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

Posted: Sun Mar 16, 2014 4:07 pm
by RAD-82
Macil2018 wrote:I'm not sure what else I could be doing wrong.

You aren't doing anything wrong. The game just does that. You can see it also does it to the vanilla graphics.

As cool as your graphics are, I don't recommend them. Oxygen levels of a room are visible below the interior graphics, meaning there is no way to tell what the oxygen level is because you completely replaced the floors.

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

Posted: Tue Mar 18, 2014 1:00 am
by Macil2018
Never thought of it that way, good thing to point out though. I had no idea o2 was rendered below interior (which seams like an odd mechanic for the game to me honestly). Perhaps they'l reconsider this (although unlikely) for future releases.

I truly believe FTL is lacking tons of details when it comes to ship interiors considering how beautiful the ship graphics are on their exteriors. I guess I can always wish for it in the future though. =)

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

Posted: Sat Mar 29, 2014 3:43 pm
by ZobmieRules
I found a glitch! I don't know if it was in the 70 pages prior to this. I'm not looking through them all.

The Zoltan Shield doesn't work! You can put it as an augment in the editor, and in-game it's in your inventory, like it should be, but it doesn't activate, even after a jump! The Zoltan Cruisers' shields still work fine.

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

Posted: Sat Mar 29, 2014 3:59 pm
by kartoFlane
ZobmieRules wrote:The Zoltan Shield doesn't work! You can put it as an augment in the editor, and in-game it's in your inventory, like it should be, but it doesn't activate, even after a jump! The Zoltan Cruisers' shields still work fine.

It works fine for me. More than likely, this is a result of some mod you have installed. For the record, the augment's blueprint name is ENERGY_SHIELD, anything other than that will be just a dummy augment that doesn't do anything.

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

Posted: Sat Mar 29, 2014 4:06 pm
by RAD-82
ZobmieRules wrote:I found a glitch! I don't know if it was in the 70 pages prior to this. I'm not looking through them all.

The Zoltan Shield doesn't work! You can put it as an augment in the editor, and in-game it's in your inventory, like it should be, but it doesn't activate, even after a jump! The Zoltan Cruisers' shields still work fine.

The Zoltan Shield requires a normal shield system to be installed on the ship. This issue has nothing to do with Superluminal.

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

Posted: Sat Mar 29, 2014 4:10 pm
by ZobmieRules
RAD-82 wrote:
ZobmieRules wrote:I found a glitch! I don't know if it was in the 70 pages prior to this. I'm not looking through them all.

The Zoltan Shield doesn't work! You can put it as an augment in the editor, and in-game it's in your inventory, like it should be, but it doesn't activate, even after a jump! The Zoltan Cruisers' shields still work fine.

The Zoltan Shield requires a normal shield system to be installed on the ship. This issue has nothing to do with Superluminal.


Huh, I guess that makes sense, but I didn't think of it because the Noether doesn't start with shields UP. Thanks for the speedy response though. xD

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

Posted: Tue Apr 01, 2014 7:18 pm
by ZobmieRules
I have one more question, now. On modded ships only (so it's something I'VE done wrong), when a crew member levels up, as long as they're manning a station they're levelled up in, the room darkens. Different from just having sensors down (100% opacity), this dimming is only about 60%. If I try to make them move to another room, theirs lights back up immediately. On official vanilla FTL ships, this does not occur.

Now that I think about it, the best guess I can have for this is that I did something wrong with "glows" on my ship, as I only set the top one. I assumed that you only needed one glow image, but it makes sense that it may have 3 images for 3 manning glows? If the text on the side would have said "Level 0, Level 1, Level 2", I would have known what it meant immediately. I'll test filling them all up, then return to this post.

One second for you, ten minutes for me, I'm back. Yeah, there's no "level 2 or 3" glow for cloaking, since it's unmanned, so my hypothesis works. I did need to fill up every "glow" slot available.

