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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-RC8] HexShields - Shield Reskin v1.3.1  (Read 95822 times)

Fen

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Re: [0.95.1a-RC6] HexShields - Shield Reskin v1.1.0
« Reply #30 on: July 17, 2022, 11:47:22 PM »

its really great............... but some ship still ha a default shield rather than hexagonal, example sparrowhawk from blade breakers, is this some kind of blacklist or just didnt apply, or just a bug?

Ships need to be manually whitelisted, as per the OP

  • uses whitelist csv to replace shields based on hullstyle (won't affect modded hullstyle ships unless mod adds whitelist csv entry to its config, or user adds manually)

There's another post that includes an easy to use csv that can get you started, here:

yeah you can replace it with this csv courtesy dhunt (contains a bunch, might need to double check) https://cdn.discordapp.com/attachments/908508642976878702/935804133913530388/hex_whitelist.csv
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connortron7

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Re: [0.95.1a-RC6] HexShields - Shield Reskin v1.1.0
« Reply #31 on: September 24, 2022, 03:37:12 PM »

adding the exalted to the whitelist for next update, it fits them quite nicely!

tomatopaste

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Re: [0.95.1a-RC6] HexShields - Shield Reskin v1.1.0
« Reply #32 on: October 03, 2022, 04:27:42 PM »

adding the exalted to the whitelist for next update, it fits them quite nicely!

champ  8)
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tomatopaste

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Re: [0.95.1a-RC6] HexShields - Shield Reskin v1.2.0
« Reply #33 on: December 05, 2022, 08:14:00 AM »

Update v1.2.0

Reminder that mod factions that wish to support this mod by default will need to add their hullstyle IDs to a csv file.

v1.2.0
- vastly optimised render code
- use CMUtils library


Now requires the CMUtils mod as a dependency!
Download
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Freaky

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Re: [0.95.1a-RC6] HexShields - Shield Reskin v1.2.0
« Reply #34 on: January 09, 2023, 08:55:06 AM »

I dont know what to change in the config so the shield looks like the Paragon in the OP post.
I am pretty sure i had it like this on the old version but i havent played for some month and i cant remember and i downloaded the latest version yesterday so i cant check the old config.
The 2 Options in the settings.json:
   "HexShields_HexFill":true,
   "HexShields_UseDefaultRing":false,
didn´t help.

Spoiler
[close]
with the
"HexShields_HexFill":false,
it just loops like this.
Spoiler
[close]

i just installed the old 1.1.0 version again and it works as it should:
Spoiler
[close]

is it a bug with the new version or a mod incompatibility?
« Last Edit: January 09, 2023, 01:51:03 PM by Freaky »
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tomatopaste

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Re: [0.95.1a-RC6] HexShields - Shield Reskin v1.2.0
« Reply #35 on: January 09, 2023, 06:09:56 PM »

I dont know what to change in the config so the shield looks like the Paragon in the OP post.
I am pretty sure i had it like this on the old version but i havent played for some month and i cant remember and i downloaded the latest version yesterday so i cant check the old config.
The 2 Options in the settings.json:
   "HexShields_HexFill":true,
   "HexShields_UseDefaultRing":false,
didn´t help.

Spoiler
[close]
with the
"HexShields_HexFill":false,
it just loops like this.
Spoiler
[close]

i just installed the old 1.1.0 version again and it works as it should:
Spoiler
[close]

is it a bug with the new version or a mod incompatibility?

That's my bad, i thought i had made it so that the new system works with empty hexagons but i must have broken something while working on it. If you aren't having performance issues with 1.1.0 i recommend using that until I get around to updating hexshields. Cheers
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Blasphedon

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Re: [0.95.1a-RC6] HexShields - Shield Reskin v1.2.0
« Reply #36 on: January 10, 2023, 07:46:49 PM »

Hey Freaky, what mod is that ship from? Been looking for it but cant seem to find it.
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e

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Re: [0.95.1a-RC6] HexShields - Shield Reskin v1.2.0
« Reply #37 on: January 10, 2023, 11:55:35 PM »

Hey Freaky, what mod is that ship from? Been looking for it but cant seem to find it.
This one
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Blasphedon

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Re: [0.95.1a-RC6] HexShields - Shield Reskin v1.2.0
« Reply #38 on: January 11, 2023, 11:28:40 AM »

tyty
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Rahbek

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Re: [0.95.1a-RC6] HexShields - Shield Reskin v1.1.0
« Reply #39 on: March 13, 2023, 12:11:50 PM »

Unfortunately, not working on Mac M1 Pro (Monterey)
Enabled only this plugin.

