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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 Mon Mar 08, 2004 7:05 pm

Try deleting "My Documents\My Games\Freelancer\PerfOptions.ini", and see if that helps.

Post Tue Mar 09, 2004 5:35 pm

Ok, thanks, guys.

Post Wed Mar 10, 2004 2:16 pm

can someone help with a little problem. I am trying to make an add-on for Evo. I have talked to chips and his help was above and beyond. I believe I am close, but when I try to get FLMM to recognize the new mod, I get the following error:

Unable to load mod!
Parsing error on line 5: unable to find '='
Parsing mod script...
Found mod: d:\Freelancer Mod Manager\mods\[my mod here

I can't find any error on line 5 (or 1 through 10 for that matter) and am a little confused. Chips thought it might be something to do with the <modurl> line, but I can't find a problem. Please help someone. Thanks.


Sanic

"47 is the most reoccuring number in the universe!"

"They come in Pints??"

Edited by - Sanic on 3/10/2004 2:16:14 PM

Post Wed Mar 10, 2004 8:02 pm

Can you either post or e-mail me the first 10 or so lines of your mod script, so I can look to see what's wrong?

Post Thu Mar 11, 2004 10:40 am

sure, it may be a bit, as I have to rewrite it.

Under Chips expert advice and guidance, I am rewriting the script to make sure it doesn't conflict with his mod. But If the problem continues after I rewrite it, I will email you as much of the script as needed to resolve this. I thank you for your willingness to help.

by the way, I am pretty sure that the problem is in the description line. I spaced out some lines in the old script so I could see them better and when I tried it again, the error was the same except now it says line 9, which is the description line, and was line 5 before!

Sanic

"47 is the most reoccuring number in the universe!"

"They come in Pints??"

Post Sat Mar 13, 2004 12:59 am

I figured it out and the mod is working. Thank you for being willing to help.

Sanic

"47 is the most reoccuring number in the universe!"

"They come in Pints??"

Post Fri Mar 19, 2004 7:00 pm

I just released beta 11, which fixes a newfile="true" bug and the "deactivation of mods which use options" bug. If no one finds any bugs in this beta, I plan to rebrand it as FLMM v1.3 final next week.

Post Mon Mar 22, 2004 5:57 am

IGx89: Im having a problem with my new mod, the Freelancer Game Changer. Its all script and 40 options but when activated, it crashes because it cant handle all the options. Can you make the next version handle them all, or have you already fixed that since beta 9?

Thanx


BlazeME: Flameus Muchus n00bus

Help me on Outwar.com

Post Mon Mar 22, 2004 6:16 am

Hmm, it shouldn't be crashing because I'm using dynamic arrays. Could you e-mail me your complete mod, so I can debug the crash myself?

Post Sat Mar 27, 2004 1:48 pm

well I loaded it, installed a mod and when it runs, the sound clips g e t s l o w e r a n d s l o w e r

I loaded the xp addin btw

Post Sun Mar 28, 2004 11:38 pm

Hey I downloaded your beta 11 version from your site http://igx89.home.comcast.net/FLMM_Downloads.html and when I installed it and open it up it says beta 10. Am confused by this....

Thanks.

Post Mon Mar 29, 2004 11:26 am

MadPommie: Does that happen with every mod? Does it stop happening when you deactivate all mods?

StarNova: Your browser is probably caching the installer. Try saving the file to a location on your hard drive and running it from there.

Post Tue Mar 30, 2004 3:20 pm

nah just seems to be the rebalance 3.12 mod

worked fine on an older version of FLMM (last years model)

Must be the xp addin in this version

hum....

Post Wed Mar 31, 2004 9:37 pm

Bug report.

If you have a bunch of downloaded *.FLMOD files and double-click-install them all in rapid sucession and ModMan hasn't opened a main window yet, it will crash. This process should *NOT* result in ModMan opening the main window, unless the popup dialog/messagebox has an additional button "Load Main Program". This will eliminate the tremendous slowdown between mod installs.

If you attempt to uninstall a non-save safe mod, ModMan should warn you that it is going to kill all other non-save-safe mods at the same time, irrespective of whether any of those files have been modified. I had modified many files from Hostile Universe (manual bug fixes, mainly) and now I've got to do them again because FL ModMan nuked them without warning.

Some indicator should be present to show which mods in teh list are save safe or not.

Please sort the list alphabetically.

Please make some kind of guideline to MOD naming, for categorization purposes. For example, I have renamed most of the mods I've downloaded, eg :


Aesthetic - Chips Realistic Sound Mod 1
Aesthetic - Chips Realistic Sound Mod 2
Aesthetic - EOA Real Space Lite
Aesthetic - GSM
Aesthetic - HUD Speed Limit Removal
Big - FL Rebalance 3.40 Upgrade 1.0
Big - Freelancer Evolutions 127
Big - HostileUniverse 8.1
Big - HostileUniverse 8.1 Plus!
Gameplay - Bootstrap 2
Gameplay - Chips Open SP
Gameplay - Chips Open SP Additions
Gameplay - Destructable Universe 1.0
Gameplay - Gameplay Patch 1.3
Gameplay - Ghost Docking Ring
Gameplay - OpenSPv1
Multi - FL Rebalance 3.40 Full
Multi - FL Rebalance 3.40 HydraB Addon
Utility - Added Menu Options

Post Wed Apr 07, 2004 5:44 pm

Most of those features will hopefully be in FLMM v1.4. I did manage to fit the deactivation warning dialog into v1.3 though .

Note to moderators: could you unsticky this thread, since I've released v1.3 final now? Thanks.

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