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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 Sun Nov 16, 2003 12:19 am

oh btw the XCrashReport.exe wants a MFC71.DLL ?????

Post Sun Nov 16, 2003 1:19 am

I just uploaded refresh 2, which fixes the MFC71.dll error. Please download it, and send me the crash reports. Also, if you've had the problem where FLMM just stays in the taskbar (can't maximize it), please send me the contents of the "HKCU/Software/Freelancer Mod Manager/FLModManager.INI/Freelancer Mod Manager/WindowPlacement" string value. If you can't duplicate the problem with the refresh, enable "Options/Remember dialog size", resize FLMM, and restart it and see if the problem happens again. If it does, send me that registry key value asap.

Post Sun Nov 16, 2003 2:32 am

So far this is working perfectly - no errors yet!

Post Sun Nov 16, 2003 9:33 am

error's I've noticed. all with the speed mod. the sound , dialogue that is, cuts out. when a character starts speaking all I hear is a beep. sometimes the storyline cinema skips chunks of action. ie. a go to rather than a FF. and play is a little ****y, like system resourses are running out. and yes I ended Kazaa, re-started FL and still had the problem, only not as bad. music and special effects play as normal.

Juni's got back! and I wanna wear it as a hat!

Post Sun Nov 16, 2003 10:57 am

Just d\l refresh 2 and it seems to be working fine.
All hail IGx89

Post Sun Nov 16, 2003 12:28 pm

Jippiiii it works, no more problems
thanx IGx89 for the good work

tedd

Post Sun Nov 16, 2003 1:28 pm

Try ending the P2P networking that runs in the background still. I have found that chewing over 10% of CPU at times. Heck - Kazaa is the most annoyingly useful thing ever, it eats your comps performance, but then you get something for nothing too. However, have you checked in the technical problems area? Its not necessarily FLMM obviuosly if affected by your Kazaa. There is a post in their that contains fixes for those very problems.

Post Sun Nov 16, 2003 6:40 pm

IGx89 - okay.

I have a copyfile command to copy some files over during mod activation. It has worked fine until...........i added another copyfile command. It did work repeatedly, however, now it doesn't copy EITHER of the files over.

<data file="data\universe\systems\A01\A01.ini" method="copyfile" sourcefile="A01.ini" scanfile="true" options="1:0,1:1,1:2">
</data>

<data file="data\missions\mbases.ini" method="copyfile" sourcefile="mbases.ini" options="1:0,1:1,1:2">
</data>

Is there a limit on the copyfile commands per script, because this puts a large problem on what i was trying to do.....or means i have to radically rescript anyways - which i can do, but just wondering why it isn't working now!

Post Sun Nov 16, 2003 6:51 pm

Okay - i lied, its a major problem as it won't now edit the rest of the files anymore either! It seems to have stopped doing anything to put it mildly. I don't want to say what its supposed to do, but the additions the file it is supposed to make aren't actually appearing anymore!

Post Sun Nov 16, 2003 7:19 pm

IGx89, i found the problem. the mod 'Next Generation' appears to be giving the FLM grief. All the other mods i have (about 50-something of them) work fine with it

"Fear me, for I am your Apocalypse"

Post Sun Nov 16, 2003 7:20 pm

Yipee, I'm glad FLMM is finally working ok for you guys

Shawn Barry: Did you have those problems with other speed mods? The Speed mod just combines the Cruise Speed and the Ion Thruster mods into one.

Chips: That problem shouldn't be happening, don't worry . I'll try adding those lines to a mod script and seeing if I can duplicate your problem...

Post Sun Nov 16, 2003 7:30 pm

Help! I installed it and set it up but when I click on it it says 'The Parameter is incorrect' It then starts up but does not show any of the mods in the mod box What can I do? Please include anything no matter how simple because I'm only 13 and although I'm fairly good with computers and stuff I might have missed something obvious Thanks.

Post Sun Nov 16, 2003 8:28 pm

Ummm. i dunno if this is the mod or FLMM, but when i try to use the mods by Chips with FLMM beta 6, it says something about servers names and passwords just before it gets to Fl's main menu. it then closes the game before i can see the menu. est trez annoying. little help please?

"Fear me, for I am your Apocalypse"

Post Sun Nov 16, 2003 8:54 pm

Erm - to truly duplicate it you might need the rest of the scripting - which is extensive, however, those are the first two lines in the script. I tried to remove one of them (the mbases.ini one) and the other still didn't work. The scripting after it is very extensive and would probs take a few pages to paste in here (its 70kb of script) - but i can send you the file. Its........erm....an adventorous mod to put it mildy!!

Okay - here is what happens in full. I added a few more things (about 6kb or scripting) to the script file. It added in several files, and is using the options of 3:0,3:1,3:2
Now - before then all options were working fine, with 1:0,1:1,1:2 all working, and 2:0,2:1,2:2.....2:15 all working fine too.

i added the extras which basically changed some things like adding to the market_misc.ini file (all in scripting) and now nothing in the scripting is working.
I have checked the code, and its all correct, and there is no </script> parameter until the end of the file. Its baffling why it suddenly has stopped doing anything at all. It doesn't add ANY of the scripting to the ini files specified at all - no matter how small or large, its almost as if it doesn't bother with the scripting, however - it does still give me the options in the menu on activation. Am baffled beyond belief, i have even cut and pasted the mod elsewhere to try getting round a simple bug or something.

Hope you can help cos there is two days work in this one!

Edited by - Chips on 16-11-2003 21:04:28

Post Sun Nov 16, 2003 10:16 pm

Smiley_phil: Are those the exact words it says? Try directly launching FLMM, by going to Program Files/Freelancer Mod Manager and running FLModManager.exe.

Windzarko: Yes, it's probably a problem with your computer or the mod, and not FLMM's fault.

Chips: E-mail me the code; if you can't for some reason, just send me a short e-mail and I'll give you a different e-mail address to use. Or, IM me on MSN.

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