[MOD][WIP] FTL Infinite Space

Discuss and distribute tools and methods for modding. Moderator - Grognak
DrkTemplar
Posts: 245
Joined: Mon Oct 08, 2012 4:24 pm

Re: [MOD][WIP] FTL Infinite Space

Postby DrkTemplar » Mon Aug 19, 2013 4:48 pm

First, let me apologize for not at the very least updating the thread to let you guys know what's going on.

Second, the reason I have not completed work on this mod is due to the conversion to .append files. This is the ideal way to create the mod, however it makes it (at least for me) very tedious to work with. Each change has to be tested with the mod manager. Previously I overwrote the files, and this allowed me to make changes, and simply launch the game for testing. I switched to using .append files in hopes that it would eliminate any formatting issues that were being caused by my files. On this subject I'm using Notepad++, and if anyone knows if this could be causing formatting issues please let me know. For most mods (I assume) using .append isn't that big of a deal, but these full conversion mods have lots of changes. Perhaps someone that is working on a full conversion type mod has a tip for me?

Finally, I don't want to abandon this mod, and at the very least want to release the content Whoopty created that hasn't yet made it into the mod. However, my biggest concern right now is that each new FTL release will require me to inspect the code event at a time. As I'm forced to do right now. If anyone has any suggestions to help continued development of this mod, I would be grateful.
User avatar
Kieve
Posts: 952
Joined: Tue Sep 18, 2012 2:21 pm

Re: [MOD][WIP] FTL Infinite Space

Postby Kieve » Tue Aug 20, 2013 12:19 am

DrkTemplar wrote:First, let me apologize for not at the very least updating the thread to let you guys know what's going on.

Second, the reason I have not completed work on this mod is due to the conversion to .append files. This is the ideal way to create the mod, however it makes it (at least for me) very tedious to work with. Each change has to be tested with the mod manager. Previously I overwrote the files, and this allowed me to make changes, and simply launch the game for testing. I switched to using .append files in hopes that it would eliminate any formatting issues that were being caused by my files. On this subject I'm using Notepad++, and if anyone knows if this could be causing formatting issues please let me know. For most mods (I assume) using .append isn't that big of a deal, but these full conversion mods have lots of changes. Perhaps someone that is working on a full conversion type mod has a tip for me?

Finally, I don't want to abandon this mod, and at the very least want to release the content Whoopty created that hasn't yet made it into the mod. However, my biggest concern right now is that each new FTL release will require me to inspect the code event at a time. As I'm forced to do right now. If anyone has any suggestions to help continued development of this mod, I would be grateful.


It's a question of load-order in my opinion. As an Elder Scrolls veteran I'm rather used to the idea that sometimes it's necessary to install mods in a certain sequence for them to work right. The changes Inf.Space makes are significant enough that doing a full blueprint overwrite (particularly with the added event chains and quests now) simply makes more sense than trying to "cover up" the original files with .append.

For your part, you'd just need to make it perfectly clear in the OP that this mod has to install before any others - ship mods, gameplay tweaks, and so forth - to ensure they're going to play nicely with each other.
DrkTemplar
Posts: 245
Joined: Mon Oct 08, 2012 4:24 pm

Re: [MOD][WIP] FTL Infinite Space

Postby DrkTemplar » Tue Aug 20, 2013 12:25 am

If that's what's been casing installation issues, than I'm fine with that. However, there have been posts from people using Linux, and Mac (I believe) that have had issues. Since I don't have those environments to test on, I wanted to eliminate any possible difference between my mods, and ones that worked for them.

The main issue are the event files, so I can stick with a hybrid of .append and full overwrites.
User avatar
Estel
Posts: 466
Joined: Sat Jun 22, 2013 4:03 am

Re: [MOD][WIP] FTL Infinite Space

Postby Estel » Tue Aug 20, 2013 9:16 am

DrkTemplar wrote:However, my biggest concern right now is that each new FTL release will require me to inspect the code event at a time.


Thanks a lot for status update. As for your concern, I wouldn't worry about it that much - it's most unlikely, that we will see any more "official" FTL updates.

OTOH, lately, FTL: Captain's Edition become kind of unofficial patch. If you want to go future-proof way, you may consider cooperating with SleeperService (author of CE, or, at least most of it's content and integration, as CE assimilated work from many moders) - just few days ago, he expressed his will to give technical assistance for anyone willing to make Infinite Space compatible with CE (he wasn't interested in doing it on his own, as he is already supervising major mod, that require much work).

Here is CE thread, if you're interested:
viewtopic.php?f=11&t=15663

Cheers,
/Estel
DrkTemplar
Posts: 245
Joined: Mon Oct 08, 2012 4:24 pm

Re: [MOD][WIP] FTL Infinite Space

Postby DrkTemplar » Tue Aug 20, 2013 6:29 pm

I've looked (briefly) at CE mod, and without a doubt it would require a complete rewrite of IS to make it work. Lots of new content which is really nice!

I'll have to look at the download to see exactly what's been changed. I'm mostly curious about the "new tactics" mentioned for enemies. Unless they simply mean new weapons/systems equals new tactics, not sure how that is even possible.

EDIT: If I or anyone else were to go this route, it makes mores sense (imo) to simply convert CE to IS. The core concept of IS is very simple. There were new events and resources added, but mainly to add more content. CE already adds lots of content, much more then IS ever did.

IF this is what "we" as the community want, I'll do that. I estimate it would actually be easier/faster then trying to revive IS as it currently is. The value gained for reviving IS just isn't worth the time, especially if there is already a community favorite like CE.

