Search found 41 matches

by ApexMods
Sun Sep 29, 2013 5:43 pm
Forum: Mod Development
Topic: [Tool] FTL Error Checker
Replies: 80
Views: 52572

Re: [Tool] FTL Error Checker - v 0.965

for some reason it wrongly reports false description lengths for bomb weapons with 17-part image strips ( "Mismatched frame count declared in anim and frame count in anim sheet (17 != 9)" ) The checker compares the number of frames declared by length= attribute in <desc> child in <anim> t...
by ApexMods
Sun Sep 29, 2013 5:22 pm
Forum: Mod Development
Topic: [Tool] FTL Error Checker
Replies: 80
Views: 52572

Re: [Tool] FTL Error Checker - v 0.965

Please elaborate. Encoding and line endings should not have any visible effect, unless they're being read/rendered incorrectly. The game itself requires that specific text format, and SMM converts everything to that standard. What do you mean by "visual mess"? Just the omitted blank line ...
by ApexMods
Sun Sep 29, 2013 1:43 pm
Forum: Mod Development
Topic: [Tool] FTL Error Checker
Replies: 80
Views: 52572

Re: [Tool] FTL Error Checker - v 0.965

Your Error Checker is a god-sent as it is, but I'll try to give some feedback on possible improvements. ⋅ initially the executable fell over a one-letter typo in one of the XMLs and couldn't finish parsing the rest (luckily it did report the error before giving up parsing) ⋅ for ...
by ApexMods
Thu Sep 26, 2013 3:16 pm
Forum: Discussion
Topic: A Big "Thank You!" to the Devs
Replies: 2
Views: 1608

A Big "Thank You!" to the Devs

Hope this is not out of place, but I couldn't find an appropriate pre-existing thread, and I just felt compelled to voice my gratitude towards Justin and Matthew , not only for creating such an excellent game, but also (and maybe even more so) for their ongoing dedication to actively partake in disc...
by ApexMods
Thu Sep 26, 2013 2:58 pm
Forum: Mod Development
Topic: [Tool] FTL Error Checker
Replies: 80
Views: 52572

Re: [Tool] FTL Error Checker - v 0.965

Many(!) thanks for creating this excellent tool, kartoFlane! With the recent update it finally works on my Mac (OS X 10.8.5, Java 1.7.0_40-b43) and I'm a very happy camper now! :D
by ApexMods
Fri Sep 20, 2013 11:33 am
Forum: Mod Development
Topic: Slipstream Mod Manager v1.9.1 (2018-01-07)
Replies: 754
Views: 1330458

Re: Slipstream Mod Manager v1.3 (2013-09-19)

Sorry, as a new member of this board I cannot answer/send any PMs (yet?), so I'll answer you here. Regarding v1.0-1.3: 1) Yes, the first prompt comes up, but the navigation dialog does not. 2) Last log entry is "FTL dats path was not located automatically. Prompting user for location." 3) ...
by ApexMods
Fri Sep 20, 2013 8:41 am
Forum: Mod Development
Topic: Slipstream Mod Manager v1.9.1 (2018-01-07)
Replies: 754
Views: 1330458

Re: Slipstream Mod Manager v1.3 (2013-09-19)

First of all, thanks a lot for your continued excellent work, Vhati! Just a little heads-up. On Mac OS X 10.8.5, Java SDK 1.7.0_40 (b43), I did a clean re-install of both FTL 1.03.3 and SMM 1.3 and when it says "You will now be prompted to locate FTL manually" SMM seems to hang as that pro...
by ApexMods
Sun Sep 01, 2013 6:09 pm
Forum: Mod Development
Topic: [Tool] FTL Ship Editor: Superluminal [NOT UPDATED TO AE]
Replies: 775
Views: 414745

Re: [Tool] FTL Ship Editor: Superluminal - version 13-08-29

Well, after loads of trial-and-error with both version 13-08-29 and 13-07-11 I am still at a loss when it comes to room IDs and (subsequently) connecting doors. With the latest release everything still gets messed up no matter what I (don't) do. I delete all (game and editor) prefs, backup archives,...
by ApexMods
Fri Aug 30, 2013 5:35 am
Forum: Mod Development
Topic: [Tool] FTL Ship Editor: Superluminal [NOT UPDATED TO AE]
Replies: 775
Views: 414745

Re: [Tool] FTL Ship Editor: Superluminal - version 13-08-29

Errm, hate to be the bearer of bad news again, but the updated release (13-08-29, the one that changed the door indexing) now messes up room IDs even when I don't change anything and just export a freshly loaded ship. It seems all room IDs get changed arbitrarily and ALL doors subsequently connect w...
by ApexMods
Thu Aug 29, 2013 6:59 pm
Forum: Mod Development
Topic: [Tool] FTL Ship Editor: Superluminal [NOT UPDATED TO AE]
Replies: 775
Views: 414745

Re: [Tool] FTL Ship Editor: Superluminal - version 13-08-29

Update works. Thanks a lot for the super-quick fix, cartoFlane! :thumbsup: Hope you don't mind if I voice a feature request. I'd love to see an option to auto-enumerate rooms in a pre-set order (e.g. top left to bottom right) upon export, or -preferably - edit room numbers on-the-fly during editing....