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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 Oct 01, 2003 9:26 am

Ah shucks, i had just made all the mods use scripting for freelancer.ini as well LOL - good stuff..........that was the only prob i found with it

Post Wed Oct 01, 2003 9:51 am

what i mean about activated is when there is already a mod that has been activated.

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Post Thu Oct 02, 2003 4:00 am

Chips, I can't quite tell by your post: are you still having problems, or has beta 5 fixed everything?

Post Fri Oct 03, 2003 2:22 am

Erm - beta 5 has fixed everything. Strange thing was that when i had freelancer.ini in the mod folder as well as the script being modded for freelancer.ini - it stopped crashing on me?! Dunno why - but anyways - this is much better, as now i can carry on editing dll's whilst building my mod in FLMM - much much better! Before you had to copy freelancer.ini into the folder, then delete it afterwards before loading up - a real hassle!
Thankyou!
Chips

"I don't suffer from insanity, I enjoy every minute of it!"

Post Fri Oct 03, 2003 4:06 am

IGx89:
beta 5 is working fine. but i have a question. there is no problem when loading a mod, my mod especially, the problem was when i'm running fl and loaded my save game, which is a test game, i cannot seem to buy my custom ships. And when i check my inventory (F7), fl crashes. This only occurs when i use the scripted version of my ship pack, on the other hand, the unscripted version, the ordinary copy and paste method of flmm, has no problem whatsoever.

What do you think is the problem?

another one thou, what do you mean by flmm can load multiple scripts? Is it like
script.xml ----> main script
script2.xml ----> second script with no header tag.

or

script.xml ---->main script
firebaseWeapon.xml --->following script with no header tag

the latter did not work... it never loaded the firebaseWeapon.xml

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Post Fri Oct 03, 2003 4:09 am

btw, i used those GENERATETEXT and GENERATEXML, i think if i spelled it correctly, to create ids_name, ids_info, ids_info1, ids_info3. Do you think this is the problem???

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Post Fri Oct 03, 2003 3:20 pm

Here's how the files should look (If you want a big tutorial on this I'll write one)

script.xml contains:
<script>
<header name="!! My mod's name !!">
<scriptversion>
1.2
</scriptversion>
<author>
Me
</author>
<description>
This text shows up in the info panel on the left side when my mod is selected.
</description>
</header>

..data tags..

</script>

It's the only script that needs a header - but every script needs the other stuff.
other.xml
<script>
..data tags..
</script>

GENERATETEXT and GENERATEXML dont exist - but
<pre><font size=1 face=Courier><font size=1 face=Courier>
ids_name = 0 ;GENERATESTRRES("The name I want instead" )
ids_info = 12445 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><PARA/><JUST loc="right"/><TEXT>This text is right aligned</TEXT><PARA/><TEXT>This is a new paragraph - still right aligned</TEXT><PARA/><POP/></RDL>" )
</font> </font></pre>
EDIT: To avoid smiley faces I had to stick a space between " and )

Works nicely.
You don't have to zero the ids_name ##### if you dont want to...


TroubleShooting:
When troubleshooting - make _Sure_ you closed all of your script and data tags.

If your text doesn't show up in the game - make SURE you are using beta 5. - If you're using beta 5 then you might have found a new bug - but first check the file that resulted from the script.

If it still has your GENERATE line in it - either you misspelled or you found a new bug.

If the file looks okay ie: no GENERATE line and the number is changed (larger)
ids_info = 46797

Then it's the string itself that's the problem - this only happens with XML - ordinary strings are simple.

1 - make sure you don't close an XML string with </xml> - the game doesn't like that.
2 - The format of the XML starts with:
<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/>
and ends with
<POP/></RDL>

I don't know how the game will respond if you leave any of that out.

3 - Text chunks can be repeated -
<JUST loc="right"/> - changes the text to right aligned "center" and "left" work as expected.
<TEXT> </TEXT> - Surrounds all your text
<PARA/> - causes a new line - paragraph... - always used outside of <TEXT> blocks - haven't tried it inside...
<TRA data="65281" mask="-31" def="30"/><TEXT>&gt;&gt;&gt;HIGHLY PERISHABLE &lt;&lt;&lt;</TEXT><PARA/><TRA data="96" mask="-31" def="-1"/>
You should recognize this as the chunk that generates the RED >>>HIGHLY PERISHABLE<<< Text on MOX, LuxFood ..etc..
I'm guessing that <TRA data...> sets the font size and color: 65281 is FF01 in hex - but that doesn't seem sufficent for a color value - FF0101 would be red green blue - so maybe the order is different - GRB or BRG ... dunno... trail and error time.
&gt; is html for'>'
&lt; is html for '<'
I would assume other html escape sequences will work.

