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

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dalolorn
Posts: 532
Joined: Sun Sep 23, 2012 8:06 am

Re: FTL Captains Edition 1.03 [stable]

Post by dalolorn »

Sleeper Service wrote:Update time once again. This update focuses mainly on implementing some of the many balancing and event modification suggestions you've made. I also took some balancing and adjustment clues from the let's play videos out there (like the once Pandatron did) and implemented some suggestions from reddit...
Most of the reported errors are supposed to be fixed now, but there might still be some float mounts out there...

1.03 changelog
-Most of the mod has been spellchecked by Solarion (thanks a lot!)
-BA: several weapons rebalanced, many weapons renamed for coherency, tool-tips clarified and short titles adjusted
-Addon player ship load-outs rebalanced
-DE: one drone added
-Global probability of encountering auto turrets lowered
-BS: One auto turret variant added, apparently these things where boring the hell out of a lot of people
-Probability of station encounters in civilian sectors lowered
-Several events modified
-Piracy options added to a few more vanilla events
-A few enemies use recoloured hull graphics now, matching the style of the type b player ship of their faction

Compleat spell checking the mod and coding the Sector Extension component might still take a while. I'm done with the hazard sector so far.

Concerning merging CE with Infinit Space:
I would claim that CE is actually decently organized, given your display program can read the xmls correctly of course. The contents of the event.xml.appends are divided into different parts, marked by comment brackets (like <!-- CE modified Vanilla events --> <!-- End of CE modified Vanilla events -->).
All the assets have their own prefix (see OP), although I didn't went through with that for the events and it actually might confuse some things by now, because all the components are overlapping more and more.
Merging the mods might actually just be pretty simple, but time consuming busy work:

1. Coppy all CE stuff outside DATA into corrosponding IS folders
2. Coppy all CE ship blueprint related xmls into IS DATA Folder
3. Coppy all CE animationsheets, soundsheets, blueprints and new events into their corresponding IS xmls
4. Modify all IS eventlists, weaponlists, drone lists and modified ship lists to include the CE assets, basically copying content in from CEs version of the lists
5. Manually replace or merge each modified IS Vanilla event with the modified CE version
6. Modify costum IS events to inclue CE assets?
7. Run the error checker on the abomination that you have created and see what you've missed
Oh it's quite organized, if I open it using Wordpad. :oops:

Notepad doesn't seem capable of reading Linux's files properly, though, which has caused issues as stated in my previous post.

Edit: Also, I've noticed that the Bravais has absolutely nothing new, and I suspect crystal equipment and ships as a whole have been left intact. How so?

And I found a lockdown bomb in the Rock Homeworlds, sector 7. Didn't buy it because it didn't fit my ship style, but... that's not supposed to happen, right? :?
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Sleeper Service
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Re: FTL Captains Edition 1.03 [stable]

Post by Sleeper Service »

dalolorn wrote:Edit: Also, I've noticed that the Bravais has absolutely nothing new, and I suspect crystal equipment and ships as a whole have been left intact. How so?
I simply didn't bother yet, as the new guns would almost only appear on that ship (player gets to the crystal world pretty rarely...) and the addition to game-play would be quite minor.
dalolorn wrote: And I found a lockdown bomb in the Rock Homeworlds, sector 7. Didn't buy it because it didn't fit my ship style, but... that's not supposed to happen, right? :?
That is intended by the developers. Lockdown bombs are available in vanilla Rock Homeworlds since the last update of the game. I think they where considered way underused, as they technically where even rarer than the crystal unlock.
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CrashSanders
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Re: FTL Captains Edition 1.03 [stable]

Post by CrashSanders »

Code: Select all

2013-08-13 21:16:44 INFO: Grognak's Mod Manager v1.7.0
2013-08-13 21:16:44 INFO: Platform:    Windows-7-6.1.7601-SP1
2013-08-13 21:16:44 INFO: Interpreter: CPython 2.7.5 (64bit)
2013-08-13 21:16:44 INFO: 
2013-08-13 21:16:44 INFO: Rooting at: C:\Games\FTL Mods\Grognaks Mod Manager v1.7 Win32
2013-08-13 21:16:44 INFO: 
2013-08-13 21:16:44 INFO: Registering ctrl-c handler.
2013-08-13 21:16:45 INFO: Using FTL dats path from config: C:\Program Files (x86)\Steam\steamapps\common\FTL Faster Than Light\resources
2013-08-13 21:16:45 INFO: Background hashing finished.
2013-08-13 21:16:46 INFO: No info for selected mod: FTL Captains Edition 1.03 (c5fd46f09bdb9ce5353ec1d9488f01f4).
2013-08-13 21:16:46 INFO: No info for selected mod: Captains Edition for Player Ships Addon 1.03 (24036dc092af349845211898bbc10543).
2013-08-13 21:16:47 INFO: No info for selected mod: corpses v2 CE (062fb96ef1620442c4e32f7e148b529b).
2013-08-13 21:16:47 INFO: No info for selected mod: better_asteroids (bf44989aed61158180f8de446742e86b).
2013-08-13 21:16:50 INFO: 
2013-08-13 21:16:50 INFO: Patching...
2013-08-13 21:16:50 INFO: 
2013-08-13 21:16:51 INFO: Unpacking data.dat...
2013-08-13 21:16:51 INFO: Unpacking resource.dat...
2013-08-13 21:17:16 INFO: 
2013-08-13 21:17:16 INFO: Installing mod: FTL Captains Edition 1.03.ftl
2013-08-13 21:17:24 INFO: Merging folder: audio
2013-08-13 21:17:24 INFO: Merging folder: data
2013-08-13 21:17:50 ERROR: 'utf8' codec can't decode byte 0xe0 in position 90500: invalid continuation byte
Traceback (most recent call last):
  File "C:\Games\FTL Mods\Grognaks Mod Manager v1.7 Win32\lib\killable_threading.py", line 99, in run
    result = self._payload(*self._payload_args, **self._payload_kwargs)
  File "main.py", line 840, in patch_dats
    append_xml_file(os.path.join(root, f), os.path.join(unpack_dir, root[len(tmp)+1:], f[:-len(".append")]))
  File "main.py", line 543, in append_xml_file
    src_text = get_text(src_file)
  File "main.py", line 538, in get_text
    f_text = f_bytes.decode("utf-8")
  File "C:\Program Files\Python27\lib\encodings\utf_8.py", line 16, in decode
    return codecs.utf_8_decode(input, errors, True)
UnicodeDecodeError: 'utf8' codec can't decode byte 0xe0 in position 90500: invalid continuation byte
2013-08-13 21:17:51 INFO: 
2013-08-13 21:17:51 INFO: Patching failed.
2013-08-13 21:17:56 INFO: 
2013-08-13 21:17:56 INFO: Quitting... (ctrl-break to be rude)
2013-08-13 21:17:56 INFO: 
2013-08-13 21:17:57 INFO: Bye
What went wrong?

