c is up, get it here (http://www.mediafire.com/download/pe7skehycaahat7/Combat%20Radar%20.6c.zip). :)

Added "showBorderLines" to data/config/combat_radar.json. Also changed the battle progress bar to use getMemberStrength() instead of getFleetPointCost(). This means combat readiness and unused OP will change how much a ship affects the relative fleet strength bar. :)
Title: Re: [0.6.2a] Combat Radar v0.6c (WIP, released 2014-01-27)
Post by: xenoargh on January 28, 2014, 11:28:11 AM
Is the source available for this?  Was thinking I'd try hacking the way it handles zoom levels if that's possible yet :)
Title: Re: [0.6.2a] Combat Radar v0.6c (WIP, released 2014-01-27)
Post by: LazyWizard on January 28, 2014, 12:36:40 PM
Yes, there's a link to the Bitbucket repository in the main post. The source is also included in the jar. :)

Re: zoom levels, there's nothing in the code for that yet. Currently contacts aren't drawn to scale and their size is hardcoded (for example, a ship contact has a radius of (hullsize.ordinal() +1) *1.5 pixels and a shield is * 1.75), so you'd have to change a lot of code if you want the zooming to look nice.
Title: Re: [0.6.2a] Combat Radar v0.6c (WIP, released 2014-01-27)
Post by: Debido on January 28, 2014, 12:45:06 PM
Another variant may be to full most of the screen with the radar/HUD, and have a button to switch between full and mini.

I find what I do is I turn on dev mode anyway, and scroll out to see further objects, then progressively zoom in as I get closer to the enemy combatant.
Title: Re: [0.6.2a] Combat Radar v0.6c (WIP, released 2014-01-27)
Post by: CrashToDesktop on February 01, 2014, 05:49:21 PM
Just asking, is there a way to integrate this for the campaign screen?  Just so I can track fleet further out from my field of view without having to check the campaign map and stopping the game every few seconds.
Title: Re: [0.6.2a] Combat Radar v0.6c (WIP, released 2014-01-27)
Post by: HELMUT on February 02, 2014, 03:39:27 AM
As someone who only play with dev mode on i'm not really concerned but i agree with The Soldier, having a "travel map" radar as well would be cool.
Title: Re: [0.6.2a] Combat Radar v0.6c (WIP, released 2014-01-27)
Post by: LazyWizard on February 05, 2014, 03:58:24 AM
Just asking, is there a way to integrate this for the campaign screen?  Just so I can track fleet further out from my field of view without having to check the campaign map and stopping the game every few seconds.

I actually started work on a simple campaign radar (https://bitbucket.org/LazyWizard/campaign-radar) a while back, but that version uses a dialog pop-up instead of always appearing on the screen. I'll see if I can get it to work more like the combat radar. :)
Title: Re: [0.6.2a] Combat Radar v0.6c (WIP, released 2014-01-27)
Post by: xenoargh on February 05, 2014, 02:57:36 PM
Gave another go at installing this, looks like we're good to go now :)
Title: Re: [0.6.2a] Combat Radar v0.6c (WIP, released 2014-01-27)
Post by: CrashToDesktop on March 06, 2014, 04:06:41 PM
Couldn't get the campaign radar to work. :/ Have you done anything with the new one?
Title: Re: [0.6.2a] Combat Radar v0.6c (WIP, released 2014-01-27)
Post by: LazyWizard on March 06, 2014, 04:54:31 PM
I, uh, honestly kind of forgot about it. I suppose you could say it dropped off my radar. 8)

I just tested it, and:
Spoiler
(http://i.imgur.com/ZvymyCv.png)

It still needs the contact drawing code, but that's not complicated at all. I've already done it twice already. :)
[close]
Title: Re: [0.6.2a] Combat Radar v0.6c (WIP, released 2014-01-27)
Post by: xenoargh on March 06, 2014, 05:08:08 PM
Do want.  Very much.  Then I could implement a "real" LOS during in-system travel, have "hot zone" spawns and all sorts of other Stuff I'm not bothering with right now because I don't want to overwhelm Systems with traffic.
Title: Re: [0.6.2a] Combat Radar v0.6c (WIP, released 2014-01-27)
Post by: CrashToDesktop on March 06, 2014, 05:15:41 PM
I guess having no clue in the world how to put it in-game would have been good for you to know.

Well, at least it's got the actual radar in-game.  Doesn't have fleets yet, but it's still a step.
Title: Re: [0.6.2a] Combat Radar v0.6d (WIP, released 2014-04-19)
Post by: LazyWizard on April 19, 2014, 09:29:49 PM
.6d is out, get it here (http://www.mediafire.com/download/t4oz3lojk28xj2a/Combat_Radar_.6d.zip).

No new features in this one, sorry. This update just adds compatibility with Dark.Revenant's excellent new Targeting Leading Pip (http://fractalsoftworks.com/forum/index.php?topic=7921.0) mod, which I highly recommend to everyone to try out. :)

Edit: Never mind, two new features managed to sneak in. Missiles locked onto the player ship are colored orange, and the radar now respects fog of war (people with very slow machines can toggle this setting in combat_radar.json).
Title: Re: [0.6.2a] Combat Radar v0.6d (WIP, released 2014-04-19)
Post by: Taverius on May 29, 2014, 06:00:13 AM
Mmm ... it keeps disappearing for me? As in, it works the first battle after a load, and then stops appearing.

I think it started with the latest target leading pip/starsector+ update, because honestly this mod has become so second nature I only notice when its not there :D
Title: Re: [0.6.2a] Combat Radar v0.6e (WIP, released 2014-06-01)
Post by: LazyWizard on May 31, 2014, 10:25:04 PM
.6e is up, get it here (http://www.mediafire.com/download/658dfjrvz5z75m5/Combat_Radar_.6e.zip).

This update only brings compatibility fixes for other mods using OpenGL such as ShaderLib.
Title: Re: [0.6.2a] Common Radar v0.8b (WIP, released 2014-07-24)
Post by: LazyWizard on July 24, 2014, 07:55:21 PM
Version 0.8b is out, get it here (http://www.mediafire.com/download/vs7a1q7uupcccoi/Common_Radar_.8b.zip). Requires LazyLib 1.9 (http://fractalsoftworks.com/forum/index.php?topic=5444.0) or higher.

This is a massive update, hence skipping from .6 to .8. Due to structural changes you'll need to delete your old mod folder before upgrading.

Spoiler
(http://i.imgur.com/cKv2xnS.png)
[close]

Here's what's new and improved in this version:

General changes

Ship renderer changes

Battle progress bar changes

New element: combat readiness bar


Edit: uploaded .8b, this fixes the missile lock icon never appearing due to accidentally including it in the stencil test.
Title: Re: [0.6.2a] Common Radar v0.8c (WIP, released 2014-08-27)
Post by: LazyWizard on August 27, 2014, 12:13:42 AM
Version .8c is up, get it here (http://www.mediafire.com/download/jjw3hr71vz5pnya/Common_Radar_.8c.zip). Requires LazyLib 1.9 (http://fractalsoftworks.com/forum/index.php?topic=5444.0) or higher.

Changes:
Title: Re: [0.6.2a] Common Radar v0.8c (WIP, released 2014-08-27)
Post by: LazyWizard on September 08, 2014, 07:47:44 PM
Some of you may have noticed a sporadic disco ball (http://i.imgur.com/0vnWjEq.png) graphical corruption bug that managed to sneak into the last release. Sorry about that, it should be fixed in the next version.

Thanks to Dark.Revenant for pointing this out, and Mesotronik for verifying the bug was finally squashed.


I've also been working on a few other, minor features:
Spoiler
(http://i.imgur.com/vqYjGOl.png)
[close]

I hope to have a release ready within the next day or two.
Title: Re: [0.6.2a] Common Radar v1.0 (released 2014-09-09)
Post by: LazyWizard on September 09, 2014, 09:08:05 PM
Version 1.0 is finally finished, get it here (http://www.mediafire.com/download/smchz4uh68czd1a/Common_Radar_1.0.zip) (mirror (https://bitbucket.org/LazyWizard/common-radar/downloads/Common%20Radar%201.0.zip)).

Spoiler
(http://i.imgur.com/XcHtCK7.png)
[close]

This update adds campaign functionality to the radar. Right now fleets, planets, stars, stations, jump points and asteroids are displayed. Since we can't retrieve faction colors in .6.2a, all elements are colored based on their faction's relationship with the player. Neutral fleets are colored as friendlies since there's no difference between the two right now.

