A Cross-Platform System Editor for Freelancer (Written in Python)

There are 54 replies in this Thread. The last Post () by Huor.

  • FL Atlas - Freelancer Modding Suite


    FL Atlas is a desktop tool for Freelancer that brings together several common modding workflows in a single application. The goal of the project is not just to edit individual files, but to support connected workflows directly inside one central editor.


    Download links:

    - GitHub: GitHub - flathack/FLAtlas: A Freelancer Game / Modding Editor to Edit Systems and other Stuff. Written in Python. · GitHub

    - ModDB: https://www.moddb.com/games/fr…modding-and-ids-workflows


    Related tools and companion projects:

    - FL Lingo: https://www.moddb.com/games/fr…o-a-freelancer-translator

    - Savegame Editor: https://www.moddb.com/games/fr…s/flatlas-savegame-editor

    - FL Atlas Launcher: GitHub - flathack/FL-Atlas-Launcher: A Freelancer Game Launcher · GitHub

    Web Version for Trade Route, Ship and Universe View:

    Flathack — Freelancer Modding Tools & Projects



    The focus is on practical tools for system building, universe editing, base workflows, text/INI editing, DLL/infocard handling, and 3D previewing. Instead of constantly switching between small helper tools and text editors, FL Atlas is meant to cover as many everyday tasks as possible inside one consistent interface.


    At the moment, FL Atlas covers areas such as:


    - Universe and system editing with 2D and 3D views

    - Direct editing of objects, zones, jump connections, and bases

    - Trade-route tools for economy and market workflows

    - Name and infocard editing for ids_name and ids_info

    - A Freelancer-focused file explorer / text editor with tabs, search, and history

    - Mod management for mod contexts and write targets

    - 3D Model Manager and Character 3D Viewer

    - Base Builder with 3D preview for assembled bases

    - Tools for NPCs, rumors, and news

    - BINI support, vanilla fallbacks, and DE/EN language support


    What matters most is that FL Atlas is not only meant to display data, but to speed up actual modding workflows. Many features are therefore linked together directly. Files, references, models, systems, and resources should be reachable with as little friction as possible.


    The first post of this thread is intended to remain the full project overview at all times. New version sections will then be added below it, so the current state of the tool and its development history can always be tracked in one place.


    Project Focus

    FL Atlas is aimed at Freelancer modders who want to:


    - Edit systems and universe data visually

    - Create or adjust bases, zones, objects, and connections faster

    - Manage DLL text, infocards, and related file references centrally

    - Stop relying on a basic text editor for large INI and text files

    - Inspect 3D models, character assets, and base compositions directly inside the tool

    Version Changelog

    ## v0.7.0 -> v0.7.1 - Changelog

    ### Added
    - Added Mod Manager export for changed Freelancer files as ZIP or FLMOD packages.
    - Added export scanning with progress feedback, changed-file listing, built-in exclusions, and manual per-file exclusions.
    - Added editable export metadata fields plus direct `script.xml` editing for FLMOD packages.
    - Added live zone rotation in the 2D system editor with mouse movement, mouse wheel rotation, and left-click confirmation.
    - Added localized FLAtlas V2 release notice support so FLAtlas V1 can inform users when a newer V2 release is available.
    - Added internationalized preview and room-editor UI labels.

    ### Changed
    - Improved base creation with a visible progress dialog and step-specific status messages.
    - Improved 2D system-view readability for dense object groups through better clustering and label behavior.
    - Improved room preview and room template handling in the base creation workflow.
    - Improved model preview loading with async loading and normalization-aware model handling.

    ### Fixed
    - Fixed copied base NPC appearance so copied NPCs keep their source look. Solves `#64`.
    - Fixed copied base NPC placement so bartenders, dealers, warehouse NPCs, and bar guests stay in the correct room / role. Solves `#63`.
    - Fixed empty room-navigation areas on newly created bases.
    - Fixed terminal popups during base creation by hiding resource-tool subprocess windows. Solves `#68`.
    - Fixed ring-zone handling in the 3D system editor so rings are no longer flattened to `0,0,0`. Solves `#67`.
    - Fixed NavMapScale 8x8 grid half-extent calculation. Solves `#72`.
    - Fixed and completed the right-click room-editor workflow for bases. Solves `#59`.
    - Fixed zone rotation rendering so zones update live in the 2D view and keep their saved orientation. Solves `#61`.

