Fractal Softworks Forum

Starsector => Mods => Topic started by: Tartiflette on December 30, 2016, 04:00:09 AM

Title: [0.95.1a] Lightshow 1.41 (2021/03/27)
Post by: Tartiflette on December 30, 2016, 04:00:09 AM
(http://i.imgur.com/qpRuq0h.jpg)




(http://i.imgur.com/GIdkqmd.png)
Download (https://www.patreon.com/posts/49263982)
NexusMods mirror (https://www.nexusmods.com/starsector/mods/12/)

   Ever died to a High Intensity Laser beam that looked just like a much tamer Graviton Beam? Ever got all your weapons disabled because the Ion Beam also look like it? Didn't liked that? Well this is a pretty straightforward utility mini-mod that changes the look of all vanilla beams to better differentiate them. They are now color coded for their damage type rather than for aesthetic choices. They might seem odd at first, but it will make your life in the sector slightly easier.


(http://i.imgur.com/vlQ3oVn.jpg)


   If some of the new colors aren't to your tastes, you can go in the mod's data/weapons folder and simply delete the weapons you want to keep unchanged.
*Click to enlarge*
(http://i.imgur.com/9FjZEVvl.jpg)
*Click to enlarge* (http://i.imgur.com/9FjZEVv.jpg)
Title: Re: [0.7.2a] Lightshow 1.0 (30/12/2016)
Post by: Sy on December 30, 2016, 04:36:31 AM
ooh  boy! :D

seeing white-ish Tac Lasers and green Gravitons is really weird at first, but i like it.

i think LR PD and especially Mining Laser should have thinner beams than normal PD and Tacs, though. and HIL could use a darker, deeper red. it's more orange now, and not very different (in color) from the PD Lasers.
Title: Re: [0.7.2a] Lightshow 1.0 (30/12/2016)
Post by: Gothars on December 30, 2016, 06:50:48 AM
Oh, really like it. Especially the yellow PDs, the red always seemed too much for them.

Agree with Sy's points, though.
Title: Re: [0.7.2a] Lightshow 1.0 (30/12/2016)
Post by: HELMUT on December 30, 2016, 07:44:18 AM
(http://i.imgur.com/70DXqGR.gif)

By the way, i also agree with Sy's suggestion. That mining laser looks surprisingly meaty for such a harmless weapon.
Title: Re: [0.7.2a] Lightshow 1.1 (30/12/2016)
Post by: Tartiflette on December 30, 2016, 10:08:33 AM
Grumble grumble grumble FINE! I made the changes.
Title: Re: [0.7.2a] Lightshow 1.1 (30/12/2016)
Post by: Thaago on December 30, 2016, 12:09:49 PM
That HIL is something that I instantly know I don't want hitting me. Nicely done!
Title: Re: [0.7.2a] Lightshow 1.1 (30/12/2016)
Post by: Dri on December 30, 2016, 08:19:08 PM
Huh, pretty cool! I do agree Alex should probably just bite the bullet and make similar official changes.
Title: Re: [0.7.2a] Lightshow 1.1 (30/12/2016)
Post by: Sy on December 30, 2016, 10:49:56 PM
That mining laser looks surprisingly meaty for such a harmless weapon.
i think it looked fitting for something that's supposedly designed to be good at blasting space rocks into tiny pieces... just not for its actual function in the game. :/

in my modded game, i actually changed vanilla Mining Laser, Mining Blaster, and THI's Heavy Mining Laser to HE (along with some stat changes) to make them more interesting. probably makes Shepherd and Mining Pods too powerful for what they're supposed to be, but you rarely see those in actual battles anyway.


Grumble grumble grumble FINE! I made the changes.
thanks! ^^
Title: Re: [0.7.2a] Lightshow 1.2 (09/01/2017)
Post by: Tartiflette on January 09, 2017, 06:11:23 AM
   Version 1.2, now fully compatible with SS+ and Graphiclib. The archive contains two mods depending if you use SS+ or not, but only activate the relevant one to the bottom of the launcher's list.

