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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 Oct 05, 2003 1:51 pm

Okay - its not a bug as such, but is a pain in the ass. When i activate my mod (its large and covers a heck of alot of files) the loading bar starts going with its green pips, but before it gets halfway, the progress stops, the end of the bar itself is lost in a white box (ie the white box appears and erases the box edge lines - a bit like an inactive window being closed over another one often leaves a white outline whilst teh comp catches up) until the mod has finished being activated, at whihc point its all fine agian(box disappears, get the red icons for which are conflicting etc). Basically it activates fine, ust just that the progress bar tends to disappear into nothing ness, giving the impression that it has crashed, until it actualyl finishes. Any way of fixing this?
Like i said - it doesn't affect the mod at all - its just that users might think itts crashed instead of still loading.....
CHips

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

Post Mon Oct 06, 2003 4:18 am

Chips: Using a mod script you can replace every instance of a specific line in an ini file with a different line, but it doesn't (currently) work within a line (you have to know the entire line, like replace every price=0 with price=1000)

Yes, that's a problem I've noticed too; unfortunately, I haven't found an easy way to fix it . I might have to move the activation/deactivation code into a worker thread; that would work beautifully, but would take a quite a few hours to get working -- something that might take awhile with my current school schedule and other programming projects I have .

Oh, what I'd give to spend a whole day programming! (and not running into any annoying bugs that take hours to figure out )

Post Mon Oct 06, 2003 4:22 am

Oh, and btw: could someone come up with a legally-sound disclaimer for the FLMM installer? I figure with the recent legal problems, I should probably have one :/
Don't worry, though; if they go after FLMM I will try my best to convince them to let me continue.

Edited by - IGx89 on 06-10-2003 15:12:01

Post Mon Oct 06, 2003 7:06 am

Phezzan,

ids_name = 0 ;GENERATESTRRES("The name I want instead" )
ids_info = 0 ;GENERATEXMLRES("<xml><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></xml>" )
ids_info1 = 0 ;GENERATEXMLRES("<xml><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></xml>" )
ids_info3 = 0 ;GENERATEXMLRES("<xml><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></xml>" )

This is what i did in my ship's script

for my weapon's script, that worked.
i used this:

ids_name = 0 ;GENERATESTRRES("The name I want instead" )
ids_info = 0 ;GENERATEXMLRES("<xml><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></xml>" )

About my ship's script, the script didn't worked at all although it loaded perfectly. When i try to purchase it from california minor and battleship Yukon, my ship's bases, my ships are not showing up even though i have declared it in my marketships.ini. i just used my old marketships.ini. Also when i use that F7 (inventory buttom) FL crashes.

as for the generated info numbers. When i checked it in fl directory, it generated correctly.

Are you feeling lonely or just plain horny then Click Here!!! and you'll have lots of fun...

btw, i'm already using beta 5 when this happened.

Edited by - firebase on 06-10-2003 08:07:38

Post Mon Oct 06, 2003 2:54 pm

I just wish i knew how to code - cause it fascinates me!! I would love to be able to make somthing like this,even if its for other applications obviously! It just astounds me!
Chips
p.s - wouldn't worry about it anyways - its just cosmetics - the thing works fine!

Post Tue Oct 07, 2003 4:41 am

Well, phezzan... i did what you told me about those generatesomething. And now it wont even load.

Are you feeling lonely or just plain horny then Click Here!!! and you'll have lots of fun...

Post Tue Oct 07, 2003 11:26 pm

FIrebase, could you send me both versions of your mod, the working one that doesn't use GENERATExxxRES, and the non-working one that does use GENERATExxxRES? If it's under 1mb, e-mail it to me before noon CST tomorrow; otherwise, give me a download link to it. I'm leaving on a trip tomorrow and won't be back until late Friday, so it will be a few days before I can look at it.

Post Thu Oct 09, 2003 4:02 am

IGx89 here's the link
Unscripted working mod

Scripted version - non working help!!!!

Please check it....

Are you feeling lonely or just plain horny then Click Here!!! and you'll have lots of fun...

Edited by - firebase on 11-10-2003 08:08:11

Post Mon Oct 13, 2003 3:51 am

nudge...

Are you feeling lonely or just plain horny then Click Here!!! and you'll have lots of fun...

Post Mon Oct 13, 2003 4:30 am

I took a quick look at it:
<pre><font size=1 face=Courier>
...
ids_info2 = 66608
ids_info3 = 0 ;GENERATEXMLRES("<...
</font></pre>
- This seems bad - because when dll order is unknown - 66608 might not even exist.
make it another GENERATExxxRES tag - FLMM is smart enough to reuse numbers if two resources are identical.

The other thing I wonder about is including the Freelancer.ini.
The problem could be that the scripts are applied before the files are copied - this would remove the reference to the dll that FLMM generates.
I'm not sure if FLMM still behaves this way - ...
Try to not use the .ini file in your mod -
If you need to make changes you can always add a script.
<data file="exe\freelancer.ini" ....

Phez

Post Wed Oct 15, 2003 3:42 am

ids_info2 = 66608, this one holds the standard info fl is using, why should i change it. it has tags that points out to ids_info3.

previous version of this scripted one has no freelancer.ini tag or files to be transferred. it has the same result.

Are you feeling lonely or just plain horny then Click Here!!! and you'll have lots of fun...

Post Wed Oct 15, 2003 12:52 pm

Sorry - seeing as this is such a problem, i know that it increases the size of the mod a bit, but why don't you use the correct dll in the exe file for your mod,then use numbers from around 66619 or so onwards. I think its about there - or around that area that they are free for the next twenty thousand or so. That way you can add tons of stuff without having to put tons and tons of scripting in for the numbers. Just a thought...............

Chips

(ps - am positive that they are free after 666** where ** is from approx 20 and rising - although it might be 23 i cannot remember off hand and can't be arsed to look. After that, you can add hundreds of numbers without any scripting. True this is a pain if running with other mods and also if size really is important on download, but otherwise - would this not sort out your problem for the short term (ie - quick fix?) ).

Post Thu Oct 16, 2003 7:12 am

Sometimes I'll shut FLMM down and it will still be on the System Manager (XP) using up RAM and slowing down the computer. Ive got BETA 2.

Post Fri Oct 17, 2003 4:29 am

i just want my ships to be compatible with any mod out there, without doing any editing. So that's why it is important to me to use scripted info's for my ship.

Thanks anyway for that quick tip you gave me chips.

Are you feeling lonely or just plain horny then Click Here!!! and you'll have lots of fun...

Post Fri Oct 17, 2003 10:06 pm

uhh i downloaded flmm and it isn't working... it loads then it says that i should send an error report


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