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**UTILITY** Freelancer Mod Manager v1.4 beta 2

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

Post Sat Oct 22, 2005 1:45 pm

**UTILITY** Freelancer Mod Manager v1.4 beta 2

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 : 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 3 is out )

Changes since beta 1 (this thread has a full list of the current and future changes):
- Allow modification of My Documents\My Games\Freelancer\Accts\SinglePlayer\Restart.fl (see the new "Fresh Start" mod)
- Make Ctrl-D a shortcut for Launch FLServer
- The Activate/Delete buttons are now disabled when no mod is selected
- Fixed a bug introduced in beta 1 that broken support for unzipping mods
- Fixed a bug introduced in beta 1 that caused TMP file errors when activating certain mods
- Fixed a bug introduced in beta 1 that sometimes caused the activate/deactivate button to be in the wrong state

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

Edited by - IGx89 on 11/16/2005 9:47:07 AM

Post Sun Oct 23, 2005 8:10 am

Matt I've just found a problem with Beta 2. The new feature for editting the "Restart.fl", I activated the "fresh start" mod and found that it overwrote my Original save "Restart.fl" ,then on deactivating it I found that it hadn't returned my file back to normal, start system should be FP7 not Li01, The section "Storyinfo" is missing.

I then started to alter my Opensp mod, I use a decompiled newplayer.fl and an xml script to implement it. I then added a decompiled "Restart.fl" and edit both with the script, same problem happens, FLMM puts the Restart.fl in my Original save folder and edits it, it then moves the save files out for my mod's ones, which leaves me without an editted Restart.fl,on deactivation FLMM swaps out the save files but instead of leaving an uneditted Restart.fl it leaves the editted version in my original save files.

Is it possible to move the save files before editting or to be able to select which mod save folder I add the editted Restart.fl to.

Savesafe - Is it just me or does this do the opposite of what it means. Every mod I've used that has "savesafe = true" in the script has overwritten my original save files, I've gotten to the stage where I delete that part from any mod I use (it also helps that I have a zip of my save games ).


P.S. in "Freshstart" delete "pos=" & "rotate=" and use "base =" instead so that it looks like this.

system = Li01
base = Li01_01_Base

Doing it like this starts ppl on a base rather than in space

(Apart from the above) nice one

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

Post Tue Nov 15, 2005 12:34 pm

Fixed in the new beta 3 .

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

Post Wed Dec 07, 2005 5:00 am

The most consistent error I see is that FLMM does not delete folders that have the autodelete file in them if you manually make any changes inside that folder.

this is just a development tool issue.

if, for instance, I have a folder named DATA/0custom/whatever/what.cmp and what.mat and I later add a file in there called what.sur and then unload the mod, FLMM Throws an error and asks me to manually restore backups it does this and shows that a folder has been deleted but the folder is not deleted. only the autodelete file. the folder and it's contents are left in place. seems that if that autodelete folder is found, that folder ought to be deleted during a restore no matter what is in it.

Post Sat Dec 17, 2005 12:06 pm

Glock, you're supposed to close this thread and make it unsticky, not post in it .

When I originally implemented the autodelete functionality I thought of doing that, but decided not to because it was much easier to code and would avoid any complaints about FLMM deleting files it shouldn't.

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

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