Version 0.2 is up, get it
here.
Changes in this update:
- Radar positioning is still a placeholder, but I moved the radar to the absolute lower right so it wouldn't overlap the UI when using a 1024x768 resolution.
- I upped the number of segments on the circles to make them look smoother. I also changed the colors to match what's set for the UI in settings.json ("textFriendColor" is used for the UI, "iconFriendColor"/"iconEnemyColor" for radar contacts).
- Finally, the mod should have significantly better performance in large battles as I reduced trig calls by 60% (I told you it needed optimization).
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 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?
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 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.