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**UTILITIES** FLIDE Sourceforge project open

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Post Fri Mar 14, 2003 9:18 am

**UTILITIES** FLIDE Sourceforge project open

I've got a sourceforge project (FLide) set up for a set of mod writing tools I'm working on. To give a quick summary of what the project is, I've got 3 things planned for it right now:

1)Shared Library - This is for utility classes, classes to read INI files, anything that could be used between multiple tools or that other projects could use.

2)Flini - A commandline INI file converter. It can read and write binary or text INI files and can batch convert whole directories, only pick up changed files, write back to the Freelancer directory in whatever format the files were already in.

3)FLIde - This is going to be the meat of the project. It's going to be a GUI that allows editing of the Freelancer game data. Here's a screenshot to give you a rough idea of what I have in mind.


Currently, the Shared Library contains a class that is fully functioning in reading and writing of binary and text mode INI files. I'd like to increase the speed a good bit by playing with the Loading code for Binary files. I have some ideas here, but the code is working.

The Flini tool is pretty solid now, I've used it to convert the standard Freelancer data files to all text in a working directory, then back into the Freelancer directory after making changes and everything seems to be working. There will probably be some bugs that need fixing, but it's functioning for now.

Flide is in a pre-alpha phase. I've got the File browser tree working for navigating the files, and you can double click on files in the tree to open up the raw INI data in the main window as seen in the screenshot. I've got an object browser planned that is an alternate way of viewing the game database. Basically, this window will understand the database and parse out individual item types, so under the Objects browse pane you'll see a Ships, Systems, Weapons, Bases, Planets folder. Then opening one of those up will show you every instance of that type. Double clicking on one of those will bring up a specialized window in the main area (where you see the INI file in the screenshot). This custom window will understand the data fields for the type of object it's dealing with, showing only the values that can be changed, keeping track of valid values and the integrity of references to other objects. For example:

If you open up a solar system, below the tabs listing open files, you might see several new tabs. Maybe one tab for each Planet and Base in that system, another for every Jump Gate, Another for encounters and hostile NPCs, and another for trade goods sold in the system. In this window you can edit / add / remove values.

Right now I'm the only one on the project, but I'd like to get some folks added to it. If you have any C#/.NET experience (or even if you have some programming experience in other languages) and want a fun project, drop me a line at [email protected] with a bit of detail as to what you want to do, experience you have, and anything else you think might be important.

Oh, and to whomever is flagging the topics as sticky, please tag this one too. Thanks.


Edited by - PumpkinEscobar on 14-03-2003 09:28:33

Post Fri Mar 14, 2003 9:58 am

I am stick'ing the topics... Would love to take the Alpha for a spin, drop me a mail!

Post Fri Mar 14, 2003 4:51 pm


Flini - A commandline INI file converter. It can read and write binary or text INI files and can batch convert whole directories, only pick up changed files, write back to the Freelancer directory in whatever format the files were already in.


Am I the only one who actually dislikes command line programs. Why can't there be a GUI? I have made for myself a decent batch un/compressor in VB... (i suck in C ) but haven't been able to debug it properly (although it does small compressions fine but chokes on big ones lile mbases.ini. 1.5MB file with 45000+ lines of text).

Anyway all sounds very interesting.. and promising.

Post Fri Mar 14, 2003 4:57 pm

Flide is going to have a GUI converter dialog, the commandline one is because it makes it easy to use in batch scripts. If enough people really want a GUI converter now I can put that together in a couple hours.

And Bargib, download the flall package from sourceforge, make sure you have the .NET Runtime installed and give it a go. It's publically available.

I'd also like to hear feedback on it, just keep in mind it's only at about 10% of it's intended functionality right now.


Edited by - PumpkinEscobar on 14-03-2003 17:27:11

Post Fri Mar 14, 2003 5:08 pm

To paraphrase senator Palpatine:

we will follow your career with great interest!

Post Sat Mar 15, 2003 2:38 am

Heh i love command line. I boot windows to play games, linux or my bsd partition for work and those have the x interfaces ripped out.

mmmmm VI editing .... of course my wife thinks im some kind of sadist

btw Lancer Reactor runs fine with Mozilla as well even if it says its been optimized for Internet Exploder.

hmmm play FL or work on my LinuxFromScratch project....

FreeLancer !!

Post Sat Mar 15, 2003 6:45 am

Didn't the LFS project get canned?

Post Sat Mar 15, 2003 6:53 am

It also runs mostly OK on Opera; the only problem is that some check boxes (like the remember password and signature ones are invisible. Still, I'm not about to start using IE just for that.

Post Sat Mar 15, 2003 10:59 am

@PumpkinEscobar:
Not meaning to be nosy, but have you considered the idea of making an extention/plugin relative to this for #Develop? Currently I'm using it (as it's the main IDE I use) for going through the .inis (after batch converting with your great converter). Syntax highlighting, folding and autocompletion could be implemented using #develop's framework (autocompletion might need some extra work, but it's worth it).
Just a thought.

EDIT:
Infact they have all the info of how to do this in a nice 40 page .pdf so you don't have to go all through the source code to figure out things from comments, etc:
http://www.icsharpcode.net/OpenSource/S ... velop.aspx - Chapter 18 (it's available only online, as they say).

Edited by - taquinvol on 15-03-2003 11:24:03

Post Sat Mar 15, 2003 5:01 pm

That's not nosy, any input is good input. I was planning on doing some sort of syntax highlighting, but my thinking is that the raw INI editor won't be the primary method of making changes. Personally, I'd rather have the IDE parse out systems, ships, etc... and just give me specific fields to edit. That's how I'd use it. The raw INI editor would just be to do something that the IDE doesn't have direct object support for.

Also a bit of a note. I've changed the package layout. Now there is only one download, flide_version.zip. That contains the IDE and the INI converter. It's easier to just make one package.

Edited by - PumpkinEscobar on 15-03-2003 17:15:51

Post Sat Mar 15, 2003 6:45 pm

Yes, I noticed - I got the sources off cvs today to play around with a bit whenever I have time and see if I can do something creative/worthwhile.

Post Sat Mar 15, 2003 6:53 pm

I went to your site and downloaded your all file and i have it installed but it does not come up with anything in it when opened , any thoughts as to why ?

Edited by - coxpwr on 15-03-2003 18:53:48

Post Sat Mar 15, 2003 7:39 pm

FLini is a commandline tool. You have to go to a dos prompt to use it and pass commandline arguments. There are no windows, But I can turn it into a gui app I suppose.

If you go to a command prompt, run the program without arguments it will print out the commandline arguments that it uses.

Post Sat Mar 15, 2003 7:56 pm

i would like a gui editor, escpecially if its for making new systems

Post Sun Mar 16, 2003 5:45 am

yes, could we please get a gui ? the commandline thing confuses me i m sorry to say

The infinite reaches of space are my home. And you'r trespassing.

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