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Re: [MOD TOOL][WIP]FTLEdit: An FTL Ship editor

Posted: Sun Sep 30, 2012 10:25 pm
by Rivers
I'm curious, down the line will you be able to add in your own ship design/images to the editor, so that we can create its own room design and weapon choices...?

Re: [MOD TOOL][WIP]FTLEdit: An FTL Ship editor

Posted: Sun Sep 30, 2012 10:50 pm
by Darkfrost
Rivers wrote:I'm curious, down the line will you be able to add in your own ship design/images to the editor, so that we can create its own room design and weapon choices...?
What do you mean? :-/

Re: [MOD TOOL][WIP]FTLEdit: An FTL Ship editor

Posted: Mon Oct 01, 2012 2:48 am
by LULZferBAKON
Will it be possible to equip ships with an artillery beam or is it just hard-coded for the Federation Ship? I didn't see anything about that in the pictures, so I'm curious.

Re: [MOD TOOL][WIP]FTLEdit: An FTL Ship editor

Posted: Mon Oct 01, 2012 4:24 pm
by tazardar
LULZferBAKON wrote:Will it be possible to equip ships with an artillery beam or is it just hard-coded for the Federation Ship? I didn't see anything about that in the pictures, so I'm curious.
This works perfectly fine. If you want to experiment with it:
unpack data.dat
open the blueprints.xml
search for the ship you want to add the artillery to.
add this line under the <systemList> tag: <artillery power="1" room="6"/>
save, repack.

You can add multiple artillery systems, and they are shown in the layout, but only the first one seems to work.

Edit: There are multiple artillery Systems(like the 4 the boss is using), but i have no idea how it is determined which is used. Seems like we are stuck with only the artillery beam. You can mod the one to do pretty much everything, though.

Re: [MOD TOOL][WIP]FTLEdit: An FTL Ship editor

Posted: Mon Oct 01, 2012 7:51 pm
by Icehawk78
tazardar wrote:This works perfectly fine. If you want to experiment with it:
unpack data.dat
open the blueprints.xml
search for the ship you want to add the artillery to.
add this line under the <systemList> tag: <artillery power="1" room="6"/>
save, repack.

You can add multiple artillery systems, and they are shown in the layout, but only the first one seems to work.

Edit: There are multiple artillery Systems(like the 4 the boss is using), but i have no idea how it is determined which is used. Seems like we are stuck with only the artillery beam. You can mod the one to do pretty much everything, though.
Have you tested at all to see if it's possible to tie any arbitrary weapon to the artillery rooms, as the Flagship has? I don't see anything in the game's blueprints for the Flagship, but wasn't sure if you'd played with it any further.

Re: [MOD TOOL][WIP]FTLEdit: An FTL Ship editor

Posted: Mon Oct 01, 2012 9:31 pm
by tazardar
Icehawk78 wrote:
tazardar wrote:This works perfectly fine. If you want to experiment with it:
unpack data.dat
open the blueprints.xml
search for the ship you want to add the artillery to.
add this line under the <systemList> tag: <artillery power="1" room="6"/>
save, repack.

You can add multiple artillery systems, and they are shown in the layout, but only the first one seems to work.

Edit: There are multiple artillery Systems(like the 4 the boss is using), but i have no idea how it is determined which is used. Seems like we are stuck with only the artillery beam. You can mod the one to do pretty much everything, though.
Have you tested at all to see if it's possible to tie any arbitrary weapon to the artillery rooms, as the Flagship has? I don't see anything in the game's blueprints for the Flagship, but wasn't sure if you'd played with it any further.
No unfortunately, there is only one artillery system and i did not find a way to assign a weaponBlueprint to it. But maybe i'm missing something. Either that or its hard coded. I hope i'm just blind.

Re: [MOD TOOL][WIP]FTLEdit: An FTL Ship editor

Posted: Mon Oct 01, 2012 10:14 pm
by tazardar
Darkfrost, you are currently working on XML reading, right?

Do you too have the feeling that the devs are evil, EVIL people that left all those little mistakes, like closing a <gib1> with a </gib2> or commenting before the declaration, in on purpose, just to screw with us?

Re: [MOD TOOL][WIP]FTLEdit: An FTL Ship editor

Posted: Tue Oct 02, 2012 2:58 am
by Darkfrost
Hah! I wouldn't think they did it on purpose :p But judging by it, it looks like they must've handwritten their xml files, and loading code, or atleast handwrote their writing code for it aswell!

But yeah, I've got it all loaded / saving now, I just need to make the thing a bit more easy to use before I release it :)

Re: [MOD TOOL][WIP]FTLEdit: An FTL Ship editor

Posted: Tue Oct 02, 2012 7:20 pm
by Darkfrost
Well, I should have a test build posted up later today, it's still missing a few features, mainly stuff to do with the ship.xml file. It'll export the layout txt and blueprint xml fine, but the ship xml file still needs some more work :(

It's definately not production ready yet, without some manual editing of the files after to fix things up, but it should help out a bit!

Some of the stuff that's missing:
- Setting crew members
- Gibs
- Weapon mounts
Probably other stuff i've forgotten about too, but if people remind me I'll get them added pretty soon :)

Re: [MOD TOOL][WIP]FTLEdit: An FTL Ship editor

Posted: Tue Oct 02, 2012 8:53 pm
by Tuesday
Darkfrost wrote:Well, I should have a test build posted up later today, it's still missing a few features, mainly stuff to do with the ship.xml file. It'll export the layout txt and blueprint xml fine, but the ship xml file still needs some more work :(

It's definately not production ready yet, without some manual editing of the files after to fix things up, but it should help out a bit!

Some of the stuff that's missing:
- Setting crew members
- Gibs
- Weapon mounts
Probably other stuff i've forgotten about too, but if people remind me I'll get them added pretty soon :)

As long as it doesnt misplace the ship image and rooms like all the other editors do, I couldnt care less about the features honestly.