Freelancer Path Generator
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Chips,
If you feel up to it, may I request an .ini file editor like Tiny Fish’s 1.4 for your next 24-hour project?
For me it is the best ini editor available.
It has a tabbed “cellular” view like an excel spreadsheet that I love, I can copy & paste values vertically, and it is superb for comparing / checking / duplicating values for the same parameter for all sections. And it can switch to normal text editor view too.
It has many excellent features that should be kept.
But it also has some bugs which make it 90% instead of 100% :-
1. Opening a file smaller than the current one causes an error because the line pointer is not set to 1, it is kept at the current line number of the previous file - this causes the new file’s name not to be updated in the editor, and if the user then saves the new file it overwrites the previous file!
2. deleting the last line of the file gives an error because the line pointer is not updated.
3. editing data in the tabbed view and then switching to text does not reflect the changes there, so it messes the file up. (There is a menu option to update the changed data the other way, so changing from text to cellular view is OK but only when the user remembers to use the option. Making it automatic both ways would be best).
4. deleting one or more lines between other lines in the text view shifts the next line to the end of the previous one, instead of keeping in the line-feed/carriage return
5. when it can’t overwrite the old file it doesn’t tell you so but pretends it has done - so changes are lost.
6. when inadvertently adding data past the last line in tabbed view produces an error message that is not understandable
There may be more.
Wishful thinking that you might take this one on!
But it would be superb.
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@ ST, try note tab light, it’s what I use instead of notepad.
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Nothing else has Tinyfish’s cellular view. Try it and you will see what I mean, it saves tons of time.
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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.
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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.