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| Muldrf's Modified Legacy Mission Editor (1.04c FULL) - File Description |
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Description:
This release is relatively minor, and likely the final. It's more for "ease" of install/reinstall than anything.
The biggest difference is the fact that it's a "Full" install and not a "Patch" to the Original Bethesda Legacy Mission Editor. The Sourcecode is included in a zip file and the "Modded config files" are included in a .zip file as well. If the LegacyMissions.xml isn't in your install unzip it from the "modded config files.zip" and place it in the campaignlegacy folder.
Changes from v1.004b to v1.004c
1. New "Exit" option on the main menubar. Seemed marginally more friendly to have a 4th way to close it.
2. Now Checks for Parserul.exe to verify that the Mission Tools are fully installed instead of the "missionsSTL12" folder.
3. Now Checks for cl.exe in the Compiler path that is selected from the "Edit" menu and "Configuration" option before building.
4. Slightly Taller starting size.
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|  | | Muldrf's Modified Legacy Mission Editor (1.04c FULL) - Screenshots |  | Screenshots: |  |

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| Muldrf's Modified Legacy Mission Editor (1.04c FULL) - File Download Options |
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Primary Download Locations: | | Name: Location: Provided by: | Worldwide Mirror by FileFront USA Central FileFront.com | | | |
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|  | | Muldrf's Modified Legacy Mission Editor (1.04c FULL) - Readme |  | Readme File: Legacy Mission Editor Modifications by Muldrf Readme:
Included in this Release:
New Version of:
LegacyMissionEditor
LegacyMissionImport er
A simple "Default" Mission Script "tkm01" that I put together to use for a starter script for missions.
I also included compiled versions of the Default script and a tkm01.sol already to go.
And the new Source code is included for the LegacyMissionEditor and LegacyMissionImport er.
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Installation:
Just install by opening the .exe file you downloaded. It includes a full installer and you select your Legacy Install you want to write missions in. There is no need to install the Original Bethesda Legacy Mission Editor, all required files are now included in the Modified Mission Editor Installer.
Details on the new "Default" Script that's included:
The Default script would work on any map that has "Camera_1" and "Camera_2" placed on it with references to the compiled script files.
The script places a Miranda Refit on the map as your enemy and it will give you a Connie Refit to fly if you don't choose one in a fleet selection screen or have a preplaced ship on the map on team 1.
It has basic Success/Failure of the mission. It's setup for a Mission type end not a Deathmatch/Skirmish End you will find by looking at the Stock script files that there are 2 types of success/failure events you can enter one is the Mission End and one is a Multiplayer/Skirmish end.
The Default Script will place 2 ships on the map a Connie Refit for your ship and a Miranda Refit for your enemy.
The tkm01.sol Map is based on the Kahn2.sol stock map. I did minimal editing of the kahn2.sol to make it work with the script.
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To Test out the Default script that I have included:
Option 1: Edit your Legacy Icon's properties [Target] field like this:
["C:Program FilesBethesda SoftworksStar Trek LegacyLegacy.exe" tkm01.sol]
Notice the " before C and after Legacy.exe be sure if you have "s there to place the tkm01.sol after them not between them and remember to have a space before the tkm01.sol as well.
This will let you go strait to the map in game skipping all menus. The side effects are that Voices from your crew won't be right and when you get to Mission Success/Failure it will crash Legacy after a second or two because it's trying to call up the Mission End screen and it can't.
Option 2: You can also add it to a Mission Menu xml listing.
<tkm01 file="tkm01.sol" date="2285" numShips="0"/>
Launching from the in game menu will cause it to end properly without crashing.
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If you like you can replace the tkm01R.rul and the tkm01S.scp files contents with another script such as ChessMess's template file and save it. That would let you then build mission off of it easily instead. The template I included is extremely simple. It's concept is to show how simple a mission can be and make it not look as intimidating as the stock 2000+ Lines of code. More experienced scripters will likely modify it or replace it with something else.
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LegacyMissionEditor Changes
Changes from v1.00 to v1.001
1. It now defaults to using the folders for the 2008 release of C++ rather than the 2005 files. Meaning instead of "C:program filesmicrosoft visual studio 8VCbin" it now uses "C:program filesmicrosoft visual studio 9.0VCbin".
2. I moved the "Edit" which has that path across the menu bar to get it more out of the way.
3. I added a second Build Mission which is out on the main menu bar, so you don't have to click on Mission then Build. Saves a click that way.
4. I also changed it so that instead of naming the missions "stl17" etc it names them "tkm17" etc. Makes it easier to keep your missions separate from the stock ones when working with them more than just looking for capital STL or lowercase stl.
5. I also added a field to the Create New Mission dialog that lets you choose the folder and filenames that your new mission will use. I didn't put in a file check for preexisting folders or files so don't overwrite an install if you don't want to. If you leave it blank it will take the next available slot of "tkm##".
6. I docked the mission list to the window and extended the default size, it now lists 2 more without scrolling, and maximizing the window extends the view properly when maximizing or stretching the window.
