[Tool] Superluminal 2.2.1 - FTL Ship Editor

Discuss and distribute tools and methods for modding. Moderator - Grognak
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kartoFlane
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Re: [Tool] Superluminal 2.0.5 beta

Postby kartoFlane » Fri Aug 08, 2014 11:31 pm

New update just rolled out the gates!

Among bug fixes, I've implemented ship death animation simulation (ie. gib & mount animation). Also added support for the Mac Command modifier in hotkeys (although this is completely untested, seeing as I have no Apple keyboard to try it).

Also, the editor should now always save the ship, regardless of whether it's been modified or not. Try not to kill the application by spamming Ctrl+S.

For more new stuff, check out the changelog below, I don't want to repeat "also" a dozen times...

Download: [ Superluminal 2.0.5 beta ]

Changelog:

Code: Select all

2.0.5 beta:
- Fixed shift-dragging the ship origin to set the offset
- Fixed a bug with messed up numbering when reordering game objects via ShipOverview, and then adding new objects of the same type
- Added support for Mac's Command key in hotkeys (untested)
- Fixed application name on Mac (now reads 'Superluminal' instead of 'SWT')
- Fixed a bug that would cause the editor to crash during mount-gib or door linking
- Fixed value of angular velocity constant in the editor's database (was 10 times too big), which was causing gibs to spin wildly
- Added ship death animation simulation -- animates both gibs and weapon mounts attached to them
- Save command now always saves the ship, without checking whether or not it's been modified
- Made 3 more actions hotkeyable: Save Ship As, Open .shp, Animate Gibs
- Made some minor improvements to the Settings window (bigger default size + scrolling speed)
- Added 'allowDoorOverlap' settings option
- Added option to make weapon mounts and images follow hull (select object > check "Follow Hull")
- Added mono-directional dragging -- hold down Shift while dragging an object to have it move in only one direction (horizontal or vertical)
Superluminal2 - a ship editor for FTL
saber0091
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Joined: Wed Dec 25, 2013 3:39 am

Re: [Tool] Superluminal 2.0.5 beta

Postby saber0091 » Sun Aug 10, 2014 9:49 pm

Superluminal 2.0.5 beta is looking good!

Two issues, and a potential request, however.

Issue A: at least the Win x64 still thinks it is 2.0.4 beta and wants to update on every opening. I have not tried the Win x32.

Issue B: Attempted to save as resource folder, and in that box to create a new folder. The console says it tried to save to "new folder" instead of the new name of the newly created folder - but no such folder existed and no error was returned. The data was lost.

The potential request:
-Having trouble assigning weapon mount to a gib whose size is eclipsed by the hull and cannot be directly clicked upon(I did try hovering all about to see if I could get the boundary box for the gib in question to highlight).
-Would it be feasible to have gib selection as a drop box, or some alternative method for weapon mount gib assignment? (Or a checkbox to hide the hull image or something?) It is possible I am missing something.
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kartoFlane
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Re: [Tool] Superluminal 2.0.5 beta

Postby kartoFlane » Sun Aug 10, 2014 10:14 pm

saber0091 wrote:Issue A: at least the Win x64 still thinks it is 2.0.4 beta and wants to update on every opening. I have not tried the Win x32.

Derp. I changed it to 2.0.5 in my local working copy, but then forgot to export that change to the copy that actually gets compiled and uploaded... I'll just "downgrade" it to 2.0.4 for the time being, to stop the update code from pestering people. Thanks for bringing this to my attention :)

saber0091 wrote:Issue B: Attempted to save as resource folder, and in that box to create a new folder. The console says it tried to save to "new folder" instead of the new name of the newly created folder - but no such folder existed and no error was returned. The data was lost.

That is odd. It works fine for me... And there should definitely be an error printed out in the console if there are any problems during saving (even if the folder doesn't exist, it should simply be created automatically)
Are you sure you haven't accidentally created the folder in your "User" directory (since that's what gets selected by default when the save dialog is opened)?

saber0091 wrote:The potential request:

You can hide all elements of the ship individually (check out the View menu, or press keys 1 through 9), which makes it much easier to select the gib you want.
Though I agree that this is pretty damn obscure... All the more reasons for me to finally record the tutorial video.
Superluminal2 - a ship editor for FTL
zabing12
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Joined: Fri Jul 18, 2014 5:35 pm

Re: [Tool] Superluminal 2.0.5 beta

Postby zabing12 » Sun Aug 10, 2014 11:12 pm

saber0091 wrote:Issue A: at least the Win x64 still thinks it is 2.0.4 beta and wants to update on every opening. I have not tried the Win x32.




Same for win32
Abs
Posts: 82
Joined: Tue Aug 05, 2014 10:01 am

Re: [Tool] Superluminal 2.0.5 beta

Postby Abs » Mon Aug 11, 2014 12:14 am

Are custom weapons not supported when loading a ship? Here is my editor-log.txt file entry:

Code: Select all

20:12:06.602 [main] WARN  com.kartoflane.superluminal2.ui.ShipLoaderDialog - An error has occured while loading PLAYER_SHIP_HARD: java.lang.IllegalArgumentException: WeaponBlueprint not found: STFTL_PHASERS
   at com.kartoflane.superluminal2.utils.ShipLoadUtils.loadShipXML(ShipLoadUtils.java:351)
   at com.kartoflane.superluminal2.ui.ShipLoaderDialog$5.widgetSelected(ShipLoaderDialog.java:264)
   at org.eclipse.swt.widgets.TypedListener.handleEvent(Unknown Source)
   at org.eclipse.swt.widgets.EventTable.sendEvent(Unknown Source)
   at org.eclipse.swt.widgets.Widget.sendEvent(Unknown Source)
   at org.eclipse.swt.widgets.Display.runDeferredEvents(Unknown Source)
   at org.eclipse.swt.widgets.Display.readAndDispatch(Unknown Source)
   at com.kartoflane.superluminal2.Superluminal.main(Superluminal.java:274)


Abs
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zabing12
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Re: [Tool] Superluminal 2.0.5 beta

Postby zabing12 » Mon Aug 11, 2014 12:54 am

You got to load the weapon mod first.
Abs
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Re: [Tool] Superluminal 2.0.5 beta

Postby Abs » Mon Aug 11, 2014 12:56 am

zabing12 wrote:You got to load the weapon mod first.


It's all in the same file. How would I do it in this case?

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kartoFlane
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Re: [Tool] Superluminal 2.0.5 beta

Postby kartoFlane » Mon Aug 11, 2014 1:07 am

If the .ftl file containing your ship also contains the weaponBlueprint for your weapon, then it should work. Just keep the file loaded in Mod Management while you're working on your ship.

Keep in mind though that .ftl files created by the editor contain only the shipBlueprint, but no blueprints for the stuff you've equipped your ship with.
Superluminal2 - a ship editor for FTL
Abs
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Re: [Tool] Superluminal 2.0.5 beta

Postby Abs » Mon Aug 11, 2014 1:17 am

Thanks for the answer. Turns out the problem was with my own mod structure. I had animations.xml.append.txt as the file name. Oops!

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OneShot17
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Re: [Tool] Superluminal 2.0.3a beta

Postby OneShot17 » Wed Aug 13, 2014 6:26 am

kartoFlane wrote:Well, I don't have a Mac keyboard to test it on, but I'll see what can be done :)


You know the Windows key in Windows sends the same signal as the Command key on macs. Just a tip u might be able to use ;)

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