[Tool] FTL Ship Editor: Superluminal [NOT UPDATED TO AE]
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- Posts: 660
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Re: [Tool] FTL Ship Editor: Superluminal - version 13-6-1
That is a common bug that in words of KartoFlane is almost impossible to figure it out the cause. It happens since the very first versions of superluminal. I always leave loading the shield to the last step of the ship creation, and once i have the ship done, i really dont bother about the shield position, since i use manually editing directly into the files once i have the hard work of the ship done (room layout and system layout). Basically i use superluminal to obtain the .txt file where the rooms layout is located (and the shield position as well, but after the first try i already have the txt file with the right shield position, so it doesnt matter anymore) , and the blueprints.xml.append file where the ship blueprint is located.
- kartoFlane
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Re: [Tool] FTL Ship Editor: Superluminal - version 13-6-1
Well, it's not that it's impossible to figure out the cause, it's just not obvious. Sometimes it happens, sometimes it doesn't, there seems to be no pattern to it that I could track.
Superluminal2 - a ship editor for FTL
- kartoFlane
- Posts: 1488
- Joined: Mon Jan 14, 2013 10:20 pm
Re: [Tool] FTL Ship Editor: Superluminal - version 13-06-15
Alright, I've worked on the editor over the last few days, and a new update is ready. It's a pretty big one, too.
Changelog:
Changelog:
- Fixed:
- Fixed a crash with augments/weapon/drone lists in ship's Properties
- When loading a project, gibs that failed to load their images (for example if the files couldn't be found) will now be removed, instead of crashing the editor
- Calculate optimal offset now moves the anchor, should it end up outside of the editable area after the operation
- Fixed a bug that caused enemy crew random spinner to have no effect at all
- Mounts now no longer are offset to match their old position once moved, if hull was moved beforehand
- Numeric shortcuts to graphic options (1,2,3, etc) should now be disabled while editing gib properties
- Took a blind guess at fixing the elusive shield offset issue when loading a project
- Removed:
- — Removed crewMax and random spinners from player ship section of crew tab, since they don't really do anything
- — Removed load shield/floor/system graphic options
- Changed:
- ~ Hull now is not displayed at all when viewing cloak image
- ~ In ship browser, pressing cancel during selection of a ship will now return to the ship browser, instead of closing it
- ~ Ship browser now stays open after loading a ship, allowing you to quickly view ships - in order to start editing the ship, you have to dismiss the ship browser by pressing "Close" or hitting Escape
- ~ Small changes in the way room borders are drawn - closer to what they're like in-game.
- ~ The archive unpacking window can now be dismissed (the editor will be unusable until the archives are unpacked)
- ~ Import Room Layout moved from File to Edit menu
- ~ Pinned down objects now have yellow-ish selection, instead of the obscure (and often hard-to-notice) pin image
- Added:
- + Available/unavailable rooms now have their color refreshed immediately after exiting the properties window
- + Stations can now also be hidden, View > Show Stations (or by pressing 7)
- + Weapon mounts now return to default images if their assigned weapon was removed (may be buggy)
- + Hull image is now being shown below the gibs, at 33% opacity while Gib Editor is selected
- + Added shortcut to Hide Gib button - H
- + Added some tooltips to Gib Editor toolbar button
- + Gib layers in the Gib Editor can now be freely renamed
- + The Gib Editor window can now be resized
- + Gibs can now also be deleted like other objects, by pressing shift+D or Delete
- + Selection is now cleared when switching between tools
- + Added tips window displayed on startup (can be turned off)
- + Layout name is now also autosuggested when loading hull image, if its field was blank
- + The editor now warns you when you try to close an unsaved project
- + FUCKING FINALLY implemented undo/redo functionality. Covers almost every tool operation, but not things like Ship Properties, system properties, etc. Traditionally available via Ctrl+Z/Y, or via Edit > Undo/Redo
Superluminal2 - a ship editor for FTL
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- Joined: Fri Jun 14, 2013 9:02 pm
Re: [Tool] FTL Ship Editor: Superluminal - version 13-06-15
Hello, I have to thank you for the editor, also the new versions features are great (undo, redo), but I have encountered a crash. Here's the log file:
EDIT: to make it a little easier for you, I right-clicked a gun mount with the selection tool.
Again thx, and good luck!
Code: Select all
java.lang.ClassCastException: com.kartoflane.superluminal.undo.UndoableRotateEdit cannot be cast to com.kartoflane.superluminal.undo.UndoableMoveEdit
at com.kartoflane.superluminal.painter.PaintBox.registerUp(PaintBox.java:250)
at com.kartoflane.superluminal.elements.FTLMount.registerUp(FTLMount.java:510)
at com.kartoflane.superluminal.elements.FTLMount.mouseUp(FTLMount.java:518)
at com.kartoflane.superluminal.core.MouseInputAdapter.mouseUp(MouseInputAdapter.java:169)
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:729)
at com.kartoflane.superluminal.core.Main.main(Main.java:420)
Again thx, and good luck!
