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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 Tue Nov 11, 2003 1:13 am

Hi IGx89,

how long could XMLRES be cause found some rubbish infocards if they are to long

regards
Crabtree

i´ll be back soon

Post Tue Nov 11, 2003 1:13 am

black charlie 9000 ntry Ioncross,s Freelancer Character Editor you can set your money in that but it only works for single player.

Post Tue Nov 11, 2003 2:58 am

alpal: Thanks!

malystryx: are you sure it's beta 6 (check the title of the FLMM main window to be sure)? FLMM was crashing for another person, and then they found out that they weren't installing the latest version for some reason.

Crabtree: Hmm, I just looked through my code, but I couldn't find anything that would limit its length. Is it just in the game that it's not showing properly, or is it also messed up when looking at the DLL using a resource viewer? If it is, could you send me an example for me to try out myself?

Post Tue Nov 11, 2003 3:32 am

I found the speed mod to cause goofy things to happen.
1, the audio track(voices) conks out about half the time. pain during the storyline when Kane tells you to do something and ya cant hear it and it's not mentioned in the neural log.
2, when lvling up the game crashes, in an original sys or mod sys. pain as some mod systems have fairly cheap cardamine just outside NY, easy run, big bucks, if It wouldn't crash.
3, LOVE the combo speed mod. just want it to work.

Juni's got back!

Post Tue Nov 11, 2003 5:17 am

Hi there, thats a great mod manager!

But two things bad in my opinion.

1. Everytime when an mod is not "savesafe" you must manually copy your safegame files to that folder..

2. in the actual beta 6 is an error when you deactivate (after activating) some mods. I have get the error message by this mod: Speed Mod.
Error Message:
"0 files restored and 0 directories deleted
Error: problem deactivating 'Speed Mod'
SHDeleteFile failed in RemoveResourceDLL: 'N:\Freelancer\EXE\1:1,2:1' "

I think it is anything with the new "mod options availability..", because when I activate this mod and select my options and later deactivate the error message above.

The other error message is when I activate the Speed Mod with other mods, like The Blackhole Mod:
"3 files restored and 0 directories deleted
Error: problem deactivating 'Black Hole Mod'
SHDeleteFile failed in RemoveResourceDLL: 'N:\Freelancer\EXE\-flmm1.dll' "

Ok thats all.

I use the German Freelancer Version with the official patch 1.1

Thx for correction and bye

---------------------------
OFF TOPIC: Is there any small mod that do not interfere with other mods and is FLMM compatible, that shows me all thinks in the navmap in the game? (Secrets, Jumpholes, Jumppoints and so on...) I won't be trek that manually by myself... :-P thx
---------------------------

iNsuRRecTioN

Duo

Post Tue Nov 11, 2003 7:16 am

Urk, my thing just gives me an error report and stops all operation of FLMM, i tried to open 1.2 and it works fine, i just cant use any of the 1.21 betas

Post Tue Nov 11, 2003 9:11 am

K, found one bug already I activated TNG1.7 and start FL... WTF!!! It's still version 1.0 .... Hmmmmmmmm, You think the mod hasn't been activated?

Post Tue Nov 11, 2003 10:26 am

Hi IGx89,

i´ll do that this evening and send you some screens, happens with the Gattling Gun.xml and some other, mentioned it cause after reducing the length of that string it works fine, but anyway i´ll check that this evening.

regars
Crabtree

i´ll be back soon

Post Tue Nov 11, 2003 11:32 am

Hi IGx89,

could be i found a possible prob in my xml string, have found some special chars didn´t know where are they from and some lower chars where should be all in upper chars, think thats the reason but give a statement later after i checked that.

regards
Crabtree

i´ll be back soon

Post Tue Nov 11, 2003 8:29 pm

@IGx89: Ive got it now. It still is there when I activate a mod then quickly shut FLMM down, using 3 mb of ram.

Post Tue Nov 11, 2003 9:37 pm

Downloaded and installed the FLMM, but when i start it up, it says 'caused an error in FLModmanager.exe' and closes. cant fix it myself. little help?


"Fear me, for I am your Apocalypse"

Post Tue Nov 11, 2003 9:58 pm

IGX - it does have a problem with the new options parts when deactivating. Think its related to the fact that it doesn't remember the options, and tries to deactivate the whole script perhaps.

I have 6 mods now with the options in them - i can give you the scripting so you can see that its correct, and that it works fine, but, its on deactivation it goes pearshaped.

For the freelancer.exe problem - see back a few pages. Are you sure you have the latest version?

*edit* - cannot believe i spelt pearshaped as pairshaped!!

Edited by - Chips on 11-11-2003 23:18:14

Post Wed Nov 12, 2003 12:24 am

BlazeME: Does that only happen when closing FLMM right after a mod is activated, or does it also happen every other time you exit FLMM? Did it happen with v1.2? How are you closing FLMM when that happens?

Windzarko: First, make sure that the title of the FLMM window contains "beta 6". If it does, when the error occurs click "more details" and tell me the module name and offset location (looks like 0xd0e00a0f).

Chips: Send me the simplest mod you have that exhibits that problem, and I'll fix it asap

Post Wed Nov 12, 2003 8:43 am

Ive got Beta 5 and I activate the mod and quickly shut FLMM down through the x box in the corner. Later when I start it up, it says that its on. So I start up the system manager and shut it down on the processes list. Ive got Windows XP.

Post Wed Nov 12, 2003 3:17 pm

What happens when you close it using the close button or File/Exit? What happens when you close it without activating/deactivating anything? I need details in order to try to help you

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