There's an odd bug I can't track down that causes the radar to become less transparent while time accelerating. However, given that travelling is when you'd most want to pay attention to the radar I'm not too worried about it. Consider it an 'unofficial feature'. ;)

Other changes:
Title: Re: [0.6.2a] Common Radar v1.0 (released 2014-09-09)
Post by: JohnDoe on September 10, 2014, 02:36:10 AM
  • Slightly reduced default radar range from 2250 to 2100 su

Am I the only one here feeling that the old default radar range of 2250 was already too short? It just seems contrary to the idea of being a radar and all. I still felt like checking the map & command UI every few seconds to satisfy my OCD of situation awareness with the 2250 default value. Personally I found 5000 to be more suitable for my taste, while an even larger number is required while commanding a carrier fleet with large amount of fighters.
Title: Re: [0.6.2a] Common Radar v1.0 (released 2014-09-09)
Post by: JohnDoe on September 10, 2014, 02:47:29 AM
Oh by the way, the new campaign radar is beautiful.
Title: Re: [0.6.2a] Common Radar v1.0 (released 2014-09-09)
Post by: LazyWizard on September 10, 2014, 04:04:12 AM
Am I the only one here feeling that the old default radar range of 2250 was already too short? It just seems contrary to the idea of being a radar and all. I still felt like checking the map & command UI every few seconds to satisfy my OCD of situation awareness with the 2250 default value. Personally I found 5000 to be more suitable for my taste, while an even larger number is required while commanding a carrier fleet with large amount of fighters.

There's a few reasons the default view distance is so short, but the main one is to ensure that players with low spec computers can use the radar with default settings. Even with the visibility improvements in this update it becomes nearly impossible to see fighters on the radar with a high view distance and low resolution.

If you have a good rig then by all means bump the numbers up, that's why I included the config files. :)
Title: Re: [0.6.2a] Common Radar v1.0 (released 2014-09-09)
Post by: LazyWizard on October 03, 2014, 12:31:09 PM
Some minor polish for the next release, animated zoom and controlling the zoom direction:
(http://i.imgur.com/BY75z06.gif)
Title: Re: [0.6.2a] Common Radar v1.0 (released 2014-09-09)
Post by: CopperCoyote on October 06, 2014, 05:35:24 PM
I expect the zoom will be very useful for crowded places.

I was wondering if it'd be possible to have 2 color icons on the map. For example one color for the faction color, and a second outline for faction standing toward you. Another potential use of 2 colors would be for colorblind people. Using icons instead of color to denote faction standing.

Title: Re: [0.6.2a] Common Radar v1.0 (released 2014-09-09)
Post by: LazyWizard on October 09, 2014, 01:14:08 PM
Faction colors will be added after .65a, fleets are only red/green right now because we can't retrieve their actual color yet.

Adding a second color/an icon to denote faction standing is a great idea, I'll do some tests to see what looks good. :)
Title: Re: [0.65a] Common Radar v1.1 (released 2014-10-21)
Post by: LazyWizard on October 21, 2014, 04:33:14 AM
1.1 is up, get it here (http://www.mediafire.com/download/3l0b7oct4sjx0s1/Common_Radar_1.1.zip) (mirror (https://bitbucket.org/LazyWizard/common-radar/downloads/Common%20Radar%201.1.zip)). This is mostly a compatibility update for .65a, but it does add support for comm relays (I'll find a better icon soon) and animated bi-directional zoom.

Changelog:
Quote
1.1 (October 21, 2014)
========================
Updated to support Starsector .65a
Station rendering fixed in campaign
Comm relays are included on the campaign radar
Zooming is now done using +/-, toggling the radar on/off is still K by default
Zooming in/out is now animated
Title: Re: [0.65a] Common Radar v1.1 (released 2014-10-21)
Post by: Histidine on October 21, 2014, 09:22:01 AM
Small bug: Fleets are red if you have negative relations with their faction... even if the relationship status is still neutral.
Title: Re: [0.65a] Common Radar v1.1 (released 2014-10-21)
Post by: Kommodore Krieg on October 21, 2014, 07:11:13 PM
Excellent, I would love to see this make it's way into vanilla to be honest. 
Title: Re: [0.65a] Common Radar v1.1b (released 2014-10-23)
Post by: LazyWizard on October 23, 2014, 04:38:05 PM
1.1b is up, get it here (http://www.mediafire.com/download/w2j13bbee65v7sy/Common_Radar_1.1b.zip) (mirror (https://bitbucket.org/LazyWizard/common-radar/downloads/Common%20Radar%201.1b.zip)).

The changes in this one are purely cosmetic. I'm basically going through my todo list and checking off the things that .65a made possible. :)

Changelog:
Quote
1.1b (October 23, 2014)
=========================
Campaign fleet renderer changes:
 - Fleets are only colored red if they are hostile towards the player
Battle progress bar changes:
 - Doesn't show initial relative fleet strengths in a simulation battle
 - Ignores ships still in picker in simulation battles
 - Doesn't count the reserves of a fleet in full retreat
Title: Re: [0.65a] Common Radar v1.1b (released 2014-10-23)
Post by: Reh on December 02, 2014, 06:51:28 PM
There seems to be a bug with Common Radar when trying to fight Junk Pirates. I testes it a few times and it crashes the game just in the beginning of the battle when enemy ships are coming into view.

The end of log:

Spoiler
125474 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.MercAndPirateFleetManager  - Checking whether to spawn pirate or merc fleet for market [Gateway]
125474 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.MercAndPirateFleetManager  - 1 out of a maximum 2 pirate/merc fleets in play for market [Gateway]
125494 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.MercAndPirateFleetManager  - Spawned merc fleet [Mercenary Patrol] from market Gateway
127333 [Thread-5] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 127, FP2: 101, maxFP1: 225, maxFP2: 175
185013 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [shaderSettings.json]
201453 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
   at org.lazywizard.radar.renderers.combat.ShipPolygonRenderer.getShape(ShipPolygonRenderer.java:110)
   at org.lazywizard.radar.renderers.combat.ShipPolygonRenderer.render(ShipPolygonRenderer.java:247)
   at org.lazywizard.radar.CombatRadarPlugin.render(CombatRadarPlugin.java:311)
   at org.lazywizard.radar.CombatRadarPlugin.advance(CombatRadarPlugin.java:348)
   at com.fs.starfarer.title.ooOO.o0oO$Oo.super(Unknown Source)
   at com.fs.starfarer.combat.A.OoOO.o00000(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.void.void.class$super(Unknown Source)
   at com.fs.A.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOO.?0000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

[close]
Title: Re: [0.65a] Common Radar v1.1b (released 2014-10-23)
Post by: Nanao-kun on December 02, 2014, 09:15:09 PM
I don't really remember, but I think I had a similar crash when I had Common Radar and ASP Syndicate.

Embarrassingly, I never got around to reporting it.
Title: Re: [0.65.1a] Common Radar v1.1c (released 2014-12-03)
Post by: LazyWizard on December 02, 2014, 10:43:41 PM
Version 1.1c is up, get it here (https://bitbucket.org/LazyWizard/common-radar/downloads/Common%20Radar%201.1c.zip) (mirror (http://www.mediafire.com/download/cod276ovvqnooz8/Common_Radar_1.1c.zip)).

Changelog:
Quote
1.1c (December 03, 2014)
==========================
The radar is no longer drawn over menus or when the HUD is turned off
Greatly increased the speed of the battle progress bar animation
Fixed crash in ShipPolygonRenderer when rendering ships that lack bounds
Radar no longer reactivates when the player's ship is fully destroyed


Spoiler
There seems to be a bug with Common Radar when trying to fight Junk Pirates. I testes it a few times and it crashes the game just in the beginning of the battle when enemy ships are coming into view.

