Fractal Softworks Forum

Starsector => Mods => Modding Resources => Topic started by: Deathfly on December 13, 2016, 01:33:14 AM

Title: [0.95a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-11)
Post by: Deathfly on December 13, 2016, 01:33:14 AM
sigh, at the beginning I just want to replace that background image.

What's this?

This is an update of Trylobot's ship editor (http://fractalsoftworks.com/forum/index.php?topic=375.0), forked from Trylobot's original works.

Since the ship editor is a great (and the only) tool for StarSector ship modding. Most of us can endure some little glitches and maybe a little incompatibility from the slightly out of date version. But some Mod M***si cann't stand it any more and murmuring for an update. So here it is.

I may occasionally use this page to put out some pre-release alpha version for testing proper.

Now testing:

3.0.0-alpha-11 (https://github.com/Deathfly/sf-ship-ed/releases/download/3.0.0/sf-ship-ed.3.0.0-alpha-11.exe)

3.0.0 alpha-11

-Compatible to StarSector 0.95.1a.
-add "fighter_bay_mods" to setting file that can be used to register hullmods that modify fighter bay count.
-organized as [hullmodID1, modifier1, hullmodID2, modifier2..] manner, check the default value for reference.
-add mountTypeOverride compatibility, along with HYBRID, SYNERGY, COMPOSITE and UNIVERSAL weapon type.
-engine state text editor can access to all engine state field now.

3.0.0 alpha-10

-Rework weapon render order sorting to correctly follow hull render hints and weapon slot renderOrderMod.
-Add a notification to tell current hull do not have fighter bay when trying to add fighter wing on it.
-Raise weapon group limit to 7.
-Rework weapon mount icons so make them more easy to be precisely placed.

3.0.0 alpha-9

- Compatible to StarSector 0.95a.
- Fixed a CSV file decoding issue, which cause single quotation mark and line-breaker-in-comment result unintended phrasing.

3.0.0-alpha-8

 - Fixed an issue that cause press Tab or Enter key while in text editing mode insert unintended \t or \r.

 3.0.0-alpha-7

 - Implement customize json object output order. The objects in ship/variant/weapon files now list in more human-readable orders.

 - Fix a bug that cause the modification key can not proper be unregistered in some case, causing use Ctrl+Alt+N function stuck the Ctrl and Alt down.

 3.0.0-alpha-6

 - Fix a issue that cause CTD while trying to add first weapon slot to a new ship.

 3.0.0-alpha-5

 - Hot fix a bug that will remove the weapon slot angle if it equal to 0

 Pre-release alpha version.

 - Compatible with Starsector 0.9.1a .
 - Implemented "zoom to window center" and "zoom to cursor" features. And use zoom to cursor as default.
 - Implemented "Reset view point" features.
 - Rework weapon slot icons to make different weapon slots are more distinguishable.
 - Fix a bug the result a soft lock when try to edit wings in Variant Editing mode.

 KNOWN ISSUES

 - Opening a variant file that contain 0.8-to-0.9-ish STATION_MODULE format (e.g. station_small_Standard.variant) will lead to a crash.
 - Skin Editor do not work properly.



README.TXT 
Spoiler
  Start the program (sf-ship-ed.exe)

  Press (I) to load an existing image file to use as a reference

  Optionally, Press (D) to load an existing *.ship file on top of the image

  Press (C) to enter "Set Center" mode
    Then, Click to set a center
    Then, Ctrl + Click to set a collision radius

  Press (B) to enter "Set Bounds" mode
    While holding Shift, Click to add points to the bounds polygon
   While holding Ctrl, Click to insert points to the bounds polygon
    (Note that the default mode is Mirrored, for symmetrical ships)
    Optionally press Spacebar to turn off Mirrored mode
    Optionally Press Backspace if you need to delete a bounds polygon vertex

  Press (C) to enter "Set Shield Center" mode
    Then, Click to set a center
    Then, Ctrl + Click to set a shield radius
    IMPORTANT: The shield area should be entirely within the collision area

  Press (W) to enter "Weapon Slot" mode
    While holding Shift, click to add weapon slots
    Set direction with click and drag
    Move existing weapon slots with Ctrl Click and drag
    Set cone-of-attack arc with Alt Click and drag

  Press (U) to enter "Built-In Weapons" mode
   
  Press (E) to enter "Engine Slot" mode
    While holding Shift, click to add engine slots
    Set direction with click and drag
    Move existing engine slots with Ctrl Click and drag
    Set engine size (length & width) with Alt Click and drag

  Press (L) to enter "Launch Bay" mode
    While holding Shift, click to add ports to the current launch bay
   While holding Ctrl, Click to add new launch bay
    Click and drag to move existing launch bay ports
    Press backspace to delete a port from a launch bay

  Press (T) to edit global string data
    Press (T) while in Engine or Weapon mode (E)/(W) to edit
    string data for particular slot

  Press (V) to save the current ship data

  Press (2) to switch to variant mode

  Press (D) to load an existing variant

  Press (T) to edit variant string-data

  Press (G) to edit weapon groups
    Press A while in weapon groups mode to toggle Autofire

  Press (F) & (C) to increment flux mods. Ctrl+(F) & Ctrl+(C) to decrement.
    They will automatically cap out at the limit for your ship's hull size

  Press (H) to select hull mods
    If you exceed the OP max specified in the ship CSV for the ship's hullID,
    it will be red-coloured but it will not otherwise block you
 
  Press (V) to save the current variant data

  Press (1) to switch back to ship mode if necessary

 
[close]

About language localisation
Spoiler
You can download ENG.ini, the default language definition file from the release site, and the main part of it should read like this.

...
wt_main = "STARSECTOR Ship&Weapon Editor"
wt_load_core = "Please Select Starsector Install Directory"
wt_load_mod = "LOAD Mod Directory"
...

The left side of equal-sign is the internal token and please DON'T change it.
The quoted strings on the right is the strings for display. You can translate it into your desired language.

This program is run in Latin-1 code by default and should support the full Latin-1 characters display.
If you need full Unicode support, you should change "UTF8_support" to 1 in settings, to enable UTF-8 support. Then specify a "custom_FONT" by path to display the non-Latin characters.
[close]


Credits

Trylobot: The original Ship Editor. And yeah the rjson is a great work.
MesoTroniK: Big thanks for the alpha test and features requests. And yeah, perfectionism is infectious and fatal.
Tartiflette: Big thanks for the alpha test and features requests too. And I am always glad to help.
The SS mod m..I mean community: The encouragements, tips, and feedback. And don't shot my head off when I done something wrong.
And all the DATA sacrificed in this work.


Title: Re: STARSECTOR Ship&Weapon Editor (v2.7.0)
Post by: MesoTroniK on December 13, 2016, 02:02:34 AM
For those that used the ship editor for so long, and those that are new to it.

This update of the venerable tool is a dramatic improvement that I highly recommend.
Title: Re: STARSECTOR Ship&Weapon Editor (v2.7.0)
Post by: Tartiflette on December 13, 2016, 02:07:09 AM
*Slow clap with nod of approval*
Title: Re: STARSECTOR Ship&Weapon Editor (v2.7.0)
Post by: Toxcity on December 13, 2016, 04:51:40 AM
Thank you for updating this.
Title: Re: STARSECTOR Ship&Weapon Editor (v2.7.0)
Post by: Cycerin on December 13, 2016, 04:56:22 AM
Excellent work Deathfly.
Title: Re: STARSECTOR Ship&Weapon Editor (v2.7.0)
Post by: gruberscomplete on December 13, 2016, 06:51:02 AM
Deathfly are you gonna put up a to-do list? Or is this the final version of the Ship Editor?
Title: Re: STARSECTOR Ship&Weapon Editor (v2.7.0)
Post by: King Alfonzo on December 13, 2016, 02:44:31 PM
A brilliant tool, I heartily recommend it, and commend Deathfly for his invaluable work.
Title: Re: STARSECTOR Ship&Weapon Editor (v2.7.0)
Post by: Sproginator on December 15, 2016, 12:24:56 PM
I don't post often, But this is truly a great addition to the Starsector Community. Very well done to you and I look forward to seeing what else you can do with this :)
Title: Re: STARSECTOR Ship&Weapon Editor (v2.7.0)
Post by: xenoargh on December 17, 2016, 09:56:09 AM
Wow!  Thanks for working on this!
Title: Re: STARSECTOR Ship&Weapon Editor (v2.7.0)
Post by: Toxcity on December 22, 2016, 03:38:54 PM
Might be something on my end, but after using CTRL + Alt + N to clear data, panning does not work.
Title: Re: STARSECTOR Ship&Weapon Editor (v2.7.0)
Post by: Deathfly on December 22, 2016, 08:18:40 PM
Might be something on my end, but after using CTRL + Alt + N to clear data, panning does not work.

