[MOD][WIP] FTL: Overdrive

Discuss and distribute tools and methods for modding. Moderator - Grognak
Darkfrost
Posts: 92
Joined: Mon Sep 24, 2012 9:11 pm

Re: [MOD][WIP] FTL: Overdrive

Postby Darkfrost » Sun Sep 30, 2012 5:02 pm

Aha :) That makes sense! Honestly, I'm absolutely floored by how involved you guys are - I've never seen any game devs this responsive to the community, especially with support/bug issues :) You guys definitely sound like you're busy though!

I'm really glad to hear you guys are okay with mods though :) And don't worry about mod tools, we can make those! Would just be nice to have a few more things loaded from the data files, that was all ;)

But yeah, keep doing whatever is that you guys want to do, because you're doing awesome so far!
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gigimoi
Posts: 2
Joined: Mon Oct 01, 2012 12:35 am

Re: [MOD][WIP] FTL: Overdrive

Postby gigimoi » Mon Oct 01, 2012 12:39 am

Dear god, don't use Google Code, Github is far superior. (Hell, even Bitbucket is superior)

An IRC channel would be nice as well.
I'll be sitting in #FTLOverdrive on irc.freenode.net (http://webchat.freenode.net)

Edit: Needs some documentation as well
Omndra
Posts: 2
Joined: Mon Oct 01, 2012 4:29 pm

Re: [MOD][WIP] FTL: Overdrive

Postby Omndra » Mon Oct 01, 2012 4:33 pm

Development The project is open source and written in C# using SFML 2.0. I am looking for programmers to help me out with both the engine itself and the "Vanilla" Lua scripts. (Also if someone could make me a new logo )


New Logo huh? Let me see what I can do.

EDIT: DING!
Last edited by Omndra on Mon Oct 01, 2012 9:42 pm, edited 1 time in total.
Mr. Mister
Posts: 495
Joined: Sun Sep 23, 2012 8:51 am

Re: [MOD][WIP] FTL: Overdrive

Postby Mr. Mister » Mon Oct 01, 2012 7:45 pm

Can we have the "Overdrive" part with warp-speed effects?
Omndra
Posts: 2
Joined: Mon Oct 01, 2012 4:29 pm

Re: [MOD][WIP] FTL: Overdrive

Postby Omndra » Mon Oct 01, 2012 10:03 pm

Mr. Mister wrote:Can we have the "Overdrive" part with warp-speed effects?

No. Its already hard enough to read.
thomasfn
Posts: 34
Joined: Fri Sep 21, 2012 7:04 pm

Re: [MOD][WIP] FTL: Overdrive

Postby thomasfn » Mon Oct 01, 2012 11:50 pm

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

Re: [MOD][WIP] FTL: Overdrive

Postby thomasfn » Sun Oct 07, 2012 12:25 am

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

Re: [MOD][WIP] FTL: Overdrive

Postby hellcatv » Mon Oct 08, 2012 7:41 am

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
Image
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.
Mr. Mister
Posts: 495
Joined: Sun Sep 23, 2012 8:51 am

Re: [MOD][WIP] FTL: Overdrive

Postby Mr. Mister » Mon Oct 08, 2012 4:14 pm

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?
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.