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Author Topic: [0.7.2a] STARSECTOR Ship&Weapon Editor (v2.7.1)  (Read 23676 times)

Deathfly

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[0.7.2a] STARSECTOR Ship&Weapon Editor (v2.7.1)
« on: December 13, 2016, 01:33:14 AM »

Download latest version

sigh, at the beginning I just want to replace that background image.

What's this?

This is an update of Trylobot's ship editor, 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 Most of us can endure some little glitches and maybe a little incompatibility from the slightly out of date version.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.

Change Log
Spoiler
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.


editor version 2.7.0 (starsector 0.7.2a)
______________________________________________________________________________

   CHANGES
________________________________
Major Changes
-------------
-Migrate to MaxGUI.
 -Add menu bar.
 -Make editor resizable while running.
 -Add an "Unsaved changes warning" when you may discards your unsaved changes.

-Implant undo/redo function.
 -Will consider a serial string editing actions as one step due to it is too annoying to capture every keys.

-Rework "Set Mass Center and Collision Radius" and "Set Shield Center and Shield Radius" functions.
 -Left Mouse Click now can only used for set center.
 -Ctrl + Left Mouse Click now can used to set radius without reset the center frist.

-Rework "Launch Bay Edit" function.
 -Ctrl + Left Mouse Click always add a new launch bay.
 -Hold down Shift will lock on the nearest launch bay.
 -Shift + Left Mouse Click will add a new launch port to the locked lauch bay.
 -Remove the Right Mouse Click function.

-Rework the "Bounds Edit" function.
 -Ctrl + Left Mouse Click now will try to insert new bound vertex between the nearest bound segment ends.

-New function. "Decorative Weapon Edit Mode"
 -Same as "Built-in Weapon Edit Mode", but for decorative weapons.

-Add "Weapon Render" function.
 -Can render all build-in and deco weapons in ship edit mode. And render all weapons in variant edit mode.
 -Hit "F5" can toggle weapon renderer from "render in 100% opacity", "render in 50% opacity", and "do not render".
 -Can use F6, F7, and F8 to Play, Stop and Reset all weapon animations, if there any.
 -In "Weapon Slots Edit Mode", "Built-in/Deco weapon Edit Mode", and "Variant Edit Mode", arrow keys can use to control weapon animation on selceted slot.(See on screen help.)

-Fix up "Weapon Editor"
 -Will properly parse and recode a .wpn file.
 -Will display weapon offsets properly. For hardpoint and turret, both.
 -Will display cursor coordinate properly.
 -Make the glow on weapon more closer to in game visual.
 -String editor for weapon now will provide accessibility to most weapon parameters.
 -Guides will mark the weapon's pivot point out.

Minor Changes
-------------
-Add SYNERGY and COMPOSITE weapon slots support.
-Add "coversColor" support.
-Improve the performance for Preview All function.
-Replace the default background with a less obscure one.
-Add a filter that can fit out deco weapons when place weapon in non-deco slot.
-Enable language localisation.

-Settings
 -Add "custom_bg_image" that can set path for using custom background.
 -Add "performance_mode", set to 1 can simplify some drawing process and result a better performance.
 -Add "fluxmod_limit_override", set to 1 can override the 10/20/30/50 max flux vants/caps limit in variant edit mode.
 -Add "scale_help_UI", set to 1 can enable help UI zooming for extreme resolution ratio.(Or you can set "font_size" instead.)
 -Add "scale_help_UI_scale_level". If it set to 0, help UI will auto zoom.
 -Add "custom_FONT" that can set path for custom font.
 -Add "UTF8_support", set to 1 to enable UTF-8 support, to decode UTF-8(without BOM) data file.
 -Add "localization_file" that can set path for LanguageDefinition file.

-Make engine flames looks more close to in game visual.
-Rework String data editing console. Make insert characters practical.
-Rework all "item selector" to fit some way too looong item list.
-Guides precision increase to 0.5.

   BUGFIX
________________________________
-Can safely remove weapon slots with built-in weapon in it.
-Simplified help UI text drawing method for better performance.
-Fixed a crash when try to remove a weapon slot/engine/launch bay while there isn't anyone.
-When rename a weapons slot, the built-in weapon in that slot will got removed now.
-Fixed a issue that the rjson core will mistakenly discard "0" for integer output.

