sM Polish Kit: Insurrection v1.6 [CE Support + Modules]

Distribute and discuss mods that are functional. Moderator - Grognak
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Russian Rockman
Posts: 816
Joined: Fri Jan 10, 2014 11:43 pm

Re: The sM Polish Kit 1.24 for AE [CE Support + Modules]

Post by Russian Rockman »

I remember you were having problems with fixing the alignment of the terminals in each room. Did you check rooms.xml? I just remembered that AE added this file and it looks like it handles terminal glows. ;)
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slowriderxcorps
Posts: 469
Joined: Thu Apr 25, 2013 8:42 am

Re: The sM Polish Kit 1.24 for AE [CE Support + Modules]

Post by slowriderxcorps »

Ah, there's nothing better than the discovery of a new facet of the game to spur on progress, is there? I've honestly not had the motivation to make.. well, any progress at all, but this is very curious. I'll take a look at this at the next opportunity.

EDIT: Alright, got some time sunk into maintaining the mod. I've managed to take a crack at realigning several room consoles that were severely misaligned (primarily shield rooms). It's not completely uniform for all rooms precisely, but it's close enough for government work. I've done an experimental change to FederationC's Flak Artillery to see if it can be left on full power against an enemy with Cloaking without firing as the enemy cloaks again, too.

Insurrection got a few custom events, too. I guess it could be called a warm-up for trying to come up with new things, and now I think of it, I could do more with what's been created. Still trying not to announce it officially yet, though.. While I've had time to test out and apply some changes (and work out a devastatingly stupid truth about the Drone Targeting Glitch), I've still yet to find the time to test them out for myself.. At least the Error Checker report is coming clean.
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SkyLine
Posts: 24
Joined: Fri Jul 25, 2014 10:21 am

Re: The sM Polish Kit 1.25 for AE [CE Support + Modules]

Post by SkyLine »

After update I have other bug. My mod loader list:
This bug I have on all C ships.

Code: Select all

Alpha - The sM Polish Kit for Advanced Edition
Better Planets and Backgrounds_v1.3.1
CE Resource Pack 1.245
FTL Captains Edition 1.245
CE Infinite Addon 1.245
CE BPaB Compatibility Patch 1.0
Patch - The sMPK for Captains Edition
Patch - The sMPK for CE Infinite
CE Additional Music Addon 1.243
EL Texture Pack 1.24
CE Endless Loot Addon for CE Infinite 1.245
CE Non-EL Enemy Loadouts Addon 1.241
ExpandedEnemyWindow_1.1
Module - Fleet Delay AE
Module - Augmented Weapons for sMPK-AE
Module - Augmented Weapons for sMPK-CE
Module - Augmented Weapons for sMPK-CEi
Module - Enhanced Systems for sMPK
Module - Enhanced Systems for sMPK_Addon
Module - Hologram Integration for sMPK
Concept - Expansion Pack
Concept - More scrap
Tool - Crew
Module - Enhanced Systems for sMPK Artillery Addon
randomFlagship
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FortunaDraken
Posts: 101
Joined: Sat Jun 21, 2014 8:42 am

Re: The sM Polish Kit 1.25 for AE [CE Support + Modules]

Post by FortunaDraken »

@SkyLine
It's going to be very hard to help you when you aren't describing things, and when you are ignoring people trying to help you. I've told you twice already to take certain mods out because you do not need them, yet they're still in your loading.
SkyLine
Posts: 24
Joined: Fri Jul 25, 2014 10:21 am

Re: The sM Polish Kit 1.25 for AE [CE Support + Modules]

Post by SkyLine »

Ok. I disable Hologram Integration for sMPK, Captains Edition Player Ships, Ship - sMi Player Ships, Module - Fleet Delay AE and all Augmented Weapons Modules. But floor bug remained.
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kartoFlane
Posts: 1488
Joined: Mon Jan 14, 2013 10:20 pm

Re: The sM Polish Kit 1.25 for AE [CE Support + Modules]

Post by kartoFlane »

It's not a bug per se. It's just that, for whatever reason, type C ships use the same floor image as type A ships. You don't notice this in vanilla because rooms are placed in such a way that you don't notice this.

IIRC CE has incorporated a mod that changes the floor images and gives them the black outline. So the mod's author modified the image with type A's layout in mind, but forgot to test whether it looks good on type C.
Superluminal2 - a ship editor for FTL
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slowriderxcorps
Posts: 469
Joined: Thu Apr 25, 2013 8:42 am

Re: The sM Polish Kit 1.25 for AE [CE Support + Modules]

Post by slowriderxcorps »

Unfortunately for that theory, I had created unique floor graphics for the Type C's as well. Judging by what I'm seeing here, my guess is that the glitch is caused by a part of Endless Loot that may be rewriting all the vanilla blueprints to use EL weaponry. Reordering Endless Loot to be applied before the CE patches will probably be effective in resolving this without too much trouble.
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slowriderxcorps
Posts: 469
Joined: Thu Apr 25, 2013 8:42 am

Re: The sM Polish Kit 1.25 for AE [CE Support + Modules]

Post by slowriderxcorps »

Alright, I got to sink some time into testing the expansion properly, and several changes have been put in place from my findings. I actually got to see the mod's secret sector, and fixed a glitch with the store event. I've ended up redesigning the glows on the Heavy Pierce lasers twice after I was unhappy with how it seemed to be looking thanks to an earlier alteration on my part. I've taken a crack at fixing a graphical bug that occurs when the artillery on the Federation Cruiser is subjected to a hacking pulse, as the electrical effects were appearing in a strange place. So far, all the custom enemies I've seen weren't bugged, so that's good at least. And one vanilla event got severely modified to expand its available options.
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katz
Posts: 11
Joined: Sat Apr 12, 2014 12:09 pm

Re: The sM Polish Kit 1.25 for AE [CE Support + Modules]

Post by katz »

How good is the CE compatibility currently?
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slowriderxcorps
Posts: 469
Joined: Thu Apr 25, 2013 8:42 am

Re: The sM Polish Kit 1.25 for AE [CE Support + Modules]

Post by slowriderxcorps »

Compared to the patch pre-AE, the compatibility patch is much less intrusive with the primary aim of not allowing anything to go critically wrong whenever an update happens for it. As such, the main focus is on the rebalancing and retaking of weapons and drones, and the compatibility should be pretty good. Of course, if Endless Loot comes into play, those changes are pretty much thrown out the window because of the ludicrous volume of added game data.
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