sul wrote:- Many game crashes are because of tipos/errors in the xml files. This happens a lot when editing events that have complex structures. Any good tools/tricks to correct that and gain time ? I saw some very nice GUI on this forum to create ship blueprints, but nothing to create events (that would be very cool !).
As stargateprovider has mentioned, the error checker can help with that. Kate should already notify you about wrong syntax for the most part, but there are some cases where FTL is more sensitive about stuff then one would expect. It helps to very closely look at how vanilla events work and generally only do stuff as it is done there. From my experience you won't get around some lengthy trial and error debugging when creating events, but you'll get better the more you do it. I eventually felt like I got so used to FTLs parsing quirks that I reliably anticipated potential errors, but my stuff is still pretty faulty the first time around. For some parts of CE I spent up to half the dev time with debugging. Can't wait till that phase starts for Hyperspace Admirals...
One thing that definitely helps is directly copying existing stuff (In case this isn't obvious, you might be doing this already). I basically never write an event/blueprint or event capsule from scratch, I always look for an existing events/blueprints that do roughly the same and use them as a basis, modifying the stuff I need changed. That eliminates a lot of potential mistakes you might make otherwise.
stargateprovider wrote: I am curious on how you organized your work. Did you add content to single big files or separately ? How did you test new content in game ? I dont think I will ever get there, but if you have some tricks that would help me a lot for making some short stories.
I generally spread event stuff for CE across different files, since I worked on separate sectors that have completely new pools of events. The events for each new sectors usually ended up in a separate vanilla event file each. Worked ok, other than that I stuck to vanilla event sorting conventions (all ship events in shipEvents.xml
and so on). In generally I grouped events, their text lists and follow up events close together, just like the vanilla files do. For testing sectors I usually overwrote the crystal sector and modified the starting event to send me there. I often tested individual events through integrating them into the game start event. The mod testing environment can help you with that too.