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Starsector 0.9.1a is out! (05/10/19); Blog post: Skills and Story Points (07/08/19)

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Author Topic: [0.8.1a] STARSECTOR Ship&Weapon Editor (v2.7.4)  (Read 270583 times)

Alex

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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.
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Trylobot

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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)
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keptin

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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)

The Soldier

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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. :)
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Trylobot

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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
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keptin

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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

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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
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Starlight

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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: )
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Sproginator

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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
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A person who's never made a mistake, never tried anything new
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Starlight

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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
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Trylobot

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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
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silentstormpt

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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?
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Trylobot

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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.
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Cosmitz

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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 »
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Psiyon

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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.
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