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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
Thanks for the info I should have been more careful with that...
I downloaded it and installed it over the the older 1.2.
It says it installs fine...
But when I double click the FLMM icon... I get a POP UP that says:
Flmodmanager
! Flmodmanager has caused an error in FLMODMANAGER.EXE.
Flmodmanager will now close.
If you continue to experience problems try restarting your computer.
(which I did... to no avail...)
1.2 works.... but the 1.2.1 beta does not...
Edited by - HFH_MACK on 21-10-2003 23:49:09
I downloaded it and installed it over the the older 1.2.
It says it installs fine...
But when I double click the FLMM icon... I get a POP UP that says:
Flmodmanager
! Flmodmanager has caused an error in FLMODMANAGER.EXE.
Flmodmanager will now close.
If you continue to experience problems try restarting your computer.
(which I did... to no avail...)
1.2 works.... but the 1.2.1 beta does not...
Edited by - HFH_MACK on 21-10-2003 23:49:09
There should be a button to push to make the dialog bigger, or show another dialog. I need the module name and offset location in order to debug the crash. It also would greatly help if you could send me the entire contents of your \mods folder, but unless you have a web server where you can upload that, that's probably not feasible.
Ok, Here's a heads up on the crashing problem with the 1.2.1 beta5...
Matt explained to me that there was a MOD in my MOD folder that FLMM did not like. We are not exactly sure why the old TNG12 (The Next Generation v 1.2) was crashing the 1.2.1 beta5...
but as soon as I removed it the FLMM worked. Putting TNG back made it crash again...
So, If YOUR FLMM crashes similar to mine consider moving all your mods to another folder and seeing if its a mod causing the problem...
PS... thanks for all your HELP!!!
{HFH}MACK
Matt explained to me that there was a MOD in my MOD folder that FLMM did not like. We are not exactly sure why the old TNG12 (The Next Generation v 1.2) was crashing the 1.2.1 beta5...
but as soon as I removed it the FLMM worked. Putting TNG back made it crash again...
So, If YOUR FLMM crashes similar to mine consider moving all your mods to another folder and seeing if its a mod causing the problem...
PS... thanks for all your HELP!!!
{HFH}MACK
OK, I got beta6 and it finally does not crash when I open it. Looks good mostly, but I have noticed a few things in relation to the GENERATEXMLRES.
1) This thing doesn't like spaces in the XML at all. Since spaces are legal in the game XML, this should be fixed. Spaces should be ignored between XML code (not in the text which seems to be fine.
2) Error handling in the GENERATEXMLRES is non existent. The thing finds something it doesn't like and dies, stops cold, and there are no messages in the log to point to the error. We need error messages. It takes forever to debug without them nd the embedded XML won't let me use other tools since the ones I have do not accept XML code as input.
3) The helps for GENERATEXMLRES are not right. We could use a few examples of code that has already been tested to work. Examples are more important than text for understanding.
That is it for now. I'll keep my eyes open for more problems. Hope this helps in debugging.
1) This thing doesn't like spaces in the XML at all. Since spaces are legal in the game XML, this should be fixed. Spaces should be ignored between XML code (not in the text which seems to be fine.
2) Error handling in the GENERATEXMLRES is non existent. The thing finds something it doesn't like and dies, stops cold, and there are no messages in the log to point to the error. We need error messages. It takes forever to debug without them nd the embedded XML won't let me use other tools since the ones I have do not accept XML code as input.
3) The helps for GENERATEXMLRES are not right. We could use a few examples of code that has already been tested to work. Examples are more important than text for understanding.
That is it for now. I'll keep my eyes open for more problems. Hope this helps in debugging.
Shawn Barry: Unfortunately, since most big mods include pre-modded ini files, you'll probably not be able to properly activate more than one at a time.
Old_Beowulf: FLMM v1.2.1 beta 7 contains more error handling (for instance, it'll let you know if you don't have the entire macro on one line), and you can check the xml code for errors by opening your script.xml file in Internet Explorer or some other XML tool.
Old_Beowulf: FLMM v1.2.1 beta 7 contains more error handling (for instance, it'll let you know if you don't have the entire macro on one line), and you can check the xml code for errors by opening your script.xml file in Internet Explorer or some other XML tool.
Transfering Datastorm database files with mods.