The end of log:

Spoiler
125474 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.MercAndPirateFleetManager  - Checking whether to spawn pirate or merc fleet for market [Gateway]
125474 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.MercAndPirateFleetManager  - 1 out of a maximum 2 pirate/merc fleets in play for market [Gateway]
125494 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.MercAndPirateFleetManager  - Spawned merc fleet [Mercenary Patrol] from market Gateway
127333 [Thread-5] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 127, FP2: 101, maxFP1: 225, maxFP2: 175
185013 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [shaderSettings.json]
201453 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
   at org.lazywizard.radar.renderers.combat.ShipPolygonRenderer.getShape(ShipPolygonRenderer.java:110)
   at org.lazywizard.radar.renderers.combat.ShipPolygonRenderer.render(ShipPolygonRenderer.java:247)
   at org.lazywizard.radar.CombatRadarPlugin.render(CombatRadarPlugin.java:311)
   at org.lazywizard.radar.CombatRadarPlugin.advance(CombatRadarPlugin.java:348)
   at com.fs.starfarer.title.ooOO.o0oO$Oo.super(Unknown Source)
   at com.fs.starfarer.combat.A.OoOO.o00000(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.void.void.class$super(Unknown Source)
   at com.fs.A.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOO.?0000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

[close]
[close]
Spoiler
I don't really remember, but I think I had a similar crash when I had Common Radar and ASP Syndicate.

Embarrassingly, I never got around to reporting it.
[close]

Thanks for the report(s), I greatly appreciate them. I don't usually play SS with mods other than my own, so I'd never know about inter-mod compatibility issues like this if players didn't report them. :)
Title: Re: [0.65.1a] Common Radar v1.1c (released 2014-12-03)
Post by: WKOB on December 03, 2014, 02:44:36 AM
Oh! This mod is cool!

Trying it out now, hoping it's compatible with Leading Pip, but I'll drop some info for you if it's not.
Title: Re: [0.65.1a] Common Radar v1.1c (released 2014-12-03)
Post by: Dark.Revenant on December 03, 2014, 03:32:34 AM
There seems to be a bug with the campaign radar; seemingly at random, when flying around, I notice areas where the radar will first lose the radial radar mask thing, then lose color, then finally disappear entirely.  This also causes the combat radar to act funky, though fortunately it does not affect missions.
Title: Re: [0.65.1a] Common Radar v1.1c (released 2014-12-03)
Post by: Reh on December 03, 2014, 04:47:27 AM
There seems to be a bug with the campaign radar; seemingly at random, when flying around, I notice areas where the radar will first lose the radial radar mask thing, then lose color, then finally disappear entirely.  This also causes the combat radar to act funky, though fortunately it does not affect missions.

Do you play with dev versions of you mods? I have all the currently updated mods active and never observed that.
Title: Re: [0.65.1a] Common Radar v1.1c (released 2014-12-03)
Post by: Dark.Revenant on December 03, 2014, 10:44:36 AM
There seems to be a bug with the campaign radar; seemingly at random, when flying around, I notice areas where the radar will first lose the radial radar mask thing, then lose color, then finally disappear entirely.  This also causes the combat radar to act funky, though fortunately it does not affect missions.

Do you play with dev versions of you mods? I have all the currently updated mods active and never observed that.

I tried with ShaderLib disabled and the issue persisted.  I fail to see how any of the other mods I have could affect this, especially since the radar worked fine in the previous version.
Title: Re: [0.65.1a] Common Radar v1.1c (released 2014-12-03)
Post by: Reh on December 09, 2014, 12:32:58 PM
There seems to be a bug with the campaign radar; seemingly at random, when flying around, I notice areas where the radar will first lose the radial radar mask thing, then lose color, then finally disappear entirely.  This also causes the combat radar to act funky, though fortunately it does not affect missions.

It started happening with my game as well. First the static frame becomes very dark, then disappears completely, the marks on radar do something similar. Funnily enough if the entire radar disappears completely and I press shift, it reappears but is very dark/transparent. By hitting space I can make the dark radar appear/disappear. Looks like the alpha channel goes crazy for reasons known only to itself.
Title: Re: [0.65.1a] Common Radar v1.1c (released 2014-12-03)
Post by: LazyWizard on December 09, 2014, 04:28:56 PM
Could you try replacing the jar in the mod folder with this one (https://bitbucket.org/LazyWizard/common-radar/downloads/lw_Radar.jar) and see if the problem disappears?
Title: Re: [0.65.1a] Common Radar v1.1c (released 2014-12-03)
Post by: Reh on December 09, 2014, 07:19:59 PM
Could you try replacing the jar in the mod folder with this one (https://bitbucket.org/LazyWizard/common-radar/downloads/lw_Radar.jar) and see if the problem disappears?

A few hours of play and it seems to be fixed. Thanks for quick response.
Title: Re: [0.65.1a] Common Radar v1.1d (released 2014-12-09)
Post by: LazyWizard on December 09, 2014, 09:44:08 PM
Version 1.1d is up, get it here (https://bitbucket.org/LazyWizard/common-radar/downloads/Common%20Radar%201.1d.zip) (mirror (http://www.mediafire.com/download/gszw39wnnd4fb3v/Common_Radar_1.1d.zip)). This (hopefully) fixes the bug where campaign radar components would occasionally vanish.

If you already downloaded the replacement jar from my last post, this release is identical. You can change "patch" in radar.version to d to prevent Version Checker from nagging about this update if you don't want to redownload.
Title: Re: [0.65.1a] Common Radar v1.1d (released 2014-12-09)
Post by: Ratheden on December 10, 2014, 11:10:37 AM
Awesome mod, and thanks for a quick fix.   8)
Title: Re: [0.65.1a] Common Radar v1.1d (released 2014-12-09)
Post by: Shedovv on February 04, 2015, 10:34:24 PM
I know you moved to 56.1a already. But I am playing SS 0.6.2a and the same bug that Reh and Nanao had. Though I am not sure what causes it. I was attacking a fleet of Vanilla pirates as a Hiigaran Descendants fleet, as soon as I selected ships for deployment it crashed. Note: It is something in Radar cuz when I ran a battle with Radar mod ticked off nothing crashed. Something tells me it has something to do with how your mod checks for what icon it needs to display for a ship. But that's just my wild guess. If you'd be so kind to look into the matter and also do a patch for v1.0 of your mod. I'd greatly appreciate. Meanwhile I am off to dig in the mod's code to erase the Combat Radar portion of said code. Cuz I'd still like to have the Campaign Radar at least.

Also here:
Spoiler
1334344 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NoSuchMethodError: com.fs.starfarer.api.combat.CombatFleetManagerAPI.getDeployedFleetMemberEvenIfD isabled(Lcom/fs/starfarer/api/combat/ShipAPI;)Lcom/fs/starfarer/api/combat/DeployedFleetMemberAPI;
java.lang.NoSuchMethodError: com.fs.starfarer.api.combat.CombatFleetManagerAPI.getDeployedFleetMemberEvenIfD isabled(Lcom/fs/starfarer/api/combat/ShipAPI;)Lcom/fs/starfarer/api/combat/DeployedFleetMemberAPI;
   at org.lazywizard.lazylib.combat.CombatUtils.getFleetMember(CombatUtils.java:51)
   at org.lazywizard.radar.renderers.combat.CombatReadinessRenderer.render(CombatReadinessRenderer.java:201)
   at org.lazywizard.radar.CombatRadarPlugin.render(CombatRadarPlugin.java:253)
   at org.lazywizard.radar.CombatRadarPlugin.advance(CombatRadarPlugin.java:288)
[close]

I am not a code expert but after giving that another look this might not necessarily be a problem with your mod but rather caused by it?
Title: Re: [0.65.1a] Common Radar v1.1d (released 2014-12-09)
Post by: LazyWizard on February 05, 2015, 02:00:57 AM
You would be correct that it's the ship renderer that's causing that crash in combat. There was a bug in older versions of the mod where it'd crash when rendering the contact shapes for ships that didn't have normal bounds. For an easy fix, go to data/config/radar/combat_radar_plugins.csv and swap which ShipRenderer is commented out. The other one (ShipSimpleRenderer) shows triangles like the campaign radar instead of rendering bounds, so it doesn't have this problem.

For the other crash, it looks like you have a newer version of LazyLib that uses API methods that don't exist in old versions of Starsector. For .6.2a you'll want LazyLib 1.9b (https://bitbucket.org/LazyWizard/lazylib/downloads/LazyLib%201.9b.zip).

Meanwhile I am off to dig in the mod's code to erase the Combat Radar portion of said code.
Nooooooo. The radar's code is by far the ugliest of all my mods.
Title: Re: [0.65.1a] Common Radar v1.1d (released 2014-12-09)
Post by: Shedovv on February 05, 2015, 09:17:12 AM
~SNIP

For the other crash, it looks like you have a newer version of LazyLib that uses API methods that don't exist in old versions of Starsector. For .6.2a you'll want LazyLib 1.9b (https://bitbucket.org/LazyWizard/lazylib/downloads/LazyLib%201.9b.zip).

