TriggerAu Posted December 3, 2013 Author Share Posted December 3, 2013 ...Is that the resource instant consumption/change rates? I really look forward to see how you will display them.Yes its is, they are displayed in the same method as the stock ones - number in the brackets to the rightI'm sorry but: Kethane is KH4...True, but Majiir liked the icon earlier in the post (and more than two characters does cram the text) so I left it like that.Looks great, man. However, I believe that the colors of xenon and argon should be switched - argon emits blue light when put in a vacuum tube and an electrical flow is directed through it, where xenon emits purple light. Argon should possibly also have a darker/more saturated blue, and hydrogen should take over the light blue. However, I fully agree on Kethan being green . I also really like the ElectriCharge icon.I do agree that the Hydrogen one looks naff, and when I layed em all out I think a light blue might be better. For the Argon/Xenon discussion I think I'll stick with the current ones - I did do a bit of looking and found a lot of ones where these colors were close - eg. http://images-of-elements.com/ . I think maybe we can leave the Xenon/Argon discussion for now - you will be able to simply do your own icons in the next release - or I'll be spending too much time trying to sort colors . Quote Link to comment Share on other sites More sharing options...
Ackander Posted December 4, 2013 Share Posted December 4, 2013 Indeed. I was wondering if you had a formal/public list of features you intend to add to this mod, or are considering adding. Your iconography is exceptional, sir, I can't wait to see more. Quote Link to comment Share on other sites More sharing options...
TriggerAu Posted December 4, 2013 Author Share Posted December 4, 2013 (edited) Will you also put support for TAC life support? This mod is awesome and I can't wait for mod support!I'm making up icons for a bunch for packs - which includes TACLIfesupport - you can see Water, Waste Water and CO2 in the pic above. I plan to update icons as I go, but people will be able to tweak as they see fit. Edited December 4, 2013 by TriggerAu Quote Link to comment Share on other sites More sharing options...
TriggerAu Posted December 4, 2013 Author Share Posted December 4, 2013 Indeed. I was wondering if you had a formal/public list of features you intend to add to this mod, or are considering adding. Your iconography is exceptional, sir, I can't wait to see more.To be honest, after the next version (aside from squashing bugs) the only things "I" have planned are (I do keep a more detailed list, but not publicly):some form of warning/alerting - theres some great ideass in here already so I need to find a good oneI would like to use this as a test case for interfacinng mods, so was gonna look at whether I could get this to cause an alarm to be created in KAC when you are running out of electricity (this is where I started this from)Maybe add to the staging functionality so it auto advances stages when the current stage has no fuel and no active enginesThats what I want to do, but there are some good ideas in this thread as well that I feel can be explored to - miniature display, auto appear on low resources, use of the plugin nodes so Modders can supply their icon - to name a few. And I always like to see peoples ideas If I can fit em in and still keep to the theme of what I am trying to do I will look at implementing em. Although starting on a second plugin has killed my play time And Thanks, always good to get nice feedback. Quote Link to comment Share on other sites More sharing options...
BlazingAngel665 Posted December 4, 2013 Share Posted December 4, 2013 Kerbal scientists are in disagreement about what Kethane is, with some insisting it's a simple hydrokarbon and others claiming it's an oxidizing element. This is why the converters can make both.Kethane is clearly a macro level quantum particle that is in a superposition. The Observation of the KH4 molecule in the "Schrodinger's Pumper Thingy" inside the converter can manipulate the underlying fabric of the universe to cause it to fall into either category. Problem solved.Great looking icons BTW. They are quite effective at conveying information. This mod quickly shot onto my must have list for mods. Very Quality work. Quote Link to comment Share on other sites More sharing options...
TriggerAu Posted December 4, 2013 Author Share Posted December 4, 2013 Version 1.1.0.0 Now on SpaceportDeployed most of the features I posted before, but heres the full list:Changed loading method so that it parses the Icons folderAlso changed byte loading method to use System.IO instead of KSP.IO - will see if thats the Linux64bit problem with texture loadingOptional display of Instant consumption/ratesConverted draw code to use windows so main window is draggable and clamped to screenCan lock window panel so you dont inadvertantly drag itSeparated settings window so yiou can drag to any edge and settings moves around to stay visible (pretty chuffed this worked)Added a bunch of icons - more to comeAdded folder for user to put custom icons in for ones I missedI have added a bunch of icons and a loading method for the Icons-Player folder in the plugin so people who want to fill in my missing icons can do that for themselves while I get the rest finished. I think I have about 12 left to go on my list of resources, and I do want to redo a couple that dont look quite in sync with the others.That said I have a few other things on over the next two weeks so I'll try and complete my icon set and publish the Inkscape template (SVG) file that I have knocked up with a manual page on the instructions site in the next day'ish. But further code enhancements (outside of an horrendous bug on my part) will probably be after that periodAnyways, enjoy. And As always I love feedback Quote Link to comment Share on other sites More sharing options...
