26/06/2017: VERSION 0.3.3.0- Now in .zip format. Let me know if things are a little wonky.
- New JSON parser
- Can now remove built-in mods in skin editor
- Variant Editor now calculates OP costs.
- Loading ships automatically mirrors parts. Currently only works if the parts are exactly opposite
- Added STATION_MODULE weapon type. You still need to add the modules manually, but I'll have that covered in the next update
- Can now change autofire and mode for weapon groups. Press SHIFT+1-5 for autofire, and CTRL+1-5 for mode
- Many small bug fixes.
It's still advisable to copy your /data and /graphics folders to local app data (see below), but I'm working on ironing out the major issues for cases where you don't do this.
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Hi all,
I've been working pretty hard for a while now getting this in a passable/working(?) alpha state, and I present to you:
So what does it do? Starsector Forge is intended to be a one-stop shop for creating new Starsector content. For now, you can create and edit new ships, skins, and variants. In the future, the feature list will be expanded to include wings, weapons, factions, styles, star systems, and more. This is a very early version. From the testing I've been able to do, everything should work fine. If (when) you encounter a bug, or a missing feature that you think needs to be here, please let me know and I'll get on it. This initial release is to introduce the tool, and fix up any egregious bugs before work begins on other features.
IMPORTANT INSTALLATION INSTRUCTIONSStarsector Forge runs in a virtual sandbox, meaning that it can't read or edit files outside of its working directory without you giving it express permission. It's a limitation of the programming language/Windows, and not something I can change. What that means is that, if you want to get full value out of the tool, you will need to copy your mod folders, and the \data and \graphics folders from starsector-core, and paste them into %localappdata%\Starsector_Forge\. The Readme that comes in the download will explain in more detail. It'll still work without doing this, but you'll have to manually open files the first time you access them. It works nicer if you copy over the files, and there may be some bugs if you don't.
//There ARE bugs. I'm ironing them out where I can, but it's recommended you copy folders over. The next version will mitigate this problem by duplicating data to the working directory.On a similar note, because of the file handling, Starsector Forge
will only work in Windows. Again, not something I can change. Sorry about that.
USING THE PROGRAMThe Readme file contains a list of common controls to use the editor, but the best way would probably be to just experiment - it shouldn't be too hard to get the hang of. You should know that everything is controlled with the left and right mouse buttons, the arrow keys, and shift/control/alt as modifiers. A tutorial and in-app control guides will come later. One thing that might not be so obvious is that you can right-click menu options when loading files to force the program to ask you for a file location. Usually it'll try to find the ship_data.csv/sprite/etc files on its own, but if you want to change them, right-click.
Most of the main menu options at the moment won't do anything. If clicking a button doesn't work, it's because it doesn't do anything yet. They all will eventually.
FEATURES- Ship Editor: create and edit new ships. Includes all ship editing functions, including built-in weapons, mods, and wings.
- Skin Editor(!): create and edit skins. Includes everything you need to make new skins.
- Variant Editor: Create and edit variants. Includes most variant editing functions, like weapon selection, weapon groups, and wings(!).
FUTURE FEATURES- Weapon Editor
- Wing Editor
- Mission Editor*
- Style Editor
- Faction Editor
- Star Editor*
*There's a tiny chance these won't be possible, but at the moment I'm confident.
KNOWN ISSUES- If you don't follow the above installation instructions, ship images won't load automatically, and you'll have to manually locate all files. Things might also break, but I'm not sure
- Variant weapon editor doesn't work (?) if you don't copy /data folder to local app data. I should have a fix next update.
- Mirroring doesn't work when editing data. I'll be fixing this in the next release.
If you find other bugs, please let me know. I spend most of my time building the tool, and comprehensively testing it takes time away from creating (I'm so professional).
UPCOMING IN VERSION 0.4.0.0 (so far)- Add Station Modules in the variant editor
- Hangar Mode in Ship Editor for adding multiple hangars (done)
- Easier to use editors without copying folders to working directory (done)
- Another pass on folder structures - should be better at remembering where parts are located
- Memory for new weapons - will remember the settings of the last modified weapon and use them for new ones
- Data mirroring - changing data will also update the data for mirrored parts
- Control UI pass - add rollover tooltips, new hotkeys, control guides, general updates
- Will have a little leeway with mirrored parts, so they'll link up if they're ~1 pixel off
- First pass on the Faction Editor
This release is still closed source. It's a complete mess, and won't be any help to anyone in its current state. I'm working on refactoring and cleanup when I can. I'll release the source eventually, bear with me (not that you'll really want to see it, others have written much nicer code).
A final note of thanks needs to go to Trylobot for the Ship Editor, and Deathfly for the updated Ship & Weapon Editor. I've obviously taken a few layout notes from their excellent tools, and I hope I'm not flooding the editor market with the Starsector Forge.