Thanks. Got it and fixed it in my dev.
Title: Re: STARSECTOR Ship&Weapon Editor (v2.7.0)
Post by: Takion Kasukedo on January 02, 2017, 04:18:24 PM
Uh, help, I cannot find the exe file, instead, I think something called "BMX" is in it's place?
Title: Re: STARSECTOR Ship&Weapon Editor (v2.7.0)
Post by: Takion Kasukedo on January 03, 2017, 01:14:19 PM
Now, it's either me, or this is a coder instead of a hardpoint editor?

Whenever I load it with BlitzMax (I have absolutely no experience with editors, I even read the readme and I haven't a clue on what to do), it just shows a bunch of code, no background with your ship in the back to add hardpoints or anything...
Title: Re: STARSECTOR Ship&Weapon Editor (v2.7.0)
Post by: Elaron on January 03, 2017, 07:37:50 PM
I am not the developer, but it seems to me that you downloaded the source code, not the executable.
Title: Re: STARSECTOR Ship&Weapon Editor (v2.7.0)
Post by: Deathfly on January 03, 2017, 07:56:16 PM
@Takion Kasukedo
You should download the binary file called "sf-ship-ed.exe" if you are no familiar to coding and no need to compile your own binary file for Linux or Mac.
Title: Re: STARSECTOR Ship&Weapon Editor (v2.7.0)
Post by: Takion Kasukedo on January 04, 2017, 03:22:47 AM
Looking through the download page, cannot find exe file with search function....

Spoiler
(http://i.imgur.com/DgsKmtN.png)
[close]
- big image of what I see.
Title: Re: STARSECTOR Ship&Weapon Editor (v2.7.0)
Post by: Histidine on January 04, 2017, 04:13:04 AM
Spoiler
(http://i.imgur.com/nK73csT.png)
[close]

The link in the OP leads directly to this page. The only way you can get to main repo page from there is by clicking something you shouldn't.
Title: Re: STARSECTOR Ship&Weapon Editor (v2.7.0)
Post by: Takion Kasukedo on January 04, 2017, 10:52:53 AM
Spoiler
(http://i.imgur.com/nK73csT.png)
[close]

The link in the OP leads directly to this page. The only way you can get to main repo page from there is by clicking something you shouldn't.

@_@ (It had therefore dawned on me at the very moment that I had not only forgotten there was a scrollbar on the main page, at the very same time that this could have been avoided. [I now feel like a dumbass for not realising this, and offer my sincerest thanks and apologies for not paying attention.]

On another spectrum however, do Aseprite sprites work with this program?
Title: Re: STARSECTOR Ship&Weapon Editor (v2.7.0)
Post by: ChaseBears on January 04, 2017, 12:01:03 PM
dont feel bad, github is confusing for anyone unfamiliar with it..   ;)
Title: Re: STARSECTOR Ship&Weapon Editor (v2.7.1)
Post by: Deathfly on January 06, 2017, 11:20:20 PM
Just a small bug fix...

Download latest version (http://i1239.photobucket.com/albums/ff516/Trylobot/sf32e.png) (https://github.com/Deathfly/sf-ship-ed/releases/tag/v2.7.1)

editor version 2.7.1 (starsector 0.7.2a)
______________________________________________________________________________

   BUGFIX
________________________________
-Fix up the "Clear Data"(or say “Create New Data”?) function.
 -In ship edit mode it will no make the sprite display freeze anymore.
 -In variant edit mode it will now try to create an empty new variant called "New" for edit.
 -In weapon edit mode, it will create an new weapon file.
Title: Re: STARSECTOR Ship&Weapon Editor (v2.7.1)
Post by: Romeo_One on February 27, 2017, 11:15:34 AM
This is good stuff!
Title: Re: STARSECTOR Ship&Weapon Editor (v2.7.1)
Post by: Midnight Kitsune on February 27, 2017, 01:14:57 PM
Request for sticky of this in the modding tools thread
Title: Re: STARSECTOR Ship&Weapon Editor (v2.7.1)
Post by: cjuicy on February 28, 2017, 12:09:11 PM
https://www.youtube.com/watch?v=JW68goC4_es
Title: Re: STARSECTOR Ship&Weapon Editor (v2.7.1)
Post by: Peace_Destroyer on March 02, 2017, 07:32:59 PM
Is there a breakdown or tutorial on making a weapon somewhere? The ship stuff is pretty well explained on the wiki and in the program but I'm having trouble finding out anything about making weapons.
Title: Re: STARSECTOR Ship&Weapon Editor (v2.7.1)
Post by: Deathfly on March 06, 2017, 12:32:56 AM
Is there a breakdown or tutorial on making a weapon somewhere? The ship stuff is pretty well explained on the wiki and in the program but I'm having trouble finding out anything about making weapons.

That's very close to the ship editing. You should input the image, set the offsets, and editing a lot of thing in the strings edit mode. But somehow there are a lot of different between each weapon type so it is hard to make a "How to" guide, sorry. 
Title: Re: STARSECTOR Ship&Weapon Editor (v2.7.1)
Post by: Takion Kasukedo on March 10, 2017, 04:24:28 PM
Can't seem to add a hidden weapon to a hull (custom made one)

Not sure what i'm doing wrong, but the turret/weapon will not open in the Ship & Weapon Editor.

Also, how would you add custom projectiles to a weapon and ensure it works?
Title: Re: STARSECTOR Ship&Weapon Editor (v2.7.1)
Post by: Swizzlewizzle on March 21, 2017, 02:52:28 AM
Seconding the need for information on how to add weapons using this.

Also, can previous tutorials for the ship editor be used with this with minor changes? Just looking for how to properly use this. ;)
Title: Re: STARSECTOR Ship&Weapon Editor (v2.7.1)
Post by: Tufted Titmouse on March 27, 2017, 09:45:05 PM
How does one even use this to make weapons?
I certainly can't figure it out
Title: Re: STARSECTOR Ship&Weapon Editor (v2.7.1)
Post by: AxleMC131 on March 27, 2017, 10:16:41 PM
How does one even use this to make weapons?
I certainly can't figure it out

That's why I never did. XD While I use Trylobot's editor for ship-building, I do all my weapons by hand. The coordinates are much easier because the object is so much smaller, and you don't need to set bounding boxes.
Title: Re: STARSECTOR Ship&Weapon Editor (v2.7.1)
Post by: Clockwork Owl on May 04, 2017, 06:33:46 AM
Request - can we have skin editor mode too?
Title: Re: STARSECTOR Ship&Weapon Editor (v2.7.1)
Post by: Cataphract22 on May 04, 2017, 11:41:00 AM
How does one even use this to make weapons?
I certainly can't figure it out

I added a weapon .csv editor to my latest branch, among a few other features/bugfixes, so you should have an easier time creating weapons if Deathfly approves the changes.

Request - can we have skin editor mode too?

