Docking Ring
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I found that is not easy to change the “Blabla Docking Ring” tag on a docking ring. In space that is; on the radar it just shows the ids_name as defined.
I am using some docking rings that don’t look like rings, and I prefer a more neutral term. “Docking Facility” or, if that’s too long, “Docking Point” or “Docking Aid”.
“Docking Ring” (without a planet name) is in NameResources.dll twice, but both don’t do what I want.
And in resources.dll, the string is there no less then 15 times. In order to not re-invent the wheel, I figured that someone here might know what I want to know.
Thanks!
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I changed all references to “entry point”… & the “docking” text to say “interfacing”… you could also reload the planet with a new type of ring (same one but copied & renamed) calling that arch whatever you want… that “should” circumvent the limitation you’ve found here and show on your nav as the correct text m8 8-)
No quick fix, and all methods take a bit of time and testing… but the end result is the desired “thats what i wanted”
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Xarian_Prime wrote:
I changed all references to “entry point”… & the “docking” text to say “interfacing”… you could also reload the planet with a new type of ring (same one but copied & renamed) calling that arch whatever you want… that “should” circumvent the limitation you’ve found here and show on your nav as the correct text m8 8-)No quick fix, and all methods take a bit of time and testing… but the end result is the desired “thats what i wanted”
Thanks for the reply. I kinda understand the outlines of what you’re saying, but not all of the details. Well, the most important part is the last line
So, You’ve changed all the instances of “Docking Ring” in resources.dll? Or also the two in NameResources.dll?
As I want to keep the “docking” part, I have only up to 4 chars at max to replace the word “ring”. Well, maybe I’ll just leave it the way it is… The “ring” could also be interpreted as refering to an area around the dockable object, so it’s not really a huge problem anyway. Still, your workaround is inspiring and maybe I will make use of it in a later stage of my mod.
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i think, you might have overlooked, that there are other possibilities for changing text strings than simply replace the chars in the dll using a text editor. look up in the search or the archived starport, there are ways explained to use names and infocards with a length limit you never will need to reach.
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mknote wrote:
Why are you limited to only four characters?MK
Good question! It makes me think… I was using Hex Workshop to look into Resources.dll, so the contents are listed as a continuum, like the names of the invisible factions in common.dll… So then I would only be able to replace existing characters, not add new ones. But your question makes me release I made a thought mistake!
I should have used good old Resource Hacker (if I can still find it) ! Then I would prolly be able to replace an entry with another one, no matter the number of characters.
Kinda pity FLEd-Ids cannot look into Resources.dll. I remember ResHack sometimes corrupted dll files, so I haven’t bothered to dig it up. But now I guess I should
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Moonhead, why don’t you use the DLL editor built in in FLDev 1.1b.
I have not yet experienced any issues with that (exspect of the save functions of the older version, where you rarely, but sometimes had to save several times). but it is easy to use and works fine and you need this only program. -
Gisteron wrote:
Moonhead, why don’t you use the DLL editor built in in FLDev 1.1b.
I have not yet experienced any issues with that (exspect of the save functions of the older version, where you rarely, but sometimes had to save several times). but it is easy to use and works fine and you need this only program.Thanks for the advice! Can’t hurt to take a look at it. I’m sort of a FLEd-Ids aficionado though, so an app would have to be really neat to get me off that
But indeed, FLEd-Ids inability to search thru Resources.dll, kinda sucks! I wonder why Dixi (another one of those legendary old school modders who apparently left the scene before I even knew about the game) made it that way… FLEd-Ids can edit strings in Resources.dll, but can’t search thru it… :-?
Aren’t there any skilled app builders to update FLEd-Ids? Or is that against some code of honour without asking Dixi first?
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I think the problem lies in the fact FL-Dev “can” rewrite the resources.dll…
so no ones bothered to fix the FLEd-Ids… nice progy though i used that for 2 years until i found Dev… now i use both… as FLEd-Ids still has a better “find IDS” (well for me anyways cuz im used to it) function for regular .dlls
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FL-Dev is super, except that FriendlyFire made it for dual-core cpus and it’s dead slow loading the resources on starting up on my single-core machine. I mean it is almost DEAD for up to 5-6 minutes!
Come on, FF, there are others that need a single-core fix for FL-Dev!
Don’t cost me a new machine, I can’t afford it.
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Xarian_Prime wrote:
I think the problem lies in the fact FL-Dev “can” rewrite the resources.dll…so no ones bothered to fix the FLEd-Ids… nice progy though i used that for 2 years until i found Dev… now i use both… as FLEd-Ids still has a better “find IDS” (well for me anyways cuz im used to it) function for regular .dlls
Better “find IDS”?
@ST: Give me a break and go buy a dual-core kthnxbai
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And you can ask for features in FLDev, I’m still around after all
(Except ST, he’s a bugger)
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ahh… what i men’t FF was…
when i load up FLEd-Ids i can enter the ID code in the 1st box and get a hit straight away… It works different to FL-Devs search, which is better if your dealing with names… not IDS code references. almost the reverse of how it works in your proggy m8…
not shure if i missed that function in Dev… ive never looked for it lol.
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FriendlyFire wrote:
@ST: Give me a break and go buy a dual-core kthnxbai
Nope - gimme your old dual core box when you finish with it, I’ll even pay postage and you can keep your monitor, hard-disk, mouse and keyboard too - but I want the rest!
Howzzat!!
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@Xarian: Tried just typing the ID in the IDS textbox?
If you mean just the local DLL ID, I thought I had a box for that somewhere…