Search found 35 matches

by OneShot17
Tue Mar 17, 2015 2:56 am
Forum: Mod Development
Topic: Operation: Clonebay
Replies: 52
Views: 40560

Re: Operation: Clonebay

TL;DR
by OneShot17
Tue Jan 20, 2015 6:57 pm
Forum: Mod Development
Topic: [Mod-Request] Flagship without 2nd and 3rd fight
Replies: 7
Views: 3600

Re: [Mod-Request] Flagship without 2nd and 3rd fight

Sorry, but that part is hardcoded. Unless the other two stages have 0 hull health, it's impossible. you would still have to go chase down the flagship after destroying the first stage, but it would blow up as soon as you jumped in xD
by OneShot17
Tue Jan 13, 2015 3:23 pm
Forum: Mod Development
Topic: [tool][wip] weapon creator
Replies: 20
Views: 9929

Re: [tool][wip] weapon creator

How about a desktop app? that would really let this take off, especially since my dad for whatever reason blocks the website you use to host the editor but my school doesn't :(
by OneShot17
Tue Jan 13, 2015 3:14 pm
Forum: Mod Development
Topic: Possibility of Multiplayer? starting a Clone side project
Replies: 6
Views: 5141

Re: Possibility of Multiplayer? starting a Clone side projec

I would be interested, but I don't know much C#. I could learn though...
by OneShot17
Tue Jan 13, 2015 3:11 pm
Forum: Mod Development
Topic: Events Question
Replies: 5
Views: 3463

Re: Events Question

However if you use a Mac than that would probably not work for you. I would probably find a text editor that has multi-file search and just open up all the events xml files and search them all. On a mac this would be TextWrangler. On a PC, notepad++ can probably do it (I wouldn't really know because...
by OneShot17
Tue Jan 13, 2015 2:43 am
Forum: Mod Development
Topic: Star Trek: FTL
Replies: 52
Views: 40844

Re: Star Trek: FTL

What I meant was I suck at graphics and you appear to have a good skill when it comes to graphics so maybe you could give me a hand. I can do most of the coding myself, I just need someone good with graphics... But if you don't have time now then I can keep the project shelved for now :lol:
by OneShot17
Mon Jan 12, 2015 6:52 pm
Forum: Mod Development
Topic: Star Trek: FTL
Replies: 52
Views: 40844

Re: Star Trek: FTL

Tell me if you are willing to make hull/weapons images for my mod that has "recently" (about 6 months ago :oops:) taken a back burner. I suck with graphics, so any help would be greatly appreciated :D
by OneShot17
Mon Jan 12, 2015 4:37 am
Forum: Mod Development
Topic: FTL SaveGameManager (OpenSource) 24.03.15
Replies: 24
Views: 13176

Re: FTL SaveGameManager (OpenSource)

Next time you post an application make sure to use spellcheck for the gui :lol:

Otherwise looks decent.
by OneShot17
Sun Nov 16, 2014 5:36 pm
Forum: Mod Development
Topic: How to?
Replies: 3
Views: 2467

Re: How to?

You have to create your weapon(s) first, in a .ftl file, then import that mod into FTL with Slipstream, then open Superluminal and your weapon will be in the weapons list (since its part of the game now).
by OneShot17
Tue Oct 14, 2014 8:52 pm
Forum: Mod Development
Topic: [Tool] Superluminal 2.2.1 - FTL Ship Editor
Replies: 668
Views: 469654

Re: [Tool] Superluminal 2.1.0a

Ok thanks. Wasn't sure about that. It's not like I was complaining, but I thought that might have been a bug.