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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
IGX, I had that problem as well, but on Beta 5. I don't know if it's present in Beta 9 or not, but...
I had been experiencing a problem where adding a certain number of mods would cause FLMM to give an Illegal Operation windows error and quit before even getting to FLMM's interface or anything.
Currently I've been removing old mods before adding new to make sure tat doesnt happen to me again, but for your reference the number of mods I have installed right now in BETA 9, with no problems, is 90.
Try installing that many and add more afterward...see what happens?
I had been experiencing a problem where adding a certain number of mods would cause FLMM to give an Illegal Operation windows error and quit before even getting to FLMM's interface or anything.
Currently I've been removing old mods before adding new to make sure tat doesnt happen to me again, but for your reference the number of mods I have installed right now in BETA 9, with no problems, is 90.
Try installing that many and add more afterward...see what happens?
hey something for you IGx89:
First of all, I LOOOOOOVE this program, it's phenomenally good! Anyways, in the scripts, I use the <sectionreplace> tags, but two of them won't both go under one <data> tag.
For example, in DATA\UNIVERSE\SYSTEMS\INTRO\BASES\ROOMS\Intro1_cityscape.ini, i want to replace:
[Room_Sound
music = music_liberty_space
with
[Room_Sound
music = music_failure
... which works fine on its own! However, as I have made my own intro sequence called Neptune.thn, I wanna also try and replace:
[Room_(can't remember)
scene = Scripts\Intro\Gasminer3.thn
with
[Room_(can't remember)
scene = Scripts\Intro\Neptune.thn
... which again works fine on its own, so my script looks kinda like (i'm at college, away from FLMM ATM, so forgive any innacuracies here):
<data file = DATA\UNIVERSE\SYSTEMS\INTRO\BASES\ROOMS\Intro1_cityscape.ini method="sectionreplace">
<section>
[Room_Sound
</section>
<dest>
music = music_liberty_space
</dest>
<source>
music = music_failure
</source>
<section>
[Room_(can't remember)
</section>
<dest>
scene = Scripts\Intro\Gasminer3.thn
</dest>
<source>
scene = Scripts\Intro\Neptune.thn
</source>
</data>
Which looks good to me! But when I activate the MOD, the error dialog box appears, and tells me to look in the log! So I do, and this message comes up:
... which puzzled me!
So i appended my script to:
<data file = DATA\UNIVERSE\SYSTEMS\INTRO\BASES\ROOMS\Intro1_cityscape.ini method="sectionreplace">
<section>
[Room_Sound
</section>
<dest>
music = music_liberty_space
</dest>
<source>
music = music_failure
</source>
</data>
<data file = DATA\UNIVERSE\SYSTEMS\INTRO\BASES\ROOMS\Intro1_cityscape.ini method="sectionreplace">
<section>
[Room_(can't remember)
</section>
<dest>
scene = Scripts\Intro\Gasminer3.thn
</dest>
<source>
scene = Scripts\Intro\Neptune.thn
</source>
</data>
and it worked!?! This confused me, as I only split up this section into two bits, but changed nothing!
Any ideas?
-/-/-/-/-/-/-/-
http://www.cardamine.net/ - The home of Freelancer: Rebirth, the prequel to Freelancer!
Edited by - Cardam/ne on 2/13/2004 3:12:34 AM
First of all, I LOOOOOOVE this program, it's phenomenally good! Anyways, in the scripts, I use the <sectionreplace> tags, but two of them won't both go under one <data> tag.
For example, in DATA\UNIVERSE\SYSTEMS\INTRO\BASES\ROOMS\Intro1_cityscape.ini, i want to replace:
[Room_Sound
music = music_liberty_space
with
[Room_Sound
music = music_failure
... which works fine on its own! However, as I have made my own intro sequence called Neptune.thn, I wanna also try and replace:
[Room_(can't remember)
scene = Scripts\Intro\Gasminer3.thn
with
[Room_(can't remember)
scene = Scripts\Intro\Neptune.thn
... which again works fine on its own, so my script looks kinda like (i'm at college, away from FLMM ATM, so forgive any innacuracies here):
<data file = DATA\UNIVERSE\SYSTEMS\INTRO\BASES\ROOMS\Intro1_cityscape.ini method="sectionreplace">
<section>
[Room_Sound
</section>
<dest>
music = music_liberty_space
</dest>
<source>
music = music_failure
</source>
<section>
[Room_(can't remember)
</section>
<dest>
scene = Scripts\Intro\Gasminer3.thn
</dest>
<source>
scene = Scripts\Intro\Neptune.thn
</source>
</data>
Which looks good to me! But when I activate the MOD, the error dialog box appears, and tells me to look in the log! So I do, and this message comes up:
Unable to find section [Room_(can't remember) in DATA\UNIVERSE\SYSTEMS\INTRO\BASES\ROOMS\Intro1_cityscape.ini
... which puzzled me!
