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Re: [HARD-CODED] FTL: Hyperspace

Posted: Sun Nov 01, 2020 12:54 am
by TheSwiftTiger
Update 0.5.4

This update DOES NOT make the mod work on the latest version of FTL. You will have to downgrade to version 1.6.9 - the instructions for that are in the main post.

Changelog

Code: Select all

- Fixed bugs:
	> Drones that have healing effects no longer continue to heal crew even when destroyed or despawned
	> Ion intruders now work when "battle" race is set
	> <customShip> crew assignment no longer doubles crew when restarting
	> Boarding drones can now be selected by clicking if controllable
	> Removing hidden augments now works as intended
- <droneAI> tag which lets you choose what the drone tries to do
- Added creditsBackground attribute to <win> in custom events, which pulls from an imageList
	> Can be used for randomized win backgrounds as well
	> Added default_victory custom event which can change the credits background and text for winning by killing the flagship
- Changed <roomAnim> (removed <iconAnim>) syntax and added renderLayer attribute
- Weapons no longer disappear when jumping
- Added <noJump> tag to enemy custom ships which prevents you from jumping when in a fight with them
Download link is on the main post

Re: [HARD-CODED] FTL: Hyperspace

Posted: Tue Nov 24, 2020 9:47 pm
by TheSwiftTiger
Update 0.5.5

This update DOES NOT make the mod work on the latest version of FTL. You will have to downgrade to version 1.6.9 - the instructions for that are in the main post.

Changelog

Code: Select all

- Bug fixes related to hidden augments
Download link is on the main post

Re: [HARD-CODED] FTL: Hyperspace

Posted: Sat Nov 28, 2020 11:31 pm
by TheSwiftTiger
Update 0.5.6

This update DOES NOT make the mod work on the latest version of FTL. You will have to downgrade to version 1.6.9 - the instructions for that are in the main post.

Changelog

Code: Select all

- Fixed hidden augment removal (again)
- Fixed dying in a secret sector not letting you choose the second sector after restarting
- Added better logging
	> Made FTL_HS.log which includes event creations and ship creations
	> ShipEvent information: ship event name, blueprint, autoBlueprint, actual ship blueprint name
	> crashlogs folder now copies FTL.log and FTL_HS.log
Download link is on the main post

Re: [HARD-CODED] FTL: Hyperspace

Posted: Wed Dec 16, 2020 9:37 pm
by KawaiiAsa
realise I'm probably 500 light years late to this... but I don't know how I went wrong because I always get an error message saying 'hyperspace.xml not found', however I do not remember there being a hyperspace.xml file, no clue where I went wrong but it prevents use of the mod entirely, maybe I missed a solution to this being posted here but oh well

Re: [HARD-CODED] FTL: Hyperspace

Posted: Wed Dec 16, 2020 11:09 pm
by laszlogasd
KawaiiAsa wrote:realise I'm probably 500 light years late to this... but I don't know how I went wrong because I always get an error message saying 'hyperspace.xml not found', however I do not remember there being a hyperspace.xml file, no clue where I went wrong but it prevents use of the mod entirely, maybe I missed a solution to this being posted here but oh well
If you are not using multiverse, then after downgrading and having the files in place, you'll have to patch in the hyperspace.ftl file with slipstream as well for it to work.

Re: [HARD-CODED] FTL: Hyperspace

Posted: Thu Dec 17, 2020 8:43 pm
by Z_Ace
I'm trying to add in a couple new races, but while I can get them both working functionally neither is visible in game.

The graphic files fundamentally work, in that if I rename them human_base.png it replaces the human graphics perfectly. That must mean that I have made a mistake in the data files, but I'm not sure where.

Here's what I have in my hyperspace.xml file:

Code: Select all

<crew>
<race name="Bean">
<animBase>bean</animBase>
</race>
And here's what I have in my blueprints.xml.append file:

Code: Select all

<crewBlueprint name="Bean">
	<desc>Just here to have a good time! You should probably keep them out of close combat.</desc>
	<cost>50</cost>
	<title>Bean</title>
	<short>Bean</short>
	<rarity>1</rarity>
	<colorList>
		<layer> <!--fore color-->
			<color r="255" g="0" b="0" a="1.0" /> <!--red-->
			<color r="0" g="255" b="0" a="1.0"/> <!--green-->
			<color r="0" g="0" b="255" a="1.0"/> <!--blue-->
			<color r="199" g="134" b="23" a="1.0"/> <!--yellow-->
			<color r="56" g="255" b="220" a="1.0"/> <!--cyan-->
			<color r="238" g="84" b="187" a="1.0"/> <!--magenta-->
			<color r="63" g="71" b="78" a="1.0"/> <!--black-->
			<color r="113" g="73" b="30" a="1.0"/> <!--brown-->
		</layer>
	</colorList>
</crewBlueprint>
And the animations.xml.append file is just the base version but replacing "ghost" with "bean."

Can anyone spot any obvious errors?

Edit: Immediately after writing this I though, "maybe instead of using the ghost crew data I should use the testCrew data." As soon as I did so it immediately started working.

Re: [HARD-CODED] FTL: Hyperspace

Posted: Thu Dec 17, 2020 11:18 pm
by KawaiiAsa
laszlogasd wrote:
KawaiiAsa wrote:realise I'm probably 500 light years late to this... but I don't know how I went wrong because I always get an error message saying 'hyperspace.xml not found', however I do not remember there being a hyperspace.xml file, no clue where I went wrong but it prevents use of the mod entirely, maybe I missed a solution to this being posted here but oh well
If you are not using multiverse, then after downgrading and having the files in place, you'll have to patch in the hyperspace.ftl file with slipstream as well for it to work.
I've been patching it in with Slipstream however it still comes up with the same error message

Re: [HARD-CODED] FTL: Hyperspace

Posted: Tue Dec 22, 2020 1:19 am
by Z_Ace
Image

As a mod maker, what do I need to do to update my mod to the latest version of Hyperspace?

Edit: my mod was made with version 0.5.5

Re: [HARD-CODED] FTL: Hyperspace

Posted: Tue Dec 22, 2020 4:54 am
by TheMultiverseTeam
in your hyperspace.xml(.append) file there should be a <version> tag. Make sure you version tag is the latest hyperspace version.
Syntax would be <version>56</version> (as the latest hyperspace version is 0.5.6)

Re: [HARD-CODED] FTL: Hyperspace

Posted: Tue Dec 22, 2020 2:06 pm
by Z_Ace
TheMultiverseTeam wrote:in your hyperspace.xml(.append) file there should be a <version> tag. Make sure you version tag is the latest hyperspace version.
Syntax would be <version>56</version> (as the latest hyperspace version is 0.5.6)
Is that it? Fantastic!