Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

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

Pages: 1 ... 41 42 [43] 44

Author Topic: [0.8.1a] STARSECTOR Ship&Weapon Editor (v2.7.4)  (Read 387276 times)

Protonus

  • Captain
  • ****
  • Posts: 444
  • AAAAAAAAAAAA
    • View Profile
Re: [0.8.1a] STARSECTOR Ship&Weapon Editor (v2.7.4)
« Reply #630 on: July 08, 2017, 07:18:44 PM »

Works very well for the Red ship built-ins. :D

So far, that one bug I encounter is when I press ESC on the Variant's Wing-dow(?), it won't close and puts the cursor instead at the bottom of the wing list.


I'll take a look. Thanks for the report! ~Trylo  https://github.com/Trylobot/sf-ship-ed/issues/19
« Last Edit: July 08, 2017, 07:23:22 PM by Trylobot »
Logged

The cookies are a weird one, okay.

Trylobot

  • Global Moderator
  • Admiral
  • *****
  • Posts: 1170
    • View Profile
    • Github profile
Re: [0.8.1a] STARSECTOR Ship&Weapon Editor (v2.7.4)
« Reply #631 on: July 14, 2017, 11:58:31 PM »

editor version 3.0.0-pre-alpha-1 (starsector 0.8.1a) [Trylobot]

SKIN EDITOR (PARTIALLY COMPLETE)
- Change/Remove Engines
- Add/Remove Built-In Hullmods
- Edit Details (Strings)
- Render Skin Sprite
« Last Edit: July 23, 2017, 06:28:46 PM by Trylobot »
Logged

xenoargh

  • Admiral
  • *****
  • Posts: 5078
  • naively breaking things!
    • View Profile
Re: [0.8.1a] STARSECTOR Ship&Weapon Editor (v2.7.4)
« Reply #632 on: July 15, 2017, 09:31:59 AM »

That sounds exciting!  I'll give it a whirl :)
Logged
Please check out my SS projects :)
Xeno's Mod Pack

Trylobot

  • Global Moderator
  • Admiral
  • *****
  • Posts: 1170
    • View Profile
    • Github profile
Re: [0.8.1a] STARSECTOR Ship&Weapon Editor (v2.7.4)
« Reply #633 on: July 23, 2017, 06:28:27 PM »

Download experimental pre-release v3.0.0-pre-alpha-2



View Source | Report Issues | See Upcoming Features

______________________________________________________________________________
editor version 3.0.0-pre-alpha-2 (starsector 0.8.1a) [Trylobot & Deathfly]

SKIN EDITOR
- Change/Remove Weapon Slot position/angle/arc
- Add/Remove Built-In Weapon Assignments
- Change/Remove Engine Slot style/position/size/orientation
- Add/Remove Built-In Hullmods
- Edit Details (Strings)
- Render Skin Sprite

VARIANT EDITOR / STATION_MODULE support
- Show installed module (variant) in slot.
- Render installed STATION_MODULE (variant)
- Module selector for STATION_MODULE slots, including variants based on skins
- stock_variants loader looks for variants in subdirectories

WEAPON RENDERING
- Render order now more closely follows the in-game render order
- Foundations laid for for STATION_MODULE rendering

ENGINE MODE (ship, skin)
- Added "contrailSize" to string editor (for setting to 128 for maneuvering jets, if necessary)

« Last Edit: July 23, 2017, 06:30:17 PM by Trylobot »
Logged

Raakashan

  • Ensign
  • *
  • Posts: 8
    • View Profile
Re: [0.8.1a] STARSECTOR Ship&Weapon Editor (v2.7.4)
« Reply #634 on: August 07, 2017, 09:10:04 AM »

So whats the difference between the two releases so i know which version i need to get for my purposes? Just the experimental additions that aren't finalized basically? or is there some other difference I'm not seeing in the description or maybe its there and I'm just daft? LOL
Logged

Trylobot

  • Global Moderator
  • Admiral
  • *****
  • Posts: 1170
    • View Profile
    • Github profile
Re: [0.8.1a] STARSECTOR Ship&Weapon Editor (v2.7.4)
« Reply #635 on: August 07, 2017, 11:46:57 AM »

All the differences in the changelog above are relative from v3.0.0-pre-alpha-2 to v2.7.4, so if you're working with skins or battlestations you may find it vaguely helpful (even though it's unfinished).
Logged

xenoargh

  • Admiral
  • *****
  • Posts: 5078
  • naively breaking things!
    • View Profile
Re: [0.8.1a] STARSECTOR Ship&Weapon Editor (v2.7.4)
« Reply #636 on: August 07, 2017, 01:55:40 PM »

I like the new build.  Definitely addresses some of my pet peeves.  Only one major issue I've seen; when placing weapons:

1.  It won't let me use Mirror there.

2.  I have to cycle up / down a weapon to re-select the last-selected weapon.  Means a bunch of extra keystrokes when I'm placing a bunch of the same thing (this came up with my Thruster FX Mod in spades).



