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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 41620 times)

Norath

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Re: [0.97a] Ship Editor v0.7.6
« Reply #75 on: March 20, 2025, 04:21:56 AM »

When Selecting weapon slots, the data seems to be the last selected slot, and not the current selected slot.
Also, Renaming Wepaon slots will alwayd append a 000 number to the end for some reason.

Same hapens to me

Weapons slots tab on the right:
Clicking on the weapon list does not work right most of the time for me
Clicking the weapon slot on the image works fine but if i try to use the list to pick a slot to edit most of the time it fails.
Is this me doing somthing wrong or somthing else ?

after more reading:

Jep overwriting that jar fixed it
why is that jar not par of the 0.7.6 download ? or did I mess up somwhere ?
« Last Edit: March 20, 2025, 04:46:41 AM by Norath »
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happycrow

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Re: [0.97a] Ship Editor v0.7.6
« Reply #76 on: March 20, 2025, 08:45:54 PM »

Okay, forgive me for the really stupid question.
But let's assume I'm a liberal arts major who isn't a programmer. How hard is it to use this stuff, if I wanted to make one of the hulls I jabber about in the fiction section, for instance? Is there a tutorial process, or do you sort of have to know what you're doing before you do it?
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nathan67003

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Re: [0.97a] Ship Editor v0.7.6
« Reply #77 on: March 21, 2025, 08:38:48 AM »

Reading the README should (as far as I'm aware, never used it much myself due to no free time) provide plenty of information; I haven't checked youtube but there might be some tutorials on there too. Other than that, as long as you know your way around a file system (no matter the OS), you should have enough 'technical' knowledge to get it running correctly (coupled with the README if you're on macOS).

Plus, this thread's the right place to ask for help! Idk about Ontheheavens (they might be otherwise occupied) but I check in about once a day and help with what I think I can.
« Last Edit: March 21, 2025, 08:42:47 AM by nathan67003 »
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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.

happycrow

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Re: [0.97a] Ship Editor v0.7.6
« Reply #78 on: March 29, 2025, 09:55:25 PM »

Apparently they're on Java 24 -- I'm on a Win10 box and there's a win11 binary...but I have no idea what any of that is or how to implement. Any idea?
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nathan67003

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Re: [0.97a] Ship Editor v0.7.6
« Reply #79 on: March 30, 2025, 05:54:12 PM »

You don't need to worry about Java 24; the ship editor requires Java Runtime 21. There's a link to where you can get it under the Installation Notes spoiler of the first post.
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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.

happycrow

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Re: [0.97a] Ship Editor v0.7.6
« Reply #80 on: March 31, 2025, 01:46:30 PM »

I click the link and there's some stuff on the left and some binaries type stuff, and nothing that looks like a jre file.

Apologies, I'm a non-programmer, and the site assumes knowledge that for you guys I assume is "basics and fundamentals," but for me is seriously opaque.
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nathan67003

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Re: [0.97a] Ship Editor v0.7.6
« Reply #81 on: April 01, 2025, 12:06:40 PM »

Right, Oracle being arses again. Look here instead: https://www.oracle.com/ca-fr/java/technologies/downloads/#jdk21-windows
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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.

happycrow

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Re: [0.97a] Ship Editor v0.7.6
« Reply #82 on: April 01, 2025, 07:18:45 PM »

Thanks. My options are:

Product/file description   File size   Download
x64 Compressed Archive   185.92 MB   https://download.oracle.com/java/21/latest/jdk-21_windows-x64_bin.zip (sha256)
x64 Installer   164.31 MB   https://download.oracle.com/java/21/latest/jdk-21_windows-x64_bin.exe (sha256)
x64 MSI Installer   163.06 MB   https://download.oracle.com/java/21/latest/jdk-21_windows-x64_bin.msi (sha256)

Which of these is appropriate?
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nathan67003

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Re: [0.97a] Ship Editor v0.7.6
« Reply #83 on: April 02, 2025, 01:07:12 PM »

You'll want the compressed archive, otherwise you won't be able to drop it into the are 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.

happycrow

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Re: [0.97a] Ship Editor v0.7.6
« Reply #84 on: April 02, 2025, 06:35:17 PM »

Thanks for your help, but I've put this folder all over the place and still nothing's happening, I keep getting the same error message. There's no exe type file or anything that says how this becomes the runtime environment it's looking for.

Is there an older editor that works without needing a bachelor's in compsci?
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nathan67003

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Re: [0.97a] Ship Editor v0.7.6
« Reply #85 on: April 03, 2025, 06:39:31 AM »

You just need to put the decompressed jdk into the are folder. For instance, I have the following file hierarchy:

Starsector Ship Editor
|_config
   help
   icon.png
   jre
   |_bin
      conf
      include
      jmods
      legal
      lib
      etc.
   lib
   logs
   Readme.txt
   Ship Editor.exe
   etc.

So take the decompressed archive, rename it to "jre" and move it into the "Starsector Ship Editor" folder (or whatever you've named the base folder for the ship editor, which contains the .exe for launching it).

You don't need compsci to do this, it's folder and file management - not that most users nowadays do much of it, to be fair.
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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.

happycrow

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Re: [0.97a] Ship Editor v0.7.6
« Reply #86 on: April 03, 2025, 07:42:09 PM »

Aha!
Somehow I had missed that you have to rename the folder "jre."
Thank you, that was immensely frustrating. It loads up now.
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happycrow

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Re: [0.97a] Ship Editor v0.7.6
« Reply #87 on: April 03, 2025, 08:47:17 PM »

So for a test run, I opened the Shepherd and created the variant from my fiction: removed the weapons slots, added two wings. Couldn't figure out how to add more flight bays, but that's futzing. My option right now is to save the file -- no Save As or equiv I could find. So if I wanted to make Shepherd (N) ((for Nomios)) I'd need to do a copy/rename before I load? Or am I being dense(r)?

Thanks again for the ongoing assistance.
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nathan67003

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Re: [0.97a] Ship Editor v0.7.6
« Reply #88 on: April 04, 2025, 11:46:53 AM »

I've honestly no idea; I've never had the time to sit down and make use of the ship editor yet. I'd hazard a guess that yes, you'd be likely to want to make a new copy of everything you're modifying (image, variant file, ship file etc.) beforehand.

I know some others have more experience using it, though I couldn't point you to them on the forums. Try making a thread specifically about getting help with it (and shipmaking) in Modding (if you don't find any helpful thread), you might have better luck getting experienced modders involved (since this is more of a "publishing" thread than a help thread + I've no idea where Ontheheavens is atm modding-wise).

You could also look up some of the tutorials on shipmaking on starsector.wiki.gg, though I can't guarantee they're up-to-date or that Ontheheavens' ship editor is used.

If all of the above fail, maybe try hitting up the unofficial Discord server's beginner modmaking channels.
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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.

Sincronic

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Re: [0.97a] Ship Editor v0.7.6
« Reply #89 on: April 05, 2025, 11:49:31 AM »

Can we get custom undo keybind? Ctrl+U and R are so weird..
Also yeah, selecting weapons in the list is often wrong, it selects last weapon. Saving sometimes works weird, like it tends to revert name of hull back to New Hull or similar

It is a good tool though, just needs some bug fixing
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