Meanwhile I am off to dig in the mod's code to erase the Combat Radar portion of said code.
Nooooooo. The radar's code is by far the ugliest of all my mods.

Too late I already did that. :3 Though it looked quite well written.. in comparison to some things I saw.
Also Thank you for such quick response, I am installing it atm gonna report back if it's not gonna help. But given the age of the version and stuff I'd assume it will work.
Title: Re: [0.65.2a] Common Radar v1.1e (released 2015-02-12)
Post by: LazyWizard on February 12, 2015, 05:24:29 PM
Version 1.1e is up, get it here (https://bitbucket.org/LazyWizard/common-radar/downloads/Common%20Radar%201.1e.zip) (mirror (http://www.mediafire.com/download/pbe6hs26j2iqczy/Common_Radar_1.1e.zip)). This update adds something a few other modders have requested: a way to block entities from being drawn on the campaign radar.

I need to add some real features soon. The number of patches to 1.1 is getting ridiculous.

Changelog:
Quote
1.1e (February 12, 2015)
==========================
Stations and planets with the "comm_relay" tag aren't considered relays
The campaign radar won't draw anything with the tag "radar_nodraw"
Title: Re: [0.65.2a] Common Radar v1.1e (released 2015-02-12)
Post by: Taverius on February 12, 2015, 05:43:04 PM
The number of patches to 1.1 is getting ridiculous.
Well, you're still doing better @ that than OpenSSL, so that's something :D
Title: Re: [0.65.2a] Common Radar v1.1e (released 2015-02-12)
Post by: Aklyon on February 12, 2015, 06:11:00 PM
Path of Exile had a .#.qq patch at one point, though that might've been intentional naming. Its also had a z before, so you're still doing better than that too :)
Title: Re: [0.65.2a] Common Radar v1.1e (released 2015-02-12)
Post by: pyg on February 13, 2015, 02:52:25 PM
I love this mod!  Should be part of the default game IMO.  I change the default combat range to 3000 as 2100 is just barely more than I can see panned far.  Doesn't seem to be a noticeable cpu hit.  Thanks for the quick .65.2a update as well.
Title: Re: [0.65.2a] Common Radar v1.1e (released 2015-02-12)
Post by: Sproginator on February 14, 2015, 03:41:07 AM
This looks amazing! Can't wait to try it out!
Title: Re: [0.65.2a] Common Radar v1.1f (released 2015-03-06)
Post by: LazyWizard on March 06, 2015, 03:26:30 PM
Version 1.1f is up, get it here (https://bitbucket.org/LazyWizard/common-radar/downloads/Common%20Radar%201.1f.zip) (mirror (http://www.mediafire.com/download/a7nk2iuoc7ff0x4/Common_Radar_1.1f.zip)). This mod requires LazyLib, which can be found here (http://fractalsoftworks.com/forum/index.php?topic=5444.0).

This update should fix an issue several players reported where the radar would vanish or get corrupted while flying on the campaign map.

It also makes the lines and points on the radar slightly sharper (thanks to Alex for the tip).
Title: Re: [0.65.2a] Common Radar v1.1f (released 2015-03-06)
Post by: LazyWizard on March 20, 2015, 05:54:53 AM
Ever been mildly annoyed at how hard it is to tell when a ship is about to retreat in a pursuit battle? This might help:
Spoiler
(https://i.imgur.com/36M2CFj.png)

The dim yellow area shows where retreat is possible. The red line is the gravity barrier around the battle map.
[close]
Title: Re: [0.65.2a] Common Radar v1.1f (released 2015-03-06)
Post by: Nanao-kun on March 20, 2015, 10:27:51 AM
Ever been mildly annoyed at how hard it is to tell when a ship is about to retreat in a pursuit battle? This might help:
Spoiler
(https://i.imgur.com/36M2CFj.png)

The dim yellow area shows where retreat is possible. The red line is the gravity barrier around the battle map.
[close]
Definitely looks useful.
Title: Re: [0.65.2a] Common Radar v2.0 (released 2015-10-04)
Post by: LazyWizard on October 04, 2015, 12:23:14 AM
Version 2.0 is up, get it here (https://bitbucket.org/LazyWizard/common-radar/downloads/Common%20Radar%202.0.zip) (mirror (http://www.mediafire.com/download/4c85pmtq9geu4ms/Common_Radar_2.0.zip)). Still requires LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0). Several files have moved around, so you should delete your old radar mod folder before installing. This update breaks compatibility with any custom radar renderers others have written - luckily I don't know of anyone who has done so! If they do exist, their authors should check javadoc.zip for the new method signatures.

A big change certain people will be happy to see: ship contacts now have proper polygons, thanks to the inclusion of some polygon triangulation code ported from the Slick2D library (http://slick.ninjacave.com/). A few ships fail to triangulate properly and fall back to the old "close enough" behavior (vanilla's Paragon and SS+'s Cathedral, off the top of my head), but the vast majority of ships will look much better than they did before.

I also divorced the radar's framerate from the game so it's not wasting CPU cycles to tell you a ship's moved 0.3 pixels every 1/60th of a second. It now defaults to 20FPS, but you can easily bump that up in data/config/radar/radar_settings.json if you wish.

There's also a new combat renderer showing map boundaries and retreat areas, a better icon for relays, bounty coloration on the campaign map, and a few changes to let modders filter what is shown on the radar. Here's the full changelog:
Quote
2.0 (October 04, 2015)
========================
Radar framerate is now separate from Starsector's framerate, defaults to 20 FPS
Merged radar settings into a single file, data/config/radar/radar_settings.json
Combined campaign and combat radars into one codebase
Replaced CampaignRadar and CombatRadar with a generic CommonRadar interface
Added excluded_ships.csv, can exclude single hulls or ones with certain prefixes
Added excluded_missiles.csv, can exclude missiles by their projectile ID
Added RadarSettings class to retrieve loaded renderers and radar settings
Added getCurrentSightRadius() to CommonRadar interface
Improved icon for relays in the campaign
All renderers now support a "maxShown" setting where valid
Campaign fleet renderer changes:
 - Fleets with a bounty on their head are now shown as gold on the radar
   (faction-level bounties flash between gold and their regular color so you
    won't accidentally chase/attack a friendly faction)
Combat progress renderer changes:
 - Relative fleet balance calculation is no longer based on information that
   the player can't obtain in-game, is instead now based on the ship's fleet
   point costs (with a 75% penalty to calculated strength for civilian ships)
New combat renderer: MapBorderRenderer
 - Displays retreat zones in yellow
 - Displays gravity barrier line in red
 - Displays out of bounds in grey
New combat renderer: ShipRenderer
 - Replaces ShipSimpleRenderer and ShipPolygonRenderer
 - Draws proper polygons for ships instead of approximations like old system
 - Will fall back to approximations on ships that can't be triangulated (only
   the Paragon in vanilla and a handful of ships in existing mods)
 - To draw ships as triangles instead (like with the old ShipSimpleRenderer),
   change "simpleMode" to true in radar_settings.json under "shipRenderer"
 - Shields are drawn filled, can be reverted to the old behavior by changing
   "drawSolidShields" to false in radar_settings.json under "shipRenderer"
New utility class: DrawQueue
 - Aids in efficiently drawing many primitive shapes multiple frames in a row
 - Handles native buffer allocation/data/resizing automatically
 - Uses VBOs if the user's card supports them (hint: it does)
New utility class: ShapeUtils
 - Calculates vertices (as float arrays) for common shapes
All interfaces are now fully documented (see javadoc.zip in mod folder)
Miscellaneous optimizations and improvements
Title: Re: [0.65.2a] Common Radar v2.0 (released 2015-10-04)
Post by: Tartiflette on October 04, 2015, 12:53:33 AM
Quote
Added excluded_ships.csv, can exclude single hulls or ones with certain prefixes
Added excluded_missiles.csv, can exclude missiles by their projectile ID
MWAhahahahahaha.... Perfect!

[EDIT] Ooooooh I think I'll lower the framerate of the radar to 5fps, and get a nice Alien motion sensor effect... I just need to add an animated circle starting from the center and it would be perfect!
Title: Re: [0.7a] Common Radar v2.1 (released 2015-11-19)
Post by: LazyWizard on November 19, 2015, 01:46:58 PM
Version 2.1 is up, get it here (https://bitbucket.org/LazyWizard/common-radar/downloads/Common%20Radar%202.1.zip) (mirror (http://www.mediafire.com/download/3240ufv38g33emn/Common_Radar_2.1.zip)). Still requires LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0).

