Sooo, I got myself a Linux VM (Ubuntu, specifically)... and I managed to get the editor to run, pretty much without any issues
(well, I've been getting a lot of ClassNotFoundExceptions, but several hours later I recalled that the VM's drag'n'drop function doesn't copy folder contents - so I was effectively missing all the libraries .__.)
Either way;
Make sure that you give the superluminal.jar permissions to be launched as an executable (Properties -> Permissions -> check Allow executing file as program)
I've no idea if it might've changed anything, but I've ran it using OpenJDK.
Also, go to the Dropbox directory again and download the superluminal.sh script appropriate for the version you've downloaded (32/64), and try launching the editor using it (the script will probably need to have its permissions set as well) - it redirects (or should, at least) any console output to the debug.log, so use that.
If it still doesn't start, check if debug.log has any info. Also, go to Terminal and check Java's version by typing java -version - it has to be 1.7 or higher.
[Tool] FTL Ship Editor: Superluminal [NOT UPDATED TO AE]
- kartoFlane
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- Joined: Mon Jan 14, 2013 10:20 pm
Re: [Tool] FTL Ship Editor: Superluminal - version 4-4-13
Superluminal2 - a ship editor for FTL
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- Posts: 660
- Joined: Mon Feb 18, 2013 11:08 am
Re: [Tool] FTL Ship Editor: Superluminal - version 4-4-13
Yea, now its working fine.kartoFlane wrote:Well, either way I think I've fixed it - download the 15-4-13 from the root Superluminal dropbox directory and see if it still crashes
Anyways i was messing up with the gib editor, and i loaded a enemy ship to try to figure it out how gibs work, but as i checked, i think the gib editor doesnt work as intended (in fact i think it doesnt work at all) since when u click in the animate button, the movement direction is almost random, is not derived from the arc value of the direction movement, so there is no way to check anything. I just decided not to make any hard work on gibs until i figure the mechanics, since there is no point on make gibs if they are not going to move where u want lol.
But, since i think the gib modding on FTL is really bugged, and we dont really know how it works, u should focus on other part of code instead on the gib editor, for now. Just saying (it will save u time and for now there is no need as i said for a gib editor).
- Sleeper Service
- Posts: 2275
- Joined: Sun Mar 24, 2013 8:49 pm
Re: [Tool] FTL Ship Editor: Superluminal - version 4-4-13
So turns out I had several different Java versions installed and just had to switch to 1.7.
The editor loads and works correctly now for me as well.
Thanks again for your quick support, you are working true magic here in my opinion. Battle Stations! mod coming up in a few then I guess.
The editor loads and works correctly now for me as well.
Thanks again for your quick support, you are working true magic here in my opinion. Battle Stations! mod coming up in a few then I guess.
Last edited by Sleeper Service on Wed Apr 17, 2013 11:44 pm, edited 1 time in total.
- kartoFlane
- Posts: 1488
- Joined: Mon Jan 14, 2013 10:20 pm
Re: [Tool] FTL Ship Editor: Superluminal - version 4-4-13
@speedoflight
Well, frankly, there's not much more to add to the editor :P Apart from fixing bugs, that is. Right now I'm tweaking the UI a bit, so that it displays accurate information what the various fields do when the ship is a player or enemy ship.
I've been looking into the editor's gib animation as well, and it didn't really work too well for me, either. However, I don't think that gib modding in FTL is bugged, it's just not understood - so I did another bunch of tests, and I think that I actually got it nailed down this time around. Now I'll have to reflect that in the editor...
@Sleeper Service
Whew, glad to hear it works. Really looking forward to your mod, good luck :)
Well, frankly, there's not much more to add to the editor :P Apart from fixing bugs, that is. Right now I'm tweaking the UI a bit, so that it displays accurate information what the various fields do when the ship is a player or enemy ship.
I've been looking into the editor's gib animation as well, and it didn't really work too well for me, either. However, I don't think that gib modding in FTL is bugged, it's just not understood - so I did another bunch of tests, and I think that I actually got it nailed down this time around. Now I'll have to reflect that in the editor...
@Sleeper Service
Whew, glad to hear it works. Really looking forward to your mod, good luck :)
Superluminal2 - a ship editor for FTL
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Re: [Tool] FTL Ship Editor: Superluminal - version 4-4-13
Well, i tell u, i tried almost any possible value in the direction numbers (trying with mirror numbers and / or negative numbers as well), i tested only 1 gib trying to make it to move just to the right, and i just coudnt. Sometimes it moves right, sometimes it moves left, sometimes it moves up, etc. U could tell me, maybe i have the angular value too high , so the ship is rotating too fast and it looks like its moving to another direction, but i tried with angular velocity values from 0 to 0.1 xD, same spot for the velocity, and still, i cant see any coincidence between the values u enter in the text files and the final result. Sometimes u have luck and they move where u want, but almost all of the times, u will never see the gib moving in the direction u wrote in the file. So, yes, i think gib modding is really bugged, or maybe it only works sometimes (ive seen the auto-scouts of the game breaking apart with the gibs moving in a correct way, but almost all the other ships have random directions).
So, if u REALLY (this means do A LOT of tests) think u finally learned how gibs work, it will be really appreciated if u share that knowledge lol.
So, if u REALLY (this means do A LOT of tests) think u finally learned how gibs work, it will be really appreciated if u share that knowledge lol.
- kartoFlane
- Posts: 1488
- Joined: Mon Jan 14, 2013 10:20 pm
Re: [Tool] FTL Ship Editor: Superluminal - version 4-4-13
Read the post I've submitted here.
