Important Message

You are browsing the archived Lancers Reactor forums. You cannot register or login.
The content may be outdated and links may not be functional.


To get the latest in Freelancer news, mods, modding and downloads, go to
The-Starport

**UTILITY** Freelancer Mod Manager v1.4 beta 3

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

Post Tue Nov 15, 2005 12:31 pm

**UTILITY** Freelancer Mod Manager v1.4 beta 3

Yes, after almost exactly a year and a half, there's finally a new version of FLMM out! This is a beta release, and thus bugs are to be expected (and immediately reported!). I haven't had much time to test out all the changes, so I'm asking for the modding community to lend a hand. Try to thoroughly test every aspect of FLMM, including areas that don't appear to have been modified. Even if you don't find any bugs after much testing, please report here; that's very helpful information too.

I'd also appreciate feedback on and thorough testing of the new sectionmodify method, LZMA archive format , and mod caching system . They're all explained in the "How Do I..." documentation.

NOTICE : only people who don't mind encountering and expertly diagnosing and reporting bugs should be testing this beta. Also, please resubmit any bug reports or feature requests (in concise, detailed, proper English) that you may have filed before this beta release, if they're still relevant.

Also, I ask that this beta not be mirrored ! I want to get a good estimate on how many people are trying these beta's out, and there might be quick turnover between beta releases.

(download removed, beta 4 is out )

Changes since beta 2 (this thread has a full list of the current and future changes):
- Add LZMA (through 7-Zip SDK) support (Ultra compression isn't supported yet, but Maximum works virtually just as well). Name your mods modName.7z.flmod
- Add optional feature (off by default) to "cache" (leave behind when deactivating) large files in supporting mods. See the FAQ and "How do I..." documentation for more info
- Filter out *.flmmbak files from mods (they should never contain any anyway), to prevent the possibility of empty folders being left behind after deactivation
- Fixed a bug introduced in beta 2 that caused Restart.fl files to be put in the wrong place under very rare circumstances
- Updated the documentation to explain new features added in v1.4 (sectionreplace, LZMA archives, new cmdline arguments, and mod caching)

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

Edited by - IGx89 on 12/21/2005 4:40:56 PM

Post Tue Nov 15, 2005 9:40 pm

For some reason this new beta will not launch. I run the program but it never gets past the loading screen. While it's going it uses up 100% of the CPU and kills the system.

Post Wed Nov 16, 2005 7:55 am

Remove all the mods from your \mods folder and see if it works then. If it does, gradually move the mods back into the \mods folder until you find the particular mod that is causing the problem.

Post Thu Nov 17, 2005 12:14 am

I have determined that the error is in your new .flmmbak filter. If one of those files is encountered it freezes (at least with the only mod I have that has those files).

Post Thu Nov 17, 2005 7:01 am

What in the world is your mod doing trying to copy .flmmbak files?! Easy solution; maybe I did that on purpose . On a serious note, could you tell me where to get that mod, or e-mail it to me? That'll help me track down the problem more quickly.

Anyone found any other bugs yet? I'd hate to release a new beta with just one bugfix .

Edited by - IGx89 on 11/17/2005 7:01:54 AM

Post Sun Nov 20, 2005 7:18 pm

I email you bug reports but you never respond

Post Wed Nov 23, 2005 1:57 pm

Yes I did, it just took 5 days . Thanks, I got the problem figured out (why Alex included ~1800 useless *.flmmbak files in his mod is beyond me...). Fortunately it'll be a lot easier now for mod makers to make sure they don't make a similar mistake, because FLMM now logs warnings when it finds those files.

So, no one else with any bug reports?

Post Thu Nov 24, 2005 7:37 am

I have a bug to report.. it isn't done yet! Want another? It's missing an auto-update feature! More? There are no pictures of the Mantis eating your hardrive while it's busy activating a large mod!

Post Thu Nov 24, 2005 10:54 am

Just one could you please remove the savesafe line from the header in the Freshstart mod, I just finished trying it and I now have an Autosave in my original save folder that allows me to play Freshstart without needing to activate it.

Post Thu Nov 24, 2005 11:47 pm

no bugs to report at all from me, but then again - I use the "bog standard" mod method (no heavy scripting etc) these days. Must admit, it's far better than it used to be

5i1

Post Sun Nov 27, 2005 7:57 pm

I don't know if it's my computer or FLMM but i tried to delete Epsilon V 3.11 because i thought i might have a bad copy but it froze FLMM and i had exit but the exit part took somewhere between 5 and 10 min for it to shut down. This is on a 2 GHZ computer with 512 MB of ram

Post Tue Nov 29, 2005 7:09 pm

I was reading this, and wondering if you could also make the FLMM files have the .ace in them...EX: Test.ace.flmod. I have just recently stumbled across the .ace files, but love them because they are able to compress data much better than .zip or .rar files. Just a suggestion/question.

Post Fri Dec 02, 2005 7:37 pm

That's what 7zip is for...

Post Fri Dec 02, 2005 9:45 pm

where can I get the 7zip then, I mean I've heard of it, but don't know where to find it, and also, I didn't think that that program would support .ace files since they were new

Post Sat Dec 03, 2005 11:57 am

.ACE is supported by WinRAR. It's been around for years but is such an obviously stupid rip-off of RAR that nobody uses it.

Return to Freelancer Mod Manager