ADVANCED WEAPONS AND SHIELDS IS NOT BEING DEVELOPED ANYMORE!

Distribute and discuss mods that are functional. Moderator - Grognak
nataryeahbuddy
Posts: 176
Joined: Sun Jan 20, 2013 1:37 am

ADVANCED WEAPONS AND SHIELDS IS NOT BEING DEVELOPED ANYMORE!

Postby nataryeahbuddy » Wed Jan 23, 2013 6:31 pm

EDIT : Advanced Battle Systems is the new main mod, I'm going to get rid of Advanced Weapons and Shields unless someone wants it.
Image

NATAR's Advanced Weapons and Shields Mod! Introduction
Get five shields and power your advanced weaponry! Thanks to a breakthrough by Engi scientists, ships are now able to have five shields and level twelve
weapons. The Engi Advanced Technology Development Division has released this technology to the Federation, in hopes that they can beat the rebels. You can pick it up today, at your local Zoltan Trade Hub or on this post!

Known Bugs:
Asteroid Fields are messed up and you die... unknown cause, code seems to be fine


MESSAGE TO ALL: I may not be able to get on the forum a lot in the next few months, so sorry if I don't reply to your inquiries :(


Features
  • Shields are now able to be upgraded to level ten, which allows for five shields.
  • Weapons are now upgradeable to level twelve, which allows for advanced weaponry to be powered.

Requirements
  • A working copy of FTL Faster Than Light
  • GMM (Grognak's Mod Manager)

Download
Download v1.1! With new graphics by Catalyst78!

Feedback
All feedback is appreciated, you can either PM me or post it here! Thanks for trying this out! :D

Image
Bigger Image Here: http://i.imgur.com/vXThWft.png
Last edited by nataryeahbuddy on Sun Mar 03, 2013 7:49 pm, edited 19 times in total.
My most popular mod! Over 290 Downloads!
Advanced Weapons and Shields!
My second most popular mod! Over 240 Downloads!
Advanced Battle Systems!
An awesome ship with custom graphics and two new weapons!
F-22A Raptor for FTL
thashepherd
Posts: 194
Joined: Fri Nov 16, 2012 11:45 pm
Location: Rochester, NY

Re: [MOD] Advanced Weapons and Shields

Postby thashepherd » Wed Jan 23, 2013 9:53 pm

I'd recommend editing img/statusUI/top_shields4_XXX.png so that the "Shields" graphic properly contains the 5th shield bubble.
You are the weak, and I am the tyranny of evil men - but I'm trying, I'm trying real hard to be the shepherd.

"Wow, that Kieve guy is one angsty nerd eh."
Sonata - "Best use of Common Lisp in an indie space roguelike!"
nataryeahbuddy
Posts: 176
Joined: Sun Jan 20, 2013 1:37 am

Re: [MOD] Advanced Weapons and Shields

Postby nataryeahbuddy » Wed Jan 23, 2013 9:57 pm

thashepherd wrote:I'd recommend editing img/statusUI/top_shields4_XXX.png so that the "Shields" graphic properly contains the 5th shield bubble.


My ftldat wasn't working so well, so what I did was just edit the code of the blueprints.xml I got from another mod. Is there a way I can change that without the images from resources and data.dat? Or would you be able to do it? That would be awesome!
My most popular mod! Over 290 Downloads!
Advanced Weapons and Shields!
My second most popular mod! Over 240 Downloads!
Advanced Battle Systems!
An awesome ship with custom graphics and two new weapons!
F-22A Raptor for FTL
thashepherd
Posts: 194
Joined: Fri Nov 16, 2012 11:45 pm
Location: Rochester, NY

Re: [MOD] Advanced Weapons and Shields

Postby thashepherd » Wed Jan 23, 2013 10:11 pm

You have GMM, and you tested your mod in it, so you have the images...
You are the weak, and I am the tyranny of evil men - but I'm trying, I'm trying real hard to be the shepherd.

"Wow, that Kieve guy is one angsty nerd eh."
Sonata - "Best use of Common Lisp in an indie space roguelike!"
nataryeahbuddy
Posts: 176
Joined: Sun Jan 20, 2013 1:37 am

Re: [MOD] Advanced Weapons and Shields

Postby nataryeahbuddy » Wed Jan 23, 2013 10:38 pm

thashepherd wrote:You have GMM, and you tested your mod in it, so you have the images...

