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News: Starsector 0.9a is out! (11/16/18)
 
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Author Topic: [0.9.0] MagicLib v0.22 (2018/12/13)  (Read 6427 times)
Tartiflette
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« on: October 26, 2018, 01:15:15 AM »



 The goal of MagicLib is to create an Open Source, community driven "library" of useful (and well documented) scripts and plugins that can be leveraged and contributed to by every modder.

All contributions are welcome!


 Fully usable release, if anyone wants to contribute you are more than welcome to do so as it is intended to be community tool. Do check the Wiki to get a lot of details on the curent content.

Curent content:

Functions

    MagicAnim
A collection of functions to make smooth animations.

    MagicFakeBeam
Creates convincing ponctual beams from arbitrary coordinates.

    MagicLensFlare
Creates "cinematic" lensflares.

    MagicRender
Draw arbitrary sprites on screen with constraints to entities/camera when needed. (aka "SpriteRenderManager")

    MagicTargeting
Allows "smart" target selection for systems and missiles within distance and search cone parameters, plus it can use ship-class preferences.

    MagicTrails
Allows to create missile-style trails anywhere, from ships to bullets, with a lot of customization options.

    MagicUI
Draws a small UI charge-bar/tick box next to the normal ship-system for special systems

Loose scripts
Scripts that can be used "as it is" or can be copied to individual mods to personalize the result.

    MagicVectorThruster
Manages vectoring or vernier-style attitude thrusters.

    MagicMissileAI
A very customizable and lightweight missile AI script usable without any java knowledge.

Planned / considered content:

    MagicRotary
A loose script to make rotary weapons animations with smooth spin up and down.




Contributors:
Dark.Revenant (MagicUI)
Deathfly (MagicFakeBeam)
Nicke (MagicTrails)
Tartiflette

MagicLib is licensed under a
Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
Any derivative work must also comply with Starsector's EULA
« Last Edit: Today at 12:59:30 AM by Tartiflette » Logged

 
Originem
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« Reply #1 on: October 26, 2018, 08:08:37 PM »

I have a suggestion that,if you could provide a method that register the mod at the beginning of game, if there is no mod needs it, turn off all its plugins to prevent the possible waste of memory.
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Midnight Kitsune
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« Reply #2 on: October 26, 2018, 08:29:43 PM »

Why again do we need ANOTHER library? I'd rather not see SS turned into a version of minecraft with every mod having their own required library. This stuff could have been easily put into Graphics Lib...
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Stop trying to balance the game around a few minmaxers...
Programming is like sex:
One mistake and you have to support it for the rest of your life.

Tired of having your game crash because of out of date mods? Then click here!
Get Version Checker today! Now with 90% less hassle! Simply toss it into your mod folder, activate the mod like a normal one and BINGO you will now be informed of any and all updates when you start SS campaign up!
Originem
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« Reply #3 on: October 26, 2018, 08:38:24 PM »

Why again do we need ANOTHER library? I'd rather not see SS turned into a version of minecraft with every mod having their own required library. This stuff could have been easily put into Graphics Lib...
*Agree with you*
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Tartiflette
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« Reply #4 on: October 27, 2018, 01:08:50 AM »

Why again do we need ANOTHER library? I'd rather not see SS turned into a version of minecraft with every mod having their own required library. This stuff could have been easily put into Graphics Lib...
Because we have already several mods using stuf like direct sprite rendering or fake beams (including all of my owns) and incompatibility/versioning issues are already not uncomon. For example, for months all my mods had their visual effects removed due to another mod using an outdated version of the same plugin that overrode mine, leading to a waste of ressources because several instances of the same plugin with different names had to be run at the same time to avoid conflicts. Also this provides a whole bunch of methods that could improve new and existing mods.

And while some of this stuff could have been added to GraphicLib, a whole lot has no place in there. But be reassured: the intent is for this to be a community library, meaning that a-priori if it pickup no other library will ever be necessary. (Plus come on! That's just one thing to tick in your launcher for a lot of benefits on the modding side)

Is that a bad thing?
« Last Edit: October 27, 2018, 01:11:21 AM by Tartiflette » Logged

 
Tartiflette
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« Reply #5 on: October 27, 2018, 01:16:14 AM »

I have a suggestion that,if you could provide a method that register the mod at the beginning of game, if there is no mod needs it, turn off all its plugins to prevent the possible waste of memory.
The two plugins currently present start with a check to see if something is using them or not, skipping them if that's not the case. They shouldn't have any performance impact if not used.
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Takion Kasukedo
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« Reply #6 on: October 29, 2018, 11:55:10 AM »

Why again do we need ANOTHER library? I'd rather not see SS turned into a version of minecraft with every mod having their own required library. This stuff could have been easily put into Graphics Lib...
Because we have already several mods using stuf like direct sprite rendering or fake beams (including all of my owns) and incompatibility/versioning issues are already not uncomon. For example, for months all my mods had their visual effects removed due to another mod using an outdated version of the same plugin that overrode mine, leading to a waste of ressources because several instances of the same plugin with different names had to be run at the same time to avoid conflicts. Also this provides a whole bunch of methods that could improve new and existing mods.

And while some of this stuff could have been added to GraphicLib, a whole lot has no place in there. But be reassured: the intent is for this to be a community library, meaning that a-priori if it pickup no other library will ever be necessary. (Plus come on! That's just one thing to tick in your launcher for a lot of benefits on the modding side)

Is that a bad thing?

When you put it that way, no it's not a bad thing, considering the benefits of having a -lib which other modders can contribute to.

This wouldn't come close to being some sort of Minecraft, mind. If it did, we'd be somewhere near square 1. This lib will, as stated, make it easier on others in the long run if successful.
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FEAR THE CASCADE.

[Current holder of Discount Ships and WM permissions. Also working side-by-side with stormbringer for IFed.][Probably holds rights to the old TL mod still. If not, contact Thule if you're up for it.]
Tartiflette
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« Reply #7 on: October 31, 2018, 01:13:29 AM »

Micro update with proper Version Checker file (oops). On the other hand the Wiki documentation is now complete with all the current content.
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TJJ
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« Reply #8 on: October 31, 2018, 03:00:35 AM »

ponctual ?
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Tartiflette
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« Reply #9 on: October 31, 2018, 03:01:30 AM »

They deal all of their damage on their first frame., not over time like regular beams.
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Nick XR
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« Reply #10 on: October 31, 2018, 08:34:55 AM »

Any way this could be merged with lazy lib?  They seem like they encompass a similar mandate.
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Tartiflette
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« Reply #11 on: October 31, 2018, 09:01:45 AM »

Not really: LazyLib only provides passive and simple methods that are only used when called from a script and then return a result to that script. MagicLib on the other hand has multiple very complex plugins that do their own stuff over time when activated. Additionally LazyLib is an ubiquitous highly optimized precision tool that should not be tampered with lightly, thus not really suited for MagicLib's "Community Toybox" purpose.
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Tartiflette
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« Reply #12 on: November 17, 2018, 01:37:55 AM »

0.9.0 update! This library is now fully usable and contains quite a few very handy scripts. If a moderator can move this thread in modding ressources and add it to the mod index that would be great! Thanks.
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Tartiflette
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« Reply #13 on: November 17, 2018, 09:03:38 AM »

Oops, small update snafu, everything should work better now! Please redownload, sorry!
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