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FLMM v1.21 beta 11

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

Post Fri Aug 01, 2003 1:22 am

FLMM v1.21 beta 11

FLMM v1.21 is now in the beta-testing stage! Please thoroughly test it out and give me your suggestions and/or bug reports.

Download FLMM v1.21 beta 11 here:
http://files.seriouszone.com/download.php?path=/eoa/flmminstaller-v1.2.1b11.exe
http://igx89.home.comcast.net/FLMM_Downloads.html
Old beta 10 mirrors:
http://www.lancersreactor.com/t/download/download.asp?id=834
http://www.og-files.com/freelancer/modmanager/

(NOTICE: while this beta should be every bit as stable as v1.2 (and hopefully more so), it is classified as "beta" quality and thus is to be used at your own risk)

Changelog:
-Main dialog is now resizable
-You can now drag and drop mod archives (*.flmod files) onto the mod list control. It can unzip multiple mod archives at once!
-Added keyboard shortcuts for a number of menu commands (example: Ctrl-F now launches Freelancer)
-You now can activate mods by pressing the spacebar
-Added a notice in the installer that using mods on most multiplayer servers is considered cheating, and has serious consequences
-Fixed some bugs that caused GENERATEXMLRES to not work correctly
-You can now use the newline character (\n) in the GENERATExxxRES macros
-Fixed a problem that occurred when using 82+ GENERATEXMLRES macros or 1312+ GENERATESTRRES macros (thanks, Crabtree!)
-Improved the detection of mod conflicts (taking into account custom dll's)
-Fixed a problem that occurred when using both a custom dll and the GENERATExxxRES macros together (thanks again, Crabtree!)
-I made umlimited the maximum number of Section, Dest, and Source tags within one Data tag (thanks, Jeffrey Kwasha!)
-Methods that modify freelancer.ini, and files that aren't mentioned in the mod script, now have priority before everything else (thanks again, Jeffrey!)
-A much-requested feature: added the "numTimes" attribute to the "filereplace" method; if numTimes=0 (default is 1), then that operation will be repeated until the end of the file! (thanks yet again to Jeffrey for convincing me to add that feature )
-Added the names of some donors to the About dialog. Thanks!
-Reduced the memory usage by about 30%, and made it load faster, compared to v1.2
-Enhanced the detection of multiple instances of the program, and allowed the second instance's arguments to be dynamically passed to the first instance
-Added support for mod "options"! Now mods can display a dialog letting the user choose different options, like story/nostory, weird costume/regular costume, etc... (thanks, BWS!)
-Added IgnoreErrors attribute to the <data> tag, which tells FLMM to ignore any errors that happen when activating that data tag
-Added new functionality to the fileappend/filereplace methods: they can now append/replace the same thing to specific sections
-Sped up the activation of mods that use multiple <data> tags per ini file.
-Added an optional yes/no prompt containing mod-specific info (like a notice or disclaimer) that's displayed when installing a new mod
-Improved debugging information displayed when errors in mods occur
-Added "newfile" attribute to most ini-modifying methods, to allow a script to easily create new ini files
-Enhanced the Mod Option dialog to allow virtually unlimited mod options!
-Added an "exclusive" attribute to the header tag, forcing all other mods to be deactivated while that mod is active
-Implemented <stringdata> and <xmldata> tags to make using the GENERATExxxRES macros even more convenient; look in the documentation for the details
-Added the aforementioned "numTimes" attribute to the "sectionappend" method (thanks to PyRo)
-Now can install read-only mod archives
-Added '/activateandlaunch="somemod"' and '/activateandlaunchserver="somemod"' commandline arguments - now you can make shortcuts that deactivate all mods, activate the specified mod, launch the game, and deactivate everything once the game exits (thanks to Louva-Deus)
-Upgraded installer to NSIS 2.0 final
-Fixed a bug that sometimes occurred when deactivating mods that use options
-New directories are now created when using newfile="true" with the append method
-A few other minor fixes

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

Edited by - IGx89 on 3/31/2004 10:11:27 AM

Post Tue Aug 19, 2003 1:53 am

Just uploaded FLMM v1.2.1 beta 2; new to this beta is dialog resizability, drag-and-drop support, keyboard shortcuts, and an installer notice to disuade cheating.

