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Cold_Void

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1

Thursday, March 10th 2005, 12:00pm

cool idea Hobbes,i´ve been wishing for just such a utility myself.what is really important imo is that it deal with the nested/shell structure of FL´s interdependent INI´s to reduce "go here tweak this,go back tweak that" methods to something faster.(i am getting sick of seeing the intros lol) heres my own notes along with some i got elsewhere on TLR ----------------[CargoPod [Shield [ShieldGenerator ***SELECT_EQUIP.INI*** [Commodity [LootCrate [Internal/AttachedFX [Armor---------------------- [Armor nickname = MSN11 hit_pts_scale = 30 [CargoPod nickname DA_archetype[dir material_library[dir LODranges HP_child hit_pts mass explosion_arch debris_type [LootCrate nickname = DA_archetype = LODranges = 0, 150 hit_pts = 250 mass = 10 explosion_arch = [Commodity nickname ids_name ids_info = 216207 units_per_container = pod_appearance = loot_appearance = decay_per_second = 0 volume = 0.000000 hit_pts = 250 [TradeLane [Internal/AttachedFX [ShieldGenerator ===========equipment/misc_equip.ini mountable items=- same/weird=========== [Power : nickname ids name/info volume = 0 mass = 10 DA_archetype(.3db) material_library capacity charge_rate thrust_capacity thrust_charge_rate lootable = false [Tractor nickname/ids/name volume = 0 mass = 10 max_length = 2000000 reach_speed = 2000000 color = 178.500000, , , operating_effect = tractor_beam tractor_complete_snd = tractor_complete lootable [Scanner nickname/ids info/name volume 0 mass =10 range = 50000000 cargo_scan_range = 50000000 lootable [CounterMeasureDropper nickname ids name/info DA_archetype material_library HP_child hit_pts explosion_resistance debris_type parent_impulse child_impulse mass power_usage refire_delay muzzle_velocity flash_particle_name flash_radius light_anim projectile_archetype separation_explosion AI_range lootable [CounterMeasure, nickname/ids/DA_archetype/mat library hit_pts loot_appearance units_per_container one_shot_sound force_gun_ori const_effect lifetime mass volume owner_safe_time force_gun_ori<conflicting entry in ge_s_cm_03> requires_ammo = true linear_drag range diversion_pctg [ShieldBattery nickname/ids volume = 0 mass = 10 hit_pts loot_appearance = ge_s_battery_01_loot units_per_container lootable = true [LootCrate ;this is the appearance of a droppable/lootable item, if lootable=true then loot_appearance = ["My_LootCrate" must appear [LootCrate nickname = ge_s_battery_01_loot LODranges = 0, 50, 150 hit_pts = 250 mass = 10 explosion_arch = debris_normal equipment/ -------------=========================goods.ini ======================------------================ [Good nick equipment (DIRequipment*.ini) msg_id_prefix category[shiphull,SHIP,commodity,EQUIPMENT price[x combinable[t/f good/bad_sell/buy_price shop_archetype[dir item_icon[dir jump_dist --------------------------=======================---------------------=============================---------------==== ships/shiparch.ini - defines ships stats, and points to ships ships/loadouts.ini - defines all NPC ship loadouts ships/loadouts_special.ini - capships etc ships/loadouts_utility.ini - transports etc Ships directory contains all ships models. missions/npcships.ini - info on NPC´s ships - linked directly towards the loadouts.ini file, and also the faction_prop.ini file. Basically - npcships.ini file links these files together for the faction_prop.ini file to use as "encounters" and stuff: Also holds the npc ships difficulty level. Shiparch.ini Loadouts.ini (or loadouts_special.ini etc) pilots_population.ini formations.ini shipclass.ini ------------------==========================------------------------======================--------------------------==============----------- universe/universe.ini - contains all base and systems references. ALL need to be declared here. universe/systems_shortest_path.ini - links between systems and stuff - NEED to declare route in here to make jumpgates work universe/shortest_legal_path.ini and shortest_illegal_path.ini - same again, but specific for jumpgates/jumpholes routes mainly universe/systems folder - contains ALL systems folders which in turn contain system and base files. --------------===========================------------------------=========================-------------------------=========== solar/solararch.ini - defines all base models,tradelanes,gates and planet models in game. solar/loadouts.ini - contains base/wep platform loadouts solar/asteroids/all files - contain info about the asteroid fields, contents, loot and more solar/nebula/ same again, but about nebulas this time. ---------------------====================----------------==============------------=============---------------===========---------=========- audio/contains the music and sound effects of the game. missions/contains all files to do with encounters and NPC´s for missions and normal game. random missions/contains all info about random missions pay, loot and more stuff. The others interlink kinda missions/Empathy.ini file - contains info about how the factions react to YOU when u do mission for a faction etc, and shoot them/please them, as well as how all toehr factions respond to you doing it for one faction etc. Missions/faction_props.ini file - contains info about the formations, names, voices, legallity, scanning of cargo as contraband/wanting it, ships to fly etc, and the factions names, how they are reffered to (voices) and more. EXTREMEMLY closely linked to NPCships.ini missions/lootprops.ini - contains info about the drop rates of stuff by npcs missions/news.ini - contains the ids links to text for bases as news items. missions/ptough.ini - money and level area missions/formations.ini - formations and their "design" - basicalyl the ships positions in formations, and where the player joins them random missions folder: rmlootinfo.ini - stuff dropped by npc´s when killed in random misions diff2money.ini - mission (random) payouts to difficulty levels Killablesolars.ini - types of missions given out by the NPC factions. The ones with faction name appearing in the lines for them are giving that mission type. Don´t worry if you don´t understand, you gotta learn to walk before doing a marathon! The rest you needn´t worry about at this time. Its not important Cockpits folder - contains all cockpits for ships - basically contains the turret cam info, and rotation speed etc. Thats more than enough for 99% of modders.(lol you said that right) Hope this helps a little
Signature from »Cold_Void« Nice head...I think I`ll take it

