I've downloaded the latest version of Superluminal and there's a major issue involving room images.
I'd assign a ship with a shield system, set a room image for it, then go make another room with a weapons system.
Suddenly in the game, both rooms are using the Weapons system image. I go back to Superluminal and I find they're both assigned the same picture, so I change it but now everything looks like Shields, even the Cloaking device.
In the end I have to go into the code itself and fix the room images so they match the ones I assigned them. I think it has something to do with station facing and glows - I change the Weapons bay so the console faces elsewhere but this facing is the same as Shields or Engines so it assigns the same image.
This doesn't just apply to stacking systems together though (which I do a lot of) and I'd understand if it was but when Weapons and Shields in two different areas look the same, I get frustrated.
It's been several versions and the problem still hasn't been fixed or explained in the FAQ or troubleshooting section. In fact I think it got even worse. It used to be an issue between Shields and Weapons, but now Cloaking, which hasn't even got an assignable station is caught up in the mess.
I was also trying to fix up someone's ship to make it remotely playable for a video and somehow all the rooms, including Piloting looked like Weapons.
So great work with the program but what's going on with room images?
[Tool] Superluminal 2.2.1 - FTL Ship Editor
- NarnKar
- Posts: 778
- Joined: Thu Jun 19, 2014 4:24 pm
Re: [Tool] Superluminal 2.1.1
I've had the same issue when assigning a room, assigning a room image, and then changing the system in that room.
- kartoFlane
- Posts: 1488
- Joined: Mon Jan 14, 2013 10:20 pm
Re: [Tool] Superluminal 2.1.1a
Hey, thanks for the bug report -- I managed to track it down and fix it relatively quickly. The problem was due to the way the "export name" text field saved the changes that have been made to it. Basically, it'd overwrite the interior image of the currently selected system with the previously selected one's, every time you selected one system and then another (without deselecting, or selecting another type of object).
Anyhow, here's the fixed version.
Download: Superluminal 2.1.1a
Changelog:
Anyhow, here's the fixed version.
Download: Superluminal 2.1.1a
Changelog:
Code: Select all
2.1.1a:
- Fixed a typo in the error message displayed when trying to animate gibs when the ship has none (animte -> animate)
- Fixed a bug with systems sharing interior images.
Superluminal2 - a ship editor for FTL
- stylesrj
- Posts: 3638
- Joined: Tue Jul 08, 2014 7:54 am
Re: [Tool] Superluminal 2.1.1a
Thanks, it's been bugging me for months and...
Wait, that bug was unreported for how long?

Wait, that bug was unreported for how long?


- kartoFlane
- Posts: 1488
- Joined: Mon Jan 14, 2013 10:20 pm
Re: [Tool] Superluminal 2.1.1a
Well, yeah, I don't really use the editor that much myself, so I have to rely on other people to report bugs
I can get them fixed relatively quickly, provided I have good info that allows me to reproduce it, as was the case this time

Superluminal2 - a ship editor for FTL
-
- Posts: 38
- Joined: Tue Jun 02, 2015 4:16 pm
Re: [Tool] Superluminal 2.1.1a
I am running a 64-bit operating system, so your program (32-bit version) tells me that I need to get the 64-bit installer. However, there isn't a link to the 64-bit version (if there is one at all). Did I just miss it, or is it really not there?
- kartoFlane
- Posts: 1488
- Joined: Mon Jan 14, 2013 10:20 pm
Re: [Tool] Superluminal 2.1.1a
I guess you clicked the "download latest version" button on Sourceforge, which simply points you to the latest file I uploaded. The complete release directory is here.
(although Sourceforge has recently been taking a lot of bad press, I'll probably be moving the download to some other site, if I find a reputable one)
(although Sourceforge has recently been taking a lot of bad press, I'll probably be moving the download to some other site, if I find a reputable one)
Superluminal2 - a ship editor for FTL
- TaxiService
- Posts: 204
- Joined: Mon Dec 23, 2013 6:04 pm
Re: [Tool] Superluminal 2.1.1a
May i suggest a change for a next update? The grey used in the auto-generated floor images is currently #808080. Would it be possible to add a setting to use the original #64696F grey instead? I know it's a minor thing but probably using standard colours would help in making custom ships look more consistent! ...i guess? :V
It's not a big deal, since nobody really gives a crap; and if they do, bucket tools have been made just for this purpose. But still...
It's not a big deal, since nobody really gives a crap; and if they do, bucket tools have been made just for this purpose. But still...
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- Posts: 3
- Joined: Mon Dec 30, 2013 2:11 pm
Re: [Tool] Superluminal 2.1.1a
Hi,first of all,that's a fantastic job you did on this editor,I'm having quite some fun creating my little ships 
But I also post because I have a question:is there any way of limiting the number of system for a ship? For instance,right now,there's only one free room on my ship:but if I buy more than one system,they just stack on top of each other...

But I also post because I have a question:is there any way of limiting the number of system for a ship? For instance,right now,there's only one free room on my ship:but if I buy more than one system,they just stack on top of each other...
- kartoFlane
- Posts: 1488
- Joined: Mon Jan 14, 2013 10:20 pm
Re: [Tool] Superluminal 2.1.1a
@TaxiService
Sure, that's trivial to change. When I first implemented the image generator, I actually wanted to set the floor color to that, but then for some reason I rolled with standard gray... Anyway, I'd like to get some more actual stuff in before releasing an update (as it stands, that'd be the only change from the currently released version :P) -- what I had in mind is allowing people to choose the floor color (probably wouldn't be useful, but w/e), set border thickness, corner size, select sharp/rounded corners...
That said, the editor is no longer on my list of priorities, really -- I consider it to be complete.
@muyoshi
Thanks, glad you're having a good time :)
To answer your question, kind of. There are two ways to achieve this: either (A) don't add the system to the ship at all, or (B) change the unwanted system's rarity to make it disappear from stores. Both methods require you to decide ahead of time which systems will be available, and which won't. (A) only affects your ship, but the systems can still appear in stores, and if the player attempts to purchase the system, he will lose the money without gaining the system. (B) removes the specified systems from stores completely, but affects all ships, not just yours. (B) is generally the preferred method. If you don't want to limit the player's choice, the only solution is to make a bigger ship.
Search the forums, there have been a couple discussions that went more in-depth about this.
Sure, that's trivial to change. When I first implemented the image generator, I actually wanted to set the floor color to that, but then for some reason I rolled with standard gray... Anyway, I'd like to get some more actual stuff in before releasing an update (as it stands, that'd be the only change from the currently released version :P) -- what I had in mind is allowing people to choose the floor color (probably wouldn't be useful, but w/e), set border thickness, corner size, select sharp/rounded corners...
That said, the editor is no longer on my list of priorities, really -- I consider it to be complete.
@muyoshi
Thanks, glad you're having a good time :)
To answer your question, kind of. There are two ways to achieve this: either (A) don't add the system to the ship at all, or (B) change the unwanted system's rarity to make it disappear from stores. Both methods require you to decide ahead of time which systems will be available, and which won't. (A) only affects your ship, but the systems can still appear in stores, and if the player attempts to purchase the system, he will lose the money without gaining the system. (B) removes the specified systems from stores completely, but affects all ships, not just yours. (B) is generally the preferred method. If you don't want to limit the player's choice, the only solution is to make a bigger ship.
Search the forums, there have been a couple discussions that went more in-depth about this.
Superluminal2 - a ship editor for FTL