I'll look into this next. I haven't played around with skins and what they do yet, so it might take a little time.
Title: Re: STARSECTOR Ship&Weapon Editor (v2.7.1)
Post by: joe130794 on May 06, 2017, 01:03:50 PM
I was just wondering. Maybe I'm missing something but I've tried to create a weapon with this and I couldn't figure out how to add another barrel to the weapon.  I'm trying to make a small 2 barrel flak turret.
Title: Re: STARSECTOR Ship&Weapon Editor (v2.7.1)
Post by: Cataphract22 on May 06, 2017, 05:55:24 PM
I was just wondering. Maybe I'm missing something but I've tried to create a weapon with this and I couldn't figure out how to add another barrel to the weapon.  I'm trying to make a small 2 barrel flak turret.

I haven't made any weapons with this yet, but I believe you need to add offsets - have an offset on each barrel. If you load the weapon data from the dual flak cannon in the core data files, you can see how that is put together.
Title: Re: STARSECTOR Ship&Weapon Editor (v2.7.1)
Post by: joe130794 on May 08, 2017, 05:16:23 AM
I'll try that then. I had tried holding shift and clicking to add offsets but nothing happened so I'll try that instead.
Title: Re: STARSECTOR Ship&Weapon Editor (v2.7.1)
Post by: Baron von Scoopz on May 08, 2017, 09:04:18 PM
Can anyone give a tutorial on how to run this in WINE on Mac? It's giving me a heck ton of trouble.
Title: Re: STARSECTOR Ship&Weapon Editor (v2.7.1)
Post by: Baron von Scoopz on May 08, 2017, 11:39:49 PM
No problem. Whenever you have time. Thanks a ton Soren. You're a godsend.
Title: Re: STARSECTOR Ship&Weapon Editor (v2.7.1)
Post by: TheWetFish on May 17, 2017, 09:01:54 PM
Would it be at all possible to adapt the Ship&Weapon Editor to provide stacked sprites, as they appear in the game?

We've got an ongoing issue with the wiki(s) where sprites need to be manually stacked together.  This is becoming a more pressing concern now that we're heading full steam towards increased automation of wiki activities (for vanilla Starsector and likely also mods)

Some of the mod authors have also requested that sprites to go on a prospective wiki be modified to make theft more difficult.  I have zero experience working with sprites.  Is it at all practical to have some form of automated function to rotate or interleave sprites?

Ideally what I'm seeking is something I can call from a Powershell script, that will be provided with the relevant sprite file locations & offset data and then stack the sprites together, with bonus points for rotation or interleaving
Title: Re: STARSECTOR Ship&Weapon Editor (v2.7.1)
Post by: Okim on June 10, 2017, 09:28:22 AM
In case i`m dumb and / or just lazy to use search - please forgive me :)

I was trying to find a way to add fighter wings to ship variants in this editor, but it doesn`t seem to be here. More so, loading a variant with manually assigned wings just deletes them upon saving.

Any ideas if it is me or the editor that is bugged?
Title: Re: STARSECTOR Ship&Weapon Editor (v2.7.1)
Post by: CrashToDesktop on June 10, 2017, 09:31:39 AM
In case i`m dumb and / or just lazy to use search - please forgive me :)

I was trying to find a way to add fighter wings to ship variants in this editor, but it doesn`t seem to be here. More so, loading a variant with manually assigned wings just deletes them upon saving.

Any ideas if it is me or the editor that is bugged?
Don't think the editor has been updated to include 0.8+ features yet, like fighters being changed to ship weapons and the such.
Title: Re: STARSECTOR Ship&Weapon Editor (v2.7.1)
Post by: xenoargh on June 10, 2017, 09:33:00 AM
The editor needs to be updated to support Wings and installed Fighters, Okim.  We haven't heard from the current maintainer in a little while, either, so we'll have to see if somebody else will need to fix that.
Title: Re: STARSECTOR Ship&Weapon Editor (v2.7.1)
Post by: kazi on June 10, 2017, 03:24:43 PM
I at least got it to compile on Ubuntu Linux. Buggy as ***, but hey, it compiles:

Code
# grab blitzmax from https://nitrologic.itch.io/blitzmax and unpack wherever
sudo apt install libc6-dev-i386 lib32stdc++-6-dev mesa-common-dev:i386 libxpm-dev:i386 libfreetype6-dev:i386 libx11-dev:i386 libglu1-mesa-dev:i386 libxft2-dev:i386
BMK_LD_OPTS="-lgcc -ldl -lfontconfig" /path/to/bmk makeapp -a -r -t gui -o sf-ship-ed.exe sf-ship-ed.bmx

*edit - upon actually trying things the easy way and using Wine, stuff just works. >_<
Title: Re: STARSECTOR Ship&Weapon Editor (v2.7.1)
Post by: Cataphract22 on June 11, 2017, 04:39:29 PM
In case i`m dumb and / or just lazy to use search - please forgive me :)

I was trying to find a way to add fighter wings to ship variants in this editor, but it doesn`t seem to be here. More so, loading a variant with manually assigned wings just deletes them upon saving.

Any ideas if it is me or the editor that is bugged?
The editor needs to be updated to support Wings and installed Fighters, Okim.  We haven't heard from the current maintainer in a little while, either, so we'll have to see if somebody else will need to fix that.

I was working on this for a while, but it's more complicated than I expected it to be. Given that I don't have much experience with Object BASIC, it's pretty much beyond my ability. However, I'm working on a whole new editor for SS in GM:S2 which will include fighter bays. That'll be a long way out though sorry. Best bet for now is to add them manually.
Title: Re: STARSECTOR Ship&Weapon Editor (v2.7.1)
Post by: Protonus on June 16, 2017, 06:43:15 AM
Do you think we could have compatibility for Ship Modules that borrows multiple files and emulates the multi-sectional ship anytime soon?
Title: Re: STARSECTOR Ship&Weapon Editor (v2.7.1)
Post by: c0nr4d1c4l on June 16, 2017, 09:24:26 PM
Do you think we could have compatibility for Ship Modules that borrows multiple files and emulates the multi-sectional ship anytime soon?
^
Title: Re: STARSECTOR Ship&Weapon Editor (v2.7.1)
Post by: Trylobot on June 21, 2017, 11:36:09 AM
I approve of this wholeheartedly; I apologize for my long period of inactivity, and thank you very much for picking up the baton and moving the ball forward. I'm glad the community demand for this tool was high enough to justify the effort.

Bravo!
Title: Re: STARSECTOR Ship&Weapon Editor (v2.7.1)
Post by: Trylobot on July 05, 2017, 03:05:42 PM
Deathfly, I have posted a minor release and started tagging our releases in my old thread: http://fractalsoftworks.com/forum/index.php?topic=375.0

I've also started work on the skin editor mode, tracking progress here: https://github.com/Trylobot/sf-ship-ed/projects/1
If you have any work related to SS 0.8.1a compatibility that you'd like me to include in the next release, PR it and I'll include it.
Title: Re: STARSECTOR Ship&Weapon Editor (v2.7.1)
Post by: Deathfly on July 07, 2017, 03:08:45 AM
Get it.
Title: Re: [0.9.1a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-4)
Post by: Deathfly on June 22, 2019, 12:40:56 AM
New alpha testing here.
EDIT: Opps, needs hot fix a bug
3.0.0-alpha-5 (https://github.com/Deathfly/sf-ship-ed/releases/download/3.0.0/sf-ship-ed.3.0.0-alpha-5.zip)

 3.0.0-alpha-5

 - Hot fix a bug that will remove the weapon slot angle if it equal to 0

 Pre-release alpha version.

 - Compatible with Starsector 0.9.1a .
 - Implemented "zoom to window center" and "zoom to cursor" features. And use zoom to cursor as default.
 - Implemented "Reset view point" features.
 - Rework weapon slot icons to make different weapon slots are more distinguishable.
 - Fix a bug the result a soft lock when try to edit wings in Variant Editing mode.

