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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
I've been incredibly busy lately, and couldn't find time until last monday. Then, I spent time using windiff between your two mods to see what the differences were, but then I found out that your scripted mod has a number of differences between the unscripted mod, thus making comparing them a lot more difficult. Is there any way you could make a mod that uses a mod script (and doesn't work)and one that doesn't, that are supposed to do the exact same changes to the ini files?
Btw, this week I've started up work on beta 6, too. I've already added two new things (doesn't allow de/activation when Freelancer is running; and gracefully avoids multiple instances, passing the commandline to the first instance), and am working on a number of other things too
Btw, this week I've started up work on beta 6, too. I've already added two new things (doesn't allow de/activation when Freelancer is running; and gracefully avoids multiple instances, passing the commandline to the first instance), and am working on a number of other things too
Sorry for the long reply, My "Scripted MOd" is now working, and found the problem, it is in the GEneratexml something sequence and that dreaded number
ids_info3 = 666058 i think...
copied its format at FLEDId editor and paste it as generatexml something. Keep forgeting that command, sorry.
thanks to Phezzan my script works almost perfectly except for my internal wep using Basilisk ship. It hangs when i load up this ship, but everything works fine. I will rewrite the basilisk maybe it has problems.
FLMM works Great for now...
and thanks
Are you feeling lonely or just plain horny then Click Here!!! and you'll have lots of fun...
ids_info3 = 666058 i think...
copied its format at FLEDId editor and paste it as generatexml something. Keep forgeting that command, sorry.
thanks to Phezzan my script works almost perfectly except for my internal wep using Basilisk ship. It hangs when i load up this ship, but everything works fine. I will rewrite the basilisk maybe it has problems.
FLMM works Great for now...
and thanks
Are you feeling lonely or just plain horny then Click Here!!! and you'll have lots of fun...
foundout about the fault of the crashing basilisk. i never declared any weps in my equipment ini file. hehe. And i found out that when you remove all hp entries in your shiparch.ini, you can never replace that weapon specifically the default ones as declared by goods.ini. this is good for internal weapon.
and btw.
when you remove the hptorpedo declaration it will confuse fl and it will launch a torpedo when hitting Q botton nu that shift+Q button.
Are you feeling lonely or just plain horny then Click Here!!! and you'll have lots of fun...
and btw.
when you remove the hptorpedo declaration it will confuse fl and it will launch a torpedo when hitting Q botton nu that shift+Q button.
Are you feeling lonely or just plain horny then Click Here!!! and you'll have lots of fun...
FLMM v1.21 BETA 6 is now released! Changes since beta 5:
-Enhanced the detection of multiple instances of the program, and allowed the second instance's arguments to be dynamically passed to the first instance
-Added support for mod "options"! Now mods can display a dialog letting the user choose different options, like story/nostory, weird costume/regular costume, etc... (thanks, BWS!)
-Added IgnoreErrors attribute to the <data> tag, which tells FLMM to ignore any errors that happen when activating that data tag
-Added new functionality to the fileappend/filereplace methods: they can now append/replace the same thing to specific sections
-Sped up the activation of mods that use multiple <data> tags per ini file.
-Added an optional yes/no prompt containing mod-specific info (like a notice or disclaimer) that's displayed when installing a new mod
-Improved debugging information displayed when errors in mods occur
-A few other minor fixes
Let me know ASAP if you have any problems with this beta, because if it goes well I hope to re-label it as v1.3 final.
-Enhanced the detection of multiple instances of the program, and allowed the second instance's arguments to be dynamically passed to the first instance
-Added support for mod "options"! Now mods can display a dialog letting the user choose different options, like story/nostory, weird costume/regular costume, etc... (thanks, BWS!)
-Added IgnoreErrors attribute to the <data> tag, which tells FLMM to ignore any errors that happen when activating that data tag
-Added new functionality to the fileappend/filereplace methods: they can now append/replace the same thing to specific sections
-Sped up the activation of mods that use multiple <data> tags per ini file.
-Added an optional yes/no prompt containing mod-specific info (like a notice or disclaimer) that's displayed when installing a new mod
-Improved debugging information displayed when errors in mods occur
-A few other minor fixes
Let me know ASAP if you have any problems with this beta, because if it goes well I hope to re-label it as v1.3 final.
It shouldn't matter; though, if you do uninstall the old version, be sure to back up the mods in the \mods directory (the uninstaller deletes them).
In the next couple days, I hope to update this beta with detailed documentation on the mod options syntax; in the meantime, look at the new Speed Mod for details on it. Also, there is a known problem with FLMM being minimized and not showing; I'm trying to figure it out, but only a few people have that problem and I'm waiting for their responses to some things I asked them to try.
In the next couple days, I hope to update this beta with detailed documentation on the mod options syntax; in the meantime, look at the new Speed Mod for details on it. Also, there is a known problem with FLMM being minimized and not showing; I'm trying to figure it out, but only a few people have that problem and I'm waiting for their responses to some things I asked them to try.
WOW! FLMM just keeps getting better and better! I can't wait to see what modders (including me ) can come up with by using that "Options" feature.
Keep up the good work!
- AlPal
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Arguing on the Internet is like competing in the Special Olympics - even if you win, you're still retarted.
Keep up the good work!
- AlPal
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Arguing on the Internet is like competing in the Special Olympics - even if you win, you're still retarted.
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