Re: FTL Captain's Edition 1.279/Inf 1.267/EL 1.275
Posted: Mon Aug 24, 2015 10:01 am
No problem. Just me being a normal human being and doing my part by helping others.
Official Forum for FTL: Faster Than Light and Into the Breach
https://www.subsetgames.com/forum/
Thanks for the offer! There is a public github repository where you can correct CE's texts on your own digression.Shrooblord wrote:However, I have a bit of a remark about the use of grammar and spelling in the majority of added dialogues. I'd like to offer assistance. Could I get my hands on the language file assets for this game and tweak the grammar and spelling here and there? I think ironing out a few kinks here and there could boost the mods' reception just that little bit more.
I would advise against this because I have no way of revision control if I just get sent changed xml files, plus this might overwrite changes I made to those files in the meantime. If anyone wants to help with spellchecking/grammer then they can do it through the public github repository here:TaxiService wrote:That'd be great! You already have them! A .ftl file is just a .zip with a renamed extension; if you rename it back to .zip you will be able to extract the content of an .ftl file.
By doing this you can open up captain's edition. (i don't know which one contains the events, but yeah)
Inside you will probably find a lot of folders, data is the one you want to look into. The events are usually stored inside files with the word "event" in the filename.
You can also contribute to the mod by lending a hand with spellchecking. We have a github repository for that.
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Ouch. Thanks for the heads-up.TaxiService wrote:Keep in mind that return/line feed doesn't work in in-game text. (if you want to emulate a new line you have to put the exact number of spaces in it... and the font isn't even monospaced! >.<)
Code: Select all
<text name="defense_friendly">Your Level 1 Defense Drone: \nShoots down regular missiles, mines, and asteroids. Will function until destroyed or until you jump away.</text>
It doesn't matter if you make the changes through github or simple xml editing, the risk of causing instability is always there but the github readme addresses how to mitigate it. In any case I won't integrate spell checking if it is submitted as raw xml files, so I'd suggest using the github repository. Revision control is there for the exact reason of mitigating instability risk, as It allows me to easily review the changes you make before integrating them.Shrooblord wrote:From reading the spellchecking gitHub collective's readme, I can see that adding texts to the database is actually pretty dangerous as it may crash the game if not done properly. Kay. Won't bother with that then, since I don't know how to avoid crashing the game (yet).
Meant to say superluminal ships*knyx13 wrote:Extremely consistent crash/issue with Slipstream ships:
-Install FTL
-Open latest edition of Superluminal, change Mantis 2 ship (Basilisk) to add some more crew
-Save out the .FTL to Slipstream mods folder
-Close Superluminal
-Run SMM, select my ship and Captain's Edition
-Patch
-Run FTL, textures in most ships appear black upon selecting new game
-Scroll through list to find the Mantis 2 ship
-Crash
In general there are no problems with adding ship mods to CE. The problem most likely is related to that specific ship mod, specific changes you made or indeed related to Superluminal. I'm not the author of Superluminal and I have not the slightest idea of what really causes the problem, so again, I can't really help you there. Also donating to my Patreon does not entitle you to anything beyond Patreon rewards, which are symbolic to begin with. You can't buy support from me if that is what you are suggesting.knyx13 wrote: so if I wanted to add in a new ship to enhance the game then I'd still have problems.