Adding custom DLLs, and FLMM-generated TXT and XML IDS_NAMEs and IDS_INFOs. (and FLEd-Ids)
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I love to work with the TXT and XML generation option in FLMM. As you will know, the created IDS_NAMEs and IDS_INFOs are stored in flmm1.dll. FLMM also writes a reference to flmm1.dll in the [Resources] section of freelancer.ini
To my astonishment I just discoverd that the few IDS_NAMEs and IDS_INFOs my little test mod created, have very high numbers: they start around 655361 - a number too high for FLEd_Ids to read.
Looking into it, I found the cause of the very high _NAME and IDS_INFO numbers: Not only flmm1.dll but also other custom dll’s I use (Adoxa’s Territory.dll, and M0tah’s MultiIntro.dll and MultiCruise.dll) have been written into the [Resources] section of freelancer.ini - and flmm1.dll comes last! (Until recently I didn’t use any other custom dll’s).
Now, does anyone know of a way to have flmm1.dll added to the [Resources] section of freelancer.ini before the other custom dll’s?
I prefer lower numbers for my _NAMEs and IDS_INFOs, so I can easily look them up (by number) thru FLEd-Ids. (Besides, I’m not too confident the game will be able to properly handle the high numbers, but this is not based on solid research - just some odd crashed I had with trying to create custom rumours thru FLMM)
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Just so you know, all those other DLLs should not be listed under Resources. They are not resource DLLs.
I don’t remember whether there was a setting to avoid FLMM adding them or if the only way was to put them in a random folder and use the XML script to move them. Either way, if you fix that problem you’ll fix your other issue.
As for very high indexes, I don’t think FLDev would have an issue with them.
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FriendlyFire wrote:
Just so you know, all those other DLLs should not be listed under Resources. They are not resource DLLs.Makes sence. I was surprised to find them here.
FriendlyFire wrote:
I don’t remember whether there was a setting to avoid FLMM adding them or if the only way was to put them in a random folder and use the XML script to move them. Either way, if you fix that problem you’ll fix your other issue.I do have some recollection of a script to move files, but don’t know how to. Can you show me the syntax? (Or if that’s too much, at least the command)
FriendlyFire wrote:
As for very high indexes, I don’t think FLDev would have an issue with them.Thanks!
I don’t know if the game handles them properlly, but Fl Error Checker gives a bunch of “DLL entry number is out of bounds” messages.
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< data file="data\cockpits\liberty\or_dreadnaught.ini" method="copyfile" sourcefile="or_dreadnaught.ini" scanfile=”false”> < !-- Copies the specified file to the specified location (you don’t need to use this method much, now that there is option #3 available above). The only time you would have to use this is if you wanted to scan that file for the GENERATESTRRES function; you’d put scanfile=”true” then. If the scanfile parameter isn’t included, then it defaults to false. -- > < /data>
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FriendlyFire wrote:
< data file="data\cockpits\liberty\or_dreadnaught.ini" method="copyfile" sourcefile="or_dreadnaught.ini" scanfile=”false”> < !-- Copies the specified file to the specified location (you don’t need to use this method much, now that there is option #3 available above). The only time you would have to use this is if you wanted to scan that file for the GENERATESTRRES function; you’d put scanfile=”true” then. If the scanfile parameter isn’t included, then it defaults to false. -- > < /data>
Thanks. Tried that, and to my surprise and disappointment, FLMM still includes them in [Resources] in freelancer.ini. (I put them in a mod “Extra DLLs”), next to EXE and Data.
I was thinking of simply rewriting the [Resources] section - but that wouldn’t work either, as FLMM will have the high IDSs already written into the game (apparently it reads the size of the DLLS and calculated where the first ids_name / _info of it’s flmm.dll should be, before it runs the scripts).
Well, maybe its nothing more than an inconvenience. Still, if anybody knows of a way to prevent the inclusion of non-resource DLLs into resouces.dll, I’d be delighted to learn the trick.
EDIT: trying to do it now with changing the .dll extension… Maybe I’ll get it to work that way.
Is there a file rename method?
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GOT IT!!!
In now use the following script (executed as the last one):
<data file="EXE\Territory.dll" method="copyfile" sourcefile="Extra DLLs\Territory.newdll" scanfile="”false”"></data> <data file="EXE\MultiIntro.dll" method="copyfile" sourcefile="Extra DLLs\MultiIntro.newdll" scanfile="”false”"></data> <data file="EXE\MultiCruise.dll" method="copyfile" sourcefile="Extra DLLs\MultiCruise.newdll" scanfile="”false”"></data>
And I have the DLLs in my mod folder not als .dll files, but as .newdll files in a separate subfolder, Extra DLLs.
Thanks for helping me on my way, FriendlyFire!