Freelancer Community Network
Reminder: Internet Explorer 6 or below are NOT supported.
HomeHome
ForumForum
WikiWiki
DownloadsDownloads
ForgeForge
Multiplayer Connection Tutorial
Collapse/Expand Random Image
Collapse/Expand Login
Username:

Password:

Remember me



Lost Password?

Register now!
Collapse/Expand Chat
Collapse/Expand Who's Online
70 user(s) are online (44 user(s) are browsing Forum)

Members: 0
Guests: 70

more...
Collapse/Expand Donations
Monthly costs: -30€
Income (ads): +5€
Donations (last month): +0€

Current balance: 55€
(last updated 04/2021)

Please make a donation if you want to help keeping The-Starport online:

Thanks!
Collapse/Expand Links
Collapse/Expand Advertisement
There are currently 65 users playing Freelancer on 39 servers.
May. 18, 2021

Browsing this Thread:   3 Anonymous Users



 Bottom   Previous Topic   Next Topic  Register To Post

« 1 (2) 3 4 5 ... 15 »


Re: Freelancer Mod Studio - 0.9.2 OUT (help requested)
Home away from home
Joined:
2008/6/2 10:17
Group:
Registered Users
$$$ Supporters $$$
Senior Members
Posts: 1847
Offline
Thanks stfx.

I will assemble some properties for you asap, it will take time so if anyone else can help with this please do.

Here are the ones for DATA\SHIPS\shiparch.ini - note I'm not sure how to list the fuse = options for the [CollisionGroup] entries...

[Simple]
nickname = (object name)
DA_archetype = (path to damage cap .3db model)
material_library = (path to .mat file)
LODranges = (0, n/0, n, n) - Level of Detail switch distances
MinSpecLOD = (only pilot model = 2, all others not used)
mass = (integer)
hit_pts = (hit points)


[CollisionGroup]
obj = (object name)
separable = (true) - omitted if false (thanks adoxa)
parent_impulse = (0/10/20/60/90/120/160/240/320/500/600/1200)
child_impulse = (1/4/7/10/20/30/50/60/100/150/200/300/400/500/600/700/800/1000/1200/1500/2000)
dmg_hp = (DpXxxx - attachment hardpoint name in ship .cmp file)
dmg_obj = (Damage cap name) - needs a [Simple] entry with same name
mass = (integer)
debris_type = (cap_ship_piece/cap_ship_piece2/debris_normal/debris_small_ship/debris_vanish)
separation_explosion = (explosion_small_ship_breakoff/omitted - mutually exclusive with fuse =)
type = (Fin/Middle_Wing/Port_Arm/Port_Fin/Port_Side_Panel/Port_Wing/Spoiler/Starboard_Arm/Starboard_Fin/Starboard_Side_Panel/Starboard_Wing/Tail/Top_Fin)
hit_pts = (integer)
root_health_proxy = (true/false)
fuse = (fuse, start, duration - mutually exclusive with separation_explosion =) - multiple, not sure how to list options
group_dmg_hp = (DpXxxx - hardpoint name)
group_dmg_obj = (Damage cap name)

