Search found 34 matches

by thomasfn
Thu Sep 27, 2012 9:15 pm
Forum: Mod Development
Topic: [MOD][WIP] FTL: Overdrive
Replies: 421
Views: 249076

Re: [MOD][WIP] FTL: Overdrive

It's not like I'm stealing the assets and trying to make a profit off a clone or something, the idea is to provide modders a means to add new content to the game (which I'm sure most people here will agree is a good thing) and to allow players to play said content. The devs don't lose out on anythi...
by thomasfn
Thu Sep 27, 2012 7:35 pm
Forum: Mod Development
Topic: [MOD][WIP] FTL: Overdrive
Replies: 421
Views: 249076

Re: [MOD][WIP] FTL: Overdrive

Done. Thanks for the contributions!
by thomasfn
Thu Sep 27, 2012 3:15 pm
Forum: Mod Development
Topic: [MOD][WIP] FTL: Overdrive
Replies: 421
Views: 249076

Re: [MOD][WIP] FTL: Overdrive

When I try to run it, I get this exception: [spoiler] System.IO.FileLoadException was unhandled Message=Сборка для смешанного режима построена на основе версии "v2.0.50727" среды выполнения и не может быть загружена в среде выполнения 4.0 без дополнительных конфигурационных данных. Source...
by thomasfn
Wed Sep 26, 2012 12:45 pm
Forum: Mod Development
Topic: [MOD][WIP] FTL: Overdrive
Replies: 421
Views: 249076

Re: [MOD][WIP] FTL: Overdrive

Alextrapolate wrote:I've done quite abit of lua, and I'd love to help getting the vanilla mod finished if there is room for me.


Sure! There are probably enough bindings to get a fair amount of work done on that, and if you're feeling adventurous you could add bindings and such for achievements and events and stuff.
by thomasfn
Tue Sep 25, 2012 10:19 pm
Forum: Mod Development
Topic: [MOD][WIP] FTL: Overdrive
Replies: 421
Views: 249076

Re: [MOD][WIP] FTL: Overdrive

Can there be more than 1 active StateInfo? You can have multiple states active at any given time by using Root.Singleton.mgrState.Activate<MyStateName>(); FSMTransist basically deactivates the current "main" state and activates the one you specify (such as moving from main menu state to n...
by thomasfn
Tue Sep 25, 2012 8:56 pm
Forum: Mod Development
Topic: [MOD][WIP] FTL: Overdrive
Replies: 421
Views: 249076

Re: [MOD][WIP] FTL: Overdrive

Library.cs, line 85: public List<string> Weapons { get; set; } Shouldn't it be List<Weapon>? That could work, but I decided to use strings and lookup the weapon from the library when needed as it means mods can easily use weapons from other mods (since one mod won't have access to the weapon object...
by thomasfn
Tue Sep 25, 2012 7:16 pm
Forum: Mod Development
Topic: [MOD][WIP] FTL: Overdrive
Replies: 421
Views: 249076

Re: [MOD][WIP] FTL: Overdrive

It's not like I'm stealing the assets and trying to make a profit off a clone or something, the idea is to provide modders a means to add new content to the game (which I'm sure most people here will agree is a good thing) and to allow players to play said content. The devs don't lose out on anythin...
by thomasfn
Mon Sep 24, 2012 2:09 pm
Forum: Mod Development
Topic: [MOD][WIP] FTL: Overdrive
Replies: 421
Views: 249076

Re: [MOD][WIP] FTL: Overdrive

Mono is something I will be looking into further down the line. SFML 2 seems to be compatible but there may be problems with LuaInterface, so I might switch to a mono friendly Lua system.

Oh yea and for those who haven't realised yet the project is open source now, link is in the OP.
by thomasfn
Mon Sep 24, 2012 2:25 am
Forum: Mod Development
Topic: Create-a-Cruiser ship sprite sheets (minor spoilers)
Replies: 44
Views: 31829

Re: Create-a-Kestrel Ship Design Tool

FTL: Overdrive will have the ability to add new ship types including full layout customisation. Someone could easily create a ship builder which exports to an Overdrive mod.
by thomasfn
Mon Sep 24, 2012 12:40 am
Forum: Discussion
Topic: Where i would like FTL to go
Replies: 13
Views: 6649

Re: Where i would like FTL to go

A large number of these ideas will be possible to implement as a mod in FTL: Overdrive once I complete it.