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

The general place to discuss MOD''ing Freelancer!

Post Fri Oct 21, 2005 8:31 pm

I had to unload it. If I click on an flmod file, nothing happens. I have to copy the mod into the mods folder by hand and load it.

Loading and unloading does not cause any problems that I could see.

The Flmod file does have the flmod icon in front of it so I know that the file was still associated with FLMM.

FYI, I only use the script to make it exclusive and to put some comments in the window on the left. I never actually use any scripting language features. The scripting seems to cause problems when many mods are loaded and unloaded by players. Freelancer is eventually corrupted and needs to be reloaded even if you don't use scripting. It has a bad habit of not removing custom directories. ie directories not in the original game. Like DATA/SHIPS/0CUSTOM/WHATEVER

I use FLMM about 40 to 60 times daily as a development tool.

I don't guess you'd consider removing scripting capabilities completely??


.....OUCH....THAT HURT! STOP HITTING ME.

Glock36
"No Comment"

Post Fri Oct 21, 2005 9:13 pm

i prefer to edit my INIs with windows 3.1,save them on 5.5 floppys and sing them to sleep at night with the windows nt users manual.DLL strings i edit with my toes and a hex editor -but even i know never to close FLMM and add new files while my mod's are activated

Post Sat Oct 22, 2005 7:14 am

First run through:

Tried to load the current beta build of XML Toolkit Mod, 1.3, and Chip's OpenSP Lite- my standard development environment.

XML Toolkit loaded successfully. The multithreading works beautifully- Toolkit takes quite awhile to load at this point, and now I can check email while I wait

OpenSP Lite did not load successfully. FLMM reported that "F:\temp\FLM46.tmp" doesn't exist. Dunno why it's doing that, but that's a serious "uh oh", all by itself



Second run through.

Used my "oh, crap I totally hosed FL" backup to restore every FL file to pristine, original states.

Tried to load Chips OpenSP all by itself.

Still giving an error message, saying that "FLM4D.tmp" doesn't exist. Methinks that we need to figure out why this very, very important mod doesn't work, pronto- or in the next version, let us overwrite Restart.fl and Newplayer.fl, so that we simply don't need to use it anymore (which, from a purely technical angle, would be better, although I'll be the first to say that we'll have to transmogrify Chip's nice FLMM script into a version that hacks up Restart.fl, so that we can get the same functionality).

Next, tried installing a "new" mod- the Alternative OpenSP.

FLMM claimed that the mod was installed and ready to go, but it didn't show up on the mod list. Checked the directories... and.. no mod! Oops, that could be a problem

Manually installed the mod... and it wouldn't run, either! It said that a TMP file didn't exist




Final conclusions...

1. Installation went smoothly.
2. Tests with various mod configurations did not go very well.
3. Whatever's causing this TMP file problem is a serious "uh oh" bug.
4. There may be other problems with script execution, DLL creation, etc., but this is pretty secondary at this point, these are show-stopper bugs.

Post Sat Oct 22, 2005 10:40 am

Blackhole2001 : could you e-mail me your mod, so I could test it out myself? FLMM is coded in C++, using the MFC framework.

Glock36 : have you ever been able to reliably reproduce those corruption/left over files problems? If so, please let me know ASAP so I can fix them. I haven't noticed anything like that myself, and haven't received any other reports, so it'd be very hard for me to fix that without further detailed info.

Now, for the rest of you: if you had follow my instructions and posted the bug reports in the proper thread, you would have noticed that unzipping support is known to be broken and the TMP file issue is known, and both will be fixed in the next beta .

Post Sat Oct 22, 2005 1:54 pm

Beta 2 is out, which fixes all reported bugs and adds support for modifying Restart.fl.

Post Sun Oct 23, 2005 6:45 am

Could you plz put Multithreading into the "unzipping archive" bit?
When you first run a .flmod file it unzips it, that still frezzes up

Post Mon Oct 24, 2005 6:54 am

@ IGx89, this isn't a bug as such more of a quirk, one that I'm more than happy to have found.

After I posted about the probs with the "Restart.fl", I went back to editting my OSP mod. I removed the Restart file and added options into the xml script file using the same way you did for the "freshstart" mod. I only have 2 options with 4 choices each but without the savesafe line, now this is where the quirk comes in, in the past all of the mods that I've used with options only had one save folder. With this new options format I get a save folder for each option scenario (in my case thats 16 of them). The only drawback I can see is with mods like "Alternate opensp", if their options are redone to this format thats going to leave people with a heck of a lot of save folders.

@ Argh, if you read this you really need to try this out as it may remove any need to edit the Restart.fl.