This has been triaged. Thanks for the report.
~T

« Last Edit: August 07, 2017, 04:51:18 PM by Trylobot »
Logged
Please check out my SS projects :)
Xeno's Mod Pack

bananana

  • Commander
  • ***
  • Posts: 226
    • View Profile
Re: [0.8.1a] STARSECTOR Ship&Weapon Editor (v2.7.4)
« Reply #637 on: September 10, 2017, 01:46:53 AM »

help plz!
something happened and now i cannot do anything with weapon offsets. delete, add, move - nothing works. the hint near cursor changes when some key is pressed, but apart from that i cannot do anything.
shp editor works just fine.

upd
nvm, some weird glitch when no main image selected.
« Last Edit: September 11, 2017, 02:19:02 AM by passwalker »
Logged
Any and ALL sprites i ever posted on this forum are FREE to use. even if i'm using them myself. Don't ever, EVER ask for permission, or i will come to your home and EAT YOUR DOG!!!
i do NOT want to see my name appear in the credits section of any published mod and will consider it a personal insult.

Morrokain

  • Admiral
  • *****
  • Posts: 2143
  • Megalith Dreadnought - Archean Order
    • View Profile
Re: [0.8.1a] STARSECTOR Ship&Weapon Editor (v2.7.4)
« Reply #638 on: December 09, 2018, 09:01:14 AM »

Anyone try this out with .9 yet?

I would assume it still works fine, but just checking.
Logged

mendonca

  • Global Moderator
  • Admiral
  • *****
  • Posts: 1159
    • View Profile
Re: [0.8.1a] STARSECTOR Ship&Weapon Editor (v2.7.4)
« Reply #639 on: December 09, 2018, 11:15:03 AM »

Broadly speaking; yes.

Goes without saying but 0.9 features aren’t implemented - and there may be other weirdness associated; but seems to work okay; just e.g. edit the .csv manually.
Logged


"I'm doing it, I'm making them purple! No one can stop me!"

Morrokain

  • Admiral
  • *****
  • Posts: 2143
  • Megalith Dreadnought - Archean Order
    • View Profile
Re: [0.8.1a] STARSECTOR Ship&Weapon Editor (v2.7.4)
« Reply #640 on: December 09, 2018, 11:50:24 AM »

Broadly speaking; yes.

Goes without saying but 0.9 features aren’t implemented - and there may be other weirdness associated; but seems to work okay; just e.g. edit the .csv manually.

Cool so editing ship and variant files is still working including adding wings and modules for stations?

Basically just wanting to use it to handle Archean Order's new ships, variants and stations.

csv files, weapons, skins, hullmods and ship systems I can do myself fairly easily.
Logged

JamesBai03

  • Ensign
  • *
  • Posts: 26
    • View Profile
Re: [0.8.1a] STARSECTOR Ship&Weapon Editor (v2.7.4)
« Reply #641 on: March 02, 2019, 01:46:41 PM »

wondering if the project has been discontinued. Used it three years ago, it was good.
Logged

Trylobot

  • Global Moderator
  • Admiral
  • *****
  • Posts: 1170
    • View Profile
    • Github profile
Re: [0.8.1a] STARSECTOR Ship&Weapon Editor (v2.7.4)
« Reply #642 on: March 02, 2019, 02:36:34 PM »

The truth? Factorio
Logged

xenoargh

  • Admiral
  • *****
  • Posts: 5078
  • naively breaking things!
    • View Profile
Re: [0.8.1a] STARSECTOR Ship&Weapon Editor (v2.7.4)
« Reply #643 on: April 18, 2019, 05:30:28 PM »

Well, I hope Factorio hasn't swallowed you alive, lol.

One feature I'd like to request, if you get around to updating for 0.9's feature list (in particular, dealing with the new Carrier structure in .variant files).

If we open a .variant, it should, imo, load the .ship automatically.  Right now, to edit a .variant, we have to open the .ship first.  Seems like this should be broadly doable. 

It'd also be nice to have a setting where we can limit OPs to 10% over par or whatever we want, without having to calculate by hand (heck, just a UI element that says how over / under we are would work).
Logged
Please check out my SS projects :)
Xeno's Mod Pack

Trylobot

  • Global Moderator
  • Admiral
  • *****
  • Posts: 1170
    • View Profile
    • Github profile
Re: [0.8.1a] STARSECTOR Ship&Weapon Editor (v2.7.4)
« Reply #644 on: April 18, 2019, 05:34:51 PM »

Those are both excellent ideas xeno. Carrier support is planned and partially complete in the experimental release, but the others regarding variants and overlimiting ops can definitely be included. I noticed Alex is sitting on a pretty sizeable follow up release so I'm planning on bringing things up to speed for it
Logged
Pages: 1 ... 41 42 [43] 44