Muldrf's Modified Legacy Mission Editor

This release is relatively minor, and likely the final. It's more for "ease" of install/reinstall than anything.

The biggest difference...

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File 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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Readme
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


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Registered 14th March 2008

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