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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 Sun Jan 11, 2004 10:48 am

Hmm, ok; thanks! I'll fix that in the next release.

Post Sun Jan 11, 2004 9:56 pm

I found a simple solution to the problem I stated before. If there are too many mod files in your mod directory, the mod manager will not work. All I did was remove 3 or 4 of my installed mod files, and both FLMM 1.2 and FLMM 1.2 beta 9 both worked.

Post Mon Jan 12, 2004 10:52 am

How many mods caused the problem? Have you made sure that the problem isn't actually because of one of those 3 mods? To double-check, remove all mods except those three, and see what happens.

Post Sat Jan 17, 2004 5:38 pm

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?

Post Mon Feb 02, 2004 5:47 am

i seem to have problems installing, (not downloading it was successful) the mod manager. what should i do?

Post Tue Feb 03, 2004 5:31 pm

What exactly are the problems?

Post Fri Feb 13, 2004 3:12 am

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:

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

Post Tue Feb 17, 2004 6:48 am

Thanks .
FLMM only modifies one section per <data> tag, so if you want to modify a different section you just have to create a new <data> tag for it.

Post Fri Feb 20, 2004 8:03 pm

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.

Post Wed Feb 25, 2004 5:33 am

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!

Post Fri Mar 05, 2004 7:23 pm

@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)

Post Sat Mar 06, 2004 3:10 pm

When I start up the FLMM 1.21, and 'Launch FL' I get to the game without incident.
However, when I quit the game, go do something else, and come back later, I cannot get FL to run; I have to restart my whole comp in order to play.
Is there a way to fix this?
thanks

Post Sun Mar 07, 2004 8:33 pm

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?

Post Mon Mar 08, 2004 12:20 pm

I cannot launch FL with the FLMM a second time.
However, I can sometimes launch the again with the basic/original Freelancer desktop icon.
However, I was under the impression that if you didn't launch the using FLMM, the wouldn't run with the mods activated. Is this a correct assumption?

Post Mon Mar 08, 2004 7:02 pm

@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

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