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Starsector 0.9.1a is out! (05/10/19); Blog post: Raiding for Fun and Profit (11/27/19)

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Author Topic: [0.8.1a] STARSECTOR Ship&Weapon Editor (v2.7.4)  (Read 274043 times)

Trylobot

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Re: Trylobot's ship editor (2.4.5)
« Reply #360 on: September 04, 2012, 07:57:08 AM »

I'll look into this. Thanks for the report.
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xenoargh

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Re: Trylobot's ship editor (2.4.5)
« Reply #361 on: September 04, 2012, 08:04:48 AM »

Would be handy, my middle-mouse wheel is purposefully disabled :)
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Okim

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Re: Trylobot's ship editor (2.4.5)
« Reply #362 on: September 05, 2012, 01:41:34 AM »

Having problems with weapons list. Can you add some pgdn/pgup keys for scrolling the list up/down? Also those keys could be used to select upper, middle, lower weapons. Huge weapon lists make it a headache to select the weapon put in its end.

Also an option to completely turn off vanilla weapons would be nice for those of us who a focused on total convertions.

Nevertheless that`s an incredibly useful and helpful tool. Nice work :)
« Last Edit: September 05, 2012, 01:43:12 AM by Okim »
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Trylobot

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Re: Trylobot's ship editor (2.4.5)
« Reply #363 on: September 05, 2012, 09:06:15 AM »

Okim,

I am aware of the problems that arise with long lists, and am working on a couple of things to resolve that. I believe my first attempt involves "zooming out" the list to some degree, though I'm not sure if that made it into 2.4.3 or not.

As for turning off vanilla weapons, you can do this already to some degree. In your settings file there is an entry for Starfarer's directory; change this value to null. The editor will of course prompt you every time thereafter, but if you cancel the dialog it will not try to load the vanilla data at all. Let me know if this doesn't work for you.

I should also probably add a mod-manager-esque list that allows folks to enable/disable mods in the editor, including vanilla data, so that manual editing of settings file isn't necesary.
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Ghoti

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Re: Trylobot's ship editor (2.4.5)
« Reply #364 on: September 05, 2012, 09:49:56 AM »

you can just let the user type a partial name, that would work.
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Trylobot

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Re: Trylobot's ship editor (2.4.5)
« Reply #365 on: September 05, 2012, 11:56:20 AM »

Not a bad idea
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TheHappyFace

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Re: Trylobot's ship editor (2.4.5)
« Reply #366 on: September 06, 2012, 12:59:46 AM »

one issue i have is that i cant set a built-in weapons...
or am i doing it wrong...
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LazyWizard

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Re: Trylobot's ship editor (2.4.5)
« Reply #367 on: September 06, 2012, 01:28:31 AM »

one issue i have is that i cant set a built-in weapons...
or am i doing it wrong...

In Hull Mode, hit W to edit weapon slots, highlight the slot you want to be built-in and press T. Change ship.weapon.type to BUILT_IN, then press U to switch to editing built-in weapons. You should be able to set the weapon used there.
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TheHappyFace

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Re: Trylobot's ship editor (2.4.5)
« Reply #368 on: September 06, 2012, 01:52:47 AM »

one issue i have is that i cant set a built-in weapons...
or am i doing it wrong...

In Hull Mode, hit W to edit weapon slots, highlight the slot you want to be built-in and press T. Change ship.weapon.type to BUILT_IN, then press U to switch to editing built-in weapons. You should be able to set the weapon used there.

thanks for the help, i'll look at it asap
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Trylobot

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Re: Trylobot's ship editor (2.4.5)
« Reply #369 on: September 08, 2012, 01:54:36 PM »

Latest Changes
______________________________________________________________________________
editor version 2.4.4 (starfarer 0.53.1a RC5)
- fixed: +/- keys not working
- fixed: synchronization of hull/variant/csv names
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xenoargh

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Re: Trylobot's ship editor (2.4.5)
« Reply #370 on: September 08, 2012, 02:01:47 PM »

Yay, will test it out pronto, I have many ships to implement :)
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Sproginator

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Re: Trylobot's ship editor (2.4.5)
« Reply #371 on: September 09, 2012, 01:33:50 AM »

Sweet, any new features coming up?
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Piroton

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Re: Trylobot's ship editor (2.4.5)
« Reply #372 on: September 09, 2012, 02:04:33 AM »

Uh, I'm not sure if this has come up before, but how do I implement custom weapons in ShipEd? Or is this as-of-yet unimplemented?

Thanks.
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LazyWizard

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Re: Trylobot's ship editor (2.4.5)
« Reply #373 on: September 09, 2012, 04:39:16 AM »

Uh, I'm not sure if this has come up before, but how do I implement custom weapons in ShipEd? Or is this as-of-yet unimplemented?

Thanks.

You need to load your mod data with M first, then your weapons will show up in the weapon select menus. :)
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Trylobot

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Re: Trylobot's ship editor (2.4.5)
« Reply #374 on: September 09, 2012, 03:10:25 PM »

I think he means actually making new weapons, LW.

sproginator, Piroton: the next feature is the weapon editor. But as to when it will be released, I don't know. You are welcome to view the source repository to see what I've been doing lately with it, and progress is being made, but it's not ready for prime time yet.
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