Post Tue Aug 19, 2003 2:14 am



-Fixed some bugs that caused GENERATEXMLRES to not work correctly



Does this mean ids_info can be made by FLMM now too, together with the ids_name.

Also this means that macro does not have to be on one line too, right?

Leonhart
General of a clan
Leader of UltraLeon Works

Post Tue Aug 19, 2003 2:39 am

Yes to the first question, no to the second. The newline support allows you to make ids_info's show up as multi-lined in-game, when it's required. Allowed macros to span multiple lines will probably be in beta 3 .

Post Tue Aug 19, 2003 3:11 am

In beta 3 can you make your FLMM work with ids_info to Ids_info_3 for your GENERATEXMLRES.

and

Can your custom.dll be anything like YourModName.dll so as not to conflic with other mod's dll files and give correct info for the MOD created

Working hard to earn... but too lazy to do something...

Post Tue Aug 19, 2003 2:00 pm

It doesn't already work correctly for those id's and custom dll's?

Post Thu Aug 21, 2003 5:42 am

Is it ever be possible. This thing can really be a big help for modders. Having a custom dll named after your MOD's name.

Working hard to earn... but too lazy to do something...

Post Fri Aug 22, 2003 2:18 am

Is there any advantage to doing that? If there is, I can have FLMM do that in just a few minutes of coding.

Post Mon Aug 25, 2003 1:36 pm

I'd like the mod with two or more dll's to install corectly under FLMM. The problem is that in case of two dll's their order in Freelancer.ini is somehow random for me. Maybe there should be a rule of alfabetical order or so.

TIA.

Tygrys

Post Mon Aug 25, 2003 2:49 pm

There does seem to be some problem with dll installation but it is erratic and I cannot pin it down.

But the big problem is that it seems to truncate the word true.

AS in:
separable = true is turned into
separable = parent impulse = 80

this occurrs with several other items where the = sign is used.

Thank You. Glock 36.

Post Tue Aug 26, 2003 12:30 am

Tygrys: Thanks, I wasn't considering multiple dlls in one mod when I added that feature.

Glock36: does that happen when you're adding/changing stuff in ini files, or is it in the GENERATEXXXRES macro? Does it do that every time the word "true" is used? Once I can duplicate it, I'll have it fixed in a jiffy

BTW, I'm haven't been working on FLMM (or FLSS) much recently because I've been working at the Minnesota State Fair, and because I just started my college PSEO classes today. I should have time to get back to working on them later next week, though, when the Fair is over.

(P.S. I was at a Weird Al concert at the Fair last night; it was worth every single penny of the $20 ticket price! )

Post Tue Aug 26, 2003 2:43 am

Thanks! If someone hasn't already fixed that, I'll try to do it myself when I have the time.

Post Sun Aug 31, 2003 10:02 am

Hi, im still a noob, just wondered if FLMM isn't full compatible with the 2D system editor, could you possibly make it so?? eg. Able to read the files Sshans 2D system editor creates. Many thanks

Why are you looking at my arse? Ah, I see, afraid to look me in the eye. Very wise choice. And your last............

Post Sun Aug 31, 2003 10:05 am

Hi, im still a noob, just wondered if FLMM isn't full compatible with the 2D system editor, could you possibly make it so?? eg. Able to read the files Sshans 2D system editor creates. Many thanks

Why are you looking at my arse? Ah, I see, afraid to look me in the eye. Very wise choice. And your last............

Post Sun Aug 31, 2003 10:07 am

oops, sorry, pushed button twice.

Why are you looking at my arse? Ah, I see, afraid to look me in the eye. Very wise choice. And your last............

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