Search found 21 matches

by KuroSaru
Sat Apr 06, 2013 1:06 pm
Forum: Mod Development
Topic: [MOD][WIP] FTL: Overdrive
Replies: 421
Views: 251743

Re: [MOD][WIP] FTL: Overdrive

There is two possible methods to the engine in overdrive. 1: Intermediate Language Support, basically its a engine that runs the scripts and all the pretty things and rest is up to you. 2: Fully configurable hard-coded engine with support for additional functions created as plugins. which could be c...
by KuroSaru
Sat Mar 02, 2013 8:36 pm
Forum: Mod Development
Topic: [Tool] FTL Dat Manager - (ReleaseBuild 367)
Replies: 21
Views: 31631

Re: [Tool] FTL Dat Manager - (ReleaseBuild 367)

mcbmaestro, not sure its a repacking issue more a usage issue.

if you could give me steps by steps what you did. maybe i can repeat and fix it.
by KuroSaru
Wed Feb 20, 2013 10:43 pm
Forum: Mod Development
Topic: [Tool] FTL Dat Manager - (ReleaseBuild 367)
Replies: 21
Views: 31631

Re: [Tool] FTL Dat Manager - (ReleaseBuild 367)

The calls responsible for editing and reading the .dat files ive packaged up into a single .jar, ive updated the main post with a link to this file it include the md5 hashes as well.
by KuroSaru
Tue Feb 12, 2013 8:51 pm
Forum: Mod Development
Topic: Any chance with non-ASCII mod content [translations]?
Replies: 2
Views: 1966

Re: Any chance with non-ASCII mod content [translations]?

Although it states it uses UTF-8, between the xml file and the API call used to draw the text the UTF-8 is converted to ANSI, as you've stated without help from Devs current version of FTL wont work/support UTF-8 text. Additionally its not possible to patch the ftl.exe either, it would require the d...
by KuroSaru
Mon Feb 11, 2013 5:56 pm
Forum: Mod Development
Topic: [MOD][WIP] FTL: Overdrive
Replies: 421
Views: 251743

Re: [MOD][WIP] FTL: Overdrive

Just to show from a dev point of view that I'm not inactive. Due to wanting cross platform support. I've spent alot of time porting code from C# to Java. Before saying C# can use mono for cross platform support, your correct it can. but when it comes to Android and iOS things quickly get harder. Thu...
by KuroSaru
Sun Feb 10, 2013 11:02 am
Forum: Mod Development
Topic: [Tool] ftldat r7
Replies: 259
Views: 215517

Re: [Tool] ftldat r7

ftldat r7, does not contain a VIRUS! It makes use of Py2EXE a free open source solution that allows users to run .py (python) scripts without having ActivePython/Python/Jython etc... installed up on there machines. Needless to say like all good free products at some point in time it has been abused ...
by KuroSaru
Sun Jan 27, 2013 4:58 pm
Forum: Mod Development
Topic: Possible to mod a race to be immune to suffocation?
Replies: 3
Views: 2553

Re: Possible to mod a race to be immune to suffocation?

Ghost race are immune to suffocation and unless you've already added a new race inplace of them then just change race X to the ghost race.
by KuroSaru
Fri Jan 25, 2013 10:45 pm
Forum: Mod Development
Topic: Sectors
Replies: 1
Views: 1356

Re: Sectors

Yes, you set the list of possible sectors to use to civilian only.

sectors.xml within data.dat
by KuroSaru
Fri Jan 25, 2013 10:09 am
Forum: Mod Development
Topic: Little Help?
Replies: 12
Views: 5762

Re: Little Help?

When unpack fails. it means there is a issue with your .dat files. GMM makes a backup under data.dat.bak and resource.data.bak, delete all other files expect these two then remove the .bak from the filenames.

If you then reload GMM and apply your mod it should work again.
by KuroSaru
Thu Jan 24, 2013 7:37 pm
Forum: Mod Development
Topic: ship increase,Its possible?
Replies: 3
Views: 2077

Re: ship increase,Its possible?

Just like with races, total numbers of ships are hard-coded, So i dought its possible to add more unless you take up the space of the un-used GhostShip model A and B.