FTL Captain's Edition 1.308/Inf 1.301b/EL 1.308

Distribute and discuss mods that are functional. Moderator - Grognak
User avatar
Estel
Posts: 465
Joined: Sat Jun 22, 2013 4:03 am

Re: FTL Captain's Edition 1.23/Inf 1.23/EL 1.23

Postby Estel » Mon Jul 28, 2014 3:41 pm

Sleeper Service wrote:There are already some other instances where romance can bloom aboard your ship.


I sincerely hope that you're not talking about the situation, where we, as captain, drink something strange with our Slug, and he starts to "seem more and more attractive" with every drink ;)

Seriously though, Looking forward to discover other ones - I remember, from many months ago, "surprising" result of leeting my people take break and go to the planet below in Civ Coreworlds. BTW, speaking about Slugs - while most instances of "relaxing" with them goes straight to unpleasant fleet delay, the events itself are nicely written, to. My favorite is when Slug starts to improvise on some egzotic instrument - it nicely characterizes their complicated personality, something of a mix between flower children and hardcore capitalists ;)

rannl wrote:This is just my opinion, if the CE community minds think differently, I'd love to know how you think this problem should be handled.


I think that user would need to have her/his list of mods pre-defined for command line parameter (just like now, we need to construct our list of mods in SMM GUI), while script would only create randomized flagship .ftl file and append it to the end of user's list.

Frankly, if user would have problems with creating command line string (after given direct instructions in mod description) with own favorite mods, she/he wouldn't be able to use flagship randomizer properly, too. Such people would require to more complicated (although definitely doable) script that I've mentioned few posts ago - one that would ask what user want to enable, and construct command line approriately.

/Estel

Ps.

For my personal usage, I would just have .sh scripts for smm with parameters - containing my mod list, two or three of them, for every variant I want, for example ce-if.sh and ce.sh -, which I would just call after pipe/ing output from the script generating flagship. After initial set-up, randomizing it would be just a matter of calling one script, one or another, depending on what I want to play. It may even contain $* for manually providing custom ships, if I feel fancy to play one. Not cumbersome to use at all, just require some initial preparation.
rannl
Posts: 335
Joined: Sun Nov 25, 2012 11:13 pm

Re: FTL Captain's Edition 1.23/Inf 1.23/EL 1.23

Postby rannl » Mon Jul 28, 2014 4:01 pm

Estel wrote:
I think that user would need to have her/his list of mods pre-defined for command line parameter (just like now, we need to construct our list of mods in SMM GUI), while script would only create randomized flagship .ftl file and append it to the end of user's list.

Frankly, if user would have problems with creating command line string (after given direct instructions in mod description) with own favorite mods, she/he wouldn't be able to use flagship randomizer properly, too. Such people would require to more complicated (although definitely doable) script that I've mentioned few posts ago - one that would ask what user want to enable, and construct command line approriately.

/Estel


I think what's bothering me is the fact that a lot of users had problems with setting up the different builds of CE. This feature is starting to look like a potential future usage problem, and I'm trying to think of the best, simplest to use solution. It might seem funny, but CMD usage can be frustrating to people who aren't used to it. Add that to the non trivial usage of SMM with the CE mods, and things will start looking messy. :?

I certainly think your solution has merits, I'm just concerned it'll be difficult for some CE users.
Jopyth
Posts: 13
Joined: Sat May 31, 2014 5:15 am

Re: FTL Captain's Edition 1.23/Inf 1.23/EL 1.23

Postby Jopyth » Mon Jul 28, 2014 5:05 pm

rannl wrote:I think what's bothering me is the fact that a lot of users had problems with setting up the different builds of CE. This feature is starting to look like a potential future usage problem, and I'm trying to think of the best, simplest to use solution. It might seem funny, but CMD usage can be frustrating to people who aren't used to it. Add that to the non trivial usage of SMM with the CE mods, and things will start looking messy. :?

I certainly think your solution has merits, I'm just concerned it'll be difficult for some CE users.

I have two ideas on how to make this easy for users, but it requires some coding. If I am bored and have time on the weekend, I might try both of them. (Edit: Interestingly the difficult thing for me would be to figure out, what (and how) to change in the flagship, to make it unique, random, fair, and everything. I have never tried to create a flagship mod.)

A) Make a simple GUI (like SMM but much more simple), to let users select which mods they want to use. Then let the GUI call SMM with all the parameters to patch the game.

B) Create this as a feature in SMM (Java) itself. https://github.com/Vhati/Slipstream-Mod-Manager
User avatar
Estel
Posts: 465
Joined: Sat Jun 22, 2013 4:03 am

Re: FTL Captain's Edition 1.23/Inf 1.23/EL 1.23

Postby Estel » Mon Jul 28, 2014 5:13 pm

rannl wrote:I certainly think your solution has merits, I'm just concerned it'll be difficult for some CE users.


Then bullet-proof script asking user which mods she/he want to activate, and constructing command line for SMM is a way to go. Or even simple GUI, as Jopyth mentioned - it's the same effect at the end.

