Freelancer Path Generator
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ive tested it yesterday the first time
correct me if im wrong but when i choose a different system on the nav map and create path to that system it really should create that patch from my current system to the next gate to the next system… … …
ive tried to let it calculate paths between systems with the only result that 1 single waypoint is on the map but no path to this waypoint
that happens even if the destination is just 1 system away -
Sorry to disappoint you, but locked holes are still not parsed correctly.
The path I mentioned in my last bug report is still bugged:
vanilla (SDK 1.5) path
Path = Br04, Rh05, Br04, Br01, Br03, Bw02, Bw04, Rh05path from this tool
Path = br04, rh05, br04, br03, bw02, bw04, rh05All in shortest illegal paths, br04_to_br03_hole is locked by FL default.
Cheers, will revisit - I checked that (I thought) ::)
Will sneak a peek when i get back in a few hours time.Correct me if im wrong but when i choose a different system on the nav map and create path to that system it really should create that patch from my current system to the next gate to the next system… … …
ive tried to let it calculate paths between systems with the only result that 1 single waypoint is on the map but no path to this waypoint
that happens even if the destination is just 1 system awayNot quite sure I follow you there Op. Do you mean you’re manually going to the next system via nav map, plonking down an “add waypoint” and it’s basically not plotting it? or is it doing it wrong somehow? Or does it put down the waypoint but no other waypoints? Or it plots multiple waypoints but no connection / continuation with them?
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I can only assume I somehow compiled a wrong version
Path = br04, rh05, br04, br01, br03, bw02, bw04, rh05
That’s the shortest illegal path generated. The bug causing it was one I’ve already solved, that being that the numbers were truncated and therefore using them as a key when read in caused problems.
No idea how that occurred, it was one of the issues last time and was sure I fixed it :-[
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Not quite sure I follow you there Op. Do you mean you’re manually going to the next system via nav map, plonking down an “add waypoint” and it’s basically not plotting it? or is it doing it wrong somehow? Or does it put down the waypoint but no other waypoints? Or it plots multiple waypoints but no connection / continuation with them?
just a single waypoint (in the other system)
but no path leading to that waypoint -
Okay thanks - will try that out when i’ve got a few mins tomorrow night as tonight is pretty much done at the moment (home late + work at home too).
Til then, the latest quick fix is here:
Freelancer Path Generator.zip
which finally should address the locked gates issue. Having said that, haven’t had time to check all the locked gates are done right at this precise second, will check that tomorrow.(ver 0.99a)
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Not quite sure I follow you there Op. Do you mean you’re manually going to the next system via nav map, plonking down an “add waypoint” and it’s basically not plotting it? or is it doing it wrong somehow? Or does it put down the waypoint but no other waypoints? Or it plots multiple waypoints but no connection / continuation with them?
just a single waypoint (in the other system)
but no path leading to that waypointAny chance you could say which system this was between please?
Plotting paths just fine and dandy between systems for me (1 hop included) so I’m unable to re-create this issue.
To solve it I need to re-create it to work out what is wrong. Right now there’s no details which are helping me,so anything related to it (starting/ending systems, mod etc) would be beneficial at this point.Cheers.
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As I said earlier my trial worked fine, plotted paths to next system & back and also from a previously unvisited system far away back to where I was prior (moved my character using Ioncross Server Op & plotted my way back to charted systems) without problems.
So it’s unlikely that it would work in this simple one-system hop for one person and not another.
Could it be you have the first version Op?
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It would suggest the issue lies in the legal path? Any chance you could check the file generated to see if there is a legal path generated between the two systems you try this on please?
Is it not possible to get Crossfire as an flmm mod? I dislike installers whereby I don’t actually know what’s being installed and that Avira gives me trojan key logger warnings on many of the files that are being installed by the installer ::)
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will try the path generation again as soon ive a bit more time
the CF installer does only install the mod (into FLMM)
the warnings you get are because of that stupid antivir which considers everything encrypted as a virus
the ppl which did the somewhat more than 150.000 downloads didnt get any problems with troyans yet -
will try the path generation again as soon ive a bit more time
the CF installer does only install the mod (into FLMM)
the warnings you get are because of that stupid antivir which considers everything encrypted as a virus
the ppl which did the somewhat more than 150.000 downloads didnt get any problems with troyans yeti 2nd that - there are only warnings that can be switched off by reducing the WIN32 heuristic detection level.
