[MOD][WIP] FTL Infinite Space

Discuss and distribute tools and methods for modding. Moderator - Grognak
squirrelnest
Posts: 1
Joined: Mon Feb 11, 2013 3:15 am

Re: [MOD][WIP] FTL Infinite Space

Postby squirrelnest » Mon Feb 11, 2013 5:55 am

I just started playing this mod tonight.

Endless mode is exactly the way I wanted to play this game, so thanks for making it.

Some of the ships you face in the first sector are fairly advanced, you were not kidding about knowing when to run.

I imagine I'll have more comments in a few days, as I'm not very deep in yet.
Queezi
Posts: 14
Joined: Tue Jan 08, 2013 8:09 pm

Re: [MOD][WIP] FTL Infinite Space

Postby Queezi » Mon Feb 11, 2013 1:08 pm

DrkTemplar wrote:...I was starting to look at event specific backgrounds. That means a background that only appears for one event. It adds immersion, but can only look correct for one type of background. So if I do these event specific backgrounds, but go back to original graphics, than anyone using a background mod will see a clearly "out of place" background for those events.


DrkTemplar,

It figures that I take the weekend off and a tempest forms in the teapot! ;)

I like the idea of event specific backgrounds, and if committing to a specific alternate background set is what it takes to get it off the ground, then so be it. The non-issue of d/l size only applies to those that are still on dial-up, so we're clearly talking about a smallish group. Any other resistance seems to fall into the realm of personal preference (i.e. "I prefer this background set to that background set.")

Besides, if the concept plays out the way you think it will, you can always go back and explore alternative background sources/techniques. Could the vanilla backgrounds be modified by another artist, for example?

Of all the mods that are attempting a complete rewrite of the game content, I'd say this one has the best shot, so keep on keepin on...

I, for one, will be along for the ride,
Queezi
alextfish
Posts: 183
Joined: Sun Sep 30, 2012 2:24 pm
Location: Cambridge, UK
Contact:

Re: [MOD][WIP] FTL Infinite Space

Postby alextfish » Mon Feb 11, 2013 1:57 pm

FWIW, I love hi-res backgrounds, I always play with them included, and I'd be very happy to see any mod include hi-res backgrounds (as long as the original mod's author is OK with them being included).
dante2ndadvent
Posts: 26
Joined: Sat Oct 27, 2012 1:42 am

Re: [MOD][WIP] FTL Infinite Space

Postby dante2ndadvent » Tue Feb 12, 2013 3:44 am

Alright, noob question time.

There's no .ftl file in this, how do I get GMM to detect and run it?
UltraMantis
Posts: 2141
Joined: Thu Sep 20, 2012 3:17 pm

Re: [MOD][WIP] FTL Infinite Space

Postby UltraMantis » Tue Feb 12, 2013 4:08 pm

dante2ndadvent wrote:Alright, noob question time.

There's no .ftl file in this, how do I get GMM to detect and run it?

Copy the downloaded file into your mods folder. It is .ftl but windows is hiding filename extensions from you.
Report spam using the handy Report Button Mod.
widde
Posts: 3
Joined: Wed Feb 13, 2013 4:52 pm

Re: [MOD][WIP] FTL Infinite Space

Postby widde » Wed Feb 13, 2013 4:58 pm

HAving some trouble with the game crashing. It happens when fighting the stealth cruiser. After i defeat it and i get to the victory screen, weird letters appear instead of the text and when i press continue it crases to desktop.

Here's the crashlogs if it'll help.

Code: Select all

Version =  1.03.1

Stack Trace:

1 - 0x00668136
2 - 0x0048b81a
3 - 0x00493005
4 - 0x004047a3
5 - 0x00406aba
6 - 0x00407379
7 - 0x005d5ceb
8 - 0x005d5da8
9 - 0x005d5676
10 - 0x004010b6
11 - 0x00401128
12 - 0x7c81776f RegisterWaitForInputIdle

Version =  1.03.1

Stack Trace:

1 - 0x00666a4d
2 - 0x00668189
3 - 0x0060dd3e
4 - 0x0048b862
5 - 0x0048cc3f
6 - 0x0048e8fe
7 - 0x0049232b
8 - 0x00404780
9 - 0x00406aba
10 - 0x00407379
11 - 0x005d5ceb
12 - 0x005d5da8
13 - 0x005d5676
14 - 0x004010b6
15 - 0x00401128
16 - 0x7c81776f RegisterWaitForInputIdle
DrkTemplar
Posts: 245
Joined: Mon Oct 08, 2012 4:24 pm

Re: [MOD][WIP] FTL Infinite Space

Postby DrkTemplar » Wed Feb 13, 2013 5:21 pm

@widde, Sorry to hear that. Are you using other mods, and if so which ones? I'll test the event again and see if I can reproduce the issue. I did some changes to the rewards, and that could be causing it. I won't be ale to to get this today, but will try and work on it as soon as possible.

*EDIT: Are you using mod version 0.4.2?
kuknabug
Posts: 5
Joined: Wed Feb 13, 2013 5:35 pm

Re: [MOD][WIP] FTL Infinite Space

Postby kuknabug » Wed Feb 13, 2013 5:40 pm

Same problem..last version..no other mod

crashlog:

Code: Select all

Version = 1.03.1

Stack Trace:

1 - 0x006688c7
2 - 0x00463958
3 - 0x00454b0b
4 - 0x00482ab9
5 - 0x0048f8e1
6 - 0x00490a21
7 - 0x00404780
8 - 0x00406aba
9 - 0x00407379
10 - 0x005d5ceb
11 - 0x005d5da8
12 - 0x005d5676
13 - 0x004010b6
14 - 0x00401128
15 - 0x7721ed6c BaseThreadInitThunk
16 - 0x773b377b RtlInitializeExceptionChain
Lieber
Posts: 10
Joined: Mon Oct 22, 2012 1:39 pm
Location: France - but I'm American.
Contact:

Re: [MOD][WIP] FTL Infinite Space

Postby Lieber » Wed Feb 13, 2013 6:16 pm

Quick question as I haven't noticed it in the OP.

Does this disable achievements? Do you think it would be possible to implement it in a different clickable menu?

Anyway, this looks really good, I'm looking forward to seeing this grow.
Played 11 hours. Still haven't beaten the Flagship.
widde
Posts: 3
Joined: Wed Feb 13, 2013 4:52 pm

Re: [MOD][WIP] FTL Infinite Space

Postby widde » Wed Feb 13, 2013 6:21 pm

@drkTemplar latest version, no added mods.

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