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New Tool - Freelancer System Editor v0.3 *UPDATED*

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

Post Sat Feb 05, 2005 12:44 am

I say, looks like you made the it to Zoom anyways

Nice Job.

I think I already said this, but:

When you reach v1.0 This program is probably the sytem editor of choice.

Been a bit lazy lately, not much modding atm, don't think I will dl till I have something to use it for. (making systems for example)

Post Sat Feb 05, 2005 3:02 am

The new version is cool but there are lots of bugs:

Much planets wont be shown if you load a system:
Load, for example, the Li01 system.
There is no planet Pittsburg.

But if you click on "unhide all".
The planets will be shown.

If you change the NavMap scale the planets wont getting smaller or bigger.
If you move with the mouse over the objects ... the coordinates wont be shown.
You must not show the Z coordinate, the NavMap scale, and the move buttons in the universe map.
The docking ring editor is reziseable.
You can see the maximum button in the docking ring editor.

The mbase editor is real buggy:
In the mbase editor the fixure frame text is cut.
The mbase editor is reziseable.
In the mbase editor there is a problem by the XP-Style (look at the right 3 buttons in the NPC frame).
There wont be shown any bases.
There is an error if you want to save.
...

The NavMap scale changes if you click at "Universe"

If you have a loaded system and you click at "Universe" in the file menu:
1. The loaded system NavMap scale change to 1.0
2. The Universe will be shown.

If you start the FLSE and if you load a system (and you havent loaded any other systems at first) then the system is empty.

Test this again:
Load the Li02 system into the FLSE.
Don't change anything and save it.
Then start FL and fly to the Tahoe cloud in the Li02 system ...
... if you are in the cloud, you will see that the fog color is not white.

Plese fix them.

Make the startup NavMap scale to 0.1

Edited by - STFX on 2/5/2005 10:14:21 AM

Post Sat Feb 05, 2005 3:29 am


When you reach v1.0 This program is probably the sytem editor of choice.


That's a sure thing indeed The tool looks great, PsyCadelik. The improvements have been implemented very well. You've been working so hard that I guess you'll take a break for a while now.

From a user's point of view, here's some feedback on things that stil might need improving . I don't know sh*t about programming so this is not a critic or so, but you are coming so close to perfection now that it would be a pity of you wouldn't try to fix these things:

1. Not a big deal, but the NavMap Scale seems to work the reverse from how it's done in Universe.ini, where "NavMapScale = 0.8" means "zoom out by reducing the default Star System size to 0.8".

2. More important, some Zone issues: I have the impression that Zones with BOX and CYLINDER shapes are not rendered in the most user-friendly manner. Only the center seems to be seen; I guess this is due to the fact that BOX and CYLINDER zones also are rotated over the X and Y axis, unlike the other Zone shapes. While the FLSE is a graphic editor, it would be nicer to actually display the path This would make creating those dreaded patrol paths a hell of lot easier!

Keep up the good work!


EDIT: I guess I only had superficial look, compared to STFX! One point I don't get is:

Make the standard NavMap scale in a system to 0.1
Now what would be the use of that??



Edited by - moonhead on 2/5/2005 4:56:54 AM

Post Sat Feb 05, 2005 5:03 am



Now what would be the use of that??


In the old versions the map scale was always 0.1
So I think that this happend accidentaly.

Edited by - STFX on 2/5/2005 5:04:48 AM

Post Sat Feb 05, 2005 9:35 am

wow its looking great! but yeah, theres lotsa bugs. I'm STILL working on my base editor *sigh* now its looking like Psy will release .7 before i finally get my base editor done!

Edited by - Blackhole0 on 2/5/2005 9:35:44 AM

Post Mon Feb 07, 2005 10:52 pm

Will there be a tutorial explaning how to use the program?

Oh by the way, when i opened up a system i started to make (i probably did it wrong) some of the planets were missing and there was a green ring left where it was. Could anyone explain what happened.

Post Tue Feb 08, 2005 8:08 pm

Thanks STFX, moonhead!


Then start FL and fly to the Tahoe cloud in the Li02 system ...


STFX : I checked the INI only and the numbers look ok.. I'll still check ingame when I find some time.


I have the impression that Zones with BOX and CYLINDER shapes are not rendered in the most user-friendly manner.


moonhead : Simple vb6 shapes cant be rotated, thats kind of a problem right now..


Make the standard NavMap scale in a system to 0.1


I dont get that either, default navmap scale is 1.0 (if u dont put any in the universe.ini)

Jecht : Im not big on tutorials, and nobody offered to make a detailed one, yet..