[Ship]
ids_name = (ship name infocard)
ids_info = (full stats infocard)
ids_info1 = (ship decription infocard)
ids_info2 = (short stats template - always 6660
ids_info3 = (short stats infocard)
nickname = (ship nickname)
ship_class = (0/1/2/3)
LODranges = (0, n, n, n, n, n)
msg_id_prefix = (gcs_refer_shiparch_atransport/gcs_refer_shiparch_borf/gcs_refer_shiparch_borhf/gcs_refer_shiparch_ctransport/gcs_refer_shiparch_hfighter/gcs_refer_shiparch_htransport/gcs_refer_shiparch_lfighter/gcs_refer_shiparch_stransport/gcs_refer_shiparch_support)
mission_property = (can_use_berths/can_use_med_moors/can_use_large_moors)
type = (FIGHTER/FREIGHTER)
mass = (integer)
hold_size = (integer)
linear_drag = (1)
fuse = (fuse name, duration, at hit points) - multiple entries
max_bank_angle = (10/15/20/25/30/35/40/45/50/55/60)
camera_offset = (height, distance from ship centre)
camera_angular_acceleration = (0.025000/0.035000/0.050000/0.060000)
camera_horizontal_turn_angle = (17/20/23)
camera_vertical_turn_up_angle = (5/10/15)
camera_vertical_turn_down_angle = (20/25/30)
camera_turn_look_ahead_slerp_amount = (1)
nanobot_limit = (integer)
shield_battery_limit = (integer)
hit_pts = (integer)
DA_archetype = (path to ship .cmp file)
material_library = (path to ship .mat file)
material_library = (FX\envmapbasic.mat - can be omitted)
envmap_material = (envmapbasic - can be omitted)
cockpit = (path to ship cockpit ini file)
pilot_mesh = (generic_pilot - can be omitted if pilot not visible)
explosion_arch = (explosion_asteroid_miner/explosion_br_elite/explosion_br_fighter/explosion_br_freighter/explosion_cap_ship1/explosion_co_elite/explosion_co_fighter/explosion_co_freighter/explosion_cv_fighter/explosion_ge_atransport/explosion_instant/explosion_ku_elite/explosion_ku_fighter/explosion_ku_freighter/explosion_large_ship01/explosion_li_elite/explosion_li_fighter/explosion_li_freighter/explosion_no_battleship/explosion_no_elite/explosion_no_gunboat/explosion_rh_battleship/explosion_rh_elite/explosion_rh_fighter/explosion_rh_freighter/explosion_toss_debris_200/shatter_elite/shatter_utility/shatter_utility_small)
surface_hit_effects = (0, small_hull_hit_light01, small_hull_hit_light02, small_hull_hit_light03) - entry 1
surface_hit_effects = (150, small_hull_hit_medium01, small_hull_hit_medium02, small_hull_hit_medium03) - entry 2
surface_hit_effects = (300, small_hull_hit_heavy01, small_hull_hit_heavy02, small_hull_hit_heavy03) - entry 3
steering_torque = (x, y, z)
angular_drag = (x, y, z)
rotation_inertia = (x, y,z)
nudge_force = (30000 - 30000000)
strafe_force = (integer, 2 x nudge_force)
strafe_power_usage = (2 - 5000)
bay_door_anim = (Sc_open/Sc_open bay/Sc_open baydoor/Sc_open dock1/Sc_open door/Sc_pi_elite/Sc_pi_fighter/Sc_pi_vheavy_fighter/Sc_prison_liner/Sc_rh_freighter - name of animation script in ship .cmp if any)
bay_doors_open_snd = (cargo_doors_open/hanger_doors_opening)
bay_doors_close_snd = (cargo_doors_close/hanger_doors_closing)
hp_bay_surface = (HpBayDoor01)
hp_bay_external = (HpBayDoor02)
num_exhaust_nozzles = (same as number of engines in ship .cmp file)
hp_tractor_source = HpTractor_Source
shield_link = (shieldname, HpMount, HpShield01, ... HpShieldnn)
hp_type = (hp_gun_special_1/2/3/4/5/6/7/8/9/10, HpWeapon01, ... HpWeaponnn) - multiple
hp_type = (hp_turret_special_1/2/3/4/5/6/7/8/9/10, HpTurret01, ... HpTurretnn) - multiple
hp_type = (hp_elite_shield_special_1/2/3/4/5/6/7/8/9/10, HpShield01, ... HpShieldnn) - multiple
hp_type = (hp_freighter_shield_special_1/2/3/4/5/6/7/8/9/10, HpShield01, ... HpShieldnn) - multiple
hp_type = (hp_fighter_shield_special_1/2/3/4/5/6/7/8/9/10, HpShield01, ... HpShieldnn) - multiple
hp_type = (hp_thruster, HpThruster01, ... HpThrusternn)
hp_type = (hp_mine_dropper, HpMine01, ... HpMinenn)
hp_type = (hp_countermeasure_dropper, HpCM01, ... HpCMnn)
hp_type = (hp_torpedo_special_2, HpTorpedo01, HpTorpedonn) - cruise disrupter mount
hp_type = (hp_torpedo_special_1, HpTorpedo01, HpTorpedonn) - torpedo mount
nomad = (true) - present for nomad ships only