/Estel
User avatar
kartoFlane
Posts: 1480
Joined: Mon Jan 14, 2013 10:20 pm

Re: FTL Captain's Edition 1.23/Inf 1.23/EL 1.23

Postby kartoFlane » Mon Jul 28, 2014 6:33 pm

Wouldn't it be easier to just have the script construct an .ftl file for the user, so that they can install it themselves? This has the advantage of being the simplest solution, as well as the user having the same flagship mod until they run the script again, allowing to install it again or share it with others, if they liked it.

Sure it's not as elegant as a dedicated installer, but it works without any hacks or workarounds :lol:
Superluminal2 - a ship editor for FTL
dalolorn
Posts: 532
Joined: Sun Sep 23, 2012 8:06 am
Location: R.S. Dominator

Re: FTL Captain's Edition 1.23/Inf 1.23/EL 1.23

Postby dalolorn » Mon Jul 28, 2014 8:40 pm

Jopyth wrote:
rannl wrote:I think what's bothering me is the fact that a lot of users had problems with setting up the different builds of CE. This feature is starting to look like a potential future usage problem, and I'm trying to think of the best, simplest to use solution. It might seem funny, but CMD usage can be frustrating to people who aren't used to it. Add that to the non trivial usage of SMM with the CE mods, and things will start looking messy. :?

I certainly think your solution has merits, I'm just concerned it'll be difficult for some CE users.

I have two ideas on how to make this easy for users, but it requires some coding. If I am bored and have time on the weekend, I might try both of them. (Edit: Interestingly the difficult thing for me would be to figure out, what (and how) to change in the flagship, to make it unique, random, fair, and everything. I have never tried to create a flagship mod.)

A) Make a simple GUI (like SMM but much more simple), to let users select which mods they want to use. Then let the GUI call SMM with all the parameters to patch the game.

B) Create this as a feature in SMM (Java) itself. https://github.com/Vhati/Slipstream-Mod-Manager


If SMM were to save a copy of its mod list every time it patched (and overwrote that copy if it already existed, mind you!), then the flagship patcher could simply call SMM and tell it to patch the latest mod list plus itself.

Alternatively, a simpler method would be to use SMM's code to patch in the flagship WITHOUT restoring from backups. Since the same data entries would presumably be clobbered each time, this should not have any detrimental effects.
CoryStarkiller
Posts: 54
Joined: Tue Apr 08, 2014 12:37 am

Re: FTL Captain's Edition 1.23/Inf 1.23/EL 1.23

Postby CoryStarkiller » Mon Jul 28, 2014 11:46 pm

dalolorn wrote:If SMM were to save a copy of its mod list every time it patched (and overwrote that copy if it already existed, mind you!)

Unless I misunderstand what you are talking about, SMM already does this.
In your SMM's mods folder there is a modorer.txt.
It does what you are talking about.

You can even edit it yourself and the correct order shows up in SMM the next time you run it.
User avatar
Estel
Posts: 465
Joined: Sat Jun 22, 2013 4:03 am

Re: FTL Captain's Edition 1.23/Inf 1.23/EL 1.23

Postby Estel » Tue Jul 29, 2014 1:29 am

kartoFlane wrote:Wouldn't it be easier to just have the script construct an .ftl file for the user, so that they can install it themselves? This has the advantage of being the simplest solution, as well as the user having the same flagship mod until they run the script again, allowing to install it again or share it with others, if they liked it.

Sure it's not as elegant as a dedicated installer, but it works without any hacks or workarounds :lol:


+1. Sometimes, less is better.
rannl
Posts: 335
Joined: Sun Nov 25, 2012 11:13 pm

Re: FTL Captain's Edition 1.23/Inf 1.23/EL 1.23

Postby rannl » Tue Jul 29, 2014 4:55 am

Estel wrote:
kartoFlane wrote:Wouldn't it be easier to just have the script construct an .ftl file for the user, so that they can install it themselves? This has the advantage of being the simplest solution, as well as the user having the same flagship mod until they run the script again, allowing to install it again or share it with others, if they liked it.

Sure it's not as elegant as a dedicated installer, but it works without any hacks or workarounds :lol:


+1. Sometimes, less is better.


Agreed, Sleepy concurs as well. I guess we'll go for a flagship generation tool which will create a random build each time it's run, outputting it in a .ftl file.
dalolorn
Posts: 532
Joined: Sun Sep 23, 2012 8:06 am
Location: R.S. Dominator

Re: FTL Captain's Edition 1.23/Inf 1.23/EL 1.23

Postby dalolorn » Tue Jul 29, 2014 9:45 am

CoryStarkiller wrote:
dalolorn wrote:If SMM were to save a copy of its mod list every time it patched (and overwrote that copy if it already existed, mind you!)

Unless I misunderstand what you are talking about, SMM already does this.
In your SMM's mods folder there is a modorer.txt.
It does what you are talking about.

You can even edit it yourself and the correct order shows up in SMM the next time you run it.


As far as I remember, SMM will load the correct order, but will also uncheck all the mods it patched in last time. It's not just a matter of knowing how something was patched, but what that something was.

Who is online

Users browsing this forum: No registered users and 36 guests