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RimWorld => Mods => Releases => Topic started by: drumad on August 03, 2018, 06:48:45 PM

Title: [1.0] Night Vision 1.1: Everybody was night-time fighting...
Post by: drumad on August 03, 2018, 06:48:45 PM
(https://raw.githubusercontent.com/AndTheManDrew/NightVision/master/nightvision_images/promo_smaller.png)


1.0. or: How I Learned to Stop Worrying And Love The Dark


Attennn'shun Colonist...
You've had your eyeballs removed and replaced by mech-damn machinery,
You can spot the mole on my left private cheek through bright red devilstrand pants from a hundred tiles away.
I've seen you hit a squirrel with an autopistol at max range while riding backwards on a thrumbo...

And yet, why in the hive do you keep slowing to a centipedean crawl whenever you touch the slightest bit of shadow?

You are worse than a wimp with the flu.



1.1. Everybody was night-time fighting...du du du du duh duh duh duh duuuh


...on this fine and dark night, I, Private Cheek, will to teach you the sly and deadly art of night-time fighting,
forged by the ancients of the first Sparta, tempered in the wars of antiquity, sharpened by Urb-World gangs, honed by...
...yes?...
...I don't give a damn if I said I would teach you this two quadrums, two minutes or two years ago,
when I say 'I will teach you', what do you say??
...Damn straight, you're honoured.



Features:

New Features for NightVision 1.1:
The light multiplier (night vision in darkness, photosensitivity in bright light) now affects:


Download:
GitHub (https://github.com/AndTheManDrew/NightVision/releases)
Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=1464989530)


Details:
Extends Rimworld's light and dark mechanics.
Rather than all human-like pawns having the same 20% debuff to movement and work speed when in darkness, Night Vision uses three categories:

Darkness means < 30% light  &  bright light means > 70% light.

Notes:


Possible future plans:
Find a job, or:
Extend the day-night, light-darkness system with factions, incidents, world quests, night caravaning, night predators and anything else before I get sick of shadows and shades and buy a sun lamp. This mod is partly just a framework to set more interesting stuff up.



Credits
Clankwork for the art
Pardeike for the Harmony library
Marnador for the Rimworld font
Madman666 for the combat features idea

And thanks to all the Rimworld modders whose code I've perused and purloined in making this mod, including (though not limited to): ChJees, erdelf, XeoNovaDan, NoImageAvailable, Mehni, Jecrell ... and pretty much anyone else who has released a mod in the last couple months


(https://github.com/AndTheManDrew/NightVision/blob/master/nightvision_images/promo_2_smaller.png?raw=true)



[1.1.2]30/10/18
fix for compatibility with numbers

[1.1.1]28/10/18
Changed some descriptions for clarity

[1.1.0]25/10/2018
Rimworld version 0.19 => 1.0
Combat Features added
Fix: psych glow incorrectly triggering for photosensitive pawns
Other stuff

[1.0.2] 07/08/2018
Changed Rimworld version from 1.0 to 0.19

[1.0.1] 04/08/18:
Minor fixes and changes. Steam release

[1.0.0] 03/08/18: Initial Release


Title: Re: [1.0] Night Vision or: How I Learned To Stop Worrying And Love The Dark
Post by: Madman666 on August 04, 2018, 08:15:49 AM
Does it by any chance revive penalties for shooting at targets covered by darkness (countered by night vision)? It would be a really nice detail to revive.
Title: Re: [1.0] Night Vision or: How I Learned To Stop Worrying And Love The Dark
Post by: Mehni on August 04, 2018, 08:59:16 AM
This looks like a real labour of love and I'll be adding it to my modlist.
Title: Re: [1.0] Night Vision or: How I Learned To Stop Worrying And Love The Dark
Post by: Canute on August 04, 2018, 09:59:06 AM
Quote from: Madman666 on August 04, 2018, 08:15:49 AM
Does it by any chance revive penalties for shooting at targets covered by darkness (countered by night vision)? It would be a really nice detail to revive.
Not to forget to add Darkness bomb/trap :-)
Title: Re: [1.0] Night Vision or: How I Learned To Stop Worrying And Love The Dark
Post by: Madman666 on August 04, 2018, 10:43:44 AM
Quote from: Canute on August 04, 2018, 09:59:06 AM
Not to forget to add Darkness bomb/trap :-)

Darkness bomb? You lost me there.
Title: Re: [1.0] Night Vision or: How I Learned To Stop Worrying And Love The Dark
Post by: drumad on August 04, 2018, 10:51:11 AM
Quote from: Madman666 on August 04, 2018, 08:15:49 AM
Does it by any chance revive penalties for shooting at targets covered by darkness (countered by night vision)? It would be a really nice detail to revive.