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2

Thursday, March 10th 2005, 4:11pm

thanks for the info matey, once i get home from work i will read threw it more thourghly. <img src=smilies/icon_smile_tongue.gif width=15 height=15 border=0 align=middle>

bakedpotato

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3

Thursday, March 10th 2005, 6:25pm

What kind of assistance are you asking for Hobbes. Is this all you need. A list of variables and their possible values. Maybe a news post might get some attention if needed. Depending on what you need there are some talented people around. Also I see you are using the patch. You might want to talk to Buck Danny about some more fixes he has added. Possibly send him an email.
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Cold_Void

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4

Wednesday, March 23rd 2005, 3:26am

Hobbes if you´re still out there look at this <A href=´http://www.lancersreactor.org/t/forum/topic.asp?TOPIC_ID=26509&amp;FORUM_ID=29&amp;CAT_ID=9&amp;Topic_Title=INI+File+Contents&amp;Forum_Title=Freelancer+Editing+Tutorial+Forum&amp;M=False&amp;S=True´ Target=_Blank>thread</a> that should help a _lot_
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Saturday, March 26th 2005, 7:30pm

ugh yeah i am still here, adn the program is still on going, just been rather busy lately. thanks for the link. will be great help .

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6

Sunday, August 28th 2005, 7:58pm

Ok, after a long time away from this project, been extremely busy with RL and a few other projects (Asgard RPG 3.X being one of them) i have had some down time from the net lately and started reworking this project. It has taken on a all new direction. it is no longer just a ini wizard program. it is now being developed as a full blown Freelancer Intigrated Mod Development Environment. Here is some new sreenshots of the program so far. Splash Screen (NEW) <img src=´http://ccc.1asphost.com/newhorizons/flimde/flwiz_splash.jpg ´> Project Setup Screen (NEW) <img src=´http://ccc.1asphost.com/newhorizons/flimde/np_01.jpg ´> <img src=´http://ccc.1asphost.com/newhorizons/flimde/np_02.jpg ´> <img src=´http://ccc.1asphost.com/newhorizons/flimde/np_03.jpg ´> <img src=´http://ccc.1asphost.com/newhorizons/flimde/np_04.jpg ´> Description: There are 4 tabs here: 01: This tab is the main Project setup tab. Each option here should be self explanitory but if you have questions please ask, or even suggestion too. 02: This tab lets you add in some advanced extra FLMM script.xml files that were distributed with the FLSDK version 1.4 which this program uses. 03: If you selected to include a readme.txt file with your project you will enter it´s contents here. if you do not enter the content after checking this option the program will tell you so and ask you to correct the option or enter soem content. 04: This tab lets you add in a basic FLMM Script.xml file, again same as with the readme if you select the option on the main tab then you have to enter content in each box or uncheck the option to include this file. Main Window: <img src=´http://ccc.1asphost.com/newhorizons/flimde/mainwindow.jpg ´> Description: This is a screenshot of the main program window with a project loaded. This screenshot shows a few things. First, on either side are calapsable windows, much like Visual Studio 2003 or greater. on the left is a list of all the folders in your project, by selecting one you will notice it populates the right window with the files in that folder. Also you will notice here that the Programs editor window is opened when you open the project file. This is only done when you have selected to include the Readme.txt file with your new project setup. To open a Ini file in your project you would simply double click a entry in the Project Files window. The last screenshot