Search found 778 matches

by NarnKar
Wed Aug 24, 2016 6:12 am
Forum: Mod Development
Topic: The Shipyard
Replies: 291
Views: 238881

Re: The Shipyard

I recently worked on it again and now it looks like this: It is a heavily-armored transport ship. One issue: I think the layering is a little off in this area, here: I've highlighted how I view the ship. The "base layer" is blu...
by NarnKar
Wed Aug 24, 2016 5:54 am
Forum: Mod Development
Topic: Small black squares in rooms instead of normal graphic
Replies: 1
Views: 1772

Re: Small black squares in rooms instead of normal graphic

Black squares in rooms are caused by the game trying to load missing textures. Check your code for typos (the filenames of your images). Make sure that you not only have your system images, but have console glows too. Make sure your images are in the right directory. And make sure your room images a...
by NarnKar
Sun Jul 24, 2016 2:50 am
Forum: Mod Development
Topic: NarnKar's Nonsense
Replies: 51
Views: 27456

Re: NarnKar's Nonsense

Today's topic is AI. My headcanon for AI is that the Federation and Rebellion disagreed on how to use AI. In my headcanon, AI independence issue was a factor in the Rebellion. The Federation decided to be cautious and limit AI independence to optimizing ship functions (the role of the captain). The ...
by NarnKar
Tue Jul 19, 2016 2:23 pm
Forum: Mod Development
Topic: [Tool][v1.31] FTL Event Creator
Replies: 42
Views: 33018

Re: [Tool][v1.3] FTL Event Creator

I know you said event loading will not be a feature, but I kind of wish that--if I or someone else were to build on your work--that eventually it would be? Like if it became a standalone .jar app, maybe these things would be possible. For example, I'd like to load the Zoltan Ship Quest event just as...
by NarnKar
Tue Jul 12, 2016 2:29 pm
Forum: Mod Development
Topic: Assertation Fail
Replies: 19
Views: 8027

Re: Assertation Fail

You should be able to add your weapons into the game using only slipstream mod manager, which handles unpacking/repacking automatically. The fact that you're manually unpacking the resources is a bit odd, to me. Perhaps the assertion failure is because you're adding your weapons twice: first through...
by NarnKar
Tue Jul 12, 2016 2:24 pm
Forum: Mod Development
Topic: Q: Event chain cap
Replies: 3
Views: 2418

Re: Q: Event chain cap

Maybe this post can help you? viewtopic.php?f=12&t=22613&start=20#p77115
by NarnKar
Tue Jul 05, 2016 3:18 pm
Forum: Mod Development
Topic: Limits.
Replies: 2
Views: 2421

Re: Limits.

What causes the crash with more than 8 crew, is it just a UI thing? Cos I'm thinking by replacing the last crewman with a swap button, would let us control 14 crew. Yes "it's hard coded" but we managed it with crew types, why not with crew size? Requires executable modding. 8 is not just ...
by NarnKar
Fri Jun 24, 2016 6:58 am
Forum: Mod Development
Topic: Looking for Ship/Weapon Coder
Replies: 3
Views: 2571

Looking for Ship/Weapon Coder

I have an idea and the art for several ship mods; but, I've been away from my modding tools for a while, and so I've forgotten some of the intricacies of how the code works. I think my main roadblock at this point is the coding, rather than the art--which is an unusual inverse (when I was super-acti...
by NarnKar
Sat Jun 18, 2016 9:18 pm
Forum: Working Mods
Topic: [Ships][AE] The Skimmers [v003]
Replies: 25
Views: 21721

Re: [Ships][AE] The Skimmers [v002]

How did you get the Capacitors to work? Hazarding a guess: did you set their power consumption to -4?