Posted on: 2010/3/16 1:38
"C" for "Caterpillar"... "Cool"... "Cheesey"!
Top
Re: Freelancer Mod Studio - 0.9.2 OUT (help requested)
Home away from home
Joined:
2009/8/16 2:58
From Qld, Aus.
Group:
Registered Users
FLServer Admins
Trusted Speciality Developers
Senior Members
Posts: 1987
Offline
Quote:
separable = (true/false)

This is incorrect. Freelancer only tests if it exists, thus separable = false is identical to separable = true. JFLP removes the value altogether, just using separable, which the Studio has a problem with (presumably sees it as blank, so doesn't write it back). This also applies to autoselect in news.ini and autoplay in the missions.

Posted on: 2010/3/16 2:24
Top
Re: Freelancer Mod Studio - 0.9.2 OUT (help requested)
Home away from home
Joined:
2008/6/2 10:17
Group:
Registered Users
$$$ Supporters $$$
Senior Members
Posts: 1847
Offline
Thanks for the heads-up adoxa, edited.

Posted on: 2010/3/16 2:56
"C" for "Caterpillar"... "Cool"... "Cheesey"!
Top
Re: Freelancer Mod Studio - 0.9.2 OUT (help requested)

Joined:
2009/3/6 12:07
Group:
Registered Users
FLServer Admins
Posts: 36
Offline
I've just tried the editor. First question - is the 3D editor actually functional? No idea how to move the objects around.

As for the more strategic approach. I'm not sure if many modders have a demand for visual editing of ini files. Some text editors provide collapsible ini file entries for compact view, and using ctrl-f for searching things is something we're all accustomed to. Implementing an error checker for all ini entries, and for links between those entries... well, could be useful, but it will take a lifetime. Plus, there are pretty good error checkers available around.

Generally, if I were you, I'd concentrate primarily on the 3D system editing part.

Which leads to the next question. Right now you can open and view the system, change coordinates in "properties" and observe the result. There are several drawbacks here: first, you cannot move them in 3D mode (which was already mentioned), second, there are many excessive properties for all objects that are never used (blank) and make it harder to actually find the coordinates.

Also, I tried saving the file with the Mod Studio, and it looks like all the entries for all objects in the system are re-arranged, with changed ini properties order and changed order of objects. I mean... what for would you do that? Freelancer Explorer, with all its flaws, never messed with the code that wasn't changed (except for adding the line breaks) and placed entries for new objects in the order used in Vanilla FL. With modders accustomed to Vanilla formatting, I don't think it's a good idea to change it. For example:

a base in Vanilla starts like that

[Object]
nickname = EW15_11
pos = -66148, 0, 31979
ids_info = 65713
behavior = NOTHING
pilot = pilot_solar_easy
dock_with = EW15_11_Base
base = EW15_11_Base

and base after saving the file in Studio is

[Object]
Archetype = space_police01
Base = EW15_11_Base
behavior = NOTHING
difficulty_level = 18
dock_with = EW15_11_Base
ids_info = 65713
ids_name = 505200

Anyway - just like with Freelancer Explorer, each tool (especially in testing stage) needs me as a system modder to track the code changes that the tool makes - and in this case, tracking changes is hard as hell.

