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Re: The sM Polish Kit 1.22 for AE [CEi 1.23 Patches + Module

Posted: Thu Aug 07, 2014 7:29 pm
by slowriderxcorps
Russian Rockman wrote:One issue I've noticed with sMPK was that your Kestrel B cloak image is cut off in the front. I think there was something else that had this issue with being cut off, but I can't remember, sorry. :( Anyway, in the Shiny! files you can find my attempt at a complete Kestrel B cloak image, if that helps. I'll let you know if I notice any other things as I peruse your files.

EDIT: I have a few other things to add...
1.) It appears that your naming of the Beam 2 images is a little off. According to dlcBlueprints.xml they should be drone_beam_2_... You are missing an underscore, yours say drone_beam2. Also, the alignment on those image seems wonky.
2.) A much needed change I would suggest from vanilla is a buff to the FIRE_EXTINGUISHERS augment. Currently it can not handle 2 fires at a time and sometimes even one fire. I found that changing the value on that augment to 2.0 allows the augment to successfully put out fire before any damage is done to a system. If there are multiple fires in a room though it will still take some time. Unfortunately this does not work for the SLUG_GEL augment.
It's so nice to be able to operate upon feedback, then update it to find more feedback in tow. I have no idea how the Red-Tail cloaking image broke like that, but it's fixed now, hopefully. As for the other pointers.. The naming of the files for the Beam II isn't really that much of an issue, though the drone itself was graphically bugged in base AE from the start, being both misaligned and using the two powered graphics in completely the wrong order. In the end though, I decided that my custom graphics didn't really fit it.. it looks like it should be going faster than it is programmed to.

As such, in the smorgasbord mod thing included there, I 'think' it's being used for graphics of a Beam III that works like an Anti-Ship II with beams, I don't recall.. I've spent today trying my hand at weapon graphics in order to potentially make it a proper thing that could see release without any issues relating to art assets being borrowed. If I can get them to look right, I might include them in the CE patch as well.

And the Fire Suppression thing is new to me, I'll be sure to take a look into it.

EDIT: Updated for the new version-up on CE. Strangely enough, the only things that needed to be accounted for in the base patch were the two new augments, and they almost didn't need to be reworded at all. The core change though was in CE Infinite, which now by default integrates the Enhanced Systems Module, which makes one of the sub modules of the kit null and void. Curiously though, I noticed the usage of some familiar graphics, which could prove comical if what I remember correctly comes into play.

One thing I have experimented with was, after getting bored of realigning crew members and trying in vain to make Humans wear black pants all the time, realigning the internal drones, which are the System Repair, Anti-Personnel, Boarding and Ion Intruders, as well as giving them all the same little shadow effect that is strangely on the Anti-Personnel Drone by default but none of the others. I have yet to properly test these out though, so some feedback could come in handy.

Re: The sM Polish Kit 1.22 for AE [CEi 1.24 Patches + Module

Posted: Fri Aug 15, 2014 12:56 am
by Gyrfalcon
Quick question..
So, I was looking around in downloaded files and found a peculiar module: Insurrection Expansion. Any details about this one? It has a very catchy name! :mrgreen:

Re: The sM Polish Kit 1.22 for AE [CEi 1.24 Patches + Module

Posted: Fri Aug 15, 2014 6:33 am
by slowriderxcorps
Gyrfalcon wrote:Quick question..
So, I was looking around in downloaded files and found a peculiar module: Insurrection Expansion. Any details about this one? It has a very catchy name! :mrgreen:
That is my.. well, it harks back to the old days when I learned how to modify FTL by tinkering with other mods and examining how it works. My hope is that if I can come up with enough good quality content for that, then I can officially release it. As of right now though, there's still some things missing from it that I'd like to include, and there's a big issue in the origin of some of the weapon graphics getting me in trouble.

Re: The sM Polish Kit 1.22 for AE [CEi 1.24 Patches + Module

Posted: Sat Aug 16, 2014 9:14 am
by Gyrfalcon
slowriderxcorps wrote:
Gyrfalcon wrote:Quick question..
So, I was looking around in downloaded files and found a peculiar module: Insurrection Expansion. Any details about this one? It has a very catchy name! :mrgreen:
That is my.. well, it harks back to the old days when I learned how to modify FTL by tinkering with other mods and examining how it works. My hope is that if I can come up with enough good quality content for that, then I can officially release it. As of right now though, there's still some things missing from it that I'd like to include, and there's a big issue in the origin of some of the weapon graphics getting me in trouble.
I see! I liked the changes to did to the ship load outs, the distinctions between play styles are much more apparent now. (Between the Kestral and the Swallow for example!)
I did a few (albeit, very brief) runs and didn't see too much difference in gameplay, however, were there any new events added?

