[Tool] Superluminal 2.2.1 - FTL Ship Editor

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1412
Posts: 14
Joined: Thu Oct 16, 2014 10:12 pm

Re: [Tool] Superluminal 2.1.0a

Post by 1412 »

The thing is, all I have so far is a floor plan with systems, a starting loadout, and six artillery slots. I did once delete a glow on a placed system, but I then replaced it with the same one, and I certainly don't have a custom cloaking room.
Do I have to make custom glow images then? And what exactly would I call them?
Sorry about all the questions...
EDIT: I eventually decided to restart and got a completely different error:

Code: Select all

0:54:30.595 [main] DEBUG com.kartoflane.superluminal2.Superluminal - Superluminal v2.1.0a
20:54:30.597 [main] DEBUG com.kartoflane.superluminal2.Superluminal - Windows 7 6.1
20:54:30.597 [main] DEBUG com.kartoflane.superluminal2.Superluminal - Java HotSpot(TM) Client VM, 1.7.0_55, x86
20:54:30.600 [main] DEBUG com.kartoflane.superluminal2.Superluminal - SWT v4335
20:54:30.663 [main] TRACE com.kartoflane.superluminal2.Superluminal - Loading properties from config file...
20:54:30.704 [main] INFO  com.kartoflane.superluminal2.Superluminal - Using FTL dats path from config: C:\Program Files (x86)\Steam\steamapps\common\FTL Faster Than Light\resources
20:54:30.963 [main] TRACE com.kartoflane.superluminal2.Superluminal - Loading dat archives...
20:54:31.136 [main] TRACE com.kartoflane.superluminal2.Superluminal - Loading database...
20:54:31.346 [Thread-3] WARN  com.kartoflane.superluminal2.core.DatabaseEntry - DatabaseCore: could not load weapon: CRYSTAL_1: could not find animation 'crystal_shard'.
20:54:31.761 [Thread-3] TRACE com.kartoflane.superluminal2.core.DatabaseEntry - DatabaseCore was loaded successfully.
20:54:31.784 [main] INFO  com.kartoflane.superluminal2.Superluminal - Checking for updates...
20:54:33.124 [main] INFO  com.kartoflane.superluminal2.Superluminal - Program is up to date.
20:54:33.124 [main] INFO  com.kartoflane.superluminal2.Superluminal - Running...
20:54:47.409 [main] WARN  com.kartoflane.superluminal2.ui.ShipLoaderDialog - An error has occured while loading PLAYER_SHIP_HARD: java.lang.IllegalArgumentException: Argument must not be null.
	at com.kartoflane.superluminal2.ftl.GlowObject.setGlowSet(GlowObject.java:48)
	at com.kartoflane.superluminal2.utils.ShipLoadUtils.loadShipXML(ShipLoadUtils.java:267)
	at com.kartoflane.superluminal2.ui.ShipLoaderDialo20:55:21.672 [main] TRACE com.kartoflane.superluminal2.ui.EditorWindow - Saving ship as C:\Users\David\Downloads\Slipstream Mod Manager v1.4-Win\Slipstream Mod Manager v1.4-Win\mods\Daedalus! v3.ftl
20:55:21.725 [main] TRACE com.kartoflane.superluminal2.ui.EditorWindow - Ship saved successfully.
20:55:40.232 [main] TRACE com.kartoflane.superluminal2.ui.EditorWindow - Saving ship as C:\Users\David\Downloads\Slipstream Mod Manager v1.4-Win\Slipstream Mod Manager v1.4-Win\mods\Daedalus! v3.ftl
20:55:40.269 [main] TRACE com.kartoflane.superluminal2.ui.EditorWindow - Ship saved successfully.
20:56:08.401 [main] TRACE com.kartoflane.superluminal2.ui.EditorWindow - Database failed to pass verification. Reload is required.
20:56:08.407 [Thread-5] DEBUG com.kartoflane.superluminal2.ui.EditorWindow - Reloading Database...
20:56:08.859 [Thread-5] WARN  com.kartoflane.superluminal2.core.DatabaseEntry - DatabaseCore: could not load weapon: CRYSTAL_1: could not find animation 'crystal_shard'.
20:56:09.289 [Thread-5] TRACE com.kartoflane.superluminal2.core.DatabaseEntry - DatabaseCore was loaded successfully.
20:58:05.827 [main] TRACE com.kartoflane.superluminal2.ui.EditorWindow - Saving ship as C:\Users\David\Downloads\Slipstream Mod Manager v1.4-Win\Slipstream Mod Manager v1.4-Win\mods\Daedalus! With Guns!.ftl
20:58:05.880 [main] TRACE com.kartoflane.superluminal2.ui.EditorWindow - Ship saved successfully.
20:58:32.115 [main] WARN  com.kartoflane.superluminal2.ui.ShipLoaderDialog - An error has occured while loading PLAYER_SHIP_HARD: org.jdom2.input.JDOMParseException: Error on line 1: At line 1, column 1: Unexpected characters.
	at net.vhati.modmanager.core.SloppyXMLParser.build(SloppyXMLParser.java:299)
	at com.kartoflane.superluminal2.utils.IOUtils.parseXML(IOUtils.java:204)
	at com.kartoflane.superluminal2.utils.IOUtils.readStreamXML(IOUtils.java:160)
	at com.kartoflane.superluminal2.utils.ShipLoadUtils.loadLayoutXML(ShipLoadUtils.java:641)
	at com.kartoflane.superluminal2.utils.ShipLoadUtils.loadShipXML(ShipLoadUtils.java:147)
	at com.kartoflane.superluminal2.ui.ShipLoaderDialog$7.widgetSelected(ShipLoaderDialog.java:300)
	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:301)
Caused by: org.xml.sax.SAXParseException; lineNumber: 1; columnNumber: 1; At line 1, column 1: Unexpected characters.
	at net.vhati.modmanager.core.SloppyXMLParser.build(SloppyXMLParser.java:298)
	... 11 more

