Freelancer Mod Studio - 1.2
-
Just installed this, and it’s really cool stuff!
I dunno if this has been discussed or not but perhaps you could put it up on the Forge in case someone else wants to play ball with it in the future?
What you’ve done is awesome, and I could see it being the basis for a sort of full suite that did everything you’d need (Maybe unlikely for that to happen, but hey a man can dream )Regardless, thanks for your great work and I look forward to using this!
-
Bobthemanofsteel wrote:
Just installed this, and it’s really cool stuff!
I dunno if this has been discussed or not but perhaps you could put it up on the Forge in case someone else wants to play ball with it in the future?
What you’ve done is awesome, and I could see it being the basis for a sort of full suite that did everything you’d need (Maybe unlikely for that to happen, but hey a man can dream )Regardless, thanks for your great work and I look forward to using this!
Hm I cant see the reason why it should be put on the Forge as people could also continue developing when the project’s home is google code. Also I prefer it to be independent
-
Hi,
I’m getting an Unhandled exception when I try to view anything in the 3D View.
“The type initializer for
‘FreelancerModStudio.SystemPresenter.SharedGeometries’ threw an exception.”Any ideas what this could be?
I’m not exactly running a clean build of anything so that probably won’t help.Cheers,
Rik -
Ah I’ve cleaned my ageing install of Vista (yeah I know…) up and bit and done a fresh install of the new beta, works great! Thanks for the hard work stfx!
-
Uploaded 0.9.9 Beta 2
Download the latest version here or use the auto updater in your Freelancer Mod Studio.
Changelog of Beta 2:
- Added legend icon for systems in universe display
- Added different model color for trade path (blue) and patrol path (white)
- Added setup option to associate .ini files with Freelancer Mod Studio
- Fixed model not being updated if archetype of object was changed
- Fixed pyramid meshes being lit from the inverted direction
links corrected
-
Tried it out properly today, and my god man you are a king!
It’s great, though you would definately reach deity status with those movement and transform tools within the 3D editor, it’s almost infuriating to have it right there but be under stripper rules.Would it also be possible to hide things via type? (unless I’m missing an option somewhere)
That is, hide/show all zones, planets, lighsources, etc.
It would help to allow the user to unclutter their workspace of stuff they’re not dealing with at the moment.Regardless, I can give proper accolades now I’ve tried the product, great work, I’m glad you didn’t decide to drop the project completely back then.
-
Sorting totally ruins original structure of ini file.
Ex. - editing shiparch.ini - sorting - editing - saving.Ideas for updates:
- Saving with original structure of file
- Optional switch to save sorted file
-
The options are sorted by their order in the template.xml. I simply did not put them in the correct order yet (only some system related files). I will edit it so that the order represents the vanilla one but you could also help me with other files
Hint: The option order is not unified in the default ini files though
EDIT: Attached template.xml
-
Wow…this is looking even more awesome!
-
That combined with movement through the 3D window would make for one epic tool, stfx!
Hope it ends up in the release, looks great!
-
@Stfx
8-[……]
Exellent. Good for giving accurate coords to the objects -
Finally Thats what I wanted ^^
-
Probably been busy over the holiday season, stfx, but any progress on this?
-
This tool has seriously cut down on the time it took to track down a number of system bugs in the Discovery 4.86 release. Simply seeing which zones are where was enough to figure out some zones just weren’t where they were supposed to be. Props.
I’m impressed with that seeing object shapes teaser. If that can get implemented even in a beta stage, I’m interested. It will make arranging bases SO much easier if the object geometry is painted (textures is a nice bonus, but geometry alone would suffice).
-
Hey guys,
how are you?
everyone still here?I will work on Freelancer Mod Studio a bit in the next weeks and will mainly concentrate on working on the 3D viewer. Real models, 3D transform support, something like that
Before I begin though I would like to know if there are any real issues with the way the tool works now? Saving of property order is fine now I guess?
Also would anyone need the ability to save the ini files in binary mode (bini) or is that a waste of time? - not that it will take much
Out of interest: is anyone using the tool for editing ini files other than the systems?
Also I am looking for someone to help me categorize and write a small description for each property of the system and universe file which will be displayed in the propertygrid (that thing with the properties which is by default on the right side of the screen)
Greetings
-
Good to see that you’re working on it again, stfx!
It’s an awesome tool and I was getting worried that it’d be left nearly finished!