[OVERHAUL] Arsenal+ English Translation

Distribute and discuss mods that are functional. Moderator - Grognak
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bamalf
Posts: 157
Joined: Wed Dec 17, 2014 12:57 pm
Location: Russian

Re: [OVERHAUL] Arsenal+ English Translation

Postby bamalf » Sun Aug 19, 2018 6:28 pm

Thank you for this and I'm sorry I did not ask your permission before. Can I look at these new sprites?
Image Image Image
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ahmedoo
Posts: 85
Joined: Thu Feb 06, 2014 2:38 pm

Re: [OVERHAUL] Arsenal+ English Translation

Postby ahmedoo » Mon Aug 27, 2018 1:56 pm

Hi guys. I'm a devoted fan of Captain's Edition overhaul and have some questions for you. I can see that you still mod FTL even after such a long time from it's release.

Becuase Sleeper has stopped expanding that big (if not biggest) mod for FTL did you talk to him about possible merging/adding of some new content from Arsenal+ mod? I know there might be some copyright issues an that's why I'm talking to you. It's a pity that I need to choose between 2 awesome overhauls. Amount of content after merge would be thremendous, and this would help the replayability of the CE (and Arsenal somehow). Even such big modpacks suffer from amount of content (especially events!). CE is definitely bigger and more balanced than Arsenal+ so that's why I suggested it as a base mod. Of course if Sleeper would agree there could be made some new mod to leave current stable version of CE alone and start new chapter of it's expansion. What fields I mean could be incorporated:
  1. UI (font, different new icons, sector map changes, ship upgrade screen changes, weapon and drone graphics background art, maybe even total UI revamp (I miss Shiny mod a lot :[) or incorporation of Tweevle's Restored Crew Portraits,
  2. music,
  3. events, especially socializing (I talked to Sleeper about expanding socializing to smth big, even had some ideas, but he refused, and I'm not so skilled to do that by myself,
  4. of course some drones, augs and weapons - not all of them, only some interesting ones, original and allowing different playstyle,
  5. ship hulls for enemies, enemy classes.
What is your opinion on that?
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bamalf
Posts: 157
Joined: Wed Dec 17, 2014 12:57 pm
Location: Russian

Re: [OVERHAUL] Arsenal+ English Translation

Postby bamalf » Mon Aug 27, 2018 2:34 pm

It's all great, but who will do it? :D
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User avatar
ahmedoo
Posts: 85
Joined: Thu Feb 06, 2014 2:38 pm

Re: [OVERHAUL] Arsenal+ English Translation

Postby ahmedoo » Mon Aug 27, 2018 3:10 pm

That's why I asked you about it. I can see that there are less and less active people in this forum :P I was just curious.
TheLoneNerd
Posts: 4
Joined: Fri Sep 21, 2018 11:41 pm

Re: [OVERHAUL] Arsenal+ English Translation

Postby TheLoneNerd » Fri Sep 21, 2018 11:48 pm

Hey, so I tried to run the game after patching, and I got a weird error, hopping back into the validate I got this:

Code: Select all

 ARS - A- Difficulty.ftl:
  ------------------------

> data/autoBlueprints.xml.append
~ Characters that can't be re-encoded as windows-1252 will not work in FTL 1.5.13 and earlier: ↓ (U+2193)
~ Odd characters resembling ' : `

> data/dlcBlueprints.xml.append
~ Characters that can't be re-encoded as windows-1252 will not work in FTL 1.5.13 and earlier: ↓ (U+2193)
~ Odd characters resembling ' : `

> data/dlcBlueprintsOverwrite.xml.append
~ Characters that can't be re-encoded as windows-1252 will not work in FTL 1.5.13 and earlier: ↓ (U+2193)
~ Odd characters resembling ' : `

> data/dlcPirateBlueprints.xml.append
~ Characters that can't be re-encoded as windows-1252 will not work in FTL 1.5.13 and earlier: ↓ (U+2193)
~ Odd characters resembling ' : `