So i appended my script to:
<data file = DATA\UNIVERSE\SYSTEMS\INTRO\BASES\ROOMS\Intro1_cityscape.ini method="sectionreplace">
<section>
[Room_Sound
</section>
<dest>
music = music_liberty_space
</dest>
<source>
music = music_failure
</source>
</data>
<data file = DATA\UNIVERSE\SYSTEMS\INTRO\BASES\ROOMS\Intro1_cityscape.ini method="sectionreplace">
<section>
[Room_(can't remember)
</section>
<dest>
scene = Scripts\Intro\Gasminer3.thn
</dest>
<source>
scene = Scripts\Intro\Neptune.thn
</source>
</data>
and it worked!?! This confused me, as I only split up this section into two bits, but changed nothing!
Any ideas?
-/-/-/-/-/-/-/-
http://www.cardamine.net/ - The home of Freelancer: Rebirth, the prequel to Freelancer!
Edited by - Cardam/ne on 2/13/2004 3:12:34 AM
FLMM v1.21 beta 10 is finally out! Changes in this release:
-Added the "numTimes" attribute to the "sectionappend" method (thanks to PyRo)
-Now can install read-only mod archives
-Added '/activateandlaunch="somemod"' and '/activateandlaunchserver="somemod"' commandline arguments - now you can make shortcuts that deactivate all mods, activate the specified mod, launch the game, and deactivate everything once the game exits (thanks to Louva-Deus)
-Upgraded installer to NSIS 2.0 final
It also reports errors in GENERATExxxRES macros better, and I got rid of the "missing paranthesis" error a couple mods were causing.
The new commandline arguments are especially interesting; you can now activate a bunch of mods, launch Freelancer, and deactivate them, all by clicking on a simple shortcut . Look at the bottom of the FAQ for more information.
-Added the "numTimes" attribute to the "sectionappend" method (thanks to PyRo)
-Now can install read-only mod archives
-Added '/activateandlaunch="somemod"' and '/activateandlaunchserver="somemod"' commandline arguments - now you can make shortcuts that deactivate all mods, activate the specified mod, launch the game, and deactivate everything once the game exits (thanks to Louva-Deus)
-Upgraded installer to NSIS 2.0 final
It also reports errors in GENERATExxxRES macros better, and I got rid of the "missing paranthesis" error a couple mods were causing.
The new commandline arguments are especially interesting; you can now activate a bunch of mods, launch Freelancer, and deactivate them, all by clicking on a simple shortcut . Look at the bottom of the FAQ for more information.
oh right! I misread one of your changelog things at the top... lol thanks again, and great work!
-/-/-/-/-/-/-/-
http://www.cardamine.net/ - The home of Freelancer: Rebirth, the prequel to Freelancer!
-/-/-/-/-/-/-/-
http://www.cardamine.net/ - The home of Freelancer: Rebirth, the prequel to Freelancer!
@IGx89, does the new beta increase teh type size in freelancer? My type is large now and overlaps other letters. Running Firebase, Trent, open SP mods.
Finalday
Habaq Mot / Aspazomai Thanatos / Capere Obitus... /Keith Green\ (1953-1983)
Finalday
Habaq Mot / Aspazomai Thanatos / Capere Obitus... /Keith Green\ (1953-1983)
Finalday: No, it shouldn't, though a mod might. Do "Tools/Restore Backups", and see if that fixes it.
Ro9ue: FLMM probably isn't the cause, because it launches Freelancer in a pretty standard way. Does launching Freelancer a second time, also using FLMM, work? Does launching Freelancer multiple times without using FLMM work?
Ro9ue: FLMM probably isn't the cause, because it launches Freelancer in a pretty standard way. Does launching Freelancer a second time, also using FLMM, work? Does launching Freelancer multiple times without using FLMM work?
@IGx89, Deleted all and went back to beta 9, no mods and it is still large text and over lap lettering. May be a graphic problem with my computer, thanks for your help
Edit @ Ro9ue, you can launch from the orig icon and have the mods. I do all the time, never have lauched from FLMM.
Finalday
Hinneh / I / Bo / Mahar... /Keith Green\ (1953-1983)
Edited by - Finalday on 3/8/2004 7:04:32 PM
Edit @ Ro9ue, you can launch from the orig icon and have the mods. I do all the time, never have lauched from FLMM.
Finalday
Hinneh / I / Bo / Mahar... /Keith Green\ (1953-1983)
Edited by - Finalday on 3/8/2004 7:04:32 PM
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