ATTN: Deactivation bug discovered
I have no idea how it's gone virtually unnoticed so long, but I've discovered a bug in the code that reads the selected options from the Registry. It basically means that no mod that uses options will deactivate properly if the user activates the mod, exits FLMM, starts up FLMM again, and deactivates the mod. I've already fixed the bug and will release a new beta asap; in the meantime either don't close FLMM when using a mod that uses options, or use "Tools/Restore Backups" after deactivating every mod that uses options.
This bug is the reason why the Speed mod sometimes doesn't seem to deactivate.
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Freelancer Mod Manager: newbies' dreams come true
Belief in Jesus: the only way to Heaven
Edited by - IGx89 on 3/19/2004 8:35:47 AM
This bug is the reason why the Speed mod sometimes doesn't seem to deactivate.
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Freelancer Mod Manager: newbies' dreams come true
Belief in Jesus: the only way to Heaven
Edited by - IGx89 on 3/19/2004 8:35:47 AM