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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 Sep 23, 2003 1:48 am

Unfort, this also means that i cannot deactivate my mod, or even keep on working on it as i cannot now test! ALthough it is working fine (i can play my modded game) i just can't turn the bugger off!! Or actually load FLMM!!

*edit* forgot to say i deleted fl, unistalled FLMM, reinstalled Fl, downloaded FLMM v1.2 and its all fine again...............something to do with your FLMM?

Edited by - chips on 23-09-2003 09:14:02

Post Tue Sep 23, 2003 3:59 am

You got me beat -

I deleted the installer, restored backups, redownloaded from the link in the first post, reinstalled, reactivated - and I still only get 1 XML string per dll.

Plenty of normal strings, just only 1 XML string.

Game plays fine - empty space where text should be - but hey - I made the mod, I know what it says.

Edit: The exe file shows creation Sept 21 2003 1:55:57 pm, 495,616 bytes

Phez

Edited by - Phezzan on 23-09-2003 05:02:20

Post Tue Sep 23, 2003 9:31 pm

Chips: So did Freelancer crash, or did FLMM crash, or did both happen? Could you install beta 4 again and see if that problem occurs again? If so, could you e-mail me a link to download your mod, so I could more easily debug your error? Also, if you give me the details from the Microsoft crash report for FLMM, I could figure out the cause too.

Phezzan: Hmm, that's the old exe date; I'll double-check asap to make sure the installer has the right file in it.

Thanks for the bug reports guys; I'm really sorry about the problems you've been having . Makes me glad this is only a beta-test

Post Wed Sep 24, 2003 2:46 am

It was FLMM that crashed, well, wouldn't even load after crashing - FL worked fine though (the mod was actually activated as well, so i could play, i just couldn't deactivate it again). Will just back everything up again, and give it another shot!!
Chips

Post Wed Sep 24, 2003 3:01 am

I just found out that the installer on my website was using the "old" beta 4; re-download now to get the "new" beta 4, with the filereplace and 1-xml-data-in-dll fixes.

Post Wed Sep 24, 2003 9:42 pm

What is the chance of getting a TUTORIAL for FLMM ?
I would like to learn how to use it to MOD
specifically the search and replace features, and generating the resources etc...
I know how to use FLMM for creating Mod folders but not for the other uses.
Currently I use ResHack, and FLED-IDS etc... to create new resources etc...
{HFH}MACK

Post Thu Sep 25, 2003 12:49 am

Just load FLMM and go to "Help/How Do I..." for all the info you'll ever need .

Post Tue Sep 30, 2003 12:10 am

Request for clarifications / Possible bug:

I have a mod that has
mymod\data\equipment\market_misc.ini
inside the file, added to the end of each section is:
;__BASENAME__
;Add
where __BASENAME__ = Li01_01_base etc...
and in one of my script files I try to "filereplace" some pieces of it - this allows me to approximate multi section appends.

I get:
Error: FLMM has determined that '-= My Mod =-' won't properly activate.
Error: Unable to find dest ';Br03_01_base'(...) (#1) in 'K:\Freelancer\data\equipment\market_misc.ini'

Which makes sense - If market_misc.ini hasn't been copied over the original yet, but I thought that was changed in the beta..

Phez

Edited by - Phezzan on 30-09-2003 01:12:05

Post Tue Sep 30, 2003 11:42 am

Your FLMM works great on my system but do have one problem. When I click on link for new mods to download I get a error message of Page Not Found at http://igx89.digitalrice.com/flmm

Thx.

Post Tue Sep 30, 2003 5:02 pm

Phezzan: Thanks, I'll look into that tonight.

StarNova: Shoot, it seems as my web host is going down . Anyone know of any good, free web hosts that have no ads and allow ftp access?

FYI: I found and fixed the FLMM crashing bug last night, and will be releasing a new beta of FLMM v1.2.1 probably tonight.

Post Tue Sep 30, 2003 6:35 pm

@Chips do you happen to have a freelancer.ini in your mod? I was doing some concept tests and I added that ini file so when I ran my tests it would disable the starting movies but flmm crashed when I tried to activate it and everytime I tried to run flmm it would crash just like you described. Try removing that file from your package temporarily and see if the crashing goes away.

@IGx89 if you need it I can host your flmm downloads.

Primary Developer of the =EOA= Players Consortium

Edited by - Louva-Deus on 30-09-2003 19:41:04

Post Tue Sep 30, 2003 9:22 pm

erm - will try it cause i just dl'ed it again - and its exactly the same. Wouldn't even open after install (immediately after), but seeing as ihave FW level 2, TNG 1.60, my own mod (very large) and two other mods of considerable size....all that use freelancer.ini replacements, i think that it is a major problem! No offense, but without that being sorted out, its gonna cut out 2/5 of the mods users at least, possibly 4/5 even!! And that is one HELL of alot!.....unless i plonk it all into scripting instead, but i just prefer using the files themselves
CHips

Post Wed Oct 01, 2003 2:07 am

Ok, I've uploaded beta 5! It fixes the crashing problem (it happened if both an active mod and an unactive mod modified freelancer.ini; a combination of more conflict checking and switching to the CArray template class caused the crash) and the problem with having both a copyfile and other method for the same file (copyfile did have priority in beta 4, but the test run code needed a lot of modification to work correctly with it).

Post Wed Oct 01, 2003 3:54 am

i hope you have fixed the bug in beta 4, cuz when i installed beta 4 in my system it runs when there is nothing activated. then it crashes after loading the mod. then when i try to reload flmm it crashes at start. I reinstalled the old version 1.2.1 i think it run perfectly smoothly.

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Post Wed Oct 01, 2003 4:01 am

I don't know what you mean by running when there is nothing activated, but as I said a couple times before in this thread, this beta fixes the crashing problem .

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