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What would you like in an editor?

The general place to discuss MOD''ing Freelancer!

Post Sat Jun 14, 2003 10:40 pm

Freelancer Explorer is what I am talking about, but I didn't know what it was called at the time of the above posting.

Spectre

Post Sun Jun 15, 2003 12:17 am

How about cloaking a ship by pressing the "m" button and decloaking by "m" button also that would be great

Post Sun Jun 15, 2003 2:33 am

Hi All! Just an update, and a few questions.

First: I'm getting the pseudocode done as we speak, and have gone through most of the ini files to see how they are formatted, and what info they contain. It is actually an interesting experience....

Some features I'm going to include in the first public release:
- Faction Editing (including a section to set friendlyness between factions)
- Commodity and equipment editing
- Base editing (just basic what they sell editing)
- Ability to edit starting character

After that I will start on weapon and ship editing (not modelling, just stat editing).

My question is how would people like the interface? I'm thinking of having a window with the common stuff (such as IDS numbers and associated names), with seperate windows for ships, bases and commodoties (and later systems).

Another question, what sort of standards should I follow, or should I just create them? I've been keeping an eye on the thread in the utilities forum, but not much has been established... One thing this maker will do is not touch the original dll files, everything will be put into new dlls.

Anyways, fell free to leave more comments, or mail me with something you would like to see.

Post Sun Jun 15, 2003 4:03 am

Standards is a good question. We seriously need to set some. But if your program does everything you say it will. The settings you use might be the standard. Also, look to FLMM, there are some standards set with that for adding in Mods.

As for the look of the program, you do how it works best. I can't conceive what is your head and I've only done minimal programming in my life.

Sally forth with your plan! This community will love to have your program.

Spectre

Post Sun Jun 15, 2003 4:55 am

1. Make an easy to use interface

2. Make it able to write FLMM



otherthan that its been said.

Heretic

"He would make a lovely corpse." - Charles Dickens (1812-1870)

Post Mon Jun 16, 2003 11:19 pm

WooHoo! I figured out an interface!

Basically, it was annoying me, so I thought I'd leave it and get some gameplay in. Then I saw a flash of light, and it struck me: Why not base it on the FL interface!

So, there will be ten tabs (2 rows of 5), with the following config:

Row 1:
Tab 1: Edit IDS Names and Infocards (Neural Net)
Tab 2: System Editor (Nav Map)
Tab 3: Edit Starting Character (Inventory)
Tab 4: Edit Factions (Player Status)
Tab 5: Help / About (Current Information)

Row 2:
Tab 1: Edit freelancer.ini (Launch Pad)
Tab 2: Edit Random Missions, Rumours and Bribes (Bar)
Tab 3: Edit Commodities (Commodity Trader)
Tab 4: Edit Equipment (Equipment Dealer)
Tab 5: Edit Ships (Ship Dealer)

The Equipment Screen will have 4 subsections:
a: Edit Weapons
b: Edit Munitions
c: Edit Shields and Thrusters
d: Edit Other Equipment

The System Editor will have a lot of sections:
a: Edit Universe
b: Toggle Labels
c: Unknown at this time
d: Edit Physical Map
e: Edit Political Map
f: Edit Patrol Path Map
g: Edit Mineable Zones Map
h: Legend
i: Edit Bases


So, with this in mind, I present the order I shall work on this:
About Screen (Not done, but in place)
Launch Pad
Neural Net
Inventory
Player Status
Commodity Trader
Ship Dealer
Equipment Dealer (all sections at once)
Nav Map (Base Editor first, then the rest)
Bar
Then the Help File


So, the coding has started, the interface has been set, and all systems are go!

At the moment, I am using Marauder's Mod Maker as a name, and if someone would like to make a nice splash screen (roughly the same size as the FLMM splash screen). And you have permission to put "Graphics by XXXXX" in the corner (and I'll add you into the credits).

As always, any comments will be appreciated, just leave a message here or email me.

Post Mon Jun 16, 2003 11:33 pm

I applaud you on your format choice. This will be fantastic.

Spectre

Post Tue Jun 17, 2003 10:34 pm

A question; is it possible to add an import function for other mods/ships ? Like import ships form the babylon 5 mod and porsche SW ship packs and let the editor figure out the clashing IDS and ini settings ??

Post Tue Jun 17, 2003 11:23 pm

Dude, this is gonna be GREAT!!! I hope it is done soon...

Post Tue Jun 17, 2003 11:35 pm

Seer: That is one of my intentions. On the Ship Edit screen, you will have a "Add New Ship" button, and on of the things you need to do is point to the .cmp and associated files for the new ship, which will import them.

On the topic of IDS numbers, etc; The editor will create all new numbers for a mod. These numbers will not be user modifiable, as there is no reason for it, as long as the IDS number matches the correct dll and table number, all is good. The very first thing I am putting in is an IDS viewer: Put in an IDS number, select Name or Infocard, depending on what it is, and click the button and whalla, the text is displayed. I have found a great site that details how an IDS number is calculated, and is located here if anyone is interested (actually, this is a link to a calculator, the formula page seems to be down, but is linked from here): http://www.ejoop.com/pcgames/fled/formula_calc.asp


As for when it will be done, I am currently in the process of sorting out the interface. The tab idea works great, and now I'm just laying out the various controls and stuff. I'm hoping to get a full weekend of coding in this weekend, and then a week of testing (I want a sample mod to go with it...). But I'll keep you all informed.

Post Wed Jun 18, 2003 3:59 pm

i 'm also working on a mod but because i don't have much i want to ask if it would be possibale to add new factions

Post Wed Jun 18, 2003 8:23 pm

I love you, you are a GOD!!!!!!!!!!!

-ICE-

Post Wed Jun 18, 2003 9:09 pm

One word, GREAT !

Just wondered about all the different mods and ships out there that may use the same IDS, it would be hell to make sure they don't clash manually...ThanX for clearin that up..

Perhaps this wil become the standard tool for modding combined with FLMM... Just deliver the ship CMP and other files, run them through your program, save them in your favourite mod within FLMM... No more clashing mods...

Edited by - Seer on 18-06-2003 22:21:18

Post Wed Jun 18, 2003 11:25 pm

The only problem would be combining code for various mods....

If anyone remembers the great game of Total Anninhilation (still one of the best RTS games in my mind), they had a mod manager that allowed for units to be combined in a similar fashion to this... and also for various transforms to be run over the code. Maybe that can be my next project. As an example: You can select a few ships and they are added, then select a transform that sets all hull values to double strength... Hmmm >> Insert sound of thinking here << Would make for an interesting game of FL. Only problem is syncing with a server...

Well, it's on the To-Do list now!

Post Thu Jun 19, 2003 4:11 am

Visual objects editing would be great. I have the WarCrft3 editor in mind...
Then you will be working with a vast team for the Mascosoft Games. The End

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