Although my problem is solved, I'm going to post this anyway, as, if I had this problem, someone else may experience it as well, and this post will help anyone else who has this problem.

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

Posted: Tue Apr 01, 2014 9:35 pm
by kartoFlane
ZobmieRules wrote:I assumed that you only needed one glow image, but it makes sense that it may have 3 images for 3 manning glows?
(...) there's no "level 2 or 3" glow for cloaking, since it's unmanned, so my hypothesis works. I did need to fill up every "glow" slot available.

That's exactly how it is, yes. One glow per each crew level, except for cloaking, where the glow image is used as -- well -- the glow that shows up in the room when you active the cloak.

ZobmieRules wrote:If the text on the side would have said "Level 0, Level 1, Level 2", I would have known what it meant immediately.

Yeah, that's part of the reason why I recommended everyone to at least give the wiki page a glance, to familiarise yourself with the terminology used in the editor...
The naming change is a good suggestion though, I'll likely do something of the sort for the new version.

Also, argh, all those colors made this post really difficult to read. Please consider easing up on that :E

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

Posted: Wed Apr 02, 2014 4:41 pm
by ZobmieRules
kartoFlane wrote:Yeah, that's part of the reason why I recommended everyone to at least give the wiki page a glance, to familiarise yourself with the terminology used in the editor...
The naming change is a good suggestion though, I'll likely do something of the sort for the new version.

Also, argh, all those colors made this post really difficult to read. Please consider easing up on that :E


Aaack. I'm sorry. ^_^" To be honest with you, I didn't even notice that there WAS a wiki page for this until just today when I logged on to see if anyone had replied to me, and I re-read the first post. There's no excuse for my ignorance, and I apologize.

Yeah, the colors as well. I bet I seem like an idiot. I just thought it'd break up the monotony of black and white, but if it annoys anyone, I'll stop. I'm honestly just trying to contribute to the thread and help out, because this is an amazing tool you've provided the community, but I'm just making a bunch of rookie mistakes.

So this post actually submits something somewhat useful to the thread, I'll ask a question:

Are you planning on making another version for FTL: Advanced Edition? (It releases tomorrow, I'm so excited!)

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

Posted: Wed Apr 02, 2014 5:42 pm
by kartoFlane
ZobmieRules wrote:Aaack. I'm sorry. ^_^" To be honest with you, I didn't even notice that there WAS a wiki page for this until just today when I logged on to see if anyone had replied to me, and I re-read the first post. There's no excuse for my ignorance, and I apologize.

No problem :) Quite frankly, the wikias aren't that popular really, at least from what I see -- but they're still a useful resource, much less obscure than forum posts, anyway.

ZobmieRules wrote:Yeah, the colors as well. I bet I seem like an idiot. I just thought it'd break up the monotony of black and white, but if it annoys anyone, I'll stop.

I pointed it out mostly because the green color had really terrible contrast compared to the beige background :P IMHO it's better to use bold or italics for emphasis, and a high-contrast color, like red, for some really crucial stuff. But consistency is the most important thing for readability, I think.

ZobmieRules wrote:I'm honestly just trying to contribute to the thread and help out, because this is an amazing tool you've provided the community, but I'm just making a bunch of rookie mistakes.

I appreciate it, and thank you :) Everyone makes mistakes when they're learning new stuff, so no big deal here -- I'm partially to blame, too, because I haven't really provided any kind of tutorial on how to use the editor...

ZobmieRules wrote:So this post actually submits something somewhat useful to the thread, I'll ask a question:
Are you planning on making another version for FTL: Advanced Edition? (It releases tomorrow, I'm so excited!)

Yup, I am working on a new version of the editor specifically for AE -- however, seeing as I'm rewriting the editor from scratch, am busy with college, and will have to figure out all the new AE stuff, the update may get pushed back a bit.
But I guess there's enough new content for people to make it through a month or two without needing mods :P