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Re: [Tutorial] Superluminal Guides

Posted: Wed Aug 07, 2013 6:22 pm
by dalolorn
gentlemonmatt wrote:Not sure if it's been brought up, but how do you fix up a ship mod that has a Black Box floor image? I've heard you change the transparancy, but I don't know how to do that.
/first time Superluminal user

Edit: Never mind, figured out the easy way!
Well, the easiest ways are to draw a floor plan (not possible for me, sadly) or to - surprise, surprise - take a 2x1, 2x2, or 1x2 pixel image - my own floor plans are all 2x2 dots, I never see them. :)

At least... not yet... :|

Re: [Tutorial] Superluminal Guides

Posted: Wed Aug 07, 2013 6:35 pm
by kartoFlane
Actually, the game does the following:
(weapon count = n)
First n weapon mounts are reserved for regular weapons. The n+1th mount is used as artillery mount. I suppose that multiple artilleries on the boss ship use n+1, n+2, etc, respectively.

Now, to explain why the no-slide is at all related to artillery:
Since in the editor I had no easy way* to designate a mount to be the artillery mount, other than telling people to place them in the correct order, I just picked the no-slide to be the artillery mount designator, because it's never really used anyway (and if ever, only by the artillery mounts, since they have no weapon graphic).

*read: being the lazy ass that I am I didn't feel like implementing another way of doing it

Re: [Tutorial] Superluminal Guides

Posted: Wed Aug 07, 2013 6:46 pm
by dalolorn
kartoFlane wrote:*read: being the lazy ass that I am I didn't feel like implementing another way of doing it
Well, it might be nice if you'd let the user change the ID of the mount after placement. Not only is it the most user-friendly option, but it also seems like the easiest one to implement.

Re: [Tutorial] Superluminal Guides

Posted: Wed Aug 07, 2013 7:00 pm
by kartoFlane
Perhaps. The problem is, I'm running out of mouse button combinations for weapon mounts. Right-click is already reserved for rotating the mount.
Guess I'll change it to be a popup menu on right-click instead. Could also place all the flags there...

...Huh.

Re: [Tutorial] Superluminal Guides

Posted: Wed Aug 07, 2013 7:11 pm
by dalolorn
kartoFlane wrote:Perhaps. The problem is, I'm running out of mouse button combinations for weapon mounts. Right-click is already reserved for rotating the mount.
Guess I'll change it to be a popup menu on right-click instead. Could also place all the flags there...

...Huh.
Or you could place it into the UI... :roll:

Why is it that you use mouse buttons so much in there anyway? You've got plenty of unused room up above the ship. :?

Re: [Tutorial] Superluminal Guides

Posted: Wed Aug 07, 2013 7:28 pm
by kartoFlane
*shrug* it makes little sense to place a widget that is always visible and in plain view, if it only controls the behaviour of a single object of a single type. Much better to place it in a context popup menu.
Besides, the less things are immediately visible in the main window, the less overwhelming the program feels.
At least, that's the design theory I have.

Re: [Tutorial] Superluminal Guides

Posted: Wed Aug 07, 2013 8:22 pm
by dalolorn
kartoFlane wrote:*shrug* it makes little sense to place a widget that is always visible and in plain view, if it only controls the behaviour of a single object of a single type. Much better to place it in a context popup menu.
Besides, the less things are immediately visible in the main window, the less overwhelming the program feels.
At least, that's the design theory I have.
On the other hand, there's a point where it changes from "less overwhelming" to "unintuitive."

Re: [Tutorial] Superluminal Guides

Posted: Sun Aug 11, 2013 9:00 am
by FuryouMiko
I'm having a problem. When I attempt to run my mod (a simple edit of the DA-SR-2), as soon as I attempt to get FTL to load the modded ship in the hangar it exits with no error messages.

Re: [Tutorial] Superluminal Guides

Posted: Sun Aug 11, 2013 10:36 am
by kartoFlane
You've probably tried to use content from another mod, or packed something wrong. Attach the ftl file here.

Re: [Tutorial] Superluminal Guides

Posted: Sun Aug 11, 2013 5:08 pm
by 5thHorseman
dalolorn wrote:
kartoFlane wrote:*shrug* it makes little sense to place a widget that is always visible and in plain view, if it only controls the behaviour of a single object of a single type. Much better to place it in a context popup menu.
Besides, the less things are immediately visible in the main window, the less overwhelming the program feels.
At least, that's the design theory I have.
On the other hand, there's a point where it changes from "less overwhelming" to "unintuitive."
I don't know about anybody else, but when I want to do anything with a weapon, I usually end up clicking it a dozen or more times in various ways until I find the click that does what I want. If instead while in Weapon mode I could click an existing weapon and see all of its stats in a popup, I'd find that far easier to do.

That said, SL is 10,000 times better than editing the raw files :)