How do I get the images?? To make this mod, I just edited the code of the Kestrel from the blueprints.xml file in FTL Infinite Space and then changed the paint job on paint.
My most popular mod! Over 290 Downloads!
Advanced Weapons and Shields!
My second most popular mod! Over 240 Downloads!
Advanced Battle Systems!
An awesome ship with custom graphics and two new weapons!
F-22A Raptor for FTL
karmos
Posts: 16
Joined: Thu Jan 17, 2013 5:27 am
Location: elsewhere

Re: [MOD] Advanced Weapons and Shields

Postby karmos » Wed Jan 23, 2013 10:52 pm

nataryeahbuddy wrote:
thashepherd wrote:You have GMM, and you tested your mod in it, so you have the images...

How do I get the images?? To make this mod, I just edited the code of the Kestrel from the blueprints.xml file in FTL Infinite Space and then changed the paint job on paint.

You'll need to unpack resources.dat with ftldat and the file should be somewhere in the img folder.
Image
Current project: DronesPlus
Other mods: AugmentationsUnlocked
nataryeahbuddy
Posts: 176
Joined: Sun Jan 20, 2013 1:37 am

Re: [MOD] Advanced Weapons and Shields

Postby nataryeahbuddy » Wed Jan 23, 2013 10:59 pm

ftldat hasn't been working for me, I've downloaded it and used it. I dunno why. Is there a different way?
My most popular mod! Over 290 Downloads!
Advanced Weapons and Shields!
My second most popular mod! Over 240 Downloads!
Advanced Battle Systems!
An awesome ship with custom graphics and two new weapons!
F-22A Raptor for FTL
thashepherd
Posts: 194
Joined: Fri Nov 16, 2012 11:45 pm
Location: Rochester, NY

Re: [MOD] Advanced Weapons and Shields

Postby thashepherd » Wed Jan 23, 2013 11:03 pm

nataryeahbuddy wrote:ftldat hasn't been working for me, I've downloaded it and used it. I dunno why. Is there a different way?


If you have literally ever used GMM to enable a mod, then everything's already extracted in /resources.
You are the weak, and I am the tyranny of evil men - but I'm trying, I'm trying real hard to be the shepherd.

"Wow, that Kieve guy is one angsty nerd eh."
Sonata - "Best use of Common Lisp in an indie space roguelike!"
nataryeahbuddy
Posts: 176
Joined: Sun Jan 20, 2013 1:37 am

Re: [MOD] Advanced Weapons and Shields

Postby nataryeahbuddy » Wed Jan 23, 2013 11:54 pm

thashepherd wrote:
nataryeahbuddy wrote:ftldat hasn't been working for me, I've downloaded it and used it. I dunno why. Is there a different way?


If you have literally ever used GMM to enable a mod, then everything's already extracted in /resources.


I double clicked on my /resources, it opens up with notepad by default. What program should I open it with?
My most popular mod! Over 290 Downloads!
Advanced Weapons and Shields!
My second most popular mod! Over 240 Downloads!
Advanced Battle Systems!
An awesome ship with custom graphics and two new weapons!
F-22A Raptor for FTL
thashepherd
Posts: 194
Joined: Fri Nov 16, 2012 11:45 pm
Location: Rochester, NY

Re: [MOD] Advanced Weapons and Shields

Postby thashepherd » Thu Jan 24, 2013 12:45 am

/resources is a folder. GMM creates a folder called /resource.dat-unpacked inside of it when it is used to install a mod. You should see:

Code: Select all

/FTL Faster Than Light
     /mods
     /resources
          /data.dat-unpacked
          /resource.dat-unpacked
          data.dat
          data.dat.bak
          resource.dat
          resources.dat.bak


All of the game's files (plus modifications from whatever mods you're running) will be in those "unpacked" folders. When developing, I'd recommend creating a folder OUTSIDE of resources for your mod. For example, when working on Sonata, my folder structure looks like:

Code: Select all

/FTL Faster Than Light
     /mods
          /Sonata
               /audio, data, img, etc


So what I'd recommend is that you create a folder inside /mods for YOUR project, and copy over the things from data/resources that you want to use. Whenever you want to test your mod, .zip it up, rename it to .ftl, and run it through GMM.

It is an EXTREMELY bad idea to work on your mod inside /resources.
You are the weak, and I am the tyranny of evil men - but I'm trying, I'm trying real hard to be the shepherd.

"Wow, that Kieve guy is one angsty nerd eh."
Sonata - "Best use of Common Lisp in an indie space roguelike!"

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