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**UTILITY** FL Mod Manager v1.2 (and some mods)
Here you can find news, get help and comment about the ?Freelancer Mod Manager (FLMM)? for activating/deactivating Mods for Freelancer
VorTex: Are you using FLMM v1.1 or v1.2? You shouldn't have that problem with v1.2. Do "Tools\Delete Autosave", and if you're still having problems, activate whichever mods you had active when you made those saved games, and go into the game and delete all the saved games you made with those mods active. Or, you could just go into the saved game directory and move/delete certain files there.
Kenshin: They should be in New York, especially by Planet Manhattan.
Kenshin: They should be in New York, especially by Planet Manhattan.
I can't activate any of the mods in the FLMM....i tried just now to activate the beam weapons mod. this is what came up:
Error: problem activating 'Beam Weapon Mod' on test run
Error: file 'C:\Program Files\Microsoft Games\Freelancer\data\equipment\weapon_equip.ini.flmmbak' doesn't exist
please help....thanks!
I'm a pirate at heart
Error: problem activating 'Beam Weapon Mod' on test run
Error: file 'C:\Program Files\Microsoft Games\Freelancer\data\equipment\weapon_equip.ini.flmmbak' doesn't exist
please help....thanks!
I'm a pirate at heart
IGx89,
I want to report two problems in FLMM v.1.2.
I am working on adding multiple new items to the game. I mean a new ship, a new weapon, etc. I really don't want to mess up with the resource dll's for the info cards, so I am using the GENERATESTRRES and GENERATEXMLRES commands of the FLMM. I hit two problems:
1. GENERATESTRRES and GENERATEXMLRES use different counters for the next available resource index. Since every single resource in the game need a unique resource id, and these commands generate same resource id's for different resources, that makes the infocards a mess.
The MODs provided with the FLMM 1.2 have this problem too, check Advanced Beam Weapon MOD, base info card of Planet Pittsburg.
I had to tweak out the usage of this commands to get the effect I wanted: all infocards properly showing the informaiton they are supposed to do.
The solution is obvious: using the same counter in both commands for the next available resource index.
2. I discovered that for each buyable item in the game there has to be a string and a XML resource containing just the name of the item. With this I mean that for the ids_name of every buyable item we need a string and an XML resource assigned. The string is used in the equipment dealers list and the XML version is used in the base info card.
Again I tweaked the script and managed to get the effect I want, but believe me I am not happy with it.
A new command something like the following is needed:
[shield generator
ids_name = 0 ;GENERATERES("Adv. Tachyon H.F. Shield", "<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH /><TEXT>Adv. Tachyon H.F. Shield</TEXT><POP /></RDL>"
The above command will generate a string and an XML resource for the same resource index. I don't understand the logic behind assigning two resources to the same resource index, maybe I am missing something somewhere, but I tested it: the only way to have a correct base info card is to do this.
FLMM is a great MOD development tool, expecially when one wants the improve/extend/enhance the game, congrats to you!
However, it has a some more way to go to reach its full potential.
Thanks for your patience in reading this long mail,
Tyco
-- The "free as a bird" Freelancer--
Edited by - tyco on 15-07-2003 08:40:21
I want to report two problems in FLMM v.1.2.
I am working on adding multiple new items to the game. I mean a new ship, a new weapon, etc. I really don't want to mess up with the resource dll's for the info cards, so I am using the GENERATESTRRES and GENERATEXMLRES commands of the FLMM. I hit two problems:
1. GENERATESTRRES and GENERATEXMLRES use different counters for the next available resource index. Since every single resource in the game need a unique resource id, and these commands generate same resource id's for different resources, that makes the infocards a mess.
The MODs provided with the FLMM 1.2 have this problem too, check Advanced Beam Weapon MOD, base info card of Planet Pittsburg.
I had to tweak out the usage of this commands to get the effect I wanted: all infocards properly showing the informaiton they are supposed to do.
The solution is obvious: using the same counter in both commands for the next available resource index.
2. I discovered that for each buyable item in the game there has to be a string and a XML resource containing just the name of the item. With this I mean that for the ids_name of every buyable item we need a string and an XML resource assigned. The string is used in the equipment dealers list and the XML version is used in the base info card.
Again I tweaked the script and managed to get the effect I want, but believe me I am not happy with it.