This update switches many of the renderers from drawn polygons to sprites, making them look much smoother. It also adds other various quality-of-life features, such as showing your remaining CR timer on the bar to the right.

Thanks to MesoTroniK for the new fleet and missile contact sprites, as well as his help with testing the new features.

Full changelog:
Quote
2.1 (November 19, 2015)
=========================
(thanks to MesoTroniK for spritework and extensive help testing new features)
Updated to be compatible with Starsector 0.7a
The "maxShown" setting has been enabled for all renderers, defaults increased
Added "verticesPerCircle" setting, increase this for smoother radar rings
Asteroid renderer (both campaign and combat) changes:
 - Uses a sprite now, should look much smoother
 - Scaled based on their true size, not a flat value multiplied by zoom level
Campaign fleet renderer changes:
 - Uses a sprite now, should look much smoother
 - Unknown (transponder off) contacts are shown in neutral colors
 - Fixed issue where player fleet would flash bounty colors if a faction was
   paying for kills against their enemies and was hostile towards the player
Planet renderer changes:
 - Uses vanilla map icons instead of polygons
 - Differentiates between planets and stars
Battle objective renderer changes:
 - Fixed pop-in issue when objective is at the very edge of radar
 - Added a slight tinge to the center of the objective diamond
 - Changed render order to be drawn below other combat entities
Combat readiness renderer changes:
 - Bar is dimmed until you have started losing combat readiness
 - Remaining peak CR timer is shown as a white line down the middle of the bar
Combat ship renderer changes:
 - Separated ship and shield rendering
 - Increased transparency of shields
 - Added smoothing to shields (might cause artifacts on some cards, let me know)
 - Bumped default shield segment count from 18 (?!) to 64
 - Transparency of ship contacts is based on the alpha of the actual sprite
   - Ships with custom right click ship systems won't be momentarily
     transparent on the radar when using them now (ex: Exigency Incorporated)
   - Fighters taking off or landing on a carrier should fade in/out
 - Removed "phasedShipAlphaMult" setting, added "minShipAlphaMult"
   (ships with 0 alpha will be completely invisible regardless of this setting)
 - Polygon triangulator is now a config file option, added the other Slick2D
   triangulator implementations
 - Fixed bug causing shields to have the wrong number of segments
 - Bumped default fighter contact scaling from 175% to 225% actual size
 - Use sprite size instead of collision radius for calculating fighter size
   (this should fix the issue with shield drones and their oversized radius)
 - Fixed issue where a fighter's shields weren't being scaled
Missile renderer changes:
 - Uses a sprite now, should look much smoother, sprite shows facing of missile
 - Differentiates between missiles and flares
 - Missile contacts are the same size at every zoom level
 - New settings: "missileContactSize" and "flareContactSize"
Title: Re: [0.7a] Common Radar v2.1 (released 2015-11-19)
Post by: Powerchicken on November 25, 2015, 05:18:29 PM
I'm getting this error upon launching the game, 0.7a, with or without other mods installed http://puu.sh/lyTEd/c967fbcf9a.png (http://puu.sh/lyTEd/c967fbcf9a.png) 

Lazylib should be working.
Title: Re: [0.7a] Common Radar v2.1 (released 2015-11-19)
Post by: LazyWizard on November 25, 2015, 05:55:47 PM
Just to check: you're running the latest version of LazyLib (2.1) and it's tagged in the launcher?
Title: Re: [0.7a] Common Radar v2.1 (released 2015-11-19)
Post by: Powerchicken on November 25, 2015, 06:12:25 PM
Deleted and re-added the mods, works now. Not entirely sure why it didn't work before.
Title: Re: [0.7a] Common Radar v2.1 (released 2015-11-19)
Post by: OOZ662 on November 26, 2015, 09:20:58 AM
Since this last update, the combat radar seems basically unusable for me at the widest zoom (least zoomed-in) setting. Anything smaller than a cruiser amounts to a small sliver of pixels, with frigates being like 5x2. I don't recall it being that way in the previous version, but I don't see anything in the changes that would explicitly cause it. My screen resolution is horrid by today's standards at 1280x800, so I can't complain too much.

On that note, is there a way to scale the whole interface? I feel like I could almost double the size of the radar and not have it particularly in the way.
Title: Re: [0.7a] Common Radar v2.1 (released 2015-11-19)
Post by: LazyWizard on November 26, 2015, 09:37:33 AM
Since this last update, the combat radar seems basically unusable for me at the widest zoom (least zoomed-in) setting. Anything smaller than a cruiser amounts to a small sliver of pixels, with frigates being like 5x2. I don't recall it being that way in the previous version, but I don't see anything in the changes that would explicitly cause it. My screen resolution is horrid by today's standards at 1280x800, so I can't complain too much.

Nothing has changed regarding ship contact size (aside from fighters, which should be larger). As a last resort you can set "simpleMode" to true in radar_settings.json to draw all ships as triangles, which should make them easier to see. Future updates will hopefully make ships more decipherable at wider zooms.

Quote
On that note, is there a way to scale the whole interface? I feel like I could almost double the size of the radar and not have it particularly in the way.

Not in the current version; the radar circle diameter is hard-coded to be 1/5th the height of the display. Every component automatically scales to the radar's size, so it'd be trivial to add a setting to change this. Expect one in the next version. :)
Title: Re: [0.7.1a] Common Radar v2.2 (released 2015-12-25)
Post by: LazyWizard on December 25, 2015, 09:17:28 AM
Version 2.2 is up, get it here (https://bitbucket.org/LazyWizard/common-radar/downloads/Common%20Radar%202.2.zip) (mirror (http://www.mediafire.com/download/kiki5zo427p338a/Common_Radar_2.2.zip)). Still requires LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0).

There are two big changes in this update:
Spoiler
(https://i.imgur.com/79NWT9K.png)
[close]

Yes, campaign nebulae are in, and the radar's finally resizable. Allies are also colored differently on the combat radar/battle progress bar.

I apologize for how long this update took. Would it help if I said it was 99% finished over a week ago, I've just been lazy? No, probably not.

Edit: I'll be with family for the rest of today, so if there's a problem with this release here's the previous one (https://bitbucket.org/LazyWizard/common-radar/downloads/Common%20Radar%202.1.zip). Merry Christmas, everyone.

Full changelog:
Quote
2.2 (December 25, 2015)
=========================
Empty rows in radar CSVs are ignored correctly
Added to radar_settings.json:
 - "radarSize", determines the size of the radar as a fraction of the display
   height, defaults to 0.2 or 20% display height. Keep in mind that the radar
   adds 10% of its diameter as padding to the side/below.
 - "allyColor", the color of teammates in battle
Increased default "maxShown" settings due to optimizations to sprite rendering
Added getAlliedContactColor() to CommonRadar interface
Added isPointOnRadar() to CommonRadar interface
Added ReloadRadar console command (only if Console Commands mod is enabled)
Battle progress renderer changes:
 - Allies have their own section of the bar
Combat ship renderer changes:
 - Allied ships have their own color
New campaign renderer: NebulaRenderer
 - Handles nebula and deep hyperspace, does not show hyperspace storms yet
New optional renderer: MemoryUsageRenderer
 - Appears to the left of the radar in both campaign and combat
 - White portion of bar is fraction used of max allocatable memory
 - Gray portion of bar is fraction allocated of max allocatable memory
 - Shows heap memory on left, non-heap memory on right
   (heap is the value most users will want to keep an eye on)
 - Disabled by default, enable in the relevant CSVs in data/config/radar
New utility class: SpriteBatch
 - Aids in efficiently drawing a sprite many times in a row
Miscellaneous optimizations and improvements
Title: Re: [0.7.1a] Common Radar v2.2 (released 2015-12-25)
Post by: JohnDoe on December 25, 2015, 12:15:52 PM
Thanks for the update. The nebulae are beautiful!
Title: Re: [0.7.1a] Common Radar v2.2 (released 2015-12-25)
Post by: Gezzaman on December 27, 2015, 10:54:10 PM
very nice update. Pretty graphics
Title: Re: [0.7.1a] Common Radar v2.2 (released 2015-12-25)
Post by: Snrasha on December 28, 2015, 02:13:15 AM
When you spawn in new game(with Nexerelin), and you see 10 red icon in radar who pursuit you , we would want desactivate radar with hope , it is just a nightmare. Then, you dead.  VDM '.'


