OverdriveGDX

Discuss and distribute tools and methods for modding. Moderator - Grognak
dalolorn
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Re: OverdriveGDX

Postby dalolorn » Sat Aug 23, 2014 10:29 am

Beerinabox wrote:Is any of this still at all possible?


It was never impossible. It just got swept under the rug by real life and stuff. :P

The code's still on github, I expect - you'd just need to figure out where Vhati left it and pick up the project from there.
williamcll
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Re: OverdriveGDX

Postby williamcll » Fri Feb 27, 2015 11:05 am

So how do I test it out?
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kartoFlane
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Re: OverdriveGDX

Postby kartoFlane » Fri Feb 27, 2015 1:23 pm

You'd have to download the source code from Github, and compile it using Maven. Then you'd have to use the packer utility to convert FTL's resources to Overdrive's format, and follow the rest of instructions to wire it up.
Then you'd be able to run the Overdrive proper.

That said, there's nothing to test. At the moment it's just a couple of images/animations displayed on the screen, with almost no way to interact with them. This project has been abandoned for quite some time.

To satisfy your curiosity, here's what it looks like...
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TheFallenAngel359
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Re: OverdriveGDX

Postby TheFallenAngel359 » Wed Mar 04, 2015 8:38 pm

Darn. I really wanted to use this for a mod I was working on... is there any chance that it could be revived?
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kartoFlane
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Re: OverdriveGDX

Postby kartoFlane » Sun Apr 12, 2015 5:55 pm

So, uh, I'm having a somewhat lazy semester at university, and I found myself spending some of the free time hammering at Overdrive's code.

Over the last month I ended up implementing primitive pathfinding for crew, working incidents (ie. FTL events) with plot branches (choices), consequences, and branch criteria, as well as basic client-server connection which allows two or more instances of the game to communicate with each other, with one instance acting as the server (it's completely abhorrent, but at least works for testing purposes).
Also some other things, like doors, non-rectangular rooms, preliminary scripting support.

A screenshot: http://i.imgur.com/K5RsUsv.png

The repo where I'm undoing Vhati's work with my shoddy code: https://github.com/kartoFlane/OverdriveGDX
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Vhati
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Re: OverdriveGDX

Postby Vhati » Mon Apr 13, 2015 4:02 pm

kartoFlane wrote:I'm undoing Vhati's work with my shoddy code

Teehee.
*Skims the committed changes.*

Well done!

The scale of the code still makes my brain hurt - as it did when I last touched it - but it looks like you're pressing onward in reasonable directions.
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kartoFlane
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Re: OverdriveGDX

Postby kartoFlane » Tue Apr 14, 2015 3:23 pm

Vhati wrote:The scale of the code still makes my brain hurt - as it did when I last touched it - but it looks like you're pressing onward in reasonable directions.


Hah, thanks -- it had taken me quite a while to wrap my head around the codebase. Though I mostly hack together stuff that seems interesting at the time.
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kartoFlane
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Re: OverdriveGDX

Postby kartoFlane » Tue May 12, 2015 8:50 pm

I've been a bit busy, but I've been working on this on and off.

For now, I've added teleport pads that are intended to replace linked doors, allowing crew to move between rooms that are not adjacent to each other.

I've also started working on systems, and implemented the reactor/power HUD, with graphics reworked to be more modular than the original FTL ones, which rely on clipping instead. The wires extend as more power bars/systems are added, so it's possible to support system HUDs of any size (within reason). One thing I have in mind is foldable system HUDs, so that you can, for example, hide the drone system when you don't need it.

Image: http://i.imgur.com/eMgOkJY.png
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TheFallenAngel359
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Re: OverdriveGDX

Postby TheFallenAngel359 » Wed May 13, 2015 5:06 am

Damn, looking good. Any chance we could get a shot of those teleport pads, or are they not working yet?
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kartoFlane
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Re: OverdriveGDX

Postby kartoFlane » Wed May 13, 2015 9:34 am

They already work -- that's how the crewmember got to the oddly-shaped room :) The pathing is still a bit buggy, and needs to be tweaked, but that's easy to fix, just requires time to sit down and figure out what's wrong.
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