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Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)

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Author Topic: [0.97a] Ship Editor v0.7.6  (Read 20557 times)

Hugh Zephyro

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Re: [0.97a] Ship Editor v0.7.6
« Reply #45 on: September 08, 2024, 06:29:03 AM »

i got a weird bug with the ship editor, when I save a ship file the UI takes a *** and can't be used anymore

happens also when i try to edit layers
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OptimisticSociopath

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Re: [0.97a] Ship Editor v0.7.6
« Reply #46 on: September 14, 2024, 02:52:16 PM »

Thank you Ontheheavens for this wonderful ship editor  ;D

Also...

Ontheheavens! PLEASE IMPLEMENT WEAPON EDITOR AN MY PARAGON FLEET IS YOURS!!!
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"Always use "Incognito Mode" while in Hyperspace! :^)"

Mycophobia

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Re: [0.97a] Ship Editor v0.7.6
« Reply #47 on: September 17, 2024, 11:56:01 AM »

Hello,

Asking this on behalf of Ori from CNsector (Fossic), is there are plans for making localized version of this editor, or making it available for it to be translated? Thank you again for the effort put into making this excellent tool!

Regards,
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chronozumi3

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Re: [0.97a] Ship Editor v0.7.6
« Reply #48 on: October 01, 2024, 10:54:30 PM »

"Go into the newly-unpacked folder, then into Contents, then into Home and move everything that lives in there into the jre folder of the Ship Editor ...."

Hello, I'm trying to get the Ship Editor on my 2021 Macbook Pro. I think I have all the elements downloaded, but cannot find the right folder to rename "jre" and continue the installation. I have installed Java21 successfully but don't see any folders called Java Runtime. Also don't see Java in applications, so don't know how to get to the root directory.

Can anyone clue me in to the obvious thing I feel like I'm missing?

Thanks in advance - really looking forward to using this!
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nathan67003

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Re: [0.97a] Ship Editor v0.7.6
« Reply #49 on: October 02, 2024, 07:15:05 AM »

You need to just download the jdk/jre instead of installing it. The resulting downloaded folder is what you'll be using. Instead of selecting the DMG installer for download, select the compressed archive. You'll just need to uncompress that and follow the instructions, which should now make more sense given the new context.

The relevant bit of the instructions:
download the correct jdk/jre (the one supplied in the Full 0.7 release is full of .dlls... which cued me in that I wasn't even using the right one lol); this time I'm not installing the JDK so the tarball is what's appropriate
« Last Edit: October 02, 2024, 07:37:53 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.

chronozumi3

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Re: [0.97a] Ship Editor v0.7.6
« Reply #50 on: October 02, 2024, 11:19:44 PM »

Hello, thanks nathan67003 for trying to help me install this!

I'm not sure how to tell which is the correct jdk/jre - It looks to me like 3 different versions of Java 21 and each has Mac/x64 and Mac/AArch64 versions (sorry, no idea what the difference is). Tried them all, after selecting the compressed archive from the Oracle site. I've downloaded & unpacked/un-compressed/un-balled them but then what? Don't see a jre folder in Ship Editor so not sure where to put the jdk/jre stuff even if I selected the correct one...

Am I supposed to make a new folder named jre in the Ship Editor folder? Don't see that in there unless I create it...

Still think I'm missing something obvious- :-[
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nathan67003

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Re: [0.97a] Ship Editor v0.7.6
« Reply #51 on: October 03, 2024, 09:56:47 AM »

Okay so, first off, the download page: https://www.oracle.com/ca-en/java/technologies/downloads/ (this is for Canada but it should either ask to redirect to the proper country or it doesn't matter; in any case, it's this page (country optional) you're looking for)

On here, select the JDK 21 tab, then the macOS tab of that one. It gives you 2 versions depending on your CPU architecture - to know which one you have, just go t the Apple menu > about this Mac and the processor will either say Intel (x64) or not (in which case, ARM64). Get the compressed archive for the correct architecture.

After that, did you download the most recent version of the ship editor? Iirc it doesn't ship with a bundled jre so you have to create the jre folder yourself. The folder should be on the first level of the Starsector Ship Editor folder, in the same place as the readme.txt, ship_editor.jar, etc.

At this point, you should be able to follow the instructions once again and everything should Just Work(tm).

You're probably not missing anything obvious; unless you have some good amount of programming experience and/or fiddling with a lot of stuff, most people wouldn't really be used to these kinds of procedures.
« Last Edit: October 03, 2024, 09:59:33 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.

chronozumi3

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Re: [0.97a] Ship Editor v0.7.6
« Reply #52 on: October 03, 2024, 11:01:49 PM »

Thanks again Nathan67003 - thanks for your specific instructions! Not quite there yet - got the right jdk archiver folder, latest Ship Editor - moved the folder contents into the newly created jre folder in Ship Editor.

