[MOD][WIP] FTL: Overdrive

Discuss and distribute tools and methods for modding. Moderator - Grognak
hellcatv
Posts: 33
Joined: Tue Oct 02, 2012 11:52 pm

Re: [MOD][WIP] FTL: Overdrive

Postby hellcatv » Mon Oct 08, 2012 11:20 pm

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.
hellcatv
Posts: 33
Joined: Tue Oct 02, 2012 11:52 pm

Re: [MOD][WIP] FTL: Overdrive

Postby hellcatv » Tue Oct 09, 2012 5:15 am

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?
DiEvAl
Posts: 94
Joined: Tue Sep 25, 2012 5:46 pm

Re: [MOD][WIP] FTL: Overdrive

Postby DiEvAl » Tue Oct 09, 2012 9:50 am

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.
thomasfn
Posts: 34
Joined: Fri Sep 21, 2012 7:04 pm

Re: [MOD][WIP] FTL: Overdrive

Postby thomasfn » Tue Oct 09, 2012 12:09 pm

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.
hellcatv
Posts: 33
Joined: Tue Oct 02, 2012 11:52 pm

Re: [MOD][WIP] FTL: Overdrive

Postby hellcatv » Tue Oct 09, 2012 6:23 pm

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.
ultimatebuster
Posts: 1
Joined: Fri Oct 12, 2012 5:25 pm

Re: [MOD][WIP] FTL: Overdrive

Postby ultimatebuster » Fri Oct 12, 2012 6:47 pm

So how is the Linux support going here? I've seen some posts but there is no followups
hellcatv
Posts: 33
Joined: Tue Oct 02, 2012 11:52 pm

Re: [MOD][WIP] FTL: Overdrive

Postby hellcatv » Sat Oct 13, 2012 4:10 am

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
xdiesp
Posts: 109
Joined: Thu Sep 27, 2012 9:39 pm

Re: [MOD][WIP] FTL: Overdrive

Postby xdiesp » Sat Oct 13, 2012 11:50 am

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
DiEvAl
Posts: 94
Joined: Tue Sep 25, 2012 5:46 pm

Re: [MOD][WIP] FTL: Overdrive

Postby DiEvAl » Sat Oct 13, 2012 3:04 pm

I wasn't able to work on this since last weekend. Now I continued working on beacon map. Here is my progress so far:
Image

Edit: More improvements on beacon map:
Image
I still have some pretty big bugs to fix. I'll commit when I fix them.
DiEvAl
Posts: 94
Joined: Tue Sep 25, 2012 5:46 pm

Re: [MOD][WIP] FTL: Overdrive

Postby DiEvAl » Mon Oct 15, 2012 7:56 pm

Not much visible changes since last post, but fixed some bugs.
Image
(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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