    ### Resolved Issues
    - `#59` Right-click base room editor workflow
    - `#60` Export Mod function
    - `#61` Rotate zone function
    - `#63` NPC location issues when creating a base and using copy NPCs
    - `#64` Base Creation Function: copy NPCs with base creation will use generic NPC models
    - `#65` 2D System View readability with many nearby objects
    - `#67` Rings not displayed correctly in 3D System Editor
    - `#68` Progress bar for creating bases
    - `#72` 8x8 grid not correct
    - `#73` FL Atlas V2 Info

  • Well, so far Ive been using Freelancer Mod Studio (that means in the past few years since it also is a fairly new tool compared to the old junk we used to have) which seems to be very similar.


    Bild_2026-02-27_113020348.png

    Bild_2026-02-27_113213731.png


    The feature set is about the same I guess.

    Question is which tool is better to handle.

    Regarding the path generation I would be cautious. There have been multiple tools in the past which were meant to do that job but in the end none of them actually created path files that did not crash the game.

    In the end Freelancer can generate path files on its own. Just delete the old files, launch thee game and FL will generate ones based on its original algorythm. Path generation was a pain in the ass for many years until somebody (I think it was Chips) found out that FL would generate them automatically.

    signew.jpg


    cfmoddblogo.png5904.png5904.png
    http://www.moddb.com/scripts/topsite.php?ts=4766


    Only dead fish swim with the stream.
    Don't discuss with idiots. They only drag you down to their level and then beat you with experience there.


    This is ten percent luck,
    Twenty percent skill,
    Fifteen percent concentrated power of will,
    Five percent pleasure,
    Fifty percent pain,
    And a hundred percent reason to remember the name!

  • Ah yes I know that tool, thats where I got the idea for the 3D viewer. I still have problems with the cmp files though, I guess I cant solve this problem with python. At least I dont know how but I have time. I will not rush things.


    Im still adding basic features like create / edit bases, planets, zone, zone population, tradelane edits.

    widget-animated-flatlas-v2-progress.gif

    ...................... FL Atlas ...........................................................Savegame Editor....................................................FL Lingo

    305973.png305409.png305505.png

    Edited once, last by Aldenmar Odin ().

  • Last days I have been working hard on my little software, so I updated my first post with current features and new screenshots.


    I also took the time to implement a full English translation (current Languages: German / English), Themes etc. for a (maybe) later public version to download,


    Btw I named it FLAtlas. I think I like this name.


    :give_heart:

    widget-animated-flatlas-v2-progress.gif

    ...................... FL Atlas ...........................................................Savegame Editor....................................................FL Lingo

    305973.png305409.png305505.png

    Edited once, last by Aldenmar Odin ().

  • - Updated my 3D System view: (still cant use FL 3D Models ... maybe later)

    3dView.png


    - full revert function, revert of past things possible, without reverting newer changes.

    change-log-with-revert-function.png


    - Create Zone dialog full reworked, can now create a zone, also in diagonal direction.

    create-zone-1.pngcreate-zone-drawline.pngcreate-zone-draw-box.pngcreate-zone-finished.png


    - 2d and 3d view can now toggle on / off objects.

    enable-view-of-objects.png


    - Moving objects is now visualized


    move-objects-visualized.png


    - added right click menus everywhere its needed

    rightclick-menus.png


    - can now create patrol zones

    patrol-type-zones.png

    widget-animated-flatlas-v2-progress.gif

    ...................... FL Atlas ...........................................................Savegame Editor....................................................FL Lingo

    305973.png305409.png305505.png

  • I am currently implementing a few new features. Currently 24.000 lines of code.


    - A simple Mod Manager, if you want to create several different mods and also test them on an existing freelancer install. Like with the FL Mod Manager you can deactivate the mod and continue working on it.

    - Trade Route creator and editor

    - DLL Name and Info Card Editor / Creator. Finally can create .dll entries, edit etc.


