[SHIP][INDEV] Dark Knight Engi B-Type Cruiser

Discuss and distribute tools and methods for modding. Moderator - Grognak
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Gunman698
Posts: 7
Joined: Sat Feb 23, 2013 10:45 pm

[SHIP][INDEV] Dark Knight Engi B-Type Cruiser

Post by Gunman698 »

My first ever ship upload. At the moment, it crashes the game when you select the b type engi ship.

NOTES:
- Name Requests (I kinda suck at naming)
- Solving crash when selecting ship
- Making sure weapon coords are correct. (Help, please?)
- .ftl file causes GMM to crash with "Not a zip file" error comming up or something similar...

To all of you who have a keen eye, yes I did just get some AI ships and gibs and glue them together for the ship design.

The ship is designed mostly for ion and drone damage, hence why it is an engi ship. It has 4 crew (2 Human, 2 Engi), all subsystems level 1 and basic systems.

WARNING: The ship is not currently working, as it causes a crash when you select it, but it will be available for download if any fellow modders want to contribute and help me solve the problem.

Download link: http://www.mediafire.com/download.php?a19i3bm3o1d8irs
Contains all the necessary files for mod usage. If someone could check through the files and tell me what's wrong that would be very nice of them and I will be sure to give them some credit :)
Zanoko
Posts: 30
Joined: Sat Mar 30, 2013 7:03 am

Re: [SHIP][INDEV] Dark Knight Engi B-Type Cruiser

Post by Zanoko »

Is your Python out of date? I feel like the errors modman are giving me are from a Python problem. But I'm not sure.

Also, what Ship Creator do you use?
Gunman698
Posts: 7
Joined: Sat Feb 23, 2013 10:45 pm

Re: [SHIP][INDEV] Dark Knight Engi B-Type Cruiser

Post by Gunman698 »

I use Python version 2.7.3 (Upgrading to 3.3.0 now) and FTLEdit by Darkfrost. I'm going to try re-drawing the ship in FTLEdit and see if that helps.
Zanoko
Posts: 30
Joined: Sat Mar 30, 2013 7:03 am

Re: [SHIP][INDEV] Dark Knight Engi B-Type Cruiser

Post by Zanoko »

Try Base-ing it first. Might I suggest going through this tut:

http://toothycat.net/~hologram/FTL/Ship ... orial.html

It helped me a lot. It explains FTLEdit very well.
Gunman698
Posts: 7
Joined: Sat Feb 23, 2013 10:45 pm

Re: [SHIP][INDEV] Dark Knight Engi B-Type Cruiser

Post by Gunman698 »

I used that tutorial already, and I agree, it works and is a very good one.

I fixed the GMM error, file just needed a cleanup manually.

Update on what's happened :
Both crashes fixed.
New bug (YAY!) : The ship picture isn't in the right position in-game. Probably because of the extra space in the png file I ignored.
Just need to edit the crew and we have the first working iteration! :D
Gunman698
Posts: 7
Joined: Sat Feb 23, 2013 10:45 pm

Re: [SHIP][INDEV] Dark Knight Engi B-Type Cruiser

Post by Gunman698 »

Slight problem, probably due to my ignorance.

The shield step in the modding tutorial by alextfish says you need to set the numbers of elipse in the myship.txt file to half the width and height of the shield image. The problem i have is i only have 2 numbers to half and 4 number inputs. Help, please?
Zanoko
Posts: 30
Joined: Sat Mar 30, 2013 7:03 am

Re: [SHIP][INDEV] Dark Knight Engi B-Type Cruiser

Post by Zanoko »

I usually center the shield image and set the other two points to -0 and it works for me. I tihnk those are to dictate the offset of the elipse though.
speedoflight
Posts: 660
Joined: Mon Feb 18, 2013 11:08 am

Re: [SHIP][INDEV] Dark Knight Engi B-Type Cruiser

Post by speedoflight »

Gunman698 wrote:Slight problem, probably due to my ignorance.

The shield step in the modding tutorial by alextfish says you need to set the numbers of elipse in the myship.txt file to half the width and height of the shield image. The problem i have is i only have 2 numbers to half and 4 number inputs. Help, please?

U should have something like this in the myship.txt file ->

ELLIPSE
290
260
37
4

So, in this case the original shield image should be 580x520

37 is the x offset and 4 the y offset. (meaning the pixels the shield is moved horizontally or vertically)

But, u should use any ship editor, like superluminal, its a lot easier. Since the editor creates the files and u only need to slighty modify em if u need to adjust any value.
My currently mods / wips ->
ImageImage
UltraMantis
Posts: 2125
Joined: Thu Sep 20, 2012 3:17 pm

Re: [SHIP][INDEV] Dark Knight Engi B-Type Cruiser

Post by UltraMantis »

Is the mod working or is it in development? Mods in beta state should be posted in the Mod Development forum, esp. if you need help finishing the mod. It's misleading to post it in the Working Mods forum, when it's not working.
Report spam using the handy Report Button Mod.
boa13
Posts: 808
Joined: Mon Sep 17, 2012 11:42 pm

Re: [SHIP][INDEV] Dark Knight Engi B-Type Cruiser

Post by boa13 »

Moved from Working Mods to Mod Development.
Forum janitor — If you spot spam, PM me the URL and/or the username of the spammer.
I have powers, moderator powers. I am not keen on using them, but will do so if needed.
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