I believe there are a number of really strong features in this new editor - one of them is showing the direction and size of objects in the 3D view. Planet rings, for example - that's something that can be used for system editing right now (even with the viewer). So, it's only a suggestion, but why not start expanding in that area? First thing that comes into mind is implementing direction controls for objects like wrecks - so that you could see in 3D view which direction the wreck is exactly facing. If you could add actual models to 3D view - even better, but preformance issues will arise because of that. If it's done, it must be optional only, with schematic view also available.

So, in my opinion, the primary things to proceed with would be:

1) Concentrate on systems only, at least for now, to do what FL Explorer can do, and do it better. FL Explorer has good "wizards" to create bases and such, so it would be good to duplicate those, but not essentially.

2) Make the editor usable for fine-tuning systems in its current stage, which means that it shouldn't re-arrange the ini entries at all, editing only the part that must be edited. Like, if you change angle of planetary rings, only one line of the ini file is actually changed.

3) Make selection of objects in 3D view easier. Several ways to do this - make smaller objects within larger ones selectible, creating sortable lists of objects that would allow to group some, for example, to remove all zones from the view, etc.

All I can think of right now.

FLDev: not speaking for everyone, but we at Discovery use it for one specific (and very much needed) task: importing infocard sheets. And since the format that FLDev uses for it is quite convenient, it's better to make sure that the new tool supports this import as well. But I won't consider this a high-priority task.

Posted on: 2010/3/16 15:04
Top
Re: Freelancer Mod Studio - 0.9.2 OUT (help requested)
Home away from home
Joined:
2008/6/2 10:17
Group:
Registered Users
$$$ Supporters $$$
Senior Members
Posts: 1847
Offline
On second look I tend to agree with Igiss.

If you focus on an ini editor the project will be long delayed.

And yes it is totally important to NOT change line order in most files.

Posted on: 2010/3/16 15:26
"C" for "Caterpillar"... "Cool"... "Cheesey"!
Top
Re: Freelancer Mod Studio - 0.9.2 OUT (help requested)
Just can't stay away
Joined:
2010/2/2 13:57
Group:
Registered Users
$$$ Supporters $$$
Posts: 351
Offline
Quote:

Igiss wrote:
Freelancer Explorer, with all its flaws, never messed with the code that wasn't changed (except for adding the line breaks) and placed entries for new objects in the order used in Vanilla FL.


But FL Explorer likes to wipe out commented stuff. Really annoying when testing different values. Also it always makes fields display as debris on the minimap.

Posted on: 2010/3/16 16:43
Top
Re: Freelancer Mod Studio - 0.9.2 OUT (help requested)
Home away from home
Joined:
2008/6/2 10:17
Group:
Registered Users
$$$ Supporters $$$
Senior Members
Posts: 1847
Offline
Well first let's see if stfx is in agreement with focussing on the system editor only, then we can help him to construct a definition for the editor's functions, so that he understands the spec we would like and see what he can do.

stfx - it may be a good thing, and then when that part is done and working if you still wish to continue the ini editor would certainly be useful if you agree, so that the Studio gets additional functionality in stages.

What do you think should be the first priority in that case? It's your project.

Posted on: 2010/3/16 23:14
"C" for "Caterpillar"... "Cool"... "Cheesey"!
Top
Re: Freelancer Mod Studio - 0.9.2 OUT (help requested)

Joined:
2009/3/6 12:07
Group:
Registered Users
FLServer Admins
Posts: 36
Offline
Quote:
But FL Explorer likes to wipe out commented stuff. Really annoying when testing different values.
Never said that Explorer is an ideal tool. Quite contrary, it has its drawbacks. Amd I don't use comments in systems so I didn't consider that part.

In any case, I keep the "master" mod files apart from the folder edited by FL Explorer, and apply changes in a selective way. And recommend the same to other system modders.

Quote:
Also it always makes fields display as debris on the minimap.
Yes, true. But it's easy to edit manually if you have a table with correct values for varied fields

My goal here is not to praise FLEx but to recommend implementing useful features from that tool into the new one... that's it.

