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STFX

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61

Saturday, February 5th 2005, 3:01am

The new version is cool but there are lots of bugs: Much planets wont be shown if you load a system: Load, for example, the Li01 system. There is no planet Pittsburg. But if you click on "unhide all". The planets will be shown. If you change the NavMap scale the planets wont getting smaller or bigger. If you move with the mouse over the objects ... the coordinates wont be shown. You must not show the Z coordinate, the NavMap scale, and the move buttons in the universe map. The docking ring editor is reziseable. You can see the maximum button in the docking ring editor. The mbase editor is real buggy: In the mbase editor the fixure frame text is cut. The mbase editor is reziseable. In the mbase editor there is a problem by the XP-Style (look at the right 3 buttons in the NPC frame). There wont be shown any bases. There is an error if you want to save. ... The NavMap scale changes if you click at "Universe" If you have a loaded system and you click at "Universe" in the file menu: 1. The loaded system NavMap scale change to 1.0 2. The Universe will be shown. If you start the FLSE and if you load a system (and you havent loaded any other systems at first) then the system is empty. Test this again: Load the Li02 system into the FLSE. Don´t change anything and save it. Then start FL and fly to the Tahoe cloud in the Li02 system ... ... if you are in the cloud, you will see that the fog color is not white. Plese fix them. Make the startup NavMap scale to 0.1 Edited by - STFX on 2/5/2005 10:14:21 AM

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62

Saturday, February 5th 2005, 3:28am

<font size=1 face="trebuchet ms"><BLOCKQUOTE><hr size=1 noshade>When you reach v1.0 This program is probably the sytem editor of choice. <hr size=1 noshade></BLOCKQUOTE></font><font face=´trebuchet ms, Verdana, Arial, Helvetica´ size=2> That´s a sure thing indeed <img src=smilies/icon_smile_big.gif width=15 height=15 border=0 align=middle> The tool looks great, PsyCadelik. The improvements have been implemented very well. You´ve been working so hard that I guess you´ll take a break for a while now. From a user´s point of view, here´s some feedback on things that stil might need improving . I don´t know sh*t about programming so this is not a critic or so, but you are coming so close to perfection now that it would be a pity of you wouldn´t try to fix these things: 1. Not a big deal, but the NavMap Scale seems to work the reverse from how it´s done in Universe.ini, where &quot;NavMapScale = 0.8&quot; means &quot;zoom out by reducing the default Star System size to 0.8&quot;. 2. More important, some Zone issues: I have the impression that Zones with BOX and CYLINDER shapes are not rendered in the most user-friendly manner. Only the center seems to be seen; I guess this is due to the fact that BOX and CYLINDER zones also are rotated over the X and Y axis, unlike the other Zone shapes. While the FLSE is a graphic editor, it would be nicer to actually display the path <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> This would make creating those dreaded patrol paths a hell of lot easier! Keep up the good work! EDIT: I guess I only had superficial look, compared to STFX! One point I don´t get is: <font size=1 face="trebuchet ms"><BLOCKQUOTE><hr size=1 noshade>Make the standard NavMap scale in a system to 0.1 <hr size=1 noshade></BLOCKQUOTE></font><font face=´trebuchet ms, Verdana, Arial, Helvetica´ size=2> Now what would be the use of that?? Edited by - moonhead on 2/5/2005 4:56:54 AM

STFX

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63

Saturday, February 5th 2005, 5:02am

<font size=1 face="trebuchet ms"><BLOCKQUOTE><hr size=1 noshade> Now what would be the use of that?? <hr size=1 noshade></BLOCKQUOTE></font><font face=´trebuchet ms, Verdana, Arial, Helvetica´ size=2> In the old versions the map scale was always 0.1 So I think that this happend accidentaly. Edited by - STFX on 2/5/2005 5:04:48 AM

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64

Saturday, February 5th 2005, 9:34am

wow its looking great! but yeah, theres lotsa bugs. I´m STILL working on my base editor <img src=smilies/icon_smile_sad.gif width=15 height=15 border=0 align=middle> *sigh* now its looking like Psy will release .7 before i finally get my base editor done! <img src=smilies/icon_smile_tongue.gif width=15 height=15 border=0 align=middle> Edited by - Blackhole0 on 2/5/2005 9:35:44 AM
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65

Monday, February 7th 2005, 10:51pm

Will there be a tutorial explaning how to use the program? Oh by the way, when i opened up a system i started to make (i probably did it wrong) some of the planets were missing and there was a green ring left where it was. Could anyone explain what happened.