> data/events.xml.append

~ Strict XML Parser Issues:
  ! Fix this and try again:
  org.jdom2.input.JDOMParseException: Error on line 111: The element type "mod:findWithChildLike" must be terminated by the matching end-tag "</mod:findWithChildLike>".
  ~  ~  ~  ~  ~
     </mod:findLike>
  ~  ~  ~  ~  ~

@ ARS - Base Data.ftl:
  --------------------

> data/blueprints.xml
~ Characters that can't be re-encoded as windows-1252 will not work in FTL 1.5.13 and earlier: √ (U+221A)

> data/bossH_1.xml

~ Strict XML Parser Issues:
  ! <!-- No other dashes should touch. -->

> data/bossH_2.xml

~ Strict XML Parser Issues:
  ! <!-- No other dashes should touch. -->

> data/bossH_3.xml

~ Strict XML Parser Issues:
  ! <!-- No other dashes should touch. -->

> data/bossN_2.xml

~ Strict XML Parser Issues:
  ! <!-- No other dashes should touch. -->

> data/bossN_3.xml

~ Strict XML Parser Issues:
  ! <!-- No other dashes should touch. -->

> data/boss_1.xml

~ Strict XML Parser Issues:
  ! <!-- No other dashes should touch. -->

> data/boss_1_easy.xml

~ Strict XML Parser Issues:
  ! <!-- No other dashes should touch. -->

> data/boss_2.xml

~ Strict XML Parser Issues:
  ! <!-- No other dashes should touch. -->

> data/boss_2_easy.xml

~ Strict XML Parser Issues:
  ! <!-- No other dashes should touch. -->

> data/boss_3.xml

~ Strict XML Parser Issues:
  ! <!-- No other dashes should touch. -->

> data/boss_3_easy.xml

~ Strict XML Parser Issues:
  ! <!-- No other dashes should touch. -->

> data/dlcBlueprints.xml
~ Windows-1252 encoding with fancy non-ASCII chars (UTF-8 is recommended for clarity): —
~ Odd characters resembling - : —

> data/dlcEvents.xml
~ Windows-1252 encoding with fancy non-ASCII chars (UTF-8 is recommended for clarity): —
~ Odd characters resembling - : —

~ Strict XML Parser Issues:
  ! <?xml... ?> should only occur on the first line.

> data/dlcEventsOverwrite.xml
~ Odd characters resembling - : —

> data/dlcEvents_anaerobic.xml
~ Characters that can't be re-encoded as windows-1252 will not work in FTL 1.5.13 and earlier: נ (U+05E0)
~ Odd characters resembling - : —

> data/energy_cruiser.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>

> data/energy_cruiser_2.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>

> data/energy_cruiser_3.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>

> data/events.xml
~ Characters that can't be re-encoded as windows-1252 will not work in FTL 1.5.13 and earlier: Ё (U+0401),А (U+0410),Б (U+0411),В (U+0412),Г (U+0413),Д (U+0414),Е (U+0415),Ж (U+0416),З (U+0417),И (U+0418),Й (U+0419),К (U+041A),Л (U+041B),М (U+041C),Н (U+041D),О (U+041E),П (U+041F),Р (U+0420),С (U+0421),Т (U+0422),У (U+0423),Ф (U+0424),Х (U+0425),Ц (U+0426),Ч (U+0427),Ш (U+0428),Щ (U+0429),Ъ (U+042A),Ы (U+042B),Ь (U+042C),Э (U+042D),Ю (U+042E),Я (U+042F),а (U+0430),б (U+0431),в (U+0432),г (U+0433),д (U+0434),е (U+0435),ж (U+0436),з (U+0437),и (U+0438),й (U+0439),к (U+043A),л (U+043B),м (U+043C),н (U+043D),о (U+043E),п (U+043F),р (U+0440),с (U+0441),т (U+0442),у (U+0443),ф (U+0444),х (U+0445),ц (U+0446),ч (U+0447),ш (U+0448),щ (U+0449),ъ (U+044A),ы (U+044B),ь (U+044C),э (U+044D),ю (U+044E),я (U+044F),ё (U+0451),Ҫ (U+04AA),√ (U+221A),(another box here) (U+A82E),(there was a weird box here that's an unsupported character) (U+DB7F U+DE68)
~ Odd characters resembling - : —

