Search found 80 matches

by swixel
Tue Oct 09, 2012 11:03 am
Forum: Mod Development
Topic: [MOD][WIP] FTL Infinite Space
Replies: 1049
Views: 1061765

Re: [MOD][WIP] FTL Infinity

I'm only modifying XML data, but I do have solutions to the above mentioned issues. I would like to try and get a distributable copy out before going into this in more detail. Once there is a mod to play test, it will be easier to talk about balance. The gameplay will differ from the base game. So ...
by swixel
Sun Oct 07, 2012 7:13 pm
Forum: Mod Development
Topic: Auto Reward Ranges
Replies: 6
Views: 5972

Re: Auto Reward Ranges

slightly off topic, but does anyone know where the cost of reactor (power bars) would be? I found weapons and ship systems in blueprints. In the binary under the System instancing stuff. It's parsed/run when you load into the game (read: open continue.sav), and I believe (I haven't looked at it for...
by swixel
Fri Oct 05, 2012 8:29 pm
Forum: Mod Development
Topic: Multi-skinned races help?
Replies: 13
Views: 8611

Re: Multi-skinned races help?

Icehawk78 wrote:Does your method work on Linux?


I'm trampolining using LD_PRELOAD ... it's not perfect, but it appears to work.
by swixel
Fri Oct 05, 2012 8:18 pm
Forum: Mod Development
Topic: Multi-skinned races help?
Replies: 13
Views: 8611

Re: Multi-skinned races help?

Kieve wrote:[...] but without some kind of "script extender" or injector process we can distribute cross-platform[...]


Aside from Steam ... I'm not presently having an issue. But I'm yet to test it on the ancient Mac here.
by swixel
Fri Oct 05, 2012 10:35 am
Forum: Mod Development
Topic: Multi-skinned races help?
Replies: 13
Views: 8611

Re: Multi-skinned races help?

As far as I know nobody has cracked the races yet Yeah, actually, I've had it for a week. There are a lot of references not used I've just char arrayed out in the memory, so here's a VTable for you. Notably I'm using 'int' here because this *should* align with gcc and msvc compiler sizes (no crashe...
by swixel
Tue Oct 02, 2012 11:52 pm
Forum: Mod Development
Topic: How do you add a Mod with Steam.
Replies: 2
Views: 4365

Re: How do you add a Mod with Steam.

Ordinarily:

C:\Program Files\Steam\steamapps\common\FTL Faster Than Light

or

C:\Program Files (x86)\Steam\steamapps\common\FTL Faster Than Light
by swixel
Tue Oct 02, 2012 8:52 pm
Forum: Mod Development
Topic: How to distribute game assets... without distributing them!
Replies: 9
Views: 7774

Re: How to distribute game assets... without distributing th

In your case you take C = f1(B,A) and transfer C. Receiver computes f2(C,A) and gets B. In your case f1 is "create diff" functon and f2 is "apply diff" function. Diff doesn't push all of the data ... unless you're suggesting a XORed diff of some kind. The "value" of th...
by swixel
Tue Oct 02, 2012 10:37 am
Forum: Mod Development
Topic: How to distribute game assets... without distributing them!
Replies: 9
Views: 7774

Re: How to distribute game assets... without distributing th

Yes we could, but again, mathematically it will be the same. Plus, in case you are adding new files that are rework of older files (make playable ship into enemy ship, for example, or add a new projectile sprite which is a recolor of original one), you need to make housekeeping - remember which fil...
by swixel
Mon Oct 01, 2012 9:33 pm
Forum: Mod Development
Topic: How to distribute game assets... without distributing them!
Replies: 9
Views: 7774

Re: How to distribute game assets... without distributing th

Or we could write a tool which generates an SHA1 for each game resource ... then ship collections of diffs for changed base files. For mods, an instruction file would be awesome ... but we'd want to make it small/nice/neat/clean/simple. I don't use GMM because it doesn't fulfill most of what I'd lik...
by swixel
Sat Sep 29, 2012 11:01 pm
Forum: Mod Development
Topic: [MOD][WIP] FTL: Overdrive
Replies: 421
Views: 280009

Re: [MOD][WIP] FTL: Overdrive

LuaInterface automatically binds things in a very neat manner. I can pass a class coded in C# directly to Lua and Lua will be able to access all the methods. This means that Lua can access every function of the engine essentially and I don't have to do a thing. Unfortunately, LuaInterface does not ...