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66

Tuesday, February 8th 2005, 8:07pm

Thanks STFX, moonhead! <font size=1 face="trebuchet ms"><BLOCKQUOTE><hr size=1 noshade>Then start FL and fly to the Tahoe cloud in the Li02 system ... <hr size=1 noshade></BLOCKQUOTE></font><font face=´trebuchet ms, Verdana, Arial, Helvetica´ size=2> STFX : I checked the INI only and the numbers look ok.. I´ll still check ingame when I find some time. <font size=1 face="trebuchet ms"><BLOCKQUOTE><hr size=1 noshade>I have the impression that Zones with BOX and CYLINDER shapes are not rendered in the most user-friendly manner. <hr size=1 noshade></BLOCKQUOTE></font><font face=´trebuchet ms, Verdana, Arial, Helvetica´ size=2> moonhead : Simple vb6 shapes cant be rotated, thats kind of a problem right now.. <font size=1 face="trebuchet ms"><BLOCKQUOTE><hr size=1 noshade>Make the standard NavMap scale in a system to 0.1 <hr size=1 noshade></BLOCKQUOTE></font><font face=´trebuchet ms, Verdana, Arial, Helvetica´ size=2> I dont get that either, default navmap scale is 1.0 (if u dont put any in the universe.ini) Jecht : Im not big on tutorials, and nobody offered to make a detailed one, yet.. Stuff to expect in 0.4 : - mBaseEditor now Stand-Alone (command line implimented) - MarketEditor Stand-Alone (commodities/misc/ships, command line implimented) - Paths diaplayed as lines (red = patrol, blue = trade) - Trade/Patrol Path Maker (beta) - Reverse navmap scale - Show all planets - Planet icon size varies depending on navmap scale - Coordinates over objects (not perfect, Z removed) PS : system preview picture updated. <img src=´http://pages.infinit.net/psycad/freelance_coder_white.gif ´><img src=´http://pages.infinit.net/psycad/cylon.gif ´> Edited by - PsyCadelik on 2/8/2005 10:18:35 PM
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STFX

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67

Tuesday, February 8th 2005, 11:19pm

If the file is readonly and you want to overwrite it ... then there is no error message that the file cant saved. I hope you see that : if you have a loaded system an you click on &quot;Universe&quot;... the navmap scale changes to 1.0 (this is real time waste). And then the universe will be shown. Find a way to open universe.ini files. If i do that now ... FSLE crashes. There must be a bug by the ellypsiods. Load Li01 and look to the badlands. The shipt &quot;Li01_suprise_bh_fighter_badlands&quot; must be in the badlands. If you change the jumphole loadout to jumphole_orange ... ... then the object icon is just a grey point. If you change a junphole loadout to jumphole_red or jumphole_light then the icon changes to a green jumphole. But if you load the system then the jumpholes have the right icon. Sometimes the loaded lightsources are on the wrong X,Y coordinates. The atten curve in the lightsource editor wont be shown if i will find more bugs i will let you know. It also would be nice if you add more positions in the docking ring editor. Edited by - STFX on 2/9/2005 2:45:22 AM

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68

Wednesday, February 9th 2005, 9:32am

When I try to open the MyMod/data/universe/universe.ini The program crasheds to desktop. Any Ideas? Hell, it crashes when i try to open ANY universe.ini, including the original freelancer universe.ini and the one included with the system editor. Edited by - DwD on 2/9/2005 9:36:49 AM
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PsyCadelik