Changes from v1.001 to v1.002 2/15/08
7. Added Icon to the program rather than the ugly default one. Added it to all "forms" in the program. It looks better this way to me. Got sick of looking at that default icon all day the last 2 days.
8. Added "_CRT_SECURE_NO_WARN INGS" setting to the compiler to eliminate some warnings that were annoying each time I compiled.
9. The "Output" Windows from Builds is now docked meaning it resizes with the window itself and reshapes as well. It's still word wrapped. It's a slightly different starting size as well.
Changes from v1.002 to v1.003 3/20/08
10. Added File Checks on startup. It now checks for required files that would cause crashes otherwise. This helps if your setting up the first time or accidentally moved an important file.
These include:
LabelMap_EN.xml
Objectives_Localize d_Strings_EN.xml
unsupportedextensio n_mapedit
campaignLegacyLegacyMissions.xml
11. Adjusted most Forms/Window sizing.
12. Docked the About Box to resize text box properly.
13. Added Shortcuts to all the Menu options on the main screen. Hold Down ALT to see the keys. Example ALT+B = Build Mission.
14. Added Close button to the Outboxes. ALT+C will Close them. Also linked the ESC key to the Close Button so you can use that as well.
Changes from v1.003 to v1.004 3/22/2008
15. Fixed various Forms/Windows that shouldn't be resizable but where.
16. Can now pick DDS or JPG for the Image selection box on the mainform.
17. Close button on the Output boxes now stays at the bottom right corner.
18. Addition of the "Default" Mission Script files. This is a Generic script to use as a starter script. The files are to be located in the Star Trek Legacymissionstkm01 folder.
19. The Configuration Path for the Compiler binaries now saves when changed. There are conditions that cause it to forget such as new compiles and moving it to another location. The Default location is the location of the 2008 bin folder "C:Program FilesMicrosoft Visual Studio 9.0VCbin".
20. Added "Changes List" Screen and option under the Help Menu.
21. "Edit" Screen has been changed so it will resize with the window properly to make using it easier. I don't ever use that screen(I use C++ 2008 to edit my .rul and .scp files), but while I was at it I fixed it up incase someone else does.
Changes from v1.004 to v1.004b 3/26/2008
22. Changed the Default Script to be located in tkm01 rather than default there was some issue with it not creating the .vcproj files properly from the other name. I have updated the above 1.003-1.004 changes to reflect this location & filename change.
Changes from v1.004b to v1.004c 7/11/2008
23. New "Exit" option on the main menubar. Seemed marginally more friendly to have a 4th way to close it.
24. Now Checks for Parserul.exe to verify that the Mission Tools are fully installed instead of the "missionsSTL12" folder.
25. Now Checks for cl.exe in the Compiler path that is selected from the "Edit" menu and "Configuration" option before building.
26. Slightly Taller starting size.
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LegacyMissionImport er Changes
Changes from v1.000 to v1.003 3/21/2008
1. Added File Checks on startup. It now checks for required files that would cause crashes otherwise. This helps if your setting up the first time or accidentally moved an important file.
These include:
LabelMap_EN.xml
Objectives_Localize d_Strings_EN.xml
missionsSTL12 (Folder to verify that the Mission Tools are installed to that location)
2. Added Icon and Version number
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Troubleshooting and Support:
If Bethesda's LegacyMissionEditor .exe doesn't work this one won't either. There are no "bug fixes" just some small changes here and there.
As with Bethesda's stance on there release: The tool is functional, but is released in an "as is" state. Use of the tool is subject to the terms of the EULA included with Bethesda's release of the mission editor. Bethesda will not provide support of any kind, nor do I have any future updates planned for the tool.
Some common problems are not having the required other files in place.. such as the legacymission.xml, having duplicate mission references for some .sol files in your Label_Map_EN.xml file. I think there is another file or two that causes problems, but I forget it off hand as it's been nearly 4 months since I first was sorting those things out.
It's been recompiled in Microsoft C# 2008 the original code was Microsoft C# 2005. I believe that makes it create the .sln files in the 2008 C++ format instead of 2005 C++ format, so C++ 2005 might not be able to open the .sln files generated when making a new mission. But 2005 C++ will work fine to compile missions. I use C++ 2008 to actually edit my .scp and .rul files using the associated .sln file rather than the internal editor which isn't quite a user friendly.
If you have issues I recommend going to the Bethsoft Legacy Forums at "http://startrek.bethsoft.com/forums/" for help from various people in the "Legacy - Modding Forum" section. At the time I typed this I still regularly post there.
There are no known bugs introduced with these changes up to this point although it's not seen much circulation.
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Source Code Included:
The source code is now included in the SourceCode.zip file.
I have also included the modified source code as Bethesda had due to the open source status. If you want to make your own changes you must use Microsoft C# 2008 to edit this source code and recompile it.
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Credits:
I (Muldrf) have made the changes to this code that Bethesda Softworks provided as open source with their Legacy Mission Editor. The changes are free to use for anyone provided they follow Bethesda's Original Agreements and if it's redistributed with my changes that I get credited for my work.
