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

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RAD-82
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Re: [Tool] FTL Ship Editor: Superluminal - version 13-12-22

Postby RAD-82 » Mon Feb 10, 2014 8:16 pm

Slug Ship Craft wrote:Ok thanks one last question, does the artillery beam just spawn in the center of the ship or does that have to be assigned as well?

That is what the 5th weapon mount is for. You can place it where you want it.
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MedicRules41
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Re: [Tool] FTL Ship Editor: Superluminal - version 13-12-22

Postby MedicRules41 » Mon Feb 17, 2014 1:02 am

I must say, this editor is fantastic. However, when I try to make a ship with the artillery beam, when I change the description or move the hull graphic (those are my best guesses) it crashes. The crash.log is here:

Code: Select all

java.lang.IndexOutOfBoundsException: Index: 4, Size: 4
   at java.util.LinkedList.checkElementIndex(Unknown Source)
   at java.util.LinkedList.get(Unknown Source)
   at com.kartoflane.superluminal.core.ShipIO.loadWeaponImages(ShipIO.java:1814)
   at com.kartoflane.superluminal.ui.ShipPropertiesWindow$2.widgetSelected(ShipPropertiesWindow.java:1511)
   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.superluminal.ui.ShipPropertiesWindow.open(ShipPropertiesWindow.java:380)
   at com.kartoflane.superluminal.core.Main$19.widgetSelected(Main.java:1822)
   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.superluminal.core.Main.open(Main.java:763)
   at com.kartoflane.superluminal.core.Main.main(Main.java:428)
Exception in thread "main" java.lang.IndexOutOfBoundsException: Index: 4, Size: 4
   at java.util.LinkedList.checkElementIndex(Unknown Source)
   at java.util.LinkedList.get(Unknown Source)
   at com.kartoflane.superluminal.core.ShipIO.loadWeaponImages(ShipIO.java:1814)
   at com.kartoflane.superluminal.core.ShipIO.saveShipProject(ShipIO.java:2712)
   at com.kartoflane.superluminal.core.Main.main(Main.java:456)

---EDIT--- I was just being a dummy and forgetting to add a weapon mount for the beam. Or something like that. Forgive my incompetence. This editor is still fantastic.
Last edited by MedicRules41 on Mon Feb 17, 2014 4:50 am, edited 1 time in total.
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Re: [Tool] FTL Ship Editor: Superluminal - version 13-12-22

Postby Ora_unit_SR388 » Mon Feb 17, 2014 1:11 am

So this is a common error. What the editor is trying to say is that it cannont load the new weapon's image. Is it the Vindicator beam or the artillery room that you are using? Did you make sure that the 5th mount was stationary.
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nyl
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Re: [Tool] FTL Ship Editor: Superluminal - version 13-12-22

Postby nyl » Tue Feb 18, 2014 9:09 am

I can't run the editor. Its probably something stupid that I've done but i still have no clue what it supposed to mean.
PLEASE HELP!

Last login: Tue Feb 18 17:21:10 on ttys000
ss-air13-754:~ admin$ /Users/admin/Downloads/mac32\ 2/Superluminal.command ; exit;
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)
logout

[Process completed]
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kartoFlane
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Re: [Tool] FTL Ship Editor: Superluminal - version 13-12-22

Postby kartoFlane » Tue Feb 18, 2014 2:15 pm

Generally it means that you have an older version of Java installed, or your Mac is using the older version by default (the editor requires Java 7).
However, recently there have been reports of Mac people being unable to use the editor despite having correct version of Java... So far I was not able to figure out the cause :/
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Trynt33
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Re: [Tool] FTL Ship Editor: Superluminal - version 13-12-22

Postby Trynt33 » Wed Feb 19, 2014 3:17 pm

Sorry to be a bother, but I'm having an issue, and I'm not sure if it's related to Superluminal or not, but if you know what the solution is, it would be lovely.

