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Unofficial 1.40

The general place to discuss MOD''ing Freelancer!

Post Sun Jul 18, 2004 5:03 am

Unofficial 1.40

Hey there. I tried to put the 1.4 into my folders, but I think I did something wrong.

First off, all I did was extract the files, and put everything into the Freelancer folder, replacing whatever it asked me to replace.

Also, it was the one that's supposed to make planets spin and all that.

It didn't seem to work. I couldn't tell for sure if the conversations went a bit smoother than before (I work-- for the...), but I got the feeling they were. But no spinning planets, nothing saying 1.4, and when I went into multiplayer games (I know, it's only SUPPOSED to effect SP), I had serious lag issues that weren't there when I reloaded.

SO ... the question is, did I do this right? I'm guessing probably not, unless the patch just has errors.


Thanks, guys, for the help (and sorry if I should know how to use another program or whatever to do this),


Cyaron

"He who has the power to see
that which cannot be seen
shall see the truth." -Golden Sun

Post Sun Jul 18, 2004 5:33 am

first...there is a post for the patch here that questions like this should be posted so that other people with the same problem can see the answer if the question has already been asked...

second...since you used the advanced patch version with battleship encounters did you use the Freelancer Mod Manager to install the patch..I take it that you did use the Mod Manager since it's in flmm format...

You should see the Planets spinning when the patch is installed...they don't spin fast but you do notice them spinning.

The patch does work, this I do know for sure...so if you don't see battleships flying around or the planets spinning then you didn't install it correctly...

Post Sun Jul 18, 2004 6:27 am

Yep, if the mod uses scripting, then you NEED to use FLMM to activate it, as the script tells it to ammend certain files, append some entries, replace some entries etc etc, and this can only be done by FLMM which uses the xml commands to do this.

Post Fri Jul 30, 2004 3:42 am

Well, no I didn't use FLMM, because right there on the page it says it's NOT FLMM compatible, and that you're just supposed to transfer the files to the Freelancer folder. It even explains why it doesn't use FLMM format for these.

Yeah, it was the Advanced edition or whatever it's called. But on that very page, it even has an explanation how to install it ... and that way doesn't work.


...So I'm supposed to use FLMM anyway then???


Thanks, guys, and sorry for the delayed reaction. I've been away for a while.

Cyaron

"He who has the power to see
that which cannot be seen
shall see the truth." -Golden Sun

Post Fri Jul 30, 2004 3:47 am

Actually, now that I look at the page again, it says:

"Why isn't this available in FLMM format?
This is in FLMM format"

or some crap like that. Later on, there is still a "how to install" thing that doesn't mention needing to use FLMM.

So then, does that mean PART of it needs FLMM and part of it does not??


Cyaron

Post Fri Jul 30, 2004 8:27 am

that means just download FLMM and put the bloody mod into the bloody program and extract it USING FLMM into the bloody Fl directory

Edited by - Skylar on 7/30/2004 9:27:22 AM

Post Fri Jul 30, 2004 2:04 pm

Sorry for the confusion.
As it is there are currently 4 different versions of the patch in the download area.
1. Unofficial patch 1.4 in zip format. This one is without the spinning planets and battleship encounters. To have to unpack it and copy the files to their destination. This is what I released.
Now for the benefit of easier installation the following versions were created:
2. Unofficial patch 1.4 in FLMM format
3. Unofficial patch 1.4 Advanced edition in FLMM format with the battleship encounters and spinning planets.
4. Unofficlal patch 1.4 in exe format, selfextracting. I know nothing about this version.
By the sound of it you have a version with spinning planets, that is in FLMM so you have to use FLMM withit.



BuckDanny

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