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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 Tue Dec 16, 2003 1:50 am

FLMM v1.21 BETA 8 is finally released! Changes include removal of debugging files (if FLMM crashes on you, then you can just download them separately (link in FAQ) to enable the bug report e-mail dialog), unlimited mod options (thanks to the helpful COptionTree control), improved install info dialog (now there's no excuse to not use the mod archive format ), and new "exclusive" attribute in the header tag to force the mod to conflict with every other mod. Read the "How Do I..." documentation to learn more about the latter two. This time, I really do hope that this will be the last beta of v1.21

Post Tue Dec 16, 2003 4:11 am

I've downloaded and installed FLMM Beta 8 but I'm getting the error starting program a required .dll was not found DBHELP.DDL.

I had FLMM 1.2 installed, deactivated all mods, used restore backups, then ran the uninstall file, then ran the Beta 8 exe installer, installed fine but when I try to launch it I get this error.

My computer is running Windows 98se
DirectX 9b
AMD 3200+
ATI 9600 PRO
512 MB DDR 400 RAM
Just assembled by me 2 weeks ago.

Is anyone else getting this error?

Post Tue Dec 16, 2003 4:27 am

in beta 7....
i'm using a Rebalance 3.20 by Michael Dan as my main mod. Now when i add my scripted mod (activate it) flmm doesn't seem to generate a unique flmm#.dll

scripted mod refers to that i used those generate***res commad for my info's.

BTW. FlRebalance 3.20 has a flmm1 to 3.dll copied from the mod directory to the freelancer directory.
in Freelancer.ini, it has those three files indicated in [resources.

now when i run freelancer, the id's for my added ships is missing. When i check the freelancer.ini in the freelancer folder, there's no flmm#.dll added other than those 3 flmm#.dll

now to make sure i activated FLEDID to check for my info's and it was never written in any of those 3 flmm#.dll

What do you think is the problem...?

for beta 8...

what do you mean by "and new "exclusive" attribute in the header tag to force the mod to conflict with every other mod"....?

All I do for LOVE

Post Tue Dec 16, 2003 8:57 am

You know, now that I think of it, I forgot to mention that the machine that had the fit and had to be reformatted at once on the first trial of FLMM beta 7 is a dual processor board. 2 P3 1000mz on an asus P2B-D. Now this is known to be one of the most stable boards they ever made and you can still sell them at a premium price on Ebay.

do you think that had anything to do with it.

I have a CH USB joystick (boy I get a lot of use out of THAT these days) and there was a bug in the joystick programming software that was specific to dual processor boards. My other system did not screw up right at once, it waited for several activations first.

You might look into that, But LOL, I don't think I want to test it right now.

Thank You. Glock 36.

Post Tue Dec 16, 2003 5:18 pm

Sgt_Astro: Re-download it now; I had excluded a dll file, thinking it wasn't needed, but unfortunately WIn98/ME seem to require it .

firebase: Does that happen to any mod with GENERATExxxRES macros that is activated while FLRebalance 3.2 is active?
Look in the "How Do I..." documentation (in the <header> description) for more details; basically it forces only that one mod to be active. It was requested by someone because he didn't want people activating other mods while his mod was active, to help prevent multiplayer problems and cheating.

glock36: I am anxious to find out if you can duplicate that problem. FLMM doesn't do any low-level stuff, so FLMM shouldn't be the cause; but, of course, in the computer world almost anything is possible .

Post Wed Dec 17, 2003 4:36 am

Tried downloading FLMM v1.21 beta 8, and all I get is a page error (Page not found). Usually your links are right on, and download with no problem).

Post Wed Dec 17, 2003 5:17 am

i think flRebalance has no script.xml whatsoever. So where do you think is the activation for this one mod only to be active.

All I do for LOVE

BTW... Michael Dan gave me already his answer. It was about freelancer has a limited resource dll to use.

Now this will make flmm unique dll creation in a halt or if you can make use the current flmm#.dll for info generation as an append perhaps...

Edited by - firebase on 17-12-2003 06:25:38

SOG

Post Wed Dec 17, 2003 3:36 pm

The link for beta 8 does not seem to work for me. I get a 404 (not found) error message when I click on it. Don't know if it's just my screwy I.P. or not. Is there another site I can DL beta 8?


Thank you.

Sorry if this is the wrong place to post.

Post Wed Dec 17, 2003 7:44 pm

Sorry, for some reason my website is down .
I've uploaded beta 8 to a different host, though, so you can download it now: http://igx89.home.comcast.net/FLMM_Downloads.html

Post Wed Dec 17, 2003 8:07 pm

IGx89 - let me know if you run outta bandwidth or anything - i have uploaded a copy to my site, can add that if you wish too (should be in profile, goto site and its the new news item!)

Post Wed Dec 17, 2003 8:23 pm

Thanks! I found out my host disabled my account, because I was using 10gb of bandwidth per month :/.

Post Wed Dec 17, 2003 9:13 pm

lol - I have 50gb, and luckily cos i have someone who hosts most of my mods for me too, it means that bandwidth isn't really used!! Mind you, having said that, i am getting 200meg used a day right now - lmao

Post Wed Dec 17, 2003 9:22 pm

If you still need mirrors in maybe.. 2 weeks time I can upload beta 8 to my filesystem which will provide 6 high bandwidth mirrors around the world with unlimited transfer. Right now my host is being moved to its own dedicated server so it'll be a bit before I can set up the mirroring process for my site.

Primary Developer of the =EOA= Players Consortium

Post Wed Dec 17, 2003 9:26 pm

@ Louva................jealousy.

I got it (jealousy), that is what i want...........mind you, cannot complain, someone with that same kinda setup is hosting most mods. He just aint got the latest version up yet due to me releasing it a while ago - lol

Website: Pathfinderstudios

Contains all the latest on the Evolutions mod

Edited by - Chips on 17-12-2003 21:26:30

Post Thu Dec 18, 2003 12:39 pm

Just takes knowing the right people and knowing how to negotiate contracts.

Primary Developer of the =EOA= Players Consortium

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