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 ... 16 17 [18] 19 20 ... 44

Author Topic: [0.8.1a] STARSECTOR Ship&Weapon Editor (v2.7.4)  (Read 387143 times)

Alex

  • Administrator
  • Admiral
  • *****
  • Posts: 23986
    • View Profile
Re: Trylobot's ship editor (2.4.5)
« Reply #255 on: August 02, 2012, 06:04:16 PM »

The phase.png thing isn't even needed. Just have the phase glows called <shipsprite>_glow1.png and <shipsprite>_glow2.png, with <shipsprite> being the name of the ship file itself, without the file extension, and in theory that should work

Yep, that's exactly how it works. The phase glow layers aren't referenced in the .ship file in any way.
Logged

Trylobot

  • Global Moderator
  • Admiral
  • *****
  • Posts: 1170
    • View Profile
    • Github profile
Re: Trylobot's ship editor (2.4.5)
« Reply #256 on: August 03, 2012, 07:42:40 AM »

I can't believe it, Trylobot your editor has the power to update itself.  It already added all the ship system information (SYSTEM weapon slot, in both the weapons and .cvs) and the phase .cvs slot.  The phase .png for the .ship file is the only thing missing.  Congratz!

In a manner of speaking, you are correct. That's one of the main advantages to having it load all of the available vanilla and user-mod data: it gets to create a database containing all the values it has seen, and treat those as a sort of "codex of reasonable things likely to work in-game." When the vanilla data added more values, those new values get loaded at startup automatically. 8)
Logged

keptin

  • Captain
  • ****
  • Posts: 410
    • View Profile
Re: Trylobot's ship editor (2.4.5)
« Reply #257 on: August 03, 2012, 10:05:07 AM »

those new values get loaded at startup automatically. 8)

It made it that much easier to release an update day-1.  Thanks!  8)

CrashToDesktop

  • Admiral
  • *****
  • Posts: 3876
  • Quartermaster
    • View Profile
Re: Trylobot's ship editor (2.4.5)
« Reply #258 on: August 03, 2012, 10:52:02 AM »

Yup.  Systems added to all my ships, made it a whole lot easier. :)
Logged
Quote from: Trylobot
I am officially an epoch.
Quote from: Thaago
Note: please sacrifice your goats responsibly, look up the proper pronunciation of Alex's name. We wouldn't want some other project receiving mystic power.

Trylobot

  • Global Moderator
  • Admiral
  • *****
  • Posts: 1170
    • View Profile
    • Github profile
Re: Trylobot's ship editor (2.4.5)
« Reply #259 on: August 03, 2012, 11:00:52 PM »

OK, editor officially updated to support 0.53a. Let me know if you find any new bugs etc. Surprisingly little needed to change, as Alex seems to have restricted the data file format changes to the CSV only (ship related data, anyway). So I don't anticipate any bugs related to this, but you never know. Download is in OP
Logged

keptin

  • Captain
  • ****
  • Posts: 410
    • View Profile
Re: Trylobot's ship editor (2.4.5)
« Reply #260 on: August 03, 2012, 11:12:51 PM »

Sweet, thanks for the timely update!

Sproginator

  • Admiral
  • *****
  • Posts: 3592
  • Forum Ancient
    • View Profile
Re: Trylobot's ship editor (2.4.5)
« Reply #261 on: August 04, 2012, 02:58:37 AM »

OK, editor officially updated to support 0.53a. Let me know if you find any new bugs etc. Surprisingly little needed to change, as Alex seems to have restricted the data file format changes to the CSV only (ship related data, anyway). So I don't anticipate any bugs related to this, but you never know. Download is in OP
This is why we worship you
Logged
A person who's never made a mistake, never tried anything new
- Albert Einstein

As long as we don't quit, we haven't failed
- Jamie Fristrom (Programmer for Spiderman2 & Lead Developer for Energy Hook)

Starlight

  • Commander
  • ***
  • Posts: 155
  • Vulpes Ex Machina
    • View Profile
Re: Trylobot's ship editor (2.4.5)
« Reply #262 on: August 04, 2012, 04:20:19 AM »

Man, I'm way behind (mod working, no systems,) it's good to know that I can count on the editor after all (I thought we'd be waiting a week or two for this.)