Not yet. But that's a great idea. I'll see what I can do.

Quote from: Mehni on August 04, 2018, 08:59:16 AM
This looks like a real labour of love and I'll be adding it to my modlist.

Aye, it was torturous at times, but on the whole it was pretty fun. And in doing it, I learnt C# and, pretty much, programming. Anyway, thanks for the feedback, appreciate your mods.

Quote from: Canute on August 04, 2018, 09:59:06 AM
Not to forget to add Darkness bomb/trap :-)

Oft, I had been thinking of adding flares, but darkness bombs could be interesting.
Title: Re: [1.0] Night Vision or: How I Learned To Stop Worrying And Love The Dark
Post by: Canute on August 04, 2018, 12:47:10 PM
Quote from: Madman666 on August 04, 2018, 10:43:44 AM
Quote from: Canute on August 04, 2018, 09:59:06 AM
Not to forget to add Darkness bomb/trap :-)

Darkness bomb? You lost me there.
When all your pawn wear night/infra vision glasses, throw a darkness bomb.
Then the target's get a big malus on accuracy, while your pawn don't.
Basicly like smokepop belt, but instead to cover you with smoke, you cloud the attacker or area they need to pass.

Title: Re: [1.0] Night Vision or: How I Learned To Stop Worrying And Love The Dark
Post by: Madman666 on August 04, 2018, 01:52:28 PM
Just roofing stuff will be enough though? Roofed tiles without a close light source are considered in darkness, so... Introducing a thermal vision goggles that bypass the smoke effect might be nice though.
Title: Re: [1.0] Night Vision or: How I Learned To Stop Worrying And Love The Dark
Post by: drumad on August 07, 2018, 04:38:50 AM
Updated: just changed Rimworld version from 1.0 to 0.19.
Working on adding combat mechanics: light will effect ranged acc.  , melee acc. , melee dodge, and ranged cooldown. Ranged cooldown effect will probably decrease with shooting skill ==> the idea is a inexp shooter will probably need to look at the weapon while reloading but a pro would not.
Title: Re: [1.0] Night Vision or: How I Learned To Stop Worrying And Love The Dark
Post by: Madman666 on August 07, 2018, 04:55:54 AM
This is really damn nice! I really missed that shooting acc debuff when you aiming at someone in a dark spot! Roofed bunkers will be officially revived again! :)
Title: Re: [1.0] Night Vision 1.1: Everybody was night-time fighting...
Post by: drumad on October 25, 2018, 09:28:45 AM
Updated Night vision to 1.1:
-added combat features
-added some AI effects
-added a new raid type

see the OP for details.

@Madman666, sorry for the wait, enjoy
Title: Re: [1.0] Night Vision 1.1: Everybody was night-time fighting...
Post by: Madman666 on October 25, 2018, 02:02:08 PM
Holy..!!! What an amazing update and you even credited me for some reason xD! Thank you, @drumad. Can't wait to try it out! This is so much more than just a simple dark\lit shooting accuracy modifier! Truly nicely done.

Also some new ideas for consideration:
- Thermal vision gear for shooting through smoke! That d be nice along with proper smoke nade. Having select few guys shooting out of smoke cloud without penalties can be really viable tactic.
- Flashbang grenades for temporary blinding the target with various effects depending on the type of vision target has.
- Maybe some kind of concealment mechanic during night? Reducing outpost aggro range during night assault is pretty close though. Maybe for AI as well. Like a really small party of enemies trying to sneak in, which can only be spotted when special conditions are met (i.e. nightowl with night vision spots them), otherwise sabotaging\wrecking\stealing something from your colony. A solid reason to have some people on night watch duty.