> data/events_boss.xml
~ Odd characters resembling - : —

> data/events_crystal.xml
~ Characters that can't be re-encoded as windows-1252 will not work in FTL 1.5.13 and earlier: נ (U+05E0)
~ Odd characters resembling - : —

> data/events_engi.xml
~ Characters that can't be re-encoded as windows-1252 will not work in FTL 1.5.13 and earlier: נ (U+05E0)
~ Odd characters resembling - : —

~ Strict XML Parser Issues:
  ! <!-- No other dashes should touch. -->

> data/events_fuel.xml
~ Odd characters resembling - : —

> data/events_imageList.xml
~ UTF-8 BOM detected. (Some tools may not handle BOMs)

> data/events_mantis.xml
~ Windows-1252 encoding with fancy non-ASCII chars (UTF-8 is recommended for clarity): â,—,”,€
~ Odd characters resembling " : ”
~ Odd characters resembling - : —

> data/events_nebula.xml
~ Odd characters resembling - : —

> data/events_pirate.xml
~ Windows-1252 encoding with fancy non-ASCII chars (UTF-8 is recommended for clarity): â,—,”,€
~ Odd characters resembling " : ”
~ Odd characters resembling - : —

> data/events_rebel.xml
~ Odd characters resembling - : —

> data/events_rock.xml
~ Windows-1252 encoding with fancy non-ASCII chars (UTF-8 is recommended for clarity): â,—,”,€
~ Odd characters resembling " : ”
~ Odd characters resembling - : —

> data/events_ships.xml
~ Odd characters resembling - : —

> data/events_slug.xml
~ Odd characters resembling - : —

~ Strict XML Parser Issues:
  ! <!-- No other dashes should touch. -->

> data/events_zoltan.xml
~ Characters that can't be re-encoded as windows-1252 will not work in FTL 1.5.13 and earlier: В (U+0412),М (U+041C),Н (U+041D),О (U+041E),П (U+041F),С (U+0421),Ч (U+0427),а (U+0430),б (U+0431),в (U+0432),г (U+0433),д (U+0434),е (U+0435),ж (U+0436),з (U+0437),и (U+0438),й (U+0439),к (U+043A),л (U+043B),м (U+043C),н (U+043D),о (U+043E),п (U+043F),р (U+0440),с (U+0441),т (U+0442),у (U+0443),х (U+0445),ц (U+0446),ч (U+0447),ш (U+0448),щ (U+0449),ы (U+044B),ь (U+044C),ю (U+044E),я (U+044F),ё (U+0451)
~ Odd characters resembling - : —

> data/fed_cruiser.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>

> data/fed_cruiser_2.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>

> data/fed_cruiser_3.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>

> data/jelly_cruiser.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>

> data/jelly_cruiser_2.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>

> data/jelly_cruiser_3.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>

> data/kestral.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>

> data/kestral_3.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>

> data/mantis_cruiser.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>

> data/mantis_cruiser_2.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>

> data/mantis_cruiser_3.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>

> data/newEvents.xml
~ Odd characters resembling - : —

~ Strict XML Parser Issues:
  ! <choice... max_lvl=... max_lvl=...>

> data/rock_cruiser.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>

> data/rock_cruiser_2.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>

> data/rock_cruiser_3.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>

> data/sounds.xml
~ LF line endings (CR-LF is safest)

~ Strict XML Parser Issues:
  ! <environWarning...>...</environWarning >

> data/stealth.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>

> data/stealth_2.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>

> data/stealth_3.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>

> data/text_misc.xml.append
~ Odd characters resembling ' : `

> fonts/c&cnew.font
~ The *.font files introduced with FTL 1.6.1 won't work in FTL 1.01-1.5.13, which used TTF fonts.