May be this old news bu if you, like I recently frequently do, swap between mods and/or your original environment, and like to use the FL Datastorm database, the following might work for you. For each mod you have to make a new database file only once.
1. The FL Datastorm directory has to be a subdirectory in the Freelancer directory. In my case I have a directory Utils where all the freelancer uitlities reside. In my system the full path where the Datastorm database is located is F:\Free\Utils\FL Datastorm\fl datastorm.mdb.
Whether Datastorm has to be in the Freelancer directory or not I did not test, that totally depends on FLMM.
2. Make sure you have FL Datastorm Version 2.0 with the upgrade to 2.2 installed.
3. Deactivate all active mods with FLMM. Close FL Datastorm.
4. Go to the directory where the mod is located that you are planning to use. In my case the full path was F:\Free\Utils\Freelancer Mod Manager\Mods\FLREBALANCE320FULL. In this subdirectory FLREBALANCE320FULL I created a subdirectory UTILS and in this subdir a subdir named FL DATASTORM.
5. Copy the database file (F:\Free\Utils\FL Datastorm\fl datastorm.mdb) to the subdir you just created (F:\Free\Utils\ Freelancer Mod Manager\Mods\FLREBALANCE320FULL\Utils\FL Datastorm\fl datastorm.mdb). For this time any fl datastorm.mdb file will do, it only use now is to trigger FLMM to make a flmmbak file when you activate the mod. In this way FLMM saves a copy of the active mdb file it finds when it installs the mod.
6. Start FLMM and activate your mod.
7. Go to the FL Datastorm directory and delete the database file fl datastorm.mdb.
8. Start FL Datastorm. It will now generate a new database.
9. Replace the old databse file (F:\Free\Utils\ Freelancer Mod Manager\Mods\FLREBALANCE320FULL\Utils\FL Datastorm\fl datastorm.mdb) with the new database file (F:\Free\Utils\FL Datastorm\fl datastorm.mdb). Each time you deactivate or activate the mod the database file will up-to-date, provided you did not make any changes in the files FL Datastorm collects its data from.
BuckDanny
May be this old news bu if you, like I recently frequently do, swap between mods and/or your original environment, and like to use the FL Datastorm database, the following might work for you. For each mod you have to make a new database file only once.
1. The FL Datastorm directory has to be a subdirectory in the Freelancer directory. In my case I have a directory Utils where all the freelancer uitlities reside. In my system the full path where the Datastorm database is located is F:\Free\Utils\FL Datastorm\fl datastorm.mdb.
Whether Datastorm has to be in the Freelancer directory or not I did not test, that totally depends on FLMM.
2. Make sure you have FL Datastorm Version 2.0 with the upgrade to 2.2 installed.
3. Deactivate all active mods with FLMM. Close FL Datastorm.
4. Go to the directory where the mod is located that you are planning to use. In my case the full path was F:\Free\Utils\Freelancer Mod Manager\Mods\FLREBALANCE320FULL. In this subdirectory FLREBALANCE320FULL I created a subdirectory UTILS and in this subdir a subdir named FL DATASTORM.
5. Copy the database file (F:\Free\Utils\FL Datastorm\fl datastorm.mdb) to the subdir you just created (F:\Free\Utils\ Freelancer Mod Manager\Mods\FLREBALANCE320FULL\Utils\FL Datastorm\fl datastorm.mdb). For this time any fl datastorm.mdb file will do, it only use now is to trigger FLMM to make a flmmbak file when you activate the mod. In this way FLMM saves a copy of the active mdb file it finds when it installs the mod.
6. Start FLMM and activate your mod.
7. Go to the FL Datastorm directory and delete the database file fl datastorm.mdb.
8. Start FL Datastorm. It will now generate a new database.
9. Replace the old databse file (F:\Free\Utils\ Freelancer Mod Manager\Mods\FLREBALANCE320FULL\Utils\FL Datastorm\fl datastorm.mdb) with the new database file (F:\Free\Utils\FL Datastorm\fl datastorm.mdb). Each time you deactivate or activate the mod the database file will up-to-date, provided you did not make any changes in the files FL Datastorm collects its data from.
BuckDanny
This may just be my mod or it may be a bug but I've got multi-line infocard that's trying to be generated using GENERATEXMLRES. Here's the neat thing, FLMM freezes solid, and will not appear on the screen. I close it, ok fine I've made a mistake. Only problem is when I try to start it again, without the script file (moved it into /FL/EXE) the thing still either freezes or won't appear on the desktop and I have to re-install it. Neat! Is this a known bug? Or am I just being stupid?
