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Request: an easier way to implement paths (no idea whether this is even possible)
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Re: Request: an easier way to implement paths (no idea whether this is even possible) |
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That'd certainly be nice!! However, attack patrols aimed at trade lanes, can imho only be made after the trade lane rings are already in place, because it seems like they need to be aimed at an individual trade lane ring to trigger the "lane interrupted" event. So, to me it makes sense to first create the physical setup of a System, including trade lanes, and only then generate the paths.
Posted on: 2018/12/9 10:55
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Re: Request: an easier way to implement paths (no idea whether this is even possible) |
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Here's the first version of Tracks, a program to generate complete FL definitions of trade lanes and patrol (or trade) paths given abridged definitions. For example, this will generate the first trade lane found in
Li01.ini :Code: [Settings] and this will generate a patrol path found in Br01.ini :Code: [Settings] There's a readme.txt that describes the format; hopefully that's sufficient documentation, along with the program's own help.Current limitations:
Posted on: 2018/12/14 3:28
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Re: Request: an easier way to implement paths (no idea whether this is even possible) |
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Great work Adoxa! It looks very promising!
A few questions though:
Posted on: 2018/12/14 17:54
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Re: Request: an easier way to implement paths (no idea whether this is even possible) |
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1. It's a console program, so ideally you'd run it from Command Prompt. Running it from Explorer should display the help and wait for a key (it does for me on 7). Drop a file on it (say
tracks.ini ), it'll open & close, and you should end up with the output file (tracks-fl.ini ). ... Ah, in testing on 10 I realized I forgot to mention that it expects Freelancer to be installed (I use its ini-reading code). If that's not the case copy common.dll dacom.dll dalib.dll zlib.dll to subdirectory EXE (or point HKLM\SOFTWARE\Wow6432Node\Microsoft\Microsoft Games\Freelancer\1.0\AppPath to where you installed FL).2. Not at all - Freelancer does not read them (same with difficulty_level and pilot in [Object] s).3. I know it's apparently treated as a percentage (the value is divided by 100), so presumably higher means more likely. With regards my point 4: I need to do that anyway, as it should work with multiple files. And with point 3: I'll test if output is redirected and send it there if so; piping to clip will then put it on the clipboard.
Posted on: 2018/12/15 6:44
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Re: Request: an easier way to implement paths (no idea whether this is even possible) |
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I can only write a very short reply because my time is pressed!
Quote:
Hmm... I'd prefer to point it to my mod, instead of Freelancer directly, also because at some point I have multiple installations of Freelancer. (Btw I haven't installed Freelancer from an installation disk for years, naybe well over a decade. So, how could there be a register entry for it?) About tracks.exe: I imagine a GUI like your XML->UTF tool would be excellent: in XML->UTF the user can enter an input and an output folder (and it also helps with my, admittedly irrational, aversion against console programs). But I have no idea how this would complicate your task, and/or how much work that would be. Gotta run!
Posted on: 2018/12/15 10:01
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Re: Request: an easier way to implement paths (no idea whether this is even possible) |
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That's working, thank you, Adoxa!
![]() GUI is not matter for me. ![]() > create points in mod studio > put into tracks file > get your ini data > profit ![]() I made it yesterday. ![]()
Posted on: 2018/12/17 13:25
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Re: Request: an easier way to implement paths (no idea whether this is even possible) |
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A minor update is now available on my site: settings are reset for each file, but I've decided to leave them be within a file; redirected output is detected, writing there instead of to file; fixed the flashing window if the DLL couldn't be loaded.
Posted on: 2018/12/22 1:33
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