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**UTILITY** Freelancer Mod Manager v1.4 beta 4
Here you can find news, get help and comment about the ?Freelancer Mod Manager (FLMM)? for activating/deactivating Mods for Freelancer
29 posts
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Overkill: unfortunately with the way FLMM is coded, it wouldn't be easy to add the name of the XML script to the error message; if I have time I'll see what I can do, though.
Jeremy.Visser: The script syntax FLMM uses was originally just based off of the XML syntax, without any concerns about following XML standards. In hindsight I should have used a complete standards-compliant parser, but now it's not really worth the effort of redoing all that code.
Predator: you mean there are people who still do that, even after reading the big warning message I show during the FLMM installation?
Cold_Void: that's a good suggestion, I'll have to think it over a bit and figure out the best way to do it.
Moonhead: couldn't you just put the same first entry in both the star system ini and infocardmap.ini? If they're identical, FLMM should use the same ID in both.
No, I'm not dead yet . I was just really busy with school and didn't have the time to properly devote myself to FLMM -- since it's so complex, it's very hard to effectively do anything productive in the brief times I would have time. I have a little bit more free time now that school is out (at least for the next week or so, before I leave for a 3-week trip to Hong Kong), and I've been feeling really guilty about not finishing up FLMM v1.4, so I'm finally going to try to do that now . If you sent me any bug reports through e-mail, could you please re-send them? I know I've gotten some legitimate e-mailed bug reports over the past few months, but I'm not confident I'll be able to locate all of them in my huge inbox :/.
Jeremy.Visser: The script syntax FLMM uses was originally just based off of the XML syntax, without any concerns about following XML standards. In hindsight I should have used a complete standards-compliant parser, but now it's not really worth the effort of redoing all that code.
Predator: you mean there are people who still do that, even after reading the big warning message I show during the FLMM installation?
Cold_Void: that's a good suggestion, I'll have to think it over a bit and figure out the best way to do it.
Moonhead: couldn't you just put the same first entry in both the star system ini and infocardmap.ini? If they're identical, FLMM should use the same ID in both.
No, I'm not dead yet . I was just really busy with school and didn't have the time to properly devote myself to FLMM -- since it's so complex, it's very hard to effectively do anything productive in the brief times I would have time. I have a little bit more free time now that school is out (at least for the next week or so, before I leave for a 3-week trip to Hong Kong), and I've been feeling really guilty about not finishing up FLMM v1.4, so I'm finally going to try to do that now . If you sent me any bug reports through e-mail, could you please re-send them? I know I've gotten some legitimate e-mailed bug reports over the past few months, but I'm not confident I'll be able to locate all of them in my huge inbox :/.
couldn't you just put the same first entry in both the star system ini and infocardmap.ini? If they're identical, FLMM should use the same ID in both.
Indeed, it works! (My suggestion was based on how FLMM 1.3 handled this: it just wrote the first ID and ignored the second, and the used ID numbers were not identcal).
Thanks man, this is great! To quote John Cleese in the English-Hungarian Phrasebook sketch: My nipples explode with delight!
Btw, what maximum number of IDs have you set in FLMM 1.4? Would it be a good idea to make this limit a variable that can be set in a mod? (with a default of 5000 or so)...
OK, just a quick problem I had which I think may have been an error. I had a mod where I accidentally had a <dest> which pointed to text which didn't exist. The familiar error message popped up:
"Error: FLMM has determened that '(mod name)' won't properly activate.
This was only the test run, so no files were changed (besides being decompressed). Look in the log for more details."
However, several .flmmbak files were still in the Freelancer directory. I checked, and I can't find any .ini files that were actually modified, it looks like the .flmmbak files are just duplicates. Obviously, using restore backups eliminated the .flmmbak files, but I don't think they were supposed to still be there. Just thought I'd let you know.
"Error: FLMM has determened that '(mod name)' won't properly activate.
This was only the test run, so no files were changed (besides being decompressed). Look in the log for more details."