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69

Wednesday, February 9th 2005, 11:46am

<font size=1 face="trebuchet ms"><BLOCKQUOTE><hr size=1 noshade>if you have a loaded system an you click on &quot;Universe&quot;... the navmap scale changes to 1.0 (this is real time waste). And then the universe will be shown. <hr size=1 noshade></BLOCKQUOTE></font><font face=´trebuchet ms, Verdana, Arial, Helvetica´ size=2> I thought it would be normal to put back the scale to 1.0 , considering maybe the user probably wants to view another stystem.. and doesnt necessarly want the same scale. - opening/editing/saving of universe.ini fixed - read-only files (it was just set for universe.ini, sorry about that) <font size=1 face="trebuchet ms"><BLOCKQUOTE><hr size=1 noshade>There must be a bug by the ellypsiods. Load Li01 and look to the badlands. The shipt &quot;Li01_suprise_bh_fighter_badlands&quot; must be in the badlands. <hr size=1 noshade></BLOCKQUOTE></font><font face=´trebuchet ms, Verdana, Arial, Helvetica´ size=2> Cant rotate them, thats the bug.. And the ships positions are looking fine (got the same positions from the SDK system files) <font size=1 face="trebuchet ms"><BLOCKQUOTE><hr size=1 noshade>If you change the jumphole loadout to jumphole_orange then the object icon is just a grey point. If you change a junphole loadout to jumphole_red or jumphole_light then the icon changes to a green jumphole. But if you load the system then the jumpholes have the right icon. Sometimes the loaded lightsources are on the wrong X,Y coordinates. The atten curve in the lightsource editor wont be shown <hr size=1 noshade></BLOCKQUOTE></font><font face=´trebuchet ms, Verdana, Arial, Helvetica´ size=2> Ill fix those right away! thx. <img src=´http://pages.infinit.net/psycad/freelance_coder_white.gif ´><img src=´http://pages.infinit.net/psycad/cylon.gif ´>
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STFX

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70

Wednesday, February 9th 2005, 12:38pm

<font size=1 face="trebuchet ms"><BLOCKQUOTE><hr size=1 noshade>Sometimes the loaded lightsources are on the wrong X,Y coordinates. The atten curve in the lightsource editor wont be shown <hr size=1 noshade></BLOCKQUOTE></font><font face=´trebuchet ms, Verdana, Arial, Helvetica´ size=2> I am not sure but I think that I imaginary about those bugs. Edited by - STFX on 2/10/2005 1:13:40 PM

scippio

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71

Friday, February 11th 2005, 4:12am

(I´am sorry for my english) I have a problem: When i click on ´Tools´ in menu or Mouse-Right-Click on map: Run-time error ´13´ Type mismatch
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Blackhole0

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72

Thursday, February 24th 2005, 2:40pm

that error would mean that a variable or property has been assigned a value that it cannot recieve, such as trying to set an integer variable to a string. I know that didnt make any sense to you <img src=smilies/icon_smile_tongue.gif width=15 height=15 border=0 align=middle> but what i´m saying it that somewhere in that code you managed to get teh program to try and do something that Psy probably doesnt want it to do <img src=smilies/icon_smile_big.gif width=15 height=15 border=0 align=middle>. Now hopefully Psy can find the problem and fix it, or at list stick some errorhandling into the subroutine, then it would not be a run-time error and instead probably will pop up with a message window that said somethin like &quot;undefined internal error&quot; and then continue functioning. In any case, Psy, it looks like your program has found a new way to tick u off <img src=smilies/icon_smile_tongue.gif width=15 height=15 border=0 align=middle>. From what i can see it might be the menu identifier......naaah _________________________________________________ when your computer screen suddenly has &quot;virus = very yes&quot; spread across it, i think you´ve got a problem &gt;<img src=smilies/icon_smile_big.gif width=15 height=15 border=0 align=middle> Edited by - Blackhole0 on 2/24/2005 2:41:48 PM
Signature from »Blackhole0« _________________________________________________ when your computer screen suddenly has "virus = very yes" spread across it, i think you`ve got a problem >:D