Re: The sM Polish Kit 1.22 for AE [CEi 1.24 Patches + Module

Posted: Sat Aug 16, 2014 4:05 pm
by slowriderxcorps
Gyrfalcon wrote:I see! I liked the changes to did to the ship load outs, the distinctions between play styles are much more apparent now. (Between the Kestral and the Swallow for example!)
I did a few (albeit, very brief) runs and didn't see too much difference in gameplay, however, were there any new events added?
There's no really 'new' events in the main section of the game. Event writing is easily my weakest ability as a modder, at the very least in the terms of coming up with them in the first place. There is a new sector though, which is based on an Uncharted Nebula, but an incident at an Engi research facility has caused the area to mysteriously become populated by extremely tough ships piloted by Holograms. I've yet to see this sector myself though, so I have no idea if it needs editing..

It is being updated rather frequently, though.

Re: The sM Polish Kit 1.22 for AE [CEi 1.24 Patches + Module

Posted: Sun Aug 17, 2014 12:19 pm
by FortunaDraken
This looks shiny, I might download and try it.

Where would you put it in a CE-included mod order? Before all the CE stuff, or after?

EDIT: Ah, I see, it's in the Changelog. Hmm...

EDIT 2: ...so apparently all my ships have nothing but doors and crew visible, and all my text is gone. Huh.

Code: Select all

- Alpha sMPK
- Better Backgrounds 1.2.1
- CE Resources
- CE
- CE BB patch
- sMPK patch for CE
- sMPK patch for CEi
- CE music
- CE Infinite
- The three Augmented Weapons modules
- sMPK CE Player Ships
EDIT 3: Pardon this edit, just looking for somewhere to record my testing of things.
- Alpha + BB + AW mod = works
- Alpha + BB + CE + resources + patches + AW mod x2 = see-through floors + no text or start screen

So I take it this isn't up to date with the latest CE...that's sad. I shall look forward to the next update.

Re: The sM Polish Kit 1.22 for AE [CEi 1.24 Patches + Module

Posted: Mon Aug 18, 2014 7:56 pm
by slowriderxcorps
Hopefully with the diagnosis in the other thread, your problem was fixed. Strangely, I didn't get the glitch when I tried to replicate it myself. Regardless, the mod has been updated further with critical fixes to the CE patch to make it work properly.

As for developments made today.. sadly, my attempt to realign the consoles in the room graphics came to an unfortunate halt when I learned that the glow images are not only also placed in the incorrect places, they're seemingly hard coded into those positions. So that didn't come through. Instead, I went and put more time into tweaking Insurrection, going so far as to create its own AWM variant. Several passes through the Error Checker later, everything seems to not be immediately broken, though I haven't had enough time to take it for a test flight.

Aside from an unfortunate lack of passive events that I'd like to figure out how to put in, the expansion is almost in a state of actual completion. I have one idea for a drone, and aside from testing all the new enemy variants to ensure they aren't broken, there's nothing I can think of adding to it.

Also, a new title screen featuring something I made a couple of months back over the course of a day: a giant Stealth cruiser. And the one there is only half the size of the one I actually drew.

Re: The sM Polish Kit 1.22 for AE [CEi 1.24 Patches + Module

Posted: Tue Aug 19, 2014 4:28 am
by FortunaDraken
Huh...this still isn't working for me. I still have a white title screen, bugged Rock and Crystal, and no ship floors or hull. The weapons seem to be fixed though! The Bulwark has the weapons you said it should have now, so that's definitely a good thing! I am sad the hulls and text aren't working, some of these weapons look awesome.

My current mod load-out is...

