Search found 407 matches

by Gencool
Thu Jul 14, 2016 1:26 am
Forum: Mod Development
Topic: Strange Issues with my mod
Replies: 11
Views: 6138

Re: Strange Issues with my mod

Using the stats and not the descriptions *is* odd. Ok, so, if you can't actually see the problems, I'll help out a bit more. Bare with me, kay? ----- This is the directory structure I get when I open the .zip file above: Missile Barrage Rack.zip/ > data/ > > animation.xml.append > > AutoBluprint.xml...
by Gencool
Wed Jul 13, 2016 9:05 pm
Forum: Mod Development
Topic: Strange Issues with my mod
Replies: 11
Views: 6138

Re: Strange Issues with my mod

Heh, I kinda prefer not fixing mods for people - it's much easier to learn when you figure out the issues yourself - but I had a quick glance over the files and there's a few issues. 1) Double check your folder layout - they should match the game's own directories (your data and img folders are corr...
by Gencool
Wed Jul 13, 2016 6:32 pm
Forum: Mod Development
Topic: Strange Issues with my mod
Replies: 11
Views: 6138

Re: Strange Issues with my mod

Ah, sorry, I wrote flak, I meant Charge. I was half asleep when I wrote that, sorry!

How about your <animSheet> and <weaponBlueprint>?
by Gencool
Wed Jul 13, 2016 3:05 pm
Forum: Mod Development
Topic: Hurray! Another multiplayer clone project. :)
Replies: 1634
Views: 688482

Re: Hurray! Another multiplayer clone project. :)

Had this in the back of my head for a while now, so I threw together some rough sprite concepts. http://www.puppetsquid.com/FTL/ftlmpConcepts.png I figure a true top-down view is different enough from ftl's bird's eye view, but still fits the gameplay and means less work is needed. The Mineral creat...
by Gencool
Wed Jul 13, 2016 11:48 am
Forum: Mod Development
Topic: Strange Issues with my mod
Replies: 11
Views: 6138

Re: Strange Issues with my mod

Ok, so, some things to double check: Blueprints.xml: Does the weapon blueprint reference the correct weapon art? Animations.xml: Does the animation blueprint reference the correct sheet blueprint? Does the sheet blueprint reference the correct image file (check the path and filetype are correct) Ass...
by Gencool
Mon Jul 11, 2016 11:32 am
Forum: Mod Development
Topic: [Tool][v1.31] FTL Event Creator
Replies: 42
Views: 32622

Re: [Tool][v1.1] FTL Event Creator

That was fast! Couple of other small ideas, having had a poke around: ⋅ The Delete and Reset buttons could use a confirmation prompt. ⋅ The Generate button sometimes overlaps the 'lock' controls ⋅ Locks can also be applied to enemy ships iirc ⋅ I might have ju...
by Gencool
Sun Jul 10, 2016 11:16 pm
Forum: Mod Development
Topic: [Tool][v1.31] FTL Event Creator
Replies: 42
Views: 32622

Re: [Tool][v1.0] FTL Event Creator

You, my friend, are a gent and a saurus. Definitely gonna give this a spin soon! Got a few events I want to write. One concern right off the bat; Does it have/are you planning a choice-chain cap, and/or event linking? For clarity- to my knowledge FTL can't handle an event that's more than ten choice...
by Gencool
Sun Jul 10, 2016 12:05 pm
Forum: Working Mods
Topic: [Ships][AE] The Skimmers [v003]
Replies: 25
Views: 21567

Re: [Ships][AE] The Skimmers [v003]

I did try to fix the 5-8 bug, but I think its a bit of a lost cause. If you use the cntrl shortcut to autofire, the whole thing's less of an issue. I find myself keeping situational weapons in 5-8, like missiles, bombs and beams, since I rarely autofire them. As for missile countering- I think 'the ...
by Gencool
Sat Jul 09, 2016 5:38 pm
Forum: Working Mods
Topic: [Ships][AE] The Skimmers [v003]
Replies: 25
Views: 21567

Re: [Ships][AE] The Skimmers [v003]

Glad you enjoyed it! Thanks for the feedback, always lovely to hear. I know exactly how to fix the boarding bug now, but unfortunately I'm out of town this weekend. I'l throw together a worldwide patch for anyone who's ship have this bug when I next get chance, and upload it alongside the next skimm...
by Gencool
Thu Jul 07, 2016 6:24 pm
Forum: Working Mods
Topic: [AE][Alpha] New tool to change hidden game values in the executable
Replies: 18
Views: 15944

Re: [AE][Alpha] New tool to change hidden game values in the executable

Awesome. :D So what needs to be done to fix the .dat issue?