Thank for your mod.
Title: Re: [0.7.2a] Common Radar v2.2 (released 2015-12-25)
Post by: Sy on April 22, 2016, 10:06:54 AM
is it possible to completely disable the combat radar while keeping the campaign radar enabled? i find the campaign one very useful, but realized i never really use the combat one, as i frequently check the tactics screen anyway, to keep track of everything that's going on anywhere on the map. i looked through the settings file, but could only find options to disable individual elements, and hiding it by pressing K seems to reset after the current battle.
Title: Re: [0.7.2a] Common Radar v2.2 (released 2015-12-25)
Post by: LazyWizard on April 22, 2016, 03:28:38 PM
Yes, you can disable the combat portion by editing data/config/settings.json and commenting out the line "CombatRadarPlugin":"org.lazywizard.radar.plugins.CombatRadarPlugin". Just add a # to the start of the line.

Spoiler
Quote from: data/config/settings.json
{
    "plugins":
    {
        #"CombatRadarPlugin":"org.lazywizard.radar.plugins.CombatRadarPlugin"
    },

    "graphics":
    {
        "radar":
        {
            "flare":"graphics/lw_radar/campaign/planet.png",
            "missile":"graphics/lw_radar/combat/missile.png",
            "missileLock":"graphics/lw_radar/combat/missile_lock.png",
            "asteroid":"graphics/lw_radar/campaign/planet.png",
            "fleet":"graphics/lw_radar/campaign/fleet.png",
            "jumpPoint":"graphics/lw_radar/campaign/portal.png",
            "planet":"graphics/lw_radar/campaign/planet.png",
            "star":"graphics/lw_radar/campaign/star.png",
            "station":"graphics/lw_radar/campaign/station.png",
            "relay":"graphics/lw_radar/campaign/relay.png",
            "nebula":"graphics/lw_radar/campaign/nebula.png"
        }
    }
}
[close]
Title: Re: [0.7.2a] Common Radar v2.2 (released 2015-12-25)
Post by: Sy on April 22, 2016, 03:45:59 PM
thanks! :]
Title: Re: [0.7.2a] Common Radar v2.3 (released 2016-11-10)
Post by: LazyWizard on November 10, 2016, 01:24:24 PM
Version 2.3 is up, get it here (https://bitbucket.org/LazyWizard/common-radar/downloads/Common%20Radar%202.3.zip) (mirror (http://www.mediafire.com/file/2pzmj2ny1fzdmp9/Common_Radar_2.3.zip)). This mod requires LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0).

Combat nebulae are now shown on the radar, ships are rendered much more accurately than before, and everything else got a coat of polish. The radar should look much better now.

Thanks to Meso for pushing me to finally release this thing (it's been mostly complete since, er, March), and for invaluable advice on the visual tweaks in this update.

Changelog:
Quote
2.3 (November 10, 2016)
=========================
Bumped up default radar size by 25% (was 1/5 of display height, now 1/4)
Slightly lowered default radar transparency (was 70%, now 65%)
Reversed direction of radar ring fade, now more transparent towards center
 - To use the old setting, enable "reverseRingFade" in radar_settings.json
Added "showMemoryUsage" setting to radar_settings.json (disabled by default)
Fixed SpriteBatch position issues when used with non-centered SpriteAPIs
Removed Slick2D geometry classes (now unused, see ShipRenderer changes below)
Added data/config/radar/excluded_missile_locks.csv:
 - Missiles in this file will not be drawn orange when targeting the player,
   nor will a missile lock icon be shown
Campaign nebula renderer changes:
 - Custom campaign terrain with the tag "radar_nebula" will be drawn as nebulae
 - Added slight alpha level variations to visually break up the nebula tile map
Combat asteroid renderer changes:
 - Fixed asteroids being drawn when the player flagship is destroyed
Missile renderer changes:
 - Fixed flares using the wrong settings, obeys flareContactSize setting now
Ship renderer changes:
 - Completely rewritten; now draws ships using their sprite, not collision
   bounds, for perfect accuracy - this includes fighters as well
 - Shields are now drawn underneath ships
 - Minimum render sizes for ships and fighters (independent of zoom level; by
   default a ship will never go below 8 pixels wide, nor a fighter below 6)
   This should fix small ships becoming nigh-invisible at max zoom
 - Bumped up default maxShown setting to 100 (was 60)
 - New settings:
   - "renderMode", controls whether ships/fighters are drawn using their sprites
     or as simple triangles. Valid options: SPRITES, SIMPLE_FIGHTERS, SIMPLE_ALL
   - "minShipSize", minimum size in pixels a ship will be rendered at regardless
     of current zoom level (no more invisible ships at max zoom)
   - "minFighterSize", same as above, but for fighters only
   - "simpleIcon", the sprite used when a simple render mode is used. By default
     this is the same triangle used for fleets in the campaign radar
New combat renderer: NebulaRenderer
 - Equivalent to campaign nebulae renderer
Title: Re: [0.7.2a] Common Radar v2.3b (released 2017-03-16)
Post by: LazyWizard on March 16, 2017, 09:09:33 PM
Version 2.3b is up, get it here (https://bitbucket.org/LazyWizard/common-radar/downloads/Common%20Radar%202.3b.zip) (mirror (http://www.mediafire.com/file/27l3tache2a3tsd/Common_Radar_2.3b.zip)). This mod requires LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0).

Changelog:
Quote
2.3b (March 16, 2017)
=======================
Switched version file hosting to Bitbucket
Combat Readiness renderer changes:
 - Fixed timer bar being misaligned by a single pixel
Title: Re: [0.8a] Common Radar v2.4 (released 2017-04-21)
Post by: LazyWizard on April 21, 2017, 11:00:44 AM
Version 2.4 is up, get it here (https://bitbucket.org/LazyWizard/common-radar/downloads/Common%20Radar%202.4.zip) (mirror (http://www.mediafire.com/file/o4ilgc5c9bwduad/Common_Radar_2.4.zip)). This mod requires LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0).

Changelog:
Quote
2.4 (April 21, 2017
=====================
Updated to be compatible with Starsector 0.8a
Campaign radar is disabled by default now that vanilla has its own radar UI
 - Enable by setting "showCampaignRadar" to false in data/config/settings.json
Title: Re: [0.8a] Common Radar v2.4 (released 2017-04-21)
Post by: JohnDoe on April 21, 2017, 12:03:22 PM
Kinda wished the 0.8 campaign radar would show deep hyperspace. Truth be told I like this mod's campaign radar more.
Title: Re: [0.8a] Common Radar v2.4b (released 2017-04-21)
Post by: LazyWizard on April 21, 2017, 04:33:11 PM
Version 2.4b is up, get it here (https://bitbucket.org/LazyWizard/common-radar/downloads/Common%20Radar%202.4b.zip) (mirror (http://www.mediafire.com/file/3pc81nc8z8b7muu/Common_Radar_2.4b.zip)). This mod requires LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0).

Changelog:
Quote
2.4b (April 21, 2017)
=======================
Fixed choppy radar animations when time dilation ship systems are in effect
Title: Re: [0.8a] Common Radar v2.4 (released 2017-04-21)
Post by: Alex on April 21, 2017, 04:39:47 PM
Kinda wished the 0.8 campaign radar would show deep hyperspace.

(It does? Or am I missing something?)
Title: Re: [0.8a] Common Radar v2.4 (released 2017-04-21)
Post by: LazyWizard on April 21, 2017, 04:52:50 PM
Kinda wished the 0.8 campaign radar would show deep hyperspace.

(It does? Or am I missing something?)

I think it might be broken. There's what looks like hyperspace terrain on the vanilla radar, but it doesn't seem to move with my fleet.
Title: Re: [0.8a] Common Radar v2.4b (released 2017-04-21)
Post by: Dark.Revenant on April 22, 2017, 12:01:47 AM
The radar doesn't handle ship splitting properly.
Title: Re: [0.8a] Common Radar v2.4b (released 2017-04-21)
Post by: LazyWizard on April 22, 2017, 12:12:02 AM
The radar doesn't handle ship splitting properly.

