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Author Topic: [0.8.1a] STARSECTOR Ship&Weapon Editor (v2.7.4)  (Read 277536 times)

c plus one

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Re: Trylobot's ship editor (2.6.4)
« Reply #615 on: March 11, 2016, 10:36:49 PM »

Another small request, could the background image be a loose file? So that we can replace it with something more readable depending on the ships colors. The current one can be troublesome depending on the sprites.
I'd like to second this request. The existing background is too dark for my poor vision, and it tends to make it difficult for me to distinguish edges of the hull sprite. It would be wonderful for the user to have the ability to use as a background any external picture file of their choosing.


Can you add support for SYNERGY and COMPOSITE mounts? It's not too vital considering you can use the ingame editor, but it would be nice.
Seconding this request, also. To me, the quoted functionality sounds more than merely nice.
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joe130794

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Re: Trylobot's ship editor (2.6.4)
« Reply #616 on: March 12, 2016, 06:20:43 AM »

When I can't see boundaries properly I just move it around until it is over the galaxy in the background. Makes it much easier to distinguish where the boundaries are.
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c plus one

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Re: Trylobot's ship editor (2.6.4)
« Reply #617 on: March 12, 2016, 11:29:46 PM »

When I can't see boundaries properly I just move it around until it is over the galaxy in the background. Makes it much easier to distinguish where the boundaries are.
I used to be able to do that and call it "sufficient" but in recent years my vision problems have worsened enough that the action you mentioned is no longer good enough. :-[ I already wear corrective lenses and they do not help this problem; it's not a simple "sharpness" issue. Brightening my monitor enough to make the overly-dark built-in background light enough now makes the hull sprite(s) themselves much too bright.

Also, the constant panning of the hull sprites I'm working with over the less dark galaxy graphic is adding up to a huge waste of time that I'd prefer to spend on actually making the ships instead of wrestling with the problematic existing background of SF-Edit.

If Trylobot makes the suggested change to his ship editor, I'd most probably manually insert a solid image of continuous, medium-brightness neutral gray as tprogram's background (or whatever type of image choice helps with my sub-par vision). Or maybe something similar, but instead with a subtle repeating pattern like slightly lighter /darker gridlines or etc., idk


Oh! That reminds me:
Trylobot, would you please also grant users the ability to change - while the program's running - the color (currently pure white) of all the onscreen UI/help/instructions/weapon slot type/etc. text in SF-Edit?

Just some sort of simple RGB 0-255 color picker with a small, real-time preview swatch showing the user's currently-selected text color, and another swatch for the proposed new value, plus a Commit or Save command for the feature, would go a long way to help people with less than great vision. It would be super-helpful if I could harmonize the text color with whatever user-selected background image I end up dropping into the program, as well as harmonize it with the majority color/brightness of the hull sprite I was currently working on.
Thanks in advance for considering this request  :)
« Last Edit: March 12, 2016, 11:48:33 PM by c plus one »
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joe130794

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Re: Trylobot's ship editor (2.6.4)
« Reply #618 on: July 20, 2016, 04:52:09 AM »

Just wondering has anyone done or got a tutorial for making weapons with the editor. I tried earlier but it wouldn't let me select either weapon stats mode or projectile mode.
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Tartiflette

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Re: Trylobot's ship editor (2.6.4)
« Reply #619 on: July 20, 2016, 06:48:53 AM »

Short answer, you can't.
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Harmful Mechanic

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Re: Trylobot's ship editor (2.6.4)
« Reply #620 on: July 20, 2016, 03:59:41 PM »

You can't and it's also not that hard to do them manually.

An issue for later; it is kind of irritating that A) pressing 'C' requires you to set the collision radius all over again, and that B) it's not currently possible to set it manually from within the editor. I'd love to be able to flick through ships in the editor and make sure their collision radii are set properly, especially when I'm doing them in batches.
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Deathfly

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Re: Trylobot's ship editor (2.6.4)
« Reply #621 on: October 26, 2016, 03:05:52 AM »

@Trylobot

I just read through this project made a pull request that have some improvements.

