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Starsector 0.98a is out! (03/27/25)

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Author Topic: [0.97a] Ship Editor v0.7.6 (DISCONTINUED)  (Read 41621 times)

Nahiya

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Re: [0.97a] Ship Editor v0.7.6
« Reply #60 on: January 28, 2025, 05:36:49 PM »

Hi, I'm a Linux noob so bear with me here,

I'm trying to install this editor on a steamdeck, and I have followed the instructions so far, but when I try to run the .sh file, it tells me there is no such file or directory.

Moreover, I tried to run the command from a terminal opened in the Loader's folder, but i get this error:

[bash: jre/bin/java: cannot execute binary file: Exec format error]

I would attach photos, but this is my first time using the forums.

Any help would be very much appreciated!
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nathan67003

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Re: [0.97a] Ship Editor v0.7.6
« Reply #61 on: January 29, 2025, 07:52:12 AM »

I haven't tested it on Linux but can you tell me which steps you took, exactly? Not just "the instructions" but what you yourself did, in sequence.
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I have some ideas but can't sprite worth a damn and the ideas imply really involved stuff which I've no clue how to even tackle.

Nahiya

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Re: [0.97a] Ship Editor v0.7.6
« Reply #62 on: January 29, 2025, 07:35:21 PM »

Hi! Thanks for responding, a little update, while recreating the process to write it down, I realized there was a pure Linux JRE rather than the Linux-AArch JRE, and it allows me sucessfully to run the app from the terminal, however the .sh issue still remains, anyways, here is what I did:

I first downloaded the Ship Editor from the forum, unpacking it to the desktop.

After reading the README.txt, I downloaded the linux_x64(previously the inux-aarrch version, whuch did not allow the app to run)  version of jdk21.0.2, and promptly unpacked the folder into the Ship Editor folder, renaming it "jre".

After making the .sh file executable, I encountered my first problem, executing the .sh file gives me the error: "execvp: no such file or directory."

I also tried running the exe with wine but is simply said that "this application requires a Java Runtime Environment 21"

Lastly, I tried simply running the code at the end of the .sh after opening the terminal in the Ship Editor folder, with the linux version of the JRE, it actually ran, but when I had tried the linux-aarch version, I got:

"bash: jre/bin/java: cannot execute binary file: Exec format error"

Hope this helps.
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nathan67003

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Re: [0.97a] Ship Editor v0.7.6
« Reply #63 on: January 30, 2025, 07:59:46 AM »

I'm gonna blame it on the .sh being made to work on macOS rather than on any Linux distro; since I haven't had the opportunity to test and/or make one for Linux, it's not impossible for it to not work.

You could look up your repo's (or likely Linux in general) docs to make an executable .sh terminal shortcut file to fix it; sadly can't help you with that at this time.
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I have some ideas but can't sprite worth a damn and the ideas imply really involved stuff which I've no clue how to even tackle.

Nahiya

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Re: [0.97a] Ship Editor v0.7.6
« Reply #64 on: January 30, 2025, 05:42:08 PM »

Ah, that would make sense, thanks for the insight at least, I'll do some poking around with the .sh
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Kerag

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Re: [0.97a] Ship Editor v0.7.6
« Reply #65 on: March 04, 2025, 11:03:06 PM »

Hi there! I just started to use Ship editor after manually editing ship files within notepad+. I came to the conclusion, that this editor is not just better, but way faster and I can actually see where I put my extra "hidden" weapons on a ship's hull.

