Search found 661 matches
- Sat Oct 26, 2013 8:36 pm
- Forum: Working Mods
- Topic: [Ships/Weapons/Drones/Events] Omicron Dynasty Updated 18/08
- Replies: 175
- Views: 276440
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. ...
- Thu Oct 17, 2013 12:28 pm
- Forum: Working Mods
- Topic: [Ships/Weapons/Drones/Events] Omicron Dynasty Updated 18/08
- Replies: 175
- Views: 276440
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!
- Mon Sep 30, 2013 12:16 am
- Forum: Mod Development
- Topic: [Tutorials] Creating Shield Images (Written & Video)
- Replies: 10
- Views: 21828
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...
- Fri Sep 27, 2013 6:13 pm
- Forum: Mod Development
- Topic: [Tool] FTL Error Checker
- Replies: 80
- Views: 116200
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...
- Thu Sep 26, 2013 8:52 pm
- Forum: Mod Development
- Topic: Death Sounds
- Replies: 6
- Views: 11369
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...
- 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: 9900
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.
- Thu Sep 26, 2013 8:42 pm
- Forum: Working Mods
- Topic: [SHIP] The Diseunity (Update 1.1: AE Compatible)
- Replies: 14
- Views: 34888
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 ...
- Wed Sep 25, 2013 2:04 pm
- Forum: Mod Development
- Topic: Ship Development
- Replies: 8
- Views: 15239
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...
- Wed Sep 25, 2013 1:58 pm
- Forum: Mod Development
- Topic: What does blueprints.xml need to work?
- Replies: 25
- Views: 31523
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...
- Wed Sep 25, 2013 1:53 pm
- Forum: Mod Development
- Topic: Death Sounds
- Replies: 6
- Views: 11369
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.