=rk=
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I've been having a problem with ADE for a while now, in that it is unable to open the saved project. I'd been using v17 for FS2020 and honestly had done much of my editing by building the package from DevMode. Finally I wanted to add ILS, so I tried to build a project from MSFS .bgl, since the ADE project save was before the DevModel edits. ADE (re) created the project and performed a successful build, but it refused to open the save. So I updated ADE to the latest hotfix and tried again, to make a project from MSFS .bgl.
This time, when it refused to open the save, I went ahead and sent the error with my message. It has now become a regular pattern, if I want to edit in ADE, I must start a project, create a slew of folder names, titles, creators, all that bs, finally get into my edit screen, change one thing, build and then wham, all over again, if I want to change anything else...
Now, I know you can dig down into the .bgl and find the glitch that you are waiting to apply the fix for, like here:
But I want to ask, please, can't we just "open" a .bgl and edit it, like we used to be able to do and then just compile it, without having to create an entire project, simply to move one parking stand? Because I know you are going to say, "but FSPackagetool won't build a .bgl, without a complete 'package'" and my response will be, "but there is nothing materially different about a "build't" airport .bgl, it has just been run through the Package Build process. I use MCX to edit Package .bgl's in the Community Folder regularly and it seems like no problem to use a legacy editor to edit a .bgl that exists in a package that has been "builded."
So to be clear, I am asking you to consider the idea of allowing users who have access to BglComp.exe, to use that tool to compile MSFS ready airport .bgls, thanks.
This time, when it refused to open the save, I went ahead and sent the error with my message. It has now become a regular pattern, if I want to edit in ADE, I must start a project, create a slew of folder names, titles, creators, all that bs, finally get into my edit screen, change one thing, build and then wham, all over again, if I want to change anything else...
Now, I know you can dig down into the .bgl and find the glitch that you are waiting to apply the fix for, like here:
OK - I have replicated it. It's a bug in my code. I am working on an update to fix some things so I will add it to that. Sorry can't give a timeline but will try and get it done soon
But I want to ask, please, can't we just "open" a .bgl and edit it, like we used to be able to do and then just compile it, without having to create an entire project, simply to move one parking stand? Because I know you are going to say, "but FSPackagetool won't build a .bgl, without a complete 'package'" and my response will be, "but there is nothing materially different about a "build't" airport .bgl, it has just been run through the Package Build process. I use MCX to edit Package .bgl's in the Community Folder regularly and it seems like no problem to use a legacy editor to edit a .bgl that exists in a package that has been "builded."
So to be clear, I am asking you to consider the idea of allowing users who have access to BglComp.exe, to use that tool to compile MSFS ready airport .bgls, thanks.