 KNOWN ISSUES

 - Opening a variant file that contain 0.8-to-0.9-ish STATION_MODULE format (e.g. station_small_Standard.variant) will lead to a crash.
 - Weapon render order do not affected by new weapon render order modifiers (e.g. renderOrderMod) yet. (I am still working on this one.)
 - Skin Editor do not work properly.
Title: Re: [0.9.1a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-4)
Post by: sylva on June 22, 2019, 07:00:46 AM
love ya'
Title: Re: [0.9.1a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-4)
Post by: Vayra on June 27, 2019, 02:19:13 PM
woop woop

does this fork allow renderOrderMod and modules in variant files (i.e. not delete it on save?)
Title: Re: [0.9.1a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-4)
Post by: Deathfly on June 27, 2019, 08:02:49 PM
As a part of compatibility update, it should allow renderOrderMod and 0.9.1a modules handling.
Title: Re: [0.9.1a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-5)
Post by: planeswalker on July 07, 2019, 02:48:22 PM
Quick question, can your mod tool be used to change the fighter engagement ranges?
Title: Re: [0.9.1a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-5)
Post by: Vayra on July 07, 2019, 08:15:14 PM
Just some bug reports:

1) get crashes trying to make a new ship without opening an existing one
2) weapon glow is not anchored properly to weapons in weapon editor mode
Title: Re: [0.9.1a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-5)
Post by: AxleMC131 on July 07, 2019, 11:57:38 PM
Quick question, can your mod tool be used to change the fighter engagement ranges?

Dunno if it supports it, but you shouldn't need to use the editor for that anyway. Just pop open wing_data.csv in a spreadsheet program, Excel or LibreOffice work just fine.
Title: Re: [0.9.1a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-5)
Post by: planeswalker on July 08, 2019, 03:07:26 PM
Oh right thanks, thought it was in a 'not notepad++/excel' editable file.
Title: Re: [0.9.1a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-5)
Post by: Zyrixion on August 03, 2019, 12:11:27 AM
Program crashes with 'EXCEPTION_ACCESS_VIOLATION' whenever I try loading any weapon_data.csv.  I imagine something's gone horribly wrong in the code.
Title: Re: [0.9.1a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-5)
Post by: bananana on August 03, 2019, 06:03:14 PM
Program crashes with 'EXCEPTION_ACCESS_VIOLATION' whenever I try loading any weapon_data.csv.  I imagine something's gone horribly wrong in the code.
might be stupid question, but are you actually loading the corresponding .wpn file beforehand? it's kinda necessary.
i agree that crash is not exactly good
but s&w editor is not an actual dedicated .csv editor
it will delete any formating and comments you might have put in your .csv manually
you are better off with using any spreadsheet editor or dedicated soft, like Rons CSV Editor
Title: Re: [0.9.1a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-5)
Post by: xenoargh on August 03, 2019, 06:43:17 PM
Hey, I have a major feature-request.

Can you please sort Weapons and Hull Mods in alphabetical order, using their name strings, rather than OP costs?  It's really hard to manage Hull Mods right now, especially; it's a long list and it's sorted in a really unintuitive way.  I'm building a lot of Variants, and it takes forever just to find the Hull Mods they're supposed to use :)
Title: Re: [0.9.1a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-5)
Post by: Lord Barst on August 04, 2019, 10:59:46 AM
Also having issues with 'EXCEPTION_ACCESS_VIOLATION' whenever I try to open any weapon_data.csv. Have done so after loading the .wpn file, but it still doesn't play nice.
Title: Re: [0.9.1a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-5)
Post by: xenoargh on August 04, 2019, 02:40:48 PM
If you have weapon_data.csv open in other CSV editors (OpenOffice, etc.) you may have problems.  Honestly, the right place to edit those files is in an editing environment meant for CSVs; I use Google Sheets, for example.
Title: Re: [0.9.1a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-5)
Post by: Harmful Mechanic on August 04, 2019, 07:06:42 PM
The Ship Editor has always had problems with .csv files for me; I use a dedicated editor and I think it's much better.

Given how many things that aren't weapons or ships also use .csv files, you're going to need a .csv editor anyway, so you might as well use it for all the files.
Title: Re: [0.9.1a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-5)
Post by: Ranger9000 on August 10, 2019, 11:20:44 AM
Hey I figure this is just me missing something really obvious, but I'm trying to make a custom ship and whenever I try to add weapon slots it throws the EXCEPTION_ACCESS_VIOLATION as soon as I hit shift and then crashes the program. Not sure what I'm missing but I feel like it's going to be something painfully obvious
Title: Re: [0.9.1a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-5)
Post by: Alemismun on August 10, 2019, 12:16:09 PM
Hey I figure this is just me missing something really obvious, but I'm trying to make a custom ship and whenever I try to add weapon slots it throws the EXCEPTION_ACCESS_VIOLATION as soon as I hit shift and then crashes the program. Not sure what I'm missing but I feel like it's going to be something painfully obvious
Exact same problem. I just add it manually at this point, though it sucks that I cannot see the arch of fire, I just gotta guess what seems right.

EDIT: FOUND A FIX!
ADD A SINGLE WEAPON SLOT MANUALLY, ANYWERE (Use my code if you want)
Quote
"weaponSlots": [
        {
            "angle": 0,
            "arc": 12,
            "id": "WS 001",
            "locations": [
                29.5,
                -29.5
            ],
            "mount": "HIDDEN",
            "size": "SMALL",
            "type": "BALLISTIC"
        }
],
THEN OPEN THE FILE IN THE EDITOR! It will let you add stuff via the editor after that, I found out by mistake lol.
Title: Re: [0.9.1a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-5)
Post by: Ranger9000 on August 10, 2019, 01:26:06 PM
Well that worked. Thanks for sharing the fix. Wonder why it's busted if you don't have a manually added weapon in first.
Title: Re: [0.9.1a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-5)
Post by: bananana on August 19, 2019, 11:49:21 PM
problem
editor removes "renderOrderMod": from .ship files.
Title: Re: [0.9.1a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-5)
Post by: Histidine on September 04, 2019, 04:09:04 AM
I'm not sure which version of the ship editor they're using, but some people are having problems with the program inserting \r line break characters in strange places (http://fractalsoftworks.com/forum/index.php?topic=16407.0).
I've also encountered ships having "coversColor":"\r\r"
Title: Re: [0.9.1a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-5)
Post by: xenoargh on September 08, 2019, 09:31:44 AM
It's also inserting line-breaks into Colors, positions of offsets in Weapons, etc., which makes for messy reading.  On offsets, in general, it'd be nice if they were recorded in X,Y /r  rather that X, /r  Y, /r.  So, this:

"hardpointOffsets":[0, 0],

Rather than:

"hardpointOffsets":[0,
                          0],

And with multiple points:

"hardpointOffsets":[0, 0,
                          5, 10],

Rather than:

"hardpointOffsets":[0,
                          0,
                           5,
                          10],

Feature Request:  it'd be quite awesome to have working color-picker for Glows / Beams and if the Preview mode showed shots / beams emitted from Weapons.  This is a major request though.

I really hope the issue of Hull Mods getting sorted by alpha-order gets resolved.  It's really making the last bits of polish on what I'm doing difficult, as I'm working through a lot of Variants.

