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ATTN modders: need your feedback (FLMM v1.4 beta 4)

The general place to discuss MOD''ing Freelancer!

Post Tue Oct 18, 2005 1:31 pm

ATTN modders: need your feedback (FLMM v1.4 beta 4)

I just released FLMM v1.4 beta (now beta 4), a (currently) limited release beta specifically for modders to test out. It fixes many bugs/deficencies with mod scripting, adds more detailed script debugging output, and (most importantly) introduces a brand-new method that makes sectionreplace and sectionappend basically obsolete: sectionmodify. That new method is detailed here and in the Advanced Beam Weapon and Speed mods bundled with the beta. Beta 2 fixes all reported bugs, and adds support for modifying Restart.fl. Beta 3 adds LZMA support (on average, makes mod archives 40% smaller!), mod "caching", full documentation on all the new features (sectionreplace, LZMA support, mod "caching", and the new cmdline arguments), and of course more bugfixes. Beta 4 enhances the new sectionmodify method, makes mod errors more easily seen, decreases loading time, and has other various tweaks/fixes.

Please post all bug reports in the FLMM v1.4 beta thread and all feature requests in the v1.4 Todo List thread. Thanks!

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Freelancer Mod Manager: newbies' dreams come true
Belief in Jesus: the only way to Heaven

Edited by - IGx89 on 12/21/2005 4:46:46 PM

Post Tue Oct 18, 2005 1:40 pm

Nice work Matt - do you want this stickied? I would sticky it immediately, but the only problem is that we have so many stickies that it actually gets "lost" up there and may not be seen (as people won't necessairly look at the stickies whenever they come to the forum).

Needless to say -the offer is there if you want it though

Post Tue Oct 18, 2005 1:49 pm

Thanks . At least for the next few days, it'd probably be better to leave it un-stickied.

Post Wed Oct 19, 2005 11:29 am

Nice job, I've been waiting for the new release for awhile......I'll test it out ASAP and give you feedback tonight.

Post Wed Oct 19, 2005 2:50 pm

cool, but do FLMM's have to come preloaded with all the little scripts, i like my FLMM looking clean

Post Wed Oct 19, 2005 3:25 pm

before i forget:
can we plz have a key shortcut to launch FLserver? Ctrl + D perhps?

i hate the mouse!

Post Thu Oct 20, 2005 8:20 pm

Hmmm, well, i've had to revert back to the stable version, because if i activate a mod, it works fine... Until you deactivate it. At that point your freelancer is screwed beyond reconition, depending on how much that mod modified. And also, the activate symbol on the control button does not change to an 'X' when a mod is activated.

Keep it up my man!

And out of curiousity, what did you program this in?

Post Fri Oct 21, 2005 6:31 am

I'm not having any problems with it (so far ), it handles my beast of an xml script (40kb ATM) with ease and transfers the rest of the mod better that the old one.

Rebalance 3.5 Dev. Team
rebalance.blue-ion.net

Post Fri Oct 21, 2005 7:26 am

There are two main reasons I bundle some small mods with FLMM: to show new users how simple and fun modding Freelancer is, and to show modders how various scripting techniques work. How hard is it to delete a few mods every year or two?

-Trail- : I just implemented the Ctrl-D FLServer shortcut, and it'll be in the next beta.

Blackhole2001 : Does it happen only for certain mods, or for every mod? Is every file the mod modified completely deleted, or just certain ones? If just certain ones, could you analyze the mod and try to figure out which method might be causing it? This is really strange, because you're the only one (so far) who's encountered a problem like that .

Thanks for noticing that control button glitch; it was introduced when I added multi-threading support. It'll be fixed in the next beta.

Bejaymac : thanks for the report; appreciate it .

Post Fri Oct 21, 2005 7:38 am

allright point taken, keep the lil mods :p

thanks for the ctrl + D

Post Fri Oct 21, 2005 9:32 am

Well who knows, i mean, maybe its the fact that my computer is on crack

Meh, wish i could run a debug version of your program to look for errors. Oh wait, i only know VB and VB.net....

But it DID happen with my mod. The thing is that my mod modified resources.dll. So i deactivated, and it deleted resouces.dll, and you can imagine how odd that was. (Instead of, "do you want to quit? yes/no" it was "IDS? IDS?/IDS?" friggin hilarious

I don't want to test it again because i don't like having my FL ****ed up..... Maybe once i make a backup. I'll test it soon and let you know.

And i still want to know what language it was programmed in

Post Fri Oct 21, 2005 9:45 am

Seems to be working fine to me, no issues so far... but then again, I haven't made any scripts etc for some time. Will download a few old ones and try some new stuff out if I get time (which is unlikely these days sadly ).

As always, it seems to parse (loadup) and also activate quicker... but I think I say that every time

Post Fri Oct 21, 2005 11:23 am

Sorry about the wait for feedback, I've been busy.
So far so good, I've had not have any problems at all. I've worked on my mod and had to turn it off and back on like 20 times and nothing went worng with the loading, not even a crash. My mod seems to load much faster then the last version.
Very nice job, I'll keep you updated if something does go wrong.

Edited by - Question Asker2044 on 10/21/2005 12:27:13 PM

Post Fri Oct 21, 2005 2:45 pm

oh i love the multithreading, was allways jam,ming on activation,

i dont actually use scripts though

Post Fri Oct 21, 2005 4:55 pm

i don't like scripts. I perfer hardcoding everything to INI files.

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