Cyrik Posted August 30, 2014 Share Posted August 30, 2014 (edited) Hi,here is the first release version of Map Resource Overlay. If you have any bugs/questions/ideas feel free to post them.VERSION 0.2.7(03.10.14)Distribution:ReleaseSourceCC BY SA LicenseUsage:Look at any planet with Karbonite/MKS minable resources. Click the red toolbar icon to disable/enable and choose the resource to be displayed. SCANSat integration is optional and can be toggled. It uses more resources, still working on that.Height and biome maps work with and without SCANSat, but the code to generate them is taken straight from them. Thats why there is a SCANSat License included.Science maps are very experimental. They shouldn't break anything but they aren't fully functional and is subject to change.Requirements:blitzys toolbar(optional)Karbonite or MKS(optional, need for resource display)here are some pics:Science:Scansat integration:biomes:Bright option with tooltip:Color option wit cutoff:Cutoff 100ppm:options:Changelog:Version 0.2.7: ORSX and Linux fixVersion 0.2.6:-Licensing stuffVersion 0.2.5:-exponential resource scale-fixed log(0)-active button marked-anomaly overlay-individual cutoffs for resourcesVersion 0.2.4: -way faster science overlay-logarithmic and color resource scalingVersion 0.2.3: -ORS independence-better science overlayVersion 0.2.2: -added height and biome maps-experimental science maps-avc support-fixed behavior while paused-api alpha addedVersion 0.2.1: -added color configs in PluginData-Tooltips can be disabled-fixed cutoff to be ppm-fixed tooltips during pauseVersion 0.2: -added brightness toggle-added a display cuttoff-preference are savedVersion 0.01.3: -SCANSat integrationVersion 0.01.2: -new Icon-multiple overlays fixed-tooltips addedVersion 0.01.1: -Paths fixed for Linux and Mac-Off by defaultVersion 0.01.0: initial releaseWindow.cs and parts of Utilities.cs by TaranisElsu. Original found at:https://github.com/taraniselsu/TacLifeSupport Part of the Tooltip calculation code by the MechJeb team. Original found at: https://github.com/MuMech/MechJeb2 Shader.txt derived from Majir's Kethane. Original found at: https://github.com/Majiir/Kethane Part of the ScansatWrapper.cs by the SCANSat team. Original found at: https://github.com/S-C-A-N/SCANsatThis mod includes version checking using MiniAVC. If you opt-in, it will use the internet to check whether there is a new version available. Data is only read from the internet and no personal information is sent. For a more comprehensive version checking experience, please download the KSP-AVC Plugin. Edited October 2, 2014 by Cyrik new version Link to comment Share on other sites More sharing options...
fathed Posted August 30, 2014 Share Posted August 30, 2014 Sweet, grats on the release.Is there a config file, I'd prefer to default to off and scansat to on myself, so if i can change it for myself, that'd be awesome, either way, thanks, I can live with 2 clicks to get nice looking overlays when I want them. Link to comment Share on other sites More sharing options...
Cyrik Posted August 30, 2014 Author Share Posted August 30, 2014 Sweet, grats on the release.Is there a config file, I'd prefer to default to off and scansat to on myself, so if i can change it for myself, that'd be awesome, either way, thanks, I can live with 2 clicks to get nice looking overlays when I want them.The 0.2 release should be saving your preference in your savegame so that you get your settings back when you reload or restart. Link to comment Share on other sites More sharing options...
RoverDude Posted August 30, 2014 Share Posted August 30, 2014 This is downright gorgeous Link to comment Share on other sites More sharing options...
nli2work Posted August 30, 2014 Share Posted August 30, 2014 glorious! no more big orange beach balls. Link to comment Share on other sites More sharing options...
RoverDude Posted August 30, 2014 Share Posted August 30, 2014 glorious! no more big orange beach balls. I'll be taking this dependency and preconfiguring MKS and Karbonite in the next major release. Will have to do a new vid too Link to comment Share on other sites More sharing options...
