[MOD][WIP] FTL Infinite Space

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RAD-82
Posts: 796
Joined: Sat Nov 09, 2013 12:16 am

Re: [MOD][WIP] FTL Infinite Space 0.5.3 bugs

Postby RAD-82 » Thu Jan 09, 2014 10:54 pm

I think I've verified that waiting in the inspection line causes the game to crash because of text overflow. Splitting that up allowed it to continue.

Fixed code with the text split:

Code: Select all

<event name="INF_WPTY_INSPECTION" unique="true">
   <repair/>
   <text>As you reach the beacon, you find yourself at the end of a line of other ships, queuing for some kind of inspection. Before you have time to wonder what's going on, a small ship zips past your view screen and hails you. "All ships must wait for inspection before jumping."</text>
   <choice>
      <text>You don't have time for this, power up the FTL.</text>
      <event>
         <text>At the sign of your FTL drive powering up, the little ship starts flashing a large red light mounted on its roof and zooms off. As you prepare to leave, a much larger craft cuts in front of you. It is heavily armed, with the insignia "Fitch's Hydro" on its side. It isn't going to let you leave without a fight.</text>
         <ship load="FITCH_HYDRO_POLICE" hostile="true"/>
      </event>
   </choice>
   <choice>
      <text>Wait in line like everyone else.</text>
      <event>
         <text>The line barely seems to move over the next few hours and you can tell some of the ships are sizing up the larger enforcement vessel, with "Fitch's Hydro" on its side. You watch as another ship moves forward for automated scans, but before they can begin, it opens fire at close range, cutting the enforcement vessel in half.</text>
         <choice>
            <text>Continue...</text>
            <event>
            <text>This sends the other ships into a panic. They scatter and many jump away. The little policing ship buzzes around the one that fired, trying to keep it from escaping by targeting the engines with its little lasers, but they aren't doing much good.</text>
            <choice>
               <text>Jump away, this isn't your problem.</text>
               <event>
                  <text>You order your crew to power your FTL drive.</text>
               </event>
            </choice>
            <choice>
               <text>Attack the aggressive ship.</text>
               <event>
                  <text>As you swoop in to attack, the little ship hails you, "That ship has the daughter of the local water magnate aboard, don't let her die!"</text>
                       <ship load="FITCH_HYDRO_SHIP" hostile="true"/>
               </event>
            </choice>
            </event>
         </choice>
      </event>
   </choice>
</event>


If you don't wait in line, and you kill the police ship, the text there seems to be on the verge of overflow, causing that weird glitch at the end. I recommend deleting the Now no one gets the reward. from the long text to prevent the glitch should it cause some people to crash, since some people have said either choice crashes.

Event INF_WPTY_INSPECTION_QUEST, which was previously unattainable because of the text overflow from waiting in line, causes a crash. The choice is lacking event tags and text for selecting it.

Fixed code:

Code: Select all

<event name="INF_WPTY_INSPECTION_QUEST">
   <text planet="PLANET_UNPOPULATED">You arrive shortly after the little ship and watch it power down its engines. A turbulent looking gas giant sits a few thousand kilometres off your bow. You'd have expected some sort of facility for you to hand off the girl, but nothing appears on the scanners.</text>
   <choice>
      <text>Continue...</text>
      <event>
         <text>Then, out of the swirling surface of the planet, a heavily armed pirateship emerges and targets you. "Hahaha," laughs the small ship's captain over the comm, "Thank you for getting the girl away from her protectors, we'll be taking her now. That reward is ours."</text>
         <ship load="FITCH_HYDRO_KIDNAPPER" hostile="true"/>      
      </event>
   </choice>
</event>


Eventlists INF_WPTY_WATERGEN_SURFACE2 and INF_WPTY_WATERGEN_TELEPORT lack choice tags, preventing the next event from loading.

Fixed code:

Code: Select all

<eventList name="INF_WPTY_WATERGEN_SURFACE2">
   <event>
      <text>Bringing the ship in past the jagged ice crystals and finding a safe spot proves difficult and the hull takes some damage.</text>
      <damage amount="5"/>
      <choice>
         <text>Continue...</text>
         <event load="INF_WPTY_WATERGEN_EXPLORE"/>
      </choice>
   </event>
   <event>
      <text>Despite hazardous conditions your pilot brings the ship in safely, managing to avoid any major problems.</text>
      <choice>
         <text>Continue...</text>
         <event load="INF_WPTY_WATERGEN_EXPLORE"/>
      </choice>
   </event>
</eventList>
<eventList name="INF_WPTY_WATERGEN_TELEPORT">
   <event>
      <text>Despite the hazards of teleporting crew at these speeds, all your team manages to make it to the surface ok.</text>
      <choice>
         <text>Continue...</text>
         <event load="INF_WPTY_WATERGEN_EXPLORE"/>
      </choice>
   </event>
   <event>
      <text>Teleporting at high speeds can be incredibly dangerous and while you manage to get most of your team to the surface, one of them is beamed into the ice surface and is instantly killed!</text>
      <crewMember amount="-1"/>
      <choice>
         <text>Continue...</text>
         <event load="INF_WPTY_WATERGEN_EXPLORE"/>
      </choice>
   </event>
</eventList>


That's all that I've tested for now. I see a few lines I still want to test for text overflow, but I'll have to wait on those.
Image
Junkyard has FTL mods, mostly ships and a few other things.
Axyl
Posts: 2
Joined: Fri Jan 10, 2014 3:58 pm

Re: [MOD][WIP] FTL Infinite Space

Postby Axyl » Fri Jan 10, 2014 4:02 pm

Hey all.

