FLMM -> Open-Source?
-
robocop wrote:
Problem activating mod using FLMMv2<data file=“DATA\EQUIPMENT\market_misc.ini” method=“append” numtimes=“-1” options=“1:0, 1:1”></data>
“append” now implies “fileappend” (in line with other tags), so you must explicitly use “sectionappend”.
-
Another update, to fix renamefile from not deactivating. It also has a new template.dll, which really fixes the resources - they update in one hit, now (same as FRC).
Regarding renamefile, if you’re using it to simply remove a file (i.e. prevent FL from loading it), leave out newfilename and FLMM will automatically move it to backup.
On a similar note, FLMM v2 has a new mod directory called Options, which will be used as the default for copyfile if sourcefile is absent.
<data file="exe\optionalplugin.dll" method="copyfile"></data> ```will strip the path and use **Options\optionalplugin.dll** as the source. There's also an **Extras** directory, which will be left alone, i.e. anything in here will not be copied to Freelancer. If files/directories (including mod directories themselves) are hidden, FLMM will totally ignore them.
-
I have been trying to update my mod to flmm 2 but I am running across the same problem over and over again.
All my base rooms and systems for that matter are converted to xml
like so-
<data file="DATA\UNIVERSE\SYSTEMS\BR07\BASES\ROOMS\Br07_01_bar.ini" method="append" newfile="true"><source> [Room_Info] set_script = Scripts\Bases\Br_02_Bar_hardpoint_01.thn scene = all, ambient, Scripts\Bases\Br_02_Bar_ambi_int_01.thn [Room_Sound] music = music_bar_generic09 ambient = ambience_bar_ground_smaller [Camera] name = Camera_0 [CharacterPlacement] name = Zg/PC/Player/01/A/Stand start_script = scripts\bases\Br_02_Bar_enter_01.thn [Hotspot] name = IDS_HOTSPOT_EXIT behavior = ExitDoor room_switch = Cityscape [Hotspot] name = IDS_HOTSPOT_BAR behavior = ExitDoor room_switch = Bar [Hotspot] name = IDS_HOTSPOT_COMMODITYTRADER_ROOM behavior = ExitDoor room_switch = Trader [Hotspot] name = IDS_HOTSPOT_EQUIPMENTDEALER_ROOM behavior = ExitDoor room_switch = Equipment [Hotspot] name = IDS_HOTSPOT_SHIPDEALER_ROOM behavior = ExitDoor room_switch = ShipDealer [Hotspot] name = IDS_HOTSPOT_NEWSVENDOR behavior = NewsVendor [Hotspot] name = IDS_HOTSPOT_MISSIONVENDOR behavior = MissionVendor</data>
FLMM2 throws up this error message in a window
C:\Program Files\Microsoft Games\Freelancer\DATA\UNIVERSE\SYSTEMS\BR07\BASES\ROOMS\Br07_01_bar.ini contains an incorrect path.and this in the log
Error: Can’t create file ‘C:\Program Files\Microsoft Games\Freelancer\DATA\UNIVERSE\SYSTEMS\BR07\BASES\ROOMS\Br07_01_bar.ini’ (error 3). which is vague, I would have liked to see the line it is having trouble with.
I have actually deleted anything that looks like a path and it still doesn’t parse. Has the syntax for method=“append” newfile=“true” been updated? only thing I can think of
-
maybe that will help you out:
adoxa wrote:
“append” now implies “fileappend” (in line with other tags), so you must explicitly use “sectionappend”.dunno if that means that u cant create files with it anymore aswell.
maybe a new command is needed -> method=“create”but why dont u just simply create the ini file?
or an empty ini which will get filled with text by the xml append command. -
Thanks, weight of my mind. I did get it working by manually making 35 blank directory trees and 35 blank bar files. Works without all that cr@p now. I can now move on, cheers
-
Regular Mod Manager supports few options with the same id.
But here i trying to make 88 Flak mod appearing at the mods list - it tells
Unable to load mod!
Error: script.xml:61: option id ‘100’ already exists.
Reading mod script…
Parsing mod script…
Found mod: C:\Program Files\Freelancer Mod Manager\mods\88 Flak V127 RC135 -
@Zyos: Hardlinks are a feature of the NTFS file system (which is what you are probably using), where two (or more) file names point to the same file data. If FLMM & Freelancer are on the same drive (FLMM tests this and disables the menu item if not), then hardlinks may be used instead of copying files. The advantage is there’s no actual copying, so it’s very quick. The potential disadvantage is that modifying the game files will also modify the mod files (depending on the scenario, this could also be regarded as an advantage).
@Helloween: It may have allowed it, but does that mean it worked? I did a quick test using Fresh Start - set both system and money to use id “1”. Select Manhattan (1:1) and $2000 (1:2) - start in New London, with $2000. Select Bretonia (1:2) and $0 (1:1) - start in New London, with $2000. So what’s it supposed to do?
-
@Adoxa Freshstart not using option id, here are just different ‘option name’:
but 88 Flak does:
<options>;Reserved Option ID Codes ;0xy - x = category, starting at 0 (0 for essential, 1 for graphics, etc.) ; y = option num, starting at 1 ;10x - x = DBG Options, starting at 1 ;100 - Blank Line <option id="100" name="" savesafe="true">; <-- script.xml:61</option></options>
I may ofcourse just to fix xml file
-
I still won’t support identical option ids, but did the next best thing and allowed negative ids as a label. I’ve also attached an updated script.xml making use of new option features (no items creates a checkbox - id 0 for unchecked, 1 for checked; option value substitution; apply to all options except what was given). V2 also makes savesafe=“true” the default, so they’ve been removed; and you can have multiple source/dest pairs within a single data tag.
-
Got it, thanks
-
I tried applying the mod with v2d and it seems to have run the mod perfectly (so far). I’m still verifying.
Are there any plans to make an installation setup? This is just the exe for the program. I had to manually create the folder and subfolders myself.
Getting the playerbase to switch to version 2 will be a hassle if every player is going to have to install it manually.
Thanks,
R -
@Robocop thats what i’ve done:
- renamed original one into FLModManagerOrig.exe
- renamed Adoxa’s into FLModManager.exe
When there are problems i’m just starting FLModManagerOrig.exe
-
adoxa wrote:
Should just be able to drop it into your existing FLMM folder - that’s all I did. And don’t forget, whilst the actual release (whenever that will be) will be standalone, this version requires msvcr90.dll, msvcp90.dll and mfc100.dll.OK, I can just rename it to FLModManager.exe and drop it into the existing install, or rename the old one as Helloween did and rename the new one to FLModManager.exe and drop it in.
I have the required files, but what if a user didn’t? Do they have to install Microsoft Visual C++ 2008 Redistributable or is there another method?
R
-
-
If it’s not ready for release, then it’s not ready. I just think there’ll be pushback from users who will have to:
1). Install FLMM 1.4b4
2). Install Visual C++ 2008 redist
3). Install Visual C++ 2010 redist
4). Rename FLModManager.exe to FLModManager.exe.old
5). Rename FLInstaller.exe to FLModManager.exe
6). Copy FLModManager.exe into the FLMM directory.So far though, FLMMv2d has been working just fine on my existing mod. No errors and I’ve not found anything that hasn’t activated yet.
-
LOL…
and just after I said that I loaded up the Eagle Utopia mod and FLMM v2d chokes on the deletesection method giving an ‘unknown method’ error.:edit:
and just after I posted I recognized that it should have been sectiondelete, not deletesection. Fixed that little prob.