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Re: [Tool] Superluminal 2.1.1a

Posted: Thu Jun 11, 2015 5:12 am
by Slug Ship Craft
I dunno honestly what I'm doing wrong. The first mod I made with this update I had no problems, the images loaded fine no yellow checkered squares or anything. But now with my second ship no matter what I try ( this includes a fresh install of FTL and switching up room interior images) all I get is yellow checkered squares. :( I know that you've pinned it down to leaving SSM open while the Editor is open, but even after having SSM and the editor closed I reinstalled FTL and reloaded the data base.

I seriously don't know whats wrong. Any help would seriously be awesome and anything you need that'll help I can try to provide.

Re: [Tool] Superluminal 2.1.1a

Posted: Thu Jun 11, 2015 12:50 pm
by muyoshi
Slug Ship Craft wrote:I dunno honestly what I'm doing wrong. The first mod I made with this update I had no problems, the images loaded fine no yellow checkered squares or anything. But now with my second ship no matter what I try ( this includes a fresh install of FTL and switching up room interior images) all I get is yellow checkered squares. :( I know that you've pinned it down to leaving SSM open while the Editor is open, but even after having SSM and the editor closed I reinstalled FTL and reloaded the data base.

I seriously don't know whats wrong. Any help would seriously be awesome and anything you need that'll help I can try to provide.

It happened to me just today.I don't know why,but it does some strange things to the database after saving and loading with smm:It can't read the images,and it mess it up for the whole game.I fixed it by copy-pasting all the image I needed (including the "glow" that you put on computer) in a separate folder to avoid using the database,and it seems to have fixed it.


Also #kartoFlane,thank you for the answer,but now I'm facing another problem:the oxygen pattern in a 1x1 room;I want to add an image for this type of room,but I can't find in the data.dat where the images are called,nor how the o2 system works.Have you got any info on that?

Re: [Tool] Superluminal 2.1.1a

Posted: Thu Jun 11, 2015 2:08 pm
by NarnKar
Image resources are in resource.dat. FTL does not come with any 1x1 oxygen images, so you'll have to make your own.

Re: [Tool] Superluminal 2.1.1a

Posted: Thu Jun 11, 2015 2:46 pm
by kartoFlane
It's not possible to add new oxygen images that appear in rooms of specific size; the ones present in the resource.dat are hardcoded. The best solution is to use a mod like this one.
I have no idea why the images are not getting displayed properly... Maybe I accidentally introduced a bug with the latest release. Send me the .ftl file, I'll try to figure it out over the weekend.

Re: [Tool] Superluminal 2.1.1a

Posted: Thu Jun 11, 2015 4:36 pm
by muyoshi
Aw,so much for a 1x1 room.(Still curious about how the o2 is handled by the game tho)

For the files,here is the version with the "glow" images bugging: https://www.dropbox.com/s/ozlek1cmi15bg ... 2.ftl?dl=0

and here is the working one : https://www.dropbox.com/s/957r1zlp049dz ... T.ftl?dl=0

You need to have the Captain Edition mod for them to load in Superluminal,but I accidentally launched the game without,with no incidence.

Re: [Tool] Superluminal 2.1.1a

Posted: Thu Jun 11, 2015 9:59 pm
by Slug Ship Craft
muyoshi wrote:
Slug Ship Craft wrote:I dunno honestly what I'm doing wrong. The first mod I made with this update I had no problems, the images loaded fine no yellow checkered squares or anything. But now with my second ship no matter what I try ( this includes a fresh install of FTL and switching up room interior images) all I get is yellow checkered squares. :( I know that you've pinned it down to leaving SSM open while the Editor is open, but even after having SSM and the editor closed I reinstalled FTL and reloaded the data base.

I seriously don't know whats wrong. Any help would seriously be awesome and anything you need that'll help I can try to provide.

It happened to me just today.I don't know why,but it does some strange things to the database after saving and loading with smm:It can't read the images,and it mess it up for the whole game.I fixed it by copy-pasting all the image I needed (including the "glow" that you put on computer) in a separate folder to avoid using the database,and it seems to have fixed it.


Also #kartoFlane,thank you for the answer,but now I'm facing another problem:the oxygen pattern in a 1x1 room;I want to add an image for this type of room,but I can't find in the data.dat where the images are called,nor how the o2 system works.Have you got any info on that?

Ok thanks for pointing that out. I was able to figure out that the yellow squares were being caused by the console glows! So I just switched them with different console glow images and it all was good! Thanks for responding though! :D

Re: [Tool] Superluminal 2.1.1a

Posted: Sun Jun 21, 2015 3:16 pm
by PixelPower
For some reason, Superluminal doesn't let me add stations to my custom ship. WHY, LIFE, WHY DO YOU HAVE TO MAKE ME CREATE AN ACCOUNT FOR JUST A LITTLE BUG? WHY?

Re: [Tool] Superluminal 2.1.1a

Posted: Sun Jun 21, 2015 5:32 pm
by kartoFlane
Seems to work fine for me. Most likely you're using it incorrectly. The Station Tool can only be used with rooms that have a system assigned. Also, the system in question must be man-able or use the station somehow, eg.: engines, weapons, shields, piloting, sensors, doors, medbay, clonebay. If it's not that, then please describe more precisely what you're doing, so that I can figure out what exactly is broken...

Re: [Tool] Superluminal 2.1.1a

Posted: Fri Jun 26, 2015 4:01 am
by 5thHorseman
I don't know if I've ever asked for this before, but if I did it was probably of the first SuperLuminal so I figured it's about time I asked here :)

When I load and save a ship that has any extra stuff in the .ftl file (other than the ship), that extra stuff is lost. Would it be possible for SL to keep that stuff set aside somewhere (I don't expect it to read it and understand it) and - upon saving a new file - put it back? That way I don't have to splice all the stuff back into the file every single time I iteratively test my ship.

If possible I'd like this to include stuff in the blueprints.xml.append file. If I put a special weapon on my ship I'd like SL to save back out with that special weapon still in the blueprints file.

Or - alternatively - am I doing it wrong? Maybe in the past year+ a better way to mod in weapons has been devised that I just don't know about :)

Re: [Tool] Superluminal 2.1.1a

Posted: Thu Jul 02, 2015 9:29 pm
by kartoFlane
Whoa, what's that? A new version!

On a whim I started working on a self-patching functionality, since it interested me... And I ended up incorporating it into the editor. From this version onwards, the editor should be able to patch itself -- no more manual download & replacing required.
Since by the time I finished that I was on a roll, I ended up implementing another thing that's been sitting at the back of my mind -- namely, customization options for the floor image generator. Doing that also required me to implement my own color picker, and I'm kinda happy with how it turned out.
Of course, having done all that, I couldn't ignore one last feature request -- the one by Horseman. So now you can also bundle your ship with a mod of your choosing, provided that you've previously loaded the mod via Mod Management dialog.

Keep in mind that all of these new features are experimental. Although I have tested them, they may very well break unexpectedly.

Download: Superluminal 2.1.2

Code: Select all

2.1.2:
- Changed default color of floor images generated by the editor to standard FTL gray - 0x64696F.
- Added customization options to floor generation - can set border width, floor margin, corner size, and floor and border colors.
- You can now save a mod file along with the ship, effectively adding the ship to the mod. The mod has to be loaded via Mod Management (Ctrl+M) first, though.
- Added experimental self-patching functionality.