Then, following instructions in Terminal, it seems the only thing to open in Ship Editor is the ship_editor.command. Dragging it into Terminal or selecting 'open' both result in: permission denied (you do not have the appropriate access privileges)
I seem to be able to unlock the folder (using Finder>get info and typing my password) but it doesn't seem to stick - can't progress because of permission denied/you do not have the appropriate.....

I've have a lot of experience with Adobe After Effects and occasionally have to solve obscure issues with the program, but this one is (so far) beyond my fiddling/programming experience
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nathan67003

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Re: [0.97a] Ship Editor v0.7.6
« Reply #53 on: October 04, 2024, 08:58:26 AM »

You didn't follow the instructions in Terminal; pretty sure those tell the user to input a specific command, not anything about ship_editor.command...

The thing the .command does is just input the right command to launch the editor. However, since it ships from outside your system, it gets assigned default permissions on download.

To fix this start by doing cd <ship editor folder>, replacing <ship editor folder> by the location where you've installed the Ship Editor folder (you should be able to drag the folder onto the Terminal window to auto-fill that). This will move the Terminal's active directory to the Ship Editor's folder.

After that, do ls -l. This will list all the files and folders within the active directory alongside their permissions (and more details that aren't useful here). Look for ship_editor.command and look at the permissions (the string of letters and dashes at the start of the line); it should go something like -rw-something. In this case, if the permissions don't have "x" in them anywhere, it means you don't have execution permission on it.

To fix that, you'll need (while still in the same active directory) to input chmod +x ship_editor.command. If it says "permission denied" or something like that, add sudo before the command; sudo chmod +x ship_editor.command. This will prompt you to type your password and if you have admin rights, you should now be able to just double-click the .command and it should start up the editor correctly.
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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.

chronozumi3

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Re: [0.97a] Ship Editor v0.7.6
« Reply #54 on: October 04, 2024, 11:33:09 PM »

OK, got it to work! Besides getting around basic mac security, I think my main problem was complete ignorance of how Terminal works. Thanks nathan67003 for walking me through it!!!

Now I can get it to open through Terminal (as per posted instructions) consistently - at first it tried to open when I double clicked ship_editor.command, but when I was trying to get past the security I did the 'open' command (on the ship_editor.command itself) and now instead of a shortcut, it opens another Terminal window detailing a short list of 'no such file or directory' and then "process completed" (greatly simplified description here) without opening the Editor. Is there some way to undo this bad path so that it functions as originally intended?

Anyway thanks again for getting me going with this, now I'll see what I can do with this amazing-looking tool!

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nathan67003

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Re: [0.97a] Ship Editor v0.7.6
« Reply #55 on: October 05, 2024, 10:14:01 AM »

Hmmmm, not sure why it would be doing that. I don't have the new mac security stuff so I can't test against it, either.

At worst you can change the variables in the .command (easily identified with $CAPITAL_LETTERS) for the true location paths for your install, which should fix the "no such file or directory" error.
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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.

chronozumi3

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Re: [0.97a] Ship Editor v0.7.6
« Reply #56 on: October 06, 2024, 01:14:46 PM »

OK, I am going to try to learn some basic Java - I think I know what to do w changing the location path.

I was still able to open the Editor directly using the original instructions, but when I try to open a sprite (mine (from my mod) or any other in the Starsector contents) I get:

File Loading Error!
Selected image is outside of any game packages

- even though there are plenty of png images in the game package...?!

Should I just try to re-install from the beginning again now that I know how?
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nathan67003

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Re: [0.97a] Ship Editor v0.7.6
« Reply #57 on: October 07, 2024, 11:37:57 AM »

Don't even worry about Java here! The .command is closer to Bash than anything else, you only really need to know how to write out a path (which you can get by dragging a file or folder onto a terminal window). Once that's written there should be no issues - I probably just did something wrong with the Bash scripting on my end that ended up borked on yours.

As for the file loading error, that is WELL outside my area - I'll leave Ontheheavens or other users to that. But as long as you've indicated where Starsector is installed with the first-run prompt, there should, in my experience, be no issues...

You can always try starting from 0 if you haven't invested much time in anything but I honestly can't guarantee that anything would be different.
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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.

chronozumi3

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Re: [0.97a] Ship Editor v0.7.6
« Reply #58 on: October 07, 2024, 08:00:52 PM »

Got it. Interested in Java generally as an aspiring modder, and of course the Ship Editor to get my sprites the necessary info. Thanks nathan67003 for your help and insight - I'm going to start again and hopefully have more luck getting this going!

Some time later - for some reason, Ship Editor could not select/access Starsector.app in my applications folder. I reinstalled it on the desktop and now everything functions perfectly!!!
« Last Edit: October 08, 2024, 08:30:24 PM by chronozumi3 »
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