[MOD][BETA] Tardis/Paradox AE (v010.5)

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Biohazard063
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Re: [MOD][BETA] Tardis/Paradox AE (v010.5)

Post by Biohazard063 »

Gencool wrote:Lots of posts, very quickly, there...

Did I cover everything there? I feel like I did...
Aaaand breathe... :mrgreen:
Amateur modder and Let's player (with a substantial FTL and ItB LP featuring countless mods).
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A list of all my mods can be found here.
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Chrono Vortex
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Re: [MOD][BETA] Tardis/Paradox AE (v010.5)

Post by Chrono Vortex »

Gencool wrote:There's also a Heavy Cyber Laser in the Blueprints if you wanna grab that too?
If I did add that I'd want to make another animation for it, so if I do it'll be awhile.
Gencool wrote:If you're happy with <append> tags, you can make the Standard Cyber Laser available in stores, too.
That would look something like this, right?

Code: Select all

<mod:findName type="weaponBlueprint" name="LASER_HEAVY_TARDIS">
   <mod:findLike type="rarity">
      <mod:setValue>4</mod:setValue>
By the way, you should know that I didn't copy your code for the Dalek weapon, I made the blueprint myself.
Gencool wrote:The mod is pretty much done. I've tested it a few times and haven't found any instabilities, but then since when does the creator of a mod every find the instabilities?
I did notice that the sounds for the paradox artillery and the laser screwdriver are still missing. I won't make you sift through any old PMs if you want to use the sounds I gave you, here's the sound for the paradox extracted directly from the appropriate episode (don't worry, I isolated "Voodoo Child" and got rid of it) and here's the sound for the laser screwdriver.
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Gencool
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Re: [MOD][BETA] Tardis/Paradox AE (v010.5)

Post by Gencool »

Pretty much got the code there, you just need to close your findLike and findName tags

Good spot, i'd forgotten the noises.
The laser screwdriver is one of the most irritating things i've ever heard, though, and I don't think i'd fire the weapon twice if it made that sound every time. I'l have a play around...
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Chrono Vortex
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Re: [MOD][BETA] Tardis/Paradox AE (v010.5)

Post by Chrono Vortex »

Alright, here's your download link. I also forgot to mention that it looks like you forgot the space between Laser and Screwdriver. My OCD conquers all...

Is there any particular alteration to the laser screwdriver sound you'd want to make it less annoying? If there is let me know because I may be able to do it. But couldn't you just set the volume to 1 in the code to make it less annoying? That should make it sound about as loud as a basic laser.
Last edited by Chrono Vortex on Sat Sep 05, 2015 11:47 am, edited 1 time in total.
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Gencool
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Re: [MOD][BETA] Tardis/Paradox AE (v010.5)

Post by Gencool »

Name fix'd

Awesome, ta. Do you mind if I edit the file a bit? Maybe put out a second version? (I'm thinking; one as a booster pack for the current mod, then another as a standalone set of weapons etc for anyone who wants them)
I'm also a bit worried about the explosion for the Blaster - the big square will look great in 2x2 rooms, but may be odd in 2x1 and any time it misses/hits zoltan shields...

I've been toying around with an inverse soundwave for the existing sonic - I could make a bigger version for the blaster...

Don't worry on the laser sounds, i've loaded a bunch in now.


edit
Image

Code: Select all

<animSheet name="explosion_sonic" w="1920" h="64" fw="64" fh="64">effects/SonicBoom.png</animSheet>
<anim name="explosion_sonic">
	<sheet>explosion_sonic</sheet>
	<desc length="30" x="0" y="0"/>
	<time>1</time>
</anim>
(My attempt - may be a bit too much...)

((Also, yeah, your dalek gun is *very* different to mine! Nice job ^^ I figured it'd be anti-bio, rather than anti ship, though. Like, 200 pers damage (insta-kill any crew) and maybe 1 ion? They're more concerned with killing than destroying, after all...))

(((I mean, ideally, i'd make a few Dalek boarding drones - they'd be slower than normal, and they'd fire at 1/10th the speed of crew, but they'd do HUGE pers damage, so you need to avoid them until you can take out their transmitter. There'd be a hacking variant, a fire starting variant, possibly a spec-weapons one that does huge sys damage, breaches, and can break down doors instantly... There'd also be defender Daleks, repair Daleks, and pilot Daleks - which can operate systems, and the only way you could board Dalek ships would be to attack their transmitter room, which is like a drone room except it powers down slowly like oxygen... *sigh* maybe one day...)))



moreedits
Image
-A shorter version, only 640px wide and 10 frames long.