I'll post some more, if i come up with something else while i play xD
Title: Re: [1.0] Night Vision 1.1: Everybody was night-time fighting...
Post by: drumad on October 28, 2018, 07:34:52 AM
quick update to change some descriptions for clarity

@madman666, aye, i'm thinking about adding some sort of stealth mechanic for enemies. not sure how it will work just yet. i'd like to have it linked to another raid: as in a small group approach stealthily to destroy turrets then a larger raid appears, but that could be hella complicated to do
Title: Re: [1.0] Night Vision 1.1: Everybody was night-time fighting...
Post by: Ruisuki on October 28, 2018, 12:46:32 PM
maybe just set the first raid to steal things and immediately run and then trigger a second as soon as they out
Title: Re: [1.0] Night Vision 1.1: Everybody was night-time fighting...
Post by: NoCanDo on October 28, 2018, 11:14:02 PM
Numbers doesn't like this mod. Won't work with it.
Title: Re: [1.0] Night Vision 1.1: Everybody was night-time fighting...
Post by: AwesomeMcAwesome on October 28, 2018, 11:27:02 PM
Quote from: NoCanDo on October 28, 2018, 11:14:02 PM
Numbers doesn't like this mod. Won't work with it.
Can confirm. It can't show the new stat added from night vision.
Title: Re: [1.0] Night Vision 1.1: Everybody was night-time fighting...
Post by: drumad on October 30, 2018, 07:47:52 AM
hi, thanks for the bug report. Released a new version with a fix on steam and github (v1.1.2). This doesn't sort everything: the "combat effects from light" stat will show as '0' and not give any detail. This is mainly because of my kind of clunky use of the stat as a sort of placeholder for a whole load of info. I want to clear that stat up somehow, but for now at least you shouldn't get any errors and Numbers will properly show the light multiplier stats.
Btw, how readable is the "combat effects from light" stat? When checked on the "i" info card I mean.

@Ruisuki, aye something like that would be good. I would like to be able give raiders some direction on what they steal; partly because I'd like to add a photo-phobic enemy that destroys lights, will have to see how that pans out
Title: Re: [1.0] Night Vision 1.1: Everybody was night-time fighting...
Post by: DiamondBorne on October 31, 2018, 03:10:56 AM
We Riddick now?
Title: Re: [1.0] Night Vision 1.1: Everybody was night-time fighting...
Post by: drumad on October 31, 2018, 06:14:43 PM
Update 1.1.3:
Bug fix:
Night Vision modifying aggro range for light multiplier will no longer break enemy AI during combat. Once combat begins the light multiplier will have no effect

@DiamondBorne, yes. We even have the goggles 8)
Title: Re: [1.0] Night Vision 1.1: Everybody was night-time fighting...
Post by: drumad on November 03, 2018, 08:06:55 AM
1.1.4: Removed Harmony Logging
Title: Re: [1.0] Night Vision 1.1: Everybody was night-time fighting...
Post by: Ruisuki on November 03, 2018, 03:26:59 PM
what do you think about no lights reducing weapon range? like the grid overlay that shows the total shot distance when you hover over your weapon can still exist but a smaller red overlay inside that grid could show the reduce visibility range when you are standing in darkness. Might make short range weapons like shotguns actually useful by forcing the enemy to get closer to compensate. Also if im reading this right and this mod brings back the shot bonus against enemies that are standing in light this would be a good tradeoff for those standing in darkness and taking a shot at them.

Or nvm
Title: Re: [1.0] Night Vision 1.1: Everybody was night-time fighting...
Post by: Morbo513 on November 03, 2018, 06:51:52 PM
How compatible (or not) is this with Rah's bionics?
Title: Re: [1.0] Night Vision 1.1: Everybody was night-time fighting...
Post by: drumad on November 04, 2018, 05:58:28 AM
@ruisuki, I've been thinking about that. As you say, it would need some sort of feedback like an overlay on the range circle, and I think standing in light looking into dark would be bad and maybe vice versa. It'd be a lot more complicated then it is now; so not soon :).

