[Tool] Superluminal 2.2.1 - FTL Ship Editor

Discuss and distribute tools and methods for modding. Moderator - Grognak
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ScubaSteve3465
Posts: 135
Joined: Tue Nov 19, 2013 3:04 pm

Re: [Tool] Superluminal 2.0.3a beta

Post by ScubaSteve3465 »

I cant see a reference to this anywhere so I was wondering if you got the Glow placement fixed yet?
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kartoFlane
Posts: 1488
Joined: Mon Jan 14, 2013 10:20 pm

Re: [Tool] Superluminal 2.0.3a beta

Post by kartoFlane »

Nope. That's something I plan to address either in the next update, or after I get artillery sorted out.
The To-Do section of the OP generally lists pending stuff that I have planned.
Superluminal2 - a ship editor for FTL
OneShot17
Posts: 35
Joined: Fri Apr 18, 2014 3:54 am

Re: [Tool] Superluminal 2.0.3a beta

Post by OneShot17 »

Can you please make artillery a priority? I am working on a mod (you may have seen my post about it) that will replace every ship in the game. I need artillery for one of the classes of ships, but I currently have no way of adding it. Thanks!

Also, any chance you could make the keyboard shortcuts on the mac version using the command key? It's kind of annoying that every other app I use uses command, but then when I come back to this editor, I frequently forget that it's all based on control. Thanks!
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kartoFlane
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Joined: Mon Jan 14, 2013 10:20 pm

Re: [Tool] Superluminal 2.0.3a beta

Post by kartoFlane »

OneShot17 wrote:Can you please make artillery a priority? I am working on a mod (you may have seen my post about it) that will replace every ship in the game. I need artillery for one of the classes of ships, but I currently have no way of adding it. Thanks!
Well, you can add it, you just have to open the blueprints.xml.append file created by the editor, find the <artillery> tag in <systemList>, and change its weapon attribute to your artillery weapon's blueprint.
OneShot17 wrote:Also, any chance you could make the keyboard shortcuts on the mac version using the command key? It's kind of annoying that every other app I use uses command, but then when I come back to this editor, I frequently forget that it's all based on control. Thanks!
Well, I don't have a Mac keyboard to test it on, but I'll see what can be done :)
Superluminal2 - a ship editor for FTL
Deathpuff12
Posts: 1
Joined: Sat Aug 02, 2014 7:26 am

Re: [Tool] Superluminal 2.0.3a beta

Post by Deathpuff12 »

Hey, I really want to try this, I have been using mods and custom ships when I play FTL, but I want to make my won ship. I'm sorry if this sounds dumb, but I can start the editor, but I can't use any tools. The only thing I can do is change the size of the grid. I am on a Mac BTW. I just want to customize a ship for myself.
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kartoFlane
Posts: 1488
Joined: Mon Jan 14, 2013 10:20 pm

Re: [Tool] Superluminal 2.0.3a beta

Post by kartoFlane »

Well, by default the editor starts up with no ship loaded -- that's why most of the options are disabled.

To start working, you need to either create a new ship, or load an existing one -- to do that, go to the File menu on top of the screen (the name of the application should say "SWT" instead of "Superluminal", that's fine), and select "New Ship" or "Load Ship", depending on what you want to do (you can also use hotkeys: by default, Ctrl+N and Ctrl+L, respectively)
Superluminal2 - a ship editor for FTL
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Sleeper Service
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Joined: Sun Mar 24, 2013 8:49 pm

Re: [Tool] Superluminal 2.0.3a beta

Post by Sleeper Service »

Hey Karto, your editor makes game kids happy:
https://www.youtube.com/watch?v=nGjo1LgEou4

(Quite a comprehensive tutorial actually.)
Image
Working on a sci-fi deckbuilder nowadays.
Other games I made.
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kartoFlane
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Joined: Mon Jan 14, 2013 10:20 pm

Re: [Tool] Superluminal 2.0.3a beta

Post by kartoFlane »

Awesome, thank you for linking this :D It's nice to see that my work is making people happy :)
Superluminal2 - a ship editor for FTL
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kartoFlane
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Re: [Tool] Superluminal 2.0.5 beta

Post by kartoFlane »

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
Posts: 8
Joined: Wed Dec 25, 2013 3:39 am

Re: [Tool] Superluminal 2.0.5 beta

Post by saber0091 »

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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