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

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mr_easy_money
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Re: FTL Captain's Edition 1.301/Inf 1.301b/EL 1.301

Postby mr_easy_money » Fri Jun 16, 2017 7:21 pm

FearTheBlaziken wrote:

Code: Select all

...
- The blueprint files for EL also contain data from both Vanilla and CE (+Infinite) apparently, perhaps after running the program with the new CE files, adding any manual changes done in the past, and setting the files to ".xml" instead of ".append" would significantly reduce file size. (EL has a ton of issues, but I believe they can't be fixed without modifying rannl's program.)

The reasons for those problems can probably be best summed up when I asked Sleeper Service about the program/tool:
(On releasing the tool)
Mostly because it's somewhat clunky to use and has little to no documentation. By now I can barely figure out myself how to execute it correctly. :? Its nothing professional though, the Rannl Software thing was only meant to indicate that Rann coded the programs.

(On asking about the prefix source file)
https://www.dropbox.com/s/rah3cmblj559dlh/prefixes.xml?dl=0
(This is still a slightly outdate version of the file, missing some generic prefixes and the second batch of legendaries that have been introduce. As mentioned before the latest prefix file was lost.)

so the current version of the prefix file is gone, and the program is confusing to use...

I've done something about this actually, going all the way to rewriting the tool from scratch. :twisted:
it's missing the ship and animation prefix generation, but has the rest of the stuff: player drones, weapons, and player blueprintLists for events, and the same for enemies if you're the particular madman to let the Loot loose on enemies. if player weapons can be added to blueprintLists, I suppose I could do something similar to set their rarities to 0 in the crystal sector, can't be too hard.. :geek:

but, while the tool can accomplish what I've stated, it feels a bit sloppy and the documentation is also lacking so it'd be confusing to use if I released it in its current state. Lately I haven't found it in me to work on that though... :oops:
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Sleeper Service
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Re: FTL Captain's Edition 1.301/Inf 1.301b/EL 1.301

Postby Sleeper Service » Sun Jun 18, 2017 12:00 pm

FearTheBlaziken wrote:I've experienced several issues with the main mods of Captain's Edition, I didn't bother to post these issues earlier before, but seeing CE is no longer being expanded, I feel that a few bugs need to be squashed in order to make it more complete.
Nice input, I'll put that into effect with the next update.

mr_easy_money wrote:I've done something about this actually, going all the way to rewriting the tool from scratch. :twisted:
it's missing the ship and animation prefix generation, but has the rest of the stuff: player drones, weapons, and player blueprintLists for events, and the same for enemies if you're the particular madman to let the Loot loose on enemies. if player weapons can be added to blueprintLists, I suppose I could do something similar to set their rarities to 0 in the crystal sector, can't be too hard.. :geek:
Sweet! I considered rewriting it myself too, but I'll probably never get around to it. Out of curiosity: How exactly does yours process files? We had to go through some hoops to actually make it process vanilla gear too, basically we patched in CE/CE Infinite, then extracted the blueprints from the modded game to make sure we got files that have everything. (The problem with processing just the mod files being that they do not contain blueprints for some of the vanilla gear.)
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Re: FTL Captain's Edition 1.301/Inf 1.301b/EL 1.301

Postby mr_easy_money » Sun Jun 18, 2017 6:34 pm

Sleeper Service wrote:Out of curiosity: How exactly does yours process files? We had to go through some hoops to actually make it process vanilla gear too, basically we patched in CE/CE Infinite, then extracted the blueprints from the modded game to make sure we got files that have everything. (The problem with processing just the mod files being that they do not contain blueprints for some of the vanilla gear.)

since the endless loot blueprints contain the re-generated base vanilla and CE blueprints, I compared the base CE blueprints with that to see which vanilla blueprints were missing, then added those blueprints to the base CE blueprints, then I did the same thing for dlcBlueprints.

so that's the source files, but the way it processes it is via an xml parser, python's ElementTree, to find all the stuff in the tags (the various attributes of the blueprint) and put all of them into their respective class denoted by their <type> tag. then I can apply various prefixes (change the attributes, generate the blueprint in the given file to write to, then revert the blueprint for the next use) on the class to get all the different prefixes for that blueprint, and then keep doing that for every blueprint.

that's an overview of processing prefixes.
as for the blueprintLists that let you use the player weapons and drones in event blue options, or the blueprintLists that give weapons and drones to enemies (if you're up for that craziness), I use the generated file with all the prefixes as the source, and if their base is in the list, add them to the list. it can get a bit confusing because the way it's setup right now you've got to run it multiple times but with different source files depending on the lists, and then you've got to combine them manually, but it works. I've really just got to add more instructions and make this work a little more cleanly/smoothly.

it's laid out like this: there's the base EL, an addon for enemy loadouts (instead of an addon that removes the loot from enemy loadouts), and an addon that just adds the enemy ship types. I didn't delve into ship and animation prefixing since that seems to already have been taken care of, but I could probably do something similar if I wanted. I haven't looked into the differences in the CE Infinite version of the loot yet either..

-------

there's still the issue in the EL texture pack with the charge missiles. they seem to have their animation flipped or something. this video shows their charge missile offline, but in the partially charged animation, what's up with that? https://www.youtube.com/watch?v=N9jMQ9bZs2o
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Re: FTL Captain's Edition 1.301/Inf 1.301b/EL 1.301

Postby mr_easy_money » Mon Jun 19, 2017 6:19 pm

There seems to be a missing "hidden="true"' attribute in this event, this event is at the end of one of the human crew socialize quests, the one to do with "Special Forces"...