I'm trying to make a ship, and the weapons, the shields, the rooms, everything turns out well, but the hull image is gone, when playing the ship in the actual game, it makes it look like it's just a bunch of rooms, and two floating guns in space, surrounded by a shield. Do you know what the problem is? If why this is happening, it would be really cool to know.
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kartoFlane
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Re: [Tool] FTL Ship Editor: Superluminal - version 13-12-22

Postby kartoFlane » Wed Feb 19, 2014 4:28 pm

No worries. The issue is somewhat obscure, but nonetheless known, and not related to the editor.
The cause is that the image you are using as hull image is in the wrong format. FTL uses 32-bit PNG -- make sure all your images are saved as such.
Pretty much the exact same issue was covered in the inquiry thread, here -- look there if you need further help.
Superluminal2 - a ship editor for FTL
agigabyte
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Re: [Tool] FTL Ship Editor: Superluminal - version 13-12-22

Postby agigabyte » Sun Feb 23, 2014 6:01 pm

Randomly, as in 5 mins ago, the program started crashing when I select laser weapons (I tried twice, and made sure I had open weapon slots.


Code: Select all

13:36:05.776 [AWT-EventQueue-0] ERROR net.vhati.modmanager.ui.ManagerFrame - Error writing "modorder.txt". java.io.FileNotFoundException: .\mods\modorder.txt (The system cannot find the path specified)
   at java.io.FileOutputStream.open(Native Method)
   at java.io.FileOutputStream.<init>(Unknown Source)
   at java.io.FileOutputStream.<init>(Unknown Source)
   at net.vhati.modmanager.ui.ManagerFrame.saveModOrder(ManagerFrame.java:504)
   at net.vhati.modmanager.ui.ManagerFrame.access$100(ManagerFrame.java:94)
   at net.vhati.modmanager.ui.ManagerFrame$1.windowClosed(ManagerFrame.java:288)
   at java.awt.Window.processWindowEvent(Unknown Source)
   at javax.swing.JFrame.processWindowEvent(Unknown Source)
   at java.awt.Window.processEvent(Unknown Source)
   at java.awt.Component.dispatchEventImpl(Unknown Source)
   at java.awt.Container.dispatchEventImpl(Unknown Source)
   at java.awt.Window.dispatchEventImpl(Unknown Source)
   at java.awt.Component.dispatchEvent(Unknown Source)
   at java.awt.EventQueue.dispatchEventImpl(Unknown Source)
   at java.awt.EventQueue.access$200(Unknown Source)
   at java.awt.EventQueue$3.run(Unknown Source)
   at java.awt.EventQueue$3.run(Unknown Source)
   at java.security.AccessController.doPrivileged(Native Method)
   at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Source)
   at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Source)
   at java.awt.EventQueue$4.run(Unknown Source)
   at java.awt.EventQueue$4.run(Unknown Source)
   at java.security.AccessController.doPrivileged(Native Method)
   at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Source)
   at java.awt.EventQueue.dispatchEvent(Unknown Source)
   at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
   at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
   at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
   at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
   at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
   at java.awt.EventDispatchThread.run(Unknown Source)
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RAD-82
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Re: [Tool] FTL Ship Editor: Superluminal - version 13-12-22

Postby RAD-82 » Sun Feb 23, 2014 9:29 pm

I have a suggestion that pertains to the offset of the ship. Currently, you have the option to Calculate optimal offset, and it is nice, but it fails to actually show how the ship will look in the game. I believe that out of the six times I've used it, only one wasn't preferred. The X_OFFSET was more than what I would've liked.

I suggest loading the hanger image (img\customizeUI\custom_main.png) into the background (with option to hide, of course) so the modder can see the position of their ship in the hanger without having to run the game.

Using the same reference point that the ship uses for the offsets, I believe this image would be loaded x=-365, y=-30 from that point.

This probably won't affect me since I've outgrown the editor and find a little bit more satisfaction in doing things manually.
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Junkyard has FTL mods, mostly ships and a few other things.
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kartoFlane
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Re: [Tool] FTL Ship Editor: Superluminal - version 13-12-22

Postby kartoFlane » Sun Feb 23, 2014 10:39 pm

@agigabyte
That's a crash report from SMM, and it means that the manager can't find modorder.txt in /mods/ folder. Make sure that both exist.

@RAD-82
The "calculate optimal offset" feature uses a formula that has been guessed based on offsets from vanilla ships, so it is quite possible that the offset may not always be exactly optimal for every layout you can dream up, but it should come pretty damn close.
Regarding the hangar image, I actually did entertain the idea quite a long time ago, but never went through with it -- I didn't know how to incorporate it nicely.
However, I'm currently rewriting the editor in preparation for AE, so it's quite likely I'll finally introduce this idea...
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