However, several .flmmbak files were still in the Freelancer directory. I checked, and I can't find any .ini files that were actually modified, it looks like the .flmmbak files are just duplicates. Obviously, using restore backups eliminated the .flmmbak files, but I don't think they were supposed to still be there. Just thought I'd let you know.
I'm working on a mod-base (sort of a 'Toolkit' idea) in which I want to replace ALL (well maybe not all, but most of 'em anyway) ini files with XML scripts, so that it's much easier to alter & add stuff.
So I need to know a few possible limits:
1. In earlier versions there was a limit to the number of insturctions FLMM could perform. Is there still a limit (and if so, what's it)
2. How many ids_name and ids_info entries can be created?
I don't know if there are any disadvantages to setting both limits very, very high, but I'd appreciate it if they will be
EDIT:
A slightly more detailed error log might also be convenient... It now tells you in what action cound't be performed in such-and-such .ini file, but it doesn't mention the XML script it was producing. And I expect I'll end up with a few hundreds of XML scripts...
Edited by - Moonhead on 6/15/2006 12:53:42 AM
So I need to know a few possible limits:
1. In earlier versions there was a limit to the number of insturctions FLMM could perform. Is there still a limit (and if so, what's it)
2. How many ids_name and ids_info entries can be created?
I don't know if there are any disadvantages to setting both limits very, very high, but I'd appreciate it if they will be
EDIT:
A slightly more detailed error log might also be convenient... It now tells you in what action cound't be performed in such-and-such .ini file, but it doesn't mention the XML script it was producing. And I expect I'll end up with a few hundreds of XML scripts...
Edited by - Moonhead on 6/15/2006 12:53:42 AM
Tha great Moose,
Well yes, but you may have to wait just a little while, I plan to include it and a few other new ships in a standalone ship pack compatible with Epsilon mod, as an add-on mod for MP (tho it may not work for all MP games as they will have to be placed in the standard FL (Sirius systems) and for non-storyline SP.
I am working on about 5 ships of mine plus another I said I'd include.. so it may be a little while yet.. (texing is a timetrap)
Harrier
P.S. sorry to put this here as it has nothing really to do with the thread.. but the question was asked here
Well yes, but you may have to wait just a little while, I plan to include it and a few other new ships in a standalone ship pack compatible with Epsilon mod, as an add-on mod for MP (tho it may not work for all MP games as they will have to be placed in the standard FL (Sirius systems) and for non-storyline SP.
I am working on about 5 ships of mine plus another I said I'd include.. so it may be a little while yet.. (texing is a timetrap)
Harrier
P.S. sorry to put this here as it has nothing really to do with the thread.. but the question was asked here
To the Developers of FLMM:
Would it be possible to make this version Vista compliant?
I have noticed that you can no longer use mods on FLMM (Ver. 1.3.1) with the new Windows Vista operating system.
The same might be true of FLMM 1.4 beta4 (If I am wrong, my appologies. )
Edited by - UberDraco on 3/11/2007 6:17:18 AM
Would it be possible to make this version Vista compliant?
I have noticed that you can no longer use mods on FLMM (Ver. 1.3.1) with the new Windows Vista operating system.
The same might be true of FLMM 1.4 beta4 (If I am wrong, my appologies. )
Edited by - UberDraco on 3/11/2007 6:17:18 AM
will this version have a mod list refresh button?
its a pain when im editing minor errors on my mod and have to close, then open FLMM to make it detect the changes...
a refresh mod list button would solve that delay in mod editing xD
im using 1.31... im only going to 1.4x when it is 100% finished (in what, like 10 years? when freelancer 2 is out already XD)
is this still under production?
~x marks the spot. step and burn!
its a pain when im editing minor errors on my mod and have to close, then open FLMM to make it detect the changes...
a refresh mod list button would solve that delay in mod editing xD
im using 1.31... im only going to 1.4x when it is 100% finished (in what, like 10 years? when freelancer 2 is out already XD)
is this still under production?
~x marks the spot. step and burn!
29 posts
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