STAR TREK: LEGACY is an epic game of Starfleet combat spanning the entire Star Trek Universe, featuring all the ships from every episode, every film. Players become the Admiral of a task force of warships and must lead their fleet to victory in large-scale battles complete with stunning visuals and special effects. Gameplay As the Admiral of the Fleet you choose the ships, equipment, and captains that you will lead into battle. The game is designed to provide dramatic large-scale battles with easy-to use controls.
This is a modification of the Legacy Mission Editor that Bethesda Softworks released to the modding community. I've made a number of small function changes as well as polished the looks of it a bit. This is basically a Patch to the Bethesda Softworks Legacy Mission Editor. You must install there release then install this overtop of it for it to function. Included in this Release: New Version of: LegacyMissionEditor LegacyMissionImporter 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. The new Source code is included for the LegacyMissionEditor and LegacyMissionImporter in the SourceCode.zip file so you can make your own changes if you like. Credits: 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.
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 files\microsoft visual studio 8\VC\bin" it now uses "C:\program files\microsoft visual studio 9.0\VC\bin".
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_WARNINGS" 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_Localized_Strings_EN.xml
unsupportedextension_mapedit
\campaign\Legacy\LegacyMissions.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 Legacy\missions\tkm01 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 Files\Microsoft Visual Studio 9.0\VC\bin".
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.
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LegacyMissionImporter 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_Localized_Strings_EN.xml
\missions\STL12 (Folder to verify that the Mission Tools are installed to that location)
2. Added Icon and Version number
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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 Files\Bethesda Softworks\Star Trek Legacy\Legacy.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.
Launching from the in game menu will cause it to end properly without crashing.
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I 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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