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Author Topic: [0.96a] Combat Radar v3.0 (released 2023-05-05)  (Read 300354 times)

HELMUT

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Re: [.6.1a] Combat Radar v0.6 (WIP, released 2014-01-07)
« Reply #30 on: January 07, 2014, 08:14:08 AM »

Damn LazyWizard, when will you officially join Fractal Softworks? I mean, everything you do should be definitely added in the game, better directly become a dev rather than a modder. ;D
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SpaceRiceBowl

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Re: [.6.1a] Combat Radar v0.6 (WIP, released 2014-01-07)
« Reply #31 on: January 07, 2014, 11:15:10 AM »

Is this mod incompatible with other mods atm?
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LiquidStang

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Re: [.6.1a] Combat Radar v0.6 (WIP, released 2014-01-07)
« Reply #32 on: January 07, 2014, 01:07:05 PM »

Well done!  :D
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LazyWizard

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Re: [.6.1a] Combat Radar v0.6 (WIP, released 2014-01-07)
« Reply #33 on: January 07, 2014, 10:08:32 PM »

Is this mod incompatible with other mods atm?

It should work with every mod out there. It doesn't actually change anything in your game, all it does is read some values from the combat engine and draw shapes on the screen. I can't think of a way for another mod to not be compatible with it unless they deliberately went out of their way to make it so. :)
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ArkAngel

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Re: [.6.1a] Combat Radar v0.6 (WIP, released 2014-01-07)
« Reply #34 on: January 09, 2014, 06:11:22 PM »

The Radar is pretty epic! I have to ask however if it is possible to show cloaked ships somehow on the radar. It would be kinda nice to know if theres a cloaked ship closing in behind me instead of just a ship. The radar it self works like a charm.
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LazyWizard

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Re: [.6.1a] Combat Radar v0.6 (WIP, released 2014-01-07)
« Reply #35 on: January 10, 2014, 02:01:08 AM »

The Radar is pretty epic! I have to ask however if it is possible to show cloaked ships somehow on the radar. It would be kinda nice to know if theres a cloaked ship closing in behind me instead of just a ship. The radar it self works like a charm.

It does. Phased ships show up faded on the radar view. :)
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SpaceRiceBowl

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Re: [.6.1a] Combat Radar v0.6 (WIP, released 2014-01-07)
« Reply #36 on: January 12, 2014, 03:46:23 PM »

Having trouble with it crashing when i load up a battle
here's the log
Spoiler
83951 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.NoClassDefFoundError: org/lazywizard/lazylib/opengl/DrawUtils
java.lang.NoClassDefFoundError: org/lazywizard/lazylib/opengl/DrawUtils
   at org.lazywizard.radar.CombatRadarPlugin.renderBox(CombatRadarPlugin.java:202)
   at org.lazywizard.radar.CombatRadarPlugin.advance(CombatRadarPlugin.java:588)
   at com.fs.starfarer.title.Object.float$Oo.super(Unknown Source)
   at com.fs.starfarer.combat.super.B.o00000(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.F.øÒÒ000(Unknown Source)
   at com.fs.super.oOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.String.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: org.lazywizard.lazylib.opengl.DrawUtils
   at java.net.URLClassLoader$1.run(Unknown Source)
   at java.security.AccessController.doPrivileged(Native Method)
   at java.net.URLClassLoader.findClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   
[close]
« Last Edit: January 12, 2014, 03:48:49 PM by SpaceRiceBowl »
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Gotcha!

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Re: [.6.1a] Combat Radar v0.6 (WIP, released 2014-01-07)
« Reply #37 on: January 12, 2014, 06:41:03 PM »

Damn LazyWizard, when will you officially join Fractal Softworks? I mean, everything you do should be definitely added in the game, better directly become a dev rather than a modder. ;D

That'd be so awesome. Got room for another, Alex?

This combat radar is amazing. I don't want to know how big your head is, LazyWizard. It must be huge, for that brain of yours to fit inside it.
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xenoargh

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Re: [.6.1a] Combat Radar v0.6 (WIP, released 2014-01-07)
« Reply #38 on: January 13, 2014, 11:17:37 AM »

Tried integration, but I hit a problem:

CombatRadarPlugin.reloadSettings() won't work; reloadSettings() isn't public.
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LazyWizard

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Re: [.6.1a] Combat Radar v0.6 (WIP, released 2014-01-07)
« Reply #39 on: January 15, 2014, 01:51:13 PM »

Having trouble with it crashing when i load up a battle
here's the log
Spoiler
83951 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.NoClassDefFoundError: org/lazywizard/lazylib/opengl/DrawUtils
java.lang.NoClassDefFoundError: org/lazywizard/lazylib/opengl/DrawUtils
   at org.lazywizard.radar.CombatRadarPlugin.renderBox(CombatRadarPlugin.java:202)
   at org.lazywizard.radar.CombatRadarPlugin.advance(CombatRadarPlugin.java:588)
   at com.fs.starfarer.title.Object.float$Oo.super(Unknown Source)
   at com.fs.starfarer.combat.super.B.o00000(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.F.øÒÒ000(Unknown Source)
   at com.fs.super.oOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.String.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: org.lazywizard.lazylib.opengl.DrawUtils
   at java.net.URLClassLoader$1.run(Unknown Source)
   at java.security.AccessController.doPrivileged(Native Method)
   at java.net.URLClassLoader.findClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   
[close]

You need the latest version of LazyLib.

Tried integration, but I hit a problem:

CombatRadarPlugin.reloadSettings() won't work; reloadSettings() isn't public.

Oops, fixed in the next version. reloadSettings() is actually package-private, so for now you could get around it by calling a stub in the org.lazywizard.radar package that calls CombatRadarPlugin.reloadSettings() itself.

Edit: now that I think of it, a better solution would be to call RadarModPlugin.onApplicationLoad() in your own ModPlugin, since it's included in the jar. :)
« Last Edit: January 15, 2014, 02:40:28 PM by LazyWizard »
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xenoargh

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Re: [.6.1a] Combat Radar v0.6 (WIP, released 2014-01-07)
« Reply #40 on: January 15, 2014, 03:29:36 PM »

Ah, OK.  Worked fine when it was run outside btw, I'll give it a go and see whether I can get it to go :)
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LazyWizard

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Re: [0.6.2a] Combat Radar v0.6b (WIP, released 2014-01-17)
« Reply #41 on: January 17, 2014, 03:30:31 PM »

I uploaded a quick fix for .6.2a, get it here. This avoids the null pointer exception when loading a campaign.
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SpaceRiceBowl

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Re: [0.6.2a] Combat Radar v0.6b (WIP, released 2014-01-17)
« Reply #42 on: January 18, 2014, 06:44:02 AM »

Not sure if it fixed it, still getting a null pointer exception
Edit: Actually, its not this mod, it's actually the Console Commands mod, you may want to update it.
« Last Edit: January 18, 2014, 09:48:45 AM by SpaceRiceBowl »
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LazyWizard

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Re: [0.6.2a] Combat Radar v0.6b (WIP, released 2014-01-17)
« Reply #43 on: January 18, 2014, 10:35:55 AM »

That error should disappear after the upcoming Starsector hotfix.
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CrashToDesktop

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Re: [0.6.2a] Combat Radar v0.6b (WIP, released 2014-01-17)
« Reply #44 on: January 27, 2014, 02:36:32 PM »

I love this little mod. :) It adds this bit of UI that's invaluable in real life, sort of brings it a bit closer to what you might expect in a combat ship's HUD.

Is there any way to remove the box around the radar?  I find it a bit intrusive on smaller resolutions (which I play on), and just the circle would do fine. :)
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