Search found 173 matches

by shark
Tue Jul 02, 2013 7:39 pm
Forum: Mod Development
Topic: developing a ship mod.
Replies: 5
Views: 2560

Re: developing a ship mod.

Superluminal.
by shark
Tue Jul 02, 2013 7:32 pm
Forum: Mod Development
Topic: [REQUEST] The Flying Fortress ship
Replies: 14
Views: 5341

Re: [REQUEST] The Flying Fortress ship

Alright, I'd like to make a request for a ship. If you ever played Sonic the Hedgehog 2, you'd recognize this, but anyways- The ship should look like this- http://imgur.com/b4YRe4c Here's the rooms- (All the ones that aren't basic will be empty rooms) http://imgur.com/yfC7Na8 If anyone is good with...
by shark
Fri Jun 14, 2013 3:33 pm
Forum: Mod Development
Topic: I want to mod the GUI
Replies: 5
Views: 2203

Re: I want to mod the GUI

So, even if you can push the weapons to level 10, and rework the grid to contain 10 rows instead of 8, there is no way you will print Level 9 and Level 10 info in it, 1) due to lack of textboxes for those two 2) due to descriptions being hardcoded (though sometimes available) 3) due to inability to ...
by shark
Fri Jun 14, 2013 3:31 pm
Forum: Mod Development
Topic: [Unsolved] Image Issues
Replies: 22
Views: 8035

Re: Weapon Issues

Besides, u can just test it if u are not sure, with 10 u will see u ignite fire at the same reate as 100, meaning, a value bigger than 10 will be just 10. I'd very much object to this preposition... "just behaving like it's the same" is way different than "everything over 10 will jus...
by shark
Fri Jun 14, 2013 3:28 pm
Forum: Mod Development
Topic: Grognak's Mod Manager v1.7 (Updated March 6, 2013!)
Replies: 1170
Views: 850985

Re: Can't get it to work

I { installed } { the file } but when I try to { open it } it gives me { another zip file } and when I open that it { clones the second file }. I may just be missing something obvious but I can't { find it } and I really want to play with some of the mods, please help I don't understand the bold pa...
by shark
Tue Jun 04, 2013 6:15 pm
Forum: Mod Development
Topic: Drones, wat the heck "dodge" means?
Replies: 9
Views: 3315

Re: Drones, wat the heck "dodge" means?

The value is pretty self-descriptive. It's simply the elusive nature of 'dodge' that makes it hard to pin down.

But for what it's worth - this value makes the drone dodge attacks that can kill drones with expressed percentage. Much like the 'dodge' your ship has.
by shark
Tue Jun 04, 2013 5:53 pm
Forum: Working Mods
Topic: Old modders
Replies: 27
Views: 10628

Re: Old modders

I thank you and the community for downloading my mods; I've made over $7 in adf.ly! :D Which is why I don't really like you... DryEagle is 'retired' now, his last ship was Escort Duty . It makes me sad. New modders like us have to pick up where they left off! Not really 'pick up', more like "r...
by shark
Sat Jun 01, 2013 4:41 pm
Forum: Mod Development
Topic: [MOD][WIP] FTL: Overdrive
Replies: 421
Views: 222815

Re: [MOD][WIP] FTL: Overdrive

EDIT: In response to your question about code, I'm also fluent in C and C++. Pointers and manual memory management are potent tools, but they can be tricky to use. I've crashed many a computer in trying to get C programs to work. headshake.jpg Here's an idea - why don't you run daily scrum meetings...
by shark
Wed May 29, 2013 7:22 pm
Forum: Mod Development
Topic: Fight Stations: No engines/piloting?
Replies: 37
Views: 18400

Re: Fight Stations: No engines/piloting?

You've got permission to use any of my stuff as you please, for sure :) when I did it, Kieve got really butthurt. then again, i wasn't as nice about asking for permissions as you are.
by shark
Tue May 28, 2013 5:33 pm
Forum: Mod Development
Topic: Fight Stations: No engines/piloting?
Replies: 37
Views: 18400

Re: Fight Stations: No engines/piloting?

People here generally aren't cool with people releasing 'compilations' containing their work. I know, i almost got banned for it.