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 ācreate backupsā.
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 āMove [new line]Done, and thatās it.ā
I must admit that Iām not editting a complete System, just an .ini file with 5 solar objects. But thatās the whole point of what Iām 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 isnāt 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 āfullā System file. What I wanna know is:
a) Is there a special (but not easily seeable) format in the gameās 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 youāll be back one day! Of course, we all have our periods, but thereās 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.
iām 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!!
Youāre āraising the deadā!! so to speak! rofl
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StarTrader wrote:
Moony!!Youāre āraising the deadā!! 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 doesnāt also render the middle of the extremes, only the distance and angle. Would have saved me some seconds per path.
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Iāve not followed the latest developments much, what exactly is missing? What are you trying to do, basically?
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FriendlyFire wrote:
Iāve not followed the latest developments much, what exactly is missing? What are you trying to do, basically?You mean what Iām referring to in the post right abovr yours?
Well - in FLDev there is this nice tool (under the āMisc Toolsā tab) where you can enter the initial and final point of a line. It then gives you the size of the line and the angle. My remark was that it would also have been convenient if it had also given the position of the line (being the middle point of these lines). Not at all difficult to do, but you still have to do it anyway
The reason I digged up this thread is that I didnāt have the latest version of FLSysCalc, but after I made a post I discovered it was attached to the first post in the thread :roll: :lol:
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Ah, I see. Iām afraid I canāt even compile the old FLDev 1.1b anymore, and the new versions (none of which have ever seen the light of day and are in various states of completion) donāt have those tools, so this is the best youāll get
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FriendlyFire wrote:
Ah, I see. Iām afraid I canāt even compile the old FLDev 1.1b anymore, and the new versions (none of which have ever seen the light of day and are in various states of completion) donāt have those tools, so this is the best youāll getHaha, thx for even considering it It aināt too bad; would save me about 10 sec per path or so