Code: Select all

- Alpha sMPK 1.22
- BB 1.2.1
- CE resources 1.24
- CE 1.241b
- CE BB patch
- CE music
- CEi
- sMPK patch for CE
- sMPK patch for CEi
- AW for AE
- AW for CE
- AW for CEi
- sMPK CE player ships
Going to be doing some experimenting with mods to see if I can work out which ones are making things mess up, will edit with results.
- sMPK + AW + BB = works fine, all looks as it should (no AW noticed in a short playthrough, but that's probably normal)
- sMPK + BB + AW + AW CE + CE resources = works fine, white title screen but text is visible on both it and in the Hanger (interesting note: loading screen was CE's one, not sMPK's)
- sMPK + BB + CE + CE resources + CE BB and sMPK patches = works fine, ditto on title screen (old version of Rock portraits, but new Mantis ones??)*
- sMPK + BB + CE + CE resources + CE BB and sMPK patches + sMPK CE ships = weapons are good, Rock and Crystal are bugged, also no CE AI crew on certain ships (I know one of the Lanius ships should have an AI crew)
- sMPK + BB + CE + CE resources + CE BB and sMPK patches + AW for AE and CE = works fine, however sMPK weapon edits not visible (CE loading screen again)
- sMPK + BB + CE + Infinite + CE resources + CE BB and sMPK patches + CEi sMPK patch = works fine, white title screen with no text, Hanger works fine (same Rock & Mantis portrait issue as before)*

*Interestingly, I used neither the CE vanilla player ships, nor sMPK's edit to CE's loadouts, but I am seeing vanilla loadouts with sMPK's weapon edits (Burst Laser has 13 second cooldown, for example)

So that's an interesting set of results I wasn't expecting at all. Huh. It seems the no floor and no hull issue only shows up with both Infinite and AW added on, it didn't show on any other combination at all.

Re: The sM Polish Kit 1.22 for AE [CEi 1.24 Patches + Module

Posted: Tue Aug 19, 2014 7:35 am
by slowriderxcorps
FortunaDraken wrote:- sMPK + AW + BB = works fine, all looks as it should (no AW noticed in a short playthrough, but that's probably normal)
- sMPK + BB + AW + AW CE + CE resources = works fine, white title screen but text is visible on both it and in the Hanger (interesting note: loading screen was CE's one, not sMPK's)
- sMPK + BB + CE + CE resources + CE BB and sMPK patches = works fine, ditto on title screen (old version of Rock portraits, but new Mantis ones??)*
- sMPK + BB + CE + CE resources + CE BB and sMPK patches + sMPK CE ships = weapons are good, Rock and Crystal are bugged, also no CE AI crew on certain ships (I know one of the Lanius ships should have an AI crew)
- sMPK + BB + CE + CE resources + CE BB and sMPK patches + AW for AE and CE = works fine, however sMPK weapon edits not visible (CE loading screen again)
- sMPK + BB + CE + Infinite + CE resources + CE BB and sMPK patches + CEi sMPK patch = works fine, white title screen with no text, Hanger works fine (same Rock & Mantis portrait issue as before)*

*Interestingly, I used neither the CE vanilla player ships, nor sMPK's edit to CE's loadouts, but I am seeing vanilla loadouts with sMPK's weapon edits (Burst Laser has 13 second cooldown, for example)
Hmm, some interesting results there to investigate today. Before I get a chance to get to work, I'll point out straight away that the AWM for CE wasn't designed for use outside of CE, and as such your second test combination would almost certainly glitch out in-game.

My previous patches used to have a more in-depth retuning of all the enemy ships, and in the past that has leaded to some interesting problems. Because of the AE update though, that whole element was relegated to simply using SMM code to rename all the ships, and even then that part of the patch hasn't been updated in a good amount of time.

The fact that the major glitch is only happening with Infinite might help to narrow the cause down, but as it stands, the CE Infinite patch is extremely barebones in what it actually does, since it doesn't really need to do too much outside of tweaking the system upgrade costs.

Re: The sM Polish Kit 1.22 for AE [CEi 1.24 Patches + Module

Posted: Tue Aug 19, 2014 11:42 am
by FortunaDraken
Yeah, the second test I wasn't going to play because I suspected it'd crash out XD It was more to see if the graphic glitch was being caused by those mods before adding on CE itself.

It definitely seems to be Infinite and the AW mods clashing off one another somehow, which is strange. I wouldn't have expected that to happen, especially as you mentioned, Infinite only adds in the delay and ups the cost of things, so I don't know why that'd make a graphic glitch, of all things. It's quite strange.