Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24); New blog post: Anubis-class Cruiser (12/20/24)

Pages: 1 ... 39 40 [41] 42 43 44

Author Topic: [0.8.1a] STARSECTOR Ship&Weapon Editor (v2.7.4)  (Read 411569 times)

Snrasha

  • Admiral
  • *****
  • Posts: 705
    • View Profile
Re: Trylobot's ship editor (2.6.3)
« Reply #600 on: December 20, 2015, 01:44:45 AM »

You can put a random weapon then in variant file of your ship, you change per  other weapon.( I use this for modded weapon, so.)

After, i think it is not a bug, just not implemented, maybe. Ah ah, i love this editor, but i cannot choice fast weapon in list (we cannot clic instant on weapon, we need use up and down arrow, no?) so if we have mass weapons, hum, we can break down/up arrow, ah ah.
Logged
I am pretty bad on english. So, sorry in advance.

Gladiator Society
Add battle options on Com Relay/ Framework for modders for add their own bounty.

Sanguinary Autonomist Defectors A fan-mod of Shadowyard.

Spoorthuzad

  • Captain
  • ****
  • Posts: 284
  • Looking right into your soul
    • View Profile
Re: Trylobot's ship editor (2.6.3)
« Reply #601 on: December 20, 2015, 02:31:58 AM »

You can put a random weapon then in variant file of your ship, you change per  other weapon.( I use this for modded weapon, so.)

Yeah, We will have to manually change it for now.
Logged

Trylobot

  • Admiral
  • *****
  • Posts: 1170
    • View Profile
    • Github profile
Re: Trylobot's ship editor (2.6.3)
« Reply #602 on: February 01, 2016, 07:13:36 AM »

Thanks for all the feedback guys, I'll put this up in my tracker and get to work on it this week.
Logged

Ahne

  • Captain
  • ****
  • Posts: 321
    • View Profile
Re: Trylobot's ship editor (2.6.3)
« Reply #603 on: February 01, 2016, 07:16:43 AM »

Trylobot, you are the best!




greetings
Ahne
Logged

Toxcity

  • Admiral
  • *****
  • Posts: 563
    • View Profile
Re: Trylobot's ship editor (2.6.3)
« Reply #604 on: February 07, 2016, 05:30:55 PM »

I'm assuming you are adding support for HYBRID mounts, but could are you going to provide support for the upcoming COMPOSITE (ballistic/missile) and SYNERGY (energy/missile) mounts, or will you be adding that after those are added to the game?

EDIT: Also thank you for the amazing editor!
Logged

Tartiflette

  • Admiral
  • *****
  • Posts: 3529
  • MagicLab discord: https://discord.gg/EVQZaD3naU
    • View Profile
Re: Trylobot's ship editor (2.6.3)
« Reply #605 on: February 07, 2016, 11:33:08 PM »

I'm assuming you are adding support for HYBRID mounts, but could are you going to provide support for the upcoming COMPOSITE (ballistic/missile) and SYNERGY (energy/missile) mounts, or will you be adding that after those are added to the game?

EDIT: Also thank you for the amazing editor!
Hum, the editor already supports Hybrids. Except for the variant editor granted, but I wound advise to use the game's editor anyway, the one available in DEV mode.
Logged
 

Toxcity

  • Admiral
  • *****
  • Posts: 563
    • View Profile
Re: Trylobot's ship editor (2.6.3)
« Reply #606 on: February 08, 2016, 09:07:56 AM »

I usually use Trylobot's variant editor because the game can't make new variants on the fly.

EDIT: The variants can also not be saved if you forget to open the game with administrator permission.
Logged

Tartiflette

  • Admiral
  • *****
  • Posts: 3529
  • MagicLab discord: https://discord.gg/EVQZaD3naU
    • View Profile
Re: Trylobot's ship editor (2.6.3)
« Reply #607 on: February 08, 2016, 09:35:14 AM »

I usually use Trylobot's variant editor because the game can't make new variants on the fly.

EDIT: The variants can also not be saved if you forget to open the game with administrator permission.
Never had an issue with that, but I didn't installed it in the default "programs" folder...
Logged
 

Harmful Mechanic

  • Admiral
  • *****
  • Posts: 1340
  • On break.
    • View Profile
Re: Trylobot's ship editor (2.6.3)
« Reply #608 on: February 08, 2016, 03:36:41 PM »

Yeah, the ship editor will let you set mounts to Hybrid, it's just the variant editor that doesn't know what to put in those slots. I just leave them empty, generate that first variant file, and add weapons in Dev Mode.
Logged

Trylobot

  • Admiral
  • *****
  • Posts: 1170
    • View Profile
    • Github profile
Re: Trylobot's ship editor (2.6.4)
« Reply #609 on: February 08, 2016, 08:20:27 PM »

Download

editor version 2.6.4 (starsector 0.7.1a)
- credit to zaphide for pull request!
- support for HYBRID weapon types
- support for longer weapon lists
Logged

Ahne

  • Captain
  • ****
  • Posts: 321
    • View Profile
Re: Trylobot's ship editor (2.6.4)
« Reply #610 on: February 10, 2016, 07:35:26 AM »

YES, thank you very much trylo, appreciate your work!

greetings
Ahne
Logged

Tartiflette

  • Admiral
  • *****
  • Posts: 3529
  • MagicLab discord: https://discord.gg/EVQZaD3naU
    • View Profile
Re: Trylobot's ship editor (2.6.4)
« Reply #611 on: February 13, 2016, 12:03:43 PM »

Another small request, could the background image be a loose file? So that we can replace it with something more readable depending on the ships colors. The current one can be troublesome depending on the sprites.


https://github.com/Trylobot/sf-ship-ed/issues/12
~T


Thanks!
~the other T
« Last Edit: February 19, 2016, 03:38:08 AM by Tartiflette »
Logged
 

Toxcity

  • Admiral
  • *****
  • Posts: 563
    • View Profile
Re: Trylobot's ship editor (2.6.4)
« Reply #612 on: March 02, 2016, 09:15:11 AM »

Can you add support for SYNERGY and COMPOSITE mounts? It's not too vital considering you can use the ingame editor, but it would be nice.
Logged

Lucian Greymark

  • Captain
  • ****
  • Posts: 274
    • View Profile
Re: Trylobot's ship editor (2.6.4)
« Reply #613 on: March 06, 2016, 07:31:11 PM »

Hey Trylo, any timeline for when/if the editor will have weapon modding support?
Logged

Originem

  • Purple Principle
  • Captain
  • ****
  • Posts: 432
  • Dancing like a boss.
    • View Profile
Re: Trylobot's ship editor (2.6.4)
« Reply #614 on: March 07, 2016, 05:19:12 AM »

Is there any chance that can add Chinese character support? It became a mess while loaded with Chinese mod.
Logged
My mods


Pages: 1 ... 39 40 [41] 42 43 44