> fonts/JustinFont10.font
~ The *.font files introduced with FTL 1.6.1 won't work in FTL 1.01-1.5.13, which used TTF fonts.

> fonts/JustinFont11Bold.font
~ The *.font files introduced with FTL 1.6.1 won't work in FTL 1.01-1.5.13, which used TTF fonts.

> fonts/JustinFont12Bold.font
~ The *.font files introduced with FTL 1.6.1 won't work in FTL 1.01-1.5.13, which used TTF fonts.

> fonts/JustinFont8.font
~ The *.font files introduced with FTL 1.6.1 won't work in FTL 1.01-1.5.13, which used TTF fonts.

@ ARS - Base Resources v1.26.4 v1.ftl:
  ------------------------------------

> img/ship/Decepticon_cloak.png
~ As of FTL 1.6.1, interlaced PNG images are not supported (Re-save it as non-interlaced)

> img/stars/base2.png
~ Type: RGB w/8bit channels (Usually RGB+Alpha w/8bit channels)

> img/stars/bg_BlackHole.png
~ Type: RGB w/8bit channels (Usually RGB+Alpha w/8bit channels)

> img/stars/bg_BlackHole2.png
~ Type: RGB w/8bit channels (Usually RGB+Alpha w/8bit channels)

> img/stars/bg_blueStarcluster.png
~ Type: RGB w/8bit channels (Usually RGB+Alpha w/8bit channels)

> img/stars/bg_bluestars.png
~ Type: RGB w/8bit channels (Usually RGB+Alpha w/8bit channels)

> img/stars/bg_darknebula.png
~ Type: RGB w/8bit channels (Usually RGB+Alpha w/8bit channels)

> img/stars/bg_dullstars.png
~ Type: RGB w/8bit channels (Usually RGB+Alpha w/8bit channels)

> img/stars/bg_dullstars2.png
~ Type: RGB w/8bit channels (Usually RGB+Alpha w/8bit channels)

> img/stars/bg_lonelyBlueStar.png
~ Type: RGB w/8bit channels (Usually RGB+Alpha w/8bit channels)

> img/stars/bg_lonelyRedStar.png
~ Type: RGB w/8bit channels (Usually RGB+Alpha w/8bit channels)

> img/stars/bg_lonelystar.png
~ Type: RGB w/8bit channels (Usually RGB+Alpha w/8bit channels)

> img/stars/bg_milkygalaxy.png
~ Type: RGB w/8bit channels (Usually RGB+Alpha w/8bit channels)

> img/stars/bg_new02.png
~ Type: RGB w/8bit channels (Usually RGB+Alpha w/8bit channels)

> img/stars/bg_new03.png
~ Type: RGB w/8bit channels (Usually RGB+Alpha w/8bit channels)

> img/stars/bg_new04.png
~ Type: RGB w/8bit channels (Usually RGB+Alpha w/8bit channels)

> img/stars/bg_new05.png
~ Type: RGB w/8bit channels (Usually RGB+Alpha w/8bit channels)

> img/stars/bg_new06.png
~ Type: RGB w/8bit channels (Usually RGB+Alpha w/8bit channels)

> img/stars/bg_new07.png
~ Type: RGB w/8bit channels (Usually RGB+Alpha w/8bit channels)

> img/stars/bg_new08.png
~ Type: RGB w/8bit channels (Usually RGB+Alpha w/8bit channels)

> img/stars/bg_new09.png
~ Type: RGB w/8bit channels (Usually RGB+Alpha w/8bit channels)

> img/stars/bg_new11.png
~ Type: RGB w/8bit channels (Usually RGB+Alpha w/8bit channels)

> img/stars/bg_new12.png
~ Type: RGB w/8bit channels (Usually RGB+Alpha w/8bit channels)

