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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
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
Greet work of you, pulling my hat
Sincerly Crabtree
i´ll be back soon
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 .
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
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
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!)
(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!)
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
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
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
Chips
p.s - my scripting, files and everything else are fine
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