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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Author Topic: [0.8.1a] STARSECTOR Ship&Weapon Editor (v2.7.4)  (Read 387182 times)

Trylobot

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Re: Trylobot's ship editor (2.4.5)
« Reply #345 on: August 25, 2012, 11:47:44 PM »

This release should address the rest of the bugfixes that I had planned to do. There's still the never-ending list of features and enhancements, but at least this should be usable for actual modding work again.

@Avan: You can now set angles and arcs of weapon slots manually, in the T menu for that weapon (mode 1)

@FlashFrozen: Can you re-test against your "extra weapon groups / modified weapon groups on older variants" and "opening corrupted variants" bug? And if you're stilling getting the bug, can you please send me an example variant for me to work with on fixing this? Also the weapon groups editor works now so you should be able to re-test. (LOL)

@Thaago: I have looked at the file you gave me, and it would appear as though the directory structure for linux is very similar to that of windows, save that the "starfarer-core" directory I am used to seeing isn't there, and instead it appears that its contents are located at the root directory itself. So, I have added this attribute to the list of directories I scan for the vanilla data and it should now work; though I don't have a Linux install to test it on. So, you're going to have to try it out for me, and let me know if it works for you.

@TurgotZ, @Sendrien: You should notice that you can save variants without weapon groups now, and it will properly encode the [].

@Veronw: I have added functionality to support the HOME key as an alternative to ESCAPE, just for you. I'm assuming you have this key?

@Uomoz: I have added some pretty complex functions to ensure that regardless of what changes are made to the ship data, that the currently loaded variant remains compatible with it. Let me know if you run across any issues with this.

@xenoargh: The built-in weapons bug you found seems to have been fixed. Also, you can now press CTRL+ALT+[N] to start a new set of data (everything is cleared).


Latest Changes
______________________________________________________________________________
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


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Veronw

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Re: Trylobot's ship editor (2.4.5)
« Reply #346 on: August 26, 2012, 12:48:04 AM »

Thank you for the added home key functionality! Works like a charm now, should finally give me the opportunity to get my ships in game!  ;D
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WKOB

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Re: Trylobot's ship editor (2.4.5)
« Reply #347 on: August 26, 2012, 01:14:14 AM »

With all these johnny-on-the-spot patches I'll have to throw you another tenner, srsly.

You are too kind!! ~T
« Last Edit: August 26, 2012, 08:10:32 AM by Trylobot »
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FlashFrozen

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Re: Trylobot's ship editor (2.4.5)
« Reply #348 on: August 26, 2012, 12:51:47 PM »

Seems like the null issue is gone ( for now ) great work on all these patches, must be killer having to fix all this up. xD
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CrashToDesktop

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Re: Trylobot's ship editor (2.4.5)
« Reply #349 on: August 26, 2012, 01:18:17 PM »

I'm getting an error from making a new ship.  I've attached the .log to my post.

Seems as if it's a result of your editor.  singled out everything else, and the one new fighter I made seems to crash the game.

[attachment deleted by admin]
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Trylobot

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Re: Trylobot's ship editor (2.4.5)
« Reply #350 on: August 26, 2012, 07:22:14 PM »

@The Soldier: You should be good to go now. Not sure how I missed this one, but it definitely would have made any *.ship files saved with version 2.4.2 incompatible with Starfarer.

If anyone else ran across this error, please download 2.4.3, open your ship data, and simply re-save. That should be enough to fix this issue.


editor version 2.4.3 (starfarer 0.53.1a RC5)
- fixed: incorrectly encoding weapon slots (fatal error)

« Last Edit: August 26, 2012, 07:26:48 PM by Trylobot »
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CrashToDesktop

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Re: Trylobot's ship editor (2.4.5)
« Reply #351 on: August 26, 2012, 08:01:14 PM »

Thanks!
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Thaago

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Re: Trylobot's ship editor (2.4.5)
« Reply #352 on: August 27, 2012, 03:21:09 PM »

Tried the new version, it loads everything correctly and I haven't found any other bugs under wine. In case anyone else runs into it, changing the drag key away from alt on ubuntu 10.04 is done via System>Preferences>Windows>Movement Key.
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Trylobot

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Re: Trylobot's ship editor (2.4.5)
« Reply #353 on: August 27, 2012, 05:55:46 PM »

Thaago: You just made my day, buddy. Here's to teamwork
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Trylobot

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Re: Trylobot's ship editor (2.4.5)
« Reply #354 on: August 27, 2012, 06:56:21 PM »

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medikohl

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Re: Trylobot's ship editor (2.4.5)
« Reply #355 on: August 29, 2012, 12:41:04 PM »

Logging a bug.

I seem to be unable to change the flux vents and capacitors on the variant screen anymore
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Trylobot

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Re: Trylobot's ship editor (2.4.5)
« Reply #356 on: August 29, 2012, 05:52:52 PM »

I just tested it on the v2.4.3 download, and I have no problems.

Start -- [2] --> [F],[F],[F],[F],[F],[Shift + F],[Shift + F],[Shift + F] --> [C],[C],[C],[C],[Shift+C],[Shift+C]
Result is as expected: Vents = 2, Caps = 2

Can you run this same test for me?

Maybe try deleting your existing settings file and re-running?
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MrDavidoff

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Re: Trylobot's ship editor (2.4.5)
« Reply #357 on: September 03, 2012, 06:28:12 AM »

Hey, just wanted to say two things - keep up the good work :) love the progress you made with the editor ever since I can remember to start using it, it has walked a loong line. :)

One thing I would like to suggest/ask for though - if possible, could the weapons still blink, when selected in the Weapon Groups menu? I like that they dont jump off now when moved
in a different group, but occasionly I need to be sure which of weapon I have selected, for example when I wanna make a broadside group. (Ive browsed over last two pages quickly and
I didnt see anyone mention it, but Im sorry if it was already mentioned).

Thats my thought on using the 2.4.3, otherwise no problem and only awesomeness instead  8)
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Trylobot

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Re: Trylobot's ship editor (2.4.5)
« Reply #358 on: September 03, 2012, 09:25:54 AM »

MrDavidoff that's a really great idea, and I'll add that to my list.
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xenoargh

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Re: Trylobot's ship editor (2.4.5)
« Reply #359 on: September 03, 2012, 09:47:45 PM »

One small issue I'm having with 2.4.3 (which is better in every other way) is that +/- no longer appear to zoom.
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