Phez


Edited by - Phezzan on 03-10-2003 16:30:52

Post Fri Oct 03, 2003 8:15 pm

whenever I launch beta 5it gives me an error(Freelancer Mod Manager main executeable has encountered a problem and needs to close. We are sorry for the inconvenience) please help me

Post Fri Oct 03, 2003 9:30 pm

erm - i used to get that with beta 4 version, beta 5 fixes that prob. Try removing the beta version you have (uninstall) then redownload it again, as its possible that you downloaded from a wrong link(ie the link hadn't been updated instead)
Other than that - go to your folders (mods) and remove every single mod that has a freelancer.ini file in it(ie - cut and paste to desktop for the time being). Now try to open FLMM - that should have fixed the prob - but seriously - sounds more like beta4 than 5 - try the first suggestion out

"I don't suffer from insanity, I enjoy every minute of it!"

Post Sat Oct 04, 2003 5:13 am

just got 1.2.1beta5 and it won't start. was using 1.2 before
can you help?

Post Sat Oct 04, 2003 10:17 am

I've had a problem with it but I'm gonna re-download and see if its beta 5 just in case.... it seems to think my script wont do anything when I know its corrct as I have checked several times and it should modify LOADS of files....

Ok ****e, I have ot start form scratch because when i uninstalled it deleted my mod......

Edited by - downwind_thief on 04-10-2003 13:50:02

Post Sat Oct 04, 2003 6:58 pm

Okay - IGx89, or anyone else for that matter........

Is there a command, or something that can easily be made which would change every instance of -1 to 0 in a file? -
This is with or without specified sections. Its to make guns need a rep of neutral on every base.....well all weapons infact
-and lets face it, with the about 2000+ entries there, its one hell of alot to do manually.......................
..........any suggestions, help or anything else?

"I don't suffer from insanity, I enjoy every minute of it!"

Post Sat Oct 04, 2003 7:01 pm

For those that cannot load - seriously - there is an old prob with freelancer.ini files -
maybe it is still there for you - but saying it can't load will only bring a 'okay...'
in response - cause lets face it - how the hell can you trouble shoot a problem
from a 'it won't work' The man will need details - but suggest you read through
some parts of this thread here first as there might be some answers already covered.

"I don't suffer from insanity, I enjoy every minute of it!"

Post Sat Oct 04, 2003 10:06 pm

Chips - you neeeed a good text editor.
if your editor can't do regular expressions - it's a toy - don't use it for large files.

emacs
GVim <- My Favorite
UltraEdit
TextPad
...etc

The list goes on - All of these editors have advanced feature sets that make 5 hour jobs like changing things take 1 command.
You know how the old Bini used to flummox the mbases.ini file?

offers_missions = ...junk that is supposed to be the next line...

These editors can fix the whole file with 1 command.

To change all of the
MarketGood = missile02_mark01, 0, -1, 10, 10, 0, 1
entries in the entire file I would use

:%s/\(Market\a\+ = [^,\+, \d\+,\) -1/\1 0/

which didn't come out right because of the !@#$ forum, but you get the idea

As for needing details - I really wish that FLMM would be more vocal about problems.
I had a messed up syntax on a "copyfile" chunk for a week because I didn't notice the tiny little parse error hidden in the middle of FLMM's startup log.

Couldn't find "=" on line 42

It started without complaints - activated the mod - no errors - ran the game - but it had failed to do some of the scripts because of the parse error - so I was missing a bunch of in game results.

Took me forever to figure out that the quotes I was using were curly quotes instead of plain quotes... grrrr

I mean - it could've at least said - Don't Panic - Error line 42 - "foo mod" - in a popup window

Phez

Post Sun Oct 05, 2003 11:58 am

Its a lot easier to just load up the file in wordpad and use search/replace. Takes like 2 seconds.

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