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Re: [Tool] FTL Ship Editor: Superluminal - version 13-08-29

Posted: Sat Oct 19, 2013 8:06 pm
by kartoFlane
NewAgeOfPower wrote:What was the drone/weapon count bug?
Each time you clicked on the "Explicitly" button in Weapons / Drones tab in Properties, the respective count spinner would get disabled.
It's a remnant from several versions ago, when I wanted to automate the process, implemented it halfway, then forgot about it :roll:

One of these days I'll get a next version of Superluminal out once I figure out that door issue - I've actually got a few leads from a recent conversation with Sleeper.

Re: [Tool] FTL Ship Editor: Superluminal - version 13-08-29

Posted: Sat Oct 19, 2013 8:11 pm
by NewAgeOfPower
kartoFlane wrote: One of these days I'll get a next version of Superluminal out once I figure out that door issue - I've actually got a few leads from a recent conversation with Sleeper.
The door issue? You mean where if you use them as portals the pathing gets nutty?

That sounds interesting, and would allow me to dust off some ship designs that were previously too buggy for release.

Re: [Tool] FTL Ship Editor: Superluminal - version 13-08-29

Posted: Sat Oct 19, 2013 9:23 pm
by kartoFlane
NewAgeOfPower wrote:The door issue? You mean where if you use them as portals the pathing gets nutty?
Not exactly. It's just a bug with the editor that causes doors to link to wrong rooms sometimes, for whatever reason.
The crew walking funny is how FTL itself handles their movement, the editor can't help with that.

Re: [Tool] FTL Ship Editor: Superluminal - version 13-08-29

Posted: Sun Oct 20, 2013 10:50 pm
by Kieve
I'd like to request a feature where setting room images doesn't auto-pack them with the mod, unless they're customized. I've noticed a lot of ship mods tend to include every interior image, even though it's apparent they're just default images and nothing was changed. Would be nice not to continue distributing redundant files :)

Re: [Tool] FTL Ship Editor: Superluminal - version 13-08-29

Posted: Sun Oct 20, 2013 11:51 pm
by kartoFlane
I actually tried to do this once, but it ended up being buggy... I don't have a reliable way of determining which images are stock ones, and which are not :/
Huh. Guess I'll see if I can get it to work properly this time around.

Re: [Tool] FTL Ship Editor: Superluminal - version 13-08-29

Posted: Mon Oct 21, 2013 2:35 pm
by R4V3-0N
I tried searching and I came up with nothing so here I go.

When I go check the weapons. I notice some weapons that I think shouldn't be there on the list...

I know about boss laser, heavy laser 1, heavy ion (boss), defence drone II (boss), etc.

but I got these weapons pop up as well...

Auto Cannon I
Auto Cannon II
Auto Cannon III
Hippogriff Missile
Zoltan Laser.

They all look like the basic laser and when fired it crashes the game.
I didn't try making a custom drone and adding the weapon on yet to that yet because I am not really good at making drones (or weapons) and if something goes weird on the drone I do not know if it's that weapons fault or mine.

Re: [Tool] FTL Ship Editor: Superluminal - version 13-08-29

Posted: Mon Oct 21, 2013 2:51 pm
by kartoFlane
Those other weapons you listed likely come from a mod that was installed when the editor unpacked the archives. If you use weapons from that mod in your ship, your ship will have a dependency on that mod (ie. you'll have to install the mod from which the weapon comes in order to play the ship)

Re: [Tool] FTL Ship Editor: Superluminal - version 13-08-29

Posted: Mon Oct 21, 2013 2:56 pm
by R4V3-0N
Okay good to know, so Foundation of the Federation brought this to me eh?
Interesting, now if only I can do something with weapons I do not have the right to use in my mod :lol:

Re: [Tool] FTL Ship Editor: Superluminal - version 13-08-29

Posted: Tue Oct 22, 2013 12:41 am
by NewAgeOfPower
Karto, I've seen multiple requests for a weapon/hull/shield lock, and pixel-by-pixel adjustment options here.

I need one too... I've built an animated artillery mockup, and the alignment errors are killing the look.

So, yeah, whenever you decide to build the next Superluminal version, I (and others) would love, love <3 a fine manual input & positional lockdown option.

Re: [Tool] FTL Ship Editor: Superluminal - version 13-08-29

Posted: Tue Oct 22, 2013 10:45 am
by kartoFlane
It's all already been implemented for quite some time :P

You can press space or tilde (~) button to lock down objects in place (so that they cannot be accidentally moved by mouse), and you can use arrow keys to nudge objects one pixel.