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The content may be outdated and links may not be functional.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

WTS World v.3.64 Mod

This is where you can ask for help and post your knowledge on error messages from using the various tools that describe error messages in MODs such as DataStorm the Freelancer MOD Scanner the server console and FLSpit.

Post Fri Nov 03, 2006 10:38 am

WTS World v.3.64 Mod

I have FLMM 1.4, but after downloading this, I get an error while unpacking ammo.d3b (?) that says the file is corrupt. I downloaded the file again and got the same message.

Am I missing something here?

F!R

Post Thu Nov 09, 2006 11:58 am

The file might be ammo.3db.
And i don´t think that´s a problem of the mod package.
There can be errors in the execution of the XML script files by FLMM.
I didn´t really figure out, what the problem was, but after installing

- IE 6 SP1
- MSXML 4.0 SP2
and
- .NET framwork 2.0

it got my own problems with FLMM 1.4b fixed.

Edited by - F!R on 11/9/2006 12:02:18 PM

Post Fri Nov 10, 2006 7:08 am

Do not use FLMM 1.4 with any mods other than those that have been built specifically for it and IIRC there are only two that have been. Every other mod needs FLMM 1.3, something IGx89 has added to 1.4 has made it incompatable with most of our old mods.

**shuffles of with a new headache**

F!R

Post Sun Nov 12, 2006 1:38 am

Our modding team didn´t do anything special to get the mod to work with 1.4b.
It´s just the reason, that 1.4b can
- handle "7z" packed files
- process more scripts.

So would you name one or 2, that works with 1.3, but not with 1.4b?
I d´like to have a look at these.
Maybe we can find a reason for these problems.


Edited by - F!R on 11/12/2006 1:38:50 AM

Post Sun Nov 12, 2006 6:41 am

Every version of FLMM has had some variations in the XML scripting, this wasn't a problem as long as you added the "scriptversion" TAG to the xml file, this way FLMM knew which xml version to use. IGx89 changed the xml script for 1.4 but he also "fixed" part of 1.3's scripting, this means that any mod that works fine with FLMM 1.3 might give an error message with 1.4 (CrossFire for one).

I was one of the people that tested 1.4 when IGx89 first released it (thats why theres four versions of it) and it was only after I lost 4 Gb of harddrive space that I found the other problem with 1.4. The new "cache" feature screws up the deactivation of a 1.3 or older mod, rather than deleting the mods custom files it leaves them behind in the Freelancer folder, all custom system, base & room ini's, CMP, 3db, MAT, SUR and thier folders are left untouched by 1.4. With FLMM 1.3 I very rarely had to do an uninstall/reinstall of Freelancer but with 1.4 I had to do it every time I used it, I only have a 20Gb hardrive so I can't afford to lose the space.

IGx89 knows about these problems as there are threads in the FLMM forum here on TLR about them, I've also emailed him my findings but as it's been more or less 6 months and I/we haven't heard from him, I've started to wonder if he's even interested any more.

**shuffles of with a new headache**

Return to Mod Errors Board