So far in that pull request are

1. Add SYNERGY and COMPOSITE weapon slots support
2. Add "coversColor" support
3. Enable custom background.

Since you are...not often appear on forum so may I ask for a permit to release some beta builds of ship editor? With that we may respond to the bug reports and function require more flexible.
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Re: Trylobot's ship editor (2.6.4)
« Reply #622 on: October 28, 2016, 12:12:17 AM »

Ive been trying to make this work for a few hours and have tried both wine and blitzmax or whatever and neither seem to work and im beginning to have a headache so can someone PLEASE find a working way to use this on mac. :-\ >:(
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Harmful Mechanic

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Re: Trylobot's ship editor (2.6.4)
« Reply #623 on: October 28, 2016, 12:15:12 AM »

Ive been trying to make this work for a few hours and have tried both wine and blitzmax or whatever and neither seem to work and im beginning to have a headache so can someone PLEASE find a working way to use this on mac. :-\ >:(

I've been using it for several years on a Mac, through WINE. Did you create a wrapper for it with WineBottler? What version of OSX are you using?
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Trylobot

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Re: [0.8.1a] STARSECTOR Ship&Weapon Editor (v2.7.2)
« Reply #624 on: July 05, 2017, 03:03:38 PM »

Download latest version v2.7.2

View Source | Report Issues | See Upcoming Features

______________________________________________________________________________
editor version 2.7.2 (starsector 0.8.1a) [Trylobot]

BUGFIXES
- Fixed bug #17 "Weapon Group changes in variant mode not saving."
- Added goalVariant, permaMods fields to TStarfarerVariant.type.bmx
- Fixed bug #15 "Selected weapon slot not displayed during weapon group assignment (variant mode)"
- Also moved the weapon groups list to the left side of the screen, so that the selected weapon can be seen more easily.
- Added a keyboard help entry in variant mode for toggling autofire with "A"
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Re: [0.8.1a] STARSECTOR Ship&Weapon Editor (v2.7.2)
« Reply #625 on: July 06, 2017, 12:17:43 AM »

SSWE version 2.7.2

Good to see the original editor being bumped back to life! ;D

But, somehow...
Spoiler
I find the lack of variant/built-in wing integration disturbing.
[close]

While not necessarily too much of an issue, when carriers will lose their LPC loadouts whenever they are being edited for weapons. Same goes for built-in wings where wings are entirely discounted from the .ship data.
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Trylobot

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Re: [0.8.1a] STARSECTOR Ship&Weapon Editor (v2.7.2)
« Reply #626 on: July 06, 2017, 12:44:43 AM »

Yeah I've experienced that myself. It is annoying to have to go tidy things up after editing. But, I'm back in the saddle for a spell, and I don't see any reason to slow down. Time to bang this puppy out.
« Last Edit: July 06, 2017, 09:04:59 AM by Trylobot »
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Trylobot

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Re: [0.8.1a] STARSECTOR Ship&Weapon Editor (v2.7.3)
« Reply #627 on: July 06, 2017, 11:32:01 PM »

Download latest version v2.7.3

View Source | Report Issues | See Upcoming Features


______________________________________________________________________________
editor version 2.7.3 (starsector 0.8.1a) [Trylobot]

FEATURES
- SHIP / BUILT-IN WINGS EDITING MODE ADDED
  press "1" (ship mode), "D" (load), "N" (built-in wings submodule)

OTHER
- skeleton code / boilerplate necessary for Skin editing has been added,
    but this mode doesn't do anything yet (so don't get too excited if you see it in the menus)
- heavy code maintenance / cleanup / refactoring

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Morrokain

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Re: [0.8.1a] STARSECTOR Ship&Weapon Editor (v2.7.3)
« Reply #628 on: July 07, 2017, 01:03:49 PM »

Ah Trylobot (and Deathfly too!) thanks so much for getting this editor back in working shape again and continuing its support!

I'd had to go back to text editing for this update- when getting things ready for release- wow does this tool make things so much faster and less bug-prone  :D

I have quite a few variants to manage and adding wing sets manually to like 100 variants was... well it took a while.
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Trylobot

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Re: [0.8.1a] STARSECTOR Ship&Weapon Editor (v2.7.3)
« Reply #629 on: July 07, 2017, 01:09:03 PM »

Yeah variant wings is the next obvious addition (it will share most of the code), and it looks like Deathfly is adding some nice visuals for showing the fighter sprites.
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