MK3424 Posted December 4, 2013 Share Posted December 4, 2013 Neat! love the changes! Quote Link to comment Share on other sites More sharing options...
diomedea Posted December 4, 2013 Share Posted December 4, 2013 @ Trigger Au: great improvement of an already excellent mod! One thing however I would ask: at least with the screen resolution I use (1280 x 1024), the window opens at the extreme right of the screen, that is fine by itself, however I also use the achievements mod by blizzy and its tab is exactly covering the settings button on the alternate resources window. No way to activate the settings unless I disable the achievements mod. Believe it would be extremely fast to change position to the settings button, from extreme down right to extreme left right of the window, so to avoid interference with screen margins often used to park inactive GUI objects.And thanks again for such a wonderful mod! Quote Link to comment Share on other sites More sharing options...
TriggerAu Posted December 4, 2013 Author Share Posted December 4, 2013 @ Trigger Au: great improvement of an already excellent mod! One thing however I would ask: at least with the screen resolution I use (1280 x 1024), the window opens at the extreme right of the screen, that is fine by itself, however I also use the achievements mod by blizzy and its tab is exactly covering the settings button on the alternate resources window. No way to activate the settings unless I disable the achievements mod. Believe it would be extremely fast to change position to the settings button, from extreme down right to extreme left right of the window, so to avoid interference with screen margins often used to park inactive GUI objects.And thanks again for such a wonderful mod!Hmm, the "race for (screen) space" modders problem strikes again. I think that button in the bottom right makes more sense, but let me have a think about the problem. In the meantime you can edit the config.xml file to make changes directly, but this is definitly something I need to get sorted Quote Link to comment Share on other sites More sharing options...
TriggerAu Posted December 5, 2013 Author Share Posted December 5, 2013 Version 1.1.1.0 now on SpaceportFinally finished the icons and a tweak for diomedea:Finished 1st iteration of icons - includes icons for: Kethane, Deadly Reentry, Extra Planetary Launchpads, KSP Interstellar, Life Support By Bobcat, Near Future, TAC Life SupportMade the settings button a little wider to make it visible behind other fixed buttonsPage on how to make icons to come shortlyEnjoy Quote Link to comment Share on other sites More sharing options...
Beetlecat Posted December 5, 2013 Share Posted December 5, 2013 Utterly beautiful. I love the current stage resource indicator. Superb!I can't help but imagine that the resource panels in the final game will look strikingly like these. Thank you so much. Quote Link to comment Share on other sites More sharing options...
drtedastro Posted December 5, 2013 Share Posted December 5, 2013 Each update is better than last. Great work.. And I agree, I bet this will have a long life in KSP.... Quote Link to comment Share on other sites More sharing options...
diomedea Posted December 5, 2013 Share Posted December 5, 2013 Finally finished the icons and a tweak for diomedea ...Many thanks for that tweak! Sensible choice, works perfectly. Quote Link to comment Share on other sites More sharing options...
egreSS Posted December 5, 2013 Share Posted December 5, 2013 This is awesome, so glad I found this, and it's small memory footprint too! Quote Link to comment Share on other sites More sharing options...
TriggerAu Posted December 5, 2013 Author Share Posted December 5, 2013 OK, so as promised... that sounds a bit egotistical.. lets try that again.I knocked up some info and advice on how I made the icons for this Mod and stuck it on the Documentation Site. so there are two new pages:Included Icons: This contains a list of all the icons that are in the KSP ARP download package (on the background color of the panel)Making Your Own Icons: This contains Specifications, advice and an SVG template that I used to make the majority of the iconsI will put something in place for adjusting priority of icons in a near build, but need a little time for that. Anyways, read up if your interested and let me know if you have questions. Quote Link to comment Share on other sites More sharing options...
Dweller_Benthos Posted December 5, 2013 Share Posted December 5, 2013 A new Trigger mod?!? Heck yes! This one looks awesome, and I haven't even used it yet! Quote Link to comment Share on other sites More sharing options...
hawkinator Posted December 5, 2013 Share Posted December 5, 2013 Quick thought. Have you considered pulling the predominant color from a resources associated icon to use for its bar? Looking at some of the discussions, it seems the colors people wanted for the icons were the same as the colors they wanted for the bars, so why not make the plugin match them? Quote Link to comment Share on other sites More sharing options...
TriggerAu Posted December 5, 2013 Author Share Posted December 5, 2013 Quick thought. Have you considered pulling the predominant color from a resources associated icon to use for its bar? Looking at some of the discussions, it seems the colors people wanted for the icons were the same as the colors they wanted for the bars, so why not make the plugin match them?I did have that though initially, but as its come together the idea has slipped down the priority list as it will be hard to do well - IMO. A few things that made me get to this design:I wanted it to still look somewhat like the in game one - just with some extra functionality and polishI do still want to add some form of alarm/alerting for low resources and using the bar color may be the way to do thatI plan to let people choose to use their own icons, and mods define an icon in their plugin eventually - and if I dont have the color I would have to determine a predominant color and then programmatically create a texture to change itI didn't want it to become a rainbow of colors as I would find that looking tackyThis is not to say diffn colored bars are totally off the list, another idea I had was some form of color related to the type of resource (I think someone mentioned that here as well - but I also had no idea how many custom resources there were), we'll see how we go Quote Link to comment Share on other sites More sharing options...
