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Re: zabing12 has some ideas.
Posted: Sun Aug 03, 2014 10:56 pm
by zabing12
Thanks.
Re: zabing12 has some ideas.
Posted: Sun Aug 03, 2014 11:28 pm
by NarnKar
I removed the extra <launchSounds> tag, and now everything displays properly, but it doesn't fire.
I changed the <image> tag to a preexisting one (light_laser1) so that it'd use a preexisting bullet animation. That didn't work.
So I gave it some extra frames. See, frame numbering actually starts from 0, so calling frames 2 and 3 wouldn't have worked on your hyperion_laser_strip3 image it would've only been numbered 0, 1, 2. I added an extra "firing" frame at 3, like intended, and I added another extra frame for recoil.
The second additional frame (frame 5 in your terms, and frame 4 in FTL's processors), is for recoil. Effectors are bomb weapons, and those are weird and don't have recoil images, but still, no dice.
EDIT: You know, it's the damnedest thing. Right after I threw in the towel, I spotted an error in my code...
Re: zabing12 has some ideas.
Posted: Sun Aug 03, 2014 11:44 pm
by NarnKar
IT WORKS! FINALLY IT WORKS!
Okay so after I gave up and came back, I changed the animations code AGAIN because I changed the source image.
<desc length="3" x="0" y="0"/> had to be changed to <desc length="5" x="0" y="0"> cause I changed the image to add more frames, thus I needed to specify in-code that I added more frames.
Right now, it doesn't fire from the proper point, instead firing from somewhere inside the weapon. But you know what? You can change that yourself. I don't know if you want to fire from the tip of the satellite dish, or the base of the dish, or whatever. Just change the <fire Point> tag in the animations.
Download my version
here.
Re: zabing12 has some ideas.
Posted: Mon Aug 04, 2014 2:26 am
by zabing12
Thanks, i will give you a shoutout when i make the ship that goes along with it. You are awesome!
How do I take that mod and stick it with my ship? Would it be <a href="http://www.mediafire.com/download/3ce53dc8d1uisce/HyperionShip.zip">this?</a> (crap, this doesn't run on xml?)
It doesn't work though.
yes, i will shout out to the space ship construction kit, Sleeperservice, and superluminal.
Re: zabing12 has some ideas.
Posted: Tue Aug 05, 2014 2:14 am
by NarnKar
Okay, first (and most irrelevant) things first. The forums don't run on XML, no. The input box runs on BBCode, which is a simplified syntax of HTML designed specifically for posting in forums. It's not hard to learn at all, because there really aren't too many tags you need in a forum post.
Websites themselves run on HTML, which is similar to XML in that it uses open tags and close tags, but there's very specific tags you have to use and it's a bit of a headache, moreso if you want to use CSS animation elements in your webpage.
XML is what FTL is coded with. The object tags are again very specific, but specific only to FTL's internal coding.
Now that that's out of the way...
To combine your two mods into one mod: First, you combine your two blueprints.xml.append into one file. It's as easy as doing this:
Code: Select all
<weaponBlueprint="YOUR MOD HERE" />
<CODE>
<shipBlueprint="YOUR MOD HERE" />
<MORE CODE>
Then you paste the animations.xml.append into the data directory, and paste the weapons directory into the img directory. Easy stuff.
I downloaded your ship mod, and if you'd like, I can give an early critique of it. If you're interested, just say so in the thread.
Re: zabing12 has some ideas.
Posted: Wed Aug 06, 2014 2:58 am
by zabing12
Does it work?
Thanks for the tip, will fix it immediately and put out a ship mod in the working mods thread.
I am indeed interested in a early judgement of the ship I had made in a few hours before I go and release it in the correct place.
I am no artist, and usually use the interior from my unpacked data and resources.dat. The ship is still early in development, though.
Re: zabing12 has some ideas.
Posted: Thu Aug 07, 2014 4:43 am
by NarnKar
Sorry I haven't been able to deliver that critique! Work's been busy, and the login page has been giving me 503 errors over and over...
On a cursory examination, it looks like your ship hull is one of Skorpio's hulls, but stretched bigger. It's a little blurry, of course, being stretched that big. I suppose it's not bad for learning how to make FTL mods, but I would consider getting some other hulls--splicing together FTL gibs is surprisingly easy, and good for making some custom ship hulls.
Your cloak image needs to be 10 pixels bigger on each side: it needs to be 420 by 420. The image itself is fine, keep it the same size and centered, but the canvas size needs to be bigger. You're also missing a floor image, which may cause blackbox issues (your ship is a big black box)--haven't tested, so I don't know for sure. (You're the coder though, so it falls to you to test it first.)
It's perfectly okay to pillage the interior images from FTL resources. I do that too

. Of course, custom interiors really give a ship some flavor and stand out from the rest, and are worth splicing if you can.
As for the ship's loadout...the Auto Laser and Ion 2 (BA_AUTO_LASER_1 and BA_ION_BLAST_2, respectively) are only included with Captain's Edition, and don't come with vanilla FTL. If you're considering making this mod for all players (not just Captain's Edition players), then add those blueprints and animations to your mod. (Perhaps rename the weapon blueprint BA_AUTO_LASER_HYPERION so it doesn't override the Auto Laser in CE; same for the Ion Blast.)
Starting this thing with Weapon Pre-Igniter is...makes it quite a bit more OP than it should be. It won't have much effect at first, since your three weapons have low charge times (Hyperion Laser's 10 seconds, Ion 2 is 4 seconds, Auto Laser is 5 seconds I think), but supposing they get a more powerful weapon, the starting Pre-Igniter is enough to steamroll your opponents. And that's just unbalanced. At least, that's my opinion.
Haven't gotten to playtest it yet. If you've run into any issues while testing it, I'll be happy to throw my input in.
Re: zabing12 has some ideas.
Posted: Thu Aug 07, 2014 4:55 am
by RAD-82
NarnKar wrote:Your cloak image needs to be 10 pixels bigger on each side: it needs to be 420 by 420. The image itself is fine, keep it the same size and centered, but the canvas size needs to be bigger. You're also missing a floor image, which may cause blackbox issues (your ship is a big black box)--haven't tested, so I don't know for sure.
None of this is relevant anymore since Advanced Edition came out.
Re: zabing12 has some ideas.
Posted: Thu Aug 07, 2014 5:00 am
by NarnKar
RAD-82 wrote:None of this is relevant anymore since Advanced Edition came out.
Wait, really?
Huh.
Now I just feel dumb.
Re: zabing12 has some ideas.
Posted: Fri Aug 08, 2014 4:45 am
by zabing12
http://www.mediafire.com/download/89t6h ... 283%29.ftl
Hey, need help fixing this. It does not replace the kestrel in the event that I run it.
again, thanks. I just can't do mods very well.
