IGx89 wrote: "
hans olo: I'm pretty sure that the problem is caused by a modified freelancer.ini file, but if it isn't, then you can send me your mod and I'll debug it myself. "
I have had more problems with freelancer.ini; a few times it even disappeared during deactivating the mod (a previous version of the one I'm making now). I even had to reinstall FL and FLMM a few times. And a few times I also just added an unmodded, but decompressed freelancer.ini to the \EXE folder.
it is quite possible that a modded freelancer,ini file is the problem, but the facts are that I modded this file through FLMM (removing the intro movies), and that it worked a couple of times before screwing up, and that the moment of srewing-up wasn't just after I changed something in the freelancer.ini file.
Thanks for the offer of debugging, but my mod is about 15 mb already now, so I wouldn't know how to send it (btw, I don't see size as an indication of quality; I just like to add new systems, factions etc and apparently they need megabytes.) I don't how big it is when rarred (I prefer WinRar to WinZip becasue I don't know how to keep the folder tree structure in WInZip).
Besides, it is working now as it is; it's just that I was curious (and I guessed you, as the author of the program. might be too) what caused it.
IGx89 wrote: "
By tag, I mean <data> "tags". The reason I said that someone would have to be crazy to manually make all those tags is because of all the time it would take! Since mods are getting so big, with custom ships and textures and stuff, making a mod using a mod script isn't very efficient for those big mods because the primary benefit of mod scripts, their reduced size, is negated by all the other files in the mod. Who would care if a mod was 15mb instead of 14mb? "
The last thing certainly is true, but the FLMM script has more advantages than just reducing the size: you can have most of your added stuff in one file, making it easier to look up things.
Of course, if a lot needs to be changed on many places in a file (for instance to see all systems from when you start the game, you have to put a "visit = 1" to each system in universe.ini; initialworld.ini and empathy.ini also require adding a lot of single lines at many places) it is more convenient to just add a modded file to the mod. But in many other cases, I'd prefer to use the FLMM script.xml
IGx89 wrote: "
I've considered making a WinDiff tool to automatically generate mod scripts, but I won't have time to do that until FLMM development slows (which actually might be soon). But, in the meantime, I certainly can take 30 seconds out of my time to increase the tag limit from 200 to 1000 . "
Take another 30 seconds and make it 3200
Actually I habe no idea what a WinDiff tool is, but I guees it'll be great. You, and the guys that made BiniQDU, utf_edit, and FLEd-ids (probably I am forgetting some tools now - sorry!), really gave a lot of people, a lot of fun! I wouldn't even know if I were still into FL if it weren't for the modding of the game.
This is getting a post with many words, and little info, so I'll stop typing now.