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News: Starsector 0.8.1a is out!
 
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Author Topic: [0.8.1a] Common Radar v2.4c (released 2017-05-05)  (Read 67879 times)
Taverius
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« Reply #90 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 Cheesy
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Aklyon
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« Reply #91 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 Smiley
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« Reply #92 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.
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« Reply #93 on: February 14, 2015, 03:41:07 AM »

This looks amazing! Can't wait to try it out!
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LazyWizard
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« Reply #94 on: March 06, 2015, 03:26:30 PM »

Version 1.1f is up, get it here (mirror). This mod requires LazyLib, which can be found here.

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).
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LazyWizard
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« Reply #95 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:


The dim yellow area shows where retreat is possible. The red line is the gravity barrier around the battle map.
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Nanao-kun
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« Reply #96 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:


The dim yellow area shows where retreat is possible. The red line is the gravity barrier around the battle map.
Definitely looks useful.
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LazyWizard
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« Reply #97 on: October 04, 2015, 12:23:14 AM »

Version 2.0 is up, get it here (mirror). Still requires LazyLib. 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. 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
« Last Edit: October 04, 2015, 12:33:06 AM by LazyWizard » Logged

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« Reply #98 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!
« Last Edit: October 04, 2015, 01:07:24 AM by Tartiflette » Logged

 
LazyWizard
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« Reply #99 on: November 19, 2015, 01:46:58 PM »

Version 2.1 is up, get it here (mirror). Still requires LazyLib.

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"
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« Reply #100 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 

Lazylib should be working.
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LazyWizard
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« Reply #101 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?
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Powerchicken
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« Reply #102 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.
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« Reply #103 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.
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LazyWizard
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« Reply #104 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. Smiley
« Last Edit: November 26, 2015, 09:41:21 AM by LazyWizard » Logged

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