Cyrik Posted August 30, 2014 Author Share Posted August 30, 2014 I'll be taking this dependency and preconfiguring MKS and Karbonite in the next major release. Will have to do a new vid too You want any features/changes put in before that? Link to comment Share on other sites More sharing options...
fathed Posted August 30, 2014 Share Posted August 30, 2014 The 0.2 release should be saving your preference in your savegame so that you get your settings back when you reload or restart.Ahh, it's cause I was constantly reverting due to playing with kerbcam, so there wasn't a save. After it autosaved it did remember the settings, so sweet! Link to comment Share on other sites More sharing options...
RoverDude Posted August 30, 2014 Share Posted August 30, 2014 You want any features/changes put in before that?Let me do a runthrough and I will answer that. Quick query - do different resources have different colors? Link to comment Share on other sites More sharing options...
Cyrik Posted August 30, 2014 Author Share Posted August 30, 2014 Let me do a runthrough and I will answer that. Quick query - do different resources have different colors?Nope. Standard is (0,0,0) to (255,0,0) in strength. Bright option is (255,0,0) to (255,255,255). Changing the color calculation is pretty easy though, so I´m open to suggestions. Link to comment Share on other sites More sharing options...
RoverDude Posted August 30, 2014 Share Posted August 30, 2014 Nope. Standard is (0,0,0) to (255,0,0) in strength. Bright option is (255,0,0) to (255,255,255). Changing the color calculation is pretty easy though, so I´m open to suggestions.Let me play with it. I have a couple of thoughts. Is that set up as a config option? That would be ideal. Link to comment Share on other sites More sharing options...
Cyrik Posted August 30, 2014 Author Share Posted August 30, 2014 Let me play with it. I have a couple of thoughts. Is that set up as a config option? That would be ideal.There's no config yet. You can only enable and disable the bright mode.Would you want to put something like "Karbonite: (0,x,0); Water: (100,0,x);" into the config or something more elaborate? Link to comment Share on other sites More sharing options...
RoverDude Posted August 30, 2014 Share Posted August 30, 2014 There's no config yet. You can only enable and disable the bright mode.Would you want to put something like "Karbonite: (0,x,0); Water: (100,0,x);" into the config or something more elaborate?Sure, probably something simple like Karbonite,0,0,0,255,0,0,Water,0,0,0,0,0,255 (So resource, low rgb, high rgb)btw mine is not coming up for some reason - probably something I did wrong Buttons give me no overlay over Kerbin Link to comment Share on other sites More sharing options...
Cyrik Posted August 30, 2014 Author Share Posted August 30, 2014 Sure, probably something simple like Karbonite,0,0,0,255,0,0,Water,0,0,0,0,0,255 (So resource, low rgb, high rgb)btw mine is not coming up for some reason - probably something I did wrong Buttons give me no overlay over KerbinK, gonna put in a config for that.About your problem: I´m guessing the last version worked for you and you don't get any errors in your log?The only thing I can think of that might break the new version compared to the old one is if you jump straight into flight mode from the main menu. The scenario load code gets executed the first time you get to the SpaceCenter scene. If you skip that the real part of the mod wont get loaded Link to comment Share on other sites More sharing options...
Cyrik Posted August 30, 2014 Author Share Posted August 30, 2014 I might have overdone it a bit, but the next version will have this config in its PluginData folder:globalSettings{ colorConfigs { Karbonite { Resource = ResourceName=Karbonite,ScansatName=Karbonite LowColor = (0,0,0,0) HighColor = (255,0,0,200) } Ore { Resource = ResourceName=Ore,ScansatName=Ore LowColor = (0,0,0,0) HighColor = (0,255,0,200) } Water { Resource = ResourceName=Water,ScansatName=Aquifer LowColor = (0,0,0,0) HighColor = (0,0,255,200) } Minerals { Resource = ResourceName=Minerals,ScansatName=Minerals LowColor = (0,0,0,0) HighColor = (0,255,255,200) } Substrate { Resource = ResourceName=Substrate,ScansatName=Substrate LowColor = (0,0,0,0) HighColor = (255,0,255,200) } }}its a bit over specified, but that way i can add stuff to it without breaking the old version. Link to comment Share on other sites More sharing options...
