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** UTILITY ** 2D System Editor _ Freelancer Explorer

Here you can find the postings on the different editing utilities found for Freelancer

Post Fri Apr 25, 2003 12:29 am

Just one thing.
Don't add new object in the system containing the saved game you are loading.
It seems to create some really weird effects.

When creating a base, make sure that the template you load is not one for a planet : just check the start room, if you have Deck it shoudl be fine.

But it could be fun to imagine a big asteroid with a simulated planet

For Gundam : can you rephrase your question i really don't see what you mean. Sorry.

For Resender : Do you mean that you havent been able to create new systems ?
That's quite strange. I will check again tomorrow if i havent broken something in the program because i created two systems before and both the game and the explorer can see them.

Good luck.
Shsan

Post Fri Apr 25, 2003 3:00 am

To work with Windows 98, the UpdateResource() API's require the dll "unicows.dll" (Microsoft Unicode support file). You can download it from MSDN, I believe, or you can just get it from the \EXE directory .

Post Fri Apr 25, 2003 6:56 am

what i meant was that when you make a new system you have the chose between wich group it belongs like the border worlds
i tried to create a new group by placing the letters NE instead of chosing one
it created the map but when i try to place anything in it it all ends up in the left corner

+ i want to add new factions not replace any is this possibale and how is it done

Post Fri Apr 25, 2003 10:21 am

First a big thanks to IGx89 for his help on the updateResources front
I would have lost a lot more time without this.
Someone will have to try it under 98 then. I am on Win2K.
More support of FLMod Manager to come this week-end.

For Resender, That's really strange. I made two new systems with FR as new prefix and i didnt had any problems.
It seems to be a new bug. I have planned a test session tonight. So i'll recheck everything.
Adding new factions is a little bit more complicated than adding a new group of planets.
I'll probably try to do that once i have finish adding all the possible object. So it might be a while before it's ready.

Post Fri Apr 25, 2003 1:18 pm

in the new version i get a content.dll error
and when i open mod manager he says its empty can anyone help me how to make it possibale to test the systems without having to make a full mod

i use win me

+i want to add new factions if possibale not replace any how do i do that
i can make my borderworld of my new region but without the new factions i can't work further

Edited by - Resender on 25-04-2003 14:24:39

Post Fri Apr 25, 2003 3:23 pm

because i test this appp quite a lot that have decided to give regulag bug reports
1)new system & objects stillll remains nameless (unless jump hole to already existing system)
2)tradelande error got thrown out 4 a 5 generators before the end
3)system i created has the same problem as a had before everything gets placed in the left corner
4)added dock rings is registred as the new london dock ring
5)//i don't know this for sure but the edit screen for a planet
5) i edited houston


because of this problems i resetted and will try to remake when theres an update

Post Fri Apr 25, 2003 7:22 pm

OK it was badly broken
I have found the problem of the system containing all objects in the corner.
It's fixed.

The new dll system is also now working properly.
The mod creation seems to work but at the moment, it's not possible to continue to edit a mod, so it's kinda pointless.
I will do the necessary changes tonight.

When not creating a mod, the new dll is not added to the freelancer.ini so you will not have the proper names (except if you add it manually). I'll change that too.

I have removed the load of Content.dll
I have seen the New London Docking Ring problem and i'll fix it soon.
Resender , not sure that the text is complete for point 5 of your previous post

There is also now a different version number at each release starting now.
So i should be able to tract the problem easily.

Back to coding.

Post Fri Apr 25, 2003 7:25 pm

new bug report
1)custom names aren't shown in map
2) i have a system with a star called Snowdonn i added a star called Aran but the explorer puts the label on the wrong star
+ for my mod i'm going to make all the systems and use other neutrals an friendlys now and replace them later

Post Fri Apr 25, 2003 8:41 pm

i ment when editing a planet it chrashed

oh yeah how did you add a new planet group like that FR when i add NE as system prefix it has the left corner problem still

+ for now im going to redo all my systems because i cant delete that system that is the cause of the problem

Post Fri Apr 25, 2003 9:04 pm

there's a way to delete system copy the maps with the goods one in a seperate map
restore the files to orginal
make new systems on the right place
you jest have to delete jump holes/gates and remake them

**jump holes/gates you delete in the edit window like objects get deleted

allso you should be able to add new labels to stars
bugs
1)system left corner when you to try a new system prefix
2)stars of the same type in thez same sytem gets both selected if you select one of them

Post Fri Apr 25, 2003 9:53 pm

Thanks Resender, i'll check that.

New Release again. This time you can edit a mod that you have previously saved.
FLMod Manager required.

Procedure to create a mod:
1 Launch the tool
2 create what you want
3 Save it as a Mod (create a new directory into the FLMod Manager "mods" directory )

Procedure to test it.
1 Launch FLMod Manager
2 activate the mod
3 Test in Game
4 deactivate the mod (necessary if you want to edit it)
5 Exit FLMod Manager

Procedure to edit the mod:
1 Answer Yes or No at the question ( Yes remove any changes after the first save, No keeps the mod as it is )
2 Select the mod from the "mods" directory
3 Edit
4 Select "Apply Changes/Update Mod" in the menu to validate the changes.

Post Fri Apr 25, 2003 10:01 pm

2 things
1) i can't get on the page anymore
2) i plan to make a mod but i want to make the systems first and check them out in mp i wont need th mod launcher for thar
3)now i have a titan i have the nomad lasers (bug still there but thats the game)
so now i can make systems with danger without having the fear of being killed in them

Post Fri Apr 25, 2003 10:37 pm

I hope the other features will be added soon, till that time I'll be using the program only to generate code, and then place it in the real .ini files. I'm making a system for my clan, on the server we're playing at, great fun. Some things should be changed, like how to edit things (it crashed when I tried to edit a equipment list). New idea; equipment should be divided by type and class ? It would make it a lot more easyer..

cu

Post Fri Apr 25, 2003 10:51 pm

Sorry about the page It's back online...

That's right, you don't need the Mod Launcher for that but i still think that it is easier with it Don't forget to add the dll to the freelancer.ini to have the proper names if you don't use FLMod manager.

I have fixed the crash (fix not yet released) when editing the base.
Now you have to select the docking ring (instead of the planet)

There was also a bug in the ship display when reentering the edit dlg.
Thanks Zhade, good idea for the equipment list i'll put that in the todo list

The Mod system is really working now (no really it's great ) So you can use it ,plz
If you want something done first , then just ask if not i'll pick stuff myself and it would probably not be what you want.

Post Sat Apr 26, 2003 5:10 am

How do u add players in bases? PS.. Good program

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