    Also I now know how important a good UI is, I'm still working on it to make it simple, clear, informative and easy to use.

    widget-animated-flatlas-v2-progress.gif

    ...................... FL Atlas ...........................................................Savegame Editor....................................................FL Lingo

    305973.png305409.png305505.png

  • I Just released a first public pre release:


    ## FLAtlas v0.6.2.1


    GitHub: GitHub - flathack/FLAtlas: A Freelancer Game / Modding Editor to Edit Systems and other Stuff. Written in Python. · GitHub


    For screenshots, see my first post.

    widget-animated-flatlas-v2-progress.gif

    ...................... FL Atlas ...........................................................Savegame Editor....................................................FL Lingo

    305973.png305409.png305505.png

    Edited once, last by Aldenmar Odin ().

  • I get a prompt to enter the game path. "bitte zuerst Spielpfad eingeben"

    I already have added paths to "Mod-Repository" and "Clean-FL Testordner" on the Mod-Manager tab.

    Am I missing a different path setting?

    signew.jpg


    cfmoddblogo.png5904.png5904.png
    http://www.moddb.com/scripts/topsite.php?ts=4766


    Only dead fish swim with the stream.
    Don't discuss with idiots. They only drag you down to their level and then beat you with experience there.


    This is ten percent luck,
    Twenty percent skill,
    Fifteen percent concentrated power of will,
    Five percent pleasure,
    Fifty percent pain,
    And a hundred percent reason to remember the name!

  • I found a breaking bug in Windows, unfortunatley I didnt test properly on my windows client. I will release 0.6.2.2 this evening to fix most bugs (I hope).


    Sorry.

    widget-animated-flatlas-v2-progress.gif

    ...................... FL Atlas ...........................................................Savegame Editor....................................................FL Lingo

    305973.png305409.png305505.png

  • Released new version:

    Release FLAtlas v0.6.2.2 · flathack/FLAtlas · GitHub


    Size of the package will be reduced within next releases, but python comes with a lot of dependencies. There are some classes that can be excluded from the build to make it smaller and this will also increase start time of the app.

    widget-animated-flatlas-v2-progress.gif

    ...................... FL Atlas ...........................................................Savegame Editor....................................................FL Lingo

    305973.png305409.png305505.png

  • Ok, now it loads. I am not sure if all functions are already working (e.g. Trade routes).

    However, I tested the system editor.

    Takes a bit to figure out how stuff works (nothing unusual).

    The object editor makes line breaks to make the content fit into the window. I think that might be confusing as it is difficult to really figure out if the parameters still belong to the specific setting or are part of a new one. I think it only should display line breaks which really exist in the ini and instead crop the line and only display it fully when being edited.

    Also when selecting an object it probably would be good if the camera rotation pivots around the position of the object. That makes navigating much easier.

    signew.jpg


    cfmoddblogo.png5904.png5904.png
    http://www.moddb.com/scripts/topsite.php?ts=4766


    Only dead fish swim with the stream.
    Don't discuss with idiots. They only drag you down to their level and then beat you with experience there.


    This is ten percent luck,
    Twenty percent skill,
    Fifteen percent concentrated power of will,
    Five percent pleasure,
    Fifty percent pain,
    And a hundred percent reason to remember the name!

  • Just released another version, this release was a rework for base creation and editing. Man Freelancer is really a pain in the *** with its bases, npcs, room assignment etc. At least changing them and creating them with a tool is much harder than editing the ini itself. I hope I ruled out every issue.


    Release FLAtlas v0.6.2.3 · flathack/FLAtlas · GitHub


    I also fixed the "editor" OP mentioned.


    Also when selecting an object it probably would be good if the camera rotation pivots around the position of the object. That makes navigating much easier.

    you can focus an object by clicking the "jump" or "springen" button in the right sidebar. Orbit around an object by holding left click, right click for moving left, right, up, down. Making an UI is not easy, also I am not a professional UI designer so any info or suggestions are cool :)

    widget-animated-flatlas-v2-progress.gif

    ...................... FL Atlas ...........................................................Savegame Editor....................................................FL Lingo

    305973.png305409.png305505.png

  • Version 0.6.2.4 had been released a few days ago to fix annoying bugs. But i'm not done, yet.


    0.7.0 is on the fly and will be released in a few days.