I really hope this is okay to post here.. Been playing this mod since god-knows-when. This forum thread was barely into it's 60th page back then.

I'm part of a Youtube channel, and I recently put out a video on FTL: Infinite Space which also includes a really brief tutorial on how to install it.

Anyway, DrkTemplar and all the people who've contributed to this mod.. Thank you. :D

http://www.youtube.com/watch?v=aZHPuClS1wk

Enjoy!

Also.. Is Infinite Space likely to be updated once Advanced Edition is launched to include the new A.E content? :D
asc1925
Posts: 1
Joined: Sat Jan 11, 2014 1:29 am

Re: [MOD][WIP] FTL Infinite Space

Postby asc1925 » Sat Jan 11, 2014 1:35 am

i'm having trouble downloading this, it keeps trying to open the mod when i finish downloading it in adobe, any know what program it should be trying to use, and how i can tell it to use that program?
User avatar
RAD-82
Posts: 796
Joined: Sat Nov 09, 2013 12:16 am

Re: [MOD][WIP] FTL Infinite Space

Postby RAD-82 » Sat Jan 11, 2014 2:33 am

Edit: This post pertains to a time before Advanced Edition. I've removed the links, since the stuff in them is included in this Advanced Edition update that I've provided: viewtopic.php?f=12&t=3542&p=78876#p78876

I've done all the testing and fixing that I'm going to do. Instead of listing the events that I fixed like I did in my last post, I'm just going to provide a patch that can be loaded after Infinite Space 0.5.3 to replace the errors.

Download *link removed* from MediaFire

I can't guarantee this is perfect, but I have done some testing with it. This file also includes an event, INF_REWARD_WEAPON, which was missing from Infinite Space. It definitely doesn't have the intended result, since I'm not sure what it was.

The reason I was doing this 'fixing' was because I was making a compatibility patch for the Universal Starting Beacon. I was originally going to put these fixes in the compatibility patch, but then decided to make it separate because of things like sM Polish Kit that wouldn't be compatible with the USB patch.

Download *link removed* from MediaFire

This compatibility patch can currently be used with these two ships: Frankenstein and Auto-Cruiser Sovereign

Load order instructions should be visible in SMM, which is required for the Universal Starting Beacon.
Last edited by RAD-82 on Thu May 22, 2014 10:45 pm, edited 1 time in total.
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Junkyard has FTL mods, mostly ships and a few other things.
rongo
Posts: 1
Joined: Sat Jan 11, 2014 11:22 am

Re: [MOD][WIP] FTL Infinite Space

Postby rongo » Sat Jan 11, 2014 12:32 pm

Hello!
Can you help me? This mods looks awesome, but when I use SMM to patch it in, I get:
Patching failed. java.io.EOFException

I'm trying on a clean, steam version, no mods in use, run as admin. Win 7 (x64) (update: tried on Vista - same result).

