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Author Topic: [0.95a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-11)  (Read 108213 times)

Deathfly

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[0.95a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-11)
« on: December 13, 2016, 01:33:14 AM »

sigh, at the beginning I just want to replace that background image.

What's this?

This is an update of Trylobot's ship editor, forked from Trylobot's original works.

Since the ship editor is a great (and the only) tool for StarSector ship modding. Most of us can endure some little glitches and maybe a little incompatibility from the slightly out of date version. But some Mod M***si cann't stand it any more and murmuring for an update. So here it is.

I may occasionally use this page to put out some pre-release alpha version for testing proper.

Now testing:

3.0.0-alpha-11

3.0.0 alpha-11

-Compatible to StarSector 0.95.1a.
-add "fighter_bay_mods" to setting file that can be used to register hullmods that modify fighter bay count.
-organized as [hullmodID1, modifier1, hullmodID2, modifier2..] manner, check the default value for reference.
-add mountTypeOverride compatibility, along with HYBRID, SYNERGY, COMPOSITE and UNIVERSAL weapon type.
-engine state text editor can access to all engine state field now.

3.0.0 alpha-10

-Rework weapon render order sorting to correctly follow hull render hints and weapon slot renderOrderMod.
-Add a notification to tell current hull do not have fighter bay when trying to add fighter wing on it.
-Raise weapon group limit to 7.
-Rework weapon mount icons so make them more easy to be precisely placed.

3.0.0 alpha-9

- Compatible to StarSector 0.95a.
- Fixed a CSV file decoding issue, which cause single quotation mark and line-breaker-in-comment result unintended phrasing.

3.0.0-alpha-8

 - Fixed an issue that cause press Tab or Enter key while in text editing mode insert unintended \t or \r.

 3.0.0-alpha-7

 - Implement customize json object output order. The objects in ship/variant/weapon files now list in more human-readable orders.

 - Fix a bug that cause the modification key can not proper be unregistered in some case, causing use Ctrl+Alt+N function stuck the Ctrl and Alt down.

 3.0.0-alpha-6

 - Fix a issue that cause CTD while trying to add first weapon slot to a new ship.

 3.0.0-alpha-5

 - Hot fix a bug that will remove the weapon slot angle if it equal to 0

 Pre-release alpha version.

 - Compatible with Starsector 0.9.1a .
 - Implemented "zoom to window center" and "zoom to cursor" features. And use zoom to cursor as default.
 - Implemented "Reset view point" features.
 - Rework weapon slot icons to make different weapon slots are more distinguishable.
 - Fix a bug the result a soft lock when try to edit wings in Variant Editing mode.

 KNOWN ISSUES

 - Opening a variant file that contain 0.8-to-0.9-ish STATION_MODULE format (e.g. station_small_Standard.variant) will lead to a crash.
 - Skin Editor do not work properly.



README.TXT 
Spoiler
  Start the program (sf-ship-ed.exe)

  Press (I) to load an existing image file to use as a reference

  Optionally, Press (D) to load an existing *.ship file on top of the image

  Press (C) to enter "Set Center" mode
    Then, Click to set a center
    Then, Ctrl + Click to set a collision radius

  Press (B) to enter "Set Bounds" mode
    While holding Shift, Click to add points to the bounds polygon
   While holding Ctrl, Click to insert points to the bounds polygon
    (Note that the default mode is Mirrored, for symmetrical ships)
    Optionally press Spacebar to turn off Mirrored mode
    Optionally Press Backspace if you need to delete a bounds polygon vertex

  Press (C) to enter "Set Shield Center" mode
    Then, Click to set a center
    Then, Ctrl + Click to set a shield radius
    IMPORTANT: The shield area should be entirely within the collision area

  Press (W) to enter "Weapon Slot" mode
    While holding Shift, click to add weapon slots
    Set direction with click and drag
    Move existing weapon slots with Ctrl Click and drag
    Set cone-of-attack arc with Alt Click and drag

  Press (U) to enter "Built-In Weapons" mode
   
  Press (E) to enter "Engine Slot" mode
    While holding Shift, click to add engine slots
    Set direction with click and drag
    Move existing engine slots with Ctrl Click and drag
    Set engine size (length & width) with Alt Click and drag

  Press (L) to enter "Launch Bay" mode
    While holding Shift, click to add ports to the current launch bay
   While holding Ctrl, Click to add new launch bay
    Click and drag to move existing launch bay ports
    Press backspace to delete a port from a launch bay

  Press (T) to edit global string data
    Press (T) while in Engine or Weapon mode (E)/(W) to edit
    string data for particular slot

  Press (V) to save the current ship data

  Press (2) to switch to variant mode

  Press (D) to load an existing variant

  Press (T) to edit variant string-data

  Press (G) to edit weapon groups
    Press A while in weapon groups mode to toggle Autofire

  Press (F) & (C) to increment flux mods. Ctrl+(F) & Ctrl+(C) to decrement.
    They will automatically cap out at the limit for your ship's hull size

  Press (H) to select hull mods
    If you exceed the OP max specified in the ship CSV for the ship's hullID,
    it will be red-coloured but it will not otherwise block you
 
  Press (V) to save the current variant data

  Press (1) to switch back to ship mode if necessary

 
[close]

About language localisation
Spoiler
You can download ENG.ini, the default language definition file from the release site, and the main part of it should read like this.

