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Open Resource System (ORS) - Mod Resource API - version 1.4.2


Fractal_UK

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You can now find the source code for 1.4.1 online, will post the compiled form of that shortly.

Thanks.

So at this point, I have a fairly large library of methods that enhance/extend ORS - things like altitude-sensitive scanners, on-rails resource extraction, a publicly accessible non-KSPI atmosphere extractor, particle collectors, etc.

My intent is to bundle these in a fork based on a combination of your latest changes and the changes Wave had integrated (and that both myself and other mods depended on), but remain config compatible with ORS to share things like resource maps, etc. (though that may change a bit, since one thing on my list is dynamic maps, and the idea of ground-based resource map exposure).

To keep things from bumping into eachother, I'll be making sure there are no namespace or partmodule conflicts (as noted, none of my stuff uses the default ORS part modules, but I don't want there to be a name conflict, and it will let me get away from way too much copy and pasting). Anything public is being moved over/renamed to ORSX_ (ORS Extensions) vs ORS, which should stop any conflicts cold, and as noted, pretty much the last bits I use from core ORS are the mapping functionality (though I intend on rolling in/bundling Cyrik's amazing map overlay because it's just too cool not to).

Eventually ORSX will deprecate most of the default ORS part modules anyway in favor of ones without any of the ties to KSPI (like megajoules, etc.), and better compatibility to my other modules and converters that operate on rails (hence why I had to create an alternate extraction module). Possibly some other deprecations as well, but all of these are pretty much a moot point ORS wise, as they will have no impact, and folks will be able to happily play with both without any issues - which will be nice, as right now I'm still in damage control / train wreck mode WRT ORS and KSPI, and it's not a fun place to be (nor one I intend on returning to).

I am currently testing all of this for 0.25 compatibility as that will be the point in which I push a release. I'll also check and make sure there are no weird conflicts with ORS 0.1.4, KSPI-L, and KSPI. If there end up being bits you like, grab 'em as this will be under the same BSD-3 license, and have code pushed separately from my other works/curations (though it will be distributed with them, much as I currently distribute ORS 0.1.2).

Feel free to ping me - PM box is clear now, and I'm almost always in IRC :)

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To keep things from bumping into eachother, I'll be making sure there are no namespace or partmodule conflicts (as noted, none of my stuff uses the default ORS part modules, but I don't want there to be a name conflict, and it will let me get away from way too much copy and pasting). Anything public is being moved over/renamed to ORSX_ (ORS Extensions) vs ORS, which should stop any conflicts cold, and as noted, pretty much the last bits I use from core ORS are the mapping functionality (though I intend on rolling in/bundling Cyrik's amazing map overlay because it's just too cool not to).

I'll probably look at including that, I was just trying to investigate it a little more but appears that there are some licensing issues with the overlay at the moment? I did write a crude overlay system which I was experimenting with to replace the current system in ORS but it isn't as good as Cryrik's.

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I'll probably look at including that, I was just trying to investigate it a little more but appears that there are some licensing issues with the overlay at the moment? I did write a crude overlay system which I was experimenting with to replace the current system in ORS but it isn't as good as Cryrik's.

Administrative issue last I checked.

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Apparently, how to avoid version conflicts in ORS is very unclear. Here is a simple tutorial:

Step 1: Set up aliasing

MW8l0R5.png

Step 2: Create a class that inherits from the ORS part modules, obviously you can add extra features if you want but the important thing is to get a specific copy of the PartModule that can only derive from the version of ORS that you want it to.


[B]extern alias ORSv1_4_1;
using ORSv1_4_1::OpenResourceSystem;[/B]

namespace FNPlugin {
class FNResourceScanner : ORSResourceScanner {

}
}

Step 3: Refer to your custom Part Module in the cfg file rather than the default ORS Part Module


MODULE
{
name = FNResourceScanner
resourceName = Uranium
mapViewAvailable = true
}

Repeat for all ORS modules.

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I've a problem with SCANsat doesn't show an overlay for water in MKS, though its origin maybe is interstellar, because the maps for water are in the interstellar folder of CRP.

