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Re: [Tool] FTL Ship Editor: Superluminal - version 13-5-14

Posted: Fri May 24, 2013 12:39 pm
by speedoflight
Yet another weird crash for me, this time, trying to hide the grid in full screen. If i dont use full screen, and i deactivate the grid, superluminal doesnt crash. Nobody had this crash?

Re: [Tool] FTL Ship Editor: Superluminal - version 13-5-14

Posted: Fri May 24, 2013 2:46 pm
by kartoFlane
Got both issues fixed, they'll be ready for the next update.

Re: [Tool] FTL Ship Editor: Superluminal - version 13-5-14

Posted: Fri May 24, 2013 4:33 pm
by speedoflight
kartoFlane wrote:Got both issues fixed, they'll be ready for the next update.
That was fast.. :shock: Thank you very much!.

Re: [Tool] FTL Ship Editor: Superluminal - version 13-5-14

Posted: Sun May 26, 2013 2:27 pm
by Agameg
When I use some custom weapons and put the ship in the game, the weapons are replaced by the basic laser graphic and I get green lines going from the weapons UI to the top of the screen. I can't aim them because when I do the game crashes. I can use the weapons from Infinite Space but any other weapons seem to do this. Using 13-4-23.

Re: [Tool] FTL Ship Editor: Superluminal - version 13-5-14

Posted: Sun May 26, 2013 2:47 pm
by kartoFlane
That's probably an error in animation files, or blueprint files. Either way, superluminal doesn't interfere with weapons at all, only allows you to use those that it has found in its unpacked archives.

On second thought, you may have unpacked the archives with a certain mod installed, allowing you to place weapons from this mod on your ships, but then when you try to play your ship without installing the mod (from which the weapons came), the game can't find these weapons, and it crashes.

In short, if you're using weapons from Infinite Space, your mod has a dependency on IS, and can't be played without it.
The only other solution is to include these weapon blueprints/animation files in your mod, but that's outside of Superluminal's field.

Re: [Tool] FTL Ship Editor: Superluminal - version 13-5-14

Posted: Sun May 26, 2013 3:24 pm
by Agameg
I added the mod with the weapon and then modded the ship and it worked. Thanks

Re: [Tool] FTL Ship Editor: Superluminal - version 13-5-14

Posted: Mon May 27, 2013 4:10 pm
by Thunderr
Whenever I try to add custom room interiors, it gives me an error in the console when I export. It preivews them just fine in Superluminal, and when I check the debug log, it says nothing. Am I just doing something wrong?

Re: [Tool] FTL Ship Editor: Superluminal - version 13-5-14

Posted: Mon May 27, 2013 4:50 pm
by kartoFlane
What does it say? Are the images exported correctly? Usually, if it's a warning (not an error), you can safely ignore it.

Re: [Tool] FTL Ship Editor: Superluminal - version 13-5-14

Posted: Tue May 28, 2013 12:50 am
by Thunderr
kartoFlane wrote:What does it say? Are the images exported correctly? Usually, if it's a warning (not an error), you can safely ignore it.
It was an error. When I tried to play it on FTL, all of the rooms with custom interiors were blank.
* * *
I fixed it now. I had to add the rooms to the decompiled FTL folder for rooms and check the keep overwritten images button. My guess is that for some reason Superluminal couldn't find them for exporting. Here's the final product if you're interested.http://www.ftlgame.com/forum/viewtopic.php?f=11&t=15536

Re: [Tool] FTL Ship Editor: Superluminal - version 13-5-14

Posted: Tue May 28, 2013 2:09 pm
by speedoflight
One stupid question, i guess that occured to me, wat is the point in superluminal of loading the glow images??

Since once u save the project, they are not referenced anywhere. I mean, it could be a point if u could see the interior images glowing, just as a test, .. so ¿wats really the point?. Sorry if this question is stupid, but i never use glowing images in superluminal, since superluminal doesnt need em.