Search found 41 matches

by ApexMods
Tue Jun 23, 2015 6:45 am
Forum: Working Mods
Topic: FTL : SUPREMACY
Replies: 28
Views: 36327

Re: FTL : SUPREMACY

Thanks for the video run and your detailed feedback. Very much appreciated!

I implemented some changes and fixes in the new v0.1.1 release (see updated opening post). Currently busy with RL work, but will respond in more detail once I find more time. Again, many thanks!
by ApexMods
Thu Jun 18, 2015 9:17 pm
Forum: Working Mods
Topic: FTL : SUPREMACY
Replies: 28
Views: 36327

FTL : SUPREMACY

PLEASE NOTE: NEW 1.0 RELEASE FOR 2020 FTL:SUPREMACY v1.0 (January 2020) is a completely new total overhaul mod I created from scratch for the latest version (1.6.12) of FTL. It is my most comprehensive world overhaul for the game to date, and entirely different from all previous FTL:SUPREMACY relea...
by ApexMods
Wed Oct 30, 2013 10:37 pm
Forum: Mod Development
Topic: [Tool] FTL Ship Editor: Superluminal [NOT UPDATED TO AE]
Replies: 777
Views: 365241

Re: [Tool] FTL Ship Editor: Superluminal - version 13-08-29

Quick feedback. In-dev version works great, doors don't drive me insane anymore, and the option to manually alter/fix room IDs in-editor is a very welcome addition for me. Thanks a lot, kartoFlane. Simply brilliant! :)
by ApexMods
Tue Oct 22, 2013 11:00 pm
Forum: Mod Development
Topic: [Tool] FTL Ship Editor: Superluminal [NOT UPDATED TO AE]
Replies: 777
Views: 365241

Re: [Tool] FTL Ship Editor: Superluminal - version 13-08-29

The door issue? You mean where if you use them as portals the pathing gets nutty? Not exactly. It's just a bug with the editor that causes doors to link to wrong rooms sometimes, for whatever reason. The crew walking funny is how FTL itself handles their movement, the editor can't help with that. I...
by ApexMods
Tue Oct 22, 2013 10:52 pm
Forum: Mod Development
Topic: [Tool] FTL Error Checker
Replies: 80
Views: 45445

Re: [Tool] FTL Error Checker - v 0.98

In other news, my IDE tried to sabotage the checker's development by wiping my source code clean for no reason whatsoever... Managed to recover it completely, but fun times were had, nonetheless. Sorry to hear about the IDE pains, kartoFlane. I can somewhat relate to the "fun times"; mana...
by ApexMods
Tue Oct 22, 2013 10:26 pm
Forum: Mod Development
Topic: Slipstream Mod Manager v1.9.1 (2018-01-07)
Replies: 748
Views: 1210154

Re: Slipstream Mod Manager v1.4 (2013-09-20)

If you're clicking on a mod *before* its embedded description has been collected (which is the slow part actually, not the hashing, but again they're both background tasks), the mod will have no description *at that moment*, and generating that error message will cause the lag (I do need to fix tha...
by ApexMods
Mon Oct 14, 2013 10:56 pm
Forum: Mod Development
Topic: Slipstream Mod Manager v1.9.1 (2018-01-07)
Replies: 748
Views: 1210154

Re: Slipstream Mod Manager v1.4 (2013-09-20)

To see if it's to blame, you can start that thread again manually via "File-Re-Scan mods/". Yep, that's the one. Edit: There is some lag whenever you click on a large mod that has no description at all. Because the zip's contents are read at that moment, in the GUI thread, to determine it...
by ApexMods
Mon Oct 14, 2013 10:22 am
Forum: Mod Development
Topic: Slipstream Mod Manager v1.9.1 (2018-01-07)
Replies: 748
Views: 1210154

Re: Slipstream Mod Manager v1.4 (2013-09-20)

If I may make another suggestion? :) Upon launch, SMM seems to first checksum all found mods, which can lead to a rather noticeable lack of application responsiveness, especially when many and/or larger mods are present. I believe this is partly due to the legacy development goal of keeping a centra...
by ApexMods
Sat Oct 12, 2013 12:25 pm
Forum: Working Mods
Topic: FTL Captain's Edition 1.308/Inf 1.301b/EL 1.308
Replies: 6635
Views: 3774259

Re: FTL Captain's Edition 1.061b and 1.062c (experimental)

Don't want to disturb the current discussion too much, but I felt obliged to leave a quick comment on this mega-mod. What Sleeper et al are doing here is such an overwhelming endeavor of sheer limitless scope, and it seems whenever I drop in here at the forums a new release of CE is out. Very (very!...
by ApexMods
Sat Oct 12, 2013 12:12 pm
Forum: Working Mods
Topic: [MOD] High-res background graphics [V1.0]
Replies: 98
Views: 159089

Re: [MOD] High-res background graphics [V1.0]

Love this mod. While limited in scope, the implemented modifications show great attention to detail and result in very noticeable visual improvements over the base game without deviating too much from its original style. Beautifully done, splette! Many thanks for your excellent contribution to FTL m...