gh7531 Posted August 30, 2014 Share Posted August 30, 2014 (edited) This Cyrik is one of the best things since scanning in the background while fly an other ship! This is truely awesome but as a v0.2 it needs obviously some polishing. If I'm allowed to give my suggestions here are a few. - Like Rover said a different collor for each resource would be nice. Probably the possibility to change the collor ingame or in a config file. - It would be nice to set the min amount that is needed to make it visible to an amount in ppm instead of an value between 0 and 254. I'm not sure if it's possible (like for anything else I suggest) but if it is it would be nice to see it implemented. - Also the possibility to change the opacity of the overlay would be nice. - Since ORS is realy open a way of implementing own resources (probably with its own color) would be nice too.- A way of enable and disable the window that shwows the resoure an the amount of it would be usefull. Probably enable it while pressing a key or a combination of keys (alt + I for Information or something like that)Probably a little bug-report. It's maybe a thing in ORS and not your mod. - The amount of Karbonite (it is also on any other resource) in the window that shwows the resoure an the amount of it is sometimes shown in % instead of ppm.All of this is mabye curently in development. I will test your mod and will give you my feedback if I found something else. Keep the work going on this one has a lot of potential!(English isn't my native speech so I'm sorry for any mistake)EDIT: Well I see in the time I wrote it you made the first one true. I'm sorry! Edited August 30, 2014 by gh7531 Link to comment Share on other sites More sharing options...
gh7531 Posted August 30, 2014 Share Posted August 30, 2014 its a bit over specified, but that way i can add stuff to it without breaking the old version.I like this config its realy clear which value does what. The only one I don't understand is at HighColor = (0,255,255,200) the 200. The first three numbers are RGB but for what is the fourth? Link to comment Share on other sites More sharing options...
Cyrik Posted August 30, 2014 Author Share Posted August 30, 2014 This Cyrik is one of the best things since scanning in the background while fly an other ship! This is truely awesome but as a v0.2 it needs obviously some polishing. If I'm allowed to give my suggestions here are a few. - Like Rover said a different collor for each resource would be nice. Probably the possibility to change the collor ingame or in a config file. - It would be nice to set the min amount that is needed to make it visible to an amount in ppm instead of an value between 0 and 254. I'm not sure if it's possible (like for anything else I suggest) but if it is it would be nice to see it implemented. - Also the possibility to change the opacity of the overlay would be nice. - Since ORS is realy open a way of implementing own resources (probably with its own color) would be nice too.- A way of enable and disable the window that shwows the resoure an the amount of it would be usefull. Probably enable it while pressing a key or a combination of keys (alt + I for Information or something like that)Probably a little bug-report. It's maybe a thing in ORS and not your mod. - The amount of Karbonite (it is also on any other resource) in the window that shwows the resoure an the amount of it is sometimes shown in % instead of ppm.All of this is mabye curently in development. I will test your mod and will give you my feedback if I found something else. Keep the work going on this one has a lot of potential!(English isn't my native speech so I'm sorry for any mistake)EDIT: Well I see in the time I wrote it you made the first one true. I'm sorry!Awesome feedback, thank you.Like you said, the first one is done. The second one is also done and already in the the version you have, unless there's a bug. The cutoff point you are setting is in ppm:)Opacity change for every resource is also in the color config.For other mods: I´m waiting for the new release of ORS that will give me the ability to easily see which resources are loaded. The change is already in there and I hope the release will be out soon.Information window: I´m guessing you mean the tooltip when you go over the planet. You are right, I will put in an option to disable it in the next version.the % thingy: yeah thats an ORS thing. I copied the way ORS displays it. I will change it to always show ppm for consistency.thanks again for the great feedback. hope you have fun with the mod:) Link to comment Share on other sites More sharing options...