Post Mon Oct 24, 2005 1:16 pm

-Trail- : Hmm, that's a good suggestion, but it could be tricky to code; I'll look into it though.

Bejaymac : savesafe="true" means that the mod won't change the saved game format, and thus FLMM shouldn't keep the saved games of that specific mod/options separate from other active mods. You probably individually labeled all your option elements as savesafe="false".

Post Mon Oct 24, 2005 4:03 pm

@ IGx89 , sorry Matt I should have checked better before I posted, just looked at the scripts for some of the mods I've got and found "savesafe=true" in beside the option tags. Guess I'm still just a part-time dabbler in xml.

Whatever it is I prefer it this way as its exactly what I need for Rebalance 3.5, as we have two options in the mod "story" and "OSP" and before I found this quirk it meant 1 save folder for both options, now I have a save folder for each option. Now you know why I've got a 40kb beast of a script file, it holds all of the non vanilla entries for Heavens gate and soon it'll have the files for prison station mitchell.

As for my OSP mod this means I no longer have to worry about deleteing or editting the restart.fl, as each option has it own restart.fl.

However I still think that "savesafe" works back to front as to me savesafe means just that, keeping my save files safe from being overwritten. If I use a mod thats "savesafe=true" then I know that my original save files are going to get overwritten by it, but if a mod is "savesafe=false" then my save files are moved to safety, but please don't change it as theres a heck of a lot of mods out there that would need changing.

Post Mon Oct 24, 2005 4:15 pm

Yeah, you're about 2 years too late .

What do you mean about saved games getting overwritten? A mod with savesafe=true means that saved games without the mod can be used with the mod, and vice versa; saved games shouldn't ever be getting overwritten unless the user manually does that themselves (not counting Autosave.fl, which naturally will get automatically overwritten). Or am I missing something?

Post Tue Oct 25, 2005 1:05 pm

Give a guy a chance I've only been moding since the end of march

In a mod that has this in the script,

<header name="Mod Name" savesafe="true">

I know that with this FLMM will leave my vanilla save files open for the new mod to use, instead of creating a new save folder for the new mod. Loosing the Autosave and all of my stats since my last save can be a pain, but the real problem is with the restart.fl, small mods can get away with using my vanilla one but any large mod with new factions will eventually leave a very corrupt autosave, as my vanilla restart doesn't have the new factions in it.

<option name="Starting system" savesafe="true">

With this it doesn't matter what option you choose as you use the same autosave for them all loosing everything you did the last time you used the mod (people are lazy, give them an autosave and they don't bother making a save game especially in an OSP mod).

If you change the "true" to "false" or remove the "savesafe" line all together, you get a save folder for every mod and one for every option config. as well. This is what I thought "savesave" meant. *one confused moder*

Post Tue Nov 15, 2005 12:46 pm

Beta 3 is out now! Notable changes for mod authors are 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 bugfixes. Please test all your mods with this version (they should work, but just in case), because this beta might be announced on the front page for "public" testing if I don't get any bug reports in the next week or so.

Post Sat Nov 19, 2005 6:16 am

I too have found that sometimes FLMM seems to leave things behind when used on several different mod types.
I don't have the opportunity to reproduce right now (I'm not at home) but when my mod team used to script everything that they sent in, I used to have to unscript (is that even a word?) the mod and stick it into mine as I found some files were left or altered. The result was a wipe of FLMM and FL once every 2 days or so, its not exactly a huge problem to do so and I can ensure that there are no problems then with an unclean install when bug hunting.
I too build mods only unscripted (I also find it alot easier) so would add my voice to a special version not supporting scripts.
I can't think of a good way for you to reproduce the results as I have only come across them while sticking together several mods, so I don't know the specific details.

Sorry.

True Intelligence is the ability to admit you know nothing

Post Tue Nov 22, 2005 1:50 am

I don't know if it has been fixed already, but there was a minor problem in 1.31 version... when you moved Freelancer folder to a new location and deleted the previous one while mods were active, it was impossible to change Freelancer folder cause FLMM still reported that one of the mods was active. Maybe it's worth to enable an option to change Freelancer folder with active mods, adding warnings?

http://www.discoverygc.com/' Target=_Blank>Discovery Gaming

Post Tue Nov 22, 2005 2:04 am

IGx89:

I've tested the latest build with XML Toolkit 1.3 (thanks for sending me the earlier pre-release candidate build btw).

It seems to work just fine. Only thing I haven't tested, and will want to test before I want to call everything "good", is whether Restart.fl mods are now working completely without problems. I'll take a look at that issue as soon as I can- this is a pretty vital new feature, if I'm going to make some of the new things I want working for WOS B2 to work

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