Where is the Freelancer Mod Manager 2
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Nieckey wrote:
A really problem here:Error: unable to convert string resource string to id
Error: too many resource DLL’s listed in freelancer.ini; deactivate some mods and try againso, how can i solve this problem?
Now after adding few more adoxa’s new .dll wonders grabbed form his site this message popups to clients! At server where is SDK applied no such mess!
FuryFreelancer wrote:
If you have text resources in the xml, the mod manager will convert them to ids entries for you and place them in a .dll. It sounds like there is already the limit of new .dlls in freelancer.ini and thus it doesn’t have anywhere to place them. Mind pasting the libraries section of your freelancer.ini to confirm this?Cutting my text resources in the xml will make room for them?
Any connection with that?-.- again me and my questions - sry
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freelancer.ini
[Resources] DLL = InfoCards.dll ; Contains all infocard text resources DLL = MiscText.dll ; Contains other bulk text resource: rumor, offer, and mission text DLL = NameResources.dll ; Contains names of things, primarily. DLL = EquipResources.dll ;Contains names of equipment (in string table) and infocards for equipment (in HTML resources) DLL = OfferBribeResources.dll ; Contains random mission offers and bribes DLL = MiscTextInfo2.dll ;Contains MP UI elements as well as other misc. text DLL = scroller.dll ;added by FLMM. DO NOT EDIT DLL = RandomJumps.dll ;added by FLMM. DO NOT EDIT DLL = MultiCruise.dll ;added by FLMM. DO NOT EDIT DLL = jflp.dll ;added by FLMM. DO NOT EDIT DLL = healing.dll ;added by FLMM. DO NOT EDIT DLL = d3d8_.dll ;added by FLMM. DO NOT EDIT DLL = Cloak.dll ;added by FLMM. DO NOT EDIT DLL = d3d9.dll ;added by ME. DLL = chklootvol.dll ;added by ME. DLL = moors.dll ;added by ME. DLL = ShieldOffline.dll ;added by ME. DLL = flmm1.dll ;added by FLMM. DO NOT EDIT
Error: unable to convert string resource string to id
Error: too many resource DLL’s listed in freelancer.ini; deactivate some mods and try againHow can I use more than 8 custom .dlls ???
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DLL = scroller.dll ;added by FLMM. DO NOT EDIT DLL = RandomJumps.dll ;added by FLMM. DO NOT EDIT DLL = MultiCruise.dll ;added by FLMM. DO NOT EDIT DLL = jflp.dll ;added by FLMM. DO NOT EDIT DLL = healing.dll ;added by FLMM. DO NOT EDIT DLL = d3d8_.dll ;added by FLMM. DO NOT EDIT DLL = Cloak.dll ;added by FLMM. DO NOT EDIT DLL = d3d9.dll ;added by ME. DLL = chklootvol.dll ;added by ME. DLL = moors.dll ;added by ME. DLL = ShieldOffline.dll ;added by ME.
They should be in dacom.ini under [Libraries], not freelancer.ini.
It should look like this:
scroller.dll RandomJumps.dll MultiCruise.dll jflp.dll healing.dll d3d8_.dll Cloak.dll d3d9.dll chklootvol.dll moors.dll ShieldOffline.dll
Don’t trust FLMM in all it does, it does some stupid things.
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Wolfie wrote:
They should be in dacom.ini under [Libraries], not freelancer.ini.Don’t trust FLMM in all it does, it does some stupid things.
They r in dacom.ini aswell but how to force FLMM to automaticly only apply his own generated names/infocards (flmm1.dll?) and this bypass for making no errors in activation?
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sumanuti wrote:
Wolfie wrote:
They should be in dacom.ini under [Libraries], not freelancer.ini.Don’t trust FLMM in all it does, it does some stupid things.
They r in dacom.ini aswell but how to force FLMM to automaticly only apply his own generated names/infocards (flmm1.dll?) and this bypass for making no errors in activation?
So where are the dll’s on the FL folder, in the root of the game? Is this why they’re in the root of the mod folder - that’s where they have to be for FLHook (or whatever it is) and FLMM copies them across?
If so, can’t you put them into a sub folder and then use the script.xml copyfile method to move them to the root folder in FL?
(if this is stupid, it has been about 5 years since I used any xml scripting of FLMM, so I can’t remember #$%% )
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Ok I got a fix strange way. Please dont laugh!
script.xml<data file="exe\Cloak.dll" method="copyfile" sourcefile="exe\Cloak.dat"></data> <data file="exe\healing.dll" method="copyfile" sourcefile="exe\healing.dat"></data> <data file="exe\MultiCruise.dll" method="copyfile" sourcefile="exe\MultiCruise.dat"></data> <data file="exe\RandomJumps.dll" method="copyfile" sourcefile="exe\RandomJumps.dat"></data> <data file="exe\scroller.dll" method="copyfile" sourcefile="exe\scroller.dat"></data> <data file="exe\chklootvol.dll" method="copyfile" sourcefile="exe\chklootvol.dat"></data> <data file="exe\moors.dll" method="copyfile" sourcefile="exe\moors.dat"></data> <data file="exe\ShieldOffline.dll" method="copyfile" sourcefile="exe\ShieldOffline.dat"></data> ```makes **freelancer.ini**
[Resources]
DLL = InfoCards.dll ; Contains all infocard text resources
DLL = MiscText.dll ; Contains other bulk text resource: rumor, offer, and mission text
DLL = NameResources.dll ; Contains names of things, primarily.