Sokar408 Posted December 6, 2013 Share Posted December 6, 2013 Hey there. I seem to be getting a ton of errors whenever I open the Alternative Resource Panel, and thought I'd let you know. This is what I'm getting when I open it:[Exception]; ArgumentException: Getting control 0's position in a group with only 0 controls when doing RepaintAbortingI get that error in the debug menu 13 times before I get this:[Log]: 12/6/2013 4:08:45 PM,KSPAlternateResourcePanel,Saving Config...Now I have no idea whether that is relevant, needs fixing, or whatever, but I'm trying to track down whats causing some massive lag, and this is one of the mods producing red errors. Anyway I love the mod, and I hope you'll continue to develop and maintain it Also, and this is the second time i ask, so if you have answered it and I just can't find it, then I apologize. Is there a way to disable the standard resource panel. With this thing I don't what its buggy ass popping up every time I hover up there Quote Link to comment Share on other sites More sharing options...
forsaken1111 Posted December 6, 2013 Share Posted December 6, 2013 Just wanted to say that I started using this yesterday and it is fantastic. Far and away better than the stock panel. It works flawlessly with the interstellar mod as well, which I appreciate. Quote Link to comment Share on other sites More sharing options...
TaranisElsu Posted December 7, 2013 Share Posted December 7, 2013 What are your thoughts on alphabetizing or applying some other ordering? It is weird to me that the resources are always in a different order. It also happens with the stock resource panel, so not unique to your mod. Anyway, just curious. Quote Link to comment Share on other sites More sharing options...
therealcrow999 Posted December 7, 2013 Share Posted December 7, 2013 Nice update, loving this tool. The only thing I would say is missing is an optional transparent window. Quote Link to comment Share on other sites More sharing options...
Hurry- Starfish! Posted December 7, 2013 Share Posted December 7, 2013 What are your thoughts on alphabetizing or applying some other ordering? It is weird to me that the resources are always in a different order. It also happens with the stock resource panel, so not unique to your mod. Anyway, just curious.+1Ordering by mods maybe? Quote Link to comment Share on other sites More sharing options...
TriggerAu Posted December 7, 2013 Author Share Posted December 7, 2013 Hey there. I seem to be getting a ton of errors whenever I open the Alternative Resource Panel, and thought I'd let you know. This is what I'm getting when I open it:....Also, and this is the second time i ask, so if you have answered it and I just can't find it, then I apologize. Is there a way to disable the standard resource panel. With this thing I don't what its buggy ass popping up every time I hover up there Errors are never expected, but I dont recall see it myself. It looks like its trying to lay out some window objects without some other bits of code. I'll see if i can get it to happen here. Are you seeing it when you go from spaceport to a vessel, or switching vessels, or some other scenario?I haven't put in anything to disable the stock button, If it is possible I think I would want to get some sort of OK before doing that as well. I have it noted down, but not high on my list. In my testing etc, the alternate panel sits over the top of the stock one, so I dont see the stock one, or is this when you are using them in hover style?What are your thoughts on alphabetizing or applying some other ordering? It is weird to me that the resources are always in a different order. It also happens with the stock resource panel, so not unique to your mod. Anyway, just curious.The order they run up is the order they appear in the vessel by part, I just mirrored the stock one. I do want to do something here and provide people a way to group/sort em, just havent gotten to it yetNice update, loving this tool. The only thing I would say is missing is an optional transparent window.Correct me if I'm wrong, but you mean the sort of transparent black Unity Default GUI Style, as opposed to the KSP GUI Style. I really prefer to keep my stuff in the same look/feel as the Stock Game, but I will see how much extra work it will be to maintain two sets of styles with an option. Quote Link to comment Share on other sites More sharing options...
Sokar408 Posted December 7, 2013 Share Posted December 7, 2013 Errors are never expected, but I dont recall see it myself. It looks like its trying to lay out some window objects without some other bits of code. I'll see if i can get it to happen here. Are you seeing it when you go from spaceport to a vessel, or switching vessels, or some other scenario?I haven't put in anything to disable the stock button, If it is possible I think I would want to get some sort of OK before doing that as well. I have it noted down, but not high on my list. In my testing etc, the alternate panel sits over the top of the stock one, so I dont see the stock one, or is this when you are using them in hover style?Its when I hover over it. Basically the errors came up when I clicked on the panel banner. Quote Link to comment Share on other sites More sharing options...
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