Satellite Reign

Satellite Reign

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New modding breakthroughs
I found a way to customize UI :cozybethesda:

I finally managed to find a way to add extra buttons to a custom UI in the game. So now I should be able to begin designing custom UI elements for more custom features.

The example is here:
https://prnt.sc/qura5p

Here is my git code repository for the mods. I made this change in the Satellite Reign mod. Look for the method called Test() if you want to look into how I added the extra buttons.
https://github.com/kblood/SR.Plugin.Pack

First off I plan on using this new technique to make a UI for managing mods. That is, making it so that mods does not have to always be active, but instead you being able to enable or disable them, without removing them from the mods folder.
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Showing 1-15 of 18 comments
MongVas Jan 29 @ 2:42pm 
Are all of your mods Windows-only?
Caldor Jan 29 @ 8:56pm 
Originally posted by MongVas:
Are all of your mods Windows-only?
Pretty sure someone found a way to get them to work on Linux. But not sure if all the mods will work on Linux.

I think on Linux its not the same folder you have to use for mods or something like that.
MongVas Jan 29 @ 9:11pm 
Originally posted by Caldor:
Originally posted by MongVas:
Are all of your mods Windows-only?
Pretty sure someone found a way to get them to work on Linux. But not sure if all the mods will work on Linux.

I think on Linux its not the same folder you have to use for mods or something like that.
Maybe Proton will allow it to run.
Caldor Feb 9 @ 1:52pm 
https://prnt.sc/qzvzkz

I have managed to make a vertical button UI. Still several problems with it. Seems there is a mouse-over features for Satellite Reign buttons in general so there is double text on the buttons for now. But I should be much closer to understanding the way Satellite Reign does its UI stuff. I tried to just use some standard Unity UI elements. SR UI is based on the standard UI elements, but with some custom Satellite Reign stuff on top of it.

I have tried to just not use the custom Satellite Reign code, but it goes pretty deep into how the Satellite Reign UI is setup, to make it all work together... stuff like f.ex. not being able to go to the main menu and have some button from in-game still hanging around on the main menu screen, or stuff like disabling regular UI interaction or agent control while there is a pop-up of some kind and ensuring the controls are then re-enabled when closing the popup.

Usually UI stuff like this is meant to be made inside the Unity Editor (the engine used for Satellite Reign), but that is not possible with Unity mods. I hoped to be able to recreate some of this in a new Unity project, but I ran into some issues with that. Its not easy to recreate just a small part of the game in a way that makes sense to use for testing.

But its look like I found a way to make it all work. Problem is to ensure I keep it all tidy and avoid having strange references, like the mouse over button effects.
lx Feb 10 @ 11:33am 
can you focus on fixing the performance?
what good is modding the gui if the game runs like a slideshow?
niripas Feb 12 @ 6:30am 
Originally posted by lx:
can you focus on fixing the performance?
what good is modding the gui if the game runs like a slideshow?
Are you sure that you meet the requirements? I'm playing in 4k on Ultra settings on old 1070 and it's smooth as a butter.
lx Feb 12 @ 9:26am 
yes im am at or above the recommended.
maybe someone fixed something since the last time i played. ill have to try it again.
although i havent seen such an update

i mean there are bugs and bad code in the game. thats not up to what pc you have.
Caldor Feb 12 @ 10:34am 
Originally posted by niripas:
Originally posted by lx:
can you focus on fixing the performance?
what good is modding the gui if the game runs like a slideshow?
Are you sure that you meet the requirements? I'm playing in 4k on Ultra settings on old 1070 and it's smooth as a butter.
It should be smooth, but if you check the frame-rate it is most likely below 60fps. In my experience, it does not seem to have much impact on the fps what settings you use, unless you are below the system requirements.

Which is why I believe the problem is something with the design of the game. So to try to improve the performance I would probably have to try to replace the AI and maybe the pathfinding system, and those are pretty basic and essential parts of the game, so I doubt I will manage to do that.

I have tried looking into optimizing the game with mods, but have not had any luck so far.
Performance is an issue for sure. I'm on a rig with an i5-7600k, and gtx 1070ti, my frame rate always is below 60 (unless in menus). Lowering the settings gives me about 2-5 fps more than usual (even then it will dip lower from time to time). The game is still playable for sure (I recently put time into this week), but man I'd love to hit 60 or higher for once.

PS: Dx9 gives a slight performance boost for me.
Last edited by The Captain K; Feb 12 @ 11:28am
lx Feb 12 @ 11:06am 
Originally posted by Caldor:
...
I have tried looking into optimizing the game with mods, but have not had any luck so far.
ok
ive seen your debug keys discussion and thought you might be capable of more than gui moding
Last edited by lx; Feb 12 @ 11:07am
Caldor Feb 12 @ 11:25am 
Originally posted by lx:
Originally posted by Caldor:
...
I have tried looking into optimizing the game with mods, but have not had any luck so far.
ok
ive seen your debug keys discussion and thought you might be capable of more than gui moding
As I said... I suspect the performance problems comes from how the AI and pathfinding works in the game, and fixing or replacing such a major part of the game is probably not something I will be able to find the time to do. Pretty sure the developers tried to make it all perform better.

At some point I might look into trying to see how much it helps the performance to disable the pathfinding or something like that.

The GUI modding I am doing right now, is to help make more advanced mods. Not knowing what effect the mod really have on the game, unless a new weapon is added to an agent or something visible in other ways, makes it pretty difficult to debug. Currently the UI only supports two buttons and an input field, which is pretty annoying as much more could be done with more buttons.

But also a more advanced mod UI could help make it possible to f.ex. make a mod manager, where you can enable and disable mods in the game.
Last edited by Caldor; Feb 12 @ 11:26am
Caldor Feb 12 @ 12:44pm 
Finally it worked :) Now I figured out a way to add custom buttons to a more custom UI, with custom actions for each button.

Tomorrow I think I will try to make the mod manager mod work. At first, just with an in-game UI, but I also hope to add a menu for it in the menus, so that mods can be activated or deactivated before starting the game.

I updated the git repository I linked earlier.
Caldor Feb 13 @ 2:02pm 
Got the mod manager working:
http://dionysus.dk/devstuff/downloads/SatelliteReign/SRModManager.dll

Its activate with the * key, also called the asterix key. It will open a menu with the names of all installed mods. If you make a folder inside the Mod folder called "ManagedMods" you can put mods in that folder and that will keep these mods from loading and one of the buttons in the mod manager will be one that loads these mods.

Mods have an initialization and you might want to avoid some mods of running that step, so managed mods will not be active in any way before you click load mods. All mods directly in the mods folder will be listed as active mods that you can enable and disable. If you load the managed mods, they will also be shown on the list, but they will still start as disabled once they have been loaded.
lx Feb 13 @ 5:10pm 
Asterix [upload.wikimedia.org]
asterisk [en.wikipedia.org]
;P
Last edited by lx; Feb 13 @ 5:14pm
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