Louva-Deus

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73

Tuesday, March 1st 2005, 3:26pm

Well.. seeing as we have some amateurs badmouthing FLE *ahem* <font size=1 face="trebuchet ms"><BLOCKQUOTE><hr size=1 noshade>My team and I spent more time fixing errors made by FLE than it took to build the system. <hr size=1 noshade></BLOCKQUOTE></font><font face=´trebuchet ms, Verdana, Arial, Helvetica´ size=2> I guess it´s time for a new release. New version of FLE will be posted later tonight. @PsyCadelik - looking good mate <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle>
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74

Friday, March 4th 2005, 3:00pm

Is psy even here? he hasn´t posted for ages and hasn´t contacted me... wierd _________________________________________________ when your computer screen suddenly has &quot;virus = very yes&quot; spread across it, i think you´ve got a problem &gt;<img src=smilies/icon_smile_big.gif width=15 height=15 border=0 align=middle>
Signature from »Blackhole0« _________________________________________________ when your computer screen suddenly has "virus = very yes" spread across it, i think you`ve got a problem >:D

PsyCadelik

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75

Saturday, March 5th 2005, 2:56pm

Ok time for some bad news.. FLSE 0.4 will be delayed, heres the deal.. I had a HDD Failure a week or so ago, and didnt make backups (heh i know what ur thinking..) So i lost the whole 20k lines of code or so.. But, I´ve already start reprogramming it, and its already starting to look better. Point being, 0.4 wont be released for another 2 weeks at least. I´m sorry for those who were waiting for it. Thats all for now. <img src=´http://pages.infinit.net/psycad/freelance_coder_white.gif ´><img src=´http://pages.infinit.net/psycad/cylon.gif ´>
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Blackhole0

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76

Tuesday, March 8th 2005, 8:23pm

&gt;&lt; ouchies.... as a fellow programmer... i feel very very sorry 4 the pain you must be enduring _________________________________________________ when your computer screen suddenly has &quot;virus = very yes&quot; spread across it, i think you´ve got a problem &gt;<img src=smilies/icon_smile_big.gif width=15 height=15 border=0 align=middle> Edited by - Blackhole0 on 3/8/2005 8:24:52 PM
Signature from »Blackhole0« _________________________________________________ when your computer screen suddenly has "virus = very yes" spread across it, i think you`ve got a problem >:D

Cold_Void

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77

Thursday, March 10th 2005, 10:34am

hey sorry to hear about your set back &amp; that v0.4 won´t be out this week.I love the editor,its nice &amp; easy to use(mostly). i have a couple feature requests &amp; a bug report for you: 1.adjustable tradelane maker z angle(so i can choose 0 for more vertical lanes or orient to path for shallower ascents), z orientation should be put last not first(or am i wrong on this) 2.Remotely read actual modded universe.ini file in chosen directory,i.e save system files to datauniversesystemsab01ab01example.ini 3.bug: system editor will not assign or save more than one nebula, if you have more nebulas listed it will keep the last and the rest will be lost(i wonder what its doing with them),anyways if you want to use more nebulas you need to keep the list separate and paste it in after saving / tis annoying <img src=smilies/icon_smile_big.gif width=15 height=15 border=0 align=middle> p.s. awesome how the selectbox information is all saved in texts,much easier to add archetypes,really looking forward to visualized patrol paths and more support for nebulaes
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Cold_Void

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78

Friday, March 18th 2005, 8:07am

How´s it going?
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inforcer

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79

Sunday, March 20th 2005, 10:11am

how do we make mods out of them?

Mr. Phaser

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80

Saturday, April 30th 2005, 2:20pm

I´m having a problem with the editor. I scanned the threads and looked for a readme but couldn´t find anything to help me. I cannot even start the editor. I get an error message &quot;Component ´MSCOMCTL.0CX´ or one of its dependencies not correctly registered: a file is missing or invalid&quot; I´ve tried re-installing, changing the installation directory, completely deleting and re-downloading, no effect. Can someone help me or am I ´without a paddle?&quot; Thanks for any help you can give me. Mr. Phaser
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