I also want to extend a special thanks to the Bethesda Programmers who volunteered their spare time to make the original Legacy Mission Editor. They have given us a great tool for further improving Legacy.
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Mission Editing Tidbits:
Editting:
I use C++ 2008 to actually edit my Rule and Script files, by opening the .sln file, as it handles formatting a bit and allows tabbed files which is nice all buy just making shortcuts to the .sln files that get created. Certainly better than the Mission Editor interface and notepad do. Moonraker perfers ultra-edit he said. I have yet to try it out and it's a purchase to use so I likely wouldn't use it past the trial. |  |

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| Muldrf's Modified Legacy Mission Editor (1.04c FULL) - User Comments |
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The following comments are owned by the user that posted them. STLegacyFiles is not responsible for their content.
Total comments: 12 | Last comment: 06-11-2010 at 08:51
Markeno Joined: February 16th, 2007 Posts: 52 | Opps.. I forgot to change the "Installation" instructions..
"Installation:" should read:
Installation:
Just install by opening the .exe file you downloaded. It includes a full installer and you select your Legacy Install you want to write missions in. There is no need to install the Original Bethesda Legacy Mission Editor, all required files are now included in the Modified Mission Editor Installer.
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If someone from the staff sees this message could you please correct that? Also since it's an Installer now please remove the "optional" and "minimal" stuff. |
IKS_Yo_Mama From: (New York City) Joined: February 5th, 2005 Posts: 3497 | Done and updated |
Chris_Jones From: (Adirondack Mountains of NY, USA) Joined: January 21st, 2008 Posts: 130 | This is just too much fun. |
muldrf From: Joined: November 3rd, 2008 Posts: 229 | Delayed thank you here.
Thanks for fixing that IKS.
Oh yea, I finally changed my name to Muldrf from the old Markeno |
HyperSpacialWarpFlux From: (staffordshire) Joined: October 28th, 2008 Posts: 10 | riiite....
i cant egt it to work 
because my laptop has almost no space for anything, my legacy install (aftermath version) is on my external hard drive. and when i try to use the editor it doesnt seem to know where my legacy folder is, how do i overcome this problem, and also i get a looooooong status report sometime while trying to run the editor, i have used this before on my computer before i had to get rid of it and it worked fine. |
omegabigb From: (Nijmegen) Joined: November 10th, 2008 Posts: 358 | um im stuck with a problem ive put in a different hero ship for the first 2 mission but i still get the normal nx-01 can any 1 help me? |
omegabigb From: (Nijmegen) Joined: November 10th, 2008 Posts: 358 | btw, i use the UUM 1.5 mod (fix 7) from CJ gaming, dont know if that makes any difference. |
muldrf From: Joined: November 3rd, 2008 Posts: 229 | @6-7 The "Hero" in the xml that the LegacyMissionEditor is just a "pointer" if the mission script didn't define it (which it does in mission 1), and if there is some glitch and it didn't refresh between missions. For Mission 1 it's not used I'm pretty certain, for Mission 2 it isn't used by legacy. The only times the "hero=" entry would likely work is for the first mission of a perticular ship, otherwise the last ship passes on from the previous mission to the next one.
To actually change the ship you must replace the odf that is used by default with one that's pointing to the ship you want to be using. That will replace it for all of the Nx01 missions not just one or two. For example the F_Enterprise_NX_01.odf in this case.
Create a new F_Enterprise_NX_01.odf file put just these 3 lines in it:
#include "YOURODFHERE.odf"
basename = "YOURM3DHERE"
isHero = 1
If your "included" odf already has basename= it in don't put in the second line, or put in whatever is already in the other odf. If your included odf doesn't have a basename then the basename should be set to "YOURODFHERE" without and extension. I'm not certain that when I add the comment all the proper punctuation will be there for you though...
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Btw there are a number of known issues or oddities with the Legacymissioneditor, but have quit working on it. The reason is, that I have started working on a replacement for it. It's totally different, a few features are being dropped, but numerous ones are being added as well. I have not eta on finishing it though, it's a lot of work.. |
omegabigb From: (Nijmegen) Joined: November 10th, 2008 Posts: 358 | ok thanks a lot muldrf, im sure this will do the trick.
ty again |
omegabigb From: (Nijmegen) Joined: November 10th, 2008 Posts: 358 | forgot to ask, do i need to add those lines to a copy of the file or a new file with only those lines in it? |
omegabigb From: (Nijmegen) Joined: November 10th, 2008 Posts: 358 | never mind already got it to work ty (now got all of the ent era mission tunend in for tos ships ) |
muldrf From: Joined: November 3rd, 2008 Posts: 229 | Obsolete. Current one here:
http://legacy.filefront.com/file/Muldrfs_LM_Tools_Suite;114661
It actually includes the same version of hte Mission Editor but the main thing is the LMTools which is a fully operational Mission Editor and Compiler. I find it has a better work flow and is more effective to use than the original Legacy Mission Editor. Of course I'm a bit biased as I wrote it myself. |
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