Though erm... Trylobot, please say you've added something to control the autofire status of weapon groups.  Seems a bit daft that we have your slick, swift editor for almost everything except some simple boolean values which we have to go into every variant file with Notepad++ to set up.  z: )
Logged
Starlight; Vulpine Space-Adventurer.  Fond of lasers.

Sproginator

  • Admiral
  • *****
  • Posts: 3592
  • Forum Ancient
    • View Profile
Re: Trylobot's ship editor (2.4.5)
« Reply #263 on: August 04, 2012, 04:30:55 AM »

Man, I'm way behind (mod working, no systems,) it's good to know that I can count on the editor after all (I thought we'd be waiting a week or two for this.)

Though erm... Trylobot, please say you've added something to control the autofire status of weapon groups.  Seems a bit daft that we have your slick, swift editor for almost everything except some simple boolean values which we have to go into every variant file with Notepad++ to set up.  z: )

There already is haha, Go to Weapon groups, Go to a weapon in the group you want to change, And hit "A". A for Autofire, Handy eh? :P
Logged
A person who's never made a mistake, never tried anything new
- Albert Einstein

As long as we don't quit, we haven't failed
- Jamie Fristrom (Programmer for Spiderman2 & Lead Developer for Energy Hook)

Starlight

  • Commander
  • ***
  • Posts: 155
  • Vulpes Ex Machina
    • View Profile
Re: Trylobot's ship editor (2.4.5)
« Reply #264 on: August 04, 2012, 04:37:50 AM »

It is!  That could have saved me some time, had I known that.  z: j
Logged
Starlight; Vulpine Space-Adventurer.  Fond of lasers.

Trylobot

  • Global Moderator
  • Admiral
  • *****
  • Posts: 1170
    • View Profile
    • Github profile
Re: Trylobot's ship editor (2.4.5)
« Reply #265 on: August 04, 2012, 08:40:36 AM »

I probably should have documented that somewhere

...

lol
Logged

silentstormpt

  • Admiral
  • *****
  • Posts: 1060
    • View Profile
Re: Trylobot's ship editor (2.4.5)
« Reply #266 on: August 04, 2012, 11:21:02 AM »

Hum did you add the new CUSTOM engine styles on the editor?
Logged

Trylobot

  • Global Moderator
  • Admiral
  • *****
  • Posts: 1170
    • View Profile
    • Github profile
Re: Trylobot's ship editor (2.4.5)
« Reply #267 on: August 04, 2012, 08:32:21 PM »

Nope! totally forgot. I'll post back when I've got that taken care of.
Logged

Cosmitz

  • Admiral
  • *****
  • Posts: 758
    • View Profile
Re: Trylobot's ship editor (2.4.5)
« Reply #268 on: August 05, 2012, 12:45:43 AM »

I have a weird issue. Just starting up on a mod for the game and running into issues with the editor. Basically it does not refresh. I mean, it stays at 'loadin' even though i can press to load a sprite after which it does show me the ship, but if for example i pan the view right or zoom or do anything else, i have to minimize and restore the window. I don't any changes, even though they happen, until i minimize and restore. This is on a fairly fresh copy of WinXP Sp3 but with Framework/java/etc installed.

As it is, it's unworkable for me.
« Last Edit: August 05, 2012, 12:49:07 AM by Cosmitz »
Logged

Psiyon

  • Admiral
  • *****
  • Posts: 772
  • Trippy
    • View Profile
Re: Trylobot's ship editor (2.4.5)
« Reply #269 on: August 05, 2012, 04:14:16 PM »

Just to report: the editor seems to automatically close whenever it tries to open a ship with a CUSTOM engine style.
Logged
Pages: 1 ... 16 17 [18] 19 20 ... 44