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Re: [MOD][WIP] FTL Infinite Space

Posted: Sun Feb 10, 2013 6:29 pm
by Joefesok
I love this mod. I've been here from *almost* the beggining and it's grown into, well, practically it's own game!

Re: [MOD][WIP] FTL Infinite Space

Posted: Mon Feb 11, 2013 1:39 am
by DrkTemplar
@MrSmite, just to clarify, I didn't say it would break an event. I was starting to look at event specific backgrounds. That means a background that only appears for one event. It adds immersion, but can only look correct for one type of background. So if I do these event specific backgrounds, but go back to original graphics, than anyone using a background mod will see a clearly "out of place" background for those events.

I can...

1. Scrap the idea of event specific backgrounds
2. Revert to original graphics and it will look crappy for anyone using a background mod
3. Continue to use High-res backgrounds, and do event specific backgrounds

I was hoping for more feedback in regards to this issue, so far it seems as if those that have commented just don't care for the High-res background mod.

So let me ask you another question, what do you think of the concept of event specific backgrounds. As an example, you arrive at a beacon, you are surrounded by ships. Instead of just seeing the one ship in your target HUD, you also see in the background a large number of ships.

Re: [MOD][WIP] FTL Infinite Space

Posted: Mon Feb 11, 2013 5:55 am
by squirrelnest
I just started playing this mod tonight.

Endless mode is exactly the way I wanted to play this game, so thanks for making it.

Some of the ships you face in the first sector are fairly advanced, you were not kidding about knowing when to run.

I imagine I'll have more comments in a few days, as I'm not very deep in yet.

Re: [MOD][WIP] FTL Infinite Space

Posted: Mon Feb 11, 2013 1:08 pm
by Queezi
DrkTemplar wrote:...I was starting to look at event specific backgrounds. That means a background that only appears for one event. It adds immersion, but can only look correct for one type of background. So if I do these event specific backgrounds, but go back to original graphics, than anyone using a background mod will see a clearly "out of place" background for those events.
DrkTemplar,

It figures that I take the weekend off and a tempest forms in the teapot! ;)

I like the idea of event specific backgrounds, and if committing to a specific alternate background set is what it takes to get it off the ground, then so be it. The non-issue of d/l size only applies to those that are still on dial-up, so we're clearly talking about a smallish group. Any other resistance seems to fall into the realm of personal preference (i.e. "I prefer this background set to that background set.")

Besides, if the concept plays out the way you think it will, you can always go back and explore alternative background sources/techniques. Could the vanilla backgrounds be modified by another artist, for example?

Of all the mods that are attempting a complete rewrite of the game content, I'd say this one has the best shot, so keep on keepin on...

I, for one, will be along for the ride,
Queezi

Re: [MOD][WIP] FTL Infinite Space

Posted: Mon Feb 11, 2013 1:57 pm
by alextfish
FWIW, I love hi-res backgrounds, I always play with them included, and I'd be very happy to see any mod include hi-res backgrounds (as long as the original mod's author is OK with them being included).

Re: [MOD][WIP] FTL Infinite Space

Posted: Tue Feb 12, 2013 3:44 am
by dante2ndadvent
Alright, noob question time.

There's no .ftl file in this, how do I get GMM to detect and run it?

Re: [MOD][WIP] FTL Infinite Space

Posted: Tue Feb 12, 2013 4:08 pm
by UltraMantis
dante2ndadvent wrote:Alright, noob question time.

There's no .ftl file in this, how do I get GMM to detect and run it?
Copy the downloaded file into your mods folder. It is .ftl but windows is hiding filename extensions from you.

Re: [MOD][WIP] FTL Infinite Space

Posted: Wed Feb 13, 2013 4:58 pm
by widde
HAving some trouble with the game crashing. It happens when fighting the stealth cruiser. After i defeat it and i get to the victory screen, weird letters appear instead of the text and when i press continue it crases to desktop.

Here's the crashlogs if it'll help.

Code: Select all

Version =  1.03.1

Stack Trace: 

1 - 0x00668136
2 - 0x0048b81a
3 - 0x00493005
4 - 0x004047a3
5 - 0x00406aba
6 - 0x00407379
7 - 0x005d5ceb
8 - 0x005d5da8
9 - 0x005d5676
10 - 0x004010b6
11 - 0x00401128
12 - 0x7c81776f RegisterWaitForInputIdle

Version =  1.03.1

Stack Trace: 

1 - 0x00666a4d
2 - 0x00668189
3 - 0x0060dd3e
4 - 0x0048b862
5 - 0x0048cc3f
6 - 0x0048e8fe
7 - 0x0049232b
8 - 0x00404780
9 - 0x00406aba
10 - 0x00407379
11 - 0x005d5ceb
12 - 0x005d5da8
13 - 0x005d5676
14 - 0x004010b6
15 - 0x00401128
16 - 0x7c81776f RegisterWaitForInputIdle

Re: [MOD][WIP] FTL Infinite Space

Posted: Wed Feb 13, 2013 5:21 pm
by DrkTemplar
@widde, Sorry to hear that. Are you using other mods, and if so which ones? I'll test the event again and see if I can reproduce the issue. I did some changes to the rewards, and that could be causing it. I won't be ale to to get this today, but will try and work on it as soon as possible.

*EDIT: Are you using mod version 0.4.2?

Re: [MOD][WIP] FTL Infinite Space

Posted: Wed Feb 13, 2013 5:40 pm
by kuknabug
Same problem..last version..no other mod

crashlog:

Code: Select all

Version = 1.03.1

Stack Trace:

1 - 0x006688c7
2 - 0x00463958
3 - 0x00454b0b
4 - 0x00482ab9
5 - 0x0048f8e1
6 - 0x00490a21
7 - 0x00404780
8 - 0x00406aba
9 - 0x00407379
10 - 0x005d5ceb
11 - 0x005d5da8
12 - 0x005d5676
13 - 0x004010b6
14 - 0x00401128
15 - 0x7721ed6c BaseThreadInitThunk
16 - 0x773b377b RtlInitializeExceptionChain