______________________________________________________________________________
editor version 2.6.4 (starsector 0.7.1a)
- credit to zaphide for pull request!
- support for HYBRID weapon types
- support for longer weapon lists
______________________________________________________________________________
editor version 2.6.3 (starsector 0.7a RC1)
- ship variants will no longer assign DECORATIVE, SYSTEM or LAUNCH_BAY weapons
______________________________________________________________________________
editor version 2.6.2 (starsector 0.6.1a)
- full support for built-in hull mods
- silently ignores trailing "f" in JSON floating-point number literals
- rows starting with '#' in .csv files will now be skipped
- ship data csv columns updated
______________________________________________________________________________
editor version 2.6.1 (starsector 0.54.1a)
- added support for "DECORATIVE" weapon/slot types
______________________________________________________________________________
editor version 2.6 (starsector 0.54.1a)
- weapon editor can modify offsets (possibly buggy)
- weapon editor can set images
- weapon editor can switch between turret/hardpoint mode
- tilde [~] now toggles vanilla data on/off and forces a reload of all data
- compatible with "Starsector" name change
______________________________________________________________________________
editor version 2.5 (starfarer 0.53.1a RC5)
- added weapon editor prototype (incomplete)
- added more detailed logging in sf-ship-ed.log
- fixed: custom engines output with incorrect field name 'type_'
______________________________________________________________________________
editor version 2.4.5 (starfarer 0.53.1a RC5)
- fixed: strange data corruption bugs on main ship and variant string editors
______________________________________________________________________________
editor version 2.4.4 (starfarer 0.53.1a RC5)
- fixed: +/- keys not working
- fixed: synchronization of hull/variant/csv names
______________________________________________________________________________
editor version 2.4.3 (starfarer 0.53.1a RC5)
- fixed: incorrectly encoding weapon slots (fatal error)
______________________________________________________________________________
editor version 2.4.2 (starfarer 0.53.1a RC5)
- fixed: weapon groups list misbehaving
______________________________________________________________________________
editor version 2.4.1 (starfarer 0.53.1a RC5)
- fixed: variant data incompatible with ship data if certain ship data changed
- fixed: empty JSON containers  {} [] ""  always being encoded as null
- fixed: cannot load vanilla data in Linux (probably)
- fixed: quoted newlines in CSV data
- fixed: can't set hullmods in variant if ship has no weapon slots
- misc: HOME key is now equivalent to ESCAPE key
- feature: direct value entry for weapon arcs and angles (press T on a weapon)
______________________________________________________________________________
editor version 2.4.1a (starfarer 0.53.1a RC5)
PRE-RELEASE: more bugfixes coming soon!
- fixed: can't set weapons for newly-added built-in ship weapon slots
- fixed: variant weapon list stays open after assigning a weapon
- enhanced: in mode 1, when loading existing ship data, all other modes
  are automatically populated with data associated with the loaded hull
- feature: in mode 1, press CTRL+ALT+[N] to clear out all JSON/CSV data
- some other misc. bug fixes
______________________________________________________________________________
editor version 2.4 (starfarer 0.53.1a RC5)
- added support for fighter wings (wing_data.csv) editing: mode [4]
  with graphical formation preview!
______________________________________________________________________________
editor version 2.3 (starfarer 0.53.1a RC5)
- added support for BUILT_IN and SYSTEM weapons
  includes being able to set the weapon from *.SHIP mode
  and includes not being able to modify the built-in weapons in *.VARIANT mode
  and includes not counting OPs from built-in weapons in *.VARIANT mode
- added support for Custom Engine STYLE ID:
  this is HIGHLY RECOMMENDED to use over the STYLE SPEC per-engine.
  But to use it, you must first define your Engine Style ID in the following:
    data/config/engine_styles.json
- fixed bug in CSV Loader to properly quote fields containing commas
______________________________________________________________________________
editor version 2.2.3 (starfarer 0.53a)
- bugfix for a crash related to custom engines
______________________________________________________________________________
editor version 2.2.2 (starfarer 0.53a)
- added support for CUSTOM engines; press T while in Engines mode
______________________________________________________________________________
editor version 2.2.1 (starfarer 0.53a)
- added support for Starfarer 0.53a:
  - csv mode: added explicit support for PHASE as a shield type, and declared
    'system id' as a string type so it won't try to graph it.
______________________________________________________________________________
editor version 2.2 (starfarer 0.52a)
- ship: in bounds mode, weapons, engines and launch bays modes,
  you can now hold CTRL+ALT while RIGHT-CLICK dragging to drag all
  the entities on-screen at once.
- weapon slots: weapon slots are now assigned names with zero-padded numbers
  so that they can be sorted more easily
______________________________________________________________________________
editor version 2.1 (starfarer 0.52a)
- ship: launch bay mode; press L to use
- variant: weapon group autofire attribute added; press A to toggle
- variant: max weapon groups increased to 5
______________________________________________________________________________
editor version 2.0.3 (starfarer 0.51a)
- fixed bug with shield-center Y-coordinate being interpreted incorrectly
______________________________________________________________________________
editor version 2.0.2 (starfarer 0.51a)
- fixed bug with not always saving collision radius and shield radius
______________________________________________________________________________
editor version 2.0.1 (starfarer 0.51a)
- fixed bug with string editing that prevented some characters from being
  entered sometimes
- fixed bug with CSV editing (new data template)
