[Tool] FTL Ship Editor: Superluminal [NOT UPDATED TO AE]
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Re: [Tool] FTL Ship Editor: Superluminal [NOT UPDATED TO AE]
Let the man work guys. Im sure he will post it when he feels its ready for the community to use. Why release something half done when taking another few days will let you finish it completely. Take your time and work your magic my friend.
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Re: [Tool] FTL Ship Editor: Superluminal [NOT UPDATED TO AE]
I don't mean to rush anyone, If I have a date, then I won't have to check the forums three times a day. (I know, I am insane).ScubaSteve3465 wrote:Let the man work guys. Im sure he will post it when he feels its ready for the community to use. Why release something half done when taking another few days will let you finish it completely. Take your time and work your magic my friend.



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Re: [Tool] FTL Ship Editor: Superluminal [NOT UPDATED TO AE]
He already gave an ETA, twice actually. Read a few posts back because I asked the same thing.
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Re: [Tool] FTL Ship Editor: Superluminal [NOT UPDATED TO AE]
Except he didn't come through with it. May tenth is over... Isnt it? Sometime this month is a little broad...ScubaSteve3465 wrote:He already gave an ETA, twice actually. Read a few posts back because I asked the same thing.
I am just really excited about this... >_<
- kartoFlane
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Re: [Tool] FTL Ship Editor: Superluminal [NOT UPDATED TO AE]
Well, to give you an update, the closed testing has been underway since Monday, and from the reports I've been getting so far it looks like the editor is stable enough for an open beta 
However, that doesn't mean it's ready... It's been only two days, but several (mostly minor) bugs have already been found and fixed. I want to give the testers enough time to be able to play around with and test it at their leisure.
Not to mention that none of the missing features have been implemented -- I don't have much time to work on the editor this week. And I don't really like the idea of releasing the editor in an incomplete state, though I don't want to delay it indefinitely, either.
I'll see how much I get done over the weekend. I plan to tackle crew, multiple artilleries, ship offset modification, and perhaps do some preliminary work on gibs. If all goes well and I don't get swamped with bug reports from the testers, the editor should be up sometime next week, although it'll be definitely missing several features
If someone is literally dying to get the editor, I've finished setting up Maven over the weekend. So you can head over to the Github repo, and download and compile it -- readme_developers.txt contains all the info you need

However, that doesn't mean it's ready... It's been only two days, but several (mostly minor) bugs have already been found and fixed. I want to give the testers enough time to be able to play around with and test it at their leisure.
Not to mention that none of the missing features have been implemented -- I don't have much time to work on the editor this week. And I don't really like the idea of releasing the editor in an incomplete state, though I don't want to delay it indefinitely, either.
I'll see how much I get done over the weekend. I plan to tackle crew, multiple artilleries, ship offset modification, and perhaps do some preliminary work on gibs. If all goes well and I don't get swamped with bug reports from the testers, the editor should be up sometime next week, although it'll be definitely missing several features

If someone is literally dying to get the editor, I've finished setting up Maven over the weekend. So you can head over to the Github repo, and download and compile it -- readme_developers.txt contains all the info you need

Superluminal2 - a ship editor for FTL
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Re: [Tool] FTL Ship Editor: Superluminal [NOT UPDATED TO AE]
Thanks for the update kart. I'll wait for a beta release before i grab it though. No need for compiling. I think you mentioned this before but what features are going to be missing from the upcoming beta?
- kartoFlane
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Re: [Tool] FTL Ship Editor: Superluminal [NOT UPDATED TO AE]
Definitely not:ScubaSteve3465 wrote:what features are going to be missing from the upcoming beta?
- Undo/redo
- The "your ship hasn't been saved yet" prompt (strongly coupled with undo/redo)
- Gibs
- Glow images' positioning (currently the editor just places and rotates them automatically, but you have to adjust them by several pixels yourself)
Most likely not (ie. I'm not planning to work on them, but may end up doing so, since my workflow tends to be pretty chaotic):
- The option to show the hangar image in order to view where the ship would be placed in it (it's not hard, but requires trial and error to figure out correct offsets, which is time-consuming)
- Converting between player ships to enemy ships, and vice versa
- I feel like I'm forgetting some minor stuff
Superluminal2 - a ship editor for FTL
- RAD-82
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Re: [Tool] FTL Ship Editor: Superluminal [NOT UPDATED TO AE]
I'm pretty sure I already gave you the numbers on that.kartoFlane wrote:- The option to show the hangar image in order to view where the ship would be placed in it (it's not hard, but requires trial and error to figure out correct offsets, which is time-consuming)
x = -365 and y = -30
(365,30) of img\customizeUI\custom_main.png is the (0,0) offset for the ship.
- kartoFlane
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Re: [Tool] FTL Ship Editor: Superluminal [NOT UPDATED TO AE]
Crap, I totally forgot about that, thanks for reminding me :)
So that makes my job a lot easier... Still probably not gonna make the break for release, since it's a low priority thing, but definitely gained some feasibility points ;)
So that makes my job a lot easier... Still probably not gonna make the break for release, since it's a low priority thing, but definitely gained some feasibility points ;)
Superluminal2 - a ship editor for FTL
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Re: [Tool] FTL Ship Editor: Superluminal [NOT UPDATED TO AE]
Will Superluminal shp. files be compatible with Superluminal 2? In other words, should I bother making anything else before Superluminal 2 is released?
- Thanks
- Thanks