That was a fix for version r2. You don't need to apply it: there is another fix in version r3, the latest version.Jessen wrote:he addedto line 46, but i dont know what that means or how to do it. maybe someone can enlighten me.Code: Select all
def add(self, filename, f, size): filename = filename.replace('\\','/')
[Tool] ftldat r7
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Re: [Modding] Packing and unpacking data.dat and resource.da
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Re: [Modding] Packing and unpacking data.dat and resource.da
I have created a stand-alone Windows installer.
- Run the installer found here http://westerbaan.name/~bas/ftldat/ftldat-latest.exe. (You do not need to install Python anymore.)
- Open up a command prompt (Start -> Run... -> "cmd" -> "OK")
- Navigate to the folder with the data.dat and resource.dat.
- To unpack, run ftldat unpack data.dat
This wil create a data.dat-unpacked folder. - WARNING, before packing, make a backup of data.dat. To pack, run ftldat pack data.dat.
- To show the contents and fingerprints of a .dat, run ftldat info --hashes data.dat.
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Re: [Modding] Packing and unpacking data.dat and resource.da
This game desperately needs an override folder for loose files. There's so much potential but it's inordinately difficult to use (or distribute legally) when it has to be repacked first.
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Re: [Modding] Packing and unpacking data.dat and resource.da
Thanks for the auto-installer but on Seven when I unpack a DATA it doesn't tell me where it unpacks it.bas wrote:I have created a stand-alone Windows installer.
Hope this makes it easier.
- Run the installer found here http://westerbaan.name/~bas/ftldat/ftldat-latest.exe. (You do not need to install Python anymore.)
- Open up a command prompt (Start -> Run... -> "cmd" -> "OK")
- Navigate to the folder with the data.dat and resource.dat.
- To unpack, run ftldat unpack data.dat
This wil create a data.dat-unpacked folder.- WARNING, before packing, make a backup of data.dat. To pack, run ftldat pack data.dat.
- To show the contents and fingerprints of a .dat, run ftldat info --hashes data.dat.
edit: Nevermind ftldat unpack -h solved this ^^"
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Re: [Modding] Packing and unpacking data.dat and resource.da
Thanks for this awesome tool. I'm using it to make a mod for FTL. 

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Re: [Modding] Packing and unpacking data.dat and resource.da
.dat files are easy to manipulate in place -- it is easy to add or change a file without repacking everything.Dal wrote:This game desperately needs an override folder for loose files. There's so much potential but it's inordinately difficult to use (or distribute legally) when it has to be repacked first.
A mod could just be a zip file with the changed files. It would not be too hard to write a tool to apply such a zip to the dat files. If someone has some serious modding plans, then I would be glad to help out.
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Re: [Modding] Packing and unpacking data.dat and resource.da
I'm poking around to see what I can find, not gonna release anything till the devs say it's okay
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Re: [Modding] Packing and unpacking data.dat and resource.da
Your tool could be used to install mods pretty easily:bas wrote:.dat files are easy to manipulate in place -- it is easy to add or change a file without repacking everything.Dal wrote:This game desperately needs an override folder for loose files. There's so much potential but it's inordinately difficult to use (or distribute legally) when it has to be repacked first.
A mod could just be a zip file with the changed files. It would not be too hard to write a tool to apply such a zip to the dat files. If someone has some serious modding plans, then I would be glad to help out.
1. Automatically back-up existing files
2. Unpack existing files
3. Copy mod files into the directory with the unpacked files
4. Repack
Doesn't require distribution of original files, it's not an ideal solution, but it's not exactly a bad solution.
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Re: [Modding] Packing and unpacking data.dat and resource.da
Anyone got any... simplified methods of doing this? I am horrible with the command line.
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Re: [Modding] Packing and unpacking data.dat and resource.da
That would do the trick, but it is a bit indirect.Zuriki wrote:Your tool could be used to install mods pretty easily:bas wrote:.dat files are easy to manipulate in place -- it is easy to add or change a file without repacking everything.Dal wrote:This game desperately needs an override folder for loose files. There's so much potential but it's inordinately difficult to use (or distribute legally) when it has to be repacked first.
A mod could just be a zip file with the changed files. It would not be too hard to write a tool to apply such a zip to the dat files. If someone has some serious modding plans, then I would be glad to help out.
1. Automatically back-up existing files
2. Unpack existing files
3. Copy mod files into the directory with the unpacked files
4. Repack
Doesn't require distribution of original files, it's not an ideal solution, but it's not exactly a bad solution.
I though about the following. A mod is a zip file that contains diffs[1] (/deltas). A mod is applied, by applying all the diffs in it. The graphical tool to manage mods would list all installed mods, and would allow the user to enable and disable certain mods. Some mods will apply cleanly together, others won't. Before applying a diff (in-place), the tool backs up the original file in another file.
In this way, multiple mods can be active at the same time; we do not need to redistribute game files and it would be fast.
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[1] http://en.wikipedia.org/wiki/Diff
Last edited by bas on Sat Sep 15, 2012 7:06 pm, edited 1 time in total.