Code: Select all

11:20:09.903 [AWT-EventQueue-0] DEBUG net.vhati.modmanager.FTLModManager - Slipstream Mod Manager v1.4
11:20:09.904 [AWT-EventQueue-0] DEBUG net.vhati.modmanager.FTLModManager - Windows 7 6.1
11:20:09.904 [AWT-EventQueue-0] DEBUG net.vhati.modmanager.FTLModManager - Java HotSpot(TM) Client VM, 1.7.0_45, x86
11:20:09.917 [AWT-EventQueue-0] INFO  net.vhati.modmanager.FTLModManager - Using FTL dats path from config: C:\Program Files (x86)\Steam\SteamApps\common\FTL Faster Than Light\resources
11:20:10.222 [Thread-4] DEBUG net.vhati.modmanager.ui.ManagerInitThread - Catalog isn't stale yet.
11:20:10.226 [Thread-4] DEBUG net.vhati.modmanager.ui.ManagerInitThread - App update info isn't stale yet.
11:20:10.266 [Thread-5] INFO  net.vhati.modmanager.core.ModsScanThread - Background hashing finished.
11:20:10.266 [Thread-5] INFO  net.vhati.modmanager.core.ModsScanThread - Background metadata caching finished.
11:20:19.657 [AWT-EventQueue-0] INFO  net.vhati.modmanager.ui.ManagerFrame -
11:20:19.657 [AWT-EventQueue-0] INFO  net.vhati.modmanager.ui.ManagerFrame - Patching...
11:20:19.658 [AWT-EventQueue-0] INFO  net.vhati.modmanager.ui.ManagerFrame -
11:20:19.663 [Thread-6] INFO  net.vhati.modmanager.core.ModPatchThread - Restoring vanilla "data.dat"...
11:20:19.692 [Thread-6] INFO  net.vhati.modmanager.core.ModPatchThread - Restoring vanilla "resource.dat"...
11:20:20.173 [Thread-6] ERROR net.vhati.modmanager.core.ModPatchThread - Patching failed. java.io.EOFException
   at java.io.RandomAccessFile.readFully(Unknown Source)
   at net.vhati.ftldat.FTLDat$FTLPack.readLittleUInt(FTLDat.java:475)
   at net.vhati.ftldat.FTLDat$FTLPack.readIndex(FTLDat.java:572)
   at net.vhati.ftldat.FTLDat$FTLPack.<init>(FTLDat.java:461)
   at net.vhati.ftldat.FTLDat$FTLPack.<init>(FTLDat.java:451)
   at net.vhati.modmanager.core.ModPatchThread.patch(ModPatchThread.java:160)
   at net.vhati.modmanager.core.ModPatchThread.run(ModPatchThread.java:88)

11:23:15.000 [AWT-EventQueue-0] INFO  net.vhati.modmanager.ui.ManagerFrame -
11:23:15.000 [AWT-EventQueue-0] INFO  net.vhati.modmanager.ui.ManagerFrame - Patching...
11:23:15.000 [AWT-EventQueue-0] INFO  net.vhati.modmanager.ui.ManagerFrame -
11:23:15.002 [Thread-8] INFO  net.vhati.modmanager.core.ModPatchThread - Restoring vanilla "data.dat"...
11:23:15.044 [Thread-8] INFO  net.vhati.modmanager.core.ModPatchThread - Restoring vanilla "resource.dat"...
11:23:15.466 [Thread-8] ERROR net.vhati.modmanager.core.ModPatchThread - Patching failed. java.io.EOFException
   at java.io.RandomAccessFile.readFully(Unknown Source)
   at net.vhati.ftldat.FTLDat$FTLPack.readLittleUInt(FTLDat.java:475)
   at net.vhati.ftldat.FTLDat$FTLPack.readIndex(FTLDat.java:572)
   at net.vhati.ftldat.FTLDat$FTLPack.<init>(FTLDat.java:461)
   at net.vhati.ftldat.FTLDat$FTLPack.<init>(FTLDat.java:451)
   at net.vhati.modmanager.core.ModPatchThread.patch(ModPatchThread.java:160)
   at net.vhati.modmanager.core.ModPatchThread.run(ModPatchThread.java:88)

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kartoFlane
Posts: 1488
Joined: Mon Jan 14, 2013 10:20 pm

Re: [MOD][WIP] FTL Infinite Space

Postby kartoFlane » Sat Jan 11, 2014 10:40 pm

@asc1925
Select "Save As..." instead of "Open With..." in the download dialog. Or right-click on the download link and select "Save Target As..."
Mods coming in .ftl format can be installed with SMM

@rongo
Look here
Superluminal2 - a ship editor for FTL
powerism_
Posts: 1
Joined: Sat Jan 04, 2014 8:39 pm

Re: [MOD][WIP] FTL Infinite Space

Postby powerism_ » Sun Jan 12, 2014 5:26 am

can you still unlock ships when you use this mod? because you have to be in certain sectors for the ships, and this seems to just generate different layouts of the same sector. is it possible that the random events to unlock other ships will still generate?
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kartoFlane
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Joined: Mon Jan 14, 2013 10:20 pm

Re: [MOD][WIP] FTL Infinite Space

Postby kartoFlane » Sun Jan 12, 2014 12:42 pm

@powerism_
This is exactly how the mod works -- the only way to achieve unlimited gameplay is by looping you through the secret sector. As such, there's no way to unlock ships with this mod installed.
Superluminal2 - a ship editor for FTL
slimey_fusion
Posts: 1
Joined: Sun Jan 12, 2014 5:21 pm

Re: [MOD][WIP] FTL Infinite Space

Postby slimey_fusion » Sun Jan 12, 2014 5:24 pm

how the hell do i download this mod
Cpt. Luc-Jean Micard
Posts: 1
Joined: Sun Jan 19, 2014 12:19 am

Re: [MOD][WIP] FTL Infinite Space

Postby Cpt. Luc-Jean Micard » Sun Jan 19, 2014 12:23 am

I believe the Crystal I drone is either broken or its description should be changed to indicate that it does not pierce a full set of shields like a missile, because this is not the case in my game. I realize this isn't directly part of your mod but thought it might be related to the incorporation of the modded drones into Infinite Space.