FLMM -> Open-Source?
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@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
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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
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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.
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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. -
Great.
So, the user should not need to install any of the Visual C++ redists, correct?
What about the newer template.dll file? Is that no longer needed as well?Can we anticipate a complete installer package in the near future?
Thanks much for your hard work.
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So, the user should not need to install any of the Visual C++ redists, correct?
That is correct.
What about the newer template.dll file? Is that no longer needed as well?
It is still needed.
Can we anticipate a complete installer package in the near future?
Yes, provided you have a flexible definition of “near”.
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Managed to reduce its size (MFC 10 includes a lot of crap and I had to do a bit of extra juggling to remove it), so find attached a smaller version (well, to be pedantic, the zip is smaller; the exe is bigger but only because I compressed the other one). I’ve also included the newer template.dll, for those that missed it. In addition, static labels (with no item text) have become true suboptions (showing as a proper header).
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Update request: Any word on the complete installer package or is the user to install FLMM1.3(1.4) and then overwrite the existing files with these?
Thanks,
R -
The fellows from our ACME clan build an installer
with the 2.0e version:http://www.gamefront.com/files/23032275/FLMM+2.0e+Install.exe
So don’t wast work an be aware,
how widley your work is appreciated.
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Bad link? I get a file not found error.
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May i request?
If “Unable to find section” then make alert instead and just skip this section silently or by answering Yes/No (ex - do you still want to activate this incompatible mod?) -
@ Adoxa
J, do you still host FLMMv2e anywhere? I don’t see it on your site.R
edit: NM, I found it although a link on your site would be most helpful.