Posted on: 2010/3/16 23:18
Top
Re: Freelancer Mod Studio - 0.9.2 OUT (help requested)
Not too shy to talk
Joined:
2009/9/5 21:02
Group:
Registered Users
Posts: 88
Offline
Quote:

adoxa wrote:
This is incorrect. Freelancer only tests if it exists, thus separable = false is identical to separable = true. JFLP removes the value altogether, just using separable, which the Studio has a problem with (presumably sees it as blank, so doesn't write it back). This also applies to autoselect in news.ini and autoplay in the missions.


Oh I did not know that... fortunately thats easy to change and will be fixed in the next version. If you enter = inside the value you will get the wanted result (separable = ).

Quote:

Quarks wrote:
But FL Explorer likes to wipe out commented stuff. Really annoying when testing different values.


Is that important? Because the tool does not support it currently as well.

Quote:

Igiss wrote:
I've just tried the editor. First question - is the 3D editor actually functional? No idea how to move the objects around.

As for the more strategic approach. I'm not sure if many modders have a demand for visual editing of ini files. Some text editors provide collapsible ini file entries for compact view, and using ctrl-f for searching things is something we're all accustomed to. Implementing an error checker for all ini entries, and for links between those entries... well, could be useful, but it will take a lifetime. Plus, there are pretty good error checkers available around.

Generally, if I were you, I'd concentrate primarily on the 3D system editing part.

Which leads to the next question. Right now you can open and view the system, change coordinates in "properties" and observe the result. There are several drawbacks here: first, you cannot move them in 3D mode (which was already mentioned), second, there are many excessive properties for all objects that are never used (blank) and make it harder to actually find the coordinates.

Also, I tried saving the file with the Mod Studio, and it looks like all the entries for all objects in the system are re-arranged, with changed ini properties order and changed order of objects. I mean... what for would you do that? Freelancer Explorer, with all its flaws, never messed with the code that wasn't changed (except for adding the line breaks) and placed entries for new objects in the order used in Vanilla FL. With modders accustomed to Vanilla formatting, I don't think it's a good idea to change it. For example:

a base in Vanilla starts like that

[Object]
nickname = EW15_11
pos = -66148, 0, 31979
ids_info = 65713
behavior = NOTHING
pilot = pilot_solar_easy
dock_with = EW15_11_Base
base = EW15_11_Base

and base after saving the file in Studio is

[Object]
Archetype = space_police01
Base = EW15_11_Base
behavior = NOTHING
difficulty_level = 18
dock_with = EW15_11_Base
ids_info = 65713
ids_name = 505200

Anyway - just like with Freelancer Explorer, each tool (especially in testing stage) needs me as a system modder to track the code changes that the tool makes - and in this case, tracking changes is hard as hell.

I believe there are a number of really strong features in this new editor - one of them is showing the direction and size of objects in the 3D view. Planet rings, for example - that's something that can be used for system editing right now (even with the viewer). So, it's only a suggestion, but why not start expanding in that area? First thing that comes into mind is implementing direction controls for objects like wrecks - so that you could see in 3D view which direction the wreck is exactly facing. If you could add actual models to 3D view - even better, but preformance issues will arise because of that. If it's done, it must be optional only, with schematic view also available.

So, in my opinion, the primary things to proceed with would be:

1) Concentrate on systems only, at least for now, to do what FL Explorer can do, and do it better. FL Explorer has good "wizards" to create bases and such, so it would be good to duplicate those, but not essentially.

2) Make the editor usable for fine-tuning systems in its current stage, which means that it shouldn't re-arrange the ini entries at all, editing only the part that must be edited. Like, if you change angle of planetary rings, only one line of the ini file is actually changed.

3) Make selection of objects in 3D view easier. Several ways to do this - make smaller objects within larger ones selectible, creating sortable lists of objects that would allow to group some, for example, to remove all zones from the view, etc.

