I fixed the line drawing on linux by changing the line drawing from using a primitive to using a ShapeRectangle
Hopefully you can incorporate my change
https://github.com/danielrh/ftl-overdri ... 5275fb73a5
so it works everywhere.
On that node, I'd prefer to have a helper function that generates a ShapeRectangle from a line start,end and width.
The only class that seems to abstract anything from SFML is the Root.cs class
Do you think I should put a MakeLine helper there--or should I made a separate class for drawing helpers (ideas for name and folder?). I'm hoping y'all can switch to using ShapeRectangle to avoid exposing the sfml linedraw bug on linux.
[MOD][WIP] FTL: Overdrive
Re: [MOD][WIP] FTL: Overdrive
Quick comment: do you think the FTLOverdrive.Client.Ships.Room.Tile class is a bit restrictive
Imagine if an event could pump a deadly neurotoxin through the ship with some sort of simple propagation rules as with oxygen...
Or creep from the starcraft TC, etc. Or maybe your ship is full of water breathers, but you have some O2 breathers. You need to keep part of the ship segmented off so that the air breathers can live too... "We better flood the sickbay before it's too late, ackbar fell into a trap! AGAIN!"
Would it make more sense for scripts to attach properties such as oxygen and fire and breachyness? And those events could be stored in an array sized to the number of properties specified?
I'm a bit worried that having the 3 universal elements as fire, air, and breach isn't ideal, and it might be better to do such a refactor sooner than later
Thoughts?
Imagine if an event could pump a deadly neurotoxin through the ship with some sort of simple propagation rules as with oxygen...
Or creep from the starcraft TC, etc. Or maybe your ship is full of water breathers, but you have some O2 breathers. You need to keep part of the ship segmented off so that the air breathers can live too... "We better flood the sickbay before it's too late, ackbar fell into a trap! AGAIN!"
Would it make more sense for scripts to attach properties such as oxygen and fire and breachyness? And those events could be stored in an array sized to the number of properties specified?
I'm a bit worried that having the 3 universal elements as fire, air, and breach isn't ideal, and it might be better to do such a refactor sooner than later
Thoughts?
Re: [MOD][WIP] FTL: Overdrive
hellcatv wrote:Quick comment: do you think the FTLOverdrive.Client.Ships.Room.Tile class is a bit restrictive
Imagine if an event could pump a deadly neurotoxin through the ship with some sort of simple propagation rules as with oxygen...
Or creep from the starcraft TC, etc. Or maybe your ship is full of water breathers, but you have some O2 breathers. You need to keep part of the ship segmented off so that the air breathers can live too... "We better flood the sickbay before it's too late, ackbar fell into a trap! AGAIN!"
Would it make more sense for scripts to attach properties such as oxygen and fire and breachyness? And those events could be stored in an array sized to the number of properties specified?
I'm a bit worried that having the 3 universal elements as fire, air, and breach isn't ideal, and it might be better to do such a refactor sooner than later
Thoughts?
I agree.
Re: [MOD][WIP] FTL: Overdrive
DiEvAl wrote:hellcatv wrote:Quick comment: do you think the FTLOverdrive.Client.Ships.Room.Tile class is a bit restrictive
Imagine if an event could pump a deadly neurotoxin through the ship with some sort of simple propagation rules as with oxygen...
Or creep from the starcraft TC, etc. Or maybe your ship is full of water breathers, but you have some O2 breathers. You need to keep part of the ship segmented off so that the air breathers can live too... "We better flood the sickbay before it's too late, ackbar fell into a trap! AGAIN!"
Would it make more sense for scripts to attach properties such as oxygen and fire and breachyness? And those events could be stored in an array sized to the number of properties specified?
I'm a bit worried that having the 3 universal elements as fire, air, and breach isn't ideal, and it might be better to do such a refactor sooner than later
Thoughts?
I agree.
Perhaps this sort of functionality could be added by actual C# modules (since it'd be easy to inherit the Tile class and add new properties, then the Lua scripts could tell the engine what class to use for tiles).
Also hellcat, you should submit a pull request if you want me to merge your changes.
Re: [MOD][WIP] FTL: Overdrive
thomasfn: pull request sent
I like the idea of inheriting tile classes. I suppose that means we'd have to have an grid update function of some sort that's overridable by the scripting language.
I like the idea of inheriting tile classes. I suppose that means we'd have to have an grid update function of some sort that's overridable by the scripting language.
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Re: [MOD][WIP] FTL: Overdrive
So how is the Linux support going here? I've seen some posts but there is no followups
Re: [MOD][WIP] FTL: Overdrive
ultimatebuster:
it works fine on linux for me...I made a linux branch on github with the library changes-- probably 64-bit ubuntu 12.04 only
There are some issues with the fonts: they look kinda blurry and occasionally have a few random lines, but I haven't tracked that down.
The program is right now fairly small: it displays a ship, lets you open and close doors, and shows a sector map.
But the tech inside is pretty cool: it's all linked to lua scripting, etc
it works fine on linux for me...I made a linux branch on github with the library changes-- probably 64-bit ubuntu 12.04 only
There are some issues with the fonts: they look kinda blurry and occasionally have a few random lines, but I haven't tracked that down.
The program is right now fairly small: it displays a ship, lets you open and close doors, and shows a sector map.
But the tech inside is pretty cool: it's all linked to lua scripting, etc
Re: [MOD][WIP] FTL: Overdrive
So, is this great project still as alive as day 1 or are you going to leave too to play some other rouge? :p If you need motivation, I can write you love letters lol
Re: [MOD][WIP] FTL: Overdrive
Not much visible changes since last post, but fixed some bugs.

(Mouse is over the 'X' button)
Commited.
Also I started documenting the lua code. I'm using Natural Docs. If you know any better documentation generators for lua, fell free to suggest.

(Mouse is over the 'X' button)
Commited.
Also I started documenting the lua code. I'm using Natural Docs. If you know any better documentation generators for lua, fell free to suggest.
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