Important Message

You are browsing the archived Lancers Reactor forums. You cannot register or login.
The content may be outdated and links may not be functional.


To get the latest in Freelancer news, mods, modding and downloads, go to
The-Starport

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 Mon Sep 01, 2003 2:02 am

It's not a problem of getting FLMM to work with FL Explorer (the 2d system editor), but it's a problem of getting FL Explorer to work with FLMM. Shsan (the FL Explorer author) is working on that, though fixing bugs has lately been taking up his time.

Post Mon Sep 01, 2003 11:16 am

Well done buddy, works nice. I´ve tested it out with that Generatestrres, but the prob still is that, if you´re useing more then 27 seperate scripts for shipdata with that method a error is raised. M8 be you´ll fix it in the next version. For all others, i´m still writing a tool which will make it much easier to generate those strings for ids_name and the ids_info to ids_info3. Now i would implement that feature with the "\n". If it is i´ll post it on lancersreactor.

Greet work of you, pulling my hat

Sincerly Crabtree

i´ll be back soon

Post Tue Sep 02, 2003 7:05 am

great crabtree that is what i have been looking for creating those info without using RESHACK, FLED-id, and the likes. it is very troublesome and long. When will you release it, does it be possible that it will be very comapatible with FLMM

Working hard to earn... but too lazy to do something...

Post Sat Sep 20, 2003 1:25 am

FLMM v1.2.1 beta 3 is out, and fixes a ton of minor, but annoying bugs. It also enhances the "filereplace" method to allow it to work more than once in a file, something that I've gotten a number of requests for .

Post Sat Sep 20, 2003 3:46 am

Wow - that's a pretty hefty load time increase.

Also I noticed it's using 50MBytes of RAM now...

You might consider using dynamically sized memory structures.

Vectors, Dynamic Arrays, and Linked Lists all have what you need.


Phez

Post Sat Sep 20, 2003 3:04 pm

It loads in about a second on my computer, and that's because the splash screen stays up for a minimum of 1.2 seconds. Though, I did just notice the RAM usage: 32mb . I guess I will have to take extra time and start converting static arrays into dynamic arrays now :/

Post Sun Sep 21, 2003 7:56 pm

Ok, try out beta 4 now; you should be pleasantly surprised . It now uses about 30% LESS memory than v1.2, and loads faster! I hadn't added dynamic CArray's before because they gave me a lot of annoying errors, and I didn't see a need for them yet. Fortunately, though, I was able to figure out the errors this afternoon without too much trouble. It definitely was worth the effort: FLMM v1.2.1 beta 4 with a clean install takes up ~5.3mb of ram on my computer, and starts instantly with the splash screen disabled .

Post Sun Sep 21, 2003 9:17 pm

Only one xml string is added to the dll that FLMM beta 3/4 creates.
This is a new bug added in beta 3.

Note:
Also people might notice that method="filereplace" now cares about order.
this could break mods which used multiple tags per data and didn't keep them in order.
IMHO any such mods should be rewritten.

Nice speed /memory improvement !

Phez

Post Mon Sep 22, 2003 1:12 am

Thanks a whole lot for those bug reports! I just uploaded a new version of FLMM v1.2.1 beta 4 with those two fixes; if you downloaded beta 4 before this post, re-download it please.

Post Mon Sep 22, 2003 6:17 pm

Help, what am I still doing wrong?
I downloaded the newer beta version, 1.2.1 beta 4 -- O.K.
I still can't drag and drop the 30 mb file into the flmod.

What have I missed?

Post Mon Sep 22, 2003 6:37 pm

You can either double-click on a *.flmod file, and it will launch FLMM and install itself, or you can drag-and-drop a *.flmod file onto the list of mods in the main FLMM window. Was that what you were trying to do?

Post Mon Sep 22, 2003 7:32 pm

I have the 1.55 TNG & the patch on CD, I can drag them onto the desktop or I can drag them to the FLMOD 1.2.1 beta 4, but the flmod keeps coming back with the same message - 'Access to C:\Documents and Settings\My Name\Desktop\TNG155full2.zip.flmod was denied'. Doh!

(This has come about because A.O.L. won't allow files of 16 MB or more to be downloaded. Perhaps if the download was halved to two 15 MB files it might work!)

Post Mon Sep 22, 2003 9:15 pm

Corporal - Try renaming it to .zip and opening it in winrar/zip...
Access denied means your computer has prevented the software from accessing the file - it has nothing to do with AOL.

IGx89 - The dlls still contain only one (the first) XML string entry.

How can I double check that I'm running the correct beta 4?

Phez

Post Tue Sep 23, 2003 12:28 am

I did fix that problem, so you must not have the latest beta 4. To double-check, the installer and flmodmanager exe's should be dated around 8pm Sunday night.

Post Tue Sep 23, 2003 1:39 am

I have made my own mod, its about 40meg right now, and it used to work fine with V1.2 normal. However, i installed your new version (beta) and tried to activate the mod. It activated, but afterwards it then went nuts. i got told by windows that a problem had occured, it had terminated the program and wanted to send an error report. At this point i exited the game (it seemed to load up fine) and then tried to deactivate......however, on loading i get an error report, and it wants to send it to microsoft again. problem is that now my mod is activated, i cannot open FLMM at all (it just keeps telling me about an error) and it did work FINE with the other version. Would you like to see the error report?
Chips
p.s - my scripting, files and everything else are fine

Return to Freelancer Mod Manager