It would be possible, but do not know when I would find time for it. For now I suggest you use Adoxa’s UTF to XML converter for it. It gives all the ALEs as XML files. There you can actually use Notepad++. And then convert them back to ALEs.
Skotty
Posts
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ALE Editor 4.2 + Bugfix for Loops being not resetted when changing them in the Node Properties.
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I recommend to just alter your cargo system to not exceed this number. Either generally lowering your cargo space on ships below it, or increasing the volume of commodities to make it impossible to exceed the value. Not everything that can be potentially done by hacks should be done by it. Save others some troubles by rethinking your problematic design decisions first if it is a valid option.
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For engines you do not need this. They effectively work by the HpEngine hardpoints. If you lose every single collision group with HpEngine until you have no more, the engine stops working.
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Both should be resized. The appearance makes the visual particles. But the emitter is necessary as well to make sure the area in which those particles get spawned is increased, too, and the pressure - which makes sure the flame looks the same on full power.
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ALE Editor Version 4.2
Features:
- Right click on any Appearance or Emitter Node to get a “Scaling” tool to scale them up or down.
- Right click on any Effect to get a completely generated [VisEffect]-entry for the ALE.ini files for the given effect. The Texture-Files are automatically assigned when you also imported them via the general “Select Textures” option.
Improvement:
- “Default Value” input of some animations disappears now as soon as some Time-Value pairs were added. The game uses those additional entries instead of the simple ones.´
Correction:
- Change second and third value labels of some animations to their correct labels of “in tangent” and “out tangent” for interpolations.
Bugfix:
- Correct changing anything to the “Transforms” of a Node required a complete effect reload.
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Hey greetings! A nice video series!
I just begun watching it, really nicely done. Though on the first episode I noticed a mistake: The sequence at where Sinclair gets the Artifact stolen is not in Omega-3 on Sprague, but on Planet Pygar in Omicron Theta. -
Alucard wrote:
Freelancer exe is still running when I close out of game and server. Any idea why it won’t end completely?It is a general issue with Freelancer on any Windows system newer than WinXP afaik. Happens on WINE in Linux, too.
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Cloaking Devices surprisingly are/seem to be External Equipment. Armour may be Internal Equipment. This could be the reason why certain checks do not work properly here. But that’s just a guess.
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[c]density[/c] is a soft cap. If there’s space for still 1 more ship to spawn, the game still may throw an entire encounter into the zone.
[c]density_restriction[/c] on the other hand is a hard limit on an npc’s ship-class from the encounter files.Also it should be noted the game does behave differently if you spawn into a zone via connecting/loading/docking/jumping, and when you fly into one.
@adoxa I noticed especially there that the game can spawn encounters with 18 ships max. With a little weird thing here. Spawning into a zone of those encounters spawns them fine. When flying in the zone, the server dies. But when I have the encounter with 17 ships, the server survives it.
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Are you both on the same network at home, or is this via internet?
For internet, you will need to open your local TCP/UDP ports on 2300 to 2302 for Freelancer, so the other can join properly. -
No. Just bugfixes mostly.
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Another release. I fixed wrong node IDs and empty UTF nodes. Both leading to game crashes on their own. Thanks to Treewyrm and Serenawyr for pointing it out.
Deleted the previous download because it’s breaking game files.
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ALE Editor version Alpha 4 is out now! Find it in the attachement of this post.
New feature:
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Render ordering. ALE effects render particles in a defined order. This can be important when one particle is supposed to hide another. Now you can see and set up this order in the editor, too.
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Also for being orderly you can now close gaps in the automatically generated IDs for effect nodes.
Bugfixes:
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Previously the editor saved the data twice into UTF files. Now it correctly saves it only once. This had no negative side effect except for bigger file size.
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Preserving render order: Previously the ALE Editor changed render order unasked (see feature above). Now it is kept as in the original.
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FLBeamAppearance was missing in the context menu to create it.
Additionally there is now also a Linux executable for those who fancy it. Requires qt5pas lib to be installed.
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Ja, in der EXE\Freelancer.ini kannst du neue Dateien definieren. Prinzipiell ist nur wichtig, dass die Sachen in der Datei vom richtigen Typen sind wie der Schlüssel an dem du den Dateipfad definierst. Also z.b. dass es Equips oder Goods sind. Du kannst das dann in beliebig viele Dateien aufsplitten - habe ich so schon getan.
Es gibt aber einige Dateien die Freelancer hart definiert und die du nicht teilen kannst. Die finden sich dann auch in der Freelancer.ini nicht. -
In der universe.ini unter DATA\UNIVERSE gibt es für jedes System einen Eintrag “NavMapScale”. Das ist ein Faktor. D.h. je größer, desto kleiner wird die Karte im Spiel dargestellt. Der Basiswert 1 entspricht etwa 270kx270k.
Jede Einheit im Spiel entspricht genau 1m. -
Die Energiegeneratoren eines jeden Schiffs finden sich in der misc_equip.ini in DATA\EQUIPTMENT
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The user interface is far from user-friendly currently. The first focus was to get it just work somehow. But it isn’t intuitive and there is no tutorials or help either currently on how to use it. That may cause some confusion.
On the usage of animated sprites I also sadly do not know myself, I never tried it and as well would have to experiment with it first now.
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Reminds me when I tried to figure out the data structure of another game’s save-game files and after staring at it for an hour suddenly saw it all fall together and could write a program for it.
Anyway, I’ll go and add those information to the Wiki as well.
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Thank you very much, black magician from the outer space!
Truly, even that is more than enough. Better than no HP type at all. How do you do this sort of stuff?
ALE Editor Alpha 4.2 Release
ALE Editor Alpha 4.2 Release
Visual limit on the amount of numbers in the hold for goods/items
(@Adoxa) EngClass: parenting Power Plants / Engines to ship parts (CollisionGroups)
ALE Editor Alpha 4.2 Release
ALE Editor Alpha 4.2 Release
Freelancer 2023 Series
Zero to Hero
Dev's Limit Breaking 101 Techniques
Trying to understand how NPC spawning works?
Looking for a server hosting guide
ALE Editor Alpha 4.2 Release
ALE Editor Alpha 4.2 Release
ALE Editor Alpha 4.2 Release
Includieren von .INI Dateien
Größe der System Karte wie ermitteln / wo finden?
Waffenenergie manipulieren
ALE Editor Alpha 4.2 Release
Hack-Offsets for assigning HP Type to "Armor" objects
Hack-Offsets for assigning HP Type to "Armor" objects