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I will generate a .msi for you instead of using a .flmod

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Post Fri Jan 13, 2006 7:32 am

I will generate a .msi for you instead of using a .flmod

There is another way to package your mod and distribute it. The new method is creating a .msi file. This sounds strange right? No. It is better than zipping the mod and tagging it .flmod. How is this better? That is easy to answer.

* .msi files are generally 8-10 MB smaller than .flmod files.
* Allows custom installation location in case you do not install in the default locations.
* Provides the user with a splash screen and graphic banner for an eye pleasing install.
* Once the .msi/mod is installed it generally takes 10-12 seconds less time to activate the mod using FLMM.
* .msi file provides support information for the mod including: Author, description, manufacturer, manufacturer url, product name, subject, support url, version information, copyright information, welcome text, readme.rtf, license agreement, installation location, customer information fields (serial number if applicable), and a finished screen.
* Serial number generation for authentication is an option if you so desire.

If you are interested in distributing your mod as a .msi or would like to see an example, email me at [email protected]

I accept donations for creating your .msi to offset software expenses. Email me for details.

Edited by - [ASGSpook on 1/13/2006 12:20:17 PM

Post Fri Jan 13, 2006 8:47 am

One simple question does it support XML scripting, as a large number of current mods use this method to add content without using ini or dll files.

**shuffles of with a new headache**

Post Fri Jan 13, 2006 9:14 am

A simple answer is yes but let me clarify how this works.

You send me your mod (or a link to it) and I build a .msi file from that. Creating the folder structure for the .msi takes the longest time.

I create the .msi with all the information you supply to go along with it.

The end user runs this .msi file. It unpacks everything in the appropriate location.

Here is where it might get confusing:

After the .msi is finished you are not done yet. At this point in time you would place any .xml files in the mod folder the .msi file created. At that point you would open FLMM and activate the mod. This in no way replaces FLMM.

Uninstalling this mod is also different. The first step would be to deactivate the mod with FLMM. Then remove the .xml files you placed in the mod folder. Go to START > CONTROL PANEL > ADD/REMOVE PROGRAMS. Find the name of the mod in the list and click REMOVE. Done, simple as that.

Sure it is a little out of the normal mod installation and mod activation methods but I feel that once you see an example of this, you will want to distribute your mod in this manner.

Using a .msi, instead of a .zip.flmod, offers you more compression, a more professional UI and a faster activation of the mod by FLMM.

Some people would think this is a waste of time but with our mod approaching 40MB we are definately going this route on the next release.

I hope this answered some questions for you.

Edited by - [ASGSpook on 1/13/2006 9:47:49 AM

Post Fri Jan 13, 2006 11:44 am

Spook, with the fee aspect, odds are it would be better with the other method. If I make a mod, I do it for free, but if it then costs me $10, I then go into debt, as revision will always be done. Is the charge because it involves a program that you purchased?

Post Fri Jan 13, 2006 12:19 pm

Yes. I would not do so otherwise. I just thought that if a mod maker wanted to implement their mod this way and take advantage of the pros of this method then I would do any mod for them for a small fee.

Go ahead and contact me anyway. If I'm bored I "might" go ahead and do it. I guess you could consider it a donation. So perhaps we just make it a donation.

Post Fri Jan 13, 2006 1:16 pm

Ok, let me get this straight, I make a mod for free, and you charge me for zipping it up into a new format which FLMM also does for free, only winner here is you dude! How bout i charge you for zipping my mod up into a new format lol

Post Fri Jan 13, 2006 7:26 pm

No I don't think you understand what I am doing by generating a .msi instead of a zip file.

Please re-read the first post to understand the benefits.

Post Fri Jan 13, 2006 7:50 pm

Spook, honestly, an FLMM file is so much easier to make and in addition it doesn't require sending you a file, and everyone is used to FLMM. As a modder i must say this would be a pain in the but if i needed to release a quick fix to the file. And that situation arises many more times than one would think. Even though it is more "professional", there are numerous other install makers out there that are 100% FREE. And those make an executable file instead of a .msi file. They are equally as effective, and they are even easier to make then an MSI because they compress everything into a zip file. Although this does require a LITTLE more space, and let me make that clear, about 5% more, it is SO MUCH EASIER.

I really don't think mods will suddenly all be in .msi files. Besides, i think .msi or .exe installers are a pain in the but compared to the seamless FLMM installation. Double-click, *poof*.

This is not worth it.

Post Sat Jan 14, 2006 11:38 am

Plus, with the new version of FLMM, 7zip LZMA compression is available which cuts file size significantly, negating your msi v. zip advantage.

Chris Bates

Post Sat Jan 14, 2006 4:03 pm

I understand exactly what you're trying to do Spook, simple matter is that the mods submitted to Lancers are all free, created by ppl in their spare time, so why should we pay for a new compression technique when FLMM does the job? The savings in memory space hardly justify a fee...

Post Sat Jan 14, 2006 5:16 pm

bottom line: bull****...close plz.

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"Just for a good shot - for what else?"
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blaXXer.de

Post Sat Jan 14, 2006 7:33 pm

Thank you Bejaymac and Gibbon for mature discussion of this issue. I appreciate your honesty and effort to help someone understand your point in a mature and adult manner. To the others, whatever.

Post Sat Jan 14, 2006 7:36 pm

It is not worth it.

I do not suggest anyone to use this new method, regardless of there being a fee. It is too much work for too little payout. If i want, i can make my OWN bloody setup, without going through all the work you are doing. But i don't. Because the .flmm format is widely used and accepted. Why? Because it works! Now i don't know how my discussion was less mature than Gibbon's, but i have to say that what you are doing is not exactly an advisable thing. I pity anyone who would actually sign up for this.

Edited by - Blackhole on 1/14/2006 7:38:22 PM

Post Sat Jan 14, 2006 8:06 pm

First post here, I know, but I'm an experienced freelancer on another mod forum that Blackhole belongs to. As a non-modder, a user of many other games, and as a common downloader of FL mods, I have to say that FLMM is an excellent way to get things into Freelancer, especially compared to other games. Wish we had a utility like that for Flight Simulator. Anyway, don't subscribe to the theory that "If it ain't broke, fix it 'till it is", please. 10-12 seconds is not enough time to disrupt anyone's day, and 5% less space is not very significant, even if it is every mod on a server. FLMM is a great resource, its super easy, idiot proof, and everyone knows how to use it. When people start developing great mods and releasing them into something that isn't universal, it just isn't good. Would Bungie release Halo or Maxis release The Sims 2 into Linux just because it's a little faster? Come on....

And Spook, nearly everyone, especially Blackhole, conducted themselves in a professional and adult manner on this thread. You need to understand that if someone opposes your idea it doesn't make them immature....

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