I've got small message box with message:
Fatal: Error creating vertex shader
ERROR: 0:1: '' : version '330' is not supported
ERROR: 0:3: 'layout' : syntax error: syntax error
Check starsector.log for more info.


But no starsector.log created, logs dir is empty.

yes this is expected, m1 macs do not support opengl because apple. tough luck


Having the same Issue on an Intel Mac - Apparently Apple deprecated OpenGL in 2014 in favor of their Metal API.
4.1 supposedly being the last supported OpenGL Version. (" OpenGL 4.1 + some 4.2 and 4.3 extensions are exposed." is what I found online)
If that information is enough for a semi-quick fix then I am sure you'd make a lot of mac starsector players happy :)
Not sure though if that information helps at all or if that'd end up being a mammoth task.. :D

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Gift-of-Life

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Re: [0.95.1a-RC6] HexShields - Shield Reskin v1.2.0
« Reply #40 on: March 13, 2023, 11:06:52 PM »

Hi there! I just made an account to ask this question.

Could you add an option to have the Hex pattern visual represent shield strength?
 Something like 2000 strength = 2000 hexes? Maybe 1 hex per 10 strength?
 
Another idea I have is shield regeneration visual could be represented by thickness of Border around the shield. Maybe 1 pixel width per 100 regen?
 
If this is not possible, thanks for reading this.
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Lone Merc

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Re: [0.95.1a-RC6] HexShields - Shield Reskin v1.2.0
« Reply #41 on: April 07, 2023, 05:29:55 PM »

Dumb question, but how do I add the UAF and other hulls to the whitelist file? I used the one that was supplied but it didn't have the UAF in it. I kinda got only 1 ship working with it.
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Winterless

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Re: [0.95.1a-RC6] HexShields - Shield Reskin v1.2.0
« Reply #42 on: April 07, 2023, 08:44:19 PM »

Dumb question, but how do I add the UAF and other hulls to the whitelist file? I used the one that was supplied but it didn't have the UAF in it. I kinda got only 1 ship working with it.

In order to add other hulls, simply go into the respective mods' data/config/hull_styles.json file and copy off the names of the different hulls listed there and place them into the hex_whitelist.csv file inside of HexShields/data/config.

Incidentally, some mods already have integration with this mod, but most of them require end-user additions to the whitelist.
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Lone Merc

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Re: [0.95.1a-RC6] HexShields - Shield Reskin v1.2.0
« Reply #43 on: April 07, 2023, 08:58:24 PM »

Dumb question, but how do I add the UAF and other hulls to the whitelist file? I used the one that was supplied but it didn't have the UAF in it. I kinda got only 1 ship working with it.

In order to add other hulls, simply go into the respective mods' data/config/hull_styles.json file and copy off the names of the different hulls listed there and place them into the hex_whitelist.csv file inside of HexShields/data/config.

Incidentally, some mods already have integration with this mod, but most of them require end-user additions to the whitelist.

Ah thanks a bunch! I had no idea where to start looking at stuff.
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tomatopaste

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Re: [0.95.1a-RC6] HexShields - Shield Reskin v1.3.0
« Reply #44 on: May 12, 2023, 09:00:01 PM »

Update v1.3.0

Reminder that mod factions that wish to support this mod by default will need to add their hullstyle IDs to a csv file.

v1.3.0
- added a subtle pulse animation that changes in intensity based on hard flux level
- fully disable vanilla shield rendering (true perf boost)
- added vanilla-imitation visual mode that disables hexagons (enable in settings.json)
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