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**UTILITY** Freelancer Mod Manager v1.31

Here you can find news, get help and comment about the ?Freelancer Mod Manager (FLMM)? for activating/deactivating Mods for Freelancer

Post Thu Apr 22, 2004 2:07 am

that didnt work either.
i tried it but it still gives me the same error.

ittan

Post Tue Apr 27, 2004 5:49 pm

Even re-installing Freelancer didn't help? Try re-downloading that mod; maybe it was corrupted or maybe there is a newer version of that mod available.

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Freelancer Mod Manager: newbies' dreams come true
Belief in Jesus: the only way to Heaven

Post Mon May 03, 2004 12:12 am

igx89,

found a bug... if it is a bug...

i wrote this script line that appends in the infocardmap.ini under INTERFACE folder...

Map = 0 ;GENERATEXMLRES("<xml>blah blah some long xml string blah blah </xml>" ), 0 ;GENERATEXMLRES("<xml>blah blah some long xml string blah blah </xml>" )

This is what i would like the above to appear after activation...

Map = 1234564, 1234565

then i looked at the generated number which replaces 0... it has only one number ...

Map = 4568443 <--- Number is not real, example only

now, i loaded FLED ID... i looked upon that number and guess what? this is how it looks at FLED...


<xml>blah blah some long xml string blah blah </xml>, 0 ;GENERATEXMLRES("<xml>blah blah some long xml string blah blah </xml>" )


Don't know it is a bug in FLMM... or FLMM doesn't recognize the comma for termination of the GENERATE###RES command.

A help would gladly appreciated...

BTW... 1.31 doesn't seem to know how many i edited a certain file and is reporting that it has no backups when there is a backup present... Anyway a restore backup fixes things up... its just annoying that when you deactivate a mod it always reminds you to restore the back-up files...


a message from firebase...


Edited by - Sun Striker on 5/3/2004 1:15:17 AM

Post Tue May 04, 2004 3:47 pm

I never knew there was a line that required more than one resource ID, and thus FLMM only is coded to look for one macro per line. Is that place the only location where more than one resource ID is required in one line, or are there more?

Could you elaborate more on that "no backup exists" problem? Does it just happen for one file, just your mod, or other mods too? If you have another computer, can you replicate that problem on it?

Post Fri May 07, 2004 9:39 pm

Map = 123546, 123457

the first number is used as the data of a base such as its diameter, etc. The second one is the descriptio of a base/planet. Those two numbers are being used as identifiers on what base , actually the first one is the important one, you are looking for info... it is the basis for what the palnet is selling or buying...

I will e-mail you the code so you can take a look at the "No back-up" issue.


a message from firebase...

Post Mon May 10, 2004 9:51 pm

IG,

did you receive my e-mail...


a message from firebase...

Post Fri May 14, 2004 9:16 pm

IGx89,
I've got a few questions. I recently released my first mod and I designed it to try and have it work with as many other mods as possible. My problems really stem from trying to get it to be compatible.
1. Is there a way to have FLMM ignore empty lines in an ini file? I ask this because some of the large mods out there have deleted some of the empty lines between system ini entries and FLMM won't do a replace because it can't find entries specified in the script. example:
from Evo 1.27:
[EncounterParameters
nickname = tradelane_armored_prisoner
filename = missions\encounters\tradelane_armored_prisoner.ini

[EncounterParameters
nickname = tradelane_trade_armored
filename = missions\encounters\tradelane_trade_armored.ini

from FLRebalance:
EncounterParameters
nickname = tradelane_armored_prisoner
filename = missions\encounters\tradelane_armored_prisoner.ini
[EncounterParameters
nickname = tradelane_trade_armored
filename = missions\encounters\tradelane_trade_armored.ini

As you can see the rebalance mod took out the space. In order to replace these entries with a script I can only be compatible with one or the other.

2. Is there a way to include more than one script that can be referenced from an initial script option box? So if I write a script for Evo and another for rebalance I can have another script that activates first then lets the player choose which mod he/she wants mine to be compatible with. Their selection would grab one of the other scripts and actually apply it to FL?

3. Is there a way to have an option selected activate more than one data section? I tried to make an option box that allowed the player to select stand alone 1:0 or compatible with evo 1:1. The problem was I had three different data sections that I had to put the option= line in and only one got activated.

4. Are there any other commands or methods that are usable in scripts that will be read by FLMM? At the moment I'm really only aware of 4: replace, sectionreplace, append, sectionappend. I went on the web and tried to find more but my knowledge of xml and programming in general is very small and everything I found was beyond me.

Thanks for the great tool and for taking the time to help out.

Post Mon May 17, 2004 4:27 pm

Sun Striker: (I got it)

kaegogi:
1: Are you using FLMM v1.31? I don't believe you should have that space problem if you're using that version; if you are, it's a bug and I'll fix it asap.

2: You could just create one mod with three scripts: the main script would show the option dialog, and the other two's data sections would activate according to their options attributes.

3: Yes, all data sections whose options attributes match up with the selected options should activate. If you want, you could send me a mod showing that problem, and I'll try to discover the problem.

4: Load FLMM and go to "Help/How Do I..." for all the info you could need .

