Posts by flathack
-
-
It will be extended in the next few days. However if you want I can make a crossfire version of it

-
I was a little bit bored and played around with GPT 5.5
Freelancer 2D - a 2d adventure
This game was done completly with AI, but with 2D and 3D code from my Atlas code to parse freelancer files.
Have fun

-
With Python, I reached a point where I simply couldn’t push performance and stability any further. That’s why I decided to port my app from Python to C++.
C++ gives me a much stronger foundation and opens up more possibilities for the future. However, this also means the next update may take some time. There’s no magic button that converts a Python project into C++, and even with AI assistance, this is still a major rewrite.
I do have some previous experience with C++, but there is still a lot for me to learn. For me, this project is not only about finishing it as fast as possible, but also about learning, improving, and building something better in the long run.
It also gives me the chance to redesign certain parts of the app and solve issues that existed in the old version. For example, the 3D model viewer used to be more like an extra feature, whereas now it is becoming a core module that I can integrate much more properly.
I will release another 1 or 2 versions of the python app to fix most bugs then the python app will stay the way it is. The Python version will also be the only version that is running on Linux. On Linux I can confirm the performance of the python version is way better. Even though its a little bit slower than the new C++ version but it will have more features than the new version for a while and also it is still usable and makes freelancer editing really easy and from my point of view really fast. Version 0.7.0 is already a really good tool and with 0.7.1 it will be feature complete. With 0.7.2 I will make a transition release, fix all remaining errors that may occur.
The C++ version will be version 0.8.0 and 1.0.0 will be the final release where my app will leave ALPHA phase. Until then I will post progress in this thread and also on my Discord server (to get detailed info, if wanted just join it :), i would be happy).
-
Can you please enable it again, made some trade runs, logged out normally, came back and saw it was banned.
Charname: Darkforce-One
-
Contents [Hide]
FL Atlas v0.7.0
Highlights
Time Machinein theFile Explorernow offers side-by-side and inline diffs, minimaps, revision timeline markers, and section-based compact diff display.- Added the floating
Clipboard Collectorfor copied editor text and selected file paths, including paste-back into the editor. - Added embedded 3D previews to object, wreck, depot, weapon-platform, and base creation dialogs.
- Reworked the base edit dialog into a true edit-mode workflow with
GeneralandBase Loadouttabs. - Added section-aware context actions in the file editor, including
Select sectionandCopy section. - Added
Pinned ToolsandFL Atlas Suite Appsmanagement in settings and menus. - Preserved 2D zoom and 3D camera state across system-tab switches.
Resolved Issues
-
your font also is not correct, install crossfire font directly from the font folder in the crossfire/data folder. Also check in perfoptions.ini in my games / freelancer if the resolution is set there correctly and if not, set it right there to test.
-
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

-
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)
-
Contents [Hide]
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.
Before you start
- Make sure you have your Freelancer installer or installed game files ready.
- Do not start with a heavily modified old Wine prefix if you can avoid it.
- If possible, keep a backup of a clean Freelancer installation before installing mods.
- Test every major step once before moving to the next one.
1. Install Lutris or Bottles
- Install either Lutris or Bottles.
- Lutris is very useful if you want to manage several game entries side by side.
- Bottles is a good alternative if you prefer isolated self-contained bottles.
- It is best to use a separate Wine environment for each Freelancer installation.
- Do not reuse the same prefix or bottle for every mod unless you really know you want them mixed together.
Quick setup idea
- Create one entry or bottle for Freelancer Vanilla.
- Create another one for Discovery.
- Create another one for Crossfire or any other large mod.
- Give each entry a clear name so you always know which environment belongs to which install.
2. Install vanilla Freelancer
- Always start with a clean vanilla installation.
- When creating the first Lutris entry or Bottles setup, point it to the original setup.exe first.
- Run the installer through that environment and complete the installation.
- After installation, change the linked executable from setup.exe to the real Freelancer game EXE.
- Launch the game once and verify that everything works.
- Check that menus, saves, and the first game start work correctly.
- Keep this installation as your backup base if possible.
- If you want to use HD files, widescreen fixes, or custom launchers later, first confirm that the plain vanilla install already runs.
Why this matters
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.
3. Install mods separately
- Create a separate Lutris installation or a separate bottle for each major mod.
- Examples: Vanilla Freelancer, Discovery, Crossfire.
- For a mod installation, point the environment to the mod installer EXE first.
- Run the mod installer inside the correct vanilla-based prefix or bottle.
- After the mod installation is finished, switch the linked executable to the mod's actual game EXE or launcher EXE.
- Install the mod only after the base Freelancer install works.
- Launch the mod once directly from Lutris or Bottles and verify that it starts.
- This keeps saves, registry data, and dependencies cleanly separated.
- If one mod breaks, your other Freelancer installs stay untouched.
Simple EXE workflow
- Step 1: link setup.exe for the base game install
- Step 2: after installation, link the real Freelancer.exe or final game EXE
- Step 3: for a mod, temporarily link the mod installer EXE
- Step 4: after the mod install finishes, change the link again to the mod's real start EXE
Recommended structure
- Vanilla Freelancer → own prefix or bottle
- Discovery → own prefix or bottle
- Crossfire → own prefix or bottle
- Any other major mod → own prefix or bottle
4. Install important dependencies
Depending on the installation, also add these inside the matching Wine environment:
- directplay
- dotnet40
Where to install them
- In Lutris, install them inside the game's Wine prefix, usually via Winetricks.
- In Bottles, install them in the Dependencies section of the matching bottle.
- If you have three different Freelancer installs, you may need to install dependencies in all three environments separately.
- Do not assume that one dependency install automatically applies to all other prefixes or bottles.
What these dependencies are for
- directplay is important for older Windows game components used by Freelancer.
- dotnet40 may be needed for tools, launchers, or additional Windows-side helper software around the game.
5. Use FL Atlas Launcher
With FL Atlas Launcher (Download for Linux and Windows here)you can:
- manage multiple Freelancer installations
- set the correct EXE path and prefix path for each installation
- autodetect bottles and lutris installs
- manage separate MPIDs for different mods or servers within wine prefixes in bottles and lutris
- keep launcher settings for Lutris and Bottles installations in one place
This is especially helpful if you switch between different Freelancer servers, keep separate multiplayer identities, or want a cleaner overview of several mod installations.
Common mistakes to avoid
- Installing multiple major mods into the same prefix or bottle.
- Skipping the vanilla test and only discovering problems after several extra tweaks.
- Forgetting to install dependencies in the correct environment.
- Losing track of which EXE or prefix belongs to which Freelancer installation.
- Using the same MPID everywhere when you actually want separate multiplayer identities.
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 = 0.031000So this value needs to be changed to 0.025
Hud small is correct
[TrueType]
nickname = HudSmall
font = Crossfire
fixed_height = 0.025000Anyway, 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#".