Search found 1478 matches

by kartoFlane
Fri Mar 16, 2018 4:06 pm
Forum: Mod Development
Topic: Modding ITB: R&D And Current Findings
Replies: 20
Views: 33793

Re: Modding ITB: R&D And Current Findings

Two competing mod loaders each with own mod format. We're in for a ride, boys. Wouldn't say competing -- more like supplementary to each other. Mine only deals with restoring the game into vanilla state, and then getting modded files in. Extra lua features (like the modding API) can then be added a...
by kartoFlane
Fri Mar 16, 2018 12:00 am
Forum: Mod Development
Topic: Modding ITB: R&D And Current Findings
Replies: 20
Views: 33793

Re: Modding ITB: R&D And Current Findings

So, the mod manager I've been working on is now somewhat usable. Figured it'd be useful to post a preview version to get some feedback. It already includes some nifty functionalities, like unpacking/repacking of the game's resource.dat (outside of patching mods), automatic detection of stale backups...
by kartoFlane
Thu Mar 08, 2018 12:33 pm
Forum: Mod Development
Topic: [Tool] Superluminal 2.2.1 - FTL Ship Editor
Replies: 668
Views: 406478

Re: [Tool] Superluminal 2.2.1 - FTL Ship Editor

Unfortunately that doesn't tell me much. If you could post the contents of the editor-log.txt file (wrapped in [code][/code] tags) after the editor crashes, that would allow me to start figuring out what the problem is.
by kartoFlane
Thu Mar 08, 2018 12:06 am
Forum: Mod Development
Topic: Modding ITB: R&D And Current Findings
Replies: 20
Views: 33793

Re: Modding ITB: R&D And Current Findings

@rannl The .dat files use the same format old FTL did, so that's already solved. Scripts are simple text files, loaded at runtime, so there's no need for precompilation of any kind. The only problem currently are the .bank files for music and sound; wcarss has written up a post about that on the pre...
by kartoFlane
Sun Mar 04, 2018 1:54 am
Forum: Mod Development
Topic: Modding ITB: R&D And Current Findings
Replies: 20
Views: 33793

Re: Modding ITB: R&D And Current Findings

Do you have anything specific in mind, rannl? I think in the first place we need to figure out a standardized way to install mods, like an equivalent to .ftl files -- simply copying the .ftl approach is a good start, but appending stuff to lua files is not gonna work. In other news, I've been taking...
by kartoFlane
Wed Feb 28, 2018 12:02 am
Forum: Mod Development
Topic: Modding ITB: R&D And Current Findings
Replies: 20
Views: 33793

Re: Modding ITB: R&D And Current Findings

So, to start off. I poked around the files for a short while before playing the game. Some notes: ⋅ Like Sleeper mentioned, it seems most of the game mechanics have been implemented in lua scripts. This is great news -- this means that mods will have crazy potential. Pretty much no more &q...
by kartoFlane
Thu Feb 15, 2018 8:48 pm
Forum: Mod Development
Topic: [Tool] Superluminal 2.2.1 - FTL Ship Editor
Replies: 668
Views: 406478

Re: [Tool] Superluminal 2.2.1 - FTL Ship Editor

Good stuff, thanks for reporting! :) I've released a new version to address these bugs. Download: Superluminal 2.2.1 Changelog: 2.2.1: - Fixed a crash when saving a ship that was created with old FTL file format. - Fixed a crash when changing colors in Generate FLoor Image window using RGB or hex va...
by kartoFlane
Tue Feb 13, 2018 3:29 pm
Forum: Mod Development
Topic: [Tool] Superluminal 2.2.1 - FTL Ship Editor
Replies: 668
Views: 406478

Re: [Tool] Superluminal 2.2 - FTL Ship Editor

I knew I missed something... Thanks for letting me know, and thanks for the answer Vhati! :) I've updated the release on GitHub -- simply redownload the editor.
by kartoFlane
Mon Feb 12, 2018 11:21 pm
Forum: Mod Development
Topic: [Tool] Superluminal 2.2.1 - FTL Ship Editor
Replies: 668
Views: 406478

Re: [Tool] Superluminal 2.2 - FTL Ship Editor

For those of you who still like to mess around with modded FTL, I've just uploaded a new release to make the editor compatible with the newest version of the game. From the limited testing I have done everything seems to be working correctly, but do let me know if I've missed something. Ships saved ...
by kartoFlane
Tue Mar 28, 2017 4:36 pm
Forum: Mod Development
Topic: Slipstream Mod Manager v1.9.1 (2018-01-07)
Replies: 749
Views: 1287158

Re: Slipstream Mod Manager v1.6 (2014-10-25)

SMM provides a runner executable (modman.exe) that runs the manager for you... Except it was built a few years ago, and may be getting confused by the leftover references to the old path. Try running SMM via this batch file (it does the same thing as the first one, except by manually invoking Java, ...