- fixed bug where variant OP max was not observing the current CSV data
______________________________________________________________________________
editor version 2.0 (starfarer 0.51a)
- can now edit single rows of ship_data.csv, and save into an existing file
  (find and update existing row by ID, else insert new row) or into a new file
- all known statistical data from all loaded ship CSV data is shown in a
  handy bar graph so you can see where your ship falls in the grand scheme
- corresponding CSV row attempted to be auto-loaded when loading a *.ship
- made ship darker when editing weapon slots or strings
- smoother zooming (continually integrated easing)
- fixed long-standing bug (since version 0.1) with global overlay
  positions when panning & zooming
______________________________________________________________________________
editor version 1.9.7 (starfarer 0.51a)
- displays more information in *.variant mode
- fixed bug where small weapons were being allowed in large slots, and also
  restricted universal slots to exact weapon size-match
______________________________________________________________________________
editor version 1.9.6 (starfarer 0.51a)
- mirrored-pair editing of weapon-slots and engine-slots has been implemented
- improved help text; added status bar; reduced clutter
- altered ghost-previews for all modes to make more sense contextually
- bugfixes related to validating weapon-sizes and -types for variant mode
- fixed bug where variant was not being notified when weapon slot is removed
- misc polish & improvements internally
______________________________________________________________________________
editor version 1.9.3 (starfarer 0.51a)
- added default enum values for when no data is loaded (to prevent crash)
- fixed bug that caused a crash when editing weapons
- fixed bug that allowed weapon slots to be created with duplicate ids
______________________________________________________________________________
editor version 1.9.2 (starfarer 0.51a)
- fixed bug that caused invalid *.csv files to crash the editor
  now they are ignored
- editor automatically creates "sf-ship-ed.log" that shows what's being loaded
______________________________________________________________________________
editor version 1.9.1 (starfarer 0.51a)
- users of editor in a Mac OS running Wine can now provide the starfarer
  install dir with success
- variant hullID updated automatically
- ship image loaded automatically when ship data is loaded
- if an image is manually loaded, the editor will search upwards for a
  "graphics" directory; if it is found, the path to the image will be inserted
  into the ship data; otherwise it will remain unmodified
- default save-file-names for *.ship and *.variant
______________________________________________________________________________
editor version 1.9 (starfarer 0.51a)
- string editing is made faster for values that are enums; instead of typing
  them, use arrow left/right to choose a value from the list of acceptable
  values. the field is updated immediately.
- can now open, edit and save *.variants - use [1] and [2] to toggle between
  *.ship mode and *.variant mode; still use [D] and [V] to open/save
- click a weapon slot to assign a weapon from the list of weapons that are
  valid to occupy that slot; filters based on size & type of slot from
  currently loaded *.ship data
- press M to load a mod; it will be noted in the settings data so that it is
  auto-loaded on next startup of the editor; this will add the mod's data
  to the stock data for weapon slot selection and OP cost analysis & validation
- While in variant mode:
  Press T to edit variant string-data
  Press G to edit weapon groups
  Press F & C to increment flux mods. Shift+F & Shift+C to decrement. They
    will 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 prevent you
- WARNING: it is now REQUIRED that Starfarer be installed on the computer
  where the editor is being used, as the vanilla data is automatically loaded
  to speed up selection of multi-select values, and to prevent the editor
  from needing to be explicitly updated when Starfarer adds new such values
- fixed bug with key states after opening system dialogs in windows
______________________________________________________________________________
editor version 1.2 (starfarer 0.51a)
- can now use +/- as alternative to mousewheel for zooming
______________________________________________________________________________
editor version 1.1 (starfarer 0.51a)
- made zoom feature not retarded
- added mirrored-mode adding of weapons & engines
- auto-saves last-used path for images and data (finally)
______________________________________________________________________________
editor version 1.0 (starfarer 0.51a)
- added string data editor [T]
- to edit strings for weapons and engines, press [T] from weapon or engine
  editing modes [W] or [E] which will allow you to edit the strings for that
  specific instance
- added weapons and engine locations to preview mode [P]
- when creating weapons and engines, automatically duplicates properties
  of nearest to speed up creation of similar slots
- more reasonable defaults for certain values
- preview cursor more context-sensitive
______________________________________________________________________________
editor version 0.4 (starfarer 0.51a)
- added engine slot editor
______________________________________________________________________________  
editor version 0.3 (starfarer 0.51a)
- added weapon slot editor, per request
- strengthened JSON decoder; ignores # comments and performs implicit type-
  conversion and uses reflection to automatically encode/decode from/to plain
  objects
______________________________________________________________________________  
editor version 0.2 (starfarer 0.35a preview rc2)
- fixed bug; data view not updating when you press "N" (new data)
  or "I" (load ship image)
- fixed bug; empty arrays being encoded as empty objects
- improved data view; added column-wrap and reduced font size
  to fit more information on screen
- program icon (windows only)
- added collision radius mode
- added preview all mode
______________________________________________________________________________  
editor version 0.1 (starfarer 0.35a preview rc2)
- initial release
[close]

