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Re: Help with weapon

Posted: Wed Oct 05, 2016 1:39 pm
by meklozz
Auron1 wrote:I have tested and retested it over and over, but nothing. My Mod simply won't load.
To further explain, I create the .zip file, then rename it with .ftl extension and move it into the /mod folder within SMM.
The program adds my mod (the only selected) then I launch the game.

Since I've written to modify the Kestrel, I would expect to see it different, but what I see is the very standard model. No signs of my mod. :cry:
Another test I have done was to add my mod inside SuperLuminal: the weapon does not appear either, but the program recognizes the .png images.

• • • - - - • • •
I apologize beforehand if you discussed some of this, since I haven't really read the whole thread. But do any of the mods you make work? Are you sure your path in the ftl file is good (mod.ftl\data\blueprints.xml.append)? Your zip files working (no compression)?

If something doesn't work for you, you should strip it down to find something that does work, even if it's just renaming an existing laser. If that doesn't work, none of your weapon stuff is the problem. If it works, you add and change things until you find what doesn't. If you upload what you have, it will get much simpler to find the problem.

@edit
For example, just copying the weapon blueprint from the first psot to a mod file and adding it to the kestrel works for me, there's no graphic and the boost doesn't work, but it shows up. If it doesn't for you, it's likely the real (or first, at least) problem has little to do with the snippets you posted.

Re: Help with weapon

Posted: Wed Oct 05, 2016 1:55 pm
by Auron1
The other mod (the only actually) that I've released works fine. It's a simple ship (a rework of the Osprey).

I have considered to use another - already working - file and replace parts of its code with mine, but I would still like to understand why my Mod doesn't work! :roll:

Re: Help with weapon

Posted: Wed Oct 05, 2016 2:24 pm
by meklozz
Auron1 wrote:but I would still like to understand why my Mod doesn't work!
Like I said, the code you posted works relatively fine. I don't know enough to be sure about any other problems.

Re: Help with weapon

Posted: Wed Oct 05, 2016 3:12 pm
by Auron1
If my "weapon" showed up with you, I am starting to think there is something wrong with my .xml files. Not the XML language, but the file itself which doesn't load properly. :idea:
Can you tell me what did you do with my code? Perhaps there is something I have missed... something obvious for you but not for me :geek:

EDIT: when I have to pack the folder into a compressed file, using Windows 7, I right-click the folder → send to → compressed folder → name.zip item created. Then I rename it name.ftl
I have just tried using WinRAR as compressing tool, but Superluminal doesn't recognize the .ftl file obtained from a .rar source. :!:

Re: Help with weapon

Posted: Wed Oct 05, 2016 4:28 pm
by meklozz
Auron1 wrote:If my "weapon" showed up with you, I am starting to think there is something wrong with my .xml files. Not the XML language, but the file itself which doesn't load properly. :idea:
Can you tell me what did you do with my code? Perhaps there is something I have missed... something obvious for you but not for me :geek:

EDIT: when I have to pack the folder into a compressed file, using Windows 7, I right-click the folder → send to → compressed folder → name.zip item created. Then I rename it name.ftl
I have just tried using WinRAR as compressing tool, but Superluminal doesn't recognize the .ftl file obtained from a .rar source. :!:
I have a test.ftl file I use for stuff. I used select all in your first post, pasted it into my empty blueprints.xml.append file in my test.ftl, added a bit to put it on the kestrel

Code: Select all

<mod:findName type="shipBlueprint" name="PLAYER_SHIP_HARD">
	<mod:findLike type="weaponList">
		<mod:setAttributes count="3"/>
		<mod-append:weapon name="STORM_LASER"/>
	</mod>
</mod>
And I got an invisible weapon that shot one laser every whatever the amount of seconds.

If I also did the animations, I got a black box rather than invisible (the difference between no existing animation code and the game looking for the picture that isn't there, I suppose).

.rar doesn't work, but I think you can use winrar to do zip, too. Any windows default should be fine if you haven't changed any settings. Double check the paths (data folder directly in archive!), the file names, all that.

