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Re: [MOD][WIP] FTL: Overdrive

Posted: Sat Jan 12, 2013 3:59 am
by John Luke Pack Hard
Gents. After a week, I have made a proposition for this game. Feel free to make suggestions and/or comments.

https://docs.google.com/presentation/d/ ... slide=id.p

Before we start dedicating time to this project, we'll have to know who's working on this project and make sure all who are coding are all on the same page.

Re: [MOD][WIP] FTL: Overdrive

Posted: Sat Jan 12, 2013 10:17 am
by KuroSaru
It would be useful for all active coders in the community who would like to work on this project to have a meet up via IRC and discussion about what they can contribute and want to work on.

Re: [MOD][WIP] FTL: Overdrive

Posted: Sun Jan 13, 2013 1:17 am
by spikeof2010
Is the project still active? :c
EDIT: Also, I have no clue how to use this. Any way of installation?

Re: [MOD][WIP] FTL: Overdrive

Posted: Sun Jan 13, 2013 5:23 am
by John Luke Pack Hard
KuroSaru wrote:It would be useful for all active coders in the community who would like to work on this project to have a meet up via IRC and discussion about what they can contribute and want to work on.


That won't be necessary until two or more coders start working concurrently.

Until then, all that is needed is a simple roll call and some agreement on a plan of action.

spikeof2010 wrote:Is the project still active? :c
EDIT: Also, I have no clue how to use this. Any way of installation?


Project is active and incomplete. To run it you'll need to have Visual C# Express 2010 installed. Come back to me once you have that down.

Re: [MOD][WIP] FTL: Overdrive

Posted: Sun Jan 13, 2013 12:38 pm
by jagged
Why you are using Visual C? It is only for Windows? What about Linux, Mac, iOS, Android? You can write this game in javascript + html with webGL? After that you can run this in a browser or in a encapsulate nativ app.

Re: [MOD][WIP] FTL: Overdrive

Posted: Sun Jan 13, 2013 5:47 pm
by KuroSaru
jagged, even made in c# it can be ported to osx/linux via c# mono, alternativly it could be ported to JAVA.

at present im focusing on all files in the data.dat archive and what they do, as well as making a collection of tools for editing each one (except the ships as thats already handeld).

Re: [MOD][WIP] FTL: Overdrive

Posted: Sun Jan 13, 2013 8:28 pm
by UltraMantis
a ship editor exists, but afaik is only for windows, so if you belive you could create a Java ship editor it would be great. Not necessarily the best use of your time atm :lol: , but maybe later on.

Re: [MOD][WIP] FTL: Overdrive

Posted: Tue Jan 15, 2013 12:45 pm
by John Luke Pack Hard
KuroSaru wrote:at present im focusing on all files in the data.dat archive and what they do, as well as making a collection of tools for editing each one (except the ships as thats already handeld).


To clarify and expand on what he said, our first priority in the FTL:OD project is to document the data.dat files so we can establish support in FTL:OD for existing mods already made for FTL.

I've messed around with them myself (had a little too much fun with four 1-power-only Mk. III Burst Lasers on the Red-Tail). So far, I've discovered that the currently mod-able parts of FTL are:
    Sector beacon events
    Weapons and drones
    Existing ships

New ships can't be added; existing ships can only be replaced. This of course, is knowledge the modding community already knows. I'm still not sure if additional events, weapons, and drones can be added.

Essentially, we need to write down existing knowledge already used by the modding community. If any modders wish to contribute knowledge to what can be modded and how, feel free to contact me over IRC. I will be idling under the username "JLPH".

http://webchat.quakenet.org/?channels=ftlgame

Re: [MOD][WIP] FTL: Overdrive

Posted: Thu Jan 17, 2013 5:34 am
by John Luke Pack Hard
Gentlemen. Here are two documents for you to consider.

This is the proposition presentation for supposed features that FTL:Overdrive may support.
https://docs.google.com/presentation/d/ ... slide=id.p

This is the diagram of the structure of how current scripting works in vanilla FTL. Eventually it will contain a diagram of how future scripting will work in FTL:Overdrive.
https://docs.google.com/presentation/d/ ... slide=id.p

KuroSaru and I have discussed the relationship between current and future scripting and have decided that, most likely, old scripts will have to be extended to encompass new functionality.

We need modder insight. If you have experience modding FTL and spare hours on the computer, log into the #ftlgame channel on Quake IRC and idle there. I may have a few questions for you.

If I'm there, I'll be under the nickname "JLPH".

Re: [MOD][WIP] FTL: Overdrive

Posted: Thu Jan 17, 2013 5:54 am
by UltraMantis
QuakeNet: #ftlgame

Big thanks to all who contribute. <3