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Author Topic: [0.8.1a] STARSECTOR Ship&Weapon Editor (v2.7.4)  (Read 387159 times)

CrashToDesktop

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Re: Trylobot's ship editor (2.4.5)
« Reply #300 on: August 19, 2012, 10:52:26 AM »

In my signiture.  No problem. 8)
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arcibalde

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Re: Trylobot's ship editor (2.4.5)
« Reply #301 on: August 19, 2012, 11:05:36 AM »

I know  8)
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Sproginator

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Re: Trylobot's ship editor (2.4.5)
« Reply #302 on: August 19, 2012, 01:29:27 PM »

Back on topic, Can you please do a patch for Built In Weapons, They are such a pain in the ass, Thanks :P
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Trylobot

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Re: Trylobot's ship editor (2.4.5)
« Reply #303 on: August 20, 2012, 12:29:03 AM »

Latest Changes


editor version 2.3 (starfarer 0.53.1a RC5)
- added support for BUILT_IN and SYSTEM weapons
  includes being able to set the weapon from *.SHIP mode
  and includes not being able to modify the built-in weapons in *.VARIANT mode
  and includes not counting OPs from built-in weapons in *.VARIANT mode
- added support for Custom Engine STYLE ID:
  this is HIGHLY RECOMMENDED to use over the STYLE SPEC per-engine.
  But to use it, you must first define your Engine Style ID in the following:
    data/config/engine_styles.json
- fixed bug in CSV Loader to properly quote fields containing commas

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Sproginator

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Re: Trylobot's ship editor (2.4.5)
« Reply #304 on: August 20, 2012, 03:44:19 AM »

Sweet!
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CrashToDesktop

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Re: Trylobot's ship editor (2.4.5)
« Reply #305 on: August 20, 2012, 07:07:21 AM »

Yay! :)
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arcibalde

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Re: Trylobot's ship editor (2.4.5)
« Reply #306 on: August 20, 2012, 03:20:47 PM »

Traylobot i got this in my ship file in all Weapons code:

{
      "angle": -90,
      "arc": 90,
      "id": "WS0002",
      "locations": [
        -11,
        -16.5
      ],
      "mount": "TURRET",
      "position": null,
      "size": "SMALL",
      "type": "ENERGY"
    },


What is that: "position": null,   ?
I use last version 2.3
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FlashFrozen

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Re: Trylobot's ship editor (2.4.5)
« Reply #307 on: August 20, 2012, 03:57:35 PM »

Just as a possible way to make the editor even more extensive, why not make the engine slot tool also be able to make an engine as a maneuvering jet? (IE like the conquest)


Oh, I was wondering when someone would ask that. You set the otherwise-unused "contrailSize" field to 128 to flag the engines as hidden (let's be kind to me and call it a "creative use of an existing, unused field for binary flags" - rather than an "awful hack"). They'll be activated by any system that modifies the engine glow.

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Trylobot

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Re: Trylobot's ship editor (2.4.5)
« Reply #308 on: August 20, 2012, 05:32:18 PM »

@arcibalde: is it causing a crash?

@FlashFrozen: I didn't even know about that. I'll add it to my to-do list.
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Sproginator

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Re: Trylobot's ship editor (2.4.5)
« Reply #309 on: August 20, 2012, 05:36:07 PM »

@arcibalde: is it causing a crash?

@FlashFrozen: I didn't even know about that. I'll add it to my to-do list.
I must say, you sir are a genius
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Avan

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Re: Trylobot's ship editor (2.4.5)
« Reply #310 on: August 20, 2012, 06:28:39 PM »

I noticed that once you load a line in the CSV mode, you can't set the line being edited to a blank one (if there is a way, it wasn't clear, or I was blind and failed to see <.>)

Also would it be possible to allow us to type in values for the angle & firing arcs on weapons? It can be very hard to find the exact pixels that yield a perfect 360.0 when using a weird base angle.

Trylobot

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Re: Trylobot's ship editor (2.4.5)
« Reply #311 on: August 20, 2012, 07:29:23 PM »

@Avan: Excellent suggestions. To-do'ed

As a workaround 'til then, set the arc to 360 degrees first. Then, clone that turret a bunch. Then set the angle. Ta-da
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Avan

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Re: Trylobot's ship editor (2.4.5)
« Reply #312 on: August 20, 2012, 07:48:38 PM »

Cool!

Also I didn't realize we could clone them - that's useful :D

arcibalde

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Re: Trylobot's ship editor (2.4.5)
« Reply #313 on: August 21, 2012, 12:42:42 AM »

@arcibalde: is it causing a crash?

Well i don't know. Mod isn't finished yet. I'll try this on finished mod and report what is happen.

EDIT: ok i putted line in one weapon slot code, played mission with ship that have that WS, use weapon, NO CRASH everything is ok.
« Last Edit: August 21, 2012, 12:53:44 AM by arcibalde »
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xenoargh

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Re: Trylobot's ship editor (2.4.5)
« Reply #314 on: August 21, 2012, 05:50:37 AM »

Heyas, tried this out and I love it, especially the Mirror feature and zooming; just a couple of hopefully-minor things that I'd like to see improved:

Spoiler
1.  If you edit a CSV, it consolidates the CSV, getting rid of blank lines I've left to keep myself organized.  Can you get it to respect blanks, and, if we assign a ship an index number that is +1 for a sequence (say, 212, which would put it right after Vanilla's Shade) can it insert the line right after that number?  Both changes would save some manual editing.

2.  I love how this loads the custom mod data; if you've edited a mod before, can you make it save that and prompt the user whether they want to "keep working on your mod" and if they click yes, then reload the mod data?  Would save some clicks every time we load up.

3.  When it's time to be picky and get everything down to final adjustments, it'd be nice to be able to edit the numbers for things like weapon placement manually, which doesn't seem to be possible atm (sorry if there's a way, I just couldn't figure it out).  It'd also be nice if, when zoomed, it shows me the placement position as exactly as possible.

4.  Engine width in-game is maybe half the width that it appears in the editor.  It'd be nice to have a superimposed flame in Preview that was close to the in-game scale, look and size to make sure that's a good fit.  Just a minor issue ofc, but it's one or two more trips through the editing cycle and reloading the game :)

5.  It'd be really handy to have a preview of a phase ship in phased and unphased mode.

Anyhow, this is great, really looking forward to a PROJ / WPN editing mode :)
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« Last Edit: August 21, 2012, 05:55:29 AM by xenoargh »
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