    Main new Features:

    1. FL Atlas now uses a real top tab workspace instead of the old main navigation.
    2. Systems can be opened in their own tabs, so you can work on multiple systems in parallel.
    3. Each system tab now keeps its own state, including unsaved changes, 2D/3D view, camera position, selection, and undo history.
    4. System tabs can also be opened in a separate FL Atlas window for easier multi-window editing.
    5. A new dedicated INI Editor tab was added, with a file tree, syntax-highlighted INI editing, line numbers, and a section jump list.
    6. The Mod Manager was expanded to support Direct Mods, target installations, and separate savegame profiles per installation or mod. It can also enable openSP for a FL installation and edit the starter ship.
    7. A separate downloadable Savegame Editor can do more.
    8. FL Atlas can now activate many FLMM script.xml mods directly, including common FLMM options and patch methods (needs to be tested with bigger mods)


    pasted-from-clipboard.pngpasted-from-clipboard.png

    Files

    widget-animated-flatlas-v2-progress.gif

    ...................... FL Atlas ...........................................................Savegame Editor....................................................FL Lingo

    305973.png305409.png305505.png

  • you make progress pretty fast

    signew.jpg


    cfmoddblogo.png5904.png5904.png
    http://www.moddb.com/scripts/topsite.php?ts=4766


    Only dead fish swim with the stream.
    Don't discuss with idiots. They only drag you down to their level and then beat you with experience there.


    This is ten percent luck,
    Twenty percent skill,
    Fifteen percent concentrated power of will,
    Five percent pleasure,
    Fifty percent pain,
    And a hundred percent reason to remember the name!

  • my current doings:

    - I have to refracture my code, as im losing overview. My main "file" had more than 40.000 lines of code. splitten the code is work but worth it. (60% done)

    - added support for multiverse plugin (100% complete, just cosmetic changes left)

    - need to make "performance" better, these ids lookup "cost" very much performance.

    - working on cmp / 3db support, (50% complete), integration of 3D views to several parts of program.

    - little "flying through system game" in 3d editor, with freelancer controls (just for fun -> 20% complete).

    - INI Editor (30% complete)

    - trade route editor: basics are implemented, but want to have fast iterations on balacing or automatic traderoute generation via algorythm (I hate doing things by hand)


    Well apart from multiverse plugin, nothing new to "see" but from 0.6.2.4 to 0.7.0 version I have made nearly 200 committs (if you know git).



    See you in space.


    pasted-from-clipboard.pngpasted-from-clipboard.png

    widget-animated-flatlas-v2-progress.gif

    ...................... FL Atlas ...........................................................Savegame Editor....................................................FL Lingo

    305973.png305409.png305505.png

  • If you keep going on you might end up with a playable game ;)

    signew.jpg


    cfmoddblogo.png5904.png5904.png
    http://www.moddb.com/scripts/topsite.php?ts=4766


    Only dead fish swim with the stream.
    Don't discuss with idiots. They only drag you down to their level and then beat you with experience there.


    This is ten percent luck,
    Twenty percent skill,
    Fifteen percent concentrated power of will,
    Five percent pleasure,
    Fifty percent pain,
    And a hundred percent reason to remember the name!

  • I decided to make a pre relaese, as the changelog is getting bigger and bigger.

    programm is now much "faster", as it loads data in background, UI should stay controllable.


    So here is v0.6.3

    Release v0.6.3 · flathack/FLAtlas · GitHub


    for the "game" part: Yes making that little game is more fun than I thought, but ... not yet.:nothatway:

    widget-animated-flatlas-v2-progress.gif

    ...................... FL Atlas ...........................................................Savegame Editor....................................................FL Lingo

    305973.png305409.png305505.png

    Edited once, last by Aldenmar Odin ().

  • Today I worked on CMP support.


    Came from this:

    pasted-from-clipboard.png


    to this:

    Jumpgates ... not yet good, but stations are mostly ok.

    pasted-from-clipboard.pngpasted-from-clipboard.png

    widget-animated-flatlas-v2-progress.gif

    ...................... FL Atlas ...........................................................Savegame Editor....................................................FL Lingo

    305973.png305409.png305505.png

  • CMP format makes me crazy, multilayered parts in one file and no documentation or standard. Weird.


    Did you know a standard weaponplatform is made from 10 individual parts and each part needs right position?

    wplatform.jpgli_dread.jpg

    but i got the jumpgate right.

    pasted-from-clipboard.png


    When im done and can read cmp files without any issues, i will export this module to an external program and document the code so nobody needs to worry about this anymore.

    Files

    widget-animated-flatlas-v2-progress.gif

    ...................... FL Atlas ...........................................................Savegame Editor....................................................FL Lingo

    305973.png305409.png305505.png