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

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Author Topic: [0.95a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-11)  (Read 108220 times)

Trylobot

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Re: STARSECTOR Ship&Weapon Editor (v2.7.1)
« Reply #45 on: July 05, 2017, 03:05:42 PM »

Deathfly, I have posted a minor release and started tagging our releases in my old thread: http://fractalsoftworks.com/forum/index.php?topic=375.0

I've also started work on the skin editor mode, tracking progress here: https://github.com/Trylobot/sf-ship-ed/projects/1
If you have any work related to SS 0.8.1a compatibility that you'd like me to include in the next release, PR it and I'll include it.
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Deathfly

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Re: STARSECTOR Ship&Weapon Editor (v2.7.1)
« Reply #46 on: July 07, 2017, 03:08:45 AM »

Get it.
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Deathfly

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Re: [0.9.1a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-4)
« Reply #47 on: June 22, 2019, 12:40:56 AM »

New alpha testing here.
EDIT: Opps, needs hot fix a bug
3.0.0-alpha-5

 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.
 - Weapon render order do not affected by new weapon render order modifiers (e.g. renderOrderMod) yet. (I am still working on this one.)
 - Skin Editor do not work properly.
« Last Edit: June 22, 2019, 08:36:42 PM by Deathfly »
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sylva

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Re: [0.9.1a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-4)
« Reply #48 on: June 22, 2019, 07:00:46 AM »

love ya'
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Vayra

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Re: [0.9.1a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-4)
« Reply #49 on: June 27, 2019, 02:19:13 PM »

woop woop

does this fork allow renderOrderMod and modules in variant files (i.e. not delete it on save?)
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Deathfly

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Re: [0.9.1a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-4)
« Reply #50 on: June 27, 2019, 08:02:49 PM »

As a part of compatibility update, it should allow renderOrderMod and 0.9.1a modules handling.
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planeswalker

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Re: [0.9.1a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-5)
« Reply #51 on: July 07, 2019, 02:48:22 PM »

Quick question, can your mod tool be used to change the fighter engagement ranges?
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Vayra

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Re: [0.9.1a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-5)
« Reply #52 on: July 07, 2019, 08:15:14 PM »

Just some bug reports:

1) get crashes trying to make a new ship without opening an existing one
2) weapon glow is not anchored properly to weapons in weapon editor mode
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AxleMC131

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Re: [0.9.1a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-5)
« Reply #53 on: July 07, 2019, 11:57:38 PM »

Quick question, can your mod tool be used to change the fighter engagement ranges?

Dunno if it supports it, but you shouldn't need to use the editor for that anyway. Just pop open wing_data.csv in a spreadsheet program, Excel or LibreOffice work just fine.
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planeswalker

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Re: [0.9.1a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-5)
« Reply #54 on: July 08, 2019, 03:07:26 PM »

Oh right thanks, thought it was in a 'not notepad++/excel' editable file.
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Zyrixion

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Re: [0.9.1a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-5)
« Reply #55 on: August 03, 2019, 12:11:27 AM »

Program crashes with 'EXCEPTION_ACCESS_VIOLATION' whenever I try loading any weapon_data.csv.  I imagine something's gone horribly wrong in the code.
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bananana

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Re: [0.9.1a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-5)
« Reply #56 on: August 03, 2019, 06:03:14 PM »

Program crashes with 'EXCEPTION_ACCESS_VIOLATION' whenever I try loading any weapon_data.csv.  I imagine something's gone horribly wrong in the code.
might be stupid question, but are you actually loading the corresponding .wpn file beforehand? it's kinda necessary.
i agree that crash is not exactly good
but s&w editor is not an actual dedicated .csv editor
it will delete any formating and comments you might have put in your .csv manually
you are better off with using any spreadsheet editor or dedicated soft, like Rons CSV Editor
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xenoargh

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Re: [0.9.1a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-5)
« Reply #57 on: August 03, 2019, 06:43:17 PM »

Hey, I have a major feature-request.

Can you please sort Weapons and Hull Mods in alphabetical order, using their name strings, rather than OP costs?  It's really hard to manage Hull Mods right now, especially; it's a long list and it's sorted in a really unintuitive way.  I'm building a lot of Variants, and it takes forever just to find the Hull Mods they're supposed to use :)
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Lord Barst

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Re: [0.9.1a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-5)
« Reply #58 on: August 04, 2019, 10:59:46 AM »

Also having issues with 'EXCEPTION_ACCESS_VIOLATION' whenever I try to open any weapon_data.csv. Have done so after loading the .wpn file, but it still doesn't play nice.
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xenoargh

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Re: [0.9.1a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-5)
« Reply #59 on: August 04, 2019, 02:40:48 PM »

If you have weapon_data.csv open in other CSV editors (OpenOffice, etc.) you may have problems.  Honestly, the right place to edit those files is in an editing environment meant for CSVs; I use Google Sheets, for example.
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