Search found 92 matches

by Darkfrost
Sun Mar 10, 2013 2:37 pm
Forum: Mod Development
Topic: [TOOL]FTLEdit: FTL Ship editor [v0.95 11th Jan] Open source!
Replies: 459
Views: 298446

Re: [TOOL]FTLEdit: FTL Ship editor [v0.95 11th Jan] Open sou

You can happily add more than 4 weapons, you'll have to open the blueprints xml file and add the extras manually though ! Just be warned it's not really designed for more than 4, so the UI breaks a bit

If the power breaks at 1000, the max is probably 255
by Darkfrost
Sat Mar 02, 2013 12:00 am
Forum: Mod Development
Topic: [TOOL]FTLEdit: FTL Ship editor [v0.95 11th Jan] Open source!
Replies: 459
Views: 298446

Re: [TOOL]FTLEdit: FTL Ship editor [v0.95 11th Jan] Open sou

Ah yeah, it'll probably lose that, sorry! Never added anything for the artillery at all, but I should probably make it preserve it if it's already there
by Darkfrost
Tue Feb 12, 2013 6:54 am
Forum: Mod Development
Topic: [Tool] FTL Ship Editor: Superluminal [NOT UPDATED TO AE]
Replies: 777
Views: 355749

Re: [Tool] Yet Another FTL Ship Editor: Superluminal - u6-2-

Looks awesome! Really nice work ^^
by Darkfrost
Tue Jan 29, 2013 4:39 am
Forum: Mod Development
Topic: [TOOL]FTLEdit: FTL Ship editor [v0.95 11th Jan] Open source!
Replies: 459
Views: 298446

Re: [TOOL]FTLEdit: FTL Ship editor [v0.95 11th Jan] Open sou

Uh, not sure, make sure you're opening the .exe instead of the .application, if that doesnt work, try redownloading
by Darkfrost
Fri Jan 25, 2013 1:40 am
Forum: Mod Development
Topic: [TOOL]FTLEdit: FTL Ship editor [v0.95 11th Jan] Open source!
Replies: 459
Views: 298446

Re: [TOOL]FTLEdit: FTL Ship editor [v0.95 11th Jan] Open sou

myship.ftl isn't a valid zip file, I'm guessing
by Darkfrost
Thu Jan 24, 2013 10:11 pm
Forum: Mod Development
Topic: [TOOL]FTLEdit: FTL Ship editor [v0.95 11th Jan] Open source!
Replies: 459
Views: 298446

Re: [TOOL]FTLEdit: FTL Ship editor [v0.95 11th Jan] Open sou

SFML uses a .NET wrapper for it's C-based dlls. These will only work under windows, and thus not run under Mono To get it to run under mono, it should be as simple as replacing those dlls with the linux ones: You can get those here, they'll be in the lib folder: (32/64bit) http://www.sfml-dev.org/d...
by Darkfrost
Sun Jan 20, 2013 4:45 am
Forum: Mod Development
Topic: [TOOL]FTLEdit: FTL Ship editor [v0.95 11th Jan] Open source!
Replies: 459
Views: 298446

Re: [TOOL]FTLEdit: FTL Ship editor [v0.95 11th Jan] Open sou

Yup, looks like you found a bug :)

Was just a minor typo in the code! New version is up now, should be fixed! :)

v0.96
- Fixed position offset issue in the top left of screen
- Fixed exporting slug crew count
http://jacobkeane.co.uk/FTLShipEdit.zip
by Darkfrost
Sat Jan 19, 2013 11:25 pm
Forum: Mod Development
Topic: [TOOL]FTLEdit: FTL Ship editor [v0.95 11th Jan] Open source!
Replies: 459
Views: 298446

Re: [TOOL]FTLEdit: FTL Ship editor [v0.95 11th Jan] Open sou

SFML uses a .NET wrapper for it's C-based dlls. These will only work under windows, and thus not run under Mono To get it to run under mono, it should be as simple as replacing those dlls with the linux ones: You can get those here, they'll be in the lib folder: (32/64bit) http://www.sfml-dev.org/do...
by Darkfrost
Sun Jan 13, 2013 3:10 am
Forum: Mod Development
Topic: [TOOL]FTLEdit: FTL Ship editor [v0.95 11th Jan] Open source!
Replies: 459
Views: 298446

Re: [TOOL]FTLEdit: FTL Ship editor [v0.95 11th Jan] Open sou

Thank you so much Splitstack! I fixed the first bug, that'll be sorted in the next version The second one seems harder to fix, after a bit of debugging, it seems like it happens when you move one of the rooms upwards (so the Y is at -1), causing the whole thing to get shifted down ingame (but not th...
by Darkfrost
Sat Jan 12, 2013 3:38 pm
Forum: Mod Development
Topic: [TOOL]FTLEdit: FTL Ship editor [v0.95 11th Jan] Open source!
Replies: 459
Views: 298446

Re: [TOOL]FTLEdit: FTL Ship editor [v0.95 11th Jan] Open sou

Could you post a screenshot of that or something? Or directions to reproduce it?