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FLMM v1.1.1 beta-test

The general place to discuss MOD''ing Freelancer!

Post Wed Apr 30, 2003 11:25 pm

FLMM v1.1.1 beta-test

I need some people to quickly beta-test a new version of FLMM for me. I need you to activate/deactivate and play as many mods as possible, and try to find any bugs. There shouldn't be, but I need to make sure; this is a strictly bug-fixed version. v1.2 will be coming out in the next week or two, with new methods, automatic saved game relocating, and automatic dll editing.

Changes in v1.1.1:
-Fixed the "error #5" ACCESS_DENIED problem
-It better handles scripts with syntax errors

Get it here: http://www.usaezhost.com/site/igx89/flmminstaller.exe

Post Sat May 03, 2003 2:49 am

What, is that all the feedback I get?!

Post Sat May 03, 2003 2:53 am

It's nice, got it, installed it....now I have to go be a responsible adult for a few hours

Arse!

Post Sat May 03, 2003 10:52 am

Ill try it

GAG

Post Sat May 03, 2003 3:34 pm

im trying it as we speak....or type i'll let you know how i get on

Post Sat May 03, 2003 4:23 pm

Hello IG.

Downloading it now. Will send feedback when im done testing it with my own mod.

Giskard

Edited by - giskard on 03-05-2003 17:24:10

Post Sun May 04, 2003 12:58 am

i still cant use ship or weapons mods im still gettingthe failed on testrun cant find space in XXXXXXX.ini

Post Sun May 04, 2003 1:41 am

You never sent that ini file to me, Cabbal. Having that will make a fix almost certain .

Post Sun May 04, 2003 11:47 am

I have no problems with it so far

Post Sun May 04, 2003 10:35 pm

Hey my first time but o well. i get a problem with my server, when i try to log onto it, it crashes, i have no mods running with it or freelancer, i tried reinstalling it, that didnt work, and i have broadband. Is it FLMM because i have to use it to get them up, or is it just my cpu or XP having all the problems??? And i have the new one it works fine, although i already had it for awhile



Edited by - NobleKnight51 on 06-05-2003 01:30:10

Post Tue May 06, 2003 1:26 am

Try doing "Restore Backups", just in case FLMM left any files around. If that doesn't find anything, then it almost certainly isn't FLMM's fault; FLMM creates backups when activating mods, and restores them when they are deactivated.

Post Tue May 06, 2003 4:02 am

hey IGx89, I think you have an imitator . I was playing a game online with someone with the same name as you... where is IGx89 from anyway?

Post Tue May 06, 2003 3:03 pm

I am using FLMM 1.1, mod reynen's mod 2.0 beta4 and after deactivating mod game doesn't start, I mean it is starting but it quits with error.
I wonder if it is FLMM fault (not all files replaced by mod were backuped) or mod fault (it changes some things during game play and after this restoring is not enough to return to virgin state of the game ;-)).

Is there any threed to comply to the autors of reynen's mod?

Regards
Jaroj

Post Tue May 06, 2003 4:44 pm

Hey JaroJ did you save your game with the reynen mod on because if you did your game will not start unless you reactivate the mod or move the saved game you made with the mod. Also sometimes you may have to move all of the saved games out and put them back in a few at a time to get it to work again.

I hope this helps you out

Post Wed May 07, 2003 2:54 am

Cheese: it's based on IG-88, the assassin droid from the Star Wars movies and books. I don't like impersonating characters, so I changed it to IG-89, and then a few years ago when I was playing Jedi Knight, someone suggested I change it to IGx89, so I did . I love it because it is short and unique; if you do a Google search on my name, every single page my name is on is really me .

Status update: I have automatic saved game relocation working great, and now I'm working on automatic dll editing.

Edited by - IGx89 on 07-05-2003 03:55:03

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