Could I be one of those people? I have 3 that have images for that I want to make.kartoFlane wrote: I suppose I could release the first/beta version sometime soon, however I wanted to ask a small number of people for some feedback on the UI first.
[Tool] FTL Ship Editor: Superluminal [NOT UPDATED TO AE]
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Re: [Tool] FTL Ship Editor: Superluminal [NOT UPDATED TO AE]
- Anthonest
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Re: [Tool] FTL Ship Editor: Superluminal [NOT UPDATED TO AE]
i can help with that.kartoFlane wrote:Right now, the editor is more or less functional... I have already updated my AutoCruiser mod to work with AE using it (encased piloting included), though I haven't uploaded that yet.
That said, there's still a host of features missing; namely, editing of gibs, crew, ship offset, glow images' positioning (that's kind of a long shot tho), artillery system's weapon attribute, the entire undo system, and a bunch of other stuff I've likely forgotten about.
Though it's mostly a matter of coming up with appropriate UI and implementing it, seeing as all ship-related data is already being loaded/saved.
I suppose I could release the first/beta version sometime soon, however I wanted to ask a small number of people for some feedback on the UI first.
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Re: [Tool] FTL Ship Editor: Superluminal [NOT UPDATED TO AE]
I may be really new here, but I've also have had a lot of game development and modding experience (if you're wondering credentials, look up the old Dawn of War: Total War mod I made way back in the day, and the never-completed (but hopefully eventually when I have the time
) The EDF Chronicles mod for Total Annihilation. Though my coding is good enough for me to do editing such as events, ships, and other XML files for this game, I'm not sure if I'll know enough to know the programming for Superluminal2. That said...if you're just looking for me to eyeball your UI and see where things should go, feel free to throw me a PM and I'll see what I can do when I get home tomorrow night. 


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Re: [Tool] FTL Ship Editor: Superluminal [NOT UPDATED TO AE]
i really want this, i've been itching for it for so long and i'm ok if its "more or less functional"
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Re: [Tool] FTL Ship Editor: Superluminal [NOT UPDATED TO AE]
Sleeper says that "encased" systems will crash the game now unfortunately...kartoFlane wrote:Right now, the editor is more or less functional... I have already updated my AutoCruiser mod to work with AE using it (encased piloting included), though I haven't uploaded that yet.

Also thanks for all your hard work on Superluminal 2.0!!!
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Re: [Tool] FTL Ship Editor: Superluminal [NOT UPDATED TO AE]
I was just going to say that...Russian Rockman wrote:Sleeper says that "encased" systems will crash the game now unfortunately...kartoFlane wrote:Right now, the editor is more or less functional... I have already updated my AutoCruiser mod to work with AE using it (encased piloting included), though I haven't uploaded that yet.
Do you know something we don't?

- kartoFlane
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Re: [Tool] FTL Ship Editor: Superluminal [NOT UPDATED TO AE]
Yup 
It's not much different honestly, you only have to place two rooms of the same at the same location, and assign the system in question to the room with higher ID.
Then depending on how you want it to work, you link surrounding doors to the room with the system (if you want it to be mannable), or to the one without it (if you don't want the system to be mannable)
Obviously it's a workaround, so there are some issues; namely, since the lower ID room is obscured by the higher ID one, you can't see the oxygen levels dropping in that room. Only the out-of-oxygen stripes are drawn.
But if you're desperate (like me with the AutoCruiser), it's good enough

It's not much different honestly, you only have to place two rooms of the same at the same location, and assign the system in question to the room with higher ID.
Then depending on how you want it to work, you link surrounding doors to the room with the system (if you want it to be mannable), or to the one without it (if you don't want the system to be mannable)
Obviously it's a workaround, so there are some issues; namely, since the lower ID room is obscured by the higher ID one, you can't see the oxygen levels dropping in that room. Only the out-of-oxygen stripes are drawn.
But if you're desperate (like me with the AutoCruiser), it's good enough

Superluminal2 - a ship editor for FTL
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Re: [Tool] FTL Ship Editor: Superluminal [NOT UPDATED TO AE]
How does that work with drone targeting though? If it works the way it is intended you need to tell Sleeper so he can get those working again.kartoFlane wrote:Yup
It's not much different honestly, you only have to place two rooms of the same at the same location, and assign the system in question to the room with higher ID.
Then depending on how you want it to work, you link surrounding doors to the room with the system (if you want it to be mannable), or to the one without it (if you don't want the system to be mannable)
Obviously it's a workaround, so there are some issues; namely, since the lower ID room is obscured by the higher ID one, you can't see the oxygen levels dropping in that room. Only the out-of-oxygen stripes are drawn.
But if you're desperate (like me with the AutoCruiser), it's good enough

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Re: [Tool] FTL Ship Editor: Superluminal [NOT UPDATED TO AE]
Can I test Superluminal AE? Even though i DEFINITELY don't need it and i DEFINITELY know how to code rooms using xml.
art and coding tutorials wanted, pm if you have some good ones please!

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Re: [Tool] FTL Ship Editor: Superluminal [NOT UPDATED TO AE]
I am wondering when you are going to post up the beta version. I got FTL after the update to AE, so none of the ships that I have made in Superluminal (ever) have worked (meaning that Ftl promptly crashed when I clicked on them in the hangar). If there is any way to create working ships for AE, I would be very much like to know. Note: I did not use an artillery beam on any of the ships. Some of the projects that I was working on were corrupted somehow (the cursor partially erased whatever was under it, and when I tried to reload the project, there was nothing in it. I am sure that there is a specific reason why my ships don't work, I just don't know exactly what it is. 3 of the ones that I made, worked, but I couldn't find anything different about those three, so I am still stuck...kartoFlane wrote:I suppose I could release the first/beta version sometime soon, however I wanted to ask a small number of people for some feedback on the UI first.
