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Evolutions version problem on MP

The place to ask for technical help with running the demo or the full game...

Post Thu Aug 26, 2004 11:15 am

Evolutions version problem on MP

I'm having trouble getting onto an Evo server. In the server list, it says all Evo servers are version 1.28, and I followed the instructions exactly when I installed Evo this time, and my version is listed as 1.0

Post Thu Aug 26, 2004 2:47 pm

Have you activated the mod in FLMM?

Post Thu Aug 26, 2004 4:55 pm

Yup. As far as I can tell, it works fine in single player, all the while saying version 1.0

Post Thu Aug 26, 2004 10:47 pm

Go to your freelancer directory, and then into the EXE folder. Now have a look at Freelancer.exe - right click and hit properties. Does it say version 1.28?

Do also see a file that is next to it called Freelancer.exe.flmbak?

If you do - click on the 1.28 exe now and see, if not - go into flmm and use the tabs at the top (options tabs). One will show options that includes "chose different Freelancer path" or something - try using that and navigating to your freelancer folder. Then close FLMM and activated once more.

Post Fri Aug 27, 2004 3:36 pm

Ok, I'll try another fresh install and do that. However, when I do, I'd like to install the open sp patch. First of all, will this change the version of the mod as to make it imcompatible in multiplayer, and second, how do I install it correctly? I can't seem to get the mod zip files to automatically install when double-clicking(they say .zip.zip, not .zip.flm or whatever) So I've just been creating a mod folder, and extracting the files to that folder, but I don't know if I should extract the open sp files right into the evo mod folder and overwrite the "Data" folders etc, or put it into a separate mod folder.

Post Fri Aug 27, 2004 4:09 pm

Ok, I just reinstalled it again. The .exe file says 1.01.... and there is a .ini.flmmbak, but no .exe.flm. There is a freelancer.exe version 1.28 in my evo mod folder, but surely that's not the one I want?

Edited by - Septus on 8/27/2004 5:16:01 PM

Post Sun Aug 29, 2004 12:31 am

Well, its not activated properly at all. Its the first and only issue i have heard about this - and I would ask you to uninstall FLMM and download the newest version.

Then try going to the options and checking its on the right game directory!!

Forget OpenSP for the minute - you CANNOT run that in MP anyway!! Its only for SINGLE player - hence why it says single. The "patch" for it is NOT a patch - you activate it AFTER the mod, so it won't replace anything at all - and when you deactivate it you will still have the original files for both Open SP and Evo fine.

I take it you do have Freelancer Mod Manager installed?

I have just re-read it. When we say FLMM - we mean Freelancer Mod Manager. Its a program to activate and deactivate mods. It scans the mod you wish to use, and then backs up ALL the files it will "over-write" so that they are protected...these become an .*.flmbak file (where the * is any file type). It then copies the files from its mod bank into the freelaner folder to "activate" the mod. You then wait til its done, and start the game as usual. When you are done, you can deactivate the mod in FLMM - which will remove the mod, reinstate the backedup files (so its like the mod was never there!), and returns the game to normal once more.

There is a forum about 8 forums down from this one which is dedicated to Freelancer Mod Manager - and it will include information for install. Download the FLMM from the links in the thread, and install it by double clicking on the installer. After this, EVERY file you download (mod) will have an filename.zip.flmod set up - like Evolutions1.28.zip.flmod

Double clicking on this file will make Freelancer Mod Manager AUTO unzip and install the mod to its "mod bank" so to speak. Its by far the best tool out there!!

Edited by - Chips on 8/29/2004 1:36:46 AM

Post Sun Aug 29, 2004 10:55 am

Ok, I just reinstalled FLMM 3.1 and redownloaded the evo 1.28 client version and it's *still* showing up as .zip.zip. I can't find anything in the troubleshooting manual for FLMM that tells me how to fix that either.

Post Sun Aug 29, 2004 11:59 am

Hmm, i have no idea why its zip zip - try renaming it to:

.zip.flmod

It should then display a kinda white box with the FLMM logo on it for an icon.

Post Sun Aug 29, 2004 2:34 pm

Yup, that fixed it.

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