[Spoiler] FTL Profile/SavedGame Editor v27 (2018-01-12)

All your guides, strategy discussions, request for help on how to play go here. Please use [SPOILER] if relevant.
Vhati
Posts: 792
Joined: Thu Oct 25, 2012 12:01 pm

Re: [Spoiler] FTL Editor v21 - Unlock ships, Edit SavedGames

Postby Vhati » Wed Apr 23, 2014 10:51 pm

.
.
The editor has been put on the ballot for
SourceForge's Project of the Month!

To vote...
  • Register for a SourceForge account (link), if you don't already have one.
  • Log in.
  • Check out the list of candidates here.
  • Go to their voting thread and reply with the phrase "VOTE: ftleditor".

The competition will run until 2014-05-07 00:00 UTC.


If any redditors out there mirror this announcement on "/r/ftlgame", that would be great. :)
.
.
flamespirit919
Posts: 3
Joined: Mon Apr 14, 2014 11:08 pm

Re: [Spoiler] FTL Editor v21 - Unlock ships, Edit SavedGames

Postby flamespirit919 » Thu Apr 24, 2014 4:58 am

Did it because I appreciate what you do.

Evidence
Dimrost
Posts: 2
Joined: Tue Apr 22, 2014 11:49 pm

Re: [Spoiler] FTL Editor v21 - Unlock ships, Edit SavedGames

Postby Dimrost » Thu Apr 24, 2014 7:52 am

Thanks for your work, Vhati, what you're doing is awesome.
Vhati
Posts: 792
Joined: Thu Oct 25, 2012 12:01 pm

Re: [Spoiler] FTL Editor v21 - Unlock ships, Edit SavedGames

Postby Vhati » Thu Apr 24, 2014 12:02 pm

flamespirit919 wrote:
Vhati wrote:If any redditors out there mirror this announcement on "/r/ftlgame", that would be great.

Did it

Thanks. I think you'll need to re-vote for it to count though. :roll:

SourceForge set it up goofily.
There's one page describing candidates, and linked from there is a different one to place votes on.
Jammarson02
Posts: 13
Joined: Thu Apr 10, 2014 1:58 am

Re: [Spoiler] FTL Editor v21 - Unlock ships, Edit SavedGames

Postby Jammarson02 » Thu Apr 24, 2014 4:50 pm

Vhati wrote:.
.To vote...
  • Register for a SourceForge account (link), if you don't already have one.
  • Log in.
  • Check out the list of candidates here.
  • Go to their voting thread and reply with the phrase "VOTE: ftleditor".

.

Joined and voted for you ! Please keep up the good work ! It's hard to wait for the next version !
johnkzin
Posts: 8
Joined: Thu Apr 10, 2014 9:01 pm

Re: [Spoiler] FTL Editor v21 - Unlock ships, Edit SavedGames

Postby johnkzin » Thu Apr 24, 2014 5:06 pm

Re: voting: when you click "post" is it supposed to send you to a page that says you're logged in (what its actually doing), or is it supposed to show you the thread with your post (like this forum does)?


It finally went through (and did what I expected), but I had to go back and re-post it a dozen times before it "took".
mikekearn
Posts: 5
Joined: Wed Jul 10, 2013 5:15 am

Re: [Spoiler] FTL Editor v21 - Unlock ships, Edit SavedGames

Postby mikekearn » Thu Apr 24, 2014 7:12 pm

Voted as well. I figure it's the least I can do for all the hard work you're putting into the editor!
TheHoodedTeddy13
Posts: 18
Joined: Sat Apr 19, 2014 1:36 am

Re: [Spoiler] FTL Editor v21 - Unlock ships, Edit SavedGames

Postby TheHoodedTeddy13 » Fri Apr 25, 2014 2:00 am

I voted because, i tried to help, but instead realized what a hard & tedious job it is & to leave it to the pros, and support them.
Vhati
Posts: 792
Joined: Thu Oct 25, 2012 12:01 pm

Re: [Spoiler] FTL Editor v21 - Unlock ships, Edit SavedGames

Postby Vhati » Fri Apr 25, 2014 6:23 am

After fussing with the hex in notepad all week, I think I've accounted for every variable-size chunk in the mystery bytes. Which means I'll soon teach the parser to navigate all the way to the end without crashing on something unexpected.

With all the amorphous mystery bytes promoted to stable greek structures, I can move on to basic editing.

One thing I'm dreading is having to revisit those system power sliders. :lol:
Other than that, I don't forsee any serious impediments to restoring pre-AE functionality.

The new stuff might be quirky. I'll wait for that to get mostly de-greeked.
TheHoodedTeddy13
Posts: 18
Joined: Sat Apr 19, 2014 1:36 am

Re: [Spoiler] FTL Editor v21 - Unlock ships, Edit SavedGames

Postby TheHoodedTeddy13 » Fri Apr 25, 2014 10:16 am

Vhati wrote:After fussing with the hex in notepad all week, I think I've accounted for every variable-size chunk in the mystery bytes. Which means I'll soon teach the parser to navigate all the way to the end without crashing on something unexpected.

With all the amorphous mystery bytes promoted to stable greek structures, I can move on to basic editing.

One thing I'm dreading is having to revisit those system power sliders. :lol:
Other than that, I don't forsee any serious impediments to restoring pre-AE functionality.

The new stuff might be quirky. I'll wait for that to get mostly de-greeked.


Great! But please don't jinx it.