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A new Modding Utility in development, asking for assistance

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

Post Sat Feb 26, 2005 9:03 pm

A new Modding Utility in development, asking for assistance

hello all,

i am in the process of creating a new freelancer modding utility for ini editing. This one however will be a little different than the others.

as well as supporting direct raw editing of ini files, it's primary function is to allow people to add entries to the ini files via a set of wizards. This program is ment to allow anyone the ability to mod freelancer using a set of step by step set of wizards. This will allow even thosse with no modding experience to be able to mod freelancer.

a quite note here, this program will utilize the FL Advanced Patch Version 1.4 compiled by Buck Danny.

What i would like is for the FL INI guru's (if they would be so nice ) to provide a list of variables and thier possible values (IE, Numeric values i would need the minimum and maximum value possibilities)

Yeah so that is my request. here is a few screenshots of the preliminary interface, being designed to mimic Office 2003/Visual Studio 2005 interface look and feel. it is a MDI (Multi Document Interface) program so you will be able to run multiple instances of the same wizard at the same time. It also includes it's own internal Taskbar.

This program will make modding freelancer allot easier for thosse who can and can't mod the game.

Screen Shot 1
Screen Shot 2
Screen Shot 3
Screen Shot 4

so if you guys and gals would be so nice as to provide me with this little bit of assistance, it would be greatly appriciated.

Post Thu Mar 10, 2005 12:01 pm

cool idea Hobbes,i've been wishing for just such a utility myself.what is really important imo is that it deal with the nested/shell structure of FL's interdependent INI's to reduce "go here tweak this,go back tweak that" methods to something faster.(i am getting sick of seeing the intros lol)
heres my own notes along with some i got elsewhere on TLR

----------------[CargoPod [Shield [ShieldGenerator ***SELECT_EQUIP.INI*** [Commodity [LootCrate [Internal/AttachedFX [Armor----------------------



[Armor
nickname = MSN11
hit_pts_scale = 30

[CargoPod
nickname
DA_archetype[dir
material_library[dir
LODranges
HP_child
hit_pts
mass
explosion_arch
debris_type

[LootCrate
nickname =
DA_archetype =
LODranges = 0, 150
hit_pts = 250
mass = 10
explosion_arch =

[Commodity
nickname
ids_name
ids_info = 216207
units_per_container =
pod_appearance =
loot_appearance =
decay_per_second = 0
volume = 0.000000
hit_pts = 250

[TradeLane
[Internal/AttachedFX
[ShieldGenerator


===========equipment/misc_equip.ini mountable items=- same/weird===========
[Power :
nickname
ids name/info
volume = 0
mass = 10
DA_archetype(.3db)
material_library
capacity
charge_rate
thrust_capacity
thrust_charge_rate
lootable = false

[Tractor
nickname/ids/name
volume = 0
mass = 10
max_length = 2000000
reach_speed = 2000000
color = 178.500000, , ,
operating_effect = tractor_beam
tractor_complete_snd = tractor_complete
lootable

[Scanner
nickname/ids info/name
volume 0
mass =10
range = 50000000
cargo_scan_range = 50000000
lootable

[CounterMeasureDropper
nickname
ids name/info
DA_archetype
material_library
HP_child
hit_pts
explosion_resistance
debris_type
parent_impulse
child_impulse
mass
power_usage
refire_delay
muzzle_velocity
flash_particle_name
flash_radius
light_anim
projectile_archetype
separation_explosion
AI_range
lootable

[CounterMeasure,
nickname/ids/DA_archetype/mat library
hit_pts
loot_appearance
units_per_container
one_shot_sound
force_gun_ori
const_effect
lifetime
mass
volume
owner_safe_time
force_gun_ori<conflicting entry in ge_s_cm_03>
requires_ammo = true
linear_drag
range
diversion_pctg

[ShieldBattery
nickname/ids
volume = 0
mass = 10
hit_pts
loot_appearance = ge_s_battery_01_loot
units_per_container
lootable = true

[LootCrate ;this is the appearance of a droppable/lootable item, if lootable=true then loot_appearance = ["My_LootCrate" must appear