There's a big issue with Skins that use a Variant that can cause a crash-bug for the game.  Skins that need a Variant, but disable a weapon slot, aren't "known" by SSED.  Putting a weapon into said slot with SSED causes a crash when the game operates.
Title: Re: [0.9.1a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-5)
Post by: Randomsovietfarmer on September 09, 2019, 02:40:55 AM
hello new user here to a report bug? i dont know if it a bug are something but everytime i try to clik the shift buton to put weapon slot a text pop up in the ship editor it read EXCEPTION_ACCESS_VIOLATON i google it and looking at some website but im no good at IT so im confused rn :'( [sorry for little bit of crappy english]
Title: Re: [0.9.1a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-5)
Post by: Ed on September 11, 2019, 07:34:28 PM
hello new user here to a report bug? i dont know if it a bug are something but everytime i try to clik the shift buton to put weapon slot a text pop up in the ship editor it read EXCEPTION_ACCESS_VIOLATON i google it and looking at some website but im no good at IT so im confused rn :'( [sorry for little bit of crappy english]
Known issue, the current work-around is to open the .ship file with notepad and place a single weapon slot manually (open a vanilla ship to see how it is done), after that the editor will work fine.
Title: Re: [0.9.1a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-5)
Post by: Randomsovietfarmer on September 13, 2019, 08:51:03 AM
hello new user here to a report bug? i dont know if it a bug are something but everytime i try to clik the shift buton to put weapon slot a text pop up in the ship editor it read EXCEPTION_ACCESS_VIOLATON i google it and looking at some website but im no good at IT so im confused rn :'( [sorry for little bit of crappy english]
Known issue, the current work-around is to open the .ship file with notepad and place a single weapon slot manually (open a vanilla ship to see how it is done), after that the editor will work fine.
hello new user here to a report bug? i dont know if it a bug are something but everytime i try to clik the shift buton to put weapon slot a text pop up in the ship editor it read EXCEPTION_ACCESS_VIOLATON i google it and looking at some website but im no good at IT so im confused rn :'( [sorry for little bit of crappy english]
Known issue, the current work-around is to open the .ship file with notepad and place a single weapon slot manually (open a vanilla ship to see how it is done), after that the editor will work fine.
Random here after i bean using the older version of the ship editor and reinstall alpha 5 try to put weapon and somehow it not crash? idk if a Author up dated the ship editor that fixed the bug or bc ship that i already edited stop the crash so i  make new ship try put the weapon and not crash i gruss the bug is gone?  ??? [sorry for little bit of crappy english]
Title: Re: [0.9.1a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-4)
Post by: Deathfly on November 25, 2019, 05:19:58 AM
Ah, finally got some time to fix that bug...

3.0.0-alpha-6 (https://github.com/Deathfly/sf-ship-ed/releases/download/3.0.0/sf-ship-ed.3.0.0-alpha-6.zip)

3.0.0-alpha-6

   -Fix a issue that cause CTD while trying to add first weapon slot to a now ship.
Title: Re: [0.9.1a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-6)
Post by: Thaago on November 27, 2019, 10:28:11 AM
Thanks for the new version!

Bug report: had an issue where the save dialog isn't appearing at all for the .ship file: neither the 'v' key nor selecting the menu option. This was after several successful ship builds/saves (and a fresh restart), so I'm not really sure what happened.

I decided to see if I could load up the ship_data.csv entry for the ship, and trying to do so gave an EXCEPTION_ACCESS_VIOLATON and crashed to desktop.

Next restart everything was fine, and I haven't managed to reproduce the bug.


Oops, and another bug report: If you use 'ctr-alt-n' to reset a variant, you can no longer add any weapons by clicking (and input in general gets a little funny). This is especially a problem for modules, as there is no way to remove a module entirely (and leave the slot blank) other than resetting/restarting the program.
Title: Re: [0.9.1a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-6)
Post by: lolghurt on November 30, 2019, 07:38:03 PM
Bug report: The program ignores csv lines that are commented out so hard that when it saves a new csv it deletes them.
Title: Re: [0.9.1a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-6)
Post by: Deathfly on December 28, 2019, 09:25:13 PM
Now we got a new features to test!

3.0.0-alpha-7 (https://github.com/Deathfly/sf-ship-ed/releases/download/3.0.0/sf-ship-ed.3.0.0-alpha-7.zip)

3.0.0-alpha-7

  - Implement customize json object output order. The objects in ship/variant/weapon files now list in more human-readable orders.

  - Fix a bug that cause the modification key can not be proper unregistered in some case, which causing use Ctrl+Alt+N function stuck the Ctrl and Alt down.

@Thaago
Thanks for the bug report.
I think the save dialog issue and the can't add new weapon for new variant issue are related to a single bug that cause the modification key can not be proper unregistered. I got that one fixed. And I will keep an eye on the csv edit mode, may fix that later.

@lolghurt
Thanks for the report. But unfortunately that is a coding limit instead of a bug. The commented lines has to be ignore while decoding the csv. So I'd advice you to use something else to handle csv file editing.
Title: Re: [0.9.1a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-7)
Post by: Vayra on December 31, 2019, 02:51:15 PM
Awesome!

Any way we could get skin mode & skin variant editing as a priority soon?  :D
Title: Re: [0.9.1a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-7)
Post by: connortron7 on February 08, 2020, 02:15:28 PM
small thing i noticed is that the medium hammer pod doesnt show up when selecting weapons
Title: Re: [0.9.1a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-7)
Post by: SafariJohn on February 08, 2020, 02:52:35 PM
small thing i noticed is that the medium hammer pod doesnt show up when selecting weapons

That is from a mod.
Title: Re: [0.9.1a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-7)
Post by: connortron7 on February 08, 2020, 03:14:09 PM
small thing i noticed is that the medium hammer pod doesnt show up when selecting weapons

That is from a mod.
Oh sweet lord, my bad.
Title: Re: [0.9.1a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-7)
Post by: salsadoom on February 10, 2020, 01:08:15 PM
Any chance this could be tweaked to detect the linux version of the game? The tool runs just fine in Linux, but doesn't recognize the linux release.
Title: Re: [0.9.1a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-6)
Post by: xenoargh on February 11, 2020, 03:28:28 AM
3.0.0-alpha-7

  - Implement customize json object output order. The objects in ship/variant/weapon files now list in more human-readable orders.
Oh, thank you very much!  I look forward to testing this when I get the chance.
Title: Re: [0.9.1a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-7)
Post by: Vayra on February 19, 2020, 04:17:23 PM
please give us back the ability to edit contrailSize on engines  :-[
Title: Re: [0.9.1a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-7)
Post by: SafariJohn on February 19, 2020, 07:40:22 PM
There are only two values: 128 and anything else.
Title: Re: [0.9.1a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-7)
Post by: Stuffwriter on April 11, 2020, 12:29:21 PM
I'm getting an access violation error whenever I try to load information from the ship data .csv

Any .csv, even the one from the base game

I've tried changing the paths to the correct values in the settings, but it isn't helping.

Any idea of anything else I could try?
Title: Re: [0.9.1a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-7)
Post by: th3boodlebot on August 24, 2020, 09:50:28 PM
hello im trying to mod a single ship (added by underworld mod, the uw_stalker class cruiser)
Ive had the idea to create custom versions of my favorite ships that are whatever i want "better" while console commanding them in and manually removing credits to "pay" and i was wondering what i need to do to make that happen (a mod that allows you to make certain upgrades to whatever ship you want [within reason] would be AMAZING {1 mil for a boosted flux system/etc or an extra weapon mount/buillt in weapon/fighter/hullmod or changing ship system})
i edited and resaved the ship under a separate id and added it to the ship.whatever excel file but i ended up with a null pointer
any ideas? do i need to add picture files for the hull itself to point to?
can i make my own "mod" file with just my own "custom upgraded" hulls of my favorite ships in a way where they wont spawn normally or spawn so rarely that ill essentially never see them?
thanks in advance!

nevermind! i figured out my issue. i wasnt saving the hull specs to the csv in the editor. LOL
Title: Re: [0.9.1a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-7)
Post by: HatateHoshikawa on August 30, 2020, 01:02:28 AM
many thx
Title: Re: [0.9.1a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-7)
Post by: Flacman3000 on December 24, 2020, 06:38:52 AM
I'm getting an access violation error whenever I try to load information from the ship data .csv

Any .csv, even the one from the base game

I've tried changing the paths to the correct values in the settings, but it isn't helping.

