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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Author Topic: [0.96a] Combat Radar v3.0 (released 2023-05-05)  (Read 300348 times)

LazyWizard

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Re: [0.6.2a] Combat Radar v0.6c (WIP, released 2014-01-27)
« Reply #45 on: January 27, 2014, 04:55:16 PM »

There is now! .6c is up, get it here. :)

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. :)
« Last Edit: January 27, 2014, 05:00:55 PM by LazyWizard »
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xenoargh

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Re: [0.6.2a] Combat Radar v0.6c (WIP, released 2014-01-27)
« Reply #46 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 :)
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LazyWizard

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Re: [0.6.2a] Combat Radar v0.6c (WIP, released 2014-01-27)
« Reply #47 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.
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Debido

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Re: [0.6.2a] Combat Radar v0.6c (WIP, released 2014-01-27)
« Reply #48 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.
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CrashToDesktop

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Re: [0.6.2a] Combat Radar v0.6c (WIP, released 2014-01-27)
« Reply #49 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.
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HELMUT

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Re: [0.6.2a] Combat Radar v0.6c (WIP, released 2014-01-27)
« Reply #50 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.
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LazyWizard

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Re: [0.6.2a] Combat Radar v0.6c (WIP, released 2014-01-27)
« Reply #51 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 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. :)
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xenoargh

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Re: [0.6.2a] Combat Radar v0.6c (WIP, released 2014-01-27)
« Reply #52 on: February 05, 2014, 02:57:36 PM »

Gave another go at installing this, looks like we're good to go now :)
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CrashToDesktop

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Re: [0.6.2a] Combat Radar v0.6c (WIP, released 2014-01-27)
« Reply #53 on: March 06, 2014, 04:06:41 PM »

Couldn't get the campaign radar to work. :/ Have you done anything with the new one?
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LazyWizard

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Re: [0.6.2a] Combat Radar v0.6c (WIP, released 2014-01-27)
« Reply #54 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


It still needs the contact drawing code, but that's not complicated at all. I've already done it twice already. :)
[close]
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xenoargh

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Re: [0.6.2a] Combat Radar v0.6c (WIP, released 2014-01-27)
« Reply #55 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.
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CrashToDesktop

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Re: [0.6.2a] Combat Radar v0.6c (WIP, released 2014-01-27)
« Reply #56 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.
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LazyWizard

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Re: [0.6.2a] Combat Radar v0.6d (WIP, released 2014-04-19)
« Reply #57 on: April 19, 2014, 09:29:49 PM »

.6d is out, get it here.

No new features in this one, sorry. This update just adds compatibility with Dark.Revenant's excellent new Targeting Leading Pip 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).
« Last Edit: April 19, 2014, 09:33:56 PM by LazyWizard »
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Taverius

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Re: [0.6.2a] Combat Radar v0.6d (WIP, released 2014-04-19)
« Reply #58 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
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LazyWizard

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Re: [0.6.2a] Combat Radar v0.6e (WIP, released 2014-06-01)
« Reply #59 on: May 31, 2014, 10:25:04 PM »

.6e is up, get it here.

This update only brings compatibility fixes for other mods using OpenGL such as ShaderLib.
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