Make sure you have angular set to 0 (both min and max) and velocity set to 1 (both min and max).
Then set direction's min and max values to 270 - the gib will move to the right 100% of the time.
(set hull health to 0 as well - this will make the ship explode while in hangar, so that you can quickly repeatedly test it by just swapping between A and B layouts)
edit:
Actually, scratch that, values min=170 max =-170 result in the gib moving wherever the hell it wants to go... Back to the drawing board
Make sure you have angular set to 0 (both min and max) and velocity set to 1 (both min and max).
Then set direction's min and max values to 270 - the gib will move to the right 100% of the time.
(set hull health to 0 as well - this will make the ship explode while in hangar, so that you can quickly repeatedly test it by just swapping between A and B layouts)
edit:
Actually, scratch that, values min=170 max =-170 result in the gib moving wherever the hell it wants to go... Back to the drawing board
Superluminal2 - a ship editor for FTL
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- Posts: 660
- Joined: Mon Feb 18, 2013 11:08 am
Re: [Tool] FTL Ship Editor: Superluminal - version 4-4-13
kartoFlane wrote:Read the post I've submitted here.
Make sure you have angular set to 0 (both min and max) and velocity set to 1 (both min and max).
Then set direction's min and max values to 270 - the gib will move to the right 100% of the time.
(set hull health to 0 as well - this will make the ship explode while in hangar, so that you can quickly repeatedly test it by just swapping between A and B layouts)
edit:
Actually, scratch that, values min=170 max =-170 result in the gib moving wherever the hell it wants to go... Back to the drawing board
LOL. I told u, i tested it a lot of times... 270 WILL NOT make the gib moving right, it looks like there is not a working way to make gibs. Some people made some gibs for their mods, but they never checked the gibs were moving in the right direction. And writting a value of angular = 0 yes, makes the gib not rotating, but again, it will not make the gib to move in the right direction.
And screw that, because i tried with the same values over and over again, just modifying the degree (never touched angular and velocity) and the results were random... how is that?? i dunno.
Is i said, i was trying to investigate with the auto-assault scout, but i just cant reproduce the effect of the directions in a modded ship..
- kartoFlane
- Posts: 1488
- Joined: Mon Jan 14, 2013 10:20 pm
Re: [Tool] FTL Ship Editor: Superluminal - version 4-4-13
*sigh*
You're just doing something wrong
Download this mod, install it, fire up FTL, go to the hangar and observe how Kestrel breaks apart, with all of its gibs moving down, without exception and 100% of the time (I gave the gibs 0 angular and varying velocities so that it's easier to see their movement clearly)
That thing I got figured out, I think - it's the case where max < min that's still giving me troubles.
edit:
Huh. I think I got it this time around. Posted in http://www.ftlgame.com/forum/viewtopic. ... 983#p44983
You're just doing something wrong
Download this mod, install it, fire up FTL, go to the hangar and observe how Kestrel breaks apart, with all of its gibs moving down, without exception and 100% of the time (I gave the gibs 0 angular and varying velocities so that it's easier to see their movement clearly)
That thing I got figured out, I think - it's the case where max < min that's still giving me troubles.
edit:
Huh. I think I got it this time around. Posted in http://www.ftlgame.com/forum/viewtopic. ... 983#p44983
Superluminal2 - a ship editor for FTL
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- Posts: 660
- Joined: Mon Feb 18, 2013 11:08 am
Re: [Tool] FTL Ship Editor: Superluminal - version 4-4-13
Nm, posted in the other topic.. http://www.ftlgame.com/forum/viewtopic. ... 999#p44999
- kartoFlane
- Posts: 1488
- Joined: Mon Jan 14, 2013 10:20 pm
Re: [Tool] FTL Ship Editor: Superluminal - version 13-4-23
New update's ready
I decided to invert version numbering, since it makes much more sense that way (and folders get listed in proper order), so this version shall henceforth be known as 13-4-23!
Changelog:
Dropbox Download Directory: Superluminal 13-4-23
(donate)
edit:
Updated the 13-4-23 with a minor fix 24th of April, since I missed one minor cleanup function call in the Include Mod feature... (temporary files wouldn't get deleted)
I decided to invert version numbering, since it makes much more sense that way (and folders get listed in proper order), so this version shall henceforth be known as 13-4-23!
Changelog:
- Fixed - Gib animation should now work correctly and accurately (still no weapon mounts, tho)
- Fixed - Fixed gib directions being reset to previous values if you pressed "Animate" right after accepting the changes
- Fixed - Ships should now load with linked glow images (by looking for appropriately named .pngs)
- Changed - System properties window now looks and behaves differently for player and enemy ships
- Changed - Split crew and augments into separate tabs
- Added - For enemy ships, it is now possible to set min/max count for every race, without having to edit the exported files
- Added - Doors can now be selected with Door Tool by shift-clicking on them, so that you don't have to switch between tools to see the room the door is linked to.
- Added - Due to the demand lately, I've added automated mod loading. Allows you to load an entire .ftl package, separate .txt, .xml, .append and .png files into Superluminal's own archive, so that they're available to use in the editor. Note however, that the editor has to be restarted for the changes to take effect. The feature can be accessed through File -> Include Mod...
Worked fine as far as I've tested, but I haven't checked it thoroughly. Report any bugs, please.
Dropbox Download Directory: Superluminal 13-4-23
(donate)
edit:
Updated the 13-4-23 with a minor fix 24th of April, since I missed one minor cleanup function call in the Include Mod feature... (temporary files wouldn't get deleted)
Superluminal2 - a ship editor for FTL