Search found 11 matches

by rolfy
Thu Oct 04, 2012 5:30 am
Forum: Mod Development
Topic: [MOD]Firefly - Serenity (by MattsterT)
Replies: 25
Views: 44714

Re: [MOD]Firefly - Serenity (by MattsterT)

Very shiny, IMP1. Have you made the gibs? (I'm currently struggling to improve the gibs on my first ship - finding it hard to make the broken up interiors look decent :( ) I never noticed Serenity's port and starboard engine lights in the show (Had myself a nerdy little "Is that canon!?" m...
by rolfy
Tue Oct 02, 2012 12:04 pm
Forum: Mod Development
Topic: [Modding] Names in events and adding crewmembers
Replies: 6
Views: 5545

[Modding] Names in events and adding crewmembers

After looking at nameEvents.xml, I had a little play with names in events and adding crewmembers. Here are my findings so far. Don't get your hopes up - it looks (from nameEvents.xml) like the devs had grand plans, but they were never realised. Still, I hope this might be useful to somebody. Names i...
by rolfy
Tue Oct 02, 2012 6:16 am
Forum: Mod Development
Topic: [Modding] FTL files - a handy hint for Windows users
Replies: 2
Views: 2880

[Modding] FTL files - a handy hint for Windows users

If you're making a grognak-compatible mod on Windows, it's handy if your computer treats .ftl files like zipped folders. To make this happen in windows, type the following into a command prompt: assoc .ftl=CompressedFolder If you're using Vista or later, you'll need to do that from a command prompt ...
by rolfy
Tue Oct 02, 2012 3:52 am
Forum: Mod Development
Topic: [MOD][WIP] Foundation of the Federation
Replies: 105
Views: 127475

Re: [MOD, WIP] Foundation of the Federation

Just adding my own voice to the chorus. Nice idea and looks great.
I LOVE the bandit's Cthulhu pirate insignia.
by rolfy
Tue Oct 02, 2012 1:48 am
Forum: Mod Development
Topic: [Mod] The Kamikaze! [Federation Bomber]
Replies: 4
Views: 5407

Re: [Mod] The Kamikaze! [Federation Bomber]

Thanks, Whale Cancer. I was still looking around in the vain hope that I'd just overlooked a mask image somewhere, for that :(
by rolfy
Mon Oct 01, 2012 12:40 pm
Forum: Mod Development
Topic: Grognak's Mod Manager v1.7 (Updated March 6, 2013!)
Replies: 1169
Views: 940547

Re: Grognak's Mod Manager (v1.3)

You, sir or madam, are a legend.
But I do have one teensy little request :)
Is there any chance that, in v1.4, the mod manager could launch the game when it's finished with all its patching and merging and whatnot?
by rolfy
Mon Oct 01, 2012 12:07 pm
Forum: Mod Development
Topic: [MOD HELP] Change system parameters
Replies: 2
Views: 2085

Re: [MOD HELP] Change system parameters

I'm pretty sure you can't change those properties of the cloak and teleport (you could TRY adding another level to them, and see what happens - probably won't work, but it looks like some systems have an extra "imaginary" level in their blueprints) I don't know of any way to set crew membe...
by rolfy
Mon Oct 01, 2012 12:00 pm
Forum: Mod Development
Topic: [MODDING] I made a tutorial: create custom events & sectors!
Replies: 27
Views: 28764

Re: [MODDING] I made a tutorial: create custom events & sect

I don't, however, think there's currently any way of ensuring that you only get this event based upon using my specific custom-made ship I haven't done anything with augmentations yet, so I'm kinda guessing, but I think you could create a new aug, put it in your ship, and have the event test if the...
by rolfy
Mon Oct 01, 2012 11:26 am
Forum: Mod Development
Topic: [Modding] Naming conventions for room images.
Replies: 1
Views: 1816

[Modding] Naming conventions for room images.

It would make mods more compatible with one another if we used some naming conventions. I frequently need to make new images for room interiors, and I'm sure anyone else who's making their own ships does, too. If two people both call their new image room_oxygen_9.png, and both mods are used at the s...
by rolfy
Mon Oct 01, 2012 4:47 am
Forum: Mod Development
Topic: [MOD][WIP]Faster Than Hard Light
Replies: 12
Views: 34881

Re: [MOD][WIP]Faster Than Hard Light

A better way to turn off thrusters is to change the name of your layout. Thrusters seem to be attached to the layout property, not the name (slot) property. So if you want to put a ship in the Engi Type A slot, but you want it to have thrusters: <shipBlueprint name="PLAYER_SHIP_CIRCLE" lay...