Cyrik Posted August 30, 2014 Author Share Posted August 30, 2014 its (red,green,blue,alpha). alpha is the opacity value. at 255 there is no transparency, at 0 its fully see-through. Link to comment Share on other sites More sharing options...
raziel420 Posted August 30, 2014 Share Posted August 30, 2014 Awesome, this is a fantastic addition to karbonite, and SCANsat. The orange beach balls were not exactly helpfull, but this should make landing in good areas much much more simple.Might I suggest adding in AVC (Automatic Version Checker) compatability, specially if it's still under active development? Link to comment Share on other sites More sharing options...
Cyrik Posted August 30, 2014 Author Share Posted August 30, 2014 Awesome feedback, thank you.Like you said, the first one is done. The second one is also done and already in the the version you have, unless there's a bug. The cutoff point you are setting is in ppm:)Opacity change for every resource is also in the color config.For other mods: I´m waiting for the new release of ORS that will give me the ability to easily see which resources are loaded. The change is already in there and I hope the release will be out soon.Information window: I´m guessing you mean the tooltip when you go over the planet. You are right, I will put in an option to disable it in the next version.the % thingy: yeah thats an ORS thing. I copied the way ORS displays it. I will change it to always show ppm for consistency.thanks again for the great feedback. hope you have fun with the mod:)oh you were right, the cuttoff was for 0-255 not for ppm. fixing it right now Link to comment Share on other sites More sharing options...
RoverDude Posted August 30, 2014 Share Posted August 30, 2014 Awesome, this is a fantastic addition to karbonite, and SCANsat. The orange beach balls were not exactly helpfull, but this should make landing in good areas much much more simple.Might I suggest adding in AVC (Automatic Version Checker) compatability, specially if it's still under active development?+1 for AVC, would love to see that project take off.FYI I did mine on a clean install - will try again shortly, sorting out some other mod work at the moment Link to comment Share on other sites More sharing options...
Cyrik Posted August 30, 2014 Author Share Posted August 30, 2014 +1 for AVC, would love to see that project take off.FYI I did mine on a clean install - will try again shortly, sorting out some other mod work at the momentGoing to start looking into AVC now. Haven´t even seen it till you guys mentioned it.I bet you forgot to install MKS or Tooltips in your clean install:P Otherwise i might have some dependency i don't know about- - - Updated - - -new version is out, go grab it and enjoy! Link to comment Share on other sites More sharing options...
CaptRobau Posted August 30, 2014 Share Posted August 30, 2014 In anticipation of this mod being integrated into the stock toolbar, I've made a few variations of an icon for said toolbar. It can be resized to fit blizzy's toolbar too, if the stock toolbar integration is still a long ways away. Not that you're obliged to take any of my designs. If ányone has suggestions for improvements, etc. I'd be glad to hear them.I'm not sure if this has been asked before, but would it be possible to display the various maps generated by SCANSAT (the biome map or the height map) using the Overlay? Link to comment Share on other sites More sharing options...
Cyrik Posted August 30, 2014 Author Share Posted August 30, 2014 (edited) In anticipation of this mod being integrated into the stock toolbar, I've made a few variations of an icon for said toolbar. It can be resized to fit blizzy's toolbar too, if the stock toolbar integration is still a long ways away. Not that you're obliged to take any of my designs. If ányone has suggestions for improvements, etc. I'd be glad to hear them.http://i.imgur.com/r6S1DTH.pngI'm not sure if this has been asked before, but would it be possible to display the various maps generated by SCANSAT (the biome map or the height map) using the Overlay?Oh I really like the icons, thank you!And I´ve been thinking about extending the overlays to other stuff, but I haven't looked into it yet. I like the idea though and will check if i can get the information I need out of Scansat.EDIT:I´ve just looked over it and it seems very possible. I will have to clean up my code a bit since it's not made for doing that, but cleaning up code is a good thing anyway:) Edited August 30, 2014 by Cyrik Link to comment Share on other sites More sharing options...
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