Any idea of anything else I could try?

Same thing for me it sucks man i have a log
Title: Re: [0.9.1a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-7)
Post by: xenoargh on January 05, 2021, 05:23:55 PM
Well, I wanted to try getting the "name" field, not  the "id" field, to be used when sorting weapons / hullmods in the UI.  Very few Hull Mods are named their ids, and even fewer weapons.  It makes setting up Hull Mods a very laborious process, because their order is completely jumbled.
 
...but the source doesn't want to compile with Blitzmax from https://blitzmax.org/. 

Something about not being able to statically evaluate a float-array that's supposed to be initialized as Null in TStarfarerShipWeaponChange on lines 20 and 21.

All I wanted to do was pull and fix this one thing that's been annoying me for ages, lol.
Title: Re: [0.9.1a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-7)
Post by: battle_sausage on February 14, 2021, 04:25:02 AM
Hi thanks for this tool. Dont know if this is proper "bug report" or what but when I used it it couldnt "save" edited files. As in I used the program, used the "save data" function after I got done fiddling with the ship and then the new file didnt show up in the library for anything else but when selecting save file location (it could even ask to overwrite it's own saved data that was absent from the general library at large). I found what caused this, this program and the star sector folder was on different drives, and when I tried to save the new ship file on the same drive (and folder) as this program it showed up in the library and I could then move it into the game folder.

Once again thanks for this tool.
Title: Re: [0.9.1a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-7)
Post by: Deathfly on March 18, 2021, 07:27:42 AM
3.0.0-alpha-8

    Fixed an issue that cause press Tab or Enter key while in text editing mode insert unintended \t or \r.


https://github.com/Deathfly/sf-ship-ed/releases/download/3.0.0/sf-ship-ed.3.0.0-alpha-8.exe
Title: Re: [0.9.1a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-8)
Post by: Caymon Joestar on March 27, 2021, 10:39:36 AM
Hopefully this will get updated quickly to 0.9.5a.

Current version interacts with 0.9.5... rather weirdly
Title: Re: [0.9.1a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-8)
Post by: Deathfly on March 29, 2021, 09:07:08 PM
3.0.0 alpha-9

- Compatible to StarSector 0.95a.
- Fixed a CSV file decoding issue, which cause single quotation mark and line-breaker-in-comment result unintended phrasing.

https://github.com/Deathfly/sf-ship-ed/releases/download/3.0.0/sf-ship-ed.3.0.0-alpha-9.exe
Title: Re: [0.9.1a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-9)
Post by: Üstad on April 13, 2021, 07:46:46 AM
I tried to change the vigilance's missile hard point to a high arc turret. But it didn't work, can anyone help me about this?

Spoiler
   "shieldRadius": 80,
    "spriteName": "graphics/ships/vigilance.png",
    "style": "MIDLINE",
    "viewOffset": 0,
    "weaponSlots": [
        {
            "angle": 60,
            "arc": 270,
            "id": "WS 001",
            "locations": [
                13,
                14
            ],
            "mount": "TURRET",
            "size": "MEDIUM",
            "type": "ENERGY"
        },
        {
            "angle": 0,
            "arc": 105,
            "id": "WS 002",
            "locations": [
                41,
                -13
            ],
            "mount": "TURRET",
            "size": "MEDIUM",
            "type": "MISSILE"
        }
    ],
    "width": 63
}
[close]

Title: Re: [0.9.1a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-9)
Post by: Wolfynator on April 19, 2021, 06:22:51 AM
Unless I'm missing something, editing built-in wings does not seem to work.
Title: Re: [0.9.1a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-9)
Post by: IonDragonX on April 19, 2021, 02:41:06 PM
Unless I'm missing something, editing built-in wings does not seem to work.
Did you remember to give the ship_data.csv entry any bays?
Title: Re: [0.9.1a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-9)
Post by: Wolfynator on April 19, 2021, 06:48:05 PM
Unless I'm missing something, editing built-in wings does not seem to work.
Did you remember to give the ship_data.csv entry any bays?

Ok I solved it, I thought it was 'left arrow key' to remove a built-in wing and not 'backspace' lol. On an unrelated note, do you happen to know if .ship files get merged/replaced entirely? For some context, I have replaced the built-in wing of the shepherd with my own fighter, but the shepherd still retains the old borer wing and the new one is simply added.
Title: Re: [0.9.1a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-9)
Post by: IonDragonX on April 19, 2021, 07:41:00 PM
Ok I solved it, I thought it was 'left arrow key' to remove a built-in wing and not 'backspace' lol. On an unrelated note, do you happen to know if .ship files get merged/replaced entirely? For some context, I have replaced the built-in wing of the shepherd with my own fighter, but the shepherd still retains the old borer wing and the new one is simply added.
Yes, vanilla content is loaded by default. Your mod has created a new shepherd.ship file that is being added to the vanilla one. Since the vanilla has Borers, the sum says it still has Borers, you see?

If your shepherd.ship file correctly defines a whole ship, you can use the 'replace' command in your mod_info.json file.
  "replace":["data\\hulls\\shepherd.ship"],
The replace command stops the vanilla game from loading the target file. It TRUSTS that you are supplying a correct replacement because there are dependencies upon that file. (ie if it aint right, you crash)
Title: Re: [0.9.1a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-9)
Post by: Wolfynator on April 21, 2021, 03:20:04 AM
Ok I solved it, I thought it was 'left arrow key' to remove a built-in wing and not 'backspace' lol. On an unrelated note, do you happen to know if .ship files get merged/replaced entirely? For some context, I have replaced the built-in wing of the shepherd with my own fighter, but the shepherd still retains the old borer wing and the new one is simply added.
Yes, vanilla content is loaded by default. Your mod has created a new shepherd.ship file that is being added to the vanilla one. Since the vanilla has Borers, the sum says it still has Borers, you see?

If your shepherd.ship file correctly defines a whole ship, you can use the 'replace' command in your mod_info.json file.
  "replace":["data\\hulls\\shepherd.ship"],
The replace command stops the vanilla game from loading the target file. It TRUSTS that you are supplying a correct replacement because there are dependencies upon that file. (ie if it aint right, you crash)

Thanks, that was really helpful. Looks like I'm better off not replacing the vanilla shepherd and instead whip up a new one to avoid compatibility issues in the future.
Title: Re: [0.9.1a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-9)
Post by: Üstad on April 21, 2021, 06:45:15 AM
Ok I solved it, I thought it was 'left arrow key' to remove a built-in wing and not 'backspace' lol. On an unrelated note, do you happen to know if .ship files get merged/replaced entirely? For some context, I have replaced the built-in wing of the shepherd with my own fighter, but the shepherd still retains the old borer wing and the new one is simply added.
Yes, vanilla content is loaded by default. Your mod has created a new shepherd.ship file that is being added to the vanilla one. Since the vanilla has Borers, the sum says it still has Borers, you see?

If your shepherd.ship file correctly defines a whole ship, you can use the 'replace' command in your mod_info.json file.
  "replace":["data\\hulls\\shepherd.ship"],
The replace command stops the vanilla game from loading the target file. It TRUSTS that you are supplying a correct replacement because there are dependencies upon that file. (ie if it aint right, you crash)
It works for me as well but we didn't use to need to do this, not sure if the 0.95 update caused this. Is there any way around to implement our changes without the replace command in mod_info.json file?
Title: Re: [0.9.1a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-9)
Post by: IonDragonX on April 21, 2021, 03:20:50 PM
Ok I solved it, I thought it was 'left arrow key' to remove a built-in wing and not 'backspace' lol. On an unrelated note, do you happen to know if .ship files get merged/replaced entirely? For some context, I have replaced the built-in wing of the shepherd with my own fighter, but the shepherd still retains the old borer wing and the new one is simply added.
Yes, vanilla content is loaded by default. Your mod has created a new shepherd.ship file that is being added to the vanilla one. Since the vanilla has Borers, the sum says it still has Borers, you see?

