FLMM 1.5 beta
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This is Crazy’s new version of FLMM. Has anyone tried this yet?
FLMM 1.5 beta
http://fllistserver.com/news/category/flmm/ -
I normally dont touch the thing unless i have to (installing other mods)
… but i’ll give this new one a whirl and see if i like it… ;D -
My only gripe as with all versions of FLMM (won’t even mention 1.4 cos that was utter rubbish) is the fact that when you do restore backups after deactivation, not all the files leftover from the mod activation are removed.
The Universe folder is a prime example, with custom system folders being left in the original Universe folder. Other custom items created, be they cockpits if put in the cockpits folder, custom thn files and so on, these all seem to be left in the original FL folder. Hopefully that will be fixed at some point so that when FLMM restores backups, then it really will do so
For those that put ships into a folder marked custom, good news is that folder is definately being removed so no stray ship models left in the original Ships folder.
EDIT
I should add that i’m using this with a version of FL i haven’t reinstalled in ages so it’s possible it does actually restore things properly and i’m in fact talking out of my furry behind. Anyone tested this on a clean install of FL to check if it does restore properly?
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Hm, somehow my comment @FL listserver vanished, or there might be an error which I havent noticed.
However, 2 suggestions:
1.) Backups & Copyfile: I think that FLMM should also create backups when using the method=copyfile
2.) What about some kind of FLMM sys tray (like xfire) with which you can start mods and connect to servers? (You would have to connect IPs & mods first) Then FLMM would activate the mod, start FL and after you exit FL the mod would get deactivated - My clanmate wrote some time ago such a familiar thing.
(“At which server you want to play? Select your server by entering the linked number” - “3 WTS World. WTS World Mod will get activated” k, not exactly like this xD) -
I really cant see why the program doesn’t work like this….
1. copy entire FL to a new folder
2. mod “that” folder…
3. delete “that” folder when deactivating…all that’s needed then is a command to backup the savegames folder <<- probably most important thing!!!
this method wold solve 98% of problems… and we all have bigish HD’s now… so a few FL mods in different folders
wouldn’t strain anyone’s system… and if you keep a good track of your savegames (keep em in a backup folder & “MOVE” the mods savegame back when about to play) there’s 0% hassles, and 100% fun…this way you can have many mods “loaded” and ready to go… without having to “switch” in FLMM… wich can be a nightmare… and is a well known corrupter of FL… as i stated earlier… I dont use it unless i really have to… and even then i still move the mod to another file after activation… delete FL… and start agian… ;D
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The original files that are replaced sometimes won’t be restored and you will be suggested to restore backups. If you do that it says: 0 files restored. Go under the processes and shut down Freelancer.exe - sometimes its still running. Then restore backups again.
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It doesn’t delete custom folders when “restoring backups”?
I think the clue is the name there, “Restore backups”.
You want “delete all trace of mods”.
As for the idea of copying folders? Each mod would end up (remember, activating more than one mod which many people will do) requiring 1Gb of folder copying, which is also quite slow.
Sure, could just copy the original before any mod is activated, and then restore same method. However, so can a user… copying a folder isn’t exactly hard work is it?
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I remember that FLMM 1.4beta something failed deactivating mods that had something like this in their script:
rename file (to make a backup)
copy file from mod dir to FL dir (to replace the file that was just renamed)… looked like the scripts were parsed in the same direction during both activation and deactivation.
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Sry to say, but it´s better to stay at 1.4.
The 1.5 has some probs with installing itself, if there isn´t installed the original FL(1.0). If a mod is installed, than it hangs up and can be stopped with the task manager only.
Also with unpacking 1.5 have some big probs