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.





« Last Edit: July 15, 2017, 12:47:35 AM by Trylobot »
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MesoTroniK

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Re: STARSECTOR Ship&Weapon Editor (v2.7.0)
« Reply #1 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.
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Tartiflette

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Re: STARSECTOR Ship&Weapon Editor (v2.7.0)
« Reply #2 on: December 13, 2016, 02:07:09 AM »

*Slow clap with nod of approval*
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Re: STARSECTOR Ship&Weapon Editor (v2.7.0)
« Reply #3 on: December 13, 2016, 04:51:40 AM »

Thank you for updating this.
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Cycerin

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Re: STARSECTOR Ship&Weapon Editor (v2.7.0)
« Reply #4 on: December 13, 2016, 04:56:22 AM »

Excellent work Deathfly.
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Re: STARSECTOR Ship&Weapon Editor (v2.7.0)
« Reply #5 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?
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Re: STARSECTOR Ship&Weapon Editor (v2.7.0)
« Reply #6 on: December 13, 2016, 02:44:31 PM »

A brilliant tool, I heartily recommend it, and commend Deathfly for his invaluable work.

Sproginator

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Re: STARSECTOR Ship&Weapon Editor (v2.7.0)
« Reply #7 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 :)
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Re: STARSECTOR Ship&Weapon Editor (v2.7.0)
« Reply #8 on: December 17, 2016, 09:56:09 AM »

Wow!  Thanks for working on this!
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Re: STARSECTOR Ship&Weapon Editor (v2.7.0)
« Reply #9 on: December 17, 2016, 04:13:11 PM »

So good. Runs gorgeously under WINE, BTW, for anyone else on a Mac or running Linux.
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Re: STARSECTOR Ship&Weapon Editor (v2.7.0)
« Reply #10 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.
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Deathfly

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Re: STARSECTOR Ship&Weapon Editor (v2.7.0)
« Reply #11 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.
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Re: STARSECTOR Ship&Weapon Editor (v2.7.0)
« Reply #12 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?
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Takion Kasukedo

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Re: STARSECTOR Ship&Weapon Editor (v2.7.0)
« Reply #13 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...
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Re: STARSECTOR Ship&Weapon Editor (v2.7.0)
« Reply #14 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.
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