Post Tue May 18, 2004 9:47 am

@IGx89: I'm at work so I can't say exactly what version I'm using but that's probably my problem. I figured out the options= deal by looking at the Chips' OpenSP mod, so I've got that working now. Good to know about being able to use multiple scripts, that'll make keeping things organized much easier. Also, believe it or not, I did read the help section, I was just wondering if there was more that could be done with a script than I've seen done so far. For instance could I reference an image for info cards, can I set links that would show up in infocards or names to exterior documents, can I set a link that would run a script from in the game etc. Thanks again for your help.

Edit = As long as I'm bugging you I've got another question. Is it possible to reference an unknown variable? So if I want to make my mod overwrite changes made by another mod I wouldn't need to know what changes they had made or copy any of their script. For example I just released a small mod that changes banking angles on ships, however some mods may have made small changes of their own that won't allow my mod to overwrite:
<data file="data\ships\shiparch.ini" method="sectionreplace">
<section>
[ship
ids_name=12345
</section>
<dest>
max_bank_anle = 35 <-can I put something here to indicate the script should overwrite whatever's there?
</dest>
<source>
max_bank_angle = 360
<\source>
<\data>


Edited by - kaegogi on 5/18/2004 11:28:36 AM

Post Tue May 18, 2004 5:39 pm

Ah, ok. Have you looked at the included Adv. Beam Weapon Mod? It illustrates the xmldata sections for use with infocards, if that's what you're looking for.

As for that unknown variable problem, the next version of FLMM (no eta yet, not real soon) will allow you to do that, by basically eliminating the <dest> section.

Post Tue May 18, 2004 9:38 pm

No, I'm afraid I deleted that one a while ago. But I've got generating the info cards and ids names down from reading the help section. The problem with me trying to explain myself here is that I don't have a clue as to the proper terminology programmers use. I'll try my best to explain what I'm asking.

For instance could I reference an image for info cards, can I set links that would show up in infocards or names to exterior documents, can I set a link that would run a script from in the game etc.

OK, I believe xml is used for web page development or design. I know that you can link to documents, images, other web pages with the programming language used in web pages. Info cards also use xml. What I'm wondering is:
1. can I link to an image in an info card?
ex: <image file="data\images\coolpic.jpg" method="open"></image>
results: displays coolpic.jpg in the info card or a imageviewer.

2. can I link to a document?
ex: <link file="data\docs\playernotes.txt" method="open">notes</link>
results: opens a txt file for a player to take notes.

3. can I link to another script?
ex: <link file="flmm\mods\blackmarket\level4_script.xml" method="run">level 4</link>
results: when a player reaches level 4 he clicks this link and another script is run from flmm that elevates the level of enemies, missions etc.

I hope that's a little easier to understand. I know most of this is probably impossible because FL doesn't support it but I just want to see if there's anything else that can be done with xml.

Thanks for your patience. I know how it can be trying to get what someone that doesn't know what he's talking about is trying to say and I appreciate you continuing to try to help.

Post Wed May 19, 2004 7:12 am

Unfortunately, I don't think any of that is possible. Freelancer uses XML to do the formatting in its infocards, and might or might not support pictures; I don't know, but probably not. FLMM just activates and deactivates mods, and doesn't interact with Freelancer at all while its running. You can have multiple scripts in one mod, but FLMM internally attaches them together and treats them as one huge script.

Post Thu May 20, 2004 11:12 pm

Hello everyone. This is my First post on LR forums!
IG I have a question for you. I am using FLMM 1.2 and I have activated the Freelancer:The Next Generation Mod 1.70 Final Release, and it works fine. I have been playing the mod for a while now and I notice that the mod really dosn't edit the cruise engine speed. I checked the mod list and the speed 3000 mod is not incompatable with TNG. so I tried activating the speed 3000 mod on top of the TNG mod and I got this error,

Error: problem activating 'Speed 3000 Mod' on test run
Error: Unable to find a section in 'D:\Program Files\Freelancer\data\constants.ini'

what is going on? what does that mean?

also I have another question for you. I used to play Descent 3, and I loved how you could import a picture to show on the hull of your ship as your symbol. and you could also import sounds to be used as custom taunts, which were activated in game by a hot key. and if other players did not have these pictures or sounds, the game would have them automatically download them so they could be seen and heard. and the game made sure you didn't import anything too big so that the file transfer wouldn't lag the game. maybe a brief second or two of lag...
is there an existing mod that can let you do these things, and if there isn't, is it possible to make such a mod? if it is possible I would ask that someone please make it. I am not a mod maker, I just play the game....
even unreal tournament allowed a server to use custom files and would have joining players download the needed files on the fly. I really would like to see a mod that adds this ability to the game.

Post Sat May 22, 2004 7:05 am

First of all, update to FLMM v1.31: it fixes a TON of bugs from 1.2. Once you've upgraded, try again; if it still doesn't work but still says both mods are compatible, deactivate both mods and do "Tools/Restore Backups", and try again. If it still doesn't work, then you're out of luck, unless you want to manually mod the file (actually very easy if you know what to do).

Auto-downloading of stuff like that is impossible in Freelancer; the game just doesn't allow that. But, if there's a Freelancer 2, maybe it'll allow that.

Post Sat May 22, 2004 12:10 pm

IGx89 Great prog!! But now I've got a problem trying to run Freelancer. If I don't have at least one Mod activated through FLMM 1.3 then I can't get past the initial Freelancer splash screen before being dumped back onto the desktop!!! Otherwise, (With Mods activated) it loads just fine. Any ideas as to why? Thanks.

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