I haven't got the source code of SCANsat. It seems to use 0.1.1 of ORS. I think this is the cause of the failure. Is there a possibility to change this without coding?

Edit: I use SCANsat 7rc4

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I've a problem with SCANsat doesn't show an overlay for water in MKS, though its origin maybe is interstellar, because the maps for water are in the interstellar folder of CRP.

I haven't got the source code of SCANsat. It seems to use 0.1.1 of ORS. I think this is the cause of the failure. Is there a possibility to change this without coding?

There are some workarounds floating around that use alternate versions of ORS. Just bear in mind though that in the next release, SCANSat, MKS, Karbonite, etc. will be moving off of ORS onto a forked version (we're mostly waiting on 0.25, but there will be a pre-release so folks can test their stuff)

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Version 1.4.2 Released


-Fixed caching of atmospheric/oceanic resources
-Added logging of atmospheric resource loading exceptions

Any idea on what cfg setting I'd need to modify to allow displayTexture to be semitransparent so users can see landing sites without having to enter inside the texture bubble?

This would need another plugin change, at the moment it can't be changed via a cfg. Currently the shader used is always "Unlit/Texture", to make it semi-transparent you would need "Unlit/Transparent". I could add the option to select a custom shader in the planetary resource defintions in the next major update, that might add some flexibility.

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Version 1.4.2 Released


-Fixed caching of atmospheric/oceanic resources
-Added logging of atmospheric resource loading exceptions

This would need another plugin change, at the moment it can't be changed via a cfg. Currently the shader used is always "Unlit/Texture", to make it semi-transparent you would need "Unlit/Transparent". I could add the option to select a custom shader in the planetary resource defintions in the next major update, that might add some flexibility.

No luck. I forked my own GitHub. I modified Shader.Find from Unlit/Texture to Unlit/Transparent, then rebuilt the dll, and the bubble no longer appears which is obviously not right. I also tested with adding an alpha channel to the resource point png, no luck. Then I used Transparent/Diffuse and got an opaque purple bubble which should be recognizing the png alpha channel. I poured over Unity examples to no avail. Any idea what I might be doing wrong?

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  • 1 month later...

Good Morning everybody.

First of all I would like to appologize if I'm not at the correct place.

I try to install ORS since a few days, but I don't know how to make it work.

How do you set this ? Is there some kind of .cfg files to be created ? And where ?

I have seen the code on the first page of this tread, but where should I place it ?

How do you add ressource to ScanSat panel ? How do you activate the overlay on the ScanSat Big map ?

I've been looking around for hours to find some explanation but soo far with no luck.

Is there some kind of tutorial I'm missing ? Really, I would be so glad if you could put me on the right direction. I have a lot of ideas concerning this.

So Thanks a lot for your help.

FireWille

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  • 2 weeks later...
  • 1 month later...
Good Morning everybody.

First of all I would like to appologize if I'm not at the correct place.

I try to install ORS since a few days, but I don't know how to make it work.

How do you set this ? Is there some kind of .cfg files to be created ? And where ?

I have seen the code on the first page of this tread, but where should I place it ?

How do you add ressource to ScanSat panel ? How do you activate the overlay on the ScanSat Big map ?

I've been looking around for hours to find some explanation but soo far with no luck.

Is there some kind of tutorial I'm missing ? Really, I would be so glad if you could put me on the right direction. I have a lot of ideas concerning this.

So Thanks a lot for your help.

FireWille

This mod does not actually add anything to the game, it's a common API for modders.

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  • 4 weeks later...
  • 4 weeks later...

Hello, I comment, I did a base on eve with mod MKS and I must say it is easier than in dune, and you need a few parachute, no need engines for desacelerarte on re-entry and parachute few modules touch the soil to 5.2m / s, to put wheels and easily assemble the base, how hard is it due to gravity solar panels break alone and if you hit the wheels break easier and so far can not find a place to get water resources, and scan with ScanSat and me nothing appears on the map, I appear only in dune resources .....

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