(http://i.imgur.com/GIdkqmd.png) (https://bitbucket.org/CodingTartiflette/scy-nation-mod/downloads/LIGHTSHOW_1.2.zip)
Title: Re: [0.7.2a] Lightshow 1.2 (09/01/2017)
Post by: Tartiflette on January 30, 2017, 05:55:37 AM
(http://i.imgur.com/GIdkqmd.png) (https://bitbucket.org/CodingTartiflette/scy-nation-mod/downloads/Lightshow_1.21.zip)

So hum, yeah. Well it turns out that the previous version totally didn't worked with SS+... But now I know that mods are loaded in reverse alphabetical order.
Title: Re: [0.8a] Lightshow 1.3 (24/04/2017)
Post by: Tartiflette on April 24, 2017, 02:59:39 AM
Updated to 0.8a
(http://i.imgur.com/GIdkqmd.png) (https://bitbucket.org/CodingTartiflette/scy-nation-mod/downloads/Lightshow_1.30.7z)
Title: Re: [0.8a] Lightshow 1.3 (24/04/2017)
Post by: Gothars on April 24, 2017, 03:24:47 AM
Nice, added it to the index.
Title: Re: [0.8a] Lightshow 1.3 (24/04/2017)
Post by: Johnny Cocas on April 24, 2017, 04:16:25 AM
Nice, added it to the index.

Where? I can't see it xD
Title: Re: [0.8a] Lightshow 1.3 (24/04/2017)
Post by: Gothars on April 25, 2017, 07:48:09 AM
Nice, added it to the index.

Where? I can't see it xD

Under "Utility mods".
Title: Re: [0.8a] Lightshow 1.3 (24/04/2017)
Post by: Johnny Cocas on April 25, 2017, 08:00:42 AM
Nice, added it to the index.

Where? I can't see it xD

Under "Utility mods".

I already saw it :P When I asked where it was the list was not yet updated and the mod was missing
Title: Re: [0.8a] Lightshow 1.3 (24/04/2017)
Post by: PapaPetro on April 25, 2017, 09:05:12 AM
(http://i.imgur.com/OqGlBEf.jpg)
Title: Re: [0.8a] Lightshow 1.3 (24/04/2017)
Post by: ANGRYABOUTELVES on April 26, 2017, 03:43:35 AM
Quote
They are now color coded for their damage type rather than for aesthetic choices.
This is a lie. This mod is very aesthetically pleasing.
Title: Re: [0.8a] Lightshow 1.3 (24/04/2017)
Post by: Tartiflette on April 26, 2017, 03:48:27 AM
Well I'm not about to make something that look worse, but the function comes first.
Title: Re: [0.8a] Lightshow 1.3 (24/04/2017)
Post by: RandomnessInc on April 27, 2017, 04:00:58 PM
nvm
Title: Re: [0.8a] Lightshow 1.3 (24/04/2017)
Post by: Tartiflette on May 05, 2017, 11:53:58 PM
Updated for SS+

(http://i.imgur.com/GIdkqmd.png) (https://bitbucket.org/CodingTartiflette/torchships/downloads/Lightshow_1.31.7z)
Title: Re: [0.8a] Lightshow 1.31 (06/05/2017)
Post by: Metadane on May 17, 2017, 10:57:38 AM
Do I have to start a new game to use this or can I use it with my current playthrough?
Title: Re: [0.8a] Lightshow 1.31 (06/05/2017)
Post by: Tartiflette on May 17, 2017, 11:59:37 AM
It is an utility mod, you can add and remove it from any save without issue.
Title: Re: [0.8.1a] Lightshow 1.32 (04/06/2017)
Post by: Tartiflette on June 04, 2017, 08:44:43 AM
(http://i.imgur.com/GIdkqmd.png) (https://bitbucket.org/CodingTartiflette/torchships/downloads/Lightshow_1.32.7z)

Updated for Ship and Weapon Pack. Still includes the Starsector+ version, but not for long as it won't be updated anymore.
Title: Re: [0.8.1a] Lightshow 1.33 (2018/04/2018)
Post by: Tartiflette on April 26, 2018, 12:33:09 AM

(http://i.imgur.com/GIdkqmd.png) (https://bitbucket.org/CodingTartiflette/torchships/downloads/Lightshow_1.33.7z)

