MOD activation error
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Error message? (See log)
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Your vanilla file appears to be JFLP, whereas your dest is SDK. FLMM v1 does a straight text comparison, so 0.5 is not the same as 0.500000. JFLP\jflpmod.exe should help (path\to\freelancer\jflp\jflpmod script.xml, or you should just be able to drop script.xml on it), until v2 comes out, where this test will work.
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Cant find a way to get proper values! Me so dumb -.-
Reduced file for test.
jflpmod.exe & tini.exe
steering_torque = 1.5019e9, 1.5019e9, 1.5019e9
angular_drag = 13.2e9, 13.2e9, 13.2e9
rotation_inertia = 15e9, 15e9, 15e9Frelancer Ini Editor
steering_torque = 1501900032,0, 1501900032,0, 1501900032,0
angular_drag = 13200000000,0, 13200000000,0, 13200000000,0
rotation_inertia = 15000000512,0, 15000000512,0, 15000000512,0I just change “,0” to “.000000” than any mod user on clear installation can activate it.
That however doesnt do the trick at
weapon_equip.ini
[Munition]
nickname = lair_turret01_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
hull_damage = 176,7 (176.7)To FLMM recognize it must be proper like
hull_damage = 176.699997First for ship I thinked better make a clone but than for all turrets also?
How exactly to get that values for FLMM 1.31?[EDIT] *Found my old SDK FL folder where the .inis have “proper” values.
Still Im courious is there other way? -
I suggest you either use the SDK or JFLP files, rather than letting the Editor convert from binary (besides, who uses the original files, anyway?). The Editor also doesn’t recognize the bool type, so using my Bini to repack won’t work. Still, you can force six decimals (v1.4.4, 144BE7, 31->36), but I don’t know how to force point (you’d need a regex search/replace to replace the comma, something like ,([0-9]) -> .\1; or perhaps you can just temporarily change your regional settings). And v2 may not help, either, since it will still treat 1.05 (as it may be stored) different to 1.1 (as the unpatched Editor would convert it).
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sumanuti wrote:
Cant find a way to get proper values! Me so dumb -.-I just change “,0” to “.000000” than any mod user on clear installation can activate it.
That however doesnt do the trick at
To FLMM recognize it must be proper like
hull_damage = 176.699997[EDIT] *Found my old SDK FL folder where the .inis have “proper” values.
Still Im courious is there other way?What you’re saying isn’t true as FLMM does recognise those values. I use them in my mod and FLMM activates perfectly and i’m using 1.31.