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

There are 46 replies in this Thread. The last Post () by Aldenmar Odin.

  • 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

    ## v0.6.8 -> v0.6.9 - Changelog

    ### Added
    - Added a recycle-bin workflow for the `File Explorer`:
      - deleted files now move into `.flatlas/history/trash` instead of being removed immediately
      - deleted files can be restored from a dedicated trash dialog in the explorer toolbar
    - Expanded `Nebula` zone creation with more Freelancer-authentic zone options:
      - `visit`
      - `spacedust`
      - `spacedust_maxparticles`
      - `interference`
      - `property_flags`
      - `property_fog_color`
    - Expanded `Asteroid Field` zone creation with more Freelancer-authentic zone options:
      - `property_flags`
      - `visit`
      - `sort`
      - `spacedust`
      - `spacedust_maxparticles`
      - `comment`
    - Added Base Builder 3D viewport improvements:
      - color-coded XYZ axis gizmo at the grid corner with labeled arrows (red X, green Y, blue Z)
      - large yellow "N" north marker outside the grid at the −Z edge for orientation
      - color-coded Move/Rot/Axis buttons matching gizmo colors (red X, green Y, blue Z)
      - active-state highlighting for Mode buttons (Nav/Move/Rot) and Axis buttons (X/Y/Z)
      - live rotation display (X/Y/Z) for the currently selected object
      - step-size spin box (1–360°, default 15°) for precision stepping via +/− buttons
      - Reset Camera button and Zoom slider moved into the main toolbar row for quicker access
      - vertical separators between transform groups and mode groups for clearer visual structure
    - Added minimal 3D part preview mode for the Base Builder (mesh + wireframe only, no tabs or details)
    - Added parent-child co-movement: moving a parent base object now moves all linked children in the 2D editor
    - Added child-object interactivity lockdown: child objects with a parent are non-interactive in the 2D editor; deleting a parent shows a confirmation dialog for its children
    - Added Faction Editor – inline IDS editing: name, short name, and info text can now be edited directly in the General tab without detour through the IDS editor
    - Added Faction Editor – reputation sliders: 3-column reputation table with interactive sliders per faction, color-coded by value
    - Added Faction Editor – empathy rate sliders: editable empathy rate table with sliders (range −1.0 to 1.0), color-coded
    - Added Faction Editor – reputation presets: one-click presets (All Friendly, All Neutral, All Hostile, Hostile to Lawful)
    - Added Faction Editor – delete faction: removes a faction from all three INI files with optional reference replacement dialog
    - Added Faction Editor – data integrity check: 18 validation checks across critical/warning/info severity levels covering missing references, out-of-range values, duplicate entries, and structural issues

    ### Changed
    - The zone-creation dialog now gives asteroid and nebula fields clearer Freelancer-oriented presets and explanations instead of leaving important values implicit or hardcoded.
    - Zone generation now writes substantially richer field-zone metadata for newly created nebulae and asteroid fields, bringing FL Atlas output much closer to real Freelancer system files.
    - Removed the header text from the Base Builder dialog for a cleaner layout.
    - Faction Editor reputation coloring now uses ±0.59 thresholds (was ±0.3) across graph, matrix, table, and sliders.

    ### Fixed
    - Fixed ring-zone deletion so removing a ring also removes the corresponding `ring = ...` reference from its parent object, and undo restores both pieces together.
    - Fixed File Explorer deletion so right-click delete is available again for actual file entries in the context menu.
    - Fixed File Explorer delete behavior so deleted files are no longer lost immediately when using explorer delete actions.
    - Fixed generated asteroid-field zones to no longer force incorrect defaults like `property_flags = 0` and `visit = 0` when field-specific values are intended.
    - Fixed Qt3D render-thread crash in Base Builder caused by use-after-free during rapid scene rebuilds (debounced rebuilds, safe entity deletion, geometry validation guards).


    ## v0.6.7 -> v0.6.8 - Changelog

    ### Added
    - Added a much stronger `Zone Population` editing workflow: - profile-aware defaults for field, patrol, lane, and generic zone styles - Freelancer-aware validation for encounter levels, chances, and faction weights - inline guidance/tooltips for encounter and faction values - sum checks so encounter chances and faction weights per encounter do not exceed `1.0`
    - Added dynamic Discord invite resolution via the FL Atlas GitHub wiki so expired hardcoded invites no longer break the feedback flow.
    - Added a local updater test path for packaged builds via `--test-updater-zip`, making it possible to test the full updater workflow against a local release ZIP.