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

Re: [MOD][WIP] FTL Infinite Space

Postby dalolorn » Tue Aug 20, 2013 7:39 pm

DrkTemplar wrote:I've looked (briefly) at CE mod, and without a doubt it would require a complete rewrite of IS to make it work. Lots of new content which is really nice!

I'll have to look at the download to see exactly what's been changed. I'm mostly curious about the "new tactics" mentioned for enemies. Unless they simply mean new weapons/systems equals new tactics, not sure how that is even possible.

EDIT: If I or anyone else were to go this route, it makes mores sense (imo) to simply convert CE to IS. The core concept of IS is very simple. There were new events and resources added, but mainly to add more content. CE already adds lots of content, much more then IS ever did.

IF this is what "we" as the community want, I'll do that. I estimate it would actually be easier/faster then trying to revive IS as it currently is. The value gained for reviving IS just isn't worth the time, especially if there is already a community favorite like CE.

Thoughts?


I am inclined to agree. CE isn't bad at all, and if integrating IS' core functionality into it is easier than reviving IS or, better yet, integrating it into IS... go for it. :P
User avatar
Estel
Posts: 466
Joined: Sat Jun 22, 2013 4:03 am

Re: [MOD][WIP] FTL Infinite Space

Postby Estel » Tue Aug 20, 2013 8:35 pm

+1 (surprise, surprise ;) ). It would be absolutely great to have either vanilla+ experience (via using CE with or without other compatible mods), OR Infinite Space experience* with CE content (again, with or without other compatible mods), just via switching content from mod manager.

/Estel

*by Infinite Space experience, I mean, obviously, "infinite" game without rebel fleet, with randomly generated sectors, bosses, etc. BTE, CE give some nice opportunities to diversity bosses - for example, now, it may be exceptionally well armed space station, powerful drone Carrier, etc.

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

Re: [MOD][WIP] FTL Infinite Space

Postby dalolorn » Thu Aug 22, 2013 11:48 am

Estel wrote:+1 (surprise, surprise ;) ). It would be absolutely great to have either vanilla+ experience (via using CE with or without other compatible mods), OR Infinite Space experience* with CE content (again, with or without other compatible mods), just via switching content from mod manager.

/Estel

*by Infinite Space experience, I mean, obviously, "infinite" game without rebel fleet, with randomly generated sectors, bosses, etc. BTE, CE give some nice opportunities to diversity bosses - for example, now, it may be exceptionally well armed space station, powerful drone Carrier, etc.

/Estel


I've been thinking, and I think this could be handled differently. If I'm not mistaken, IS uses the game starting event to transport you into the secret sector, right?

Now, what if that event was scripted to have two options - one that starts regular CE, and one that transports you into the secret sector, thus starting IS+? The one problem I see with this implementation would be the fact that the secret sector event from the original game would force you into IS-style gameplay, unless you made a similar choice at the ending event of the secret sector, where you could either go back into regular gameplay, or continue exploring the infinitely vast universe.

This could, however, result in people farming IS until they felt they were ready to confront the boss, but just like with CE's Trade Extension, I suppose that'll have to be left to the player's own conscience. :P

Edit: This does not in any way exclude the idea of merging CE and IS, hence the "IS+" in my original post. :P
User avatar
Estel
Posts: 466
Joined: Sat Jun 22, 2013 4:03 am

Re: [MOD][WIP] FTL Infinite Space

Postby Estel » Thu Aug 22, 2013 12:21 pm

Doesn't sound like bad idea, but there are few complications. IS have few own things - like, sector mini-bosses, and a way of obtaining ship-specific augmentations - and, in Vanilla game, secret sector is home of Crystals.

Now, it would be boring to reduce whole IS to infinitely repeating crystal sector... OTOH, it would be silly to change it into totally random one, for Vanilla playthroughs. Summing it up, I think that it isn't possible to easily merge IS and CE into one mod-loading experience, where you choose game by event at starting beacon.

Still, the difference of (un)loading one mod (IS) on top of others, to decide between vanilla+ (CE) and IS+ (CE+IS) experience, isn't big. I think that it's viable option, requiring "only" making IS compatible with CE (aka, loadable after CE - as last mod - from mod manager, and working just fine, making use of CE content).

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

Re: [MOD][WIP] FTL Infinite Space

Postby dalolorn » Thu Aug 22, 2013 2:18 pm

Estel wrote:Doesn't sound like bad idea, but there are few complications. IS have few own things - like, sector mini-bosses, and a way of obtaining ship-specific augmentations - and, in Vanilla game, secret sector is home of Crystals.

Now, it would be boring to reduce whole IS to infinitely repeating crystal sector... OTOH, it would be silly to change it into totally random one, for Vanilla playthroughs. Summing it up, I think that it isn't possible to easily merge IS and CE into one mod-loading experience, where you choose game by event at starting beacon.

Still, the difference of (un)loading one mod (IS) on top of others, to decide between vanilla+ (CE) and IS+ (CE+IS) experience, isn't big. I think that it's viable option, requiring "only" making IS compatible with CE (aka, loadable after CE - as last mod - from mod manager, and working just fine, making use of CE content).

/Estel


Store lists exist on a per-sector basis. Just make ship-specific augments show up only in the secret sector. And I'm afraid you misunderstood me - IS features would be available in the secret sector, with the extremely rare trip to the Crystal sector being unaffected as far as obtaining the ship was concerned. However, at the end of every IS sector, you'd have the option of returning into regular CE.