Search found 92 matches

by Darkfrost
Thu Oct 04, 2012 3:46 pm
Forum: Mod Development
Topic: [TOOL]FTLEdit: FTL Ship editor [v0.95 11th Jan] Open source!
Replies: 459
Views: 384377

Re: [TOOL]FTLEdit: FTL Ship editor [v0.84] (Please test!)

Hm... keep getting "unhandled exception" errors when trying to export the .XML of a "from scratch" build. Also, doesn't seem to load any of the default weapons or drones to pick from, despite having the paths set correctly in options. Doh ._. looks like I forgot to parse the blu...
by Darkfrost
Wed Oct 03, 2012 9:18 pm
Forum: Mod Development
Topic: [TOOL]FTLEdit: FTL Ship editor [v0.95 11th Jan] Open source!
Replies: 459
Views: 384377

Re: [TOOL]FTLEdit: An FTL Ship editor (Please test!)

As in, the cmd boxes disappear straight away?

Weird. I'll have to take a look into that again, it was working at one point :(

EDIT: Yup. Had a trailing slash on it didn't like, whoops! New version uploaded, same url. Auto extract and augment exporting are fixed now
by Darkfrost
Wed Oct 03, 2012 7:04 pm
Forum: Mod Development
Topic: [TOOL]FTLEdit: FTL Ship editor [v0.95 11th Jan] Open source!
Replies: 459
Views: 384377

Re: [TOOL]FTLEdit: An FTL Ship editor NEEDS TESTERS!

Was wondering when I'd get a reply from you :p

Tell me any issues you have and I'll try and get them fixed asap :)
by Darkfrost
Wed Oct 03, 2012 6:37 pm
Forum: Mod Development
Topic: [TOOL]FTLEdit: FTL Ship editor [v0.95 11th Jan] Open source!
Replies: 459
Views: 384377

Re: [TOOL]FTLEdit: An FTL Ship editor NEEDS TESTERS!

I'm using a html parser designed for real world html, seems to handle malformed xml fine
http://htmlagilitypack.codeplex.com/
by Darkfrost
Wed Oct 03, 2012 2:37 pm
Forum: Mod Development
Topic: [TOOL]FTLEdit: FTL Ship editor [v0.95 11th Jan] Open source!
Replies: 459
Views: 384377

Re: [TOOL]FTLEdit: An FTL Ship editor NEEDS TESTERS!

It's all built with the .NET framework and C#, but it should run fine with Mono on a mac
by Darkfrost
Wed Oct 03, 2012 2:35 pm
Forum: Mod Development
Topic: [Modding Help] Oh my god.
Replies: 1
Views: 2842

Re: [Modding Help] Oh my god.

Might not be any help, but make sure you're saving them as ANSI encoded?
by Darkfrost
Wed Oct 03, 2012 3:58 am
Forum: Mod Development
Topic: [TOOL]FTLEdit: FTL Ship editor [v0.95 11th Jan] Open source!
Replies: 459
Views: 384377

Re: [TOOL]FTLEdit: An FTL Ship editor NEEDS TESTERS!

Don't repack it, export it as a .ftl, or seperately and repack it into an ftl and load it with GMM this may be a bug, but when you choose the path for the extracted data and resource file in the ship editor, choose the main folder not the sub folder. in my case, right now I have my data.dat files ex...
by Darkfrost
Wed Oct 03, 2012 1:31 am
Forum: Mod Development
Topic: [TOOL]FTLEdit: FTL Ship editor [v0.95 11th Jan] Open source!
Replies: 459
Views: 384377

Re: [TOOL]FTLEdit: An FTL Ship editor NEEDS TESTERS!

New version up with several fixes, same url: http://toastedlemons.com/FTLShipEdit.zip

Fixes:
- Crash on cancelling loading images
- Not saving augments
- Not saving offset
- Not loading offset
by Darkfrost
Wed Oct 03, 2012 1:14 am
Forum: Mod Development
Topic: [TOOL]FTLEdit: FTL Ship editor [v0.95 11th Jan] Open source!
Replies: 459
Views: 384377

Re: [TOOL]FTLEdit: An FTL Ship editor NEEDS TESTERS!

Aha, thank you very much! I'll fix those asap :)
by Darkfrost
Wed Oct 03, 2012 12:41 am
Forum: Mod Development
Topic: [TOOL]FTLEdit: FTL Ship editor [v0.95 11th Jan] Open source!
Replies: 459
Views: 384377

Re: [TOOL]FTLEdit: An FTL Ship editor NEEDS TESTERS!

Ah, yeah, instructions, sorry! Knew I forgot something! 1. Open FTLEdit, then open up the options. You need to set up your paths to your data and resources folders. It should be able to do this automatically - If you don't have ftl dat installed, click the download ftldat button to download the inst...