@Morbo513, should be very compatible - with Rah's, EPOE or anything really. Night Vision will automatically give night vision to any new eye bionics that are better than natural. You can change the settings in the Night Vision Mod settings - Health Conditions tab.
Title: Re: [1.0] Night Vision 1.1: Everybody was night-time fighting...
Post by: Morbo513 on November 04, 2018, 06:42:04 AM
Quote from: drumad on November 04, 2018, 05:58:28 AM
@Morbo513, should be very compatible - with Rah's, EPOE or anything really. Night Vision will automatically give night vision to any new eye bionics that are better than natural. You can change the settings in the Night Vision Mod settings - Health Conditions tab.
That's great, thanks
Title: Re: [1.0] Night Vision 1.1: Everybody was night-time fighting...
Post by: 2.71828 on January 06, 2019, 02:42:31 PM
Are there any known mod conflicts with this mod? I recently tried to debug my (very long) modlist, because Rimworld kept crashing without any error messages after a few minutes of playing, and I think I have it narrowed down to this mod, because removing it fixed this problem. I'm on Linux and would love to provide you with any error messages, but there aren't any. :(
Title: Re: [1.0] Night Vision 1.1: Everybody was night-time fighting...
Post by: Canute on January 07, 2019, 04:06:05 AM
Euler,
you should look at the logfile after a crash. There should be the reason for the crash.
If you start rimworld afte the crash the logfile will newly created so check it right after the crash.
Title: Re: [1.0] Night Vision 1.1: Everybody was night-time fighting...
Post by: 2.71828 on January 07, 2019, 04:44:57 AM
Quote from: Canute on January 07, 2019, 04:06:05 AM
Euler,
you should look at the logfile after a crash. There should be the reason for the crash.
If you start rimworld afte the crash the logfile will newly created so check it right after the crash.

AFAIR, there were no relevant entries in the log file. The only entries I could find in there are still present, although I'm not using this mod anymore (since disabling it made the crashes disappear), and at the moment, Rimworld only crashes when it runs out of memory after a couple of hours of playtime.
Title: Re: [1.0] Night Vision 1.1: Everybody was night-time fighting...
Post by: Madman666 on January 07, 2019, 05:12:41 AM
Didn't you say, you use Linux? On Linux it shouldn't ever run out of memory (though on 1.0 it also shouldn't be a problem with x64 bit), unless you just have low amount to begin with. Also, judging by your symptoms, i d say you ran into same problem we were having when Run&Gun mod was crashing the game every time raiders started to flee. If i remember right, it was because some detour, Linux didn't like a lot.
Title: Re: [1.0] Night Vision 1.1: Everybody was night-time fighting...
Post by: 2.71828 on January 07, 2019, 12:52:06 PM
Quote from: Madman666 on January 07, 2019, 05:12:41 AM
Didn't you say, you use Linux? On Linux it shouldn't ever run out of memory (though on 1.0 it also shouldn't be a problem with x64 bit), unless you just have low amount to begin with. [...]

Yes, I do. I think I misphrased the "Rimworld only crashes when it runs out of memory" part. It's technically not Rimworld that's crashing, it's my OOM-killer killing Rimworld, because my system runs out of memory, although I've got 8GB of RAM. Before I start up Rimworld, my systems sits at around 10% memory usage (usually just Steam and a terminal), during load up, memory usage climbs to around 90%, and afterwards, memory usage increases very slowly over time, until memory is pretty much full (after a few hours only), which is when either the OOM-killer kills it, or I make the OOM-killer kill it, because Rimworld (and my whole system) gets completely unresponsive. I guess this limits how much time I waste playing Rimworld, so I don't really have a problem with it. If only startup wouldn't take so long...

Quote from: Madman666 on January 07, 2019, 05:12:41 AM
[...] Also, judging by your symptoms, i d say you ran into same problem we were having when Run&Gun mod was crashing the game every time raiders started to flee. If i remember right, it was because some detour, Linux didn't like a lot.

Yeah, the symptom is pretty much the same, but with Run&Gun, I at least got an "unhandled NULL exception" in my log most of the time. With this mod, there is nothing.
Title: Re: [1.0] Night Vision 1.1: Everybody was night-time fighting...
Post by: CathDubh on April 06, 2019, 11:05:10 AM
Compatible with Combat extended?
Title: Re: [1.0] Night Vision 1.1: Everybody was night-time fighting...
Post by: Ruisuki on April 24, 2019, 01:01:39 AM
Quote from: Ruisuki on November 03, 2018, 03:26:59 PM
what do you think about no lights reducing weapon range? like the grid overlay that shows the total shot distance when you hover over your weapon can still exist but a smaller red overlay inside that grid could show the reduce visibility range when you are standing in darkness. Might make short range weapons like shotguns actually useful by forcing the enemy to get closer to compensate. Also if im reading this right and this mod brings back the shot bonus against enemies that are standing in light this would be a good tradeoff for those standing in darkness and taking a shot at them.

Or nvm
I see hitting targets in darkness is harder and vice versa but any plans to add on the visibility range idea or do you see the mod as finished?
Title: Re: [1.0] Night Vision 1.1: Everybody was night-time fighting...
Post by: TryB4Buy on July 29, 2019, 07:43:17 PM
Interesting. Which animals have full night vision or better than human night vision?