[Tool] FTL Ship Editor: Superluminal [NOT UPDATED TO AE]

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

Postby ApexMods » Tue Oct 22, 2013 11:00 pm

kartoFlane wrote:
NewAgeOfPower wrote:The door issue? You mean where if you use them as portals the pathing gets nutty?

Not exactly. It's just a bug with the editor that causes doors to link to wrong rooms sometimes, for whatever reason.
The crew walking funny is how FTL itself handles their movement, the editor can't help with that.


IIRC, in the older versions of the editor I experienced mostly just airlock doors that somehow got confused during editing, but with the last release there seems to be a lively reshuffle of all door IDs whenever I export a ship (even without editing it at all). Don't have much spare time due to RL, but I'll try to confirm next weekend.
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NewAgeOfPower
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Re: [Tool] FTL Ship Editor: Superluminal - version 13-08-29

Postby NewAgeOfPower » Wed Oct 23, 2013 1:03 am

Holy crap, thats amazing! But I've never read it in the guides

*checks guides*

Nope, tilde key is in google doc, but arrow keys is in neither guide : /

Anyways, thats very useful. Does it display current x/y position as well?
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ScumLord
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Re: [Tool] FTL Ship Editor: Superluminal - version 13-08-29

Postby ScumLord » Wed Oct 23, 2013 4:08 am

I'm actually experiencing a strange glitch with Superluminal. It just happened today, and I have no idea why. I can no longer export ships, and this is the error log I am receiving:

Code: Select all

java.lang.NullPointerException
   at com.kartoflane.superluminal.core.ShipIO.export(ShipIO.java:2128)
   at com.kartoflane.superluminal.ui.ExportDialog$11.widgetSelected(ExportDialog.java:333)
   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.superluminal.ui.ExportDialog.open(ExportDialog.java:85)
   at com.kartoflane.superluminal.core.Main$55.widgetSelected(Main.java:2812)
   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.superluminal.core.Main.open(Main.java:763)
   at com.kartoflane.superluminal.core.Main.main(Main.java:428)


It would be pretty nice to get some help to fix this.
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kartoFlane
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Re: [Tool] FTL Ship Editor: Superluminal - version 13-08-29

Postby kartoFlane » Wed Oct 23, 2013 5:42 pm

NewAgeOfPower wrote:Anyways, thats very useful. Does it display current x/y position as well?

The X and Y coordinate boxes below tool buttons display currently selected object's position. You can modify it there as well.

@ScumLord
That's really weird.
The only way for it to happen would be if the editor was unable to create the folder to which it exports the ship.
Are you running the editor without administrator rights / tried to export to Program Files or other windows-protected folder?

ApexMods wrote:IIRC, in the older versions of the editor I experienced mostly just airlock doors that somehow got confused during editing, but with the last release there seems to be a lively reshuffle of all door IDs whenever I export a ship (even without editing it at all). Don't have much spare time due to RL, but I'll try to confirm next weekend.

I did change the door ID handling a bit, and apparently unknowingly screwed something up.

Here's an in-dev version of the editor. I attempted to fix the messed door IDs, also room IDs can now be freely changed via room properties. Also tried to fix ScumLords issue there.
Do let me know if the problems persist.
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Re: [Tool] FTL Ship Editor: Superluminal - version 13-08-29

Postby ApexMods » Wed Oct 30, 2013 10:37 pm

Quick feedback. In-dev version works great, doors don't drive me insane anymore, and the option to manually alter/fix room IDs in-editor is a very welcome addition for me. Thanks a lot, kartoFlane. Simply brilliant! :)
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Re: [Tool] FTL Ship Editor: Superluminal - version 13-08-29

Postby kartoFlane » Thu Oct 31, 2013 10:15 pm

Whew, that's a relief, thanks for the confirmation Apex. Guess I'll be releasing a (hopefully) final update soon :P
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NewAgeOfPower
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Re: [Tool] FTL Ship Editor: Superluminal - version 13-08-29

Postby NewAgeOfPower » Sat Nov 02, 2013 12:49 am

kartoFlane wrote:final


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

Postby Weltall Zero » Mon Nov 11, 2013 8:35 pm

I've not been visiting the thread all that much anymore, but I came back because of the FTL Advanced announcement, and since kartoFlane put up a donate link I sent 5€ his way. Superluminal is just that amazing a piece of software.
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Re: [Tool] FTL Ship Editor: Superluminal - version 13-08-29

Postby kartoFlane » Mon Nov 11, 2013 10:11 pm

@Weltall
Good to see you back Weltall, and thank you :) I wouldn't exactly call the editor an amazing piece of software... although I'm (lazily) working on rectifying that.

NewAgeOfPower wrote:
kartoFlane wrote:final

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Well, the FTL:A announcement has screwed up my plans a little, looks like I'll be hooked a little bit longer here, so the editor will probably see some more updates, after all Image
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Re: [Tool] FTL Ship Editor: Superluminal - version 13-11-12

Postby kartoFlane » Tue Nov 12, 2013 1:49 pm

Figured I'd finally officially release the "in-unproportionately-lengthy-dev" version:
  • Fixed:
    • Fixed the weapon count bug, causing the spinner to be disabled sometimes
    • Fixed crash when user tried to remove station from a room that was not eligible to contain any stations
    • Fixed image export, should always create the files correctly, instead of sometimes creating folders with the same name as the image
    • Tweaked door linking quite a bit, should prevent the door linking issue
  • Added:
    • Room IDs can now be changed via the room properties window (double-click) - allows to rearrange room layering (useful primarily for 0x0 rooms)
    • For weapons defined explicitly (by choosing them from the dropdown lists), weapon count is automatically set to the number of chosen weapons

Dropbox Download Directory: Superluminal 13-11-12

That'll be the last major update for the editor... That said, I plan to do a rewrite to prepare fresh ground for FTL:AE, but that definitely won't see the light of day until after the expansion pack is released :lol:
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