FLSysCalc
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Well, I’ve found an offending entry (you were right, it works fine on Vanilla systems):
[zone] nickname = Zone_Hi01_path_álvarez5_2 pos = 38646, 0, 61528 rotate = 90, -47.5, 180 shape = CYLINDER size = 750, 59373 sort = 74 toughness = 11 density = 5 repop_time = 30 max_battle_size = 4 pop_type = trade_path relief_time = 20 path_label = álvarez5, 2 usage = trade mission_eligible = true density_restriction = 1, patroller density_restriction = 1, police_patroller density_restriction = 1, pirate_patroller encounter = tradep_trade_freighter, 11, 0.275 faction = co_as_grp, 1 encounter = tradep_trade_transport, 11, 0.125 faction = co_as_grp, 0.5 faction = co_me_grp, 0.5
The only thing that I can think of is if it doesn’t parse special characters such as ‘á’.
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mknote wrote:
[…] since the link went down […]
Aww… @ Rimshot: you took your online System Resizer down? (I don’t have the URLon my new laptop yet, so I can’t check this very simple fact myself atm)
For some reason I liked the onlone version better than the standalone tool (could be a simply irrational reason - like being familiar with the online version)
Well, if so, it’s a nice impetus to get used to the tool then
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@mknote:
seems that is exactly the problem. im using the same hash generation function as most other tools. going to check if the import from common.dll can create hash code for those characters. might just change it to use string keys otherwise.@Moonhead:
i dont have the domain anymore, its still up on my server but needs ip which ill have to look up. sooner or later it will be gone indeed cause i have to say this is much better coded than the old version and has new features as well, so you should really try to get used to it. -
@ Rimshot: The tool seems to work fine. Thanks again
Yet there is a minor issue (for me at least): it eliminates comments; and I usually have quite a lot in my StarSystem files, to get some order into them. Is there a way to configure (or hack) FLSysCalc to leaving comments as they are?
Also, you might wanna warn people that it immediately edits the selected file! (As opposed to: creating a new file, or rendering code that can be pasted into a .ini file, what the online version did).
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RimShot wrote:
hm, true, could also do a checkbox “create backups”.
as for comments, are you sure you are not using an old version?
they work for me.It turned out I was indeed using 1.0.0.0. Upgraded to 1.0.1.1 right when I read your post
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I just tried to use the program, but there was no result. Not an error either - the program says “Move [new line]Done, and that’s it.”
I must admit that I’m not editting a complete System, just an .ini file with 5 solar objects. But that’s the whole point of what I’m trying to do here. This did work in the online version, but not now. No matter if I save as unicode or as ANSI. (Also, I placed it in the UNIVERSE map, in case the proggy might need to check references.)
But maybe the proggy isn’t supposed to recognize such a file as a System? If not, then wat does it require at minimum?
Btw, I wonder if Rimshot is still around here?
Forgot to explicitly mention: it does work fine for a ‘full’ System file. What I wanna know is:
a) Is there a special (but not easily seeable) format in the game’s ini files?
OR
b) Does FLSysCals expect a certain design in the content of an ini file before processing them?
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the program expects the [SystemInfo] section in the file.
that is to identify system files when working with directories.
there might be a better solution, but thats how it works, put the section and it should be ok. seems i forgot that in the readme file, sorry about that.
as for myself im no longer into freelancer, havent checked this site for months, but i still have the source and maybe one day ill be back. -
RimShot wrote:
the program expects the [SystemInfo] section in the file.
that is to identify system files when working with directories.
there might be a better solution, but thats how it works, put the section and it should be ok. seems i forgot that in the readme file, sorry about that.
as for myself im no longer into freelancer, havent checked this site for months, but i still have the source and maybe one day ill be back.Yeah I hope you’ll be back one day! Of course, we all have our periods, but there’s something unique to this game.
Of course, at one point, we might have to distribute older Windows versions to keep the game and all the tools working.
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just to let anyone following me know that i still work on coding even though i faded away for a bit. i just recently converted to c# and will release my code libraries and source codes soon as i implemented all the things i planned and tested them. hopefully it wont take me too long.
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thank you and happy new year.
well i pretty finished all the .dll stuff, so i made a clone of fled-ids with new features and fixes.
i’m deciding whether to release it -trying to contact the original author, or change the interface and maybe even add more new things.
when i have the .ini stuff done i will start to release code, the .utf and d3d stuff will follow. -
Stupid me. I asked whether someone could help me to obtain v1.0.1.1. but it is attached to the first post in this thread :lol:
@ Rim are you still around here sometimes? Not that I have any requests or questions, just, well, for old times sake and all
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Moony!!
You’re “raising the dead”!! so to speak! rofl
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StarTrader wrote:
Moony!!You’re “raising the dead”!! so to speak! rofl
We should do that more! Bring the scene back to life
Seriously: In a case like this, it is the proper thing. I had a question about this proggy, and it connected to something discussed in this thread.