Important Message

You are browsing the archived Lancers Reactor forums. You cannot register or login.
The content may be outdated and links may not be functional.


To get the latest in Freelancer news, mods, modding and downloads, go to
The-Starport

FLMM and Naming Conventions

The general place to discuss MOD''ing Freelancer!

Post Tue Nov 30, 2004 4:10 am

FLMM and Naming Conventions

EDIT: Problem solved- see below. Sometimes sheer persistance and trial-and-error get me through the worst stumpers lol... it only took 3 hours this time

Ok folks... I shot off an email to Matt about this... but, in the interest of saving him the time it'll take to write back if this is really silly... here's my problem:

1. I have a new System, which has 22 Bases in it. It's not a modded FL System- I created it from scratch with FLE.

2. The problem is, FLE doesn't properly assign names or descriptions to things.

Soooo... I thought, "why not do this with FLMM and XML?"

So, I read through the instructions, and quickly made a new ship mod. And it worked. Sweet. The ship had a name, a 3DB file for a custom icon, etc., etc.... and I was like, "cool, wiping this problem out's going to be a piece of cake".

Then I tried doing it. And it's not working. So either something's wrong with my code, or FLMM doesn't support what I'm trying to do here (which would be very annoying).

Here's what I did, in a nutshell: I wrote a bit of code like this:

<script>
<data file="data\universe\systems\br07\br07.ini" method="copyfile" sourcefile="br07.ini" scanfile=”true”>
</data>
</script>

According to the directions that came with FLMM, this should copy this file to the specified directory, and then scan it for any GENERATESTRRES entries, thus generating new, valid name strings as it makes the DLL. Which, of course, is what I want to happen, when I have the following entries in my br07.ini file:

[Object
nickname = BR07_02
ids_name = 0 ;GENERATESTRRES("Oceania City"
ids_info = 0 ;GENERATEXMLRES("<xml><RDL><PUSH/><TEXT>CLASS: City</TEXT><PARA/><TEXT>POPULATION: </TEXT><TRA data="65280" mask="-32" def="31"/><TEXT>250341</TEXT><PARA/><TRA data="96" mask="-32" def="-1"/><TEXT>ARMAMENT: </TEXT><TRA data="65280" mask="-32" def="31"/><TEXT>NONE</TEXT><PARA/><TRA data="96" mask="-32" def="-1"/><TEXT> </TEXT><PARA/><TEXT>Oceania City is the capital of the Northern Alliance.</TEXT><POP/></RDL></xml>"

What's really irritating is that FLMM is clearly obeying me when I tell it to copy that file and place it in the appropriate directory. But the object comes up as "Object Unknown", and the description and icon aren't available, either. So... obviously this didn't go as planned.

So what's up? I'm not sure where to go with this. I was hoping that I'd solve the irritation of naming things and giving them their little "stories" this way, but it's not working.

I've looked at some other mods... and there are mods where they've added things like Base locations through "append", and they have names and stuff. Soooo, is it just this "scanfile" tag that's not working, or what?

Edited by - Argh on 11/30/2004 4:26:06 AM

Post Tue Nov 30, 2004 4:25 am

I've got it!

What you have to do, when you're trying to make names work for things that are totally new... is create blank INI files, and then use method="append" to uh, append all of your data in. That worked just fine, and now things have names.

Now I've just gotta do this for Universe.ini... and I'm all set. Everything will have a name and a little story now, and I didn't have to hand-craft a single DLL

Post Tue Nov 30, 2004 5:18 am

If I were adding that much stuff, I would probably start adding a fresh custom dll.

Btw, I got a different FLMM problem. I wanted to change a bunch of similar entries in shiparch.ini to try something out by replacing all those lines wiht a different one. I used, as it says in the description that comes with FLMM, the filereplace method and numTimes="-1" (below 1 means throughout the file, no matter how often). FLMM couldnt load innthe mod properly, it does not recognize the dest tags now (log says those would be missing). I also tried it with other numbers, 0, or 1 which should definitely be valid... Nothing helped.

Post Tue Nov 30, 2004 6:21 am

Actually, I really loathe editing DLLs and having to manually specify the name/description strings... that's why I went this route in the first place. I've tried it the hard way, and it's annoying, cumbersome and painfully slow, imho. That said, adding a lot of new edits to a mod will probably slow up people's loading times for FLMM, so I'm probably going to cut all of the information out of the xml files that I can get away with, and stick these things back into the relevant INI files.

But for things like ships, FLMM is great stuff- it means that (eventually) I can strip the Loadouts.ini and a lot of the other huge files, replace them with minimalist copies, and hack up a lot of XML for new content. The results will almost certainly pay off in lower RAM usage (INIs and pre-loaded CMPs eat up a lot of the RAM dedicated to the game) and better server performance. And once you get the hang of things... it's just so darn EASY

Return to Freelancer General Editing Forum