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**UTILITY** Freelancer Mod Manager v1.4 beta 1

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

Post Tue Oct 18, 2005 1:08 pm

**UTILITY** Freelancer Mod Manager v1.4 beta 1

Yes, after almost exactly a year and a half, there's finally a new version of FLMM out! This is a beta release, and thus bugs are to be expected (and immediately reported!). I haven't had much time to test out all the changes, so I'm asking for the modding community to lend a hand. Try to thoroughly test every aspect of FLMM, including areas that don't appear to have been modified. Even if you don't find any bugs after much testing, please report here; that's very helpful information too.

I'd also appreciate feedback on and thorough testing of the new sectionmodify method. It's not explained in the documentation yet, but this thread and the Advanced Beam Weapon and Speed mods should give you enough information to start testing it out yourselves.

NOTICE : this beta will probably have more bugs than previous betas, so I'm recommending that casual users DO NOT test it out. Only people who don't mind encountering and expertly diagnosing and reporting bugs should be testing this beta. Also, please resubmit any bug reports or feature requests (in concise, detailed, proper English) that you may have filed before this beta release, if they're still relevant.

Also, I ask that this beta not be mirrored ! I want to get a good estimate on how many people are trying this beta out, and there might be quick turnover between beta releases.

(download removed, beta 2 is out )

Changes (this thread has a full list of the current and future changes):
- Case-insensitive text comparison
- Limited support for "Strict" XML via optional CDATA tags
- Elements can now be closed on the same line they're defined; i.e. "<item/>" instead of "<item>(newline)</item>"
- Add more detailed/helpful/accurate error messages to XML parser
- Fix GENERATESTRRES/GENERATEXMLSTRRES line truncation, allow multiple macros per line, and validate macro syntax during test activations
- Warn users if FLServer is loaded when they try to activate/deactivate a mod
- If a readme.txt file isn't found, search for a readme.htm/readme.html file
- *.htm/*.html files are now not copied when a mod is activated, unless specific instructions are given to in a script
- Investigate possible backup/restore bugs (fixed at least one so far)
- Add a new, special "sectionmodify" method; doesn't require a dest element, among other things. Detailed here
- Implement multithreading so FLMM doesn't appear to lock up when activating/deactivating big mods
- allow options to be specified when activating mods from the command line
- improve the robustness of the activation testing pass when the mod has files copied
- Make F5 reload the mod list from disk when the mod list has focus

Edited by - IGx89 on 10/22/2005 2:50:19 PM

Post Wed Oct 19, 2005 2:14 pm

Hey, IGx89, I tried 1.4 yesterday and I have some feedback from an XML modder's perspective.

First, when I try to unzip a .zip.flmod file, it opens up the mod manager instead of unzipping. It's odd because I tried it with several different mods and none seemed to work.

Second, just wanted to say that the F5 reload feature is a great idea, but it seems slow and appears to lock up FLMM as loading large mods used to. Also, just wanted to say that the multithreading is great and it seems to make activation/deactivation MUCH faster.

I haven't gotten a chance to fiddle around with the rest of the stuff, but so far it's been pretty good, except that one bug. It's a great tool, so thanks for putting the time in to make it!

Post Wed Oct 19, 2005 5:03 pm

Alright, thanks for the report; that's one feature I unfortunately forgot to test :/

Yeah, F5 reloads every mod so it's going to be slow; better than restarting FLMM though .

5i1

Post Thu Oct 20, 2005 5:06 pm

umm i think i found something weird

when i try to turn on Argh/Chips Open Sp Lite it keeps comeing up with this error:

Error: FLMM has determined that 'Argh/Chips Open SP Lite, Alternative Version' won't properly activate.
Error: file 'C:\DOCUME~1\Owner\LOCALS~1\Temp\FLM14.tmp' doesn't exist
Error: FLMM has determined that 'Argh/Chips Open SP Lite, Alternative Version' won't properly activate.
Error: file 'C:\DOCUME~1\Owner\LOCALS~1\Temp\FLM13.tmp' doesn't exist
Error: FLMM has determined that 'Argh/Chips Open SP Lite, Alternative Version' won't properly activate.
Error: file 'C:\DOCUME~1\Owner\LOCALS~1\Temp\FLM12.tmp' doesn't exist
Error: FLMM has determined that 'Argh/Chips Open SP Lite, Alternative Version' won't properly activate.
Error: file 'C:\DOCUME~1\Owner\LOCALS~1\Temp\FLM11.tmp' doesn't exist

and the number after FLM1 part keeps increaseing by 1 each time i try
It didn't used to do this before i upgraded

WTf it is doing the same thing for Chip open sp lite

Edited by - 5i1 on 10/20/2005 6:07:21 PM

Post Fri Oct 21, 2005 7:30 am

Thanks for discovering that bug, it'll be fixed in the next beta.

Post Fri Oct 21, 2005 9:21 am

I think that also occurs on other versions of OpenSP as well. I've noticed the problem on a few others.

Post Sat Oct 22, 2005 12:09 pm

I get same thing, though numbers different. Can never have too many of the same thing though (My open sp "lite" - what a great name i gave it *sigh* )


Error: FLMM has determined that 'Open SP Lite' won't properly activate.
Error: file 'C:\DOCUME~1\MICHAE~1\LOCALS~1\Temp\FLM55D.tmp' doesn't exist
Error: FLMM has determined that 'Open SP Lite' won't properly activate.
Error: file 'C:\DOCUME~1\MICHAE~1\LOCALS~1\Temp\FLM55C.tmp' doesn't exist

Here is a download to the file if you want it Matt:
here

Also noticed that if you click on the name of a mod (double click) to activate it, the tick stays green when activated... (same if you select the name, then the tick). It doesn't change to a red cross unless you change the highlight to another (ie select) mod.

When you first start FLMM up it automatically has a name highlighted (the first one on the list) - but if you click any empty space on the screen that is "white" space to deselect any mod... the green arrow and last mod description is still there. Now its no issue, because if you click the green arrow it does nothing, just a real small anal aesthetic thing (as in I'm being anal...) - that's all. Maybe if when nothing is selected the activate/deactivate is invisible perhaps? Same with if you activate a mod then click free space again - it has the deactive sign now, but clicking it does nothing. You need to reselect the mod once more.

I know that last bit is really quite, well, pathetically picky - but if you're bored and feel like it, I mentioned it

Edited by - Chips on 10/22/2005 1:15:51 PM

5i1

Post Sat Oct 22, 2005 12:32 pm


When I try to unzip a .zip.flmod file, it opens up the mod manager instead of unzipping.


I got the same problem



Also noticed that if you click on the name of a mod (double click) to activate it, the tick stays green when activated... (same if you select the name, then the tick). It doesn't change to a red cross unless you change the highlight to another (ie select) mod.


I to the same problem I no it's small but it's weird and might confuse some people

Post Sat Oct 22, 2005 1:56 pm

All fixed in the new beta 2 .

This thread is now unofficially closed; please post all your new bug reports in the new beta's thread now.

Edited by - IGx89 on 10/22/2005 2:55:59 PM

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