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Re: [Tutorial] New Guide on creating weapons

Posted: Wed Apr 30, 2014 2:49 pm
by kartoFlane
Kaerius wrote:zipped up the test directory
That's your error. You need to zip up the data folder itself (along with any other folders, like img and less often audio/fonts, if you use them)

Re: [Tutorial] New Guide on creating weapons

Posted: Wed Apr 30, 2014 2:50 pm
by Kaerius
Live and learn, I'll have a go when I get home.

Re: [Tutorial] New Guide on creating weapons

Posted: Wed Apr 30, 2014 10:37 pm
by Kaerius
kartoFlane wrote:
Kaerius wrote:zipped up the test directory
That's your error. You need to zip up the data folder itself (along with any other folders, like img and less often audio/fonts, if you use them)
Got home, unpacked it, packed the data folder directly, made sure it was the right format and renamed to .ftl, patched it in with slipstream, as the last mod... and nope, did absolutely nothing.

And then I used FTL dat manager to remove the blueprints.xml.append~ file from the data.dat, saved, added my edited one, saved, and the ship STILL has the default loadout. So at this point I don't even know what's going on.

Re: [Tutorial] New Guide on creating weapons

Posted: Sat May 03, 2014 7:06 am
by opticlops
cheers :D

Re: [Tutorial] New Guide on creating weapons

Posted: Fri Jul 25, 2014 7:56 pm
by zabing12
Then you open a Text editor of your choice (I am using Notepad++) and you create 2 files there. The two will be calle

Uuuh, how do I make a file in a text editor?

Re: [Tutorial] New Guide on creating weapons

Posted: Fri Jul 25, 2014 8:46 pm
by zabing12
It says I can't have slashes as my names for folders

Re: [Tutorial] New Guide on creating weapons

Posted: Sat Jul 26, 2014 12:39 am
by kartoFlane
Slashes are just a way to separate folder names. So my_weapon/data/ means my_weapon folder with a data folder inside of it.

Re: [Tutorial] New Guide on creating weapons

Posted: Thu Dec 25, 2014 4:17 am
by olePigeon
I ran into some problems trying to do this on Mac. So here're some tips for Mac users:

1. Get a copy of ZipCleaner by Roger Jolly
2. Get a copy of TextWrangler by Bare Bones Software

Both of these applications are free.

Edit your .xml.append files in TextWrangler, and when you save, set Line Breaks to Windows CRLF. Slipstream is looking for CRLF, and TextEdit uses LF only.

When you zip up your files, don't select the parent folder. Select the two data and img folders, then Compress. Drop the .Zip file on the ZipCleaner to remove the invisible UNIX files. Then rename to .ftl.

Re: [Tutorial] New Guide on creating weapons

Posted: Sat Apr 18, 2015 2:12 pm
by Biohazard063
Can't seem to get the audio working properly.
Trying to get a bomb weapon going.
Did the steps you said in the tutorial :

Created a folder myship/audio/was/weapons with in it a bombteleportchaos.wav and even the bombteleportchaos.ogg sound file. (Tried it with just one file there as well. No change.)
Creataed the sounds.xml.append where it says :
<bombteleport_chaos volume="4">weapons/bombteleport_chaos</bombteleport_chaos>
Placed the file in myship/data
In the weapons blueprint made sure that it said :
<launchSounds>
<sound>bombteleport_chaos</sound>
</launchSounds>
The custom animation (on my ship) works, but like I said, the sound doesn't play.
Anything obvious I did wrong or is it just an "I've got no idea what went wrong" kind of thing?

Re: [Tutorial] New Guide on creating weapons

Posted: Sat Apr 18, 2015 2:27 pm
by Sleeper Service
All FTL sounds seem to be .ogg as far as I can tell (at last in the Linux version). It's possible that .wav might just not work as a format.

Also the file path in the sound data needs to have the correct ending, else the game probably won't find the file. That's also how its done in the vanilla sound data:
<bombTeleport volume="8">weapons/bp_SFX_BombTeleport.ogg</bombTeleport>