The mod list:

Code: Select all

Captain's Edition v1.03
Captain's Edition starter weapons addon v1.03
Corpses v2 CE
Better_Asteroids
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kartoFlane
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Re: FTL Captains Edition 1.03 [stable]

Post by kartoFlane »

@CrashSanders
Well, that seems like a new error, the most related one I can find is this. It seems to have been caused by using some special characters, which are not supported by the utf-8 charset (which FTL and GMM use)

Perhaps during spellchecking Solarion's text editor was set to use another encoding (ANSI is much more popular, as I recall) and used some special characters, and that causes the bug
*shrug*

Using GMM's validate, the error is located in events.xml.append... Byte position 90500 will be trickier to find by hand.

Edit:
Programming ftw... Most likely it's the ' à ' character in TE_LOOT_GOODS_UNION eventList.
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Sleeper Service
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Joined: Sun Mar 24, 2013 8:49 pm

Re: FTL Captains Edition 1.03 [stable]

Post by Sleeper Service »

Ooooooops....

:?

That seems to be unicode related, originating from the spell checking. I'm working on it...

/edit: Seems I messed up a lot of stuff while integrating the spell checked files. Depressing...
Last edited by Sleeper Service on Tue Aug 13, 2013 9:56 pm, edited 1 time in total.
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Estel
Posts: 466
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Re: FTL Captains Edition 1.03 [stable]

Post by Estel »

Gotta love updates, but hate update's day, heh? :)

Keeping my thumbs and thanks for your work!
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Sleeper Service
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Re: FTL Captains Edition 1.03 [stable]

Post by Sleeper Service »

Got it fixed now. The á was indeed one of the problems. FTLs space future cant handle French, that's so sad. Really was the worst update ever. I accidentally overrode about 6 custom ship events when merging the spell checked files. Did redo some, but not all of them (no mid-fight surprise hacks in slug sectors for the moment :( ) Some other stuff might have been lost as well. Please once again tell me if any reported bugs persists.
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Estel
Posts: 466
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Re: FTL Captains Edition 1.03 [stable]

Post by Estel »

Out of curiosity, is something permanently lost (i.e., you haven't had backups)? I wonder how long it will take to release "hotfix" bringing lost content back. You know, would preffer to do thorough playthroughs tests in complete versions, they're quite time consuming.

Again, thanks for your work, and don't worry, sith... erm, shit happens.

/Estel
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CrashSanders
Posts: 153
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Re: FTL Captains Edition 1.03 [stable]

Post by CrashSanders »

Got multiple missing cruisers on the exit beacons.

Also this:
http://i.imgur.com/ajlBYQ6.jpg
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Sleeper Service
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Re: FTL Captains Edition 1.031 [stable]

Post by Sleeper Service »

CrashSanders wrote:Got multiple missing cruisers on the exit beacons.
Right... another lost ship blueprint there
CrashSanders wrote:Also this:
http://i.imgur.com/ajlBYQ6.jpg
I thought I figured out what causes these float mounts, but apparently I didn't... maybe I just give all ships four mounts to get rid of that problem at some point. How boring...
Estel wrote: Out of curiosity, is something permanently lost (i.e., you haven't had backups)? I wonder how long it will take to release "hotfix" bringing lost content back. You know, would preffer to do thorough playthroughs tests in complete versions, they're quite time consuming.
The current version should have most of the stuff back and should be working correctly. I make regular backups, but with the spell-checking going on I was supposed to work only on the files that are in the cloud. I for once forgot about this and put new stuff into my local files, which I later overrode with the spell-checked versions that contained most of the new contend... silly silly, but as far as I can tell only ship events suffered from this and they should be working now...

1.031 changelog
-Destroying exit beacon cruisers no longer slows down the fleet, because pursuit modification doesn't carry over to the next sector anyway
-Most of the lost ship blueprints added again
-Some visual glitches fixed
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