    ### Changed
    - Replaced the built-in help dialog with a direct link to the FL Atlas GitHub wiki.
    - Reworked Windows self-update flow toward a dedicated updater-driven process: - FL Atlas now launches `FLAtlasUpdater.exe` - the updater is intended to handle download, extraction, file replacement, and restart - startup update checks are now scheduled after the app is fully shown, preventing update dialogs from appearing behind the splash screen
    - Improved general editor workflows: - the file tree now preserves expansion state better - the File Editor gained a breadcrumb/path bar - `Archetype = ...` lines can open related 3D models and definition INIs directly
    - Expanded base and NPC workflows: - copied base-template NPCs now preserve their source appearance - create/edit base workflows can randomize NPC head/body appearance - base child objects now use the correct parent nickname and `visit = 0`

    ### Fixed
    - Fixed several Base Builder problems: - freshly added parts now refresh more reliably in preview - the newest moved part now keeps its position correctly on save/close - base child/parent persistence is now more consistent
    - Fixed jump hole/gate persistence issues caused by dirty open system tabs overwriting newly created connections.
    - Fixed 3D system viewer overlays so grids and zones remain visible instead of disappearing behind other objects.
    - Fixed generated nebula/asteroid zone files and generated base room files to avoid excess blank lines.
    - Fixed File Editor UX issues: - removed the modified-date column from the tree - tree collapse behavior on reload
    - Fixed update UX problems: - clearer handling of invalid downloaded update archives - update checks no longer run too early during splash/startup


    ## v0.6.6 -> v0.6.7 - Changelog

    ------


    This version expanded FL Atlas most strongly in the areas of the File Explorer, Character Viewer, and base-related workflows.


    Added:

    - Character 3D Model Viewer for assembled Freelancer characters

    - 8x8 grid layout in both the 2D and 3D system view

    - Major expansion of the file/text editor into a more complete Freelancer-focused File Explorer

    - Explorer tabs for working with multiple files in parallel

    - File and line history stored in the mod-local .flatlas folder

    - Context actions for linked files, folders, systems, and 3D models

    - IDS-aware actions for ids_name and ids_info

    - Minimap support for text files

    - File creation and deletion directly inside the explorer

    - Stronger 3D Base Builder workflows


    Changed:

    - The former INI Editor was expanded into the broader File Explorer

    - Text editing now leans more toward a VS-Code-like workflow, but tailored specifically to Freelancer modding

    - 3D models can now open directly in dedicated tabs

    - system.ini files can be sent directly into the 2D system view

    - The toolbar and overall File Explorer UX were refined further


    Fixed:

    - Line history now follows the logical line even after inserts and deletes

    - Less lag when editing large files such as market_misc.ini

    - Multiple UX issues in the File Explorer and previews were fixed

    - Startup crash caused by early _ini_editor_current_file access was fixed


    Commits in this range:

    - bdcd768 Improve file explorer tabs, previews, and editor UX

    - d96ba07 feat: Enhance INI editor with new file creation and search functionality

    - 87f28b3 Add Character 3D Model Viewer functionality


    ## v0.6.5 -> v0.6.6 - Changelog

    ------


    The main focus of this version was the Base Builder, 3D presentation, and structural improvements.


    Added:

    - Base Builder for multi-part base compositions

    - Live 3D preview with ground grid

    - Axis gizmo and precision controls for position and rotation

    - Orbit drag and improved camera controls

    - Undo/history workflows for add, delete, move, and rotate

    - Vertex normals and texture configuration for improved 3D geometry

    - select_equip.ini in the default archetype files

    - Automatic context switching when creating a new repo mod


    Changed:

    - System references now use NavMapScale more accurately for 2D map framing

    - Zoom reference rectangle for better system fitting

    - Improved label and selection behavior for child objects

    - INI editor functionality and translations were refactored further

    - Theme alpha values and pen widths now react to light/dark mode


    Fixed:

    - Universe zoom no longer causes systems to disappear

    - String and XML resource handling in INIs and DLLs was improved

    - Unwanted characters in XML normalization were cleaned up

    - 3D placeholder sizes and fallback radii were improved

    - Qt3D native preview was hardened with normals against Failed to create input layout on Windows


    Commits in this range:

    - 5d571c8 Refactor INI editor functionality and update translations

    - 8e04994 feat: Add axis gizmo overlay and precision step controls in BaseBuilderDialog

    - 4471eda feat: Adjust layout parameters in BaseBuilderDialog and MeshPreviewDialog