> img/stars/bg_new13.png
~ Type: RGB w/8bit channels (Usually RGB+Alpha w/8bit channels)

> img/stars/bg_new14.png
~ Type: RGB w/8bit channels (Usually RGB+Alpha w/8bit channels)

> img/stars/bg_new15.png
~ Type: RGB w/8bit channels (Usually RGB+Alpha w/8bit channels)

> img/stars/bg_new16.png
~ Type: RGB w/8bit channels (Usually RGB+Alpha w/8bit channels)

> img/stars/bg_new18.png
~ Type: RGB w/8bit channels (Usually RGB+Alpha w/8bit channels)

> img/stars/bg_new20.png
~ Type: RGB w/8bit channels (Usually RGB+Alpha w/8bit channels)

> img/stars/bg_new22.png
~ Type: RGB w/8bit channels (Usually RGB+Alpha w/8bit channels)

> img/stars/bg_smallbluenebula.png
~ Type: RGB w/8bit channels (Usually RGB+Alpha w/8bit channels)

> img/stars/black_hole_dangerous.png
~ Type: RGB w/8bit channels (Usually RGB+Alpha w/8bit channels)

> img/stars/cherv_back.png
~ Type: RGB w/8bit channels (Usually RGB+Alpha w/8bit channels)

> img/stars/cherv_back2.png
~ Type: RGB w/8bit channels (Usually RGB+Alpha w/8bit channels)

> img/stars/crystal_03.png
~ Type: RGB w/8bit channels (Usually RGB+Alpha w/8bit channels)

> img/stars/crystal_06.png
~ Type: RGB w/8bit channels (Usually RGB+Alpha w/8bit channels)

> img/stars/low_nebula.png
~ Type: RGB w/8bit channels (Usually RGB+Alpha w/8bit channels)

> img/stars/low_pulsar.png
~ Type: RGB w/8bit channels (Usually RGB+Alpha w/8bit channels)

> img/stars/low_storm.png
~ Type: RGB w/8bit channels (Usually RGB+Alpha w/8bit channels)

> img/stars/low_sun.png
~ Type: RGB w/8bit channels (Usually RGB+Alpha w/8bit channels)

> img/stars/mama.png
~ Type: RGB w/8bit channels (Usually RGB+Alpha w/8bit channels)

> img/stars/st_anaerobic.png
~ Type: RGB w/8bit channels (Usually RGB+Alpha w/8bit channels)

> img/stars/st_AVATAR.png
~ Type: RGB w/8bit channels (Usually RGB+Alpha w/8bit channels)

> img/stars/st_CIRCLE.png
~ Type: RGB w/8bit channels (Usually RGB+Alpha w/8bit channels)

> img/stars/st_JELLY.png
~ Type: RGB w/8bit channels (Usually RGB+Alpha w/8bit channels)

> img/stars/st_MANTIS.png
~ Type: RGB w/8bit channels (Usually RGB+Alpha w/8bit channels)

> img/stars/st_ROCK.png
~ Type: RGB w/8bit channels (Usually RGB+Alpha w/8bit channels)

> img/stars/st_zoltan.png
~ Type: RGB w/8bit channels (Usually RGB+Alpha w/8bit channels)

> img/stars/Sun.png
~ Type: RGB w/8bit channels (Usually RGB+Alpha w/8bit channels)

> img/statusUI/button_station_assign_off.png
~ Type: RGB w/8bit channels (Usually RGB+Alpha w/8bit channels)

> img/statusUI/button_station_assign_on.png
~ Type: RGB w/8bit channels (Usually RGB+Alpha w/8bit channels)

> img/statusUI/button_station_assign_select2.png
~ Type: RGB w/8bit channels (Usually RGB+Alpha w/8bit channels)

> img/statusUI/button_station_return_off.png
~ Type: RGB w/8bit channels (Usually RGB+Alpha w/8bit channels)

