Where is the Freelancer Mod Manager 2
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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…