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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 387138 times)

maximilianyuen

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Re: Trylobot's ship editor (2.6.1)
« Reply #525 on: October 23, 2013, 08:13:44 AM »

I'm getting an Exception_access_Violation every single time i try to start the editor, waaaaaaaaaaaiiiiiiii :'(

finally find a fix for that. well not a fix, a work around....

delete the sf-ship-ed-settings.json and
don't point it to the CORRECT starsector path ever again will solve it.


yeah you will have to load the image and .ship file yourself, and not able to easily choose built in weapon in a dropdown but at least now you can set the ship boundary and so on a lot more easier, which again need to thanks Trylobot once again (he's hearing to much of it i am afraid lol)
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Trylobot

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Re: Trylobot's ship editor (2.6.1)
« Reply #526 on: October 23, 2013, 01:57:36 PM »

You know what's weird about that exception_access_violation is that I can reproduce it on my development machine, but only in the "Release" build. In the debug build, there's no error.

I'm tempted to say eff it and just make the debug one the release one, even thought the binary is bigger, just because I don't care enough to really fix it if there's an easy workaround.

Very soon though I will be returning this editor to a 100% correct state when it comes to ship editing, but I'm not sure about weapon editing.



After the aforementioned maintenance update for the existing editor, I've been playing with the idea of a full re-write for this editor, but doing it in a way that is more multi-platform-friendly and also more user-friendly.

I thought about using LWJGL/Java, much like Alex uses for the actual game, even to the point of simply importing the same *.jar files as the game itself, for a level of guaranteed compatibility.

I've also considered doing the re-write in C#/Mono/GtkSharp because it has all the same multi-platform benefits, but it's much more familiar to me as a developer because my day job deals with C#.

I'll start a poll for this, since it potentially affects all the modders.
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xenoargh

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Re: Trylobot's ship editor (2.6.1)
« Reply #527 on: November 08, 2013, 10:28:45 AM »

One hopefully-minor request for this last maintenance build; allow us to edit viewOffset :)
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NanoMatter

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Re: Trylobot's ship editor (2.6.1)
« Reply #528 on: November 12, 2013, 02:54:40 PM »

I am confused when it says "STARFARER" Directory. I dunno which one to click, im making variants for a really awesome mod.
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ValkyriaL

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Re: Trylobot's ship editor (2.6.1)
« Reply #529 on: November 17, 2013, 01:40:21 PM »

Not sure if neccesary, but having the editor rename the ID of a weapon slot, if you say, have 10 weapons and you remove num 3 and 4, the editor would take 5 and 6 and rename them 3 and 4 and 7 and 8 would become 5 and 6 instead and so on, i think that would fix some of those "weapon ID ** is missing ****** weapon in ****** variant"
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Cyan Leader

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Re: Trylobot's ship editor (2.6.1)
« Reply #530 on: November 28, 2013, 03:24:06 PM »

The change to support decorative mounts is great, but please allow us to toggle them when editing mounts. It can be very confusing in ships that are very detailed to look at the weapons mounts or to make variants. Also, a feature I'd like to request is to please scan the .ship file to see if it has any shipmod pre-built. The editor will erase that information when saving on those ships, and it doesn't support its addition either.
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Trylobot

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Re: Trylobot's ship editor (2.6.1)
« Reply #531 on: December 04, 2013, 08:13:35 AM »

No worries, all. Maintenance release is coming.  SoonTM
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Xalendi

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Re: Trylobot's ship editor (2.6.1)
« Reply #532 on: December 12, 2013, 04:11:38 AM »

How do I make it so that when selecting a weapon from the drop-down list, that my custom weapons are included?
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xenoargh

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Re: Trylobot's ship editor (2.6.1)
« Reply #533 on: December 12, 2013, 07:43:50 AM »

They should just show up, provided you're pointed at the right mod directory.  If they don't show up, you have a problem in your JSONs/CSVs that you need to find and fix :)
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Xalendi

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Re: Trylobot's ship editor (2.6.1)
« Reply #534 on: December 12, 2013, 12:53:39 PM »

Ah. I was unaware of needing to point to my mods directory. I figured it out. Thanks for the help!
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Death_Silence_66

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Re: Trylobot's ship editor (2.6.1)
« Reply #535 on: December 17, 2013, 03:52:38 PM »

can you explain how to get this to work on a mac?
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Trylobot

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Re: Trylobot's ship editor (2.6.1)
« Reply #536 on: December 18, 2013, 08:43:59 AM »

I've been told by other Mac Users that Wine works for this. I don't know anything about it beyond that, as I don't own one.
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Trylobot

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Re: Trylobot's ship editor (2.6.2)
« Reply #537 on: December 20, 2013, 03:16:36 PM »

Download version 2.6.2

Latest Changes
______________________________________________________________________________
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

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Gothars

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Re: Trylobot's ship editor (2.6.2)
« Reply #538 on: December 20, 2013, 04:44:17 PM »

Does the fact that you are updating this editor mean anything for the planned new trylobox editor?
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Trylobot

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Re: Trylobot's ship editor (2.6.2)
« Reply #539 on: December 20, 2013, 06:44:49 PM »

I'm just trying to get off my ass and follow through. Been unmotivated lately; which, I've noticed, is fairly typical for the winter season.
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