I can, but windows update screwed something, and I can no longer open FTL files as directories, and changes to ZIP are one way. There's no going back again after exploring the directory tree inside the mod file unless I use 7z to convert it back into an FTL file by creating a custom archive type called FTL. Doing that allows SMM to patch the files, but then FTL doesn't launch. Crash on load.
That being said, this is missing the point as well. The end user shouldn't be responsible for fixing the software. That's a Bethesda mentality, and it's wrong. (even assuming it worked) :'D
EDIT: It's strange that I should experience this error, but nobody has reported similar before now. I can't say I believe I'm the first one to load the new release. Not with all the active people in this thread. I wonder if it was the recent updates....
FTL Captain's Edition 1.308/Inf 1.301b/EL 1.308
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Re: FTL Captain's Edition 1.068
Last edited by PaladinGreco on Fri Nov 22, 2013 5:14 pm, edited 1 time in total.
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Re: FTL Captain's Edition 1.068
Yeah, that should not be happening. You still see the extensions, right?PaladinGreco wrote:I can, but windows update screwed something, and I can no longer open FTL files as directories, and changes to ZIP are one way. There's no going back again after exploring the directory tree inside the mod file unless I use 7z to convert it back into an FTL file by creating a custom archive type called FTL. Doing that allows SMM to patch the files, but then FTL doesn't launch. Crash on load.
That being said, this is missing the point as well. The end user shouldn't be responsible for fixing the software. That's a Bethesda mentality, and it's wrong. :'D
As for the "Bethesda mentality", it's not Sleeper's fault he can't work on this 3600 seconds an hour, 24 hours a day, and 7 days a week. And 4 weeks a month, and 12 months a year, and 10 years a decade....

Edit: That said, I think I have a vague idea as to what's wrong. I think Slipstream is encountering an unidentifiable file (not the metadata, but not proper game data) and doesn't know how to handle it. Consequently, mayhem occurs.
Oh, and I just remembered something while typing this out: Slipstream can manage a zip just fine, you just have to change its settings. I think it's in a file called modman.cfg or something like that.
Re-edit: To clarify the theory in my previous edit, as I made it a bit more vague than I wanted to:
Slipstream knows the contents of the .ftl. However, it does not comprehend the purpose of one of the files it found, as it is not game data for it to patch in, but it is not a description file added by the author of the .ftl. This error is one that the program is incapable of handling, as Vhati's programming assumed that no user would be dumb enough to put any other files into the .ftl file. This particular incident was likely an error with your OS, Sleeper's OS, or some file Sleeper put in there deliberately for other reasons, but forgot to delete.
Last edited by dalolorn on Fri Nov 22, 2013 5:21 pm, edited 1 time in total.
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Re: FTL Captain's Edition 1.068
Huh, no no. I'm not bashing Sleeper. I just had a moment of paranoia where having to bodge the mod into working was going to become accepted procedure (it's happened before elsewhere). That has nothing to do with Sleeper, but rather my own slightly jaded view of how mod communities filled with savvy modders and programmers can come to see things like this as trivial (which it is to us, more or less), and eventually it becomes a bar to entry to normal users (which none of us are). Pardon me. 

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Re: FTL Captain's Edition 1.068
Oh, I didn't think you meant to do that. I just couldn't restrain myself.PaladinGreco wrote:Huh, no no. I'm not bashing Sleeper. I just had a moment of paranoia where having to bodge the mod into working was going to become accepted procedure (it's happened before elsewhere). That has nothing to do with Sleeper, but rather my own slightly jaded view of how mod communities filled with savvy modders and programmers can come to see things like this as trivial (which it is to us, more or less), and eventually it becomes a bar to entry to normal users (which none of us are). Pardon me.

