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Re: [Tool] FTL Ship Editor: Superluminal - 5-3-13b
Posted: Mon Mar 18, 2013 9:23 pm
by kartoFlane
@Weltall
Yeah, I know what you mean - just loaded the mod in FTL and the rooms are misplaced, even though in the editor they loaded correctly... Interestingly, in the editor the shield graphic was misplaced approximately the same distance the rooms were in the game. There might be some correlation between the two...
edit - pictures:
Yeah, that's it -- I'll look into the code tomorrow. Also will fix size issues with the coordinate boxes.
I knew something was amiss, my to-do list was getting awfully short
@speedoflight
Well, guess you misunderstood me then :E
Re: [Tool] FTL Ship Editor: Superluminal - 5-3-13b
Posted: Wed Mar 20, 2013 8:06 pm
by speedoflight
kartoFlane wrote:
@speedoflight
Well, guess you misunderstood me then :E
Actually im not sure about anything anymore..

Re: [Tool] FTL Ship Editor: Superluminal - 5-3-13b
Posted: Wed Mar 20, 2013 9:21 pm
by Crusher
This editor looks great. Unfortunately, I'm having difficulty getting it to run on my OS 10.8.2 Mac. I get the following error when I try to run it:
Exception in thread "main" java.lang.UnsatisfiedLinkError: Cannot load 32-bit SWT libraries on 64-bit JVM
at org.eclipse.swt.internal.Library.loadLibrary(Unknown Source)
at org.eclipse.swt.internal.Library.loadLibrary(Unknown Source)
at org.eclipse.swt.internal.C.<clinit>(Unknown Source)
at org.eclipse.swt.widgets.Display.<clinit>(Unknown Source)
at com.kartoflane.superluminal.core.Main.open(Main.java:337)
at com.kartoflane.superluminal.core.Main.main(Main.java:330)
logout
I haven't seen anyone talk about this error yet, but I was hoping maybe someone has dealt with this before.
Re: [Tool] FTL Ship Editor: Superluminal - 5-3-13b
Posted: Wed Mar 20, 2013 9:43 pm
by kartoFlane
@Crusher
You've downloaded the 32-bit version, and your Mac is 64-bit. Get the mac-64 and it should run fine. If the error still persists, then that means I messed up the compilation.
Re: [Tool] FTL Ship Editor: Superluminal - 5-3-13b
Posted: Wed Mar 20, 2013 10:01 pm
by Crusher
kartoFlane wrote:@Crusher
You've downloaded the 32-bit version, and your Mac is 64-bit. Get the mac-64 and it should run fine. If the error still persists, then that means I messed up the compilation.
So I did...Whoops. Thanks for the tip.
Re: [Tool] Yet Another FTL Ship Editor: Superluminal - u6-2-
Posted: Wed Mar 20, 2013 11:08 pm
by Crusher
Lord0fHam wrote:When I chose Load Ship and I put in my paths correctly, the options below (player ships, enemy ships, other) become available to click on. However, no amount of clicking actually makes them do anything. Is this a bug or am I just stupid?
I saw that there was quite a bit of discussion about the above earlier, but I can't find anywhere that it was resolved. Anyway, I'm having the same problem, assuming that by default all the ships that are usually in the game should be listed here. Has this been fixed somehow, or is there another way to load the ships that come with the game?
Re: [Tool] FTL Ship Editor: Superluminal - 5-3-13b
Posted: Wed Mar 20, 2013 11:27 pm
by kartoFlane
Huh. Weird. I assume you've set up the archives? On the first run, the editor should prompt you to point it to the data and resources dat archives in FTL's directory. Make sure you haven't messed up the order and loaded resources archive as data.
I just checked and it seems that on Mac you can access the menus before setting up the archives... Make sure you complete that step first.
Other than that, it could be some weird mac-related bug, because it's working perfectly fine on windows...
Re: [Tool] FTL Ship Editor: Superluminal - 5-3-13b
Posted: Wed Mar 20, 2013 11:49 pm
by Crusher
I think the original problem I quoted was also specifically for Macs. I did set the archives correctly I believe, but I noticed this time that I receive a couple errors every time I start the program or try to load a ship:
Error: load declarations - blueprints.xml file not found
Error: load declarations - autoBlueprints.xml file not found
Those files are in a Superluminal folder called "archives\data". Thoughts?
Re: [Tool] FTL Ship Editor: Superluminal - 5-3-13b
Posted: Thu Mar 21, 2013 12:03 am
by Crusher
It wouldn't be as simple as the "\" in the name of the "archive\data" folder causing pathing difficulties would it? How could I test this?
Re: [Tool] FTL Ship Editor: Superluminal - 5-3-13b
Posted: Thu Mar 21, 2013 1:05 am
by kartoFlane
It certainly could, but I'm pretty sure I've used the platform-specific path delimiter in that part of the code... Gonna check it.
edit:
Wait, the folder itself is actually called "archives\data"? That's not two separate folders?