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Lazyness sucks. Down with the mod monkeys

The general place to discuss MOD''ing Freelancer!

Post Sun Nov 16, 2003 10:14 pm

Lazyness sucks. Down with the mod monkeys

How to phase this... I don't like having to disect flmods.

Some of the greatest stuff is there readily availible on the downloads pages, but because of lazy .flmod junkies the mod mages make flmods, which leaves the hard working mod sorcerers with scripts instead of spells (ini entrys).

The mod mages go out of their way to make scripts etc to make the .flmod junkies happy. FL Mod Manager is a great idea and flmods do keep the mod monkeys at bay, but real modders are left with large flmod monsters that like ravaging carefully crafted ini files to make way for the flmod of the day.

This is all prompted by a little thread that included the full entrys, shiparch, weaps, goods the like.... and one of the the replys was "can you make it so it works in the FL mod manager"....... How dare they force a modder, brave enough to bring forth his mod, to return to the dungeons of script crafting. Some of the scripts are so intricate, involving so many files, for so many ships.... they become completely useless to anyone who has applied their own mods.

So here's a hats off to all the script writting mod mages who fight the good fight against the flmod monkeys and a call to encourage more mod sorcerors to post they're mods in the grand ini langauge of the modders.

I just wanna be able to use... if not just see some of the mods that people have spent so long flmod-ing. I don't wanna have to re-install FL everytime I wanna see something new (more screenshots in the mod desciptor pages would be very nice.)




PS it's being this happy that keeps me going

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

having infiltrated so many government installations I am now availble in your local store

Post Mon Nov 17, 2003 1:05 am

Maybe its just me, but this appears to be plain gibberish :K maybe this is something you just keep to yourself

And when he gets to heaven
to Saint Peter he will tell:
One more soldier reporting sir
I've served my time in hell

Post Mon Nov 17, 2003 2:08 am

lemme try to decipher:
-flmm mods suck
-manual ini file editing is the way to go
-lazy people who only want flmm to use mods suck

Post Mon Nov 17, 2003 2:20 am

Just ignore the troll... he's trying to tell us that because I buy my meat packed from a convenient store instead of straight from the butcher all bloody, I suck. I ignore people like that. I'm not locking this because he has the right to an opinion.

Noone is forcing anyone doing anything with FLMM. People like convenience and conformity, too bad. If you have a mod that is not in FLMM format, that is fine too. But if it is not downloaded as much as the others, that's your risk. Let people decide what they want. You're as ridiculous as horse-drawn carriage owners flaming the arrival of steam-powered train .

Post Mon Nov 17, 2003 2:50 am

Post Mon Nov 17, 2003 6:15 am

To be honest imo, the best way to go is both ways. My mod is FLMM however it still uses ini files and all that good stuff *in other words it's just flmm complatible but could be used without FLMM* the reason I do this is one it makes it easier, and two you don't have to have multiple installs or re-install when you want to play/use a diffrent mod, work on another mod, or use the orignal game Just my 2 cents.

James "Quickshot14" Greenwood<br>
QSD (Quickshot14's Domain http://qsd.rgprod.net)<br>
Also Home of QFL & QWC (Quickshot's Freelancer & Warcraft 3 Site)

Post Mon Nov 17, 2003 9:40 am

Its a pain in the ass to make mods in scripting only, but sometimes it is just better. 1) You can append more files that way.
2) the users can now choose stuff
3) It keeps the size of mods down
4) Mods can be made that won't clash as it can append files rather than just replace them.

So - its better, and incase you hadn't noticed, my latest mods actually use extensive scripting. Why? It gives me practice, but mainly as it let me make a mod of the type i thought there should be is all.

E-N

Post Mon Nov 17, 2003 5:16 pm

Well I must be the 1st person here to agree with the topic I do use FLMM for the odd thing, however after activating one thing you then lose your original saved games, not only that but it means you cant have (on average) more than 3 mods activated due to conflicts, whereas straight coding means that you can have as many mods as you want. Now I am trying to add as many ships to the game as possible, I play on a LARGE LAN with about 40peeps so we all want different ships, and a large variety to choose from. That means I have to disect all the FLMM mods to extract the ships from all the other stuff the mod changes, which isnt half a pain. Appart from that I would say FLMM is a good thing if you want to play a quick game of blasting everything away in a Liberty cruiser then go back to your unedited game.

Its better to die on your feet, than to live on your knees.

Post Mon Nov 17, 2003 8:14 pm

Any mod with work with flmm.

You just extract the mod to its own folder and perhaps make some very minor changes. This is why i managed to support flmm and fllaunch for so long.

So everybody should be happy

giskard

Respawn, the Home of the Hostile Universe Mod

Post Tue Nov 18, 2003 7:47 pm

Everyone seems to have taken this the wrong way... i was tired when i wrote it l)

I like flmods they're great but they royally fsck up any self applied mods and are very hard to breakdown if you wanna pick and choose.

I don't think the people who make the scripts suck not in anyway who wrote that anyway? ... I think having to make the scripts because people are too lazy to do the work themselves sucks. I take it it's all done to get satifaction of having done it right?

I can appreciate that it makes removing mods easy, but surely the true mod master knows where his/her mods lie and to a certain extent wouldn't want to reduce themselves by removing mods in the first place. However I do know first hand that getting the mods the same at each end of a MP game can be very hard.
Enter the flmod!

Once again hats off to those who make the scripts, I just wish the scripts were easier to decifer is all. Strange.. seems that wanting to make modding harder is lazyness on my part... does that even work?

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

having infiltrated so many government installations I am now availble in your local store

Post Wed Nov 19, 2003 5:17 am

Is that the "mod monkeys" are lazy, or we the mod makers who spend hours crafting a mod and don't want to get into scripting... But I agree after hours of work who wants to script?

Post Wed Nov 19, 2003 5:40 am

I would like to say really anyone who puts a ton of effort into any kind of mod is to me not lazy, no matter wut kind it is.

My Ping, My Ping, My Ping is on Fire.
AND WE DON'T NEED ANY WATER

Post Wed Nov 19, 2003 9:35 pm

I'm saying that the mod monkeys who want the easy to use flmods, and can't be bothered to do it themselves, are lazy. How can making a script be lazy? the whole thread is that it takes effort to make the scripts

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

having infiltrated so many government installations I am now availble in your local store

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