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Interfacing with FLMM

Here you can find the postings on the different editing utilities found for Freelancer

Post Thu Jun 12, 2003 11:33 pm

Interfacing with FLMM

I'm just about to release the final version of 1.2, but since FLMM is pretty mature, I don't plan on having another update really soon. So, if you're the maker of any mod editing program, please let me know ASAP if you want to be able to interface with FLMM, so I can implement it before v1.2 final.

Also let me know how you want to interface with FLMM. I'd prefer commandline parameters (that would be most convenient), so tell me what you want to tell FLMM to do.

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Freelancer Mod Manager: newbies' dreams come true
Belief in Jesus: the only way to Heaven

Post Fri Jun 13, 2003 3:15 am

Two things I thought of:

1) An edit button; to open the mod maker/editor of your choice (the program will need to accept parameters of course).

2) A Package button; click the button and it neatly folds your mod up into a flmod file ready for shipping.

The only other thing I thought of was being able to use snippets of XML instead of a big XML script: So that constants.xml edits constants.ini, etc etc.

These are just thoughts, don't go to any effort on my part.

Post Fri Jun 13, 2003 7:47 am

Sure, i will be interested.
What i need is some command line options:
1) Is a mod activated
2) deactivate a mod
3) activate a mod

If possible, it will have to be a little bit faster than the previous flmm to activate mods because when you are editing a mod, activation and deactivation will be pretty common.

Thanks

Post Sat Jun 14, 2003 3:55 am

deactivate all mods in green, in one time ,by another one button.

Edited by - Covalium on 14-06-2003 13:03:25

Post Sat Jun 14, 2003 7:47 am

Some way to tell how much CPU would be nice. I've found for larger mods it can take 5+ minutes to activate/deactivate the mod without using any noticable amount of CPU when I can copy & paste in under 30 seconds.

bws

Post Sat Jun 14, 2003 4:58 pm

Then you`ve got a slow CPU. All mods (all!!!!) are loaded in a sec with a 1700+ 1Gb ddr

Post Sat Jun 14, 2003 8:14 pm

I don't think that so simple, here it takes a significant amount of time to activate mods and i have a 2.53Ghz P4 with 1GB of ram , so i think that there is something wrong somewhere

Post Sat Jun 14, 2003 10:41 pm

No I have an athlon 2100+ with 512 megs of ram. The CPU light doesn't even blink while it's activating. Go download FLRB 1.4 if you need convincing.

Post Sun Jun 15, 2003 1:01 am

Hmm, I didn't know FLMM was activating abnormally slow for some people . I have a XP2000+ w/ a WD1200JB hard drive (the hard drive is what matters when activating mods; CPU means almost nothing) and Windows XP Pro, and I can activate FLRebalance1.6 in 10 seconds! I just tried activating that mod on my 400mhz computer with a 4 year old 8.3gb hard drive and Windows 98SE, and it probably would of taken 8 minutes if I didn't ctrl-alt-delete it .

Did you guys have that slow problem with earlier versions of FLMM? If so, which version changed it? Also, what version of Windows are you running?

Now, about the topic of this thread : You can already find out which mods are active by looking in the system Registry. FLMM creates a string called "mods\modfolder" (with value either blank, or the dll it modifies using xml macros) in HKLM\Software\Freelancer Mod Manager, and deletes that string when that mod is deactivated.

As for the commandline parameters, how about:
FLModManager.exe /activate="modfolder" (loads FLMM normally, without splash screen, automatically activates that mod, exits if there is no error, and returns 0 if OK, and a positive number if there were errors. Deactivating would work the exact same way. Sound good?

Post Sun Jun 15, 2003 2:29 am

Ok, I have the command line parameter working as follows:
FLModManager.exe /toggle="modfolder"
It doesn't show a splash screen, and it exits (returning 0) right after activating the mod if it's successful (if it's not, it lets the user read the log, and returns 1), so the activation process can be completely automated .

------------------------------------
Freelancer Mod Manager: newbies' dreams come true
Belief in Jesus: the only way to Heaven

Post Sun Jun 15, 2003 2:31 am

another question :
what about changing the windowtype so it will be resizable ?
because when i install many mods i have to scroll endlessly until i find the ones which are activated

[if this is already done ignore this post but only then please

godspeed

Vera Lynn

"we will meet again, some sunny day"

Post Sun Jun 15, 2003 3:29 am

I'm using 98SE. I have FLMM and FL on 2 seperate hard drives so I'll try moving FLMM to the other drive and see if that helps tonight.

Post Sun Jun 15, 2003 8:02 am

I am using Win2K with 1GB and a 160GB Maxtor at 7200 rpm so i don't think it's the disk ... i could do a vtune on it to tell you what's wrong if you want

Post Sun Jun 15, 2003 8:02 am

As for the flag to toggle the mod ,that's perfect for me. And I'll look in the registry to see if it's activated.

Thanks a lot.

Post Sun Jun 15, 2003 1:30 pm

vera lynn: how many mods do you have? I thought there was enough room for everyone except the extreme modders

shsan: if that's possible without the source code, then by all means! I'm 99% certain it's a problem with SHFileOperations, though. BTW, do you have the trial or full of vtune? If it's the full, did you get a good price?

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