Well, that's definitely pretty weird. I'll see if I can figure it out later.
RAD-82 wrote:That wasn't the case before AE, otherwise Escort Duty never would've worked then. The original was really messed up with negative offsets, but it worked. Perhaps it was just rooms themselves that didn't support negative positions before, regardless of the ships actual offset.
Maybe an example will help.
Code: Select all
0 # ID
1 # X location
0 # Y location
2 # width
2 # height
This works fine, because when you add X_OFFSET and the room's X location, it's not negative:
(-1) + 1 = 0
The same goes for positive offset + negative room location.
However, if the value of X location were 0, the game would crash, because the result of the above "equation" is now negative:
(-1) + 0 = -1
What Escort Duty was doing, is it had negative X/Y offset, but then all of its rooms/doors had been moved forward, so that the end result for each one of them is not negative.
I remember that this works this way quite clearly, because I had to change the ship-loading code in the original editor just so that it could load the Escort Duty...
dpqkhanh wrote:Can you edit a inherent .ftl file?
What do you mean by an "inherent .ftl file"?
If you want to edit the mod, you can just change the file's extension from .ftl to .zip, and then unpack it, and repack it again once you've made your changes.
5thHorseman wrote:HOW ON EARTH did this thread survive 7 days and so many pages without me seeing it? I know I've been a little busy but holy cow.
Nice work there. Can't wait to sink my teeth into this one.
Thanks, and nice to see you so excited about it, Horseman