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The content may be outdated and links may not be functional.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 Nov 17, 2003 3:59 am

My flmm beta 6 (refreshed) is crashing at start. I have windows xp and everytime i try to start it...it sends me an error report and FLMM never runs. I've uninstalled and reinstalled it several times.

Heretic

Post Mon Nov 17, 2003 4:15 am

i've just dl beta6 refresh2, and it works just fine.


Keep up the good work!

Post Mon Nov 17, 2003 4:37 am

Thanks

666Heretic: if the crash dialog looks like this, e-mail me the crash report asap.

Post Mon Nov 17, 2003 5:57 am

Why is it when i run a FRESH copy of FL, and a fresh install of FLMM, it crashes every time i load it? I mean, i never even get a splash screen, just an error. I am TRYING to run 1.2.1 b6. I ran 1.2 with ZERO problems. HRELP ME! i can't try out Chips mod...I would give you error info, but on XP the gimps at microsoft made it so i can't copy and paste it...

Post Mon Nov 17, 2003 6:38 am

IGX

You can now use the newline character (\n) in the GENERATExxxRES macros

how do you use that (\n)

Are you feeling lonely or just plain horny then Click Here!!! and you'll have lots of fun...

Post Mon Nov 17, 2003 10:46 am

The beta version dosnt run on my computer anymore ! Before it worked fine, but when i installed the dx version 9.ob it showed some flmm main executable error! Help I whit out this beta version i cant use all those fun mods

Post Mon Nov 17, 2003 2:39 pm

IGx89 - suggest you check out the filereplace command as well. I have a filereplace command in use which doesn't work.
(someone asked me to make them a specific mod for them)
Its like this:

<data file="data\equipment\weapon_equip.ini" method="filereplace">
<dest>

</dest>
<source>

</source>
</data>
</script> - erm that is further down. the sectionreplace below this works fine, its just this command that aint doing anything.
Of course - has all the info inbetween. I used numinstances, with and without it doesn't work, i used a repeat of that command per part of the file to be changed, still no joy joy.

Edited by - Chips on 17-11-2003 14:39:41

Post Mon Nov 17, 2003 3:10 pm

firebase: Just put \n wherever you want a new line to start

Baene and obliv: are you using refresh 2 (tells you in the installer readme)? If not, download it and try again. When the crash happens, send it to me if it's FLMM's own crash handler (look above for a screenshot of it). If it's XP's default crash dialog, click "more details" and give me the offset location (looks like 0x0f0e0df0). I just need that location, and then I'll be able to help you.

Chips: thanks, I'll look into it

Post Mon Nov 17, 2003 5:16 pm

the only problem with beta 6 now is that sometimes when i switch a mod off, it has problems with dll files and has to restore backups. the server and password thing i mentioned earlier went away when i reinstalled Freelancer (must have just been something wrong with my machine). btw, i still cant get The Next Generation to work with beta 6 (it wont let me open FLMM if i have it in the mods folder)

"Fear me, for I am your Apocalypse"

Post Mon Nov 17, 2003 5:40 pm

Windzarko: is it the new beta 6 (refresh)? The refresh version fixes the RemoveResDLL error. Also, what do you mean by FLMM not starting when TNG is in the mods directory? What does FLMM do? Crash? As you've probably read in this thread, I need the hexadecimal crash offset number to help me debug the crash. So far, NO ONE has given me that number . The refresh version also has a special crash handler, that will let you send me the crash report.

Post Mon Nov 17, 2003 5:58 pm

IGx89 - it seems to be getting worse too, it no longer ammends files,
I have a mod that is not big - however, this is the order of things (non options this time)

Copy the cockpit ini files across to cockpits.ini folder (copyfile command)
Copies ship entries into the shiparch.ini file (ammend commnad)
Copies the goods entries for ships into goods.ini file (ammend command)
Copies the market_ships entries into the market_ships.ini file (section replace)
Copies the weapons into market_misc.ini file (sectionammend)
Copies the lines to solararch.ini file(section replace)
Copies lines to solararch.ini file.(sectionammend)

Now copyfile DOES work, i wasn't expecting that. Now though - its not working on the ammend commands.
The others work, and the size of the script is 98kb.

Now i have a smaller version that deals with LESS ships - so it comes in at a 15kb script. The only difference between them is that the first is larger as the ammend parts contain more ships.

In the 15kb 3 ship file, it works fine (ammend)
In the 98kb file it doesn't

Now i have tried to add the ships in by making it a sectionreplace instead, and making them additions onto the end of the lifeboat - but it doesn't actually do anything in the file. It looks like it doesn't actually even try to open the file - by that i mean that in fact the file has NO backup, and is still encrypted.

Hope that might help - as it looks like it doesn't like big ammend commands basically - although the goods.ini ammend ISN'T big at all - not in comparison anyways.

Chips

(sorry, just thought after noticing this that it would be more helpful putting down about the files rather than just moaning saying things weren't working. The reason i never built anything in scripting before is because i got to a 80kb script before, and it stopped working. Is it possible that after a certain size it craps out? Strangely enough, it works after the ammends commands. I am going to do a few more tests to see what else happens (ie, am going to put other commands that i know work (from the end of the current script) to the start and see if the place in the script has to do with it or not (as in size of file)

*edit* - nope - my copyfile command (which is optionless, and scanfile= false) works at the start of the script, so that cannot be true. Is it possible that one command cannot exceed a certain size perhaps? Might try splitting the shiparch.ini entries into lots of little commands and see what happens



Edited by - Chips on 17-11-2003 18:04:59

Post Mon Nov 17, 2003 7:44 pm

IGx86 i ahve been having a problem with the beta 6 and it is getting really annoying so if you can fix the bug it keeps messing up when I open it so if can fix this im getting pissed

THE UNKNOWN PERSON OF THE WORLD

Post Mon Nov 17, 2003 7:45 pm

SRY IGx89* lol sry bout that i have 86 in my mind at all times

THE UNKNOWN PERSON OF THE WORLD

Post Mon Nov 17, 2003 8:45 pm

When TNG makes it crash, it crashes on the splash (when loading), and a window appears saying 'Flmodmanager has caused an error in FLMODMANAGER.EXE. Flmodmanager will now close. If you continue to experience problems, try restarting your computer.' The only option is a 'close' button. I would have told you if there was something else; im not a Beta test n00b.

"Fear me, for I am your Apocalypse"

Post Mon Nov 17, 2003 8:59 pm

It is most likely due to the fact that TNG1.7 uses an install program that used to work with FLMM - and now doesnt' When FLMM is activated, it must then activate their little program or whatever, to 'sub' install the mod. I suggest you ask Reynen if he is now aware of this problem, as i fear its to do with his mod, and not FLMM's fault at all

Return to Freelancer Mod Manager