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

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kobeww
Posts: 3
Joined: Sun Apr 28, 2013 11:57 pm

Re: [Tool] FTL Ship Editor: Superluminal - version 13-4-23

Post by kobeww »

Hello I am running an Imac with Java 7 running but I get this error code. What is wrong? :mrgreen:

Code: Select all

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:631)
	at java.lang.ClassLoader.defineClass(ClassLoader.java:615)
	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)
 
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kartoFlane
Posts: 1488
Joined: Mon Jan 14, 2013 10:20 pm

Re: [Tool] FTL Ship Editor: Superluminal - version 13-4-23

Post by kartoFlane »

Your Mac is still using the older version of Java by default. Look here
Superluminal2 - a ship editor for FTL
kobeww
Posts: 3
Joined: Sun Apr 28, 2013 11:57 pm

Re: [Tool] FTL Ship Editor: Superluminal - version 13-4-23

Post by kobeww »

Thx for trying this did not help now i get this

Code: Select all

Exception in thread "main" java.lang.NoClassDefFoundError: org/apache/commons/compress/archivers/ArchiveEntry
	at com.kartoflane.superluminal.core.ConfigIO.scourFor(ConfigIO.java:127)
	at com.kartoflane.superluminal.core.Main.open(Main.java:433)
	at com.kartoflane.superluminal.core.Main.main(Main.java:355)
Caused by: java.lang.ClassNotFoundException: org.apache.commons.compress.archivers.ArchiveEntry
	at java.net.URLClassLoader$1.run(URLClassLoader.java:366)
	at java.net.URLClassLoader$1.run(URLClassLoader.java:355)
	at java.security.AccessController.doPrivileged(Native Method)
	at java.net.URLClassLoader.findClass(URLClassLoader.java:354)
	at java.lang.ClassLoader.loadClass(ClassLoader.java:423)
	at sun.misc.Launcher$AppClassLoader.loadClass(Launcher.java:308)
	at java.lang.ClassLoader.loadClass(ClassLoader.java:356)
	... 3 more
logout

[Process completed]
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kartoFlane
Posts: 1488
Joined: Mon Jan 14, 2013 10:20 pm

Re: [Tool] FTL Ship Editor: Superluminal - version 13-4-23

Post by kartoFlane »

Gaaah, I didn't include a new library in the mac releases... I'll fix it later today. Should work fine then.

edit:
Done, should start just fine now.
Superluminal2 - a ship editor for FTL
ArmedKevin117
Posts: 42
Joined: Sun Apr 07, 2013 8:50 pm

Re: [Tool] FTL Ship Editor: Superluminal - version 13-4-23

Post by ArmedKevin117 »

I've been having some trouble. I've been trying to make a ship, and it all goes fine until I try to export it. Superluminal spits out an error, and if I try to install and run the mod my ship has rooms and weapons but no visible hull. What am I doing wrong?
speedoflight
Posts: 660
Joined: Mon Feb 18, 2013 11:08 am

Re: [Tool] FTL Ship Editor: Superluminal - version 13-4-23

Post by speedoflight »

ArmedKevin117 wrote:I've been having some trouble. I've been trying to make a ship, and it all goes fine until I try to export it. Superluminal spits out an error, and if I try to install and run the mod my ship has rooms and weapons but no visible hull. What am I doing wrong?

Can u look at the superluminal log to see wats going on?? It looks like superluminal cant find the hull sprite... if u dont know it for sure, just unzip the ftl file created by superluminal and look at the blueprints.append file, the first line of the ship blueprint should be pointing at the hull sprite.

The problem is, superluminal, for an unknown reason (something that i noticed time ago, but its still there) adds a "_base" termination to the pointed hull file in the blueprints file, so the game will never find it, so u need to erase the extra "_base" termination of the reference line on the blueprints.append file (just unpack the ftl file created by superluminal with winzip, since it is a zip file, and change that, then pack it again as a zip and change the name to .ftl again and thats it).
My currently mods / wips ->
ImageImage
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kartoFlane
Posts: 1488
Joined: Mon Jan 14, 2013 10:20 pm

Re: [Tool] FTL Ship Editor: Superluminal - version 13-4-23

Post by kartoFlane »

It may be because when you select an image to use as hull, Superluminal takes that file's name and uses it as the img property in blueprints file. So, if your image is already named myship_base.png, the editor will use myship_base...
I'll have that fixed for the next version, though it's not too much of a problem; you can just go to Properties and change the image field there.
Superluminal2 - a ship editor for FTL
ArmedKevin117
Posts: 42
Joined: Sun Apr 07, 2013 8:50 pm

Re: [Tool] FTL Ship Editor: Superluminal - version 13-4-23

Post by ArmedKevin117 »

Thanks for the quick replies.
@speedoflight: I don't know how to check superluminal's logs, but it loaded the picture in the editor, so I'm pretty sure it could find it. Not sure what you mean by a "_base" termination. It did name the hull picture "SF1_base", if that's what you mean, and in the .xml it reference SF1, so I'm pretty sure that's working.

@kartoFlane: As I said above, the hull picture in the .ftl file is called "SF1_base", and checking with other mod files I've found that work, it seems to be the same format, so I don't think that's the problem. As for properties, I assume you mean the properties tab in the editor, where image is already set as "SF1".

Is there a convenient way for me to upload the file for someone else to have a look at it?
speedoflight
Posts: 660
Joined: Mon Feb 18, 2013 11:08 am

Re: [Tool] FTL Ship Editor: Superluminal - version 13-4-23

Post by speedoflight »

ArmedKevin117 wrote:Thanks for the quick replies.
@speedoflight: I don't know how to check superluminal's logs, but it loaded the picture in the editor, so I'm pretty sure it could find it. Not sure what you mean by a "_base" termination. It did name the hull picture "SF1_base", if that's what you mean, and in the .xml it reference SF1, so I'm pretty sure that's working.

@kartoFlane: As I said above, the hull picture in the .ftl file is called "SF1_base", and checking with other mod files I've found that work, it seems to be the same format, so I don't think that's the problem. As for properties, I assume you mean the properties tab in the editor, where image is already set as "SF1".

Is there a convenient way for me to upload the file for someone else to have a look at it?
Yes, u can see the hull image in the editor, but seeing it in-game is a completely different thing. Superluminal loads the image according with its name, not reference, so if your hull graphic is named myship_base.png, superluminal will load myship_base.png, but in-game the game will try to load myship_base_base.png

The only way to fix this is to edit manually the file, and erase the _base reference. Notice that i mean the reference on the txt file, the hull sprite name its allright as it is (myship_base.png).
My currently mods / wips ->
ImageImage
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kartoFlane
Posts: 1488
Joined: Mon Jan 14, 2013 10:20 pm

Re: [Tool] FTL Ship Editor: Superluminal - version 13-4-23

Post by kartoFlane »

You can upload them here on the forum using the attachment tab below your post - it has to be a zip file tho. However, you can just rename your .ftl file to .zip, and it'll work.
Alternatively, try Dropbox.

As for logs - run the editor via superluminal.bat, and export the ship again, then check debug.log in Superluminal's directory and upload it here.
Also - what kind of error message does it display?
Superluminal2 - a ship editor for FTL
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