Re: Help with weapon

Posted: Wed Oct 05, 2016 6:06 pm
by Auron1
Ok, I have tried using WinRAR to compress the folder as .zip → SL recognizes the .zip, but the weapon does not appear.
So, the .xml language is ok, the compression way is ok too (I was almost sure of that, but whatever - let's try another way) and for you everything seems fine.
I have even tried using a rewritten file from another *working* mod, but nothing: Superluminal sees the images but not the weapon. :(

Re: Help with weapon

Posted: Wed Oct 05, 2016 6:30 pm
by meklozz
You want to compare my working file to what you have? It's just your first post stuff pasted in along with the kestrel bit:

https://dl.dropboxusercontent.com/u/182 ... 0laser.ftl

Re: Help with weapon

Posted: Wed Oct 05, 2016 7:29 pm
by Auron1
meklozz wrote:You want to compare my working file to what you have? It's just your first post stuff pasted in along with the kestrel bit:

{Link Omiss}
Could you do me a huge favor? Would you do the same with my latest .xml files?
I'll past both below.


blueprints.xml.append

Code: Select all

<weaponBlueprint name="STORM_LASER">
	<type>LASER</type>
	<title>Star-Lord custom laser</title>
	<short>Star-Lord laser</short>
	<desc>A custom weapon created by Rocket Raccoon for Star-Lord. This model was damaged by an extremely powerful ion storm, resulting in a reduced firerate. It's unlikely someone can fix that.</desc>
	<tooltip>This weapon charges quicker after every shot.</tooltip>
	<damage>1</damage>
	<shots>2</shots>
	<stunChance>9</stunChance>
	<stun>1</stun>
	<persDamage>1</persDamage>
	<speed>90</speed>
	<sp>0</sp>
	<fireChance>5</fireChance>
	<breachChance>0</breachChance>
	<drone_targetable>1</drone_targetable>
	<cooldown>9</cooldown>
	<boost>
		<type>cooldown</type>
		<amount>1</amount>
		<count>5</count>
	</boost>
	<power>2</power>
	<cost>10</cost>
	<bp>2</bp>
	<rarity>1</rarity>
	<image>storm_bullet</image>  
	<launchSounds>       
		<sound>lightLaser1</sound>
		<sound>lightLaser2</sound>
		<sound>lightLaser3</sound>
	</launchSounds>
	<hitShipSounds>      
		<sound>hitHull2</sound>
		<sound>hitHull3</sound>
	</hitShipSounds>
	<hitShieldSounds>      
		<sound>hitShield1</sound>
		<sound>hitShield2</sound>
		<sound>hitShield3</sound>
	</hitShieldSounds>
	<missSounds>         
		<sound>miss</sound>
   </missSounds>
	<weaponArt>storm_laser_f14</weaponArt>
</weaponBlueprint>

<!-- <weaponBlueprint name="TEAR_BEAM">
	<type>BEAM</type>
	<title>Tear Beam</title>
	<short>Tear Beam</short>
	<desc>A cutting beam designed to remove sections of ships. It's incredibly powerful and it can easily ignite fire with oxygen.</desc>
	<tooltip>Breaching beam</tooltip>
	<damage>1</damage>
	<sysDamage>1</sysDamage>
	<persDamage>4</persDamage>
	<speed>100</speed>
	<sp>0</sp>
	<fireChance>5</fireChance>
	<breachChance>10</breachChance>
	<cooldown>16</cooldown>
	<power>2</power>
	<cost>10</cost>
	<bp>7</bp>
	<rarity>1</rarity>
	<launchSounds>
		<sound>?</sound>
	</launchSounds>
	<hitShipSounds>
		<sound>?</sound>
		<sound>?</sound>
		<sound>?</sound>
	</hitShipSounds>
	<hitShieldSounds>
		<sound>?</sound>
		<sound>?</sound>
		<sound>?</sound>
	</hitShieldSounds>
	<missSounds>
		<sound>miss</sound>
	</missSounds>
	<weaponArt>tear_beam_f11</weaponArt>
</weaponBlueprint> 
-->