If your shepherd.ship file correctly defines a whole ship, you can use the 'replace' command in your mod_info.json file.
  "replace":["data\\hulls\\shepherd.ship"],
The replace command stops the vanilla game from loading the target file. It TRUSTS that you are supplying a correct replacement because there are dependencies upon that file. (ie if it aint right, you crash)
It works for me as well but we didn't use to need to do this, not sure if the 0.95 update caused this. Is there any way around to implement our changes without the replace command in mod_info.json file?
Well, most mods just leave the Vanilla files alone and create new ships. If you make your mod use a different internal ID for your ship (EX: instead of "shepherd" you make "shepherd_ustad") then both versions of the ship would be in the game and not conflict.
Title: Re: [0.9.1a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-9)
Post by: Üstad on April 21, 2021, 03:23:02 PM
Is this only for ships? Because when I edit weapons the changes I made take place in the game.
Title: Re: [0.9.1a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-9)
Post by: IonDragonX on April 21, 2021, 03:46:16 PM
Is this only for ships? Because when I edit weapons the changes I made take place in the game.
Well, ships are actually *.variant in the campaign. When a new ship "pops" in campaign, the *.ship file has to be loaded first, the optional *.skin file is loaded second, and the *.variant is loaded last.
So, making a ship, skin, or variant file needs to be clean. Vanilla has already loaded its own information, so your changes are additive.
You are probably only changing values in the weapons_info.csv, maybe? Those changes will overwrite the vanilla csv file in every line with an identical ID name. Only new ID names are additive in a csv file.
Title: Re: [0.9.1a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-9)
Post by: Üstad on April 22, 2021, 05:23:17 AM
Is this only for ships? Because when I edit weapons the changes I made take place in the game.
Well, ships are actually *.variant in the campaign. When a new ship "pops" in campaign, the *.ship file has to be loaded first, the optional *.skin file is loaded second, and the *.variant is loaded last.
So, making a ship, skin, or variant file needs to be clean. Vanilla has already loaded its own information, so your changes are additive.
You are probably only changing values in the weapons_info.csv, maybe? Those changes will overwrite the vanilla csv file in every line with an identical ID name. Only new ID names are additive in a csv file.
I change some things about .wpn files as well such as "mountTypeOverride":"HYBRID", thing. When I change it without replace command the changes take part in the game.
Title: Re: [0.9.1a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-8)
Post by: IonDragonX on April 23, 2021, 08:52:07 PM
3.0.0 alpha-9

- Compatible to StarSector 0.95a.
- Fixed a CSV file decoding issue, which cause single quotation mark and line-breaker-in-comment result unintended phrasing.

https://github.com/Deathfly/sf-ship-ed/releases/download/3.0.0/sf-ship-ed.3.0.0-alpha-9.exe
In the variant mode, could you increase the weapon groups to 7? Would be nice.
Title: Re: [0.9.1a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-10)
Post by: Deathfly on June 13, 2021, 08:57:21 PM

3.0.0 alpha-10

-Rework weapon render order sorting to correctly follow hull render hints and weapon slot renderOrderMod.
-Add a notification to tell current hull do not have fighter bay when trying to add fighter wing on it.
-Raise weapon group limit to 7.
-Rework weapon mount icons so make them more easy to be precisely placed.

https://github.com/Deathfly/sf-ship-ed/releases/download/3.0.0/sf-ship-ed.3.0.0-alpha-10.exe
Title: Re: [0.95a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-10)
Post by: BreenBB on June 15, 2021, 04:09:56 AM
Interesting, its possible to change weapon slot types in ship mode?

Also about features, I think handy one is writing how much weapon slots of which size and type and fighters slots already have, and how much them is not build in, for more easier counting of them on big ships with alot of slots.
Title: Re: [0.95a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-10)
Post by: IonDragonX on June 15, 2021, 09:09:51 AM
Interesting, its possible to change weapon slot types in ship mode.
I'll assume that this is a question instead of a statement.
Yes, to change the slot type, press W for weapon slots, hover the cursor over the slot, then press T to change its details.
Title: Re: [0.95a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-10)
Post by: Simbot34 on June 17, 2021, 04:49:46 PM
I'm trying to find something that will let me take proper screenshots of diableavionics ships with their weapons added on. Is there any way to do this other than going ingame, screenshotting each one, and then cropping it?
Title: Re: [0.95a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-10)
Post by: joe130794 on June 26, 2021, 07:23:31 AM
Can anyone help I'm trying to use the weapon editor to create a new one but it won't load up the turret image at all. I've also tried editing the harpoon to change the image but no luck there either, Anyone got a video tutorial at all?
Thanks
Title: Re: [0.95a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-10)
Post by: nocluewhatimdoing on July 26, 2021, 04:34:06 AM
It doesn't seem like it's possible to load files for modded ships and weapons
Title: Re: [0.95a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-10)
Post by: Lightning Dog on September 16, 2021, 05:59:26 AM
For folks having issues with loading modded ships and files, or the image not loading: You first need to go to the File tab, and select "Load Mod", then load the mod with the files you are trying to edit. Hope this helps, cheers!
Title: Re: [0.95a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-10)
Post by: Szass Tam on October 13, 2021, 10:48:52 PM
Seems i cant load variants of moddet ships.
Title: Re: [0.95a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-10)
Post by: Zeppelin17 on November 23, 2021, 03:31:40 PM
Any chance of having a Mac OSX version of this editor? Or maybe there's a workaround?
Title: Re: [0.95a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-10)
Post by: nathan67003 on November 24, 2021, 03:15:47 PM
It can be run through WINE and such, but I'm asking a pro do write up a tutorial at this very moment. Otherwise keep an eye out for DMs from a kind soul about how to do that
Title: Re: [0.95a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-10)
Post by: Harmful Mechanic on November 24, 2021, 05:14:15 PM
Any chance of having a Mac OSX version of this editor? Or maybe there's a workaround?
I just build a fresh wrapper today with WineBottler (https://winebottler.kronenberg.org/downloads), so it's very doable. You'll need a little patience, though.
Title: Re: [0.95a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-10)
Post by: Jackundor on November 28, 2021, 11:50:56 AM
There's a problem with the editor i have encountered...
Code
"separateRecoilForLinkedBarrels":"TRUE",
is not recognized and thus deleted whenever you do something with the editor
Title: Re: [0.95a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-10)
Post by: AdmiralRem on January 01, 2022, 02:07:06 PM
So I think I have most of the program figured out but I cant figure out how to save the ship/data in a way so that I can use it in game. I even tried adding one to an existing mod so the paths needed were already there. But i'm no programmer. Super noob. Is there a thread that covers all this so I can learn? Thanks!
Title: Re: [0.95a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-10)
Post by: LordKhorne on January 26, 2022, 05:39:00 PM
hey, I've run into a weird bug where the varients only exist when I'm loading them with the editor. the rest of the time my computer thinks they don't exist.
Title: Re: [0.95a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-10)
Post by: zsbskyzsb on January 30, 2022, 08:32:03 PM
emmm  it looks good
Title: Re: [0.95a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-10)
Post by: lgustavomp on March 25, 2022, 03:31:03 PM
I've loaded to many mods into the editor. Now, when I'm trying to make something like a variant, a crap load of weapons and hullmods from those mods appear to me. Is there a way to "unload" a mod? Or simply to reset the editor to its defaults?
Title: Re: [0.95a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-10)
Post by: Üstad on April 02, 2022, 03:23:06 PM
I've edited weapon arcs of doom ship and put the modified .ship file to my mod folder but the changes don't seem to take effect. Help please  :-[
Title: Re: [0.95a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-10)
Post by: Deathfly on May 06, 2022, 01:54:14 AM
3.0.0 alpha-11

