Fractal Softworks Forum

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

Title: [0.9.1a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-5)
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 Most of us can endure some little glitches and maybe a little incompatibility from the slightly out of date version.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-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.



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: Soren on December 17, 2016, 04:13:11 PM
So good. Runs gorgeously under WINE, BTW, for anyone else on a Mac or running Linux.
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.

@[email protected] (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: cjusa 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: Soren on May 08, 2017, 10:56:27 PM
I can't help right now but FYI: yes it is possible, you'll have to screw around with it quite a bit, a good place to start is installing WineBottler (http://winebottler.kronenberg.org) and XQuartz (https://www.xquartz.org).
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: The Soldier 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: passwalker 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: Soren 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: passwalker 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]