    - 960fce7 feat: Implement ground grid visualization in BaseAssemblyPreviewView

    - 83c697f feat: Adjust theme color alpha and pen width based on light/dark mode

    - ce82e3f feat: Update system reference calculations to use division for NavMapScale

    - bb94416 feat: Enhance system reference calculations and add zoom reference rect

    - 178da78 feat: Add method to calculate max object map half extent

    - 5505f94 feat: Add select_equip.ini to default archetype files

    - 7d9de38 feat: Implement orbit drag functionality in preview dialogs

    - d314d2a feat: Enhance geometry rendering by adding vertex normals support

    - 06cff2e refactor: Remove outdated 3D background streaming plan document

    - 9af3cae feat: Implement undo functionality in Base Builder dialog

    - 477e86a feat: Implement Base Builder functionality and improve Mesh Preview Dialog

    - 9466861 feat: add preview fitting and camera synchronization in MeshPreviewDialog

    - fef5781 feat: implement 2D object label visibility policy

    - fa83f4f feat: improve UI layout and tooltip functionality

    - e32c40e feat: enhance base builder dialog layout and improve event handling

    - 6668bac feat: Enhance base builder functionality and UI

    - 7e718d2 feat: enhance view state restoration and system document handling

    - 8c67ad4 Refactor code structure for improved readability and maintainability

    - 47dc3a7 fix: clean up unwanted characters in XML normalization

    - a82a5cf feat: enhance string and XML resource handling

    - 5366ad2 feat: implement automatic context switching for repo mod creation

    - 56891d5 fix: update application version to 0.6.6


    ## v0.6.4 -> v0.6.5 - Changelog

    ------


    This version expanded FL Atlas with several standalone tool areas and pushed the 3D workflows much further.


    Added:

    - Tools menu with News Editor, NPC Editor, Rumor Editor, and 3D Model Manager

    - Integrated 3D Model Manager with live preview, search, and grouped model listing

    - Persistent top-view icon workflows for vanilla content and mods

    - Activity tab for status messages, categories, and filters

    - Background support for Freelancer starspheres in 3D

    - Separate Free Cam mode for the 3D system view


    Changed:

    - Much smoother background streaming path for native 3D models

    - Simplified native 3D rendering in system view for better performance

    - More realistic 2D object sizing

    - Global search and filter fields now use debouncing and shared search delay

    - Startup/session flow and the overall visual identity were reworked


    Fixed:

    - Many native 3D and CMP preview problems were resolved

    - Stability and performance when opening large systems were improved

    - Several universe/system workflow issues were fixed

    - Multiple 3D UI issues and activity-log transparency issues were improved


    Commits in this range:

    - 7117ee0 perf: smooth native 3d preview scheduling

    - 8950e65 perf: add prepared native scene payloads

    - a8c4384 perf: drop stale native preview build payloads

    - 2b594ec perf: prioritize lighter prepared native payloads

    - 9b36bdf perf: add tiered native preview policy

    - b74d43a perf: instrument native scene streaming activity

    - 30182e1 perf: stagger duplicate native preview builds

    - 44f8f16 perf: add native preview batch time budget

    - 728dcd7 perf: prioritize cached native preview reattach


    ## v0.6.4 Changelog

    ------


    This version significantly expanded the 3D viewer, trade routes, the former INI editor, and the Mod Manager.


    Added:

    - Expanded native 3D object viewer and CMP inspection workflow

    - Trade routes as a stronger balancing and analysis tool

    - Heavily expanded INI editor with compare, Find usages, status summary, and section inspector

    - EXE version management and mod-settings support in the Mod Manager

    - Local launch.cmd for starting FL Atlas directly from the repo


    Changed:

    - Native scene and runtime handling in 3D preview and system integration was refactored further

    - Trade-route internals became more modular and testable

    - INI editor workflow was grouped more tightly around the main editing path

    - Release/build hygiene was improved further


    Fixed:

    - CMP/native preview problems involving orientation, transform hints, and legacy layouts were fixed

    - Trade-route correctness was improved for base-price handling, weaker valid routes, and unreachable connections

    - INI editor ergonomics were improved for longer editing sessions


    Commits in this range:

    - 89af662 Bump version to v0.6.4, enhance native scene runtime with debug event tracking, and add debug state snapshot functionality in main window and view 3D

    - 57aa9fe Refactor native scene handling in main window and view 3D; enhance debug state snapshot and sync functionality

