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Re: [Tool] Superluminal 2.1.0b

Posted: Fri Oct 24, 2014 9:38 pm
by 1412
Oh right. Forgot to mention that I also adjusted the starting systems, and it only starts with a medbay...
And I tried taking out the six artillery systems, but it didn't help. Either that or I did it wrong...
Can you think of anything else that would cause it?
Here's the mod if it helps.
https://www.dropbox.com/s/lu8in66lz2y1g ... 5.ftl?dl=0
Could you tell me if you see anything wrong with it? Or am I asking too much of you?

Re: [Tool] Superluminal 2.1.0b

Posted: Sat Oct 25, 2014 3:16 am
by Xen0n
Thanks a ton!

Some of the stuff I made...

Image
Planning to share this one

Image
Already shared ;)

Also, I had some problems with Shield and Engine room images. The glow image would always glitch the texture and show up as a checkered pattern. Fixed it by using the pilot_glow image. Just thought you might want to know.

Re: [Tool] Superluminal 2.1.0b

Posted: Sat Oct 25, 2014 4:45 am
by RAD-82
1412 wrote:Oh right. Forgot to mention that I also adjusted the starting systems, and it only starts with a medbay...
And I tried taking out the six artillery systems, but it didn't help. Either that or I did it wrong...
Can you think of anything else that would cause it?
Here's the mod if it helps.
https://www.dropbox.com/s/lu8in66lz2y1g ... 5.ftl?dl=0
Could you tell me if you see anything wrong with it? Or am I asking too much of you?
You don't have enough weapon mounts. Your six artillery mounts would be 5 through 10. Even though your ship has 2 normal weapon slots, you still have to add a 3rd and 4th mount before you add artillery mounts.

Re: [Tool] Superluminal 2.1.0b

Posted: Sat Oct 25, 2014 5:02 am
by 1412
Oh, really? Thanks, but it seems I can only have eight mounts...

Re: [Tool] Superluminal 2.1.0b

Posted: Sat Oct 25, 2014 9:31 am
by kartoFlane
1412 wrote:Oh, really? Thanks, but it seems I can only have eight mounts...
Yeah, the editor has a limit of 8 mounts per ship. You can still add them manually in the ship's xml layout file.
Xen0n wrote:Also, I had some problems with Shield and Engine room images. The glow image would always glitch the texture and show up as a checkered pattern. Fixed it by using the pilot_glow image. Just thought you might want to know.
Huh, odd. I'd need the problematic .ftl file to know what went wrong... Though it could be possible that you forgot to set the Export Name field for each system with a glow image.

Re: [Tool] Superluminal 2.1.0b

Posted: Sat Oct 25, 2014 3:52 pm
by 1412
Ah, thanks!
Added the extra mounts, but the game still seems to be crashing...

Re: [Tool] Superluminal 2.1.0b

Posted: Sat Oct 25, 2014 6:31 pm
by Xen0n
kartoFlane wrote:Huh, odd. I'd need the problematic .ftl file to know what went wrong... Though it could be possible that you forgot to set the Export Name field for each system with a glow image.
Screenshot from SL2:

Image

The editor automatically set the Export Name field when I loaded the room image. Since it worked for the pilot_glow image I would assume it was a problem with the glow image. The room_cloaking_3_glow did the same thing, Paint.NET said it was corrupted but would open the glow image just fine...dunno what happened there. Still gave me problems even without a glow image at all. Anyway, if you want the .ftl I forgot to save the broken one, but the fixed one is here http://www72.zippyshare.com/v/4211639/file.html

Feel free to play around with it if you want ;)

Re: [Tool] Superluminal 2.1.0b

Posted: Mon Oct 27, 2014 2:49 am
by RAD-82
1412 wrote:Ah, thanks!
Added the extra mounts, but the game still seems to be crashing...
I have a couple of theories, if you're interested in trying them out. I just came up with these after looking at the Star Trek Universe mod which crashes when trying to use the Borg Cube.

1: Perhaps there is a limit to how long/wide a room can be? I've seen a 1x5 room work, but maybe a 1x6 room doesn't? Your cloak room is 6 long. The Borg Cube has 1x10 rooms.

or, if number 1 is wrong

2: Maybe there is a limit to the number of tiles for a room? I've seen 9-tile rooms (3x3) work, but you can't have more? Your weapons and drones have 10 tiles and your engines have 15 tiles. The Borg Cube rooms have 10 tiles.

As I said, these are theories. I haven't tested them.

Re: [Tool] Superluminal 2.1.0b

Posted: Mon Oct 27, 2014 10:19 am
by 1412
Ok, thanks, I'll try it.

Re: [Tool] Superluminal 2.1.0b

Posted: Sat Nov 01, 2014 5:49 am
by 1412
Ok! So changing room sizes didn't help. Is it possible I missed something somewhere about modding and file placement, or could it possibly be that I used the same empty placeholder for each slot and it's too big for some of them?