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Making Path ini files?

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Post Sun Aug 19, 2007 10:43 am

Making Path ini files?

Can anyone please point me at any existing utility that makes the systems_shortest_path.ini, shortest_legal_path.ini and shortest_illegal_path.ini files?

FL Explorer does not appear to be useful for any large existing mod whose files are incomplete already. Or am I mistaken?

Is there something that can regenerate all paths for an existing mod without having to duplicate existing systems please?

Roleplay: - the art of self-deceipt!

Post Sun Aug 19, 2007 10:55 am

FLScan by Accushot will do that

Post Sun Aug 19, 2007 6:09 pm

You will need .Net 1.1 installed as well (it will tell you if you don't have it).

After you run the pathbuilder (and it will take several minutes) then click each of the green arrows to the right of the files. This is how you will save them.

Post Mon Aug 20, 2007 6:15 am

Be careful, we had a lot of crashes after using the tool, although the files were generated logical.
I tried to make a tool by myself with the same result.
Make a copy of the existing files and test it !
Perhaps, the reason was our mod. But the crashes were gone after restoring the old files ( all 3 ) and adding some connections manual.

Post Mon Aug 20, 2007 7:20 am

i can confirm that
ive not seen a tool yet that is able to create such paths correctly

after all the problem is that if you want to go from system a to system b its pretty much possible that more than just one path is possible and that seems to be the reason for crashes coz in one system it can show you a direct path through a few other systems and when you jump to the next system the path could look completly different (and in worst case even lead back to where you came from)

Post Mon Aug 20, 2007 7:36 am

I used FLScan and didnt have any problems I think.

The only problem was that the tool did take closed singleplayer jumpgates/holes into account. The solution is to copy your FL and delete every closed hole from the ini files.

Note im only talking about system_shortest_paths.ini

Post Mon Aug 20, 2007 12:15 pm

While on pathing is it possible to get rid of pathing files so you have no pathing at all?
This makes it so you have to find your own path without help from the nav map I think.

Edited by - FlyByU on 8/20/2007 1:15:52 PM

Post Mon Aug 20, 2007 1:06 pm

Well, very many thanks once again guys, it was a great tool and I think it is OK, I haven't had crashes yet after making the path files.

But I am testing alone in MP on the same laptop so far.

A question - the bias slider to vary ratio between jumpgate and jumpholes - does anyone know exctly what this does please?

The tool was very easy to use, took a just a couple of minutes to generate the files. It took a long time to download .NET 1.1, the installer doesn't like .NET 2 still, as others have found.

Thanks for mentioning to click the right-arrow to save each file, it wasn't immediately clear.

But it's a great tool if it doesnt cause me crashes, we'll see. If it does then it should be fairly easy to manually compare and fix them rather than write from scratch, as there are so many systems now.

Many thanks to all once again and especially to Accushot for making it available, as a side issue I was also able to debug several of my own bugs!! <tongue in cheek>.

Flybyu - since when there are many system paths missing the game still works and the nav just says "No best path" when you try to lay in waypoints between systems, I would guess that it's possible to remove many paths, but I'm not sure if we can remove all entries, I haven't got time to check that.

We could perhaps just leave a single entry for each system, just to itself and each neighbour only?

If you do try it please let us know the result?

Edited by - StarTrader on 8/20/2007 2:10:24 PM

Post Wed Aug 22, 2007 12:35 am

We never had any crashes with the tool either - and I hope those complaing of them actually gave feedback to Accushot about the issue, and their files as well showing that it's re-creatable. Was it to do with jumping, or trying to use the nav map (which was the reason why we used it in the first place, because making a mod without correct shortest paths, and then trying to set waypoints, resulted in a crash).

If you've not given feedback about issues, then shame on you.

Post Wed Aug 22, 2007 8:32 am

If you've not given feedback about issues, then shame on you.

Hey, was that necessary ?
Its a great tool and it wasnt my intention to hurt accushot. But I solved it and went to the next thing.
And just wanted to give a warning to use it careful.
BTW, I use the testing-option everytime, I got new things for the mod !

Post Wed Aug 22, 2007 2:34 pm

You won't have hurt Accushot - his skin aint that thin!

I just mean if people are having issues with a tool, it's beneficial for everyone if those who find issues with it give feedback to the creator to fix

Post Wed Aug 22, 2007 2:51 pm

Yep I fully support giving feedback.

FL Scan is an outstanding utility!

Some authors though aren't responding, seem to have lost interest. Others (credit to Argh, Rob Jenks and Colin Sanby and several others) take the time to respond even though it's not a problem with their utilities.

Some of the most useful utilities which I use regularly (ResHack, FL Explorer, TinyFish's INI Editor, FL ID Referrer) sadly have severe holes which cause problems and delays, and it's more sad that fixes for these are not forthcoming. I wish I could understand how to program this type of utility, I think the people who wrote them are fab - but wish they would continue to finish them properly.

However I understand that they would wish to leave them behind if they have lost interest in FL.

My gripe is now officially over

Roleplay: - the art of self-deceipt!

Post Wed Sep 05, 2007 2:17 pm


Sad to report that the path files I created with FL Scan are causing crashes when calculating best paths between my systems.

I found the Stxx systems were included, so suspecting them to be the cause (because some holes are one-way or hidden) I deleted them from all the path files, leaving only the "good" systems. Same problem, CTD.

I tried moving the slider to bias jumpgates over holes, but still the same.

I am not sure what to do now other than create the path files manually.

Any suggestions anyone please?

Post Tue Sep 11, 2007 11:29 am

I sent a note to Accushot but no reply still, has anyone else found the solution to how to get FL Scan to generate good paths that don't crash on setting paths between systems?

I have tried 3 times so far, and removed all the SP systems (Stxx) but still get solid crashes when I set paths between systems more than 2-3 jumps away from each other. Sometimes setting paths between 2 systems 2 jumps apart works, sometime doing the same again it crashes.

Any help is welcome, my last mod took me over 3 days to compile paths manually - OK I'm SLOW!!

Post Fri Sep 14, 2007 11:41 am

That's strange, afaik it's basically a searching algorithm - and therefore *should* generate 100% good paths.

Best bet is to look through the files it creates. You know your starting and the end system you're trying to get to.

Look at the "best path" manually and work out what it should be.

Now look in the files, what's it got there in all three?

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