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It’s obvious they’re “false positives” as they call it, after all… who’d install a dozen trojans?
I don’t know if it’d still have this issue using FLMM though, but since you simply activate it in FLMM afterwards - what’s the point of an installer (in my opinion).
I know it’s slightly hypocritical simply because we once had our own installer too - Accushot made it, but that was because every time you played - it checked a site to see if you had the latest version, and did an update before launching if you didn’t.
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reasons for installers:
1. they are looking better
2. they are able to create folders with info and links to the website under “my programs”
3. they are able have a licence agreement for the usage of the mod
4. they can contain addition mod information
5. they can run neccessary scripts for the installation of the mod
6. they can activate a swf guide (cf1.8 feature) after installation
7. they can use better compressions than normal zip
8. they contain a md5 check to make sure the download was done correctly (to avoid problems/crashes of the mod)
9. and about 1000 other reasons…. -
Hey Op…
Just to save you heartache…
You didn’t reply if the next system you tried is only connected by jumphole and not by a jumpgate?
I know you know that paths only plot through jumpgates and not holes, but thought you might have overlooked this.
And Hoy!! Stop hijacking threads to discuss other stuff - like the merits of installers!
My path generator still works just fine, and I’m very happy and grateful to Chips!
So it should also work for you too.
Hmm… thoughts: What other clandestine engineering works have you done in your mod that might be causing this? lol
Like - have you replaced your jumpgates with some other fancy new SWAT technologies that make it unrecognisable as a gate?
Just thinking out loud to try to give you a pointer.
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reasons for installers:
1. they are looking better
2. they are able to create folders with info and links to the website under “my programs”
3. they are able have a licence agreement for the usage of the mod
4. they can contain addition mod information
5. they can run neccessary scripts for the installation of the mod
6. they can activate a swf guide (cf1.8 feature) after installation
7. they can use better compressions than normal zip
8. they contain a md5 check to make sure the download was done correctly (to avoid problems/crashes of the mod)
9. and about 1000 other reasons….I 2nd that too and if well made you can use un-installers instead that in FLMM
Is there a way to have a look to the source code for this path generator? something like open source? -
Is anyone else finding a problem plotting from one system to another as Op describes?
As for source code, you can have a look at it if you like - but I will warn it’s neither pretty nor probably well coded. Never learnt specifically whether what I’ve done is right or wrong, some of it is (in my opinion) abusing features… but enables me to make it do what I want it to do (so using observer pattern to not only alert the GUI something has changed, but pass back different strings etc to display different messages etc). I can’t remember if I made a message object with an enumerated type to define what the message is, as well as a string for the message itself… or whether I just did it via strings, or a combination of the two
Some of it was designed, and other bits were cobbled onto it in a hurry… and are therefore not well done at all.
So with a long list of bad habits and poor style, yeah - if you would wish to see source code then I’ll upload it - just be warned that when it started I tried to do it right… and then abandoned that part in order to just do it.
Back to troubleshooting.
If it’s generated the paths between the two systems (a question I asked) then the path should plot.
If it hasn’t generated the path correctly, then we can track down what is wrong with it - including whether it’s managed to read (for example) the solararch.ini file correctly.It’s 8pm at the moment, got back from work a short while ago - I got to bed in about two hours, got some work to do as well as work upon my CV - which is why things are kinda slow at the moment Up at 6.30am tomorrow, out by 7.30am and back at 7.30-8pm
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its written in java i guess - i have learned it somewhen in the past so at least i can read it^^
have you ever thought to add some debug output strings to your version - would make it better for people to tell you what happens…
And even you could have a look to what functions are working how with other files as well as other environments.
So if you dont mind to open your source code i would gladly have a look into it. Either i can use and understand it or its just to understand the workflow^^