Posts by Aldenmar Odin

    i just tested on my other laptop with old CF install, and here the value is correct


    [TrueType]

    nickname = Normal

    font = Crossfire

    fixed_height = 0.025000


    this laptop just has a full HD screen so cant test the value here.


    so the launcher did not update all files in my fresh CF install, thats why my account got banned i guess.


    edit: will now copy this correct CF install to my surface pro 11 and test there with the 2k screen and will then post result here.

    just made a fresh CF install by chance to get a fresh start and the entry for "normal" is


    [TrueType]
    nickname = Normal
    font = Crossfire
    fixed_height = 0.031000

    So this value needs to be changed to 0.025

    Hud small is correct

    [TrueType]
    nickname = HudSmall
    font = Crossfire
    fixed_height = 0.025000



    Anyway, just to let you know, also Huor

    I installed CF fresh via the mod installer, then updated the CF install via the new launcher.

    pasted-from-clipboard.png

    Dont know if its ok to use the new launcher directly after new install.

    anyway, my account just got banned after logging in. (it was an empty account, with new created char "Lorbeer#".

    New Faction Editor


    With the new faction editor you can create, modify, deactivate factions and delete factions (not recommended, with integrated warning, as factions should never be deleted for stability reasons)


    - deletion: replace all existing references with a nother existing faction

    pasted-from-clipboard.png


    - change rep to other factions

    pasted-from-clipboard.png


    - change empathy with other factions

    - With the Reference Search you can search your mod / the freelancer installation where the faction is used:

    pasted-from-clipboard.png


    - see other stuff that is related to factions:

    pasted-from-clipboard.png


    - data integrity check

    CRITICAL

    1. Rep target doesn't exist - A reputation references a faction that is not defined
    2. Empathy rate target doesn't exist - An empathy_rate references a non-existent faction
    3. Rep value out of range - Reputation value outside -1.0 to 1.0
    4. FactionProps affiliation mismatch - The affiliation field doesn't match the faction nickname
    5. Duplicate nickname (case collision) - Two factions with same name but different casing

    WARNING

    6. Missing from initialworld.ini - Faction not present in initialworld.ini

    7. Missing from empathy.ini - Faction not present in empathy.ini

    8. Missing from faction_prop.ini - Faction not present in faction_prop.ini

    9. No reciprocal rep entry - A→B exists but B→A doesn't

    10. Duplicate rep entry - Same target faction listed twice in reputations

    11. Empathy rate out of range - Value outside -1.0 to 1.0

    12. Duplicate empathy_rate entry - Same target listed twice

    13. Wrong number of empathy events - Expected exactly 4 events

    14. Missing empathy event type - One of the 4 standard events is missing

    15. No legality defined - faction_prop.ini entry has no legality field


    INFO

    16. No rep entry toward faction X - Reputation completeness (missing entry for another faction)

    17. No empathy_rate toward faction X - Empathy rate completeness

    18. No ids_name defined - No display name ID set in initialworld.ini


    - reputation-presets: when creating a faction, choose: all lawful friendly, unlawful hostile etc.

    pasted-from-clipboard.png


    - analytics / simulation mode: what happens if a player destroys XYZ, what happens with the faction and related factions etc. (still in development)

    @OP I know this topic is old, but the fix is not in the launcher, so in 4k resolution the fonts file must be changed otherwise the numbers are not visible. The problem appears only if you use larger resolution than 2k.

    # FL Atlas v0.6.7

    v0.6.7 has been released, and this update brings a large set of new features, improvements, and bug fixes.
    Release FLAtlas v0.6.7 · flathack/FLAtlas · GitHub


    ## New in v0.6.7

    ### 3D Base Builder

    - FL Atlas now understands bases and their child objects as connected structures.
    - This makes building and editing bases much easier and more visual.

    ### Improved File and Text Editor for Freelancer

    - The editor has been heavily upgraded and is becoming a true Freelancer-focused file explorer and text editor.
    - It now supports tabs directly inside the explorer.
    - right-click ids_name or ids_info to view the text from the .dll file
    - Many workflows now feel closer to Visual Studio Code, but tailored for Freelancer modding.
    - Changes inside files are highlighted visually.
    - After saving, you can inspect the history of each file and each line. (stored inside the mod folder under `.flatlas`.)
    - The editor is designed to make jumping between related Freelancer files much faster and easier.
    - view 3d models directly inside the file editor.
    - rightclick links inside the ini files to directly jump to the file

    ### Performance Improvements

    - Large parts of the app have been optimized to reduce lag and improve responsiveness.
    - Editing large files is now smoother.

    ### 8x8 Grid Layout in 2D and 3D System View

    - Both the 2D and 3D system views now support an 8x8 grid layout.

    ### 3D Character Viewer

    - A new 3D Character Viewer has been added.
    - This feature was originally created for the Savegame Editor and has now been brought into FL Atlas.

    ### Many Bug Fixes
    - Too many to list individually.



    I know working with Freelancer text files can be frustrating, especially because so many changes require editing multiple files at once. That is why I want to keep expanding this editor into a full Freelancer-focused editing environment.

    The goal is to support workflows like:

    - right-clicking lines and jumping directly to related content
    - opening referenced files directly from INI entries
    - moving through connected game data much faster than with a normal text editor

    My aim is to offer an editing experience that feels similar to Visual Studio Code, but optimized specifically for Freelancer modding.

    I am not deeply active as a mod creator myself. I understand how the game files and systems work, but I spend more time building tools than making full mods. Because of that, feature requests for the INI/File Editor are very welcome.


    The next few coding sessions i will focus on performance and loading times, as this is currently my biggest issue. for the 3d system i already implemented parallel workloads but as this was a learning curve i have to touch my "old" 2d system too.


    I’ve been improving the 2D system map to match Freelancers original physical maps more closely. The system grid now uses a Freelancer-style 8x8 layout, better scaling based on real system bounds and NavMapScale, larger and clearer coordinate labels, and a smarter default zoom so the full system box always fits on screen when opened. I also reworked the zoom limits and slider, so you can no longer zoom out beyond the system frame, while still being able to zoom in closely for detailed editing.



    pasted-from-clipboard.png

    I fixed it


    and I guess I have the most important rules applied. I also documented everything, so maybe someone wants to create a 3D viewer in the future.

    And if not, who cares, I just do it for fun.

    FL Atlas ‐ 3D Object Viewer Developer Documentation · flathack/FLAtlas Wiki · GitHub

    pasted-from-clipboard.png


    Just for testing I had to create a 3D Model Browser, I will keep it.



    Little fly through Shikoku:


    I am still trying to fix it without breaking the vanilla cmp decoding. the trick is to create a ruleset that always works, get the CMP standard right.


    In summary crossfire models are more complex packaged, so they need "more rules" to be displayed right, thats why they are off.


    Anyways, i will find a way to display any model right.