All I can think of right now.

FLDev: not speaking for everyone, but we at Discovery use it for one specific (and very much needed) task: importing infocard sheets. And since the format that FLDev uses for it is quite convenient, it's better to make sure that the new tool supports this import as well. But I won't consider this a high-priority task.


I am sorry if I did not make myself clear that the tool does not support 3D position/rotation/scale editing in the viewer yet. But that is actually on my todo list and would not be impossible to implement. But I guess that most users still prefer to enter the values manually since you cant define it that exactly - e.g. I prefer setting it to a "nice" number like 16000 instead of something like 15989.

As for the visual editor for ini files. I agree with you that most modders are used to using a texteditor since they used it until now but the visual editor was implemented with the thought to combine it with typecasting (so that you cant enter a string inside a number property) and drop down options just like StarTrader said. My little amount of time is the result for the current stage. That means I wont drop the visual editor and will not concentrate on systems only. I will try to improve the tool in general.

Of course currently the 3D editor is the feature that most users are interested in so I will probably spent the most time to improve that specific part but I am against the use of usual wizards like in fle. I will think about something like the possibility to jump to entries in other files for the selected object - like bases and so on (any ideas?).

About the order of the saved properties. You are right that modders are not accustomed to this order of properties and it is harder to track the changes from vanilla. But you could save every vanilla file using the studio so you will again have the same order of properties. Well as you may have realized they are somewhat ordered by name so I thought it would be easier to find a specific entry. But it is not a big deal to change it you just have to edit the order of those properties inside Template.xml in the app folder. Well ... nevermind I will do that for you and it will be implemented in the next version

As for the direction controls for wrecks. Thats why ships and jumpgates look like pyramids. Because you can see, based on the tip, the direction it is looking to. Tell me if the direction does not represent the one in FL. I am not sure if I can implement the display of real models - we will see about that one.

And yes I will also think about a way to make selection easier. If you have some more ideas how to do that please tell me.

thanks for the feedback

Posted on: 2010/3/17 18:09
Top
Re: Freelancer Mod Studio - 0.9.2 OUT (help requested)

Joined:
2009/3/6 12:07
Group:
Registered Users
FLServer Admins
Posts: 36
Offline
stfx, thanks for the reply.

Quote:
But I guess that most users still prefer to enter the values manually since you cant define it that exactly - e.g. I prefer setting it to a "nice" number like 16000 instead of something like 15989.
Never cared about that one actually - it doesn't matter, main thing is that the object looks nicely in the system, and this usually requires some coordinate fine-tuning.

Quote:
That means I wont drop the visual editor and will not concentrate on systems only. I will try to improve the tool in general.
Not asking to drop one of course (it's needed to edit systems anyway). It's your tool, you decide

Quote:
About the order of the saved properties. You are right that modders are not accustomed to this order of properties and it is harder to track the changes from vanilla. But you could save every vanilla file using the studio so you will again have the same order of properties. Well as you may have realized they are somewhat ordered by name so I thought it would be easier to find a specific entry. But it is not a big deal to change it you just have to edit the order of those properties inside Template.xml in the app folder. Well ... nevermind I will do that for you and it will be implemented in the next version
Depends on how this will be done. It's not like there is one unified order of entries for all files...

It's actually one of the crucial issues - whether files are comparable or not, and whether they are in the same format (even if the order of entries is irrelevant and "format" is purely cosmetic). In fact for some files the order is relevant, and we may not know about all of those cases since we rarely change the order. Within one entry - it's surely cosmetic and doesn't affect anything, but readability is important too - if you worked with the ini files of the same format for years, it's not that easy to adopt reading the entries in a different order.

Quote:
As for the direction controls for wrecks. Thats why ships and jumpgates look like pyramids. Because you can see, based on the tip, the direction it is looking to.
Maybe highlight the "tip" somehow? I didn't get where that tip is when I first looked, maybe wasn't attentive enough...