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Re: FTL Captain's Edition 1.068
You got me good, then. =P
EDIT: Yes, the latest update removed the ability to edit normal file extensions in Windows. Windows doesn't recognize FTL or 7z as normal extensions, so those are still unprotected (visible and editable). That's ok, though, since I can still force it to do so by jumping through another program first. When will M$ learn that all it is doing is inconveniencing normal users, and not doing a damn thing to beef up security against the tech savvy? Hell this isn't even difficult to get around, as any save/load file dialogue window adds them back in, so it's just silly. Like... why would you do this, MSDN, why? XD [/amused rant]
(Besides, I can just turn them back on again. Stop changing my settings.)
EDIT: Yes, the latest update removed the ability to edit normal file extensions in Windows. Windows doesn't recognize FTL or 7z as normal extensions, so those are still unprotected (visible and editable). That's ok, though, since I can still force it to do so by jumping through another program first. When will M$ learn that all it is doing is inconveniencing normal users, and not doing a damn thing to beef up security against the tech savvy? Hell this isn't even difficult to get around, as any save/load file dialogue window adds them back in, so it's just silly. Like... why would you do this, MSDN, why? XD [/amused rant]
(Besides, I can just turn them back on again. Stop changing my settings.)
Last edited by PaladinGreco on Fri Nov 22, 2013 5:42 pm, edited 2 times in total.
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Re: FTL Captain's Edition 1.068
Well, the exaggeration and the smiley seemed like enough to make the non-serious nature of that paragraph clear.PaladinGreco wrote:You got me good, then. =P

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Re: FTL Captain's Edition 1.068
Just a note: the Old Laser no longer appears on the Red-Tail, so you may want to change the OP to point people at the changed weapon graphics of the weapons or edit it back in, since that was what you were officially using as the indicator that the mod had loaded properly. Now, however, if you have human crew, it does a 'you can talk to the human crew' event at the starting navpoint after you close the initial window. So it IS still working, just no more Old Laser to show it before you get into the game.
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Re: FTL Captain's Edition 1.068
Go to folder properties/options (can't remember) and disable "hide common file extensions"
That hAs existed since release Vista.
That hAs existed since release Vista.
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Re: FTL Captain's Edition 1.068
Yeah, I thought that might be the problem. It's so confusing when my school's computers do that, and I can't change the settings there...PaladinGreco wrote:EDIT: Yes, the latest update removed the ability to edit normal file extensions in Windows. Windows doesn't recognize FTL or 7z as normal extensions, so those are still unprotected (visible and editable). That's ok, though, since I can still force it to do so by jumping through another program first. When will M$ learn that all it is doing is inconveniencing normal users, and not doing a damn thing to beef up security against the tech savvy? Hell this isn't even difficult to get around, as any save/load file dialogue window adds them back in, so it's just silly. Like... why would you do this, MSDN, why? XD [/amused rant]
(Besides, I can just turn them back on again. Stop changing my settings.)

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Re: FTL Captain's Edition 1.068
Eh ok, so I guess this problem was not related to CE itself in the end? Cause it definitely runs fine for me...
Turns out the boss fight is quite hard right now, mainly due to the very slow beam weapon. That will be reworked in the next version. Can anyone confirm that the boss calls in Artillery strikes correctly?
Also, there is a little section about the PDS events to the OP now.
Hazard Extension (HE_)

Hazard Extension was originally an attempt to create some new and unique environmental Hazards. The idea was derailed a little and lead to the implementation of planetary artillery and long range artillery weapons for some factions for now. The Rebel fleet might also target you with these weapons if they catch up with you.
Planetary Artillery and the Rebel PDS are devastating long range weapon that can severely damage your ship. They fire multiple shots in one barrage, pierce all shields, deal heavy damage and can also cause fires and breaches, but they also charge extremely slow. A lone cruiser should avoid getting hit by these weapons at all cost. Events that feature this weapons strive to create tense deadline fights.
HE also features minefields events in some sectors. There might be additional Hazards added in the future.

Turns out the boss fight is quite hard right now, mainly due to the very slow beam weapon. That will be reworked in the next version. Can anyone confirm that the boss calls in Artillery strikes correctly?
Also, there is a little section about the PDS events to the OP now.
Hazard Extension (HE_)

Hazard Extension was originally an attempt to create some new and unique environmental Hazards. The idea was derailed a little and lead to the implementation of planetary artillery and long range artillery weapons for some factions for now. The Rebel fleet might also target you with these weapons if they catch up with you.
Planetary Artillery and the Rebel PDS are devastating long range weapon that can severely damage your ship. They fire multiple shots in one barrage, pierce all shields, deal heavy damage and can also cause fires and breaches, but they also charge extremely slow. A lone cruiser should avoid getting hit by these weapons at all cost. Events that feature this weapons strive to create tense deadline fights.
HE also features minefields events in some sectors. There might be additional Hazards added in the future.