    - 1c78cfc Improve 3D viewer native scene runtime diagnostics

    - 8e35213 Improve real CMP part matching diagnostics

    - 455f0b4 Add native CMP decode diagnostics

    - d9443e7 Add jumpgate support in MeshPreviewDialog and update model file handling in MainWindow

    - e848c43 Handle relative UTF data offsets in CMP loader

    - 3889468 Prefer VMS stride hints in preview layout guess

    - aa8eaa3 Classify real CMP VMeshData block patterns

    - 0cc56b1 Resolve real CMP VMesh refs via Freelancer CRC

    - e1102f5 Group related CMP VMeshData blocks into families

    - 2de06bb Propagate CMP VMesh family context into preview metadata

    - bca6875 Add family-aware CMP preview layout metadata

    - d8b9ae7 Use stream blocks for family-aware CMP layout guesses

    - 1be8077 Add family-aware CMP decode diagnostics

    - 4832d68 Add combined family fit diagnostics for CMP decode

    - a055404 Detect CMP header end-vertex semantics

    - 64b116b Name CMP mesh header end-range semantics

    - 7dc6d4d Match CMP mesh header group end semantics

    - 86aa548 Build structured CMP mesh header records

    - 6006f6e Mark structured CMP decode targets

    - ebf8074 Build initial structured CMP decode plans

    - 79beafd Use structured decode plans in native preview geometry

    - d9aa4eb Refine 3D viewer plan for first visible Freelancer models

    - 36c0329 Detail 3D viewer delivery path for Freelancer files

    - 5aa33d8 Add 3D viewer reference acceptance and blocker criteria

    - b888086 Decode first real jump_gatel Level4 preview geometry

    - d51f803 Decode first real jump_gatel Level3 family geometry

    - 29027f5 Expose native preview render path in UI

    - dd7f4d3 Expose selected native detail state in main window snapshot

    - 9f9e875 Move 3D preview details into separate tab

    - 26fc38d Constrain 3D preview dialog to screen height

    - fc795d0 Refactor tests for path utilities and add new image assets

    - 7de6e9f Enhance vmesh reference parsing to support legacy layout and infer vertex/index counts

    - a619e7c 3d objekte in system view

    - ed6119b 3d model debug

    - be0fdbe Add EXE version management features to Mod Manager

    - 7e530d6 feat: Add mod settings page and runtime handling for EXE offsets

    - c92ffc9 feat: Enhance trade route filtering and UI

    - fa4ba2b fix: Correct model orientation for CMP files in 3D viewer

    - a41052f feat: Add CMP up correction handling and related tests

    - e8d9b88 Refactor and enhance CMP loader and mesh data handling

    - 0eb6fe2 feat: Add comprehensive documentation for the 3D Object Viewer, covering architecture, data formats, and algorithms

    - e85f1af fix: Update CMP transform hints to correctly reflect part names and translations

    - ed2b0e5 feat: Enhance MeshPreviewDialog with mesh visibility toggle and improve color settings for better contrast

    - 0a3dcf6 feat: Implement material library handling and enhance MeshPreviewDialog with texture support

    - b327dfc feat: Implement back-face culling disable functionality for Qt3D materials in MeshPreviewDialog

    - 536a068 Add trade route market analysis dialog

    - e78ea98 Add goods.ini deep link for trade routes

    - b225e85 Add cargo-based net profit to trade routes

    - da7c209 Add profit-per-jump route analysis filters

    - b672185 Extract trade route runtime helpers

    - 11d7275 Improve trade route market editor previews

    - eee790b Add trade route base deep links

    - e46fa9b Add market section deep links for trade routes

    - 63cad2f Account for implicit base-price trade routes

    - 7ec408d Keep implicit trade route pairs in route scan

    - 9c7c403 Drop unreachable trade routes from analysis

    - ad9c2bc Add market editor and analysis buttons to trade route sidebar

    - a9d85fd Add launch script for running FLAtlas application

    - aea017a Improve INI editor modding workflow

    - 6d6ff98 Add section-aware INI comparison

    - 5cc37fe Add INI editor find usages search

    - b4d0157 Add INI editor file status panel

    - 58c3b71 Add INI section inspector editor

    - 47bdaa7 Add INI editor validation hints

    - a7e7a1a Refactor INI editor status panel to use summary label and update tooltip information

    - 2254997 Update .gitignore to include additional virtual environments and build artifacts

  • 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-suite.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-suite.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-suite.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-suite.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-suite.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-suite.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-suite.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-suite.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-suite.gif

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

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  • 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-suite.gif

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

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  • 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-suite.gif

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

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    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-suite.gif

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

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  • 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-suite.gif

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

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