DLL = EquipResources.dll ;Contains names of equipment (in string table) and infocards for equipment (in HTML resources)
DLL = OfferBribeResources.dll ; Contains random mission offers and bribes
DLL = MiscTextInfo2.dll ;Contains MP UI elements as well as other misc. text
DLL = jflpac.dll ;added by FLMM. DO NOT EDIT
DLL = jflp.dll ;added by FLMM. DO NOT EDIT
DLL = flmm1.dll ;added by FLMM. DO NOT EDITI renamed some custom **.dll**s to **.dat**s and that way avoid them to be generated in **.ini** Puting original .dlls in any subfolder aswell made entry in freelancer.ini. Do I screw this way something?
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Not sure if it’s of any help (must admit I’ve only glanced over a few posts :oops: ) but to prevent troubles with extra DLLs, I’ve been using the following solution, to my satisfaction:
Stuff the new DLLs in a folder named NewDLLs, all with the extension .newdll rather than .dll
Then, use the following script - and it should be one of the last to be run, so name it ZZZZ___DLLs.xml or something similar:
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well, just make the freelancer.ini part of your mod. then only what you wrote there will be there. in my freelancer.ini there aren’t those plugin dll’s listed and they nonetheless work quite well.
oh, and “copyfile” is a comparably instable method, at least in FLMM v1.31 -
Chips, Wolfie, Gisteron and Moonhead - Thank you for suggestions.
I’ll go with Moonheads thing cose is similar like my with only different extensions.
I tried prebuild freelancer.ini but they apeared there - too! Maybe I needed to set it as ReadOnly in mod? Anyway, current I use let me leave option to show/skip intro movies in mod activation.P.S. My mod is full .xml driven and I post soon more troubles I fail to load.
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_Gisteron wrote:_oh, and “copyfile” is a comparably instable method, at least in FLMM v1.31
I’ve been using 1.4 for ages. Never had much trouble with it, atlhough it is indeed not entirely functioning 100% as it should (it tends to forgot to delete custom files when deactivating, like custom planet files, and recently I ended up with .flmmbak files in the mod folder :crazy: why isn’t there a crazy-emoticon on TSP? )
The great advantage of FLMM 1.4, which I prolly stated a few times before, in defense of this version, is that it allows two XML-generated ids-info’s on one line, allowing to create bases without a need to manually edit a resource .dll:
First, in InfocardMap comes the line with the two ids_info’s:
<data file="Data\Interface\InfocardMap.ini" method="append"><source> Map = 0;GENERATEXMLRES("<xml><rdl><push><text>CLASS: Behemoth</text> <para><text>GRAVITY: Complete</text> <para><text>DOCKING: Yes</text><para><text>AMENITIES: Limited</text><para><text>POPULATION: Unknown</text><para></para></para></para></para></para></push></rdl></xml>"), 0;GENERATEXMLRES("<xml><rdl><push><text>Recently, the Rogues established a base here. No #$%%.</text><para><para><text>Sofar, that's all there is.</text><para></para></para></para></push></rdl><para></para></xml>")</data>
Then, in the System’s .ini, the ids_info of the base entry should be exactly the same as in InfocardMap.ini. otherwise the link in InfocardMap is useless.
[Object] nickname = Iw08_01 ids_name = 0;GENERATESTRRES("Murderers Bay") pos = 92664, 0, -42660 archetype = miningbase_badlands ids_info = 0;GENERATEXMLRES("<xml><rdl><push><text>CLASS: Behemoth</text> <para><text>GRAVITY: Complete</text> <para><text>DOCKING: Yes</text><para><text>AMENITIES: Limited</text><para><text>POPULATION: Unknown</text><para></para></para></para></para></para></push></rdl></xml>") dock_with = Iw08_01_Base base = Iw08_01_Base reputation = fc_lr_grp behavior = NOTHING visit = 1 voice = atc_leg_m01 space_costume = pi_pirate1_head, pi_pirate8_body, prop_neuralnet_B difficulty_level = 12 loadout = miningbase_badlands_pi_01 pilot = pilot_solar_hardest
(Please note that FLMM 1.4 does not generate a new ids_name or ids_info with the same text; it just uses the same reference number, which is a very good thing. This also means that the first of the two linked ids_info’s, should always be unique, because otherwise the game will be ‘confused’ . Because it’s often a technical description, one might be tempted the use the same info for similar stations. Don’t, if you use this method.)
@ Rimshot : (whom I hope is reading this thread) I believe you are working on FLMM 1.5, am I right? That’s great!!! Let me take the opportunity to beg you to not forgot to include this feature!!!
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I shall eventually be modifying FLMM 1.5 (assuming I can compile it) to only add DLLs from the main mod folder to resources; anything in EXE will just be copied as usual. I shall also be removing the 2000 resource limit and making copyfile create a backup (at least, I think that’s what’s going wrong, yet to investigate). The only feature I’ll add (since the aim is just an interim bugfix release) is a hardlink option. If Freelancer and FLMM are on the same drive, and that drive is NTFS, hardlinks (and mount points for directories) will be used to copy the files, rather than a physical copy. That should make activating a fair bit faster. It does mean that any changes to the files in Freelancer will also occur in the mod itself. This could be good or bad, depending on your point of view.
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_adoxa wrote:_It does mean that any changes to the files in Freelancer will also occur in the mod itself. This could be good or bad, depending on your point of view.
I hope and assume it will still be possible to create .ini files using XML-scripts, right?
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I’ll be very happy witht the removal of the 2000 resource limit. Not that I run into it; but I just hate limitations of any kind
Reminds me of something theoretical I was thinking of, and should be opening a new post for…