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Todo List for v1.4 (feedback requested) - Updated 12/21

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

Post Mon Oct 24, 2005 1:31 pm

Bejaymac and Argh : Editing of Restart.fl was added to beta 2, as you already know

Cold_Void : Putting all your xmldata and stringdata groups into their own script file isn't enough?

Argh : what do you mean by an easier method of editing third-party faction names?

5i1 : it really takes 3min to load? You must have an awful lot of mods installed and/or a very slow computer/harddrive, because ~40 mods loads in about ~5 seconds for me. I'd recommend deleting (or moving) all the mods you don't use any more.

Hahukum Konn : you mean removing empty lines? It's technically possible to make it an option in FLMM's Options menu and apply it to every mod, but I'd have to do some more research first. Even if I did add that though, it would only strip blank lines from files modified by active mods using script operations.

Post Mon Oct 24, 2005 2:28 pm

i guess - i just thought the mod manager ought to be able to handle a simple generateres outside of an xml file

Post Mon Oct 24, 2005 4:10 pm

You could also put a bunch of GENERATE macros in a separate INI file and add a copyfile method to your script with scanfile="true"; or am I not understanding what you're wanting?

Post Mon Oct 31, 2005 5:45 am

Would it be possible to add support for 7zip compression? or RAR?

I ask because 7zip brought the size of the VOID mod files down from ~25MB to under 10MB. This kind of compression could open up the larger mods to dial-up users.

Chris Bates
Lead scripter,
Stargate BFM: Freelancer

Post Wed Nov 02, 2005 4:15 pm

Thanks for the suggestion, just finished adding that. It brought the archive size of FL Rebalance 3.2 (123mb) from 44mb (WinZip 9 Maximum Portable) to 26mb (7-Zip 3.13 LZMA Ultra), so I didn't need any more convincing

Post Tue Nov 08, 2005 7:15 pm

Unfortunately it took a little more work to get LZMA support fully working, since I found out that the archiver decoding code wasn't fully complete: it wouldn't work with archives that have zero-byte files, folders without any files, or any EXE or DLL files. Big limitations :/. Fortunately after a few days' work I fixed most of them; it still won't read an Ultra compressed archive that contains EXE's or DLL's, but it'll read Maximum (and lower) archives just fine. Since in my tests there was only a 1% different in file size between Maximum and Ultra, that's definitely a livable limitation .

Besides some minor testing and finally updating the documentation, beta 3 is done and should be out within a couple days.

Post Wed Nov 09, 2005 4:16 am

I look forward to seeing how the cache system works.

Post Sat Dec 17, 2005 12:18 pm

Just updated the to-do list with a few items for beta 4. Beta 4 should be out within a week, if not a lot sooner.

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