i will show you at this moment is the bonus ships window. <img src=´http://ccc.1asphost.com/newhorizons/flimde/bonuships.jpg ´> This is being added so that new modders and experienced modders can add in a few nice new ships to thier mod. The ships shown in this window are allowed to be used by modders for inclusion into thier projects. all we ask is like everyone else please just credit us for our work. You will notice on each tab there is a ´Preview´ button these will (for the moment) open up the Macromedia Flash Player program and show you a fly around. this is a quick solution to help us get this project done quicker and provide the basic elements for a custom model viewer that will be later developed. The Custom Tab is a redundancy at this point and is being removed for the first initial release. It may return later if it is proven needed. ------ Well that is all for now, i must get back to work in this one if i ever plan on getting it done. cheers and please feel free to post comments, critz, and the like.

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7

Sunday, August 28th 2005, 8:10pm

I would like to offer my assistance. I can program in VB6 and Visual basic.net, and i have some suggestions too. This program has the potential of being a full-blown all-in-one program. I suggest we try and integrate as many programs as possible. UTF editor, Sur exporter, FLED-ids, you name it. It would be MUCH easier to have one program that works together than having to use seperate programs. Everything would be organized into your &quot;Project&quot;, which you seem to have borrowed from visual basic <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle> Also, i personally was thinking of making a program like this, and one thing i wanted to include was a smart feature (again, from visual basic <img src=smilies/icon_smile_big.gif width=15 height=15 border=0 align=middle>), one that would pop-up a list of possible entries for what your typing (at least while your in the actual INI code), which would eliminate having to look up everything, it looks it up for you! Another thing, we should include a syntax checker to make sure the INI file is properly coded. w00t, lets make this! <img src=smilies/icon_smile_big.gif width=15 height=15 border=0 align=middle> Edited by - Blackhole2001 on 8/28/2005 7:14:02 PM

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Monday, August 29th 2005, 12:06am

that is exactly what i have in mind for this program. and maybe even pontentially a built in 3ds to cmp exporter as well. make the cmp and sur exporter seemless - when the cmp is being exported the sur is created at same time. contact me at: hobbes_78@hotmail.com

Preacher0815

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Monday, August 29th 2005, 1:14am

Good luck to both of you!
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Monday, August 29th 2005, 9:15am

e-mailed you. Oh and btw, you misspelled Integrated. <img src=smilies/icon_smile_tongue.gif width=15 height=15 border=0 align=middle>

satanist

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11

Friday, October 14th 2005, 3:33pm

well it looks gr8 so far do you have any idea when you think youll release it ? =) Cocaine In A Can
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Louva-Deus

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Saturday, October 15th 2005, 12:04am

Interesting... somehow I missed this thread. So is this project still going?
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_xXx_

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13

Saturday, October 15th 2005, 4:07pm

I think this would be a great addition, and as far as the Freelancer community goes, you would be seen as a god for getting this working the way you want. My hats off to ya, can´t wait to see it finished.
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