Thanks for letting me know. I'll take a look at it tomorrow later today.
Title: Re: [0.8a] Common Radar v2.4b (released 2017-04-21)
Post by: Cyan Leader on April 22, 2017, 05:43:27 AM
Can this mod be used only for combat? I rather like the vanilla radar, but it's only in the campaign.
Title: Re: [0.8a] Common Radar v2.4b (released 2017-04-21)
Post by: JohnDoe on April 22, 2017, 11:28:07 AM
Can this mod be used only for combat? I rather like the vanilla radar, but it's only in the campaign.

Version 2.4 is up, get it here (https://bitbucket.org/LazyWizard/common-radar/downloads/Common%20Radar%202.4.zip) (mirror (http://www.mediafire.com/file/o4ilgc5c9bwduad/Common_Radar_2.4.zip)). This mod requires LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0).

Changelog:
Quote
2.4 (April 21, 2017
=====================
Updated to be compatible with Starsector 0.8a
Campaign radar is disabled by default now that vanilla has its own radar UI
 - Enable by setting "showCampaignRadar" to false in data/config/settings.json
Title: Re: [0.8a] Common Radar v2.4b (released 2017-04-21)
Post by: Midnight Kitsune on April 22, 2017, 11:59:29 AM
Can this mod be used only for combat? I rather like the vanilla radar, but it's only in the campaign.

Version 2.4 is up, get it here (https://bitbucket.org/LazyWizard/common-radar/downloads/Common%20Radar%202.4.zip) (mirror (http://www.mediafire.com/file/o4ilgc5c9bwduad/Common_Radar_2.4.zip)). This mod requires LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0).

Changelog:
Quote
2.4 (April 21, 2017
=====================
Updated to be compatible with Starsector 0.8a
Campaign radar is disabled by default now that vanilla has its own radar UI
 - Enable by setting "showCampaignRadar" to false in data/config/settings.json
I would wait to get this until after the Wizard fixes it for splitting ships
Title: Re: [0.8a] Common Radar v2.4c (released 2017-05-05)
Post by: LazyWizard on May 05, 2017, 06:28:25 AM
Version 2.4c is up, get it here (https://bitbucket.org/LazyWizard/common-radar/downloads/Common%20Radar%202.4c.zip) (mirror (http://www.mediafire.com/file/r7dci19waaqu7tg/Common_Radar_2.4c.zip)). This mod requires LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0).

This update only prevents ship debris from being drawn on the radar. I intend to write a proper renderer for debris later (after updating the console mod, which is taking longer than anticipated), but until then this fix will at least make the radar usable in combat again.
Title: Re: [0.9a] Common Radar v2.5 (released 2018-11-16)
Post by: LazyWizard on November 16, 2018, 12:44:09 PM
Version 2.5 is up, get it here (https://bitbucket.org/LazyWizard/common-radar/downloads/Common%20Radar%202.5.zip) (mirror (http://www.mediafire.com/file/seon9e5luz410ao/Common_Radar_2.5.zip)). This mod requires LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0).

Changelog:
Quote
2.5 (November 16, 2018)
=========================
Updated to be compatible with Starsector 0.9a
Added the Squall to the missile lock icon exclusion list
Missile renderer changes:
 - Changed missile contact colors to make them easier to distinguish from ships
   (default dark purple for enemy and burnt out missiles, dark green for allied,
    orange for missiles that are locked onto the player ship)
 - Added "enemyMissileColor" and "friendlyMissileColor" to radar_settings.json

There's still no support for ship pieces on the combat radar, sorry.
Title: Re: [0.9.1a] Common Radar v2.5 (released 2018-11-16)
Post by: Shuhei on August 17, 2019, 02:40:07 PM
Could you please consider increasing a little zoom range or adding a fourth mode with bigger range? I like the idea but my experience with the mod shows that the range is little too small to make a radar useful.
Title: Re: [0.9.1a] Common Radar v2.5 (released 2018-11-16)
Post by: LazyWizard on August 17, 2019, 02:42:34 PM
You can increase the radar's range by going into data/config/radar/radar_settings.json and editing the "combatRadarRange" setting.
Title: Re: [0.9.1a] Common Radar v2.5 (released 2018-11-16)
Post by: Shuhei on August 17, 2019, 02:57:37 PM
Thank you kindly for your help! :)
Title: Re: [0.9.1a] Common Radar v2.5 (released 2018-11-16)
Post by: OldManHenderson on October 19, 2019, 12:09:24 PM
I installed this but am I supposed to be able to see a radar in combat? because I don't
Title: Re: [0.9.1a] Common Radar v2.5 (released 2018-11-16)
Post by: LazyWizard on October 19, 2019, 12:30:33 PM
Just to check, mod_info.json is in the root of the radar mod folder (you didn't extract to a subdirectory by accident) and the radar is enabled in the launcher, right?
Title: Re: [0.9.1a] Common Radar v2.5 (released 2018-11-16)
Post by: OldManHenderson on October 19, 2019, 01:10:34 PM
I'm an absolute idiot I forgot to enable mods ffs
Title: Re: [0.9.1a] Common Radar v2.5 (released 2018-11-16)
Post by: ReconUHD on February 21, 2020, 03:47:30 AM
Enabling this mod seem to have broken the command screen during battle: the screen would be dragged towards the bottom left corner. The only way to select ships near the right top side of the map would be to zoom out. I am not entirely sure if this is the mod’s doing or some incompatibility issue though.
Title: Re: [0.9.1a] Common Radar v2.5 (released 2018-11-16)
Post by: TaylorItaly on February 21, 2020, 06:55:31 AM
This mod does not break anything !!!

It must be something else . best to show a screenshot with the problem! ;)
Title: Re: [0.9.1a] Common Radar v2.5 (released 2018-11-16)
Post by: ReconUHD on February 22, 2020, 01:02:31 AM
This mod does not break anything !!!

It must be something else . best to show a screenshot with the problem! ;)


Ultimately want able to replicate the bug. Great mod though.
Title: Re: [0.9.1a] Common Radar v2.5 (released 2018-11-16)
Post by: poika on July 08, 2020, 08:41:35 AM
I'm having a minor issue with the mod.

It worked fine at first. But after I played around with the config settings to customize the combat radar the blackground became completely transparent. There is no background at all regardless of what values I put in for radarUIAlpha or radarBackgroundAlpha.

I changed the settings back, I replaced the config file with the original, I reinstalled the entire mod. All the other settings reverted, but the background simply isn't there. Also the white lines on the CR and Battle progress bars disappeared. I don't mind since I turned those off anyway but just something I noticed after I restored the settings to default.

My mod list is Autosave, Combat analytics, Combat chatter, Console commands, LazyLib, Version Checker, Weapons Group Controls and GraphicsLib but I had all those installed when I first started tinkering with the radar mod configs.

It's probably not a problem with the mod since it worked correctly at first but what could I try to fix it?
Title: Re: [0.9.1a] Common Radar v2.5 (released 2018-11-16)
Post by: majorfreak on August 10, 2020, 04:46:38 PM
uhm...why can't i see debris fields nor derelicts on the common radar? did i tweak the settings too much?
Title: Re: [0.9.1a] Common Radar v2.5b (released 2020-08-28)
Post by: LazyWizard on August 28, 2020, 09:47:17 PM
Version 2.5b is out, get it here (https://github.com/LazyWizard/combat-radar/releases/download/2.5b/Common_Radar_2.5b.zip). This mod requires LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0).

This update adds no new features, and only moves the mod's version files from Bitbucket (which can no longer be connected to with the outdated JRE that Starsector ships with) to GitHub. If you don't use the Version Checker mod you don't need to download this update.
Title: Re: [0.9.1a] Common Radar v2.5b (released 2020-08-28)
Post by: SaberCherry on September 04, 2020, 06:36:31 PM
"You can increase the radar's range by going into data/config/radar/radar_settings.json and editing the "combatRadarRange" setting."

This is very useful information and hard to find.  I play on 2560x1440 and by default the maximum range is useless since you can see more on the screen (at max zoom, where I always play).  If I can make a suggestion, it would be to make 5 zoom levels the default with 3 as the default zoom, so that you can zoom both in and out by default (and to make that crucial information about how to adjust zoom levels more obvious).  I was very confused when I installed this and it showed less than I could see on my normal screen.  I then set it to 3000 but it's not quite enough; I'm trying 4000 now.

I think this is wonderful and I really appreciate you making it.  I just happened to randomly get a huge monitor and it's super-useful to see the entire battle map as an insert.