(image below, let me know if you can't see it)
Image

I searched through the quest chain far and wide but couldn't find anything, until I last-resorted and searched the data.dat file itself, which led me to this, in dlcEventsOverwrite.xml.append. as you can see, the <gotaway> and <destroyed> tags' inner choice has the hidden="true" attribute, but not for the <deadCrew> tag's inner choice, which should have it. without it, what you see above occurs.

;edit; ah of course! it's from the override event, "OVERRIDE_FEDERATION_BASE_ASSIST" which overrides the event the quest chain can link to

Code: Select all

<ship name="REBEL_FEDERATION_PDS" auto_blueprint="SHIPS_REBEL_ELITE">
   <escape  chance="0.8" min="4" max="6">
      <text>After watching their squadron get destroyed, it looks like their leader is prepared to turn tail and run.</text>
   </escape>
   <gotaway>
      <text>The Rebel ship jumped away.</text>
      <choice hidden="true">
         <text>Continue...</text>
         <event>
            <text>With the threat gone, you contact the Federation outpost. They respond, "Our location has been compromised! Take everything you can and please drop our survivors off at the next station." One soldier offers to stay and fight.</text>
            <crewMember amount="1"/>
            <autoReward level="MED">scrap_only</autoReward>
         </event>
      </choice>
   </gotaway>
   <destroyed>
      <text>You scrap the wreckage.</text>
      <autoReward level="LOW">standard</autoReward>
      <choice hidden="true">
         <text>Continue...</text>
         <event>
            <text>With the threat gone, you contact the Federation outpost. They respond, "Our location has been compromised! Take everything you can and please drop our survivors off at the next station." One soldier offers to stay and fight.</text>
            <crewMember amount="1"/>
            <autoReward level="MED">scrap_only</autoReward>
         </event>
      </choice>
   </destroyed>
   <deadCrew>
      <text>With the crew dead, you scrap the ship.</text>
      <autoReward level="MED">standard</autoReward>
      <choice>
         <text>Continue...</text>
         <event>
            <text>With the threat gone, you contact the Federation outpost. They respond, "Our location has been compromised! Take everything you can and please drop our survivors off at the next station." One soldier offers to stay and fight.</text>
            <crewMember amount="1"/>
            <autoReward level="MED">scrap_only</autoReward>
         </event>
      </choice>
   </deadCrew>
</ship>
FearTheBlaziken
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Re: FTL Captain's Edition 1.301/Inf 1.301b/EL 1.301

Postby FearTheBlaziken » Wed Jun 21, 2017 12:50 pm

Sleeper Service wrote:
Gidoza wrote:Question - When saying "Deal!" to the Pirate mission about going and killing an enemy leader - when killing that enemy leader, the reward event never triggers - I only ever get a really wimpy reward that makes the whole thing not worth the while. Is there something missing in the quest data?
I'll look into that.


I actually found the problem behind this, there are two versions of "C_SHIP_PIRATE_CRUISER_QUEST_LORD" in "events_ships.xml.append", the one on Line 5559 should be the one that adds the event after destroying/crew-culling the Purple Tentacles Flagship, however the version on Line 5679 overwrites this ship tag, and doesn't have the aftermath quest events added on it, all you need to do is remove the duplicate.
Image

I polish other mods because I am too lazy to make my own.
ethanruin
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Re: FTL Captain's Edition 1.301/Inf 1.301b/EL 1.301

Postby ethanruin » Fri Jun 23, 2017 8:42 am

I wonder if it's possible to put this on the iOS version
Chronosplit
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Re: FTL Captain's Edition 1.301/Inf 1.301b/EL 1.301

Postby Chronosplit » Fri Jun 30, 2017 1:14 am

About the BPaB compatibility patch. Would it happen to work with other background/planet mods? I was wondering specifically about Hi-Res Backgrounds and Planets.
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Re: FTL Captain's Edition 1.301/Inf 1.301b/EL 1.301

Postby mr_easy_money » Fri Jun 30, 2017 11:01 am

Chronosplit wrote:About the BPaB compatibility patch. Would it happen to work with other background/planet mods? I was wondering specifically about Hi-Res Backgrounds and Planets.

almost. one line in it refers to an image that only exists in BPaB...

...so I compiled a patch that fixes this (I don't know why I didn't release this already :roll:). being 1.6 MB in size rather than 1 KB, the patch also includes two PDS warning images with rounder techmoons, to fit the style they have in HRBaP (the planets are part of the background, not separate images). I had to personally smooth out one of them because it has a techmoon not found in HRBaP (couldn't replace it, otherwise the warnings look off. I just had to do a bit of layering to get the other one going since it does have a replacement).

Click here for Mediafire Download Link

let me know if it doesn't work :)
Chronosplit
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Re: FTL Captain's Edition 1.301/Inf 1.301b/EL 1.301

Postby Chronosplit » Fri Jun 30, 2017 7:40 pm

Thanks a whole lot, I'm testing it now!

EDIT: I've got nothing to report, looks like things are working like a charm here. Going through Industrial sectors and Nebulas are easier for OSX machines this way too, because you have no need of the nebula fix with this set.
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Re: FTL Captain's Edition 1.301/Inf 1.301b/EL 1.301

Postby saxyomega90125 » Sun Jul 02, 2017 2:51 am

I have a question, but a quick bug report first: the Slug Pleasure-Cruiser is missing the 'r' at the end of the class name, and the ship model is shifted up and to the left of where it's supposed to be (curiously the floor layout and shield model are correct).

Question:
Is there a mod that removes the changes to the Flagship and resets it to vanilla?
I just got to the end of my first run in CE, and I've absolutely loved it... until the last 15 minutes. I can forgive it for all of the many other, non-gameplay problems I've found, but I don't know if I can mentally handle yet another game doing this, when the fix is so simple as removing one part of a mod.

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