But a question I have. Is there a way to increase the size of the ship's picture? In notepad, there are the two lines of width and height, right? You can actually make the ship look either bigger or smaller.
Obviously it will destabilize the bounds and the ship's center as well. You have to manually put the center to the increased size's desired location, wich will drag every weapon, engine and hangar slots with it, but because the ship is bigger now, you have to manually edit every single slot as well.
So in the editor, I can increase the Collision radius easily, but that won't increase the ship's .png itself. Is there a way to increase the height and width of a ship's png in the editor?
In the editor I can just, drag around every slot I desire, and this time I actually see where the slots are going to be, it's awesome lol.
Thanks for reading and for any potential answers!
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nathan67003

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Re: [0.97a] Ship Editor v0.7.6
« Reply #66 on: March 05, 2025, 06:23:20 AM »

Do you want to "zoom in" onto the image or do you want to actually increase the size of the image?
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I have some ideas but can't sprite worth a damn and the ideas imply really involved stuff which I've no clue how to even tackle.

Kerag

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Re: [0.97a] Ship Editor v0.7.6
« Reply #67 on: March 05, 2025, 06:48:19 AM »

I was wondering about increasing the actual size of the ship.
I've found a workaround, wich is just simply increase the canvas size of the picture, the .png of the ship.
But I was wondering, if I can make it within the editor itself?
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nathan67003

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Re: [0.97a] Ship Editor v0.7.6
« Reply #68 on: March 06, 2025, 07:02:05 AM »

Ah yeah, you'd need to actually increase the canvas size of the picture because that's how Starsector works internally afaik - actual image size is directly used in-game, there's no "resizing" of ship images while running or anything like that. Having the ship editor allow it wouldn't be good since it'd create a disconnect with how the game works.
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I have some ideas but can't sprite worth a damn and the ideas imply really involved stuff which I've no clue how to even tackle.

PFleur

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Re: [0.97a] Ship Editor v0.7.6
« Reply #69 on: March 09, 2025, 11:47:50 AM »

I'm trying to install the editor and am able to launch it but once I get to the point of telling it where the game directory is (I'm using where the starsector.sh data/ and mods/ files are) it keeps throwing an error saying it doesn't have core mod data in it. Does anyone know what the issue is?
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nathan67003

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Re: [0.97a] Ship Editor v0.7.6
« Reply #70 on: March 10, 2025, 05:46:34 AM »

As far as I've used it, I just tell it where the Starsector app itself is. I don't dig into the internal structure - though it's been a while since I did the setup, the README probably has more precise instructions. Tried just pointing it to Starsector's base folder?
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I have some ideas but can't sprite worth a damn and the ideas imply really involved stuff which I've no clue how to even tackle.

(REDACTED)

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Re: [0.97a] Ship Editor v0.7.6
« Reply #71 on: March 10, 2025, 05:53:30 AM »

I feel like the most unintuitive part of this tool is how you save things, which I still haven't figured out.
Addition: Figured it out, you right-click the layer with the ship file you want to save, which isn't properly explained anywhere.
« Last Edit: March 10, 2025, 06:27:16 AM by (REDACTED) »
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PFleur

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Re: [0.97a] Ship Editor v0.7.6
« Reply #72 on: March 10, 2025, 06:21:26 AM »

As far as I've used it, I just tell it where the Starsector app itself is. I don't dig into the internal structure - though it's been a while since I did the setup, the README probably has more precise instructions. Tried just pointing it to Starsector's base folder?
I just went and renamed the directory Starsector is installed in to "starsector" and it worked. I guess it just wants a certain directory name too.
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nathan67003

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Re: [0.97a] Ship Editor v0.7.6
« Reply #73 on: March 11, 2025, 09:15:51 AM »

Hmmm, might be the case; I do know it doesn't care about the .app's name on macOS but I haven't tested it myself on Windows or Linux.
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I have some ideas but can't sprite worth a damn and the ideas imply really involved stuff which I've no clue how to even tackle.

(REDACTED)

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Re: [0.97a] Ship Editor v0.7.6
« Reply #74 on: March 13, 2025, 03:37:54 PM »

Wish there was a weapon editor as good as this, tried to use the old ship and weapon editor but it only worked properly the first time I launched it, now it refuses to render any images I try to load in it, but this editor has reliably worked every time I've launched it.
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