[LootCrate
nickname = ge_s_battery_01_loot
LODranges = 0, 50, 150
hit_pts = 250
mass = 10
explosion_arch = debris_normal

equipment/

-------------=========================goods.ini ======================------------================
[Good
nick
equipment (DIR\equipment\*.ini)
msg_id_prefix
category[shiphull,SHIP,commodity,EQUIPMENT
price[x
combinable[t/f
good/bad_sell/buy_price
shop_archetype[dir
item_icon[dir
jump_dist


--------------------------=======================---------------------=============================---------------====
ships/shiparch.ini - defines ships stats, and points to ships
ships/loadouts.ini - defines all NPC ship loadouts
ships/loadouts_special.ini - capships etc
ships/loadouts_utility.ini - transports etc
Ships directory contains all ships models.

missions/npcships.ini - info on NPC's ships - linked directly towards the loadouts.ini file, and also the faction_prop.ini file. Basically - npcships.ini file links these files together for the faction_prop.ini file to use as "encounters" and stuff: Also holds the npc ships difficulty level.
Shiparch.ini
Loadouts.ini (or loadouts_special.ini etc)
pilots_population.ini
formations.ini
shipclass.ini

------------------==========================------------------------======================--------------------------==============-----------
universe/universe.ini - contains all base and systems references. ALL need to be declared here.
universe/systems_shortest_path.ini - links between systems and stuff - NEED to declare route in here to make jumpgates work
universe/shortest_legal_path.ini and shortest_illegal_path.ini - same again, but specific for jumpgates/jumpholes routes mainly
universe/systems folder - contains ALL systems folders which in turn contain system and base files.

--------------===========================------------------------=========================-------------------------===========
solar/solararch.ini - defines all base models,tradelanes,gates and planet models in game.
solar/loadouts.ini - contains base/wep platform loadouts
solar/asteroids/all files - contain info about the asteroid fields, contents, loot and more
solar/nebula/ same again, but about nebulas this time.

---------------------====================----------------==============------------=============---------------===========---------=========-
audio/contains the music and sound effects of the game.
missions/contains all files to do with encounters and NPC's for missions and normal game.
random missions/contains all info about random missions pay, loot and more stuff.


The others interlink kinda

missions/Empathy.ini file - contains info about how the factions react to YOU when u do mission for a faction etc, and shoot them/please them, as well as how all toehr factions respond to you doing it for one faction etc.

Missions/faction_props.ini file - contains info about the formations, names, voices, legallity, scanning of cargo as contraband/wanting it, ships to fly etc, and the factions names, how they are reffered to (voices) and more. EXTREMEMLY closely linked to NPCships.ini

missions/lootprops.ini - contains info about the drop rates of stuff by npcs
missions/news.ini - contains the ids links to text for bases as news items.
missions/ptough.ini - money and level area
missions/formations.ini - formations and their "design" - basicalyl the ships positions in formations, and where the player joins them


random missions folder:
rmlootinfo.ini - stuff dropped by npc's when killed in random misions
diff2money.ini - mission (random) payouts to difficulty levels
Killablesolars.ini - types of missions given out by the NPC factions. The ones with faction name appearing in the lines for them are giving that mission type. Don't worry if you don't understand, you gotta learn to walk before doing a marathon!
The rest you needn't worry about at this time. Its not important

Cockpits folder - contains all cockpits for ships - basically contains the turret cam info, and rotation speed etc.

Thats more than enough for 99% of modders.(lol you said that right)

Hope this helps a little

Post Thu Mar 10, 2005 4:12 pm

thanks for the info matey, once i get home from work i will read threw it more thourghly.

Post Thu Mar 10, 2005 6:26 pm

What kind of assistance are you asking for Hobbes.
Is this all you need. A list of variables and their possible values.
Maybe a news post might get some attention if needed.
Depending on what you need there are some talented people around.

Also I see you are using the patch. You might want to talk to Buck Danny
about some more fixes he has added. Possibly send him an email.

Post Wed Mar 23, 2005 3:27 am

Hobbes if you're still out there look at this thread
that should help a _lot_

Post Sat Mar 26, 2005 7:31 pm

ugh yeah i am still here, adn the program is still on going, just been rather busy lately.

thanks for the link. will be great help .

