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