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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 26, 2003 6:48 pm

Gremlins?

Heretic

Post Wed Nov 26, 2003 11:28 pm

BAD NEWS IG!!!

Fraid that the new version DOESN'T restore backups. It deletes everything whilst deactivating. I have to install FL everytime.

I cannot list everything, but using my Evolutions mod, my equipment folder AFTER deactivation contains the following files:

engine_good.ini
prop_equip.ini

The ships folder contains:

loadouts_special.ini

ALL ship CMP files that have been copied across are missing.

IN the EXE folder:

MISSING: Equipmentresources.dll
Nameresources.dll
infocards.dll
and other dll files copied from mod


IN the UNIVERSE FOLDER:
Only has the ini file for mission created solars
The actual systems folders are ALL missing the system.ini file (like Li01.ini is missing). This is for EVERY system that i made a change in, and therefore contained in the folders (this mod is NOT scripted).

It appears that the ONLY file that contained scripting was the loadouts_special.ini file - which si still there.

As you can imagine, this is a major major problem, as i cannot test the mod then try others as nearly every game file is missing.

Cheers
Chips

Post Wed Nov 26, 2003 11:30 pm

Basically - ANY file that is copied over from the FLMM directory (so not scripted to be appended to files) is deleted. Since my mod contains 588 files, you can imagine that this is a major bug! lol.

588 files are missing for my game everytime i deactivate it!

Post Thu Nov 27, 2003 12:28 am

No wonder my freelancer was crashing....errr i'm going to wait for the fix before i play your mod again chip :-/ i only have the SWMM on now...it's really awesome.

Heretic

Post Thu Nov 27, 2003 5:17 am

Really sorry about that! For people who've used string classes before, I had if(something.CompareNoCase(something,something)) instead of if(something.CompareNoCase(something,something) == 0) . I didn't catch it because I was focusing on testing scripted mods, not ones that use copyfile.

A fixed version is uploaded now; if you downloaded beta 7 before this post, re-download it immediately. Thanks a lot, Chips (and other beta testers); I'll be thinking of you tomorrow when I count all my blessings .

[edit By tomorrow I mean Thursday; this forum is on GMT [/edit

Edited by - IGx89 on 27-11-2003 05:18:03

Post Thu Nov 27, 2003 7:13 am

IG, this is what i mean...
activate 1st mod, as we know that FLMM will back-up those file that the activated first MOD.

Now, activate a second mod, which is not compatible with the first mod due to complicting files... as we know that even though it is complicting with the first mod the second mod can be activated too. Now the question is will flmm back-up the files that the second mod will use overwriting the first back-up of the first mod?

if so, can you make flmm back-up one time only for that specific file that is complicting the two mods thus the complics might be resolve and if anything goes wrong you can restore FL with ease an assurance that it is the original fl files not the modified ones?

All I do for LOVE

Post Fri Nov 28, 2003 11:53 pm

Its all good tho


The only thing is, i had the SWMM running when i downloaded the new FLMM. So now i dont have regular freelancer music but the starwars music mod is perminate. I think i like it too ^_^ its always good to go to fp9 and hear the jabba the hut music playing. dodododododododododooooooodooooooo.

Heretic

Post Sat Nov 29, 2003 5:36 am

I am having to RELOAD MY SERVER OS (WIN XP Pro) FROM SCRATCH. you need to back up to beta 6 at once.


EMERGENCY

Thank You. Glock 36.

Post Sat Nov 29, 2003 6:13 am

what happened?

All I do for LOVE

Post Sat Nov 29, 2003 11:20 am

I activated a mod right after installing beta 7 and suddenly whatever was "in focus" be it a window or an icon or even the start button started flickering rapidly. I was unable to get anything to work even by shutting down processes.

My friend Mike at A1Freelancers called to tell me that it had wiped out almost his entire freelancer program folder. All the INI files in there. I am just now getting BOTH my systems reloaded with Win XP again and my email working again. Mike lost valuable hours of work here. I spoke with Baked and he said he had not had a problem with it but had only used it twice.

There IS a problem with it. Fortunately Baked keeps good records and was able to email me a copy of Beta 6 which was working perfectly as far as I can tell. I use the thing at least 30 or 40 times per day as I spend all day developing. I had NO problems whatsoever with Beta 6.

I'm certainly not going to be the first one to try a new beta from now on. I don't mind reloading Freelancer once in awhile if there is a hiccup, but reloading the entire OS is BAD. Fortunately I have both my systems set up with partitions and I do not keep any personal files on the C drive at all so the loss of both my system C: drives cost me little but time. I reload my OS from scratch about every three months and am set up to do it quickly. Most people are not set up that way.

Post Sat Nov 29, 2003 1:32 pm

Have to say that i haven't had a problem at all, its seems to be working fine (seems - lol) will try more commands and so on to see, but it seems to be working better than it used to even (restoring files better )

Post Sat Nov 29, 2003 2:59 pm

Well now I heard from another source that the problem is with unscripted mods, of which mine is. I never use the script for anything but putting a description of the mod in the little window on the left side there. BINI is just too flawed and that's not Matt's fault.

Anyway. I'm just now back up and running and Baked sent me a copy of Beta 6 So i'm sticking with that for awhile. It was working great. The best he's done so far.

Thank You. Glock 36.

Post Sat Nov 29, 2003 4:30 pm

I didn't change anything in beta 7 that would cause an OS instability. It could be a side-effect (though that's very unlikely) of the bug previously in beta 7 (only affected un-scripted mods, read my post above), but I uploaded a fixed beta 7 at 10:30pm Wednesday, CDT (0530 Thursday, GMT). True, there's a reason why I call it beta -- it's fresh, tested only a little by me, from my compiler.

Has anyone besides Glock had that flickering problem? If anyone has, could they re-download beta 7 (timestamp 11/27/03 ~0530 GMT) and tell me if they still have that problem? I'm using XP Pro myself, so I'll be doing some more testing to see if I can duplicate that problem myself.

firebase: FLMM shouldn't overwrite the original backups, no matter how many different mods you try. It's possible if the mod is red, though very unlikely.

Edited by - IGx89 on 29-11-2003 16:32:37

Post Sun Nov 30, 2003 3:37 am

IG - I think its time you start a new thread, 12 pages should be a limit. Just copy and paste your original post.

Heretic

Post Sun Nov 30, 2003 4:51 am

Just a couple more weeks; the main FLMM is 18 pages long .

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