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Fel
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Post by Fel »

They are NOT considered cheating. If you want to fly with them, you can, and your score will suffer for it, but it's perfectly and totally legal in the GE:ER to do so.

Making up a pilot file with an invalid score... that IS cheating, and that will be prosecuted (see the related post on the announcements board).
- Fleet Admiral Tiberius "Kamikaze" Fel
FA Fel / SecGroup 1 SG-FO / ISD Chimaera / Imperial Navy
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Jagged Fel
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Post by Jagged Fel »

Just an update for those that are curious. I've been spending the past couple weekends coding the Mission Editor.
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(don't mind the title bar and such, that's a result of my Shell, not the program).
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This is where it's at visually as of now. Most of the GUI and involved back-end was done today, and I need a break, which is why I'm taking the time to post. This portion is for TIE, and right now it's a matter of displaying all of the information. Kinda slow going, but it's still moving at a good rate :-)
Last edited by Jagged Fel on Mon Jan 01, 2007 1:01 pm, edited 1 time in total.
-Admiral Jagged "Krayt" Fel
AD Jagged Fel / SecGroup 2 SG-FO / ISD Nemesis / Imperial Navy
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Jagged Fel
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Post by Jagged Fel »

Not having internet on my computer makes me more porductive ;)

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-Admiral Jagged "Krayt" Fel
AD Jagged Fel / SecGroup 2 SG-FO / ISD Nemesis / Imperial Navy
[GS]x3[SS]x3[BS]x4[IS-P][MoM]x9[IVC-GW][IVC-GL]x2[IVC-BW]x3[IVC-BL][IVM-GB][IVM-SB][AAEH-4P][AAE-PB-2P][LSM-12S][MoC-7S][MoT-PG][MoX-SG] (A1C)(RG-G1E)(SOE-ER)
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LC La Forge
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Post by LC La Forge »

Is this the GE's mission editor?
~Lieutenant Commander La Forge
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Jagged Fel
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Post by Jagged Fel »

This is what I'm doing right now, yes. It'll support all three platforms, and I can also leave an open-ended support, such that you drop in a .dll and it'll load that format (for possible future games, or whatever)
-Admiral Jagged "Krayt" Fel
AD Jagged Fel / SecGroup 2 SG-FO / ISD Nemesis / Imperial Navy
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LC La Forge
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Post by LC La Forge »

Whoa. Nice.
~Lieutenant Commander La Forge
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LC La Forge
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Post by LC La Forge »

Not to double post, but...

What will this editor have that the others will not?
~Lieutenant Commander La Forge
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Jagged Fel
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Post by Jagged Fel »

Since the editors were made, there's been more values that have been determined, more variables and whatnot that have been discovered, etc. For a while I've been able to use other programs to discreetly edit the existing editors to enable these new functions, but there are still soemthing that I needed a hex editor to enable or set up.

For the case of XWA, there's certain things you can't change unless you have the full version of AlliED, and there's another feature that's in NewHorizons, but that program does something wierd tot he file that corrupts it in AlliED. I'll be combining features from both of these. One of the thing in New Horizons, which the creators never figured out properly, seems to be a "No Cargo" replacement string. AlliED doesn't have this feature, and I've messed with it a bit and detemrined how it works. There's a few variables that have always been listed as "Unknowns" I've named and placed into the appropriate sections.

With TIE right now, there's quite a few unknowns that have been uncovered, as well as selection clarifications when it comes to orders, a new status setting, new amounts when setting up triggers, I believe I have a few new triggers, etc. There's still some values I have an idea of what they do, I just haven't taken the time to fully experiment with them yet.

I'll also be adding in error checking, so that if a file is to be submitted to the Tac, it can be run through the checker (hopefully by the submitter first) to see if there are any glaring mistakes that need to be fixed before it's even considered by the Tac.

I don't have my notes in front of me with much of the details, but if there's anything someone wants as a feature, you are always welcome to mention it and I'll see what I can do :)
-Admiral Jagged "Krayt" Fel
AD Jagged Fel / SecGroup 2 SG-FO / ISD Nemesis / Imperial Navy
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LC La Forge
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Post by LC La Forge »

Sounds great, really. I've always wanted something that wouldn't corrupt AlliED and was still easy to use. :P

EDIT: When does the first beta come out? :P
~Lieutenant Commander La Forge
LC La Forge / Iota 1-1 / ISD Chimaera / Imperial Navy
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Jagged Fel
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Post by Jagged Fel »

There's no firm timeline set in place, I've still got a bit of work to do before I reach a point that's even worth releasing a beta for :P
-Admiral Jagged "Krayt" Fel
AD Jagged Fel / SecGroup 2 SG-FO / ISD Nemesis / Imperial Navy
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Jagged Fel
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Post by Jagged Fel »

For some reason photobucket didn't like the filename, otherwise I would've posted this yesterday, too
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-Admiral Jagged "Krayt" Fel
AD Jagged Fel / SecGroup 2 SG-FO / ISD Nemesis / Imperial Navy
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AD Polanski
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Post by AD Polanski »

Note that if you can do plugin dlls that this would probalby work for my game once that errm, gets off the ground properly :)
-- AD Sirus Polanski
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Post by Munro Burton »

Why not host them at idmr.er.net? Or are we trying to save on the hosting costs? :P
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Jagged Fel
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Post by Jagged Fel »

AD Polanski wrote:Note that if you can do plugin dlls that this would probalby work for my game once that errm, gets off the ground properly :)
That's exactly what I was thinking of wen I thought of it ;)

Burton: I could, but I have no idea what's going on with the IS server (which is where it is, not ER.net) so until then I'm using Photobucket, which I've apparently had for 2 years :P
-Admiral Jagged "Krayt" Fel
AD Jagged Fel / SecGroup 2 SG-FO / ISD Nemesis / Imperial Navy
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Jagged Fel
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Post by Jagged Fel »

Quick update as far as some new capabilities: (yes, this is what I was doing New Year's Eve)

-Y and Z rotation for Space Objects (mines, buoys, etc). TFW defaults to 90° Y rotation so that they appear "upright" in the XY plane (which is the standard, 'single-plane' used in most missions). For some reason though, the value that one would think maps to X, actually spins Z again. So if you're really picky about which direction a Nav Buoy is pointing, this one's for you.

-Departure Timer. This is something that's available for XWA through AlliED, but until now hasn't been seen in a TIE editor. This one works different, though. The Arrival Delay starts counting after the Arrival Trigger is fired. So if it's set to arrive one minute after a ship is destroyed, it will show up one minute after that ship is destroyed.
But, the Departure Timer is not a trigger delay, in that it starts counting from the mission start. So if it's set to leave 1 minute after a ship is destroyed, it will leave 1 minute after mission start, or as soon as the ship is destroyed, whichever comes first.

So a couple new things that you can play with when I get this out :)
-Admiral Jagged "Krayt" Fel
AD Jagged Fel / SecGroup 2 SG-FO / ISD Nemesis / Imperial Navy
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