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XML Toolkit Mod

This is for Arghs various projects. You can ask questions and give some feedback on projects such as the XML Toolkit.

Post Sat Nov 12, 2005 9:03 am

"When it's done". Beta-testing is ongoing, and we're on the second beta now. Lots of problems, both big and small, are being fixed. I want this to be the best possible mod that I can manage to create

Post Sat Nov 12, 2005 9:30 am

'WID' is cool for me!

Post Tue Nov 15, 2005 7:41 pm

Build Three is being tested. I'm guessing another week, at least, before it's clean enough to be seen outside beta though. Getting much closer now, but I really do want this to be as clean as I can get it...

Post Tue Nov 15, 2005 9:02 pm

I'm good at inventing bugs.

Post Sun Dec 04, 2005 9:23 am

Grateful for the built in notes thanx

Dolph ZztunGunn

Post Fri Feb 03, 2006 4:57 am

this thing ever getting finished? its been months.

Post Thu Feb 16, 2006 3:58 pm

I will be making my announcement this evening. Short version, it's 90% done, it's basically bug-free, it has some content that still needed to be implemented, and a few of the more ambitious features didn't get built (although most of them did)... but I've run out've steam, and I'm working with another game engine now.

I will, of course, give everything to the TLR community, most of the things are documented, I will answer questions... and hopefully it will get finished to the point I wanted to reach... but not by me. I just lost interest at a certain point, and I've resigned myself to the fact that I just don't have enough oomph left to get the final two-three weeks of solid, sleep-free coding required done- I'd just about run myself into the ground with it at the end, and I realised that I needed to work with something else, because it wasn't fun any more.

Post Fri Feb 17, 2006 2:53 am

pity that, reasonable, but a pity.

Post Fri Feb 17, 2006 5:03 pm

See.. you should have come work for me instead ;P

Post Thu Oct 12, 2006 5:22 pm

I really love this toolkit and will be using it as the base for my mod. However, everytime I add a custom ship, the game either crashes when entering the ship dealer with the custom ship, or when I go to launch.

Now I am in thr process of underatanding how the new equipment and shield mountas were done and I think this is what is cauing me problems. How do I get new ships I add to work with the new weapon and shield type mounts?

Post Fri Nov 17, 2006 11:11 am

Argh.....
Get back here!
We're having withdrawl symptoms without you!

Post Sat Dec 23, 2006 6:00 pm

i got the XML toolkit 1.3 but i cant find ANYTHING on the .ale files i REALLY want to kno how these work so i can stop a certain someone drilling my ear about what ideas he has! yes there ood, but i dont need them this fast when i dont even kno how to make one or code one ! ARGH GET BACK HERE WE NEED YOU!!!!!!!!!!!!

www.mod.pff-clan.us

Post Sat Dec 23, 2006 6:18 pm

just compare Argh's modified ALEs to their originals using something that can do a hex comparison (like ultraedit)- of course if you wanted to really help you could do some experimenting with these...

these are hex#'s that appear in the ALEs, apparently they are property flags- they were gleaned from alchemy.dll with IDA freeware. I haven't been having much luck with them yet, but I really haven't been putting too much time into it (things like balance, good ship physics, custom SURs, etc kinda take priority over eyecandy enhancement) - hopefully you, or someone else can get some good use out of them

AirField_Magnitude
0x4C 52 E3 E5
AirField_Approach
0xEB 3C 42 10
Appearance_LODCurve
0x08 B0 53 0C
BeamApp_DisablePlaceHolder
0x35 8C 50
BeamApp_DupeFirstParticle
0xE7 CD B8 E8
BeamApp_LineAppearance
0xB9 B7 65 1C
Basicapp_TriTexture
0x2E 87 63 F8
Basicapp_QuadTexture
0xD5 5F 7B F8
Basicapp_MotionBlur
0xF1 67 14 E9
Basicapp_Color
0xE8 67 87
Basicapp_Alpha
0x16 90 FC
Basicapp_Size
0xA9 EB C2 F7
BasicApp_HtoVAspect
0x0E 63 DB 05
Basicapp_blendinfo
0x6C EB 06 15
Basic_app texname (the one we want
0X5933A21B +(00 + 0C or 0B?)
Basicapp_TexFrame
0x47 6F 5A 01
Basicapp_UseCommonTexFrame
0xEB 0E F6 E2 01
BasicApp_FlipTexU
0xE4 2E D5 F3 01
BasicApp_FlipTexv
0x5E 7F DC E8 01
Collidefield_Reflectivity
0x10 82 46 F2 (? 02 02)
CollideField_Width
0x51 DB 8B 11 13 (02 02?)
CollideField_Height
0x98 6C 33 11
ConeEmitter_MaxRadius
0x7F F0 36 F6
ConeEmitter_MinRadius
0x6B D1 73 1C
ConeEmitter_MinSpread
0x55 7F 0E 10
ConeEmitter_MaxSpread
0x41 5E 4B FA
CubeEmitter_Width
0x1C A1 22 FD
CubeEmitter_Height
0xCF F8 B0 EF
CubeEmitter_Depth
0xB2 4E B7 14
CubeEmitter_MinSpread
0x6B 00 82 E2
CubeEmitter_MaxSpread
0x7F 21 C7 08
FxMeshAppearance
0xCD CC 8C 3F
GravityField_Gravity
0xD4 8B 2B E0
MeshApp_MeshId
0x1C E4 7E 0B
MeshApp_MeshName
0xA8 DC DA 18
MeshApp_UseParticleTransform
0x12 C1 1F 00
MeshApp_ParticleTransform
0x58 4D 00 F0 05
Node_Name
0x(01?) CE A8 EF 03
Node_Lifespan
0x7D DE 7F F2 (03?)
Node_Transform
0xA1 59 3A E1 (05?)
Orientedapp_Width
0x2F 99 03 FA
ParticleApp_LifeName
0x90 A2 C7 0E
ParticleApp_Deathname
0x6C 6E B7 03
ParticleApp_UseDynamicRotation
0x55 3C 4C E3
ParticleApp_SmoothRotation
0xBE 6D 9A 04
RadialField_Radius
0x20 F6 28 FF
RadialField_Attenuation
0x68 31 43 1A
RadialField_Magnitude
0xB9 B3 64 00
RadialField_Approach
0xA5 5E CF F3
Rectapp_Scale
0xB8 03 A2 FB
Rectapp_width
0x5F 73 66 12
Rectapp_Length
0x?
Rectapp_CenterOnPos
0xC1 58 79 FB
Rectapp_ViewingAngleFade
0x0D BF FE F9
TurbulenceField_Magnitude
0xD1 C6 EA 1C
TurbulenceField_Approach
0x9A 0B 97 1B

Post Sat Dec 23, 2006 6:25 pm

cold get here so i can KISS YOU! *hangs holy above head* LOL

And yea, i will DEFINITELY BE EXPERIMENTING WITH THESE!!!!!!!!!!!!!!!!!!

www.mod.pff-clan.us

Edited by - cheese on toast on 12/23/2006 6:27:16 PM

Post Thu Mar 22, 2007 9:54 pm

Forgive me if I sound kind of dumb on this.....
but I'd swear that looks like something I'd dig up out of the MS Flight Simulator.
What is it?

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