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FLMM v1.21 beta 11

Here you can find news, get help and comment about the ?Freelancer Mod Manager (FLMM)? for activating/deactivating Mods for Freelancer

Post Wed Nov 12, 2003 8:35 pm

k. when i start FLMM (beta 6), the splash doesnt say anything about being beta 6. while its still on the splash, a message comes up saying:
"Flmodmanager has caused an error in FLMODMANAGER.EXE" and will now close" it isnt an illegal operation, so this is no details button. i reinstalled an older version and that worked fine, but beta6 failed

"Fear me, for I am your Apocalypse"

Post Wed Nov 12, 2003 9:36 pm

IGx89 - any progress on the problems?

Post Wed Nov 12, 2003 11:33 pm

Some problem in FLMM 1.21 BETA 6.
To reproduce:
1.Start FLMM
2.Activate 'Speed Mod'
3.Close FLMM
4.Start FLMM again
5.Deactivate 'Speed Mod'
At this point I get error message:
SHDeleteFile failed in RemoveResourceDLL: 'D:\Freelancer\EXE\1:2,2:3'

If I don't restart FLMM everything is ok.



Edited by - wilco on 12-11-2003 23:34:30

Post Thu Nov 13, 2003 4:13 am

Well - IGx89 - the options are very very cool, although they still have a deactivation problem. However, i no have over 54 options in one selection (you can pick ANY ship in FL to start with) and it works great. It is the best development yet, and gives plenty of scope!

Thanks!
Chips

Post Thu Nov 13, 2003 4:50 am

I still have beta .5 installed on my computer because I haven't been around in a while. I left and decided I'd come back once there were some good mods. And now that Free Worlds is out...

Post Thu Nov 13, 2003 5:28 am

Okay - mighta overcooked it a bit, but its working fine right now!
Latest submission is new Open SP , where you can choose from flying any of the 54 ships in FL, along with starting in any of the 40 systems. Right now strangely though, it isn't getting the error, but ti does on smaller ones though. Not sure why - oh well! LOL

Post Thu Nov 13, 2003 1:27 pm

Okay - i am assuming that you have removed the copyfile option, as it doesn't work anymore (or so it seems not too). The file i set to be copied is left residing in the freelancer folder and not in the folder i am after. Is my assumption correct, and is there any chance of having it reinstated?

Sorry - did post more, but i got it working. Stupid spelling errors!

Edited by - Chips on 13-11-2003 15:06:41

Post Thu Nov 13, 2003 4:26 pm

IGx89 - there are only 5 options maximum available. Any chance of making so that you can have 7 or perhaps 8?

Post Thu Nov 13, 2003 6:43 pm

Windzarko: which operating system are you using? If you're using XP, contact me on MSN asap; otherwise, remove all the mods from the \mods folder and tell me if FLMM still crashes. If it doesn't crash, put each of the mods back one by one, separately, and tell me if a specific mod is making the crashing happen.

wilco: Thanks a LOT for the step-by-step instructions! I can reproduce that error, so I'll have it fixed asap .

Chips: Send me a mod that has that problem, and I should be able to easily fix it.
Are you saying that the "options" attribute doesn't work for the "copyfile" method?
If I can figure out a way to easily and conveniently show that many options in the mod options dialog, I'll try to allow that many (and maybe even more) .

Post Thu Nov 13, 2003 6:53 pm

i can work with the 5 options no probs (6 would be perfect though), as LONG as copyfile command works - which it aint. Its coming to the point where i actually really need a copyfile command. Anyways, i figured out how to use the options commands to full use, and hopefully soonish you will see how USEFUL AND AMAZING THIS ADDITION IS!! By far the best thing you added to this!

Keep it going dude - excellent stuff! Now i can really create what i want to the way i want too - whooo hoooo!

by the way i am no longer getting problems when deactivating the thing. Especially if you leave the box open, just minimise it. It only occured when you shut FLMM, then played the game, reopened it and deactivated. Then it had a fit! LOL

Post Thu Nov 13, 2003 7:57 pm

2 IGx89:
I'm a programmer so I know what 'debug process' is.
Thank you for very good tool.

Post Thu Nov 13, 2003 8:49 pm

IGx89:
I have windows ME, and ill try the reverse of what you said (take out the mods one by one until it works), coz moving the whole lot out and then back one by one will take forever (got way too many mods for my own good)

"Fear me, for I am your Apocalypse"

Post Fri Nov 14, 2003 4:01 am

I've fixed the SHRemoveDLL function error, and have investigated a number of other problems people have been reporting. Unfortunately, I can't find them: TNG 1.7 and other mods activate properly for me, I can't figure out why FLMM is crashing for a few people, and the "copyfile" method seems to work great. Chips, could you send me a mod that has that copyfile problem? BTW, make sure you're using the options attribute correctly. Here's an example that copies testfile.txt to exe\testfile.txt ONLY if item 1:1 OR 2:1 is selected by the user:

<data file="exe\testfile.txt" method="copyfile" sourcefile="testfile.txt" options="1:1,2:1">
</data>

I hope to have a new beta available tomorrow or Saturday with the RemoveDLL fix (and any other fixes I find), and some code to help me debug crashes better.

Post Fri Nov 14, 2003 4:30 am

same problem as wilco but mine was about the flmm1.dll

SHDeleteFile failed in RemoveResourceDLL: 'D:\Freelancer\EXE\-flmm1.dll'

failure of deletion of flmm.dll. but when i restored the backup files it is okay. anyway my mod runs and loads smoothly using beta 6.

this only happens when i open FLMM and activate a mod then close FLMM then open FL then exit FL and open again FLMM to deactivate my MOD.

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Post Fri Nov 14, 2003 11:41 am

Its strange, i renamed my files to include a 1 after them, like st_equip1.ini - and it was indeed copied across fine. Its just that when i named it st_equip.ini and activated it, the game didn't show the effects (regen of AI shields). So, i went into FL with biniQ after activation, and it was the original file still. Oh well - will keep on tryin!
I got round it anyways, just meant that something aint named proper (was to use the generate ids name for a fighter was all)

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