MOR EDITS
Aaaand I uploaded the new one and made a thread.
Not included the weapons pack yet - we'll figure that out shortly.
Meantime, I'ma get away from the PC for a bit.
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Chrono Vortex
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Re: [MOD][BETA] Tardis/Paradox AE (v010.5)

Post by Chrono Vortex »

I agree that the explosion for the sonic blaster isn't very good for multiple reasons. I'd use the animations you have now, but I want to keep the squareness gun a squareness gun. Would you be willing to make another animation? If not, I'll try to replicate the your existing animation in square form. I want to keep the existing sound effect though, I pulled it right out of the episode where the blaster was used.

If you want a stand alone version don't worry about it, I'll do that myself if you want. And I would have bumped the crew damage of on the Dalek gun but a weapon with shield piercing and extra bio damage just seems a little too evil, but I may end up bumping the crew damage up a little bit (I'm thinking 15 or 30).

Oh, and by the way I REALLY like the trailer you made for the ship! That thing was really well done.
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Gencool
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Re: [MOD][BETA] Tardis/Paradox AE (v010.5)

Post by Gencool »

Y'know, I'd forgotten it was square!
I'm still not sure if it will look odd to people who don't get the reference, but how's this?

Image

I left the rings underneath, but at about 25% opacity. You shouldn't notice them on-ship, but they will stand out against the darkness of the backgrounds, which should help if they hit Zoltan Shields, or miss dramatically...


I originally had the Dalek weapon as basically a pumped up version of the AntiBio Beam. It was insta-kill, but it had a longer cooldown and only had a length of 1 pixel - basically you had to be super accurate with it.
Having it as a laser works, too, though. It takes away accuracy but means you need to take movement into account. I figured it'd only be crew damage - it'd completely kill everything in the room but that's the only thing it does...

With standalone, I recon it should have all the Screwdrivers and Toclafanes in there - basically just the existing weapons + your weapons.
The booster pack is the non-icon weapons (so no screwdrivers/tocs - just the cyber lasers, etc) made available in shops, to give more content for repeat runs.

If you want to pick up either or both of them, that'd be great, but it shouldn't be much work on my part. They can go on the front page, plus the moddb, either way.

At some point I want to add more boss fights to the game (as the Doc you run into the Master a couple of times, and vice versa, plus the occasional Cyber ship that is completely drone-manned), but I've also had a few new ideas for FTXmas 2015 that I wanna try out.


Also, thankyou! I kinda wanna spread the trailer around, try to get it up on Kotaku and the like - ride any Doctor Who hype there might be and bring some people back to the FTL mod scene... If you can think of anywhere to re-post it, please do so!
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Chrono Vortex
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Re: [MOD][BETA] Tardis/Paradox AE (v010.5)

Post by Chrono Vortex »

That animation looks fantastic! I'm really glad I didn't do it now, it wouldn't have been half as good. I think most people who would download a Doctor Who mod and respect themselves' in any way would have watched the first episodes with Captain Jack.

I've always thought of the Dalek weapons to be kind of all-purpose. I bumped the crew damage up too 60, but if you want that changed I'd be glad to do that.

And I noticed a couple more problems in the code:

<ion_toc volume="5">weapons/ion_toc.wav</cyberGun2>
<weaponBlueprint name="LASER_HEAVY_TARDIS"> <rarity>1</rarity>

I'm not positive wheather or not the rarity for the cyber gun was intentional, but if it is I'd like to know so I can remove the code in the booster pack that changes the rarity to 4.

I just have to test a few things before put up the downloads, it shouldn't take too long.

EDIT:

After some testing I realized the the mount point for the cyber laser was way off, so after some trial and error I came up with something a little more fitting.

<mountPoint x="9" y="48"/>

If that weapon is going to be obtainable in stores either because you keep the rarity at 1 or if someone uses the booster pack you'll want to use that mount point. And another thing, why didn't you use the custom projectile animation for the cyber laser? It looks pretty good to me.
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Gencool
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Re: [MOD][BETA] Tardis/Paradox AE (v010.5)

Post by Gencool »

*forehead*
Well at least the code works, even if it's a spot dodgy..

Keep the Dalek weapon as you have it (it's a pretty well balanced wep tbh) - Might be nice to have my original Dalek Beam in there too, but I realize that that requires yet more image creation, so may as well leave it.


The cyber laser was made about a year ago, and must have been one of the last things I made before I took a break.

There's a few spelling mistake I'm gonna address in a patch next week - I'l look into this stuff too.
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Chrono Vortex
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Re: [MOD][BETA] Tardis/Paradox AE (v010.5)

Post by Chrono Vortex »

In that case I'll wait to put up the download links until the patch is done, hopefully it'll actually be compatible then.

EDIT:
I noticed another little mistake to hopefully be fixed in the patch. The tooltip for an artillery weapon blueprint is what what shows up when you mouse over Image in the UI, so it should say Artillery: followed by the description rather than just the description. Get it?
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