Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
Posted: Wed Feb 17, 2016 5:07 pm
Can anyone recommend some good tools that increase productivity when editing/testing the xml files ?
Right now I am very interested in creating some short stories, therefore only new events/quests, not weapons or ship blueprints (see my post FTL STORIES). I use a text editor (kate on linux) to work on the xml files, a shell script that makes the .ftl files and launches Slipstream/FTL. I find some of the processes very boring and repetitive:
- 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 !).
- For those of you that created those huge (and amazing) storylines 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.
-Edit: other question, how to deal with game crashes that happen often during testing ? Is there a "safe mode" for this that avoids window freezing, makes a report ? (i am on linux).
Right now I am very interested in creating some short stories, therefore only new events/quests, not weapons or ship blueprints (see my post FTL STORIES). I use a text editor (kate on linux) to work on the xml files, a shell script that makes the .ftl files and launches Slipstream/FTL. I find some of the processes very boring and repetitive:
- 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 !).
- For those of you that created those huge (and amazing) storylines 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.
-Edit: other question, how to deal with game crashes that happen often during testing ? Is there a "safe mode" for this that avoids window freezing, makes a report ? (i am on linux).