...also, you mention in the description that the time-complexity increases exponentially with the radar radius.  That's not correct; it should be quadratically (I hope), which isn't too important.  If it actually is exponential let me know and I'll rewrite it to be quadratic.
Title: Re: [0.9.1a] Common Radar v2.5b (released 2020-08-28)
Post by: majorfreak on September 06, 2020, 09:33:37 AM
just be aware if you go crazy on the maximum radar range it'll not render the campaign map properly at the highest zoom (out) levels. in that case the workaround, for myself, is just to make it zoom in increments of 12 so i can zoom in until the radar renders the hyperspace clouds properly.
Title: Re: [0.9.1a] Common Radar v2.5b (released 2020-08-28)
Post by: namad on April 04, 2021, 05:27:00 AM
How come more people aren't begging for this to be updated to 0.95a? Does it secretly already work on 0.95a? or is there a new mod that's taken this mod's place?
Title: Re: [0.9.1a] Common Radar v2.5b (released 2020-08-28)
Post by: Harmful Mechanic on April 04, 2021, 06:48:02 AM
How come more people aren't begging for this to be updated to 0.95a? Does it secretly already work on 0.95a? or is there a new mod that's taken this mod's place?

Maybe other people are polite.
Title: Re: [0.9.1a] Common Radar v2.5b (released 2020-08-28)
Post by: Helldiver on April 04, 2021, 08:27:19 AM
Does it secretly already work on 0.95a?

It works on 0.95a for me by just changing the version number in mod_info.
Title: Re: [0.9.1a] Common Radar v2.5b (released 2020-08-28)
Post by: rockguy434 on April 04, 2021, 10:18:45 AM
How come more people aren't begging for this to be updated to 0.95a? Does it secretly already work on 0.95a? or is there a new mod that's taken this mod's place?

Maybe other people are polite.

Is it rude to ask if there will be updates now?

Title: Re: [0.9.1a] Common Radar v2.5b (released 2020-08-28)
Post by: LazyWizard on April 04, 2021, 11:33:17 AM
How come more people aren't begging for this to be updated to 0.95a? Does it secretly already work on 0.95a? or is there a new mod that's taken this mod's place?

In this case you'd be correct. I threw up an untested 0.95a version of the mod on the Discord on the day 0.95a released. I haven't heard any reports of problems, so I assume it works fine. You can grab it here (https://cdn.discordapp.com/attachments/825068217361760306/825088447999770634/Combat_Radar_dev_discord.zip).

The radar, Version Checker, and Simulator Overhaul were all in the middle of major rewrites when the update came out. I haven't had the time to sit down and test all the changes post-0.95a (or even really play 0.95a), so I haven't put out proper releases for them. If you want to use them, the old 0.9.1a version of VC should work if you change the mod_info.json, the above link should work for the radar mod, and SO was never updated for 0.9.1a anyway.
Title: Re: [0.9.1a] Common Radar v2.5b (released 2020-08-28)
Post by: Vanshilar on April 17, 2021, 04:28:02 PM
In this case you'd be correct. I threw up an untested 0.95a version of the mod on the Discord on the day 0.95a released. I haven't heard any reports of problems, so I assume it works fine. You can grab it here (https://cdn.discordapp.com/attachments/825068217361760306/825088447999770634/Combat_Radar_dev_discord.zip).

That version of the mod, if "renderMode" is set to SIMPLE_FIGHTERS, will crash the game with a message: "Fatal: Texture [fleet] from category [radar] not found"

The fleet.png is missing (it used to be in the campaign folder instead of combat, and is used for "simpleIcon"). So copying the graphics\lw_radar\campaign folder over from a previous version, plus adding the line "             "fleet":"graphics/lw_radar/campaign/fleet.png" " to data\config\settings.json, fixed this up.
Title: Re: [0.9.1a] Common Radar v2.5b (released 2020-08-28)
Post by: danando123 on May 04, 2021, 06:00:45 PM
New to SS, hoping this will get a 0.95 update :)
Title: Re: [0.9.1a] Common Radar v2.5b (released 2020-08-28)
Post by: JUDGE! slowpersun on May 12, 2021, 11:08:42 PM
Agreed, am looking forward to giving this a try eventually...
Title: Re: [0.9.1a] Common Radar v2.5b (released 2020-08-28)
Post by: Killian on May 13, 2021, 10:25:48 AM
Just use the dev version (https://cdn.discordapp.com/attachments/825068217361760306/825088447999770634/Combat_Radar_dev_discord.zip) LazyWizard linked a couple posts back. I've been using it myself and it runs perfectly fine.
Title: Re: [0.9.1a] Common Radar v2.5b (released 2020-08-28)
Post by: poika on November 11, 2021, 04:25:31 PM
I appreciate having the dev version and acknowledge that people develop these mods for free so beggars can't be choosers, but...

If it's possible to just change the number and have it work, and that version is already spread online and linked to this thread, why not just call that an updated version and clear up any confusion? It's listed on the mod index thread as "incompatible" when it really isn't incompatible. Maybe I'm missing something but if there is a functioning version why not just call that v2.5c or whatever and solve what seems to be just a bureaucratic issue?
Title: Re: [0.9.1a] Common Radar v2.5b (released 2020-08-28)
Post by: 6chad.noirlee9 on April 10, 2022, 04:13:01 AM
I appreciate having the dev version and acknowledge that people develop these mods for free so beggars can't be choosers, but...

If it's possible to just change the number and have it work, and that version is already spread online and linked to this thread, why not just call that an updated version and clear up any confusion? It's listed on the mod index thread as "incompatible" when it really isn't incompatible. Maybe I'm missing something but if there is a functioning version why not just call that v2.5c or whatever and solve what seems to be just a bureaucratic issue?

should this be a new topic?
i mean, if i want to ask this question again, would that be bad? lol
Title: Re: [0.96a] Combat Radar v3.0 (released 2023-05-05)
Post by: LazyWizard on May 05, 2023, 01:37:28 PM
Version 3.0 is out, get it here (https://github.com/LazyWizard/combat-radar/releases/download/3.0/Combat.Radar.3.0.zip) (mirror (https://www.mediafire.com/file/lgue3vtkns0k7ro/Combat_Radar_3.0.zip/file)).

You may have noticed the change back to Combat Radar. That's because this release removes the campaign functionality from this mod entirely. It hasn't been enabled by default since vanilla added its own campaign radar several years ago, and removing it vastly simplifies the codebase.

Full changelog:
Quote
3.0 (May 05, 2023)
====================
Updated to be compatible with Starsector 0.96a
Renamed mod back to Combat Radar and removed all campaign functionality
Greatly increased the default maximum shown for all renderer plugins
Title: Re: [0.96a] Combat Radar v3.0 (released 2023-05-05)
Post by: merrowind on August 24, 2023, 12:56:07 AM
After updating JRE to 8u271 the combat screen is black with Combat Radar mod enabled. I have seen such issues reported elsewhere and wonder if there is a workaround?

My modlist:
Code
{"enabledMods": [
  "$$$_lightshow_nc",
  "adjustable_skill_thresholds",
  "anotherportraitpack",
  "lw_autosave",
  "brdy_addon",
  "blackrock_driveyards",
  "combatactivators",
  "cmutils",
  "timid_commissioned_hull_mods",
  "lw_console",
  "aaacrew_replacer",
  "hm_flagpack",
  "exoticatechnologies",
  "GrandColonies",
  "Guardian_prototype",
  "HexShields",
  "sun_hyperdrive",
  "IndEvo",
  "lw_lazylib",
  "leadingPip",
  "lunalib",
  "MagicLib",
  "nexerelin",
  "planet_search",
  "yunru_pilot_radiant",
  "scalartech",
  "speedUp",
  "sun_starship_legends",
  "tahlan",
  "Tesseract_prototype",
  "uaf",
  "US",
  "variants_lib",
  "audio_plus",
  "shaderLib"
]}
Title: Re: [0.96a] Combat Radar v3.0 (released 2023-05-05)
Post by: jimster280 on September 18, 2023, 05:23:24 AM
i am also getting the black screen bug with this mod installed. it may be a incompatibility with some other mod. has anyone found a workaround as i really like the mod? very nice GUI
Title: Re: [0.96a] Combat Radar v3.0 (released 2023-05-05)
Post by: Cel on January 12, 2024, 11:11:24 AM
Same issue with black screen. Sometimes it works fine, sometimes it isn't. I had to disable the mod in the end.