Stuff to expect in 0.4 :

- mBaseEditor now Stand-Alone (command line implimented)
- MarketEditor Stand-Alone (commodities/misc/ships, command line implimented)
- Paths diaplayed as lines (red = patrol, blue = trade)
- Trade/Patrol Path Maker (beta)
- Reverse navmap scale
- Show all planets
- Planet icon size varies depending on navmap scale
- Coordinates over objects (not perfect, Z removed)

PS : system preview picture updated.




Edited by - PsyCadelik on 2/8/2005 10:18:35 PM

Post Tue Feb 08, 2005 11:20 pm

If the file is readonly and you want to overwrite it ... then there is no error message that the file cant saved.

I hope you see that :
if you have a loaded system an you click on "Universe"...
the navmap scale changes to 1.0 (this is real time waste).
And then the universe will be shown.

Find a way to open universe.ini files.
If i do that now ... FSLE crashes.

There must be a bug by the ellypsiods.
Load Li01 and look to the badlands.
The shipt "Li01_suprise_bh_fighter_badlands" must be in the badlands.

If you change the jumphole loadout to jumphole_orange ...
... then the object icon is just a grey point.

If you change a junphole loadout to jumphole_red or jumphole_light then the icon changes to a green jumphole.
But if you load the system then the jumpholes have the right icon.

Sometimes the loaded lightsources are on the wrong X,Y coordinates.

The atten curve in the lightsource editor wont be shown

if i will find more bugs i will let you know.

It also would be nice if you add more positions in the docking ring editor.

Edited by - STFX on 2/9/2005 2:45:22 AM

DwD

Post Wed Feb 09, 2005 9:33 am

When I try to open the MyMod/data/universe/universe.ini The program crasheds to desktop.

Any Ideas?


Hell, it crashes when i try to open ANY universe.ini, including the original freelancer universe.ini and the one included with the system editor.

Edited by - DwD on 2/9/2005 9:36:49 AM

Post Wed Feb 09, 2005 11:47 am


if you have a loaded system an you click on "Universe"...
the navmap scale changes to 1.0 (this is real time waste).
And then the universe will be shown.


I thought it would be normal to put back the scale to 1.0 , considering maybe
the user probably wants to view another stystem.. and doesnt necessarly want the same scale.

- opening/editing/saving of universe.ini fixed
- read-only files (it was just set for universe.ini, sorry about that)


There must be a bug by the ellypsiods.
Load Li01 and look to the badlands.
The shipt "Li01_suprise_bh_fighter_badlands" must be in the badlands.


Cant rotate them, thats the bug.. And the ships positions are looking fine (got the same positions from the SDK system files)


If you change the jumphole loadout to jumphole_orange then the object icon is just a grey point.
If you change a junphole loadout to jumphole_red or jumphole_light then the icon changes to a green jumphole.
But if you load the system then the jumpholes have the right icon.
Sometimes the loaded lightsources are on the wrong X,Y coordinates.
The atten curve in the lightsource editor wont be shown



Ill fix those right away! thx.

Post Wed Feb 09, 2005 12:39 pm


Sometimes the loaded lightsources are on the wrong X,Y coordinates.

The atten curve in the lightsource editor wont be shown

I am not sure but I think that I imaginary about those bugs.

Edited by - STFX on 2/10/2005 1:13:40 PM

Post Fri Feb 11, 2005 4:13 am

(I'am sorry for my english)
I have a problem:
When i click on 'Tools' in menu or Mouse-Right-Click on map:

Run-time error '13'
Type mismatch

Post Thu Feb 24, 2005 2:41 pm

that error would mean that a variable or property has been assigned a value that it cannot recieve, such as trying to set an integer variable to a string. I know that didnt make any sense to you but what i'm saying it that somewhere in that code you managed to get teh program to try and do something that Psy probably doesnt want it to do . Now hopefully Psy can find the problem and fix it, or at list stick some errorhandling into the subroutine, then it would not be a run-time error and instead probably will pop up with a message window that said somethin like "undefined internal error" and then continue functioning. In any case, Psy, it looks like your program has found a new way to tick u off . From what i can see it might be the menu identifier......naaah

_________________________________________________
when your computer screen suddenly has "virus = very yes" spread across it, i think you've
got a problem >

Edited by - Blackhole0 on 2/24/2005 2:41:48 PM

Post Tue Mar 01, 2005 3:27 pm

Well.. seeing as we have some amateurs badmouthing FLE *ahem*

My team and I spent more time fixing errors made by FLE than it took to build the system.

I guess it's time for a new release. New version of FLE will be posted later tonight.

@PsyCadelik - looking good mate

Post Fri Mar 04, 2005 3:01 pm

Is psy even here? he hasn't posted for ages and hasn't contacted me... wierd

_________________________________________________
when your computer screen suddenly has "virus = very yes" spread across it, i think you've
got a problem >

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