Search found 37 matches

by Weltall Zero
Sat Mar 02, 2013 1:17 pm
Forum: Mod Development
Topic: [Tool] FTL Ship Editor: Superluminal [NOT UPDATED TO AE]
Replies: 775
Views: 462066

Re: [Tool] FTL Ship Editor: Superluminal - b26-2-13

xdiesp wrote:Thanks that's nice, I will ask you for such a feature after I can complete my work on the utility.


Unless I'm missing something, couldn't you make it so that your utility packs your xml and txt files into a .ftl file, then open it with Superluminal? A .ftl file is just a renamed .zip, after all.
by Weltall Zero
Wed Feb 27, 2013 10:30 pm
Forum: Mod Development
Topic: [Tool] FTL Ship Editor: Superluminal [NOT UPDATED TO AE]
Replies: 775
Views: 462066

Re: [Tool] FTL Ship Editor: Superluminal - b26-2-13

Only a cosmetic bug, I think, but when first asking you to open the .dat files, the dialog has "loadSystem = true" as the default file name.
by Weltall Zero
Tue Feb 26, 2013 8:57 pm
Forum: Mod Development
Topic: [Tool] FTL Ship Editor: Superluminal [NOT UPDATED TO AE]
Replies: 775
Views: 462066

Re: [Tool] FTL Ship Editor: Superluminal - b26-2-13

Besides that, new update is ready Changelog: [list][*] Fixed - All dialogs should now remember correct locations to which they were last opened and retain their own, unique paths. You are amazing. It's hard to believe how good you've made the editor in around a month. It's almost perfect now, and i...
by Weltall Zero
Sun Feb 24, 2013 9:38 pm
Forum: Mod Development
Topic: [Tool] FTL Ship Editor: Superluminal [NOT UPDATED TO AE]
Replies: 775
Views: 462066

Re: [Tool] FTL Ship Editor: Superluminal - b23-2-13

By the way, I'll share the way I make floor images, in case anyone finds it useful. What I do is take a screenshot of the room layout, then open it on an image editor (Gimp or Photoshop), select the outside, invert selection, grow by five pixels, fill with black, then contract by two and fill with ...
by Weltall Zero
Sun Feb 24, 2013 1:17 pm
Forum: Mod Development
Topic: [Tool] FTL Ship Editor: Superluminal [NOT UPDATED TO AE]
Replies: 775
Views: 462066

Re: [Tool] FTL Ship Editor: Superluminal - b23-2-13

@Weltall Zero You're raising very good points. I have been planning to change it, so that a window pops up at the start of the program, asking to point it to directories, should they seem to be missing, so that you can't omit that step. Or perhaps automatically scanning to find the correct folder.....
by Weltall Zero
Sun Feb 24, 2013 9:58 am
Forum: Mod Development
Topic: [Tool] FTL Ship Editor: Superluminal [NOT UPDATED TO AE]
Replies: 775
Views: 462066

Re: [Tool] FTL Ship Editor: Superluminal - b23-2-13

@Weltall Huh. It's working fine for me. What weapon are you trying to choose? Any weapon on the list, it happens with all of them. Edit: I just solved it; the path to my resources folder was wrong. This was because, before your last update, it made no difference whether it was right or wrong in reg...
by Weltall Zero
Sun Feb 24, 2013 1:43 am
Forum: Mod Development
Topic: [Tool] FTL Ship Editor: Superluminal [NOT UPDATED TO AE]
Replies: 775
Views: 462066

Re: [Tool] FTL Ship Editor: Superluminal - b23-2-13

Amazing editor! Thanks a lot for all the time invested in developing this, I've been waiting for an editor as good as this! I'm getting a few exceptions, however. When trying to select a weapon, I get: java.lang.NullPointerException at com.kartoflane.superluminal.elements.FTLMount.setImage(FTLMount....
by Weltall Zero
Fri Feb 15, 2013 6:35 pm
Forum: Indie Games
Topic: Free indie games you shouldn't miss
Replies: 54
Views: 147765

Re: Free indie games you shouldn't miss

Just wanted to say I tried Desktop Dungeons a couple of days back and I've been hopelessly addicted since then. I bought the Beta version after just a couple Alpha dungeons. Amazing, heroin-like stuff. Thanks a lot for the tip! (Already finished Cave Story, and played the hell out of Spelunky and a ...
by Weltall Zero
Sun Jan 27, 2013 12:22 pm
Forum: Mod Development
Topic: [TOOL]FTLEdit: FTL Ship editor [v0.95 11th Jan] Open source!
Replies: 459
Views: 369652

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

This Mod works great, but one thing i did notice was the absence of the option to add an artillery beam system to a modified ship. Otherwise i have no problems with is and i can make ships with ease. You don't have the problem with a ship having its background and rooms displaced with respect to ea...
by Weltall Zero
Sun Jan 20, 2013 10:47 am
Forum: Mod Development
Topic: [TOOL]FTLEdit: FTL Ship editor [v0.95 11th Jan] Open source!
Replies: 459
Views: 369652

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 Offset is not fixed at all, I'm afraid. I simply l...