Would this be possible, sourcemodding discution

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Ora_unit_SR388
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Would this be possible, sourcemodding discution

Post by Ora_unit_SR388 »

This doesn't see probable or convenient to implement, but would it be possible to make source mods for FTL: faster than light.

Things to consider when you would be doing this:

* Easy(ness) to decomile and recompile the source, or have a program similar to the mod manager do it for you?
* Codding it ( :x )
* Distributing it (different file structure than the .ftl's)
* Overall probability of this working?


If anyone is going to try this, I want to be one of them, just to try out the possibility of doing this. :ugeek:

...because moving bits and bytes, and adding patches is harder than it seems.
Last edited by Ora_unit_SR388 on Wed Jul 31, 2013 4:29 pm, edited 1 time in total.
UltraMantis
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Re: Would this be possible....

Post by UltraMantis »

Not really no. The currently used file structure is the same that is used by FTL. The mod manager replaces the original files with modded ones, and merges modded .xml.append files with original .xml files.

Since FTL engine uses files/data in a certain way, the only way to make mods is to pass files to the engine in the exact same way, by placing them in a structure recognised by the engine.

What sort of improvement did you have in mind?
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Ora_unit_SR388
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Re: Would this be possible....

Post by Ora_unit_SR388 »

My thoughts
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UltraMantis
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Re: Would this be possible, sourcemodding discution

Post by UltraMantis »

In a way Superluminal does this. I guess different editors (events for example) could also be made that could save as both .ftl and its own file format.

Since modding FTL involves editing it's resources, each file type (image, sound) can be edited and replaced in the resource database, while the XML files that link and use the resources can be edited by hand in notepad. I guess what you'd like is an editor/modding tool for ftl that makes it possible for several people to work on the same mod at the same time. Or makes it easier to edit xml...

Idk, it is a pain in the ass to tweak some things, but it's a matter of learning how to deal with the data in the blueprints. Editing .xml files by hand has been my preference, tools just get in the way.
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