SGU Mod
Destiny ship
Destiny ship
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- Posts: 660
- Joined: Mon Feb 18, 2013 11:08 am
Re: [Tool] FTL Ship Editor: Superluminal - version 13-6-1
Actually it happens to me everytime i load a project..kartoFlane wrote:Well, it's not that it's impossible to figure out the cause, it's just not obvious. Sometimes it happens, sometimes it doesn't, there seems to be no pattern to it that I could track.

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- Joined: Wed Jun 12, 2013 12:14 pm
Re: [Tool] FTL Ship Editor: Superluminal - version 13-06-15
I just got the exact same crash doing the exact same thing; I right clicked a weapon mount with the select tool and instantly crashed.HerrDoktor wrote:Hello, I have to thank you for the editor, also the new versions features are great (undo, redo), but I have encountered a crash. Here's the log file:EDIT: to make it a little easier for you, I right-clicked a gun mount with the selection tool.Code: Select all
java.lang.ClassCastException: com.kartoflane.superluminal.undo.UndoableRotateEdit cannot be cast to com.kartoflane.superluminal.undo.UndoableMoveEdit at com.kartoflane.superluminal.painter.PaintBox.registerUp(PaintBox.java:250) at com.kartoflane.superluminal.elements.FTLMount.registerUp(FTLMount.java:510) at com.kartoflane.superluminal.elements.FTLMount.mouseUp(FTLMount.java:518) at com.kartoflane.superluminal.core.MouseInputAdapter.mouseUp(MouseInputAdapter.java:169) 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:729) at com.kartoflane.superluminal.core.Main.main(Main.java:420)
Again thx, and good luck!
Code: Select all
java.lang.ClassCastException: com.kartoflane.superluminal.undo.UndoableRotateEdit cannot be cast to com.kartoflane.superluminal.undo.UndoableMoveEdit
at com.kartoflane.superluminal.painter.PaintBox.registerUp(PaintBox.java:250)
at com.kartoflane.superluminal.elements.FTLMount.registerUp(FTLMount.java:510)
at com.kartoflane.superluminal.elements.FTLMount.mouseUp(FTLMount.java:518)
at com.kartoflane.superluminal.core.MouseInputAdapter.mouseUp(MouseInputAdapter.java:169)
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:729)
at com.kartoflane.superluminal.core.Main.main(Main.java:420)
The new room outlines helped me realize my floor image was too large, which is nice. Probably better to find that out mid-process than in-game after everything's been patched in.
- kartoFlane
- Posts: 1488
- Joined: Mon Jan 14, 2013 10:20 pm
Re: [Tool] FTL Ship Editor: Superluminal - version 13-06-15
Got it fixed, it was simple enough. Updated the 13-06-15 download directory.
@Kit
I'm glad you've liked it :)
@speedoflight
Well, it doesn't happen to any of my projects. That's what I mean when I say there's no pattern to it. It's really strange.
@Kit
I'm glad you've liked it :)
@speedoflight
Well, it doesn't happen to any of my projects. That's what I mean when I say there's no pattern to it. It's really strange.
Superluminal2 - a ship editor for FTL
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Re: [Tool] FTL Ship Editor: Superluminal - version 13-06-15
So, I feel bad... I broke your tool again.
I was editing the starting level of my weapons system when it happened. I believe I clicked outside the little widget window, on an empty square with the select tool active, possibly deselecting the weapons room just before clicking back on the widget window.
I'm sorry! I didn't mean to, honest!
Code: Select all
java.lang.NullPointerException
at com.kartoflane.superluminal.ui.PropertiesWindow$4.widgetSelected(PropertiesWindow.java:145)
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:699)
at com.kartoflane.superluminal.core.Main.main(Main.java:390)
I'm sorry! I didn't mean to, honest!
- kartoFlane
- Posts: 1488
- Joined: Mon Jan 14, 2013 10:20 pm
Re: [Tool] FTL Ship Editor: Superluminal - version 13-06-15
Yeah, the deselection was exactly what caused the crash. I forgot that the properties window doesn't disable the main window...
Fixed it either way, updated 6-15 again.
Fixed it either way, updated 6-15 again.
http://download.ultradownloads.com.br/w ... 80x800.jpgKit wrote:I'm sorry! I didn't mean to, honest!
Superluminal2 - a ship editor for FTL
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- Joined: Mon Feb 18, 2013 11:08 am
Re: [Tool] FTL Ship Editor: Superluminal - version 13-06-15
Lol man, i really love the way u solve the problems here and there, just a couple of minutes and u already fixed it and uploaded the fixed version. Its really good to see the effort u are putting in this editor. Wat will happen to the ftl modding community without your editor and all your efforts :p i cant start to imagine it.