A new command something like the following is needed:
[shield generator
ids_name = 0 ;GENERATERES("Adv. Tachyon H.F. Shield", "<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH /><TEXT>Adv. Tachyon H.F. Shield</TEXT><POP /></RDL>"
The above command will generate a string and an XML resource for the same resource index. I don't understand the logic behind assigning two resources to the same resource index, maybe I am missing something somewhere, but I tested it: the only way to have a correct base info card is to do this.
FLMM is a great MOD development tool, expecially when one wants the improve/extend/enhance the game, congrats to you!
However, it has a some more way to go to reach its full potential.
Thanks for your patience in reading this long mail,
Tyco
-- The "free as a bird" Freelancer--
Edited by - tyco on 15-07-2003 08:40:21
luhan10: are you using FLMM v1.2?
tyco: so problem #1 is that FLMM assigns the same ID to string and xml data, and problem #2 is that FLMM needs to assign the same ID to string and xml data? Kind of ironic, I guess . I believe I know the problem, and can easily fix it, though I thought the Adv. Beam Weapon mod worked ok? Its string and xml data showed just fine.
Thanks for the bug report!
tyco: so problem #1 is that FLMM assigns the same ID to string and xml data, and problem #2 is that FLMM needs to assign the same ID to string and xml data? Kind of ironic, I guess . I believe I know the problem, and can easily fix it, though I thought the Adv. Beam Weapon mod worked ok? Its string and xml data showed just fine.
Thanks for the bug report!
IGx89,
Please check base info card of Planet Pittsburgh after you install the Adv. Beam Weapon MOD. You will see what I mean.
I really don't want to be pushy but when can you post the fixed FLMM?
I think I will soon come up with a nice little MOD after I get the next version of FLMM.
Thanks in advance!
Oguz
Tyco
-- The "free as a bird" Freelancer--
Please check base info card of Planet Pittsburgh after you install the Adv. Beam Weapon MOD. You will see what I mean.
I really don't want to be pushy but when can you post the fixed FLMM?
I think I will soon come up with a nice little MOD after I get the next version of FLMM.
Thanks in advance!
Oguz
Tyco
-- The "free as a bird" Freelancer--
Aegis Here
Sheep, there are only a few programs out there to assit in making a mod, An its just that ASSIST. There are no programs that will do the work for you, You have to experiment, try new things, and most importantly not call people idiots. Because people wont help people that go around abbusing people. Your lucky im such a nice person that decided not to flame you.
Oh and IGx89, Great work on FLMM, Excellent work...
Sheep, there are only a few programs out there to assit in making a mod, An its just that ASSIST. There are no programs that will do the work for you, You have to experiment, try new things, and most importantly not call people idiots. Because people wont help people that go around abbusing people. Your lucky im such a nice person that decided not to flame you.
Oh and IGx89, Great work on FLMM, Excellent work...
Hi,
I just started making MODs, so prolly it's my fault, but could it be there's a problem with 'sectiondelete' ?
I tried this:
<pre><font size=1 face=Courier>
<data file="data\universe\systems\Rh02\Rh02.ini" method="sectiondelete">
<section>
[Object
nickname = Rh02_03
</section>
</data>
</font></pre>
And get an errormessage saying: Error: unknown tag 'sectiondelete'
Could anyone help please???
-Artus
I just started making MODs, so prolly it's my fault, but could it be there's a problem with 'sectiondelete' ?
I tried this:
<pre><font size=1 face=Courier>
<data file="data\universe\systems\Rh02\Rh02.ini" method="sectiondelete">
<section>
[Object
nickname = Rh02_03
</section>
</data>
</font></pre>
And get an errormessage saying: Error: unknown tag 'sectiondelete'
Could anyone help please???
-Artus
Thanks .
Because that method is used so rarely, I guess a typo made it past the beta-testing stage: it's deletesection . FLMM v1.2.1 will recognize both sectiondelete and deletesection.
------------------------------------
Freelancer Mod Manager: newbies' dreams come true
Belief in Jesus: the only way to Heaven
Edited by - IGx89 on 07-08-2003 21:00:46
Because that method is used so rarely, I guess a typo made it past the beta-testing stage: it's deletesection . FLMM v1.2.1 will recognize both sectiondelete and deletesection.
------------------------------------
Freelancer Mod Manager: newbies' dreams come true
Belief in Jesus: the only way to Heaven
Edited by - IGx89 on 07-08-2003 21:00:46
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