> img/statusUI/button_station_return_on.png
~ Type: RGB w/8bit channels (Usually RGB+Alpha w/8bit channels)

> img/statusUI/button_station_return_select2.png
~ Type: RGB w/8bit channels (Usually RGB+Alpha w/8bit channels)
  No Problems

@ ARS - Infinite.ftl:
  -------------------

> data/text_misc.xml.append
~ Odd characters resembling - : —
  No Problems

@ ARS - Non-Arsenal+ Ship Mod Fix.ftl:
  ------------------------------------
  No Problems

@ ARS - Ship Pack 1.ftl:
  ----------------------
  No Problems

@ ARS - Ship Pack 2.ftl:
  ----------------------
  No Problems

@ ARS - Ship Pack 3.ftl:
  ----------------------

> data/blueprints.xml.append
~ Odd characters resembling ' : `

> img/ship/collector_gib1.png
~ As of FTL 1.6.1, interlaced PNG images are not supported (Re-save it as non-interlaced)

> img/ship/collector_gib2.png
~ As of FTL 1.6.1, interlaced PNG images are not supported (Re-save it as non-interlaced)

> img/ship/collector_gib3.png
~ As of FTL 1.6.1, interlaced PNG images are not supported (Re-save it as non-interlaced)

> img/ship/collector_gib4.png
~ As of FTL 1.6.1, interlaced PNG images are not supported (Re-save it as non-interlaced)

> img/ship/collector_gib5.png
~ As of FTL 1.6.1, interlaced PNG images are not supported (Re-save it as non-interlaced)

> img/ship/spectrum_gib1.png
~ As of FTL 1.6.1, interlaced PNG images are not supported (Re-save it as non-interlaced)

> img/ship/spectrum_gib2.png
~ As of FTL 1.6.1, interlaced PNG images are not supported (Re-save it as non-interlaced)

> img/ship/spectrum_gib4.png
~ As of FTL 1.6.1, interlaced PNG images are not supported (Re-save it as non-interlaced)
  No Problems


FTL itself can tolerate lots of XML typos and still run. But malformed XML may break tools that do proper parsing, and it hinders the development of new tools.

Slipstream will try to parse XML while patching: first strictly, then failing over to a sloppy parser. The sloppy parser will tolerate similar errors, at the risk of unforseen behavior, so satisfying the strict parser is advised.


not sure what the dealio is, but here's the original error: Patching failed: java.util.IllegalFormatConversionException: x != java.lang.Character
User avatar
mr_easy_money
Posts: 609
Joined: Fri May 29, 2015 9:05 pm
Location: A galaxy far, far away

Re: [OVERHAUL] Arsenal+ English Translation

Postby mr_easy_money » Sat Sep 22, 2018 5:54 pm

TheLoneNerd wrote:Hey, so I tried to run the game after patching, and I got a weird error,
...
not sure what the dealio is, but here's the original error: Patching failed: java.util.IllegalFormatConversionException: x != java.lang.Character

are you playing FTL version 1.5.13 or 1.6.7? this mod is no longer compatible with 1.5.13, so this error would make sense. if you're on 1.6.7 then this is something I have to fix.

---
on a side note thanks for pointing this out, I'll need to fix these.

Code: Select all

@ ARS - Base Resources v1.26.4 v1.ftl:
...
> img/ship/Decepticon_cloak.png
~ As of FTL 1.6.1, interlaced PNG images are not supported (Re-save it as non-interlaced)
...
@ ARS - Ship Pack 3.ftl:
...
> img/ship/collector_gib1.png
~ As of FTL 1.6.1, interlaced PNG images are not supported (Re-save it as non-interlaced)

> img/ship/collector_gib2.png
~ As of FTL 1.6.1, interlaced PNG images are not supported (Re-save it as non-interlaced)

> img/ship/collector_gib3.png
~ As of FTL 1.6.1, interlaced PNG images are not supported (Re-save it as non-interlaced)