20:59:53.012 [main] INFO  com.kartoflane.superluminal2.Superluminal - Exiting...
20:59:53.072 [main] INFO  com.kartoflane.superluminal2.Superluminal - Bye


The only difference between this version and the one before it is several added armament stations. Do I have to do something differently for those, or...?
Sky_line125
Posts: 11
Joined: Mon Jul 07, 2014 4:08 pm

Re: [Tool] Superluminal 2.1.0a

Post by Sky_line125 »

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kartoFlane
Posts: 1488
Joined: Mon Jan 14, 2013 10:20 pm

Re: [Tool] Superluminal 2.1.0a

Post by kartoFlane »

1412 wrote:I did once delete a glow on a placed system
Ah, crap. I forgot to mark the manning glow objects as undeletable... You're not supposed to delete them :? You should use the Station Tool to rotate / remove / move them to a different slot.

Either way, I was unable to replicate the issue. Could you send me the .ftl file that you tried to load (not the crash-save one)?
Sky_line125 wrote:I have crash. Crash log - https://www.dropbox.com/s/v5yyor4l7q74d ... g.txt?dl=0
Now that is a bug that's located in a section of code that I've written some time ago... It's odd that it didn't pop up earlier.
Anyway, basically the drone changing function referenced the number of weapon slots available, instead of drone slots. Thanks for pointing that out :)
Superluminal2 - a ship editor for FTL
1412
Posts: 14
Joined: Thu Oct 16, 2014 10:12 pm

Re: [Tool] Superluminal 2.1.0a

Post by 1412 »

Ok! Files... here you go.https://www.dropbox.com/sh/w1o5i5dv9cae ... YxoGa?dl=0 There's several different files, but unfortunately some of them have similair names and I've slept since then so I'm not entirely sure which ones are which. I'm still pretty sure the ones without the (2) next to them are the ones that were failing to load because of the glow issue.
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kartoFlane
Posts: 1488
Joined: Mon Jan 14, 2013 10:20 pm

Re: [Tool] Superluminal 2.1.0a

Post by kartoFlane »

Thanks for the files 1412, they allowed to reproduce the problem and verify that I've got it fixed :)
Here's an update to address the recently reported bugs:

Download: [ Superluminal 2.1.0b ]

Changelog:

Code: Select all

2.1.0b:
- Fixed a crash caused by the editor sometimes attempting to access already deleted elements
- Door orientation toggle button ("Horizontal") now is disabled when changing the door's orientation would cause it to collide with another door.
- Fixed the editor failing to load ships with custom interior image for the cloaking system, that had no matching glow image
- Fixed glow selection dialog sometimes listing repeated entries
- Glow selection dialog now lists its entries in alphanumerical order
- Fixed glows being deletable
- Fixed a crash related to drone selection
- Fixed glows sometimes not being properly disposed when closing / loading another ship
Superluminal2 - a ship editor for FTL
1412
Posts: 14
Joined: Thu Oct 16, 2014 10:12 pm

Re: [Tool] Superluminal 2.1.0a

Post by 1412 »

Awesome! Thanks!
Anything I have to do to install the update or is it already updated?
User avatar
kartoFlane
Posts: 1488
Joined: Mon Jan 14, 2013 10:20 pm

Re: [Tool] Superluminal 2.1.0a

Post by kartoFlane »

Simply redownload the editor from the sourceforge page; you can copy over the editor.cfg and hotkeys.xml files from the previous installation to keep your settings.
Superluminal2 - a ship editor for FTL
1412
Posts: 14
Joined: Thu Oct 16, 2014 10:12 pm

Re: [Tool] Superluminal 2.1.0a

Post by 1412 »

Cool. Again, thanks!
1412
Posts: 14
Joined: Thu Oct 16, 2014 10:12 pm

Re: [Tool] Superluminal 2.1.0a

Post by 1412 »

Ok. Not entirely sure how major this is, but the icons on my mounts don't save. I set them to the preferred images and then when I load it the four on the top turn into basic lasers and the four on the bottom turn blank.
Also, ny mod is freezing the game when I try to start it. Here's a picture, although it's outdated.
http://imgur.com/pXGRFgr
Since then I have added the aforementioned mounts. The six artillery stations are each standard, one-bolt lasers. I have a placeholder blank image in all the art slots in case that's what causing it... is it simply a bit too large for the hangar to handle or something?
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kartoFlane
Posts: 1488
Joined: Mon Jan 14, 2013 10:20 pm

Re: [Tool] Superluminal 2.1.0b

Post by kartoFlane »

I'm not sure what you mean by 'icons on my mounts'. Do you mean the weapon images displayed on mounts? If so, that may be because you're setting them via the Displayed Weapon button in the weapon's sidebar (which is purely cosmetic), and not the armaments tab in Ship Loadout & Properties.

Regarding the freeze, it may be because you have six artilleries assigned, or because your ship has both medbay and clonebay in the starting loadout, but in different rooms.
Superluminal2 - a ship editor for FTL
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