Post Sun Aug 28, 2005 5:59 pm

Ok, after a long time away from this project, been extremely busy with RL and a few other projects (Asgard RPG 3.X being one of them) i have had some down time from the net lately and started reworking this project.

It has taken on a all new direction. it is no longer just a ini wizard program. it is now being developed as a full blown Freelancer Intigrated Mod Development Environment.

Here is some new sreenshots of the program so far.

Splash Screen (NEW)


Project Setup Screen (NEW)




Description:
There are 4 tabs here:

01:
This tab is the main Project setup tab. Each option here should be self explanitory but if you have questions please ask, or even suggestion too.

02:
This tab lets you add in some advanced extra FLMM script.xml files that were distributed with the FLSDK version 1.4 which this program uses.

03:
If you selected to include a readme.txt file with your project you will enter it's contents here. if you do not enter the content after checking this option the program will tell you so and ask you to correct the option or enter soem content.

04:
This tab lets you add in a basic FLMM Script.xml file, again same as with the readme if you select the option on the main tab then you have to enter content in each box or uncheck the option to include this file.

Main Window:

Description:
This is a screenshot of the main program window with a project loaded. This screenshot shows a few things. First, on either side are calapsable windows, much like Visual Studio 2003 or greater. on the left is a list of all the folders in your project, by selecting one you will notice it populates the right window with the files in that folder. Also you will notice here that the Programs editor window is opened when you open the project file. This is only done when you have selected to include the Readme.txt file with your new project setup.

To open a Ini file in your project you would simply double click a entry in the Project Files window.

The last screenshot i will show you at this moment is the bonus ships window.

This is being added so that new modders and experienced modders can add in a few nice new ships to thier mod. The ships shown in this window are allowed to be used by modders for inclusion into thier projects. all we ask is like everyone else please just credit us for our work. You will notice on each tab there is a 'Preview' button these will (for the moment) open up the Macromedia Flash Player program and show you a fly around. this is a quick solution to help us get this project done quicker and provide the basic elements for a custom model viewer that will be later developed. The Custom Tab is a redundancy at this point and is being removed for the first initial release. It may return later if it is proven needed.

------
Well that is all for now, i must get back to work in this one if i ever plan on getting it done. cheers and please feel free to post comments, critz, and the like.

Post Sun Aug 28, 2005 6:11 pm

I would like to offer my assistance. I can program in VB6 and Visual basic.net, and i have some suggestions too.

This program has the potential of being a full-blown all-in-one program. I suggest we try and integrate as many programs as possible. UTF editor, Sur exporter, FLED-ids, you name it. It would be MUCH easier to have one program that works together than having to use seperate programs. Everything would be organized into your "Project", which you seem to have borrowed from visual basic

Also, i personally was thinking of making a program like this, and one thing i wanted to include was a smart feature (again, from visual basic ), one that would pop-up a list of possible entries for what your typing (at least while your in the actual INI code), which would eliminate having to look up everything, it looks it up for you!

Another thing, we should include a syntax checker to make sure the INI file is properly coded.

w00t, lets make this!

Edited by - Blackhole2001 on 8/28/2005 7:14:02 PM

Post Sun Aug 28, 2005 10:07 pm

that is exactly what i have in mind for this program. and maybe even pontentially a built in 3ds to cmp exporter as well. make the cmp and sur exporter seemless - when the cmp is being exported the sur is created at same time.

contact me at:

hobbes_78@hotmail.com

Post Sun Aug 28, 2005 11:15 pm

Good luck to both of you!

Post Mon Aug 29, 2005 7:16 am

e-mailed you. Oh and btw, you misspelled Integrated.

Post Fri Oct 14, 2005 1:34 pm

well it looks gr8 so far do you have any idea when you think youll release it ? =)





Cocaine In A Can

Post Fri Oct 14, 2005 10:05 pm

Interesting... somehow I missed this thread. So is this project still going?

Post Sat Oct 15, 2005 2:08 pm

I think this would be a great addition, and as far as the Freelancer community goes, you would be seen as a god for getting this working the way you want. My hats off to ya, can't wait to see it finished.

Post Mon Nov 07, 2005 10:57 am

Get going and work on this! I cant wait.

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