> img/ship/collector_gib4.png
~ As of FTL 1.6.1, interlaced PNG images are not supported (Re-save it as non-interlaced)

> img/ship/collector_gib5.png
~ As of FTL 1.6.1, interlaced PNG images are not supported (Re-save it as non-interlaced)

> img/ship/spectrum_gib1.png
~ As of FTL 1.6.1, interlaced PNG images are not supported (Re-save it as non-interlaced)

> img/ship/spectrum_gib2.png
~ As of FTL 1.6.1, interlaced PNG images are not supported (Re-save it as non-interlaced)

> img/ship/spectrum_gib4.png
~ As of FTL 1.6.1, interlaced PNG images are not supported (Re-save it as non-interlaced)
TheLoneNerd
Posts: 4
Joined: Fri Sep 21, 2018 11:41 pm

Re: [MOD][WIP]Arsenal+ English Translation Attempt

Postby TheLoneNerd » Sat Sep 22, 2018 8:46 pm

bamalf wrote:Your misc.xml file is encoded in utf-8 instead win-1251. Comment <?xml version="1.0" encoding="utf-8"?> in first string is irrelevant.


Is there any instructions for fixing this? I'm not sure how this happened, I downloaded from the links provided.
If not i'll look it up, anyways thanks, the technical information is hard for me to wrap my head around.

Cheers!

Quick edit: I'm pretty sure I'm playing the latest ver, but I need to find out for sure, more to come once I find out.
Edit 2: yep it's 1.6.7
User avatar
mr_easy_money
Posts: 609
Joined: Fri May 29, 2015 9:05 pm
Location: A galaxy far, far away

Re: [MOD][WIP]Arsenal+ English Translation Attempt

Postby mr_easy_money » Sat Sep 22, 2018 10:56 pm

TheLoneNerd wrote:Quick edit: I'm pretty sure I'm playing the latest ver, but I need to find out for sure, more to come once I find out.
Edit 2: yep it's 1.6.7

oh, okay. can you patch it again and get the error, then post here the contents of the "modman-log.txt" file? the log file should be next to the mod manager exe or jar file. that should tell me which mod file caused the problem and where, so I can fix it.
TheLoneNerd
Posts: 4
Joined: Fri Sep 21, 2018 11:41 pm

Re: [MOD][WIP]Arsenal+ English Translation Attempt

Postby TheLoneNerd » Tue Sep 25, 2018 1:22 pm

mr_easy_money wrote:oh, okay. can you patch it again and get the error, then post here the contents of the "modman-log.txt" file? That should tell me which mod file caused the problem and where, so I can fix it.


Here you go:

