AE R&D - What is new? What can we do now?

Discuss and distribute tools and methods for modding. Moderator - Grognak
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RAD-82
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Re: AE R&D - What is new? What can we do now?

Postby RAD-82 » Sun Apr 20, 2014 6:56 pm

I'm not yet sold on this method of interior design. What happens when sensors go out?
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dalolorn
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Re: AE R&D - What is new? What can we do now?

Postby dalolorn » Sun Apr 20, 2014 7:51 pm

RAD-82 wrote:I'm not yet sold on this method of interior design. What happens when sensors go out?


That is quite a good point...
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RAD-82
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Re: AE R&D - What is new? What can we do now?

Postby RAD-82 » Sun Apr 20, 2014 9:03 pm

dalolorn wrote:
RAD-82 wrote:I'm not yet sold on this method of interior design. What happens when sensors go out?
That is quite a good point...

I actually didn't need to ask that question, because I already saw the answer a long time ago (about 10 days) in the CE thread. I just had to go back and find it. viewtopic.php?f=11&t=15663&start=2550#p72585

If the room has no sight, none of the graphics are visible.

Russian Rockman wrote:Image
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These images have taught me something. Your engines are doubled, causing them to appear darker than the rest of the graphics. This proves that the game makes the room graphics slightly transparent, which is the true cause for them to appear lighter than the source image.
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Re: AE R&D - What is new? What can we do now?

Postby Russian Rockman » Sun Apr 20, 2014 11:59 pm

RAD-82 wrote:I'm not yet sold on this method of interior design. What happens when sensors go out?


Hmm. Good point. Yes, none of the images will be visible, unless of course you have visibility into the room the image is attached to. This may be a bit weird in some circumstances. I guess like other things that are imperfect, it's up to you to decide whether it is still worth it to have more interior images or not.

One possible way to get this to be a little less of a problem is to not overextend images to much and keep the to maybe just adjacent rooms. But again, not a perfect solution. :|
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RAD-82
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Re: AE R&D - What is new? What can we do now?

Postby RAD-82 » Mon Apr 21, 2014 12:55 am

There needs to be a new dummy system (completely separated from systems and subsystems, so it doesn't mess with their coding), possibly named interior, that you can add to the systemList for the purpose adding images.

<interior room="#" img="{image file}"/>

It could even have an additional option of slot blocking and slot priority. Example that would block the top-right tile of a 2x2 room and force the position of the first person into the room into the bottom-right tile:

<interior room="#" img="{image file}">
<slot move="no">1</slot>
<slot move="yes">3</slot>
</interior>

edit: I see I messed up the <slot> tag. <number> is a child of <slot>, yet I didn't make it so in my example. <direction> is also a child of <slot>, but that doesn't matter here.

Maybe I shouldn't have simplified two different things with one attribute, but it's just an example.

There should also be a new attribute that can be added to the existing systems, like alt_img, that the game would use for when the system isn't installed.

<cloaking power="1" room="12" start="false" img="room_cloaking_7" alt_img="{image file}"/>

That would be nice. If anything, I feel like it could be an idea for Overdrive.
Last edited by RAD-82 on Wed Apr 23, 2014 1:40 am, edited 1 time in total.
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Re: AE R&D - What is new? What can we do now?

Postby R4V3-0N » Tue Apr 22, 2014 1:43 pm

So wait.

Can I say move all AE content into the normal game and then make the "AE content" button turn into say a...
"CE button" / compatibility mode or infinite space or perhaps make it simply another set of player ships and all the AE stuff (or classic) on both?

this is a response to an earlier discovery thing. Because I am debating to make my overhaul mod (FTL: Engi Brigade, kind of like foundation of federation but all engi and set in current game time) to make it compatible with CE or merge it with CE. Doing the above could save my problem a lot better. (I already have permission to do something like this from sleeper service to make EB CE compatible awhile back.)
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dalolorn
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Re: AE R&D - What is new? What can we do now?

Postby dalolorn » Tue Apr 22, 2014 2:56 pm

With one exception, Raven.

None of the fancy AE attributes (not sure about the ASB event, though) will work. I'm not entirely sure how events behave, but you'll lose stun chances, charges and chains, drastically decreasing the quality of some parts of your mod.
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Re: AE R&D - What is new? What can we do now?

Postby aaaaaa50 » Wed Apr 30, 2014 3:55 am

Check this crazy out: Youtube link. The defense drone fires that laser after it got blown up. It looks like defense drone didn't really die until after their explosion animation ends. With, say, a 30-second long explosion animation, (frying wires, anyone?) it might be possible to make (semi-) invincible drones!
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Re: AE R&D - What is new? What can we do now?

Postby Sleeper Service » Wed Apr 30, 2014 9:02 am

The problem is that you can not really control there explosion anim separately. They just use the default, so if you change that, all explosions ingame will look like that. It would be a great thing to have this though.
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RAD-82
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Re: AE R&D - What is new? What can we do now?

Postby RAD-82 » Wed Apr 30, 2014 4:14 pm

The devs are looking into fixing it: viewtopic.php?f=9&t=23964