Updated for Dynasector getting some of the changes ported from Ship and Weapon Pack.
Title: Re: [0.9.0a] Lightshow 1.40 (2018/11/17)
Post by: Tartiflette on November 17, 2018, 02:54:59 AM
Updated for 0.9.0!
Title: Re: [0.9.0a] Lightshow 1.40 (2018/11/17)
Post by: Dudok22 on November 17, 2018, 03:13:22 AM
you are a beast! So many mods updated not even day after the new version
Title: Re: [0.9.0a] Lightshow 1.40 (2018/11/17)
Post by: ike on April 10, 2019, 11:55:45 PM
  Ever died to a High Intensity Laser beam that looked just like a much tamer Graviton Beam? Ever got all your weapons disabled because the Ion Beam also look like it? Didn't liked that?
10/10 perfect description btw
Title: Re: [0.9.0a] Lightshow 1.40 (2018/11/17)
Post by: Neitronus on September 23, 2020, 08:38:49 AM
Is it possible to update to fix version checker issue? There's an issue with version file being unreacheble on bitbucket after recent bitbucket change AFAIK.
Title: Re: [0.95a] Lightshow 1.41 (2021/03/27)
Post by: Tartiflette on March 27, 2021, 01:48:00 AM
(http://i.imgur.com/GIdkqmd.png) (https://www.patreon.com/posts/49263982)

Compatibility update for Starsector 0.95a.
Title: Re: [0.95a] Lightshow 1.41 (2021/03/27)
Post by: Arcagnello on May 04, 2021, 10:52:44 AM
It's time for pwetty lazurs!
Title: Re: [0.95.1a] Lightshow 1.41 (2021/03/27)
Post by: vaarelsauce on January 25, 2022, 07:03:19 PM
Is it possible to code it in a way so that it's more mod-friendly?

For example, having a dynamic code that changes ALL beam weapons's color based on its type, like:
if(beam color is)
[PD Lasers] {change to yellow}
[Kinetic] {change to green}
[EMP] {change to teal}
[Energy] {change to dark blue}
[Phase/Tachyon] {change to pink}
[High Explosive] {change to red}
else {change to white}

As the mod currently is, if I want to add/change a beam weapon's color, I have to manually insert each weapon's
[id,type,size,intensity,fadeout,color,offset,hit size,hit intensity,hit fadeout,hit color,flash size,flash intensity,flash fadeout,flash color,flash offset,chance,fighter dim]

and that would take a long time, if I have mods that add 100+ wide variety of beam weapons.
Title: Re: [0.95.1a] Lightshow 1.41 (2021/03/27)
Post by: Harmful Mechanic on January 25, 2022, 08:16:25 PM
...if I want to add/change a beam weapon's color, I have to manually insert each weapon's
[id,type,size,intensity,fadeout,color,offset,hit size,hit intensity,hit fadeout,hit color,flash size,flash intensity,flash fadeout,flash color,flash offset,chance,fighter dim]
...That's GraphicsLib; Lightshow just supports it.

You could always write a shell script (https://afni.nimh.nih.gov/pub/dist/edu/data/CD.expanded/AFNI_data6/unix_tutorial/basic/basic_03.scripts.html) to change the relevant values in your own copies (get the weapon_data.csv entry, check damage type, change the values in the GraphicsLib light_data.csv file - EDIT: it turns out this file is pretty variable between mods, so you'd have to go into the ModPlugin and locate the GraphicsLib light data spreadsheet manually); not sure that's a great use of anybody's time, but it's at least possible.
Title: Re: [0.95.1a] Lightshow 1.41 (2021/03/27)
Post by: Tartiflette on January 25, 2022, 11:16:56 PM
Is it possible to code it in a way so that it's more mod-friendly?
I wouldn't call "changing other people's mods" as being "mod friendly"! :o
On the contrary I think that would break SO MANY things I wouldn't try it even if it was a desirable feature. But I don't think it is because:

First, unlike vanilla most mods do a good job at making their beams look different and appropriate for their damage type;

Second, it would actively detract from the main feature of the mod that is to make beams look different from each-other to better grasp what is firing at you. If every mod started to have the same beam color for a given damage, it would become extremely difficult to identify what is what at glance.