...
wt_main = "STARSECTOR Ship&Weapon Editor"
wt_load_core = "Please Select Starsector Install Directory"
wt_load_mod = "LOAD Mod Directory"
...

The left side of equal-sign is the internal token and please DON'T change it.
The quoted strings on the right is the strings for display. You can translate it into your desired language.

This program is run in Latin-1 code by default and should support the full Latin-1 characters display.
If you need full Unicode support, you should change "UTF8_support" to 1 in settings, to enable UTF-8 support. Then specify a "custom_FONT" by path to display the non-Latin characters.
[close]


Credits

Trylobot: The original Ship Editor. And yeah the rjson is a great work.
MesoTroniK: Big thanks for the alpha test and features requests. And yeah, perfectionism is infectious and fatal.
Tartiflette: Big thanks for the alpha test and features requests too. And I am always glad to help.
The SS mod m..I mean community: The encouragements, tips, and feedback. And don't shot my head off when I done something wrong.
And all the DATA sacrificed in this work.


« Last Edit: May 06, 2022, 01:55:36 AM by Deathfly »
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MesoTroniK

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Re: STARSECTOR Ship&Weapon Editor (v2.7.0)
« Reply #1 on: December 13, 2016, 02:02:34 AM »

For those that used the ship editor for so long, and those that are new to it.

This update of the venerable tool is a dramatic improvement that I highly recommend.

Tartiflette

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Re: STARSECTOR Ship&Weapon Editor (v2.7.0)
« Reply #2 on: December 13, 2016, 02:07:09 AM »

*Slow clap with nod of approval*
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Toxcity

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Re: STARSECTOR Ship&Weapon Editor (v2.7.0)
« Reply #3 on: December 13, 2016, 04:51:40 AM »

Thank you for updating this.
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Cycerin

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Re: STARSECTOR Ship&Weapon Editor (v2.7.0)
« Reply #4 on: December 13, 2016, 04:56:22 AM »

Excellent work Deathfly.
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gruberscomplete

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Re: STARSECTOR Ship&Weapon Editor (v2.7.0)
« Reply #5 on: December 13, 2016, 06:51:02 AM »

Deathfly are you gonna put up a to-do list? Or is this the final version of the Ship Editor?
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King Alfonzo

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Re: STARSECTOR Ship&Weapon Editor (v2.7.0)
« Reply #6 on: December 13, 2016, 02:44:31 PM »

A brilliant tool, I heartily recommend it, and commend Deathfly for his invaluable work.

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Re: STARSECTOR Ship&Weapon Editor (v2.7.0)
« Reply #7 on: December 15, 2016, 12:24:56 PM »

I don't post often, But this is truly a great addition to the Starsector Community. Very well done to you and I look forward to seeing what else you can do with this :)
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Re: STARSECTOR Ship&Weapon Editor (v2.7.0)
« Reply #8 on: December 17, 2016, 09:56:09 AM »

Wow!  Thanks for working on this!
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Re: STARSECTOR Ship&Weapon Editor (v2.7.0)
« Reply #9 on: December 22, 2016, 03:38:54 PM »

Might be something on my end, but after using CTRL + Alt + N to clear data, panning does not work.
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Deathfly

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Re: STARSECTOR Ship&Weapon Editor (v2.7.0)
« Reply #10 on: December 22, 2016, 08:18:40 PM »

Might be something on my end, but after using CTRL + Alt + N to clear data, panning does not work.

Thanks. Got it and fixed it in my dev.
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Takion Kasukedo

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Re: STARSECTOR Ship&Weapon Editor (v2.7.0)
« Reply #11 on: January 02, 2017, 04:18:24 PM »

Uh, help, I cannot find the exe file, instead, I think something called "BMX" is in it's place?
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Re: STARSECTOR Ship&Weapon Editor (v2.7.0)
« Reply #12 on: January 03, 2017, 01:14:19 PM »

Now, it's either me, or this is a coder instead of a hardpoint editor?

Whenever I load it with BlitzMax (I have absolutely no experience with editors, I even read the readme and I haven't a clue on what to do), it just shows a bunch of code, no background with your ship in the back to add hardpoints or anything...
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Re: STARSECTOR Ship&Weapon Editor (v2.7.0)
« Reply #13 on: January 03, 2017, 07:37:50 PM »

I am not the developer, but it seems to me that you downloaded the source code, not the executable.
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Deathfly

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Re: STARSECTOR Ship&Weapon Editor (v2.7.0)
« Reply #14 on: January 03, 2017, 07:56:16 PM »

@Takion Kasukedo
You should download the binary file called "sf-ship-ed.exe" if you are no familiar to coding and no need to compile your own binary file for Linux or Mac.
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