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

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speedoflight
Posts: 660
Joined: Mon Feb 18, 2013 11:08 am

Re: [Tool] FTL Ship Editor: Superluminal - version 13-07-11

Post by speedoflight »

agigabyte wrote:Both windows versions say "Appears malicious."
I presume you are using some bad anti-virus programs, like panda, norton, mcaffe, avg (or some other free anti viruse programs) or something like that?? Not high-profile anti-viruses will detect a lot of files as suspicious, but that doesnt mean they are malicious. Any good anti-virus system like nod32 or kapersky will not detect anything (as it should be).
My currently mods / wips ->
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agigabyte
Posts: 547
Joined: Fri May 31, 2013 1:59 am

Re: [Tool] FTL Ship Editor: Superluminal - version 13-07-11

Post by agigabyte »

speedoflight wrote:
agigabyte wrote:Both windows versions say "Appears malicious."
I presume you are using some bad anti-virus programs, like panda, norton, mcaffe, avg (or some other free anti viruse programs) or something like that?? Not high-profile anti-viruses will detect a lot of files as suspicious, but that doesnt mean they are malicious. Any good anti-virus system like nod32 or kapersky will not detect anything (as it should be).
I pressed keep and scanned with Microsoft security and it was fine!!! :D
agigabyte
Posts: 547
Joined: Fri May 31, 2013 1:59 am

Re: [Tool] FTL Ship Editor: Superluminal - version 13-07-11

Post by agigabyte »

How do you post mods/ships?
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5thHorseman
Posts: 1665
Joined: Sat Mar 02, 2013 2:29 am

Re: [Tool] FTL Ship Editor: Superluminal - version 13-07-11

Post by 5thHorseman »

agigabyte wrote:How do you post mods/ships?
Upload the mod somewhere. I use my own website but many people use Dropbox or Megaupload. I don't so have no opinions on either.

Then make a post in the Working Mods forum. Mimic other people's posts but put in your own ship, pictures, and text. Make sure you at least have a picture of the interior (The Hangar screen is fine) and a link to the FTL file you exported from SuperLuminal and you're all good. You've got 40 posts so your post shouldn't end up in the mod queue, from what I've been led to believe.
My Videos - MY MOD HUB
Simo-V - The Potential - Automated Scout - "Low O2" Icons
The Black Opal - The Asteroid - The Enforcer - The Pyro

"Every silver lining has a cloud..."
agigabyte
Posts: 547
Joined: Fri May 31, 2013 1:59 am

Re: [Tool] FTL Ship Editor: Superluminal - version 13-07-11

Post by agigabyte »

Is it possible to use superluminal to make a ship only shielded on certain parts?
UltraMantis
Posts: 2125
Joined: Thu Sep 20, 2012 3:17 pm

Re: [Tool] FTL Ship Editor: Superluminal - version 13-07-11

Post by UltraMantis »

Yes. DryEagle got very creative with that idea when creating the Escort Duty mod. Some of the Omicron Dynasty ships also have tiny shielded section. The only limit is one shield area only.
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ZigzagMag
Posts: 3
Joined: Sat Aug 17, 2013 8:16 am

Re: [Tool] FTL Ship Editor: Superluminal - version 13-07-11

Post by ZigzagMag »

For some reason when i try to download this, it doesnt want to download. please help me i really want to make a new ship.
UltraMantis
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Re: [Tool] FTL Ship Editor: Superluminal - version 13-07-11

Post by UltraMantis »

Could be JavaScript was turned off or disabled.
What browser are you using? Any security plugins blocking dropbox?
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kartoFlane
Posts: 1488
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Re: [Tool] FTL Ship Editor: Superluminal - version 13-08-20

Post by kartoFlane »

I wrote up a new update. I think I've implemented most of the stuff that was requested in several past weeks... Though I feel like I forgot something.

Either way, changelog:
  • Fixed:
    • Fixed loading of room IDs - obsolete links will now always be removed
    • Fixed a bug that would cause the ship's manually linked rooms to become inproperly linked if you've deleted any room.
    • Fixed an issue that prevented the editor from starting even though it should.
  • Changed:
    • Slightly changed the way in which weapon mounts are exported - the first (weapon slots) mounts are exported normally, and (weapon slots + 1)th mount is exported as artillery, if the ship has artillery assigned.
      As such, artillery mounts are no longer required to have the NO-slide.
  • Added:
    • Added more debug messages on startup
    • Added mount properties window - double-click on mount with the pointer tool to open
    • Added door properties window - only useful to manually link doors in a slightly easier manner - double-click on door with pointer tool to open.
    • Added a Tool Settings window that opens when Room, Mount or System tool is selected.
    • Room, mount and door properties can also be opened by selecting the object and pressing Enter.
Dropbox Download Directory: Superluminal 13-08-20
Superluminal2 - a ship editor for FTL
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5thHorseman
Posts: 1665
Joined: Sat Mar 02, 2013 2:29 am

Re: [Tool] FTL Ship Editor: Superluminal - version 13-08-20

Post by 5thHorseman »

Thanks! I took it for a quick spin and love it!
kartoFlane wrote: Changed:
  • Slightly changed the way in which weapon mounts are exported - the first (weapon slots) mounts are exported normally, and (weapon slots + 1)th mount is exported as artillery, if the ship has artillery assigned.
    As such, artillery mounts are no longer required to have the NO-slide.
Finally! My #1 "oops I forgot to do that" has been eradicated! No more shooting from the magical "Hovering off the port astern" artillery beam!
Added:
  • Added mount properties window - double-click on mount with the pointer tool to open
  • Added a Tool Settings window that opens when Room, Mount or System tool is selected.
  • Room, mount and door properties can also be opened by selecting the object and pressing Enter.
Great options all, thanks for listening and implementing!

I've only played with it for a few minutes but I can already see being more productive. One minor thing I noticed, You've got "ARTILLERY_BOSS_4" listed as "Heavy Ion" in the Lasers. I'm not sure what it should be but at least one of those things is wrong :D

Also, if you have two weapons set up as Ion Blast and Mini Beam (not drone), and then swap them in the properties (I deleted the top one and then readded it so it would be the 2nd one) the location of the arrows changes. I'm not sure if that's happened before or if it's intended, but it makes me think the weapon placements moved. I haven't checked it in the resultant FTL files yet.
My Videos - MY MOD HUB
Simo-V - The Potential - Automated Scout - "Low O2" Icons
The Black Opal - The Asteroid - The Enforcer - The Pyro

"Every silver lining has a cloud..."
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