Freelancer Mod Studio - 1.2
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stfx wrote:
Mirkha: I downloaded the full mod and I found the reason why it was crashing.Those two blocks where defined multiple times in your solararch.ini
space_habitat_dmg
droidcs_destructableIn next version FMS will automatically take the last block if there are many with the same name (FL behaviour). That will fix it
thanks for your work ^^
it’s very cool -
0.9.6 released
Download the latest version here or use the auto updater of your Freelancer Mod Studio.
Changed in 0.9.6
- Improved and sped up object handling in the 3d viewer
- Improved paste code so that pasted blocks will be added under selected ones and if there are none selected at the end of the list
- Improved 3d viewer object size to have a minimum size and therefore prevent some objects from getting too small
- Fixed issues where 3d viewer and ini editor ids were not in sync and could crash the application using copy&paste
- Fixed loading of some archetype files by comparing system archetypes case insensitive and useing the last occurrence of duplicate entries
- Fixed native application image not being installed by installer and add an checkbox to installer
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I can now do properly 3D system editing, thanks to this! Hopefully in future versions, we would be able to move objects in the 3D map itself, rather than changing numbers (unless there’s a way to do that, but I haven’t figured it yet).
Either way, it saves a lot of time and nerves. Many thanks, and good luck with it!
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http://www.mediafire.com/?ed885dwd5kb2e69 - recompiled 4 XP
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Problem was in language i think.
I recompiled it with change of “Crtl”, “Shift” and “Del” button names because by default they are in german.
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Well to make it really usable it would be great if you could actually see the models and place them accurately. But that is a huge amount of work so I doubt you’d be willing to implement it ^^
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Well due to WPF limitations it would be impossible to load the models without totally killing the framerate.
Well I need some help to order, categorize and describe many ini options as it can be seen in this screenshot: http://i51.tinypic.com/24yaauw.jpg - if someone can do this please tell me
Other than that I might also add a grid to the view so that you can actually see where you are placing it based on the 2d map coordinates.
There is just one thing I need to know: How can we calculate the map size based on NavMapScale of universe.ini?
EDIT: 220 000 / scale according to M1C?
dx tryouts with 2000 random simple objects (if I remember correctly WPF is only able to display 500 with the same speed): http://i52.tinypic.com/2he8v1c.jpg