<!-- THE KESTREL -->
<!-- LAYOUT = DEFAULT --> 
<!-- SHIP ID = 0 -->    
<shipBlueprint name="PLAYER_SHIP_HARD" layout="kestral" img="kestral">
   <class>Kestrel Cruiser</class>
   <name>The Kestrel+</name>
   <desc>This class of ship was decommissioned from Federation service years ago. This model is now used for testing prototype weapons.</desc>
   <systemList>
      <pilot power="1" room="0" start="true" img="room_pilot">
         <slot>
            <direction>right</direction>
            <number>0</number> 
         </slot>
      </pilot>
      <doors power="1" room="2" start="true" img="room_doors"/>
      <sensors power="1" room="3" start="true" img="room_sensors"/>
      <medbay power="1" room="4" start="true" img="room_medbay">
         <slot>
            <number>1</number> 
         </slot>
      </medbay>
      <oxygen power="1"  room="13" start="true" img="room_oxygen"/>
      <shields power="2" room="5" start="true" img="room_shields"/>
      <engines power="2" room="14" start="true" img="room_engines"/>
      <weapons power="4" room="10" start="true" img="room_weapons"/>
      <drones power="2" room="1" start="false"/>
      <teleporter power="1" room="15"   start="false"/>
      <cloaking power="1" room="8" start="false"/>
   </systemList>
   <weaponSlots>4</weaponSlots>
   <droneSlots>2</droneSlots>
   <weaponList count="2" missiles="8">
      <weapon name="STORM_LASER"/>
      <weapon name="STORM_LASER"/>
   </weaponList>
   <health amount="30"/>
   <maxPower amount ="10"/> 
   <crewCount amount = "3" class="human"/>
</shipBlueprint>
animations.xml.append

Code: Select all

<animSheet name="storm_laser_glow_f5" w="115" h="64" fw="23" fh="64">weapons/storm_laser_glow_f5.png</animSheet>
<anim name="storm_laser_glow_f5">
   <sheet>storm_laser_glow_f5</sheet>
   <desc length="5" x="0" y="0"/>
   <time>1.0</time>
</anim>

<animSheet name="storm_laser_f14" w="322" h="64" fw="23" fh="64">weapons/storm_laser_f14.png</animSheet>
<weaponAnim name="storm_laser_f14">
	<sheet>storm_laser_f14</sheet>
	<desc length="14" x="0" y="0"/>
	<chargedFrame>8</chargedFrame>
	<fireFrame>11</fireFrame>
	<firePoint  x="13" y="63"/>
	<mountPoint x="2" y="4"/>
	<chargeImage>weapons/storm_laser_glow_f5</chargeImage>
</weaponAnim>

<!-- <animSheet name="tear_beam_f11" w="?" h="?" fw="?" fh="?">weapons/tear_beam_f11.png</animSheet>
<weaponAnim name="tear_beam_f11">
	<sheet>tear_beam_f11</sheet>
	<desc length="11" x="0" y="0"/>
	<chargedFrame>2</chargedFrame>
	<fireFrame>?</fireFrame>
	<firePoint  x="?" y="?"/>
	<mountPoint x="?" y="?"/>
	<chargeImage>weapons/tear_beam_glow.png</chargeImage>
</weaponAnim>
--> 
I know there are 2 unused parts, they will go live once I finish the other weapon - currently halted because Storm Laser seems to hate me! :lol:

Thanks meklozz

Re: Help with weapon

Posted: Wed Oct 05, 2016 7:40 pm
by meklozz
The point was more to figure out where you might be going wrong, you know :)

But sure. Untested. https://dl.dropboxusercontent.com/u/182 ... 20Copy.ftl

So does that mean you can edit the files (you can do it within the archive if you have something like 7-zip, which is a good program) and have them work? If so, why do you need me to upload it? If not, how are you going to uncomment the second weapon?

And if everything seems the same but still doesn't work, maybe it has something to do with your text editor and/or encoding? Kinda out of ideas, really.

Re: Help with weapon

Posted: Wed Oct 05, 2016 7:52 pm
by Auron1
meklozz wrote:The point was more to figure out where you might be going wrong, you know :)

But sure. Untested. https://dl.dropboxusercontent.com/u/182 ... 20Copy.ftl

So does that mean you can edit the files (you can do it within the archive if you have something like 7-zip, which is a good program) and have them work? If so, why do you need me to upload it? If not, how are you going to uncomment the second weapon?
I can't understand why the mod I create doesn't work with me, but does work with you... Maybe I do something wrong with Notepad++ or when placing all files together...
And I almost sure of that: I have added into the .ftl folder the images → they work!
This means that I screw up something when creating the .xml files

That's why I asked you to create the .ftl file for me → I needed an outer source. So the problem really seems my Notepad++, but I have no clue on what can be... :?