Search found 661 matches

by speedoflight
Sat Oct 26, 2013 8:36 pm
Forum: Working Mods
Topic: [Ships/Weapons/Drones/Events] Omicron Dynasty Updated 18/08
Replies: 175
Views: 96037

Re: [Ships/Weapons/Drones/Events] Omicron Dynasty Updated 18

Thats weird, since i dont get any white box on my mod installation (and other players didnt have it as well). Its probably that is more a limited computer capabilitie and in your case, those big sprites are not showing up. Those explosion sprites are the biggest ones, so this is probably the cause. ...
by speedoflight
Thu Oct 17, 2013 12:28 pm
Forum: Working Mods
Topic: [Ships/Weapons/Drones/Events] Omicron Dynasty Updated 18/08
Replies: 175
Views: 96037

Re: [Ships/Weapons/Drones/Events] Omicron Dynasty Updated 18

Hi guys, just passing by to say im still working on the last updates. My computer died 2 weeks ago and i just received my new pc today. So i will try to work in the mod the next days. I only have left the code and the ship creation of the last two events, plus the design of the new weapon. See u guys!
by speedoflight
Mon Sep 30, 2013 12:16 am
Forum: Mod Development
Topic: [Tutorials] Creating Shield Images (Written & Video)
Replies: 10
Views: 6384

Re: Creating Shield Images

Or you could use just a thousand of filters that are available for photoshop / gimp or watever. You only need to copy a shield from the vanilla ships, and modify it as you wish. Dont even try to create the shield itself from the beginning, since it will consume you a lot of time and there is no need...
by speedoflight
Fri Sep 27, 2013 6:13 pm
Forum: Mod Development
Topic: [Tool] FTL Error Checker
Replies: 80
Views: 33304

Re: [Tool] FTL Error Checker - v 0.965

This is weird, the error-checker is not able to detect this sort of errors -> <item modify> -->> <item_modify> (the underlash missing). So i was parsing the files cuz i coudnt get an event to work, and the error checker never detected this missing underscores. I wonder if this is an isolated missing...
by speedoflight
Thu Sep 26, 2013 8:52 pm
Forum: Mod Development
Topic: Death Sounds
Replies: 6
Views: 2199

Re: Death Sounds

I see. How would you go about implementing this change through the current modding system? Or I'd just have to go ahead and replace files? Its not possible. Destruction sounds are not modable. Only the sounds related to weapons are, sadly. Incorrect. It is possible, but it'd be a pain in the ass to...
by speedoflight
Thu Sep 26, 2013 8:47 pm
Forum: Mod Development
Topic: Making a ship with drones and no weapons messes up the HUD
Replies: 5
Views: 1965

Re: Making a ship with drones and no weapons messes up the H

Sadly, i dont think there is a solution to that. The game is just not prepared to work with ships with no weapon systems, and the position of the icons is hardcoded, unfortunately.
by speedoflight
Thu Sep 26, 2013 8:42 pm
Forum: Working Mods
Topic: [SHIP] The Diseunity (Update 1.1: AE Compatible)
Replies: 14
Views: 14983

Re: [SHIP] The Diseunity - Take any Path! (Pictures included

Included are Splint Bombs as your artillery, which will quickly drain all the oxygen of an enemy's ship. Even the most well trained Engi will struggle to keep their hull air-tight! How did you do that?? A weapon that drains oxygen?? i guess u talking just a regular breach bombs, right? Interesting ...
by speedoflight
Wed Sep 25, 2013 2:04 pm
Forum: Mod Development
Topic: Ship Development
Replies: 8
Views: 4332

Re: Ship Development

I've been using paint. :lol: just upgraded to paint.net. But I'll look at GIMP. Hopefully I'll be able to figure it out, paint.net is already scraping at my comprehension, I don't know how much more complex my mind can take. Thanks! :D EDIT: I downloaded the dat manager, but there isn't exactly a t...
by speedoflight
Wed Sep 25, 2013 1:58 pm
Forum: Mod Development
Topic: What does blueprints.xml need to work?
Replies: 25
Views: 7083

Re: What does blueprints.xml need to work?

One thing, there are a lot of errors in the original vanilla blueprints files, such bad referenced names and such. But that is not wat is causing the problems, since that is the original code, the creators of FTL just messed up some code lines, but apparently they work. Thats not the problem. The Er...
by speedoflight
Wed Sep 25, 2013 1:53 pm
Forum: Mod Development
Topic: Death Sounds
Replies: 6
Views: 2199

Re: Death Sounds

NewAgeOfPower wrote:I see. How would you go about implementing this change through the current modding system? Or I'd just have to go ahead and replace files?


Its not possible. Destruction sounds are not modable. Only the sounds related to weapons are, sadly.