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FL Explorer bug in new version

Here you can find news, get help and comment about all the Mods and tools for Freelancer created by =EOA= Players Consortium, like the ?Freelancer SDK?, the ?Freelancer Explorer? and the ?Real Space Mod?

Post Mon Jun 27, 2005 12:49 am

@ Louva,

if you havent fixed this already I can confirm that the problem entry in Tohoku is this entry:

nickname = Zone_Ku07_Tekagi_arch_radiation
pos = -38282, 0, 19725
shape = CYLINDER
size = 700, 2200, 100
damage = 20
visit = 128

If you prefix the entry with semi colons, the tohoku system is editable in FLE, as soon as the entry is changed back, it CTD again.
I wonder if this is something to do with the fact that the zone is within the base structure?

Edit - just noticed Gibbon's response Maybe they are a few problems in Tohoku then...lol

Edited by - Strail on 6/27/2005 7:14:14 AM

Post Tue Jun 28, 2005 9:25 am

Try changing the shape to "ELLIPSOID",So far I've found only patrol paths us "CYLINDER" as a shape.

Post Tue Jul 12, 2005 10:19 pm

Hi Louva, thx for sticking me int he credits lol, wasn't expecting that

Onto other matters, new version of FLE. Was it intentional in the new version that after you save and add any adjustments to custom mods, that you removed all spaces in the relevant .ini files? Previous version was great for that, an example of neatness. This is like a dogs dinner for manual editing as everything is compressed ie: no spaces between the different sections in the .ini files. Pelase put the spaces back in...

Post Wed Jul 13, 2005 7:34 am

Uh.. it isn't doing that for me.. try using the Recompress and Decompress option to fix any files that are doing that and then try uninstalling and reinstalling the editor.

Post Wed Jul 13, 2005 6:36 pm

I admit i installed over the old version so possibly something went FUBAR!

Here's one for you lol. You remember a while back i made some giant suns, well these things show up ok in our mod and work fine, they even show up ok in FLE when i'm editing systems, but can i get them to show up proper size in the nav map in FL? A big NO on that. Some of them are real big and i'm baffled why they don't show up on the nav map at full size. The big planets i got show up ok but not the suns, any ideas why that might be?

Edited by - Gibbon on 7/13/2005 7:37:25 PM

Post Fri Jul 15, 2005 9:25 am

In FLE planets and suns are represented by an icon, there is no functionality to show their size. What you should do is go by the death zones around these objects to be aware of how much space they take up when placing other objects.

Post Fri Jul 15, 2005 7:44 pm

I understand what your saying Louva as what i've encountered so far is giant planets don't show up in FLE at their actual size but do in game on the navmap, and you're quite right, i use the death zones to work out the planet sizes in FLE. The giant suns show up at actual size in FLE but not in FL navmap. This last issue is what i'm trying to work out

Edited by - Gibbon on 7/15/2005 8:45:50 PM

Post Sat Jul 16, 2005 10:12 am

I had to look in my Vega Minor system to see it. Will look into it.

Post Mon Jul 18, 2005 11:48 pm

Right Louva, found something else you may already know about.

I made an asteroid field, didn't like it so deleted it in FLE. Or thought i had lol. Noticed FLE doesn't delete the asteroid entry in asteroids.ini for the new field when performing the delete function, same in nebulas.

Post Tue Jul 19, 2005 12:39 am

Also, when doing exclusion zones, is it just me or does FLE add the exclusion zone to the relevant asteroid.ini file? Doesn't seem to but i might be missing something...

Post Tue Jul 19, 2005 5:20 am

I'm not sure what you mean by the asteroids.ini file but there are two types of exclusions: ones used for missions whose function is to prevent random encounters from happening inside the mission area, and the second is a field exclusion that removes the asteroids from an area in a zone. To make the second one work you have to link the exclusion zone to the asteroid field it is in.

Post Tue Jul 19, 2005 6:42 pm

Well it's the last one i was interested in. If you do it manually then you stick the exclusion zone into the relevant asteroids.ini file and no asteroids appear round the base. My question is, is this done automatically or do we do it manually? Because an automatic update of the asteroids.ini file would be great...

Post Wed Jul 20, 2005 12:03 pm

You can link your exclusions through the 'Link Exclusion' button

Post Thu Jul 21, 2005 11:16 pm

LMAO, maybe it's just me being a big girls blouse but i tried that Louva and after i saved it, i checked the relevant asteroid.ini file and the exlusion had not been added to the asteroid field, so did it manually. I'm assuming the process goes like this

1. create exclusion zone
2. press LINK EXCLUSION button
3. save

Even i can manage that lol, but didn't seem to happen

Post Thu Jul 21, 2005 11:45 pm

Here's another bug i've heard secondhand from some friends of mine. They have the new version of FLE, they've created a new system, added planets, all ok. When they add a base and try and add ships to be sold, FLE just crashes out. Bear in mind i haven't tried this personally, just wondering if u had Louva

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