Quote:
And yes I will also think about a way to make selection easier. If you have some more ideas how to do that please tell me.
The obvious way is to enable selecting smaller objects "through" aerial zones. So that you select the object you need by clicking on it, even it's within a zone (zone is easy to select by clicking anywhere else on it). More precise controls for zoom in/out will also help.

Posted on: 2010/3/17 20:58
Top
Re: Freelancer Mod Studio - 0.9.2 OUT (help requested)
Just popping in
Joined:
2009/2/6 13:23
Group:
Registered Users
Posts: 4
Offline
This tool is nice for positioning objects and finding things in existing systems faster than swimming through the text, even with the current way of selecting objects (you have to peel the zones off to get to them)

What's more of an issue is that the tool does not support CYLINDER shapes very well (displays boxes and the rotation does weird things), and the rotate = a, b, c entry is not interpreted the same way as in Freelancer. That is probably the most important thing for me, since I would like to use this tool in the future to check patrol path positioning in systems that are not entirely on plane (y=0).

Posted on: 2010/3/22 12:26
Top
Re: Freelancer Mod Studio - 0.9.2 OUT (help requested)
Just popping in
Joined:
2010/5/9 16:54
Group:
Registered Users
Posts: 19
Offline
I know this is digging up what seems to be an older topic (march?) but I'm a new modder and I was wondering on the status of this program and what the newest available version would be?

Thanks

Posted on: 2010/7/26 13:41
Top
Re: Freelancer Mod Studio - 0.9.2 OUT (help requested)
Just can't stay away
Joined:
2008/7/16 12:33
Group:
Registered Users
Posts: 205
Offline
The current version is the 0.9.2.0, the link in the first post has been updated, I've been using it for a few months now and it has a lot of useful features especially the 3D system view.

Objects can be copied from existing systems and pasted into your new one (be careful with zones if they have exclusions) and the name, location edited as required.

CK256

Posted on: 2010/7/26 18:13
Top
Re: Freelancer Mod Studio - 0.9.2 OUT (help requested)
Not too shy to talk
Joined:
2009/9/5 21:02
Group:
Registered Users
Posts: 88
Offline
If everything goes well there will be a new version comming out pretty soon.

Changes:
- Load and save blocks in the original order
- Allow to change the order of blocks using drag&drop
- Allow sorting the blocks while still retaining the block order
- Options will be saved in a unified orderer which is used by Freelancer
- Allow to load and save entries which dont have a value (seperable = )
- If there are multiple entries for a single option take the last (Freelancer like behaviour)
- Implemented octahedron mesh display for LightSource
- Fix a crash when opening a system in the universe 3D display when using the english language

Please tell me what you think about =]

Posted on: 2010/8/3 0:11
Top
Re: Freelancer Mod Studio - 0.9.2 OUT (help requested)
Home away from home
Joined:
2008/12/26 16:55
From Xarania
Group:
Registered Users
Senior Members
Posts: 806
Offline
I think it looks great


But tell me.. can i trust it? I code by hand now thanks to FLE & me not working out well.. i still use FLE but will never let it touch my mod with its confused sticky fingers.. as was stated previously.. changes are made, then its a long process of lifting the relevant data from my "dummy mod" into the real mod..

How far removed from that scenario is this proggy?? keep in mind i code just about everything from scratch/templates.. and prefer the hands on approach.. even to market files.. Thus has FLE turned me into an anally retentive monster.. will this somehow help in my recovery of trust in modding programs for FL? .. besides the ones that actually do as there told.. HCMP, FLDev.. ect

Looks nice though.

Posted on: 2010/8/3 2:05
Open in new window
http://freexlr.forumotion.net - FL-XLR MOD http://www.smfweb.com/forums/MERCHQ - [MERC]
Top
« 1 (2) 3 4 5 ... 15 »