I have been busy a few days but I'm back and ready to fix ugly bugs.
v0.7.0 will be a bug fix release only, so not much to say.
I hope I get to fix every issue I find and will release v0.7.0 after that ![]()
You need to be a member in order to leave a comment
Already have an account? Sign in here.
Sign In NowSign up for a new account in our community. It's easy!
Register a new accountI have been busy a few days but I'm back and ready to fix ugly bugs.
v0.7.0 will be a bug fix release only, so not much to say.
I hope I get to fix every issue I find and will release v0.7.0 after that ![]()
Danke. Mal sehen wohin sich das alles noch entwickelt. Die ganzen anderen Tools sind alles "kleine Geschwister" Projekte von dem großen FL Atlas Projekt (speziell die Webseite war gar nicht geplant, mit den trade route calc etc.). Der Launcher ist auch nur entstanden, weil es unter Linux es nicht so easy ist mal eben einen Key in der registry eines wine prefixes zu ändern.![]()
with 0 the text appears to be really small ... I would not recommend that
(16:9 - full HD test)
For developing surposes I am using Linux to manage all my freelancer installs and I thought maybe a little guide would be good for any Freelancer Linux users
(See a very detailed version of this guide with images and in english / german here:
Installing Freelancer on Linux with Lutris or Bottles | Flathack Help Center)
The most reliable approach is to keep vanilla Freelancer and every major mod in separate Wine environments instead of mixing everything into one setup.
That means: one clean base installation for vanilla Freelancer, then one separate environment for Discovery, another one for Crossfire, and so on. This makes troubleshooting much easier and prevents savegame, registry, and multiplayer profile conflicts.
Best practice: Keep one clean vanilla install, then create one separate Lutris prefix or Bottles bottle for each mod such as Discovery or Crossfire.
If vanilla Freelancer already works in its own environment, then later problems are much easier to trace. You will know whether an issue comes from the base game, a mod, a dependency, or a launcher setting.
Depending on the installation, also add these inside the matching Wine environment:
With FL Atlas Launcher (Download for Linux and Windows here)you can:
This is especially helpful if you switch between different Freelancer servers, keep separate multiplayer identities, or want a cleaner overview of several mod installations.
Recommendation: Keep one installation per mod. This avoids many problems with registry data, savegames, multiplayer profiles, and broken dependency setups.
I made some tests with my different screens (sorry to my wife for wasting so much time at evenings, anyway).
Anyway the fixed_height factor appears to be a relative height factor, not a fixed point size.
In practice, it seems to scale with the screen height, roughly like this:
font pixel height = fixed_height * screen height
That explains why the same fixed_height value produces much larger text at higher resolutions.
Example with fixed_height = 0.03:
at 1920x1080: 0.03 * 1080 = 32 px
at 2560x1440: 0.03 * 1440 = 43 px
at 3840x2160 (4K): 0.03 * 2160 = 65 px
So on 4K, the text becomes much larger unless fixed_height is reduced.
A practical conversion formula is:
new_fixed_height = old_fixed_height * (old_screen_height / new_screen_height)
Example:
from 1080p to 4K:
0.03 * (1080 / 2160) = 0.015
from 1440p to 4K:
0.03 * (1440 / 2160) = 0.02
This is why smaller values such as 0.02 to 0.025 are needed at 4K: the font system is effectively scaling text size by vertical resolution, so higher resolutions require a lower fixed_height value to keep the text visually similar.
So now @OP to your issue: I guess for some reason your font scales globally larger in freelancer in general, maybe you changed some system settings in the past regarding font size or maybe just a freelancer settings in the ini somewhere? Cant tell at this time.
I am only on 16:9 (Full HD and 4K) and 3:2 (Surface Pro)
But that issue appeared only on resolutions greater than 2k, so surface pro has 2880x1920 (3:2 Ratio) and on 4k 3840 x 2160 (16:9). On Full HD (my other laptop with 16:9 ratio too) this issue does not appear.
I could solve the issue on other servers (discovery, hamburg city, freelancer universe) by changing the number in the ini to 0.25 (or less).
As I have also problems with the HUD with hudshift on different ratios and resolutions, I have found out the formula to calculate the values for any ratio in the camera.ini:
(now math comes in, sorry for that, I know Text representation of formulas is difficult here in the forum, but I will try)
Example for 3:2 Ratio, calc from 4:3 Ratio (vanilla standard):
fovx(3:2) = 2 * arctan( tan(54.432° / 2) * ((3/2) / (4/3)) )
fovx(3:2) = 2 * arctan( tan(54.432° / 2) * 9/8 )
equals: fovx(3:2) = 60.105°
(camera ini entry for fovx).
all values:
4:3 - 54.432
3:2 - 60.105
16:10 - 63.361
16:9 - 68.878
I will take a look at the values and create a function for the font values so you can implement them in the launcher. So HudShift and Font Issues are gone for any aspect ratio and resolution.
I could finally test it, and the font issue seems to be fixed. Sorry for reoping this thread ![]()
Unfortunatley I cant get CF to work on my surface ... I remember it worked in the past but now everything I try ... it fails.
I guess its not CFs fault, its a Windows ARM problem. Freelancer HDE works, dont know why. Anyway, on my gaming machine I have a full 4k monitor, will test it on wednesday then i will be at home.
V0.6.9 released.
## 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).
- My trade route viewer, universe view, ship viewer and rep planner are finished.
- the Rep Planner will list all actions needed to change your rep, you can filter: kills, missions and bribes.
- you can export this list to clipboard and save it as an TXT file.
- this is an expample for crossfire to get an neutral rep.
pasted-from-clipboard.pngpasted-from-clipboard.png
the reps that stay "red" are factions without relationships to other factions, factions not possible to change reps (nomads, story factions etc).
to keep this topic clean I may create a nother post just for the web tools ... if thats ok @OP?
I started exporting FL Atlas features to "Web Versions" to my homepage.
- Universe View.
Explore all systems and see where the things are.
- Ship Explorer
view all ships and where to buy them.
- Trade Route Viewer
View traderoutes directly in the browser - inner system routes, normal trade routes, round robin routes.
- coming next: Rep Navigator
Tell my website which rep you want then it will list everything you will have to do (kill 3x xenos ships, then 4x liberty marine ships etc.) to reach your target.
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.
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
- change rep to other factions
- change empathy with other factions
- With the Reference Search you can search your mod / the freelancer installation where the faction is used:
- see other stuff that is related to factions:
- data integrity check
CRITICAL
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.
- analytics / simulation mode: what happens if a player destroys XYZ, what happens with the faction and related factions etc. (still in development)
die fonts.ini braucht folgende einträge geändert:
[TrueType]
nickname = HudSmall
font = Agency FB
fixed_height = 0.025 ; alt: fixed_height = 0.03
[TrueType]
nickname = Normal
font = Agency FB
fixed_height = 0.025 ; alt: fixed_height = 0.035
Dann sieht es gut aus.
Ohne änderung(zahlen fehlen, entfernungen fehlen etc):
hier mit änderung:
@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.
that would be nice, especially the "not only pvp is important" part. I like this a lot and the game would really benefit from that.