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Todo List for v1.4 (feedback requested) - Updated 12/21

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

Post Wed May 25, 2005 11:45 am

Copied from the fixed thread:

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So, there is the command line parameter /toggle="mod_folder"
But now, what if your mod has OPTIONS

How to tell the FLMM which options it has to select and to activate the mod?!?
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Such a feature would be cool for automated servers that switch between diffrent npc population settings at certain times.

Post Wed May 25, 2005 9:25 pm

IGx89: If you start extending the commandline options, I suggest you grab someone's commandline parser library and start using it. They get ugly otherwise.

w0dk4,
exploiting those options would be very cool; there are a couple of workarounds for this that are also pretty easy to do.

One is to have "prepped" XML files or actual ini files that you swap around before toggling the mod. In fact, if the only reason for toggling the mod is to change some particular values, having a WSH script or other tool that can do specific things to files quickly may be a much better option. That's what I usually do; it also gives you access to a bunch of other techniques for dynamically changing things, and of course if the files are ones FLMM has already touched, if you make mistakes a simply deactivate/reactivate in FLMM will throw them away.

I can sympathize with doing things via FLMM, of course. It's easy to make a shortcut someone else uses and even to distribute instructions without requiring a mess of add-on functionality.

Post Fri Jun 10, 2005 8:53 am

As has been suggested in Alcander's recent thread about EXE modifications would it be possible to add a feature to FLMM that lets you change the version numbers of freelancer.exe and flserver.exe through the script.xml file? Since the resources of the exe are not a part of the encoding(or lack of) of the content this would work on any version of the exes a player has installed(vanilla, 1.1patch, Alcander's stuff, etc).

Advantages to this would be 1) no more need to distribute the exe files(which is illegal..) 2) cuts down on download size of mods 3) gives all mod makers an easy option to have their own version numbers which helps to avoid clashing/crashing servers.

A possible challenges to overcome with this is where people activate multiple mods at a time and you don't want the bugger going crazy.

Check out the latest beta's of the Freelancer S.D.K. 1.5 and Freelancer Explorer v2.x

Post Fri Jun 10, 2005 3:41 pm

I restored backups after failing to remove the XML toolkit mod 1.2, and it deleted my freelancer EXE folder, it just got wiped so i had to reinstall.

Post Sun Jun 12, 2005 2:57 am

Is it possible to change the "prefoptions.ini" with FLMM.This would allow mod makers to preset a difficulty level,rather than messing around with the AI.

**shuffles of with a new headache**

Post Thu Jun 16, 2005 4:11 pm

indeed,FLMM needs to add support for the user files under my documents/games.Also I'd like to bring matt's attention to this postAn idea for App Makers and Modders and my posts about adding some forward looking support to FLMM for RSS updates.i'm not talking about integrating RSS mind you,just making some accomodations for constantly updating mods through an RSS 2.0 subscription

MAN

Post Thu Aug 04, 2005 5:07 pm

Have a more powerful sys in flmm witch allows bigger mods to be downloaded,
you see, i got dial up and i cant download very big mods, so
if u could have it to where people like me, with dial up 56 k and sutch
could download the bigger and better mods
i cant even download 30mb things.
plz
it would be GREAT!

Shutup

Post Mon Oct 17, 2005 6:53 pm

*bump* (updated todo list)

I'll try to respond to the above posts tomorrow, when I have more time. Expect a limited-release beta of 1.4 this week...

Post Mon Oct 17, 2005 10:24 pm

<bounces up and down>

Post Tue Oct 18, 2005 1:21 pm

w0dk4 : added to v1.4 beta 1

WatercoolerWarrior : Yes, coding a commandline parser was part of the reason for the delay in the release of the first beta; it's hard to get into the coding mood when that stuff is what's on the plate :/

Louva-Deus : Do you still encounter backup/restore problems in v1.4 beta 1? Do you still want script support for modifying executable version strings? If so, could you give me more details (including the hex offset)?

reagan64 : if you can replicate that problem in v1.4 beta 1, please let me know right away.

Bejaymac and Cold_Void : Could you please give me all the details on exactly what needs and what doesn't need to be modified under My Games\Freelancer, and why they need to be modified?

Cold_Void : Do you still have a need for modifications to be done to FLMM? If so, could you elaborate on exactly what you need?

MAN : FLMM is completely independent of file downloading. If you have problems downloading files over dial-up, use a download manager (like Getright or Firefox) or just make friends with someone who has broadband .

Post Tue Oct 18, 2005 2:34 pm

IGx89 welcome back

That was to try and stop the little bamsticks from using god mode, but I'm now more interested in being able to delete or edit the "Restart.fl" file in the save folder. I have a small OpenSP mod that I'm testing using an idea of Argh's, it work fine on its own but when I add it to an existing mod its "Restart.fl" stops it from working. So if you can change where the xml command "data file=" is allow to points to (ie. save game folder) that would be a big help.

Rebalance 3.5 Dev. Team
rebalance.blue-ion.net

Post Tue Oct 18, 2005 4:57 pm

not really,i'm very happy with it - but RSS 2.0 for media enclosures to update mods would be wicked sick : and it would tie in with Louva's request to enable FLMM to change exe numbers.

one thing i'd really like to see is an INI generateres function,where you point to the INI with generateres in it and FLMM handles replacing the IDS info - i know there are any number of ways to do this via xml,newfile,replace,etc,but this would be much simpler for people renaming every piece of equipment

in the my games folder there is perfoptions.ini and userkeymap.ini - its not critical but it would be nice to be able to replace the userkeymap and maybe perf options for some mods

oh and WB Matt,i was starting to worry you'd forgot about lil' old TLR


Edited by - Cold_Void on 10/18/2005 6:01:51 PM

Post Tue Oct 18, 2005 11:57 pm

Yes, Restart.fl is the main thing I'd really like to see us be able to mod via FLMM/XML. If you remove the Mission lines from it, you get rid of the Mission code entirely... and you can set Level, starting equipment... and... MOST IMPORTANTLY... you can alter the fundamental relationships between the Factions in Single Player mods! Which is a big, hairy deal- it'd finally let third-party Factions work right. Being able to modify stuff on this path... would be very, very useful.

Oh yeah... and... is there any way we could make an easier method of adding third-party Faction names? Just a thought.

I will beta-test this new version sometime this week.

5i1

Post Sat Oct 22, 2005 2:25 pm

Hey umm can you make it so FLMM loads faster at startup cause i don't like waiting 3 min for it to load

Post Sat Oct 22, 2005 6:04 pm

I like the idea of toggling the comment-stripping. Could a dialog box option or command-line switch be used to enable comment stripping? This sounds like a decent compromise option, as smaller file size = less parsing time, etc. Yes, I know it sounds silly when we all have ~2 GHz systems, but ... y'know.

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