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Re: [Tool] FTL Ship Editor: Superluminal [NOT UPDATED TO AE]

Posted: Mon Apr 21, 2014 8:35 pm
by Sparky98798
Ah, thanks for the quick reply! I'm really excited for the new ship editor, and I'm really glad that we can have all the ship systems, too.

Thanks for the work you put into this project, its really enjoyable for my cousin who loves FTL. He's 7, and loves to mess around with different types of ships and play as them.

Re: [Tool] FTL Ship Editor: Superluminal [NOT UPDATED TO AE]

Posted: Thu Apr 24, 2014 12:46 am
by meman30
Can anyone give me a hand?

crash.log:
java.lang.UnsatisfiedLinkError: Cannot load 32-bit SWT libraries on 64-bit JVM
at org.eclipse.swt.internal.Library.loadLibrary(Unknown Source)
at org.eclipse.swt.internal.Library.loadLibrary(Unknown Source)
at org.eclipse.swt.internal.C.<clinit>(Unknown Source)
at org.eclipse.swt.widgets.Display.<clinit>(Unknown Source)
at com.kartoflane.superluminal.core.Main.open(Main.java:463)
at com.kartoflane.superluminal.core.Main.main(Main.java:427)

debug.log:
Exception in thread "Thread-1" java.lang.UnsupportedClassVersionError: com/kartoflane/superluminal/core/Main : Unsupported major.minor version 51.0
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClassCond(ClassLoader.java:637)
at java.lang.ClassLoader.defineClass(ClassLoader.java:621)
at java.security.SecureClassLoader.defineClass(SecureClassLoader.java:141)
at java.net.URLClassLoader.defineClass(URLClassLoader.java:283)
at java.net.URLClassLoader.access$000(URLClassLoader.java:58)
at java.net.URLClassLoader$1.run(URLClassLoader.java:197)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(URLClassLoader.java:190)
at java.lang.ClassLoader.loadClass(ClassLoader.java:306)
at sun.misc.Launcher$AppClassLoader.loadClass(Launcher.java:301)
at java.lang.ClassLoader.loadClass(ClassLoader.java:247)

Greatly appreciated
-Meman30

Re: [Tool] FTL Ship Editor: Superluminal [NOT UPDATED TO AE]

Posted: Thu Apr 24, 2014 11:59 am
by kartoFlane
@meman
Both of these are covered in the FAQ at the end of the first post. The content of crash.log is pretty self-explanatory -- you have to download 64-bit version of the editor for your system.

Re: [Tool] FTL Ship Editor: Superluminal [NOT UPDATED TO AE]

Posted: Thu Apr 24, 2014 7:19 pm
by foveros
Hello there!
I'm a new member and working on my first mod. I intend it to be a ship manned by ghost, so I've selected ghost crew members on properties. However, when I try the ship my crew members are human. Can someone help me?

Re: [Tool] FTL Ship Editor: Superluminal [NOT UPDATED TO AE]

Posted: Thu Apr 24, 2014 7:30 pm
by kartoFlane
Huh. Perhaps you could try adding a crewBlueprint for the ghost race. I don't know if that's enough to fix it, though.

Re: [Tool] FTL Ship Editor: Superluminal [NOT UPDATED TO AE]

Posted: Fri Apr 25, 2014 7:52 am
by foveros
Are you talking about the blueprints.xml.append?
It says <crewCount amount="5" class="ghost"/> however when I start the game they're still human.

Re: [Tool] FTL Ship Editor: Superluminal [NOT UPDATED TO AE]

Posted: Fri Apr 25, 2014 12:17 pm
by kartoFlane
Yes, but when you open the game's files, blueprints.xml contains, among other stuff, crewBlueprints for humans, engis, rocks, etc. You may have to add a similar crewBlueprint tag in your mod's blueprints.xml.append file, but for ghosts.
If you're looking for examples, there are many mods that have this, most prominently CE -- you may copy the tag from that mod and appropriate it for your own use by changing the ghost race's name and description.

Re: [Tool] FTL Ship Editor: Superluminal [NOT UPDATED TO AE]

Posted: Fri Apr 25, 2014 1:11 pm
by foveros
Thanks, I'll try that and see if it works.

Edit: It worked! Thanks a lot for the help :D

Re: [Tool] FTL Ship Editor: Superluminal [NOT UPDATED TO AE]

Posted: Mon Apr 28, 2014 4:33 pm
by OfficialRedG
Hi. I love your ship editor, and can't wait for the new version. But can I ask, are you able to give a rough estimate of when you can deliver the update? If you can't, I can understand, it's just I want to get to making my ships again!

Re: [Tool] FTL Ship Editor: Superluminal [NOT UPDATED TO AE]

Posted: Mon Apr 28, 2014 6:34 pm
by kartoFlane
As I said earlier, sometime in May. If all goes well and I manage to figure all the stuff out quickly, the new version should be available by around 10th of May -- but to reiterate, that's the optimistic estimate.