FLSysCalc
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@ 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.
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No worries. I was just amused that you have started a revival, good to see it.
Maybe we can get a patrol path utility too.
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StarTrader wrote:
No worries. I was just amused that you have started a revival, good to see it.Maybe we can get a patrol path utility too.
Good idea! Shall I open a thread about it?
(Seriously that fucntion in FLDev is great. Too bad it doesn’t also render the middle of the extremes, only the distance and angle. Would have saved me some seconds per path.
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I’ve not followed the latest developments much, what exactly is missing? What are you trying to do, basically?