EchoesofOld wrote:Is there a known bug with loading weapons/augs/drones? I tried to load them up, but dropdowns were blank. I DID start with a custom ship, as opposed to loading an existing ship.
They're loaded from blueprints.xml file, so if they're not showing up then I'd guess that something's wrong with your blueprints.xml file. Are you sure you've set the paths correctly? The data directory should be the highest-level directory, the one containing all the .txt and .xml files. Also, if you've opened the Properties window prior to loading the data and resource directories, the lists won't load the items / won't update. You need to restart the editor for the changes to take effect.
UltraMantis wrote:Keep up the good work. And why apologize for doing it in Java?
I just have this deeply ingrained opinion that Java is generally a bad language to develop, well, pretty much anything, due to its rumored inefficiency :E
@San_Gue
Bugs:
1. Damn, that's a good find. I didn't take into account different resolutions and font sizes. Gonna fix it now, I think I know exactly where the problem lies.
2. I haven't encountered that bug, guess it's my bad seeing as I haven't tried importing modified player ships. Gonna look into it, thanks for pointing that out.
Edit: I think I've found the cause, I thought that GMM was replacing entries in the blueprints.xml, but it only appends the modificatrions at the end...
3. Well, I've heard about that and that the ghost crew is only present on automated ships, but there's no "ghost race" declaration in the blueprints.xml file. Also, the auto ships only have the <crewCount amount = "0" max="0" class="human"/> tag in their blueprint, which causes the game to classify those shisp as automated and assign them the ghost crew (I've mentioned that at the Wiki). In that case, you can do it with the editor (enemy ships only though, will allow that for players too in next version), you just have to set the max crew counter to 0, and then the editor will export your ship with the same tag. There's no way to control the number of crewmen though.
Notes:
1. I actually thought about implementing that. The yellow boxes were meant more like a placeholder. However, I think I'll make it load only a default weapon image instead of loading the entire current loadout... I don't know, I'll see how it works out.
2. Totally possible. I've implemented that box before all the freely movable elements, so I guess that's why it slipped me. The box to set coordinates of the currently selected item is a good idea, too.
3. Yeah, had that issue myself several times, though I mostly just shrugged and re-aligned the misplaced element... It shouldn't be too hard, thanks for the suggestion.