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Re: [MOD][WIP] FTL Infinite Space
Posted: Tue Aug 13, 2013 11:23 pm
by kartoFlane
dalolorn wrote:That said, why would others read my code unless they absolutely had to?

Plenty of reasons to keep your code tidy - for instance, how well organized you keep your code speaks volumes about you to people who read it, while also making it much easier to understand.
You yourself, having to read your own code to work with it. Or, half a year from now on, you'll want to fix something and you'll be reading through your own files, and you'll go "who the f*** wrote this thing, because it sure as hell wasn't me!".
Other people taking a look at your code to figure out how stuff works, taking your mod as an example, or out of sheer curiosity.
Or because they'll want to fix your mod that you've neglected.
It's simply a good practice, a good habit to have -- one that has no downsides at all, and costs minimal effort.
Re: [MOD][WIP] FTL Infinite Space
Posted: Wed Aug 14, 2013 12:24 am
by Estel
Cause, probably, you're not going to devote your life for FTL modding eternally. Then, when you stop maintaining (hyphotetical) CE-IS someone might want to integrate new version of CE with it, etc.
Of course, it's purely hyphotetical situation - for now, there is no single line of code for that "project" and it doesn't look like there will be. Don't get me wrong, I don't want to discourage you - it's just that, if such problems arise at even basic level of getting proper tools to edit plain text file, I can't imagine how you could release working mod of such scale as CE-IS integration.
I would love to be proven wrong, of course.
/Estel
// edit
Ah, Karto ninja'ed me

Re: [MOD][WIP] FTL Infinite Space
Posted: Wed Aug 14, 2013 9:28 am
by dalolorn
kartoFlane wrote:dalolorn wrote:That said, why would others read my code unless they absolutely had to?

Plenty of reasons to keep your code tidy - for instance, how well organized you keep your code speaks volumes about you to people who read it, while also making it much easier to understand.
You yourself, having to read your own code to work with it. Or, half a year from now on, you'll want to fix something and you'll be reading through your own files, and you'll go "who the f*** wrote this thing, because it sure as hell wasn't me!".
Other people taking a look at your code to figure out how stuff works, taking your mod as an example, or out of sheer curiosity.
Or because they'll want to fix your mod that you've neglected.
It's simply a good practice, a good habit to have -- one that has no downsides at all, and costs minimal effort.
Since I already write my code to match the style used by FTL, there's no need to worry about that. I am, however, concerned by the potential results of trying to modify CE's XMLs using Wordpad, as that could amplify the problem.
Then again, it might not. I'll have to do some research into the matter.
Re: [MOD][WIP] FTL Infinite Space
Posted: Wed Aug 14, 2013 9:29 am
by dalolorn
Estel wrote:Cause, probably, you're not going to devote your life for FTL modding eternally. Then, when you stop maintaining (hyphotetical) CE-IS someone might want to integrate new version of CE with it, etc.
Of course, it's purely hyphotetical situation - for now, there is no single line of code for that "project" and it doesn't look like there will be. Don't get me wrong, I don't want to discourage you - it's just that, if such problems arise at even basic level of getting proper tools to edit plain text file, I can't imagine how you could release working mod of such scale as CE-IS integration.
I would love to be proven wrong, of course.
/Estel
Well, at the moment, I don't really have a lot of time to do anything other than write these two replies, but sure, I'll see if it can be done in a few hours. Assuming I don't forget I said this and go back to doing whatever I would have been doing if I wasn't doing that.
Edit: Never mind. The inevitable reality check associated with looking at the incompatibility between the two put me off.

Re: [MOD][WIP] FTL Infinite Space
Posted: Fri Aug 16, 2013 6:35 am
by darkph0rze
Seems like I was lucky to have bought the stand-alone version that doesn't auto-update :]
At least until someone figures out how to make this compatible again

Re: [MOD][WIP] FTL Infinite Space
Posted: Fri Aug 16, 2013 7:56 am
by Estel
Considering irritating bugs, that last path fixes, I wouldn't call it "lucky". It's rather about abandoning mod without even saying "goodbay" by author... Oh, well.
Re: [MOD][WIP] FTL Infinite Space
Posted: Fri Aug 16, 2013 5:42 pm
by 5thHorseman
dalolorn wrote:I am, however, concerned by the potential results of trying to modify CE's XMLs using Wordpad, as that could amplify the problem.
I edit XMLs with wordpad on an almost daily basis, and have for years in my job where I deal with XMLs a lot and am frequently in a guest account on systems with no better alternative. It has never caused a problem so long as you just open the file, edit it, and save.
I imagine the problems come in when you try to start a new file.
Re: [MOD][WIP] FTL Infinite Space
Posted: Sat Aug 17, 2013 4:23 am
by LordAshram
darkph0rze wrote:Seems like I was lucky to have bought the stand-alone version that doesn't auto-update :]
At least until someone figures out how to make this compatible again

Amen. What baloney... this mod is the only way to play:)
Re: [MOD][WIP] FTL Infinite Space
Posted: Mon Aug 19, 2013 2:51 pm
by Whoopty
Evenin all. I'm Whoopty, the guy behind the extra events in Infinite Space. I haven't heard from DRK in quite a while, but there was an extra final event I wrote up that would have provided more of an end game for IS. If anyone else picks up the mantle with this mod and can get it working, it'd be great to see that last event added.
Re: [MOD][WIP] FTL Infinite Space
Posted: Mon Aug 19, 2013 3:04 pm
by UltraMantis
Ey Whoopty.
Templar did mention he was aware of the compatibility issues (a few pages back). He also said it may take a while before he can post an update. So the mod isnt technically abandoned just yet.