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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 Dec 26, 2003 8:37 pm

Oh, maybe it's a bit much to ask, but could you add an automatic back-up feature of the original FL (asking where you want to install the backup, and when trouble comes, you just tell FLMM to copy the back-up on the original game)?

Cos when the mods screw my FL up (using FLMM bèta 8 atm), I never can restore something :-/

Thanks for your time and the great work...

I see living people... Not for long unfortunately... hehehehehehehehe

Post Sun Dec 28, 2003 9:32 am

Since I had a big problem with Beta 7 and had to reinstall my OS, I wanted to report that I have been using beta 9 for about 5 hours now and have loaded and unloaded my current project about 30 times with no problems whatsoever.

This project is unscripted, is currently a bit over 32 megs, and currently contains a bit over 1100 files.

I think BETA NINE (9) is working OK. LOL. Really.

Post Sun Dec 28, 2003 7:51 pm

Lucy-fer: You're having problems deactivating mods? What error(s) do you get? Does FLMM's Log Window say anything?

glock36: Thanks, that's great news; I really appreciate you taking the chance to check it out .

Post Mon Dec 29, 2003 1:33 pm

hi

I'm frensh so i cannont write engish correctely.

But i have tested the FLMM since 1.21 b7

You've making good works, BRAVO !!!

It's possible to create a patch to paste the FLMM in french ?
i purpose my time to make the translation in approxivemently french language.
Better as this texte .LOL

Post Mon Dec 29, 2003 11:26 pm

Great Work IGx89

Loking Forward to Finale Release

Post Wed Dec 31, 2003 4:11 am

The new mirror from my site is here. It has 1 mirror up but will propogate to the others soon.

Primary Developer of the =EOA= Players Consortium

Edited by - Louva-Deus on 2/23/2004 10:00:54 AM

Post Wed Dec 31, 2003 12:37 pm

trent_fr: Thanks for the offer; if I decide to localize FLMM I'd be glad for your help, though I'm not planning to do that in the near future (it'd be a lot of work ).

DJ_Sol: Thanks

Louva-Deus: Thanks again! Hmm, I wonder if the upcoming Serious Sam 2 will require a mod manager?

Post Wed Dec 31, 2003 4:05 pm

Serious Sam has built in mod support however there are plenty of other things you could do for it.

Primary Developer of the =EOA= Players Consortium

Post Sun Jan 04, 2004 10:25 pm

My mirroring script is fixed now so there are 5 mirrors on my download url and the 6th should be coming online soon.

Primary Developer of the =EOA= Players Consortium

Post Mon Jan 05, 2004 10:00 am

I have downloaded the FLMM install beta 9, but everytime I have activated it, windows shuts it down saying that it has a problem and has to close. However, when I reinstall FLMM 1.2, it works just fine. I just can't access those mods that can only be opened with the betas. What should I do to correct this?

Post Tue Jan 06, 2004 3:31 pm

Is there any way you can get the details of the crash? Try re-downloading the beta (maybe it was corrupted), and if that doesn't help, try removing mods one at a time from your mods directory, and see if any particular mod is the cause of the crash.

Post Tue Jan 06, 2004 7:17 pm

IG i'm using Beta 8... I've been trying to create a newfile using that
...... method = "append" newfile = "true" string

this is what flmm would say... something like

no data tag defined.

I know i created a source block
<source
blah blah
</source
</data

i'm confused with this new flmm command switch.

All I do for LOVE

Post Wed Jan 07, 2004 6:31 pm

E-mail me a mod script with that problem in it, and I'll look at it for you and try to find out what's wrong.

Post Wed Jan 07, 2004 7:16 pm

okay... i'll give you the files tommorow


All I do for LOVE

Post Fri Jan 09, 2004 9:35 pm

IG found out whats that switch all about. newfile = "true"

it assumes a newfile with the same name to be written. so it needs a sourcefile so that the switch will activate. The sourcefile is the actual file i.e. formations.ini. it is almost the same as the filereplace method.

Now if you can make that newfile = "true" switch to really create a newfile i.e. newfile.ini, then the switch has really its own purpose.

All I do for LOVE

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