[MOD][WIP] FTL: Overdrive
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- Posts: 492
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Re: [MOD][WIP] FTL: Overdrive
Can we have the "Overdrive" part with warp-speed effects?
Re: [MOD][WIP] FTL: Overdrive
Mr. Mister wrote:Can we have the "Overdrive" part with warp-speed effects?
No. Its already hard enough to read.
Re: [MOD][WIP] FTL: Overdrive
Moved to github. Also pulled all of DiEvAl's changes (which was quite painful since git decided it didn't know how to merge files anymore).
New repo url: https://github.com/thomasfn/ftl-overdrive
New repo url: https://github.com/thomasfn/ftl-overdrive
Re: [MOD][WIP] FTL: Overdrive
Added openable doors:


Re: [MOD][WIP] FTL: Overdrive
Sector maps generated completely by lua script!


Unfortunately it generates too many hostiles and too few nebulas. I still need to tweak the probability distributions a bit.
EDIT:
Now each civilian subtype has probability 1/15, each hostile has probability 1/18, and each nebula has probability 1/9 (for sector 7; for earlier sectors some subtypes have probability 0 and other's probability is increased proportionally). There are 5 civilian subtypes, 6 hostile and 3 nebulas. So all 3 types have probability 1/3.
For now all these probabilities are hardcoded in the lua script.

EDIT 2: Commited to github.
Next: sectors and events.


Unfortunately it generates too many hostiles and too few nebulas. I still need to tweak the probability distributions a bit.
EDIT:
Now each civilian subtype has probability 1/15, each hostile has probability 1/18, and each nebula has probability 1/9 (for sector 7; for earlier sectors some subtypes have probability 0 and other's probability is increased proportionally). There are 5 civilian subtypes, 6 hostile and 3 nebulas. So all 3 types have probability 1/3.
For now all these probabilities are hardcoded in the lua script.

EDIT 2: Commited to github.
Next: sectors and events.
Re: [MOD][WIP] FTL: Overdrive
Sorry I haven't been active and working on it recently, I've been rather busy with real life stuff lately - I'm planning a coding session in the near future. Your work looks great div!
Re: [MOD][WIP] FTL: Overdrive
Cool to see this progressing so far
I just tried it and got it working in linux
I needed to modify the config.map of the Client/bin/Debug/sfmlnet-window-2.dll
in Client/bin/Debug/sfmlnet-window-2.dll.config
(for all 3 sfml dll's)
And I had to use the replacement LuaInterface because the included one uses mixed mode C++/CLI
The code is here.
https://github.com/stevedonovan/MonoLuaInterface
With those changes it runs beautifully until I get to the sector selection.
For me the drawing looks rather odd

are others seeing that?
Also: when I click on a door it opens, but I have to move my mouse a pixel before clicking again closes the door. clicking then clicking again directly only serves to open the door.
I just tried it and got it working in linux
I needed to modify the config.map of the Client/bin/Debug/sfmlnet-window-2.dll
in Client/bin/Debug/sfmlnet-window-2.dll.config
(for all 3 sfml dll's)
And I had to use the replacement LuaInterface because the included one uses mixed mode C++/CLI
The code is here.
https://github.com/stevedonovan/MonoLuaInterface
With those changes it runs beautifully until I get to the sector selection.
For me the drawing looks rather odd

are others seeing that?
Also: when I click on a door it opens, but I have to move my mouse a pixel before clicking again closes the door. clicking then clicking again directly only serves to open the door.
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- Posts: 492
- Joined: Sun Sep 23, 2012 8:51 am
Re: [MOD][WIP] FTL: Overdrive
It's awesome that you can now have games with differently connected sector nets! Are these screenies just some proof of concept, or do you plan on keeping that randomization avaliable? How possible would it be to have sectors with more than two outgoing branches?
Re: [MOD][WIP] FTL: Overdrive
Mr. Mister wrote:It's awesome that you can now have games with differently connected sector nets! Are these screenies just some proof of concept, or do you plan on keeping that randomization avaliable?
It's also random in vanilla

Mr. Mister wrote:How possible would it be to have sectors with more than two outgoing branches?
It won't happen by default, but it should be possible to make a mod for this.
hellcatv wrote:With those changes it runs beautifully until I get to the sector selection.
For me the drawing looks rather odd
are others seeing that?
For me it looks fine.
hellcatv wrote:Also: when I click on a door it opens, but I have to move my mouse a pixel before clicking again closes the door. clicking then clicking again directly only serves to open the door.
Yeah, I noticed that, but I haven't looked into it yet.
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