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XML Toolkit Mod

This is for Arghs various projects. You can ask questions and give some feedback on projects such as the XML Toolkit.

Post Wed Sep 21, 2005 9:53 pm

XML Toolkit Mod

This thread contains links to all versions of the XML Toolkit Mod, information about how it's being maintained, etc. If you have questions about how to use it or how it was made, please start a new thread.

Version 1.0

Please note: 1.0 has several CTD bugs and problems with the Single Player game experience. Use it as a development base only with caution. It is also the most poorly-documented version.

Version 1.1

1.1 is, perhaps, the "purest" version of the Toolkit- it is closest to "vanilla" Freelancer in terms of all of its gameplay, and is relatively bug-free. Several bugs in 1.0 were eliminated in this version of the mod.

Version 1.2

Version 1.2 is a much-improved and greatly expanded Toolkit. It features more of the FL ships, an enhanced game-balance, and numerous additional features, such as custom ShipDealer Rooms and other things. Please refer to the documentation found in this article if you want to understand a little bit more about THNs and Rooms.

Version 1.3 developer's notes

Version 1.3 of the XML Toolkit Mod is the most "radical" version of this mod to date. It introduces several large changes to the Freelancer game design that developers should be aware of, as well as many new features that modders wanting a solid codebase will probably like to use.

Here are a few of the changes being introduced:

1. Radical new ship balancing formulas.
2. New Shield types.
3. New Missile concepts.
4. Beauty improvements to a huge number of game objects.
5. Sound improvements.
6. Removal of docking/undocking problems for even the largest ships.
7. Completely original planetary objects.
8. Big improvements to the ALE files and their texture resolutions.
9. Capships... without the "capship lag".

... and much more. It's FL... on steroids. But it doesn't introduce uber-ships, stuff from movies, or anything that doesn't fit into the Storyline. It's 100% compatible with the FL campaign, plays nicely in MP, and will basically be a good base for development of new mods.

However, this version will probably demand more graphical power than previous versions. Just telling you now. If your computer can barely handle stock FL, then this version will probably not run very well for you. Which is too bad, but it's not my fault

Edited by - Argh on 9/25/2005 1:47:42 AM

Edited by - Argh on 4/13/2007 6:13:28 PM

Post Fri Sep 23, 2005 11:36 am

Got any sort of release date for v. 1.3 of the Toolkit yet?

Post Sat Sep 24, 2005 1:41 am

"As soon as it's done".

Realistically... I'm working on it every day now, and I'm making steady progress. I'll put a current dev. update in the lead post, above.

Post Sun Sep 25, 2005 12:46 pm

Just curious, what do you mean by graphical improvements? Example, maybe?

Post Sun Sep 25, 2005 10:45 pm

Um, well, here are a few examples:

1. LOD displays have been heavily optimized. This has turned out to greatly improve the overall efficiency of the game engine, rather than slowing framerates down, at least on a mid-range rig like mine. And it makes things much, much prettier, especially with Stations.

2. ALE files have had their texture resolutions altered, which makes them much nicer-looking at various LOD levels. I've built a brand-new explosion animation, and I'm planning on doing the same for Missile explosions.

3. Where it was practical (i.e., I have enough free time) I have rebuilt the contents of several MATs. Long story short- basically, I've made some MATs prettier.

Lots of other stuff... from the way that Thrusters are displayed, etc., etc., etc. It's a pretty long list of basic, ground-level improvements. Some of it eats framerate, some of it actually gave framerate back... overall, the optimizations have resulted in smoother, much prettier gameplay.

Post Mon Oct 24, 2005 6:42 am

the light hauler is missing a hardpoint for the pilot

Post Mon Oct 24, 2005 5:23 pm

No, I just didn't bother.

Post Thu Nov 03, 2005 6:07 pm

I am going to give your MOD a work out, I have been playing FL from the start and I know a bit about Beta-testing so maybe I can help you out some [I hope lol

So here we go..

Dragon..

Post Thu Nov 03, 2005 6:20 pm

Argh,

Where do I get the Mod at, I looked all over for it, I would love to try it out, I have playeed one of the other Version i do not remember whitch one at this time, [I have it saved on CD So I would like to try this one out..

Dragon..

Beware the sleeping Dragon, for he still knows all that gose on around him!!

Post Thu Nov 03, 2005 6:29 pm

Argh said this to me in a recent email regarding the beta-testing:


I'll be releasing it to you and others in a day or three, as soon as the last major code bit is feature-complete.


Hopefully that answers the question. Just let him know via email and he'll get it to you when he's ready.

Post Fri Nov 04, 2005 7:47 pm

Thanks ww2jacob,

I realy want to get my hands on it and see what it is like, I have done gone though all the other Mod's and I am looking for some thing new lol

I hope that in the ToolKit part he has a way for me to try makeing some ships, or at lest playing around with what there is, I want to try to do some Mding but I need some thing that is not to hard to work with in makeing ships..

Dragon..

Beware the sleeping Dragon, for he still knows all that gose on around him!!

Post Sun Nov 06, 2005 12:46 am

I will be releasing the first beta build to testers this morning.

Post Sun Nov 06, 2005 7:10 am

I am curious to see some of the new ALE/LOD/etc stuff looks. Are you using my dacom change at all?

Post Sun Nov 06, 2005 8:44 am

Yes. And I've just emailed the link to the build.

Post Sat Nov 12, 2005 7:58 am

Got a clue of when 1.3 will be released?

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