[MOD][WIP] FTL: Overdrive

Discuss and distribute tools and methods for modding. Moderator - Grognak
Post Reply
John Luke Pack Hard
Posts: 112
Joined: Thu Nov 15, 2012 8:45 am

Re: [MOD][WIP] FTL: Overdrive

Post by John Luke Pack Hard »

Good work Div, just make sure you adhere to cohesion so we don't run into the "Jenga problem" as I like to call it.

Also, I committed. The Window works, as does the frameDriver thread class. However, the changelistener doesn't trigger as I expected it to at the moment.\

Since we're using TWL, this code will likely have to be ported over.
Vhati
Posts: 792
Joined: Thu Oct 25, 2012 12:01 pm

Re: [MOD][WIP] FTL: Overdrive

Post by Vhati »

I edited the "JLPH's Quintessential Modding Resource" google doc and the wiki regarding the <event> <crewMember amount="..." class="..."> tag.
FTL 1.03.3 introduced class="traitor" when amount is negative, which adds hostile crew with the same name/race/sex as those lost.
* As seen in events.xml: STATION_SICK_LIST
** I didn't confirm whether traitor works with negative numbers other than -1.
Vhati
Posts: 792
Joined: Thu Oct 25, 2012 12:01 pm

Re: [MOD][WIP] FTL: Overdrive

Post by Vhati »

DiEvAl wrote:I've been working on main menu. I can't commit it yet because right now I just have images manually placed in src/resource.dat/img/. Right now I'm porting OP's Archive.cs to java so I can load resources dynamically.
You may find the Profile/SavedGame Editor's Java source helpful.

There's a link to the code and example usage here.
Kiloku
Posts: 66
Joined: Mon Nov 19, 2012 5:52 pm

Re: [MOD][WIP] FTL: Overdrive

Post by Kiloku »

Too. Fucking. Sexy.

FTLO is gonna be awesome.

When will we see more commits, btw?
Image
John Luke Pack Hard
Posts: 112
Joined: Thu Nov 15, 2012 8:45 am

Re: [MOD][WIP] FTL: Overdrive

Post by John Luke Pack Hard »

DiEvAl wrote: Kestral is currently hardcoded in separate java class, however it can be easily dehardcoded (or is it unhardcoded?):
For that matter if we can make our own consistent API, we can construct our own compiler for XML files.

Also, the opposite of hardcoding is softcoding. (Yes I just googled that...)
John Luke Pack Hard
Posts: 112
Joined: Thu Nov 15, 2012 8:45 am

Re: [MOD][WIP] FTL: Overdrive

Post by John Luke Pack Hard »

DiEvAl wrote:How should doors look when they connect rooms that are not directly adjecent?
Image
It's good practice for things to be intuitive at first glance. I would recommend putting some open "tunnel space" connecting those two doors, or more simply, putting a one-space room to connect those two doors.

Also, Div, while you and thomasfn were gone, I compiled a list of features requested by the modding community. I suggest you take a look at that.

https://docs.google.com/spreadsheet/ccc ... paFE#gid=0
camaron43
Posts: 10
Joined: Wed Jan 16, 2013 9:59 pm

Re: [MOD][WIP] FTL: Overdrive

Post by camaron43 »

May i just ask, how far progressed is this, as reading thorugh all the pages would take an hour or 2, just a guesstimate of the percentage, not being rude or anything, looks great and can't wait for it to be released! :D
John Luke Pack Hard
Posts: 112
Joined: Thu Nov 15, 2012 8:45 am

Re: [MOD][WIP] FTL: Overdrive

Post by John Luke Pack Hard »

DiEvAl wrote:Yes, in this case it's better to put a 1x1 room. But in some cases you can't. For example in this very old ship:
http://www.ftlgame.com/forum/viewtopic.php?f=11&t=3735
From what I remember of a DryEagle mod, if the rooms aren't immediately connected, the crew will "float" to the destination door behind the backdrop. Either way, they travel a linear path to the destination room.

I think in this case it might be beneficial to create an edge case and have the room generator draw foreground "corridors" to clear up how the crew is getting from one place to another.
DiEvAl wrote: I don't quite understand the idea of "invisisble rooms". For example, how do you fix a breach in an invisible room if you can'
I was on IRC when I discussed this with whoever suggested it. I believe the situation you presented in your image hit the nail on the head
camaron43 wrote:May i just ask, how far progressed is this, as reading thorugh all the pages would take an hour or 2, just a guesstimate of the percentage, not being rude or anything, looks great and can't wait for it to be released! :D
5%. We're not even past planning phase.
Vhati
Posts: 792
Joined: Thu Oct 25, 2012 12:01 pm

Re: [MOD][WIP] FTL: Overdrive

Post by Vhati »

John Luke Pack Hard wrote:I think in this case it might be beneficial to create an edge case and have the room generator draw foreground "corridors" to clear up how the crew is getting from one place to another.
Image
John Luke Pack Hard
Posts: 112
Joined: Thu Nov 15, 2012 8:45 am

Re: [MOD][WIP] FTL: Overdrive

Post by John Luke Pack Hard »

Vhati wrote: Image
In b4 Futurama mod

R.I.P. Futurama....
Post Reply