-add "fighter_bay_mods" to setting file that can be used to register hullmods that modify fighter bay count.
-organized as [hullmodID1, modifier1, hullmodID2, modifier2..] manner, check the default value for reference.
-add mountTypeOverride compatibility, along with HYBRID, SYNERGY, COMPOSITE and UNIVERSAL weapon type.
-engine state text editor can access to all engine state field now.
Title: Re: [0.95a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-11)
Post by: Glendening on May 15, 2022, 06:06:02 AM
So I guess i'm not understanding something. When I choose "load mod" and select the mod folder, the tool doesn't seem to do anything. After doing that if I try to open wing_data.csv the editor crashes with an access violation. If, after loading the mod I go to edit fighter wing (5) then edit CSV (t) it shows a template as if I want to add a new fighter. What am I doing wrong?
Title: Re: [0.95a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-11)
Post by: illusion_xxx on June 11, 2022, 12:28:51 AM
If I simply increase the Ordnance Points of a class of ship, will AI fleets with those ships make use of the extra points with better weapons/more shield? Or will they stay with their old designs? Conversely, if I reduce the OP, what would happen to those ships in AI fleets?
Title: Re: [0.95a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-11)
Post by: V_KJ on September 25, 2022, 08:40:57 AM
Would be pretty cool if there was a Mac version of this.
Title: Re: [0.95a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-11)
Post by: Harmful Mechanic on September 25, 2022, 09:10:31 AM
Works just fine in WINE.

Several years ago Deathfly and I had a shot at building a Mac version; I might try again later when I don’t have any mod stuff left on my plate.
Title: Re: [0.95a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-11)
Post by: V_KJ on September 26, 2022, 02:15:34 AM
Works just fine in WINE.

Several years ago Deathfly and I had a shot at building a Mac version; I might try again later when I don’t have any mod stuff left on my plate.

I tired the same method you did, but it doesn't work for me, so I guess imma just have to wait for a stable Mac version.
Title: Re: [0.95a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-11)
Post by: Hyperion505 on October 11, 2022, 03:10:53 AM
Shortly after I posted, I opened the ship up in a different editor and saw the messed-up weapon mounts. But the issue was i thought negative degrees for the weapon arcs were a thing...

Needless to say, I set them to a positive value and things are working great now, thanks for this wonderful tool.

Disregard This, leaving the question just in case someone has a brain fart like me and has a similar issue.

On a custom ship I added all of my weapon mounts and set the angle of the mounts and the firing arcs and made sure they were set to Turret mode.

When I get in game and attempt to refit my custom ship, some equipped weapons are pointing the wrong way and/or don't rotate. If I mouse over them with a weapon equipped in the wrong orientation, I can see a ghost image of the weapon in the correct orientation but that's about it.

Am I missing something simple?
Should I be saving the .ship file on its own and not overwriting it?
Does having weapon mounts be too close to each other cause issues?
It's really random to what mounts it happens to.

Any help is appreciated.
Title: Re: [0.95a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-11)
Post by: Jack Hansan on October 11, 2022, 09:16:08 AM
EDIT: Discovered the id for the fighter wing and ship didn't match after reading the wiki. Works now.
Title: Re: [0.95a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-11)
Post by: Dazs on January 16, 2023, 04:30:05 AM
Only recently realized 11 was out, yea I know late to the party. Frist off thank you for keeping this great utility alive. One thing I noted though was when I was in the variant screen the cap and vent have a 999 for the max instead of the actual max of the size ship I am editing. At this point I pretty much have those caps burned into my memory but I figured since no one else mentioned it...
Title: Re: [0.95a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-11)
Post by: DeCell on March 22, 2023, 07:52:00 AM
Any idea on where the config files are on .exe?

EDIT: lmao for some reason its path is "C:\Users\<your user name>\AppData\Local\VirtualStore" and whatever the file you putten the exe in :skull:
Title: Re: [0.95a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-11)
Post by: SlavenOlupina on May 12, 2023, 09:13:22 AM
Hi friends,

Im having a weird issue, was hoping someone knows a solution.

I can only use this ship editor once after i download exe. Trying to run the exe after that initial first use doesn't open the program anymore, nothing happens.

If i redownload, same thing, one use and it's done. Made an exception in antivirus and am sure it is not blocking the exe. There is also nothing i recognise in task manager which could be a running instance of the .exe preventing it from starting. Restarting pc also does nothing so im fairly sure it is not allready running.

On a positive side, awesome program, managed to make a working ship in one go.

Cheers!

edit: deleting the text files it creates after first use makes it work again, probably something on my end. Might be due to non english characters in my name and the program having a default path for creating text config files in c:\users\"name"... as DeCell noticed
Title: Re: [0.95a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-11)
Post by: xenoargh on May 17, 2023, 12:43:56 PM
Tried out latest build.

1. The alphabetical-sort method for JSON entries feature works for Hull Mods (although it skips anything between parentheses in testing). I think this feature should be TRUE by default; this is extremely useful, when dealing with an enormous list of Hull Mods.

This feature would be extremely nice to have for weapons as well!

However, it has a minor bug: when you switch Variants, it reverts to the old behavior.

Even worse... once it's reverted, it doesn't go back. Whatever's going on there is a bit obscure; I've tried a couple of things to see whether it can be fixed, to no avail.

Aha! it appears that it's attempting to write to the config file in between operations- i.e., when switching between Hull --> Variant or Variant --> Variant. Setting that file to read-only causes a crash. It really should be just reading that file once, and not changing values there during operation, imo.

2. The feature "fighter_bay_mods" is a little obscure, and probably should have the hullmod "converted_hangar,1". I eventually figured it out.

3. The "mod_dirs" JSON section keeps getting duplicate entries in it, e.g.:

"C:\\Users\\username\\Desktop\\SS_MOD_DIRECTORY\\mods\\MOD_NAME/",
"C:\\Users\\username\\Desktop\\SS_MOD_DIRECTORY\\mods\\MOD_NAME/",
"C:\\Users\\username\\Desktop\\SS_MOD_DIRECTORY\\mods\\MOD_NAME/",

4. What happened to the source? There isn't a link to GitHub; if you disappear tomorrow, how will we maintain the code? Not that compiling that was ever "fun", given what it was written with. I really kind of wish we'd ported this to something more modern / maintainable like GameMaker Studio, lol.

5. Took a further look at the alpha-sort issue w/ Hull Mods.

It's alphabetizing off of the wrong data field in the CSV. It should be sorted by the "name" field, not the "id" field. The ids are arbitrary and have nothing to do with the names, but the names are what we're selecting by in the user interface. For example, the first entry is "Shield Conversion (Omni)" because the id is "adaptiveshields", even though it hasn't been called "Adaptive Shields" even in Vanilla for years now.
Title: Re: [0.95a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-11)
Post by: IceFire on November 15, 2023, 08:32:36 AM
The only thing that stops this from working on 0.96 is the administrator rights not getting applied correctly. If i give the program administrator rights manually (right click) it works. Otherwise you get hit with one of these.
Title: Re: [0.95a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-11)
Post by: JEENAH on November 26, 2023, 01:14:12 AM
Hello ! The option to add built-in weapons doesn't work. Very sad because i wanted to create weird ships that needs to have those ...
Title: Re: [0.95a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-11)
Post by: Psaldorn on December 14, 2023, 05:53:19 AM
I'm also having issue with built-in weapons, does it only work with certain types of weapon points? Thanks.
Title: Re: [0.95a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-11)
Post by: Psaldorn on December 14, 2023, 05:55:20 AM
Hello ! The option to add built-in weapons doesn't work. Very sad because i wanted to create weird ships that needs to have those ...

As soon as I posted I realised how it works. Add a weapon, use T to edit details, set it to weapon.type = BUILT_IN then it appears in Built in weapon menu!