(This site is best viewed with your eyes open)
(This site is best viewed with your eyes open)
I have beta 8 and I just installed it yesterday (after the initial problem). It now tells me that there is a parsing error in line 416 (the one with the 1000 in it) , here's the code
<pre><font size=1 face=Courier>
ids_info = 0; GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?>
<RDL>
<PUSH/>
<TEXT> </TEXT>
<PARA/>
<TEXT> </TEXT>
<PARA/>
<TEXT>6/4</TEXT>
<PARA/>
<TEXT>15000</TEXT>
<PARA/>
<TEXT>1000</TEXT>
<PARA/>
<TEXT>120/120</TEXT>
<PARA/>
<TEXT>8</TEXT>
<PARA/>
<TEXT>10</TEXT>
<PARA/>
<TEXT>CM, CD/T X 5</TEXT>
<PARA/>
<POP/>
</RDL>
</xml>"
</font></pre>
The exact error says
Parsing error on line 416: unable to find '='
I don't know much about xml, but I can't see how it has a problem with this line and not the one that says 15000!
(This site is best viewed with your eyes open)
<pre><font size=1 face=Courier>
ids_info = 0; GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?>
<RDL>
<PUSH/>
<TEXT> </TEXT>
<PARA/>
<TEXT> </TEXT>
<PARA/>
<TEXT>6/4</TEXT>
<PARA/>
<TEXT>15000</TEXT>
<PARA/>
<TEXT>1000</TEXT>
<PARA/>
<TEXT>120/120</TEXT>
<PARA/>
<TEXT>8</TEXT>
<PARA/>
<TEXT>10</TEXT>
<PARA/>
<TEXT>CM, CD/T X 5</TEXT>
<PARA/>
<POP/>
</RDL>
</xml>"
</font></pre>
The exact error says
Parsing error on line 416: unable to find '='
I don't know much about xml, but I can't see how it has a problem with this line and not the one that says 15000!
(This site is best viewed with your eyes open)
Hmm... Still doesn't like it, here's the code
<pre><font size=1 face=Courier><font size=1 face=Courier>
ids_info = 0 ;GENERATEXMLRES(Bastet0)
<xmldata name=Bastet0>
<?xml version="1.0" encoding="UTF-16"?>
<RDL>
<PUSH/>
<TEXT> </TEXT>
<PARA/>
<TEXT> </TEXT>
<PARA/>
<TEXT>6/4</TEXT>
<PARA/>
<TEXT>15000</TEXT>
<PARA/>
<TEXT>1000</TEXT>
<PARA/>
<TEXT>120/120</TEXT>
<PARA/>
<TEXT>8</TEXT>
<PARA/>
<TEXT>10</TEXT>
<PARA/>
<TEXT>CM, CD/T X 5</TEXT>
<PARA/>
<POP/>
</RDL>
</xml>
</xmldata>
</font> </font></pre>
I can't see anything wrong with it, but it doesn't like it!
edit
Tried then xmldata line with and without the quotes around the Bastet0, niether works
(This site is best viewed with your eyes open)
Edited by - Glitch on 27-12-2003 03:39:43
<pre><font size=1 face=Courier><font size=1 face=Courier>
ids_info = 0 ;GENERATEXMLRES(Bastet0)
<xmldata name=Bastet0>
<?xml version="1.0" encoding="UTF-16"?>
<RDL>
<PUSH/>
<TEXT> </TEXT>
<PARA/>
<TEXT> </TEXT>
<PARA/>
<TEXT>6/4</TEXT>
<PARA/>
<TEXT>15000</TEXT>
<PARA/>
<TEXT>1000</TEXT>
<PARA/>
<TEXT>120/120</TEXT>
<PARA/>
<TEXT>8</TEXT>
<PARA/>
<TEXT>10</TEXT>
<PARA/>
<TEXT>CM, CD/T X 5</TEXT>
<PARA/>
<POP/>
</RDL>
</xml>
</xmldata>
</font> </font></pre>
I can't see anything wrong with it, but it doesn't like it!
edit
Tried then xmldata line with and without the quotes around the Bastet0, niether works
(This site is best viewed with your eyes open)
Edited by - Glitch on 27-12-2003 03:39:43
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