IAmMarauder:
Your first post sounds like your heads screwed on right. Many others have tried and the results where less than satisfactory so id definately stick to you plan and start small.
Dont leave it half finished either and always make sure its bug fixed and released with the dlls when your ready.
So many of these fancy tools crash and you loose work or have hundreds of "Soon to be enabled" features that never do get enabled.
I think you should start with the character. The commodities are actually 3 files not 1, shame with the ships so whether you do commodities or ships first makes no difference.
Systems touch almost everything at some point so id do these last, after you have gotten the hang of the rest. It will be easier for you. Also, the flid exe tool for editing infocards is a dam fine tool. I'd definately build something similar into it that allows the player to look up id names from id numbers within the program. Id expect the best way to do it is not to add everything to the editor but to read it in from the existing dlls. This way the info is accurate for all mods.
Lastly, if you dont know how to code a certain part, learn rather than taking a short cut. Its better if your tool reads the current game state rather than the default state of the unmodded game. EG you added everything to your program rather than reading it from the freelancer folder.
If you can get your tool to read the game state then half your work will be done for you. If not its a lot of typing to make a tool that will be useless to most modders.
One section id look into is the solar folder. Make a special tab in your app for it. Pretty important this folder. As is the data/ships/encounters.
Both of which can be edited on their own, mostly single ini files that get used by system inis you see. Should be good practice for the shiparch i think.
Dont forget some versions og biniq strip out the =true line for all arch.ini files. Dont fall for that one because it causes BIG problems for us modders and its a bitch to fix.
Lastly, if you need any advice on how best to build in any support for certain aspects of the game. Drop us mod makers a line in here and we will post what ever info you require.
All we ask is you do a good job, take your time and get it right and dont leave the tool half finished.
So start small, work your way up.
Thinking about it. Id probably make a 70000x70000 grid with tiny icons that when placed prints the coordinates out for those objects.Thats a worst part of making systems, object placement. Changing a number and loading the game is hardly the best way to do it
If you could automate certain things and allow the mod maker to edit them later, such as docking ring placements based on the size of the planet, then that would be even better. Again, another bitch of task to do manually.
If you want a list of really painful tasks us mod makers do everyday, let me or any of the other mod makers know. Im sure we can fill telephone directory with them
Oh yes, its best to have an editor copy an existing entry and add it as a new entry with a new name rather than edit existing entries when adding new stuff.
Mod makers dont always want to edit something that exists because it breaks the game. EG commodites used as loot might not like it when the escape pod turns into a gun shipment if you get my meaning.
Best of luck. Hope you pull it off for us.
Giskard
Your first post sounds like your heads screwed on right. Many others have tried and the results where less than satisfactory so id definately stick to you plan and start small.
Dont leave it half finished either and always make sure its bug fixed and released with the dlls when your ready.
So many of these fancy tools crash and you loose work or have hundreds of "Soon to be enabled" features that never do get enabled.
I think you should start with the character. The commodities are actually 3 files not 1, shame with the ships so whether you do commodities or ships first makes no difference.
Systems touch almost everything at some point so id do these last, after you have gotten the hang of the rest. It will be easier for you. Also, the flid exe tool for editing infocards is a dam fine tool. I'd definately build something similar into it that allows the player to look up id names from id numbers within the program. Id expect the best way to do it is not to add everything to the editor but to read it in from the existing dlls. This way the info is accurate for all mods.
Lastly, if you dont know how to code a certain part, learn rather than taking a short cut. Its better if your tool reads the current game state rather than the default state of the unmodded game. EG you added everything to your program rather than reading it from the freelancer folder.
If you can get your tool to read the game state then half your work will be done for you. If not its a lot of typing to make a tool that will be useless to most modders.
One section id look into is the solar folder. Make a special tab in your app for it. Pretty important this folder. As is the data/ships/encounters.
Both of which can be edited on their own, mostly single ini files that get used by system inis you see. Should be good practice for the shiparch i think.
Dont forget some versions og biniq strip out the =true line for all arch.ini files. Dont fall for that one because it causes BIG problems for us modders and its a bitch to fix.
Lastly, if you need any advice on how best to build in any support for certain aspects of the game. Drop us mod makers a line in here and we will post what ever info you require.
All we ask is you do a good job, take your time and get it right and dont leave the tool half finished.
So start small, work your way up.
Thinking about it. Id probably make a 70000x70000 grid with tiny icons that when placed prints the coordinates out for those objects.Thats a worst part of making systems, object placement. Changing a number and loading the game is hardly the best way to do it
If you could automate certain things and allow the mod maker to edit them later, such as docking ring placements based on the size of the planet, then that would be even better. Again, another bitch of task to do manually.
If you want a list of really painful tasks us mod makers do everyday, let me or any of the other mod makers know. Im sure we can fill telephone directory with them
Oh yes, its best to have an editor copy an existing entry and add it as a new entry with a new name rather than edit existing entries when adding new stuff.
Mod makers dont always want to edit something that exists because it breaks the game. EG commodites used as loot might not like it when the escape pod turns into a gun shipment if you get my meaning.
Best of luck. Hope you pull it off for us.
Giskard