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.