Code: Select all

09:20:40.329 [main] DEBUG net.vhati.modmanager.FTLModManager - Started: Tue Sep 25 09:20:40 EDT 2018
09:20:40.337 [main] DEBUG net.vhati.modmanager.FTLModManager - Slipstream Mod Manager v1.9.1
09:20:40.337 [main] DEBUG net.vhati.modmanager.FTLModManager - OS: Windows 10 10.0
09:20:40.337 [main] DEBUG net.vhati.modmanager.FTLModManager - VM: Java HotSpot(TM) 64-Bit Server VM, 10.0.1, amd64
09:20:40.437 [AWT-EventQueue-0] DEBUG net.vhati.modmanager.FTLModManager - Loading config file
09:20:40.537 [AWT-EventQueue-0] DEBUG net.vhati.modmanager.FTLModManager - Default look and feel is: Metal
09:20:40.537 [AWT-EventQueue-0] DEBUG net.vhati.modmanager.FTLModManager - Setting system look and feel: com.sun.java.swing.plaf.windows.WindowsLookAndFeel
09:20:40.621 [AWT-EventQueue-0] INFO  net.vhati.modmanager.FTLModManager - Using FTL dats path from config: C:\Program Files (x86)\Steam\steamapps\common\FTL Faster Than Light
09:20:41.329 [init] DEBUG n.v.modmanager.ui.ManagerInitThread - Catalog isn't stale yet
09:20:41.349 [init] DEBUG n.v.modmanager.ui.ManagerInitThread - App update info isn't stale yet
09:20:42.749 [Thread-0] INFO  n.v.modmanager.core.ModsScanThread - Background hashing finished.
09:20:42.749 [Thread-0] INFO  n.v.modmanager.core.ModsScanThread - Background metadata caching finished.
                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                   09:21:16.112 [AWT-EventQueue-0] INFO  net.vhati.modmanager.ui.ManagerFrame -
09:21:16.116 [AWT-EventQueue-0] INFO  net.vhati.modmanager.ui.ManagerFrame - Patching...
09:21:16.116 [AWT-EventQueue-0] INFO  net.vhati.modmanager.ui.ManagerFrame -
09:21:16.124 [Thread-3] INFO  n.v.modmanager.core.ModPatchThread - Restoring vanilla "ftl.dat"...
09:21:17.248 [Thread-3] ERROR n.v.modmanager.core.ModPatchThread - Patching failed.
java.util.IllegalFormatConversionException: x != java.lang.Character
   at java.base/java.util.Formatter$FormatSpecifier.failConversion(Unknown Source)
   at java.base/java.util.Formatter$FormatSpecifier.printInteger(Unknown Source)
   at java.base/java.util.Formatter$FormatSpecifier.print(Unknown Source)
   at java.base/java.util.Formatter.format(Unknown Source)
   at java.base/java.util.Formatter.format(Unknown Source)
   at java.base/java.lang.String.format(Unknown Source)
   at net.vhati.ftldat.PkgPack.readNullTerminatedString(PkgPack.java:270)
   at net.vhati.ftldat.PkgPack.readIndex(PkgPack.java:439)
   at net.vhati.ftldat.PkgPack.<init>(PkgPack.java:124)
   at net.vhati.ftldat.PkgPack.<init>(PkgPack.java:89)
   at net.vhati.modmanager.core.ModPatchThread.patch(ModPatchThread.java:183)
   at net.vhati.modmanager.core.ModPatchThread.run(ModPatchThread.java:92)
User avatar
mr_easy_money
Posts: 609
Joined: Fri May 29, 2015 9:05 pm
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Re: [MOD][WIP]Arsenal+ English Translation Attempt

Postby mr_easy_money » Wed Sep 26, 2018 2:13 am

TheLoneNerd wrote:

Code: Select all

~~~
09:21:16.112 [AWT-EventQueue-0] INFO  net.vhati.modmanager.ui.ManagerFrame -
09:21:16.116 [AWT-EventQueue-0] INFO  net.vhati.modmanager.ui.ManagerFrame - Patching...
09:21:16.116 [AWT-EventQueue-0] INFO  net.vhati.modmanager.ui.ManagerFrame -
09:21:16.124 [Thread-3] INFO  n.v.modmanager.core.ModPatchThread - Restoring vanilla "ftl.dat"...
09:21:17.248 [Thread-3] ERROR n.v.modmanager.core.ModPatchThread - Patching failed.
java.util.IllegalFormatConversionException: x != java.lang.Character
   at java.base/java.util.Formatter$FormatSpecifier.failConversion(Unknown Source)
~~~
To me this looks like Slipstream couldn't even restore the vanilla ftl.dat, otherwise there would be a line "Installing Mod" with the mod's name but that's not even there. I'm not completely sure though, so... have you tried plain patching vanilla or patching any other mods?

if they break too it could be a problem with your ftl.dat backup, which may mean your ftl.dat is corrupted in some way. in that case, the only fix I know would be 1) delete the slipstream backup of ftl.dat labeled ftl.dat.bak in the backups folder and 2) to reinstall FTL. if you need to do that you should make a copy of your profile save and stuff just in case. here's the location if you don't know: viewtopic.php?f=9&t=1892

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