Stupid copyfile method?
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Huhu,
Again, I am fucked up with this stupid copyfile method. It just deletes the files after the mod gets deactivated. For instance, for a larger chatlog in Freelancer (Press Y key), I changed the Freelancer.exe, but if I enabled this option in the mod and deactivate the mod then, it deletes my Freelancer.exe !! No backups, nothing.
I need to make the whole process via the script since I am going to let my users decide which options and features they want to use. One modder colleague suggested to move all the options into other directories than the normal ones and change then the reference to those ressourcen via sectionreplace. But I am not sure if this work for all things, for instance I am unsure about the Freelancer.exe
Or does anyone here has a solution or a workaround to this stupid problem? -_-
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What do you mean?
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rename the existing file in freelancer.exe_org
then copy your version to the bin folder, - i guess a flmmbak file is created.
Normally deactivating a mod would revert all flmmbak files back to its original name. If you use copy file the file will be deleted (a guess only) if you take renamefile than it should not be deleted - it should be renamed back.
At least i guess that its working this way
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Error: problem deactivating ‘Freelancer Addon: Station Network’
Warning: Unable to un-rename file; ‘D:\Programme\Microsoft Games\Freelancer\EXE\Freelancer.exe.flmmbak’ doesn’t exist
Activation of ‘Freelancer Addon: Station Network’ successful.But it seems that it works otherwise. I stay with the old Freelancer.exe, it seems.
Code from the script:
<data file="EXE\Freelancer.exe" method="renamefile" newfilename="EXE\Freelancer.exe_org"></data> <data file="EXE\Freelancer.exe" method="copyfile" sourcefile="options\enlarged_chatlog\Freelancer.exe" options="1:1"></data>
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Use .bat files… forget FLMM…
there’s ye answer to 99% of your worries…
(yes im being a smart A… looked like ye needed a laugh 8-) )
Other than that… try different versions of FLMM… i hear 1.3 is the better one (i hear… not my own opinion… wich is “dont use it”… )
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Other things which cause me…
It seems that some files get moved into the EXE folder when I activate the mod even if I didn’t allowed it, for instance:
Bloom Effect--> <data file="EXE\d3d8.dll" method="copyfile" options="3:2" sourcefile="options\bloom_effect\d3d8.dll"></data> <data file="EXE\d3d8.dll" method="copyfile" options="3:2" sourcefile="options\bloom_effect\d3d9.dll"></data> <data file="EXE\d3d8.dll" method="copyfile" options="3:2" sourcefile="options\bloom_effect\d3dx9_26.dll"></data> <data file="EXE\d3d8.dll" method="copyfile" options="3:2" sourcefile="options\bloom_effect\readme.txt"></data> <data file="EXE\d3d8.dll" method="copyfile" options="3:2" sourcefile="options\bloom_effect\readme_en.txt"></data> <data file="EXE\d3d8.dll" method="copyfile" options="3:2" sourcefile="options\bloom_effect\license_en.txt"></data> <data file="EXE\d3d8.dll" method="copyfile" options="3:2" sourcefile="options\bloom_effect\license.txt"></data> <data file="EXE\d3d8.dll" method="copyfile" options="3:2" sourcefile="options\bloom_effect\key_codes.txt"></data> <data file="EXE\d3d8.dll" method="copyfile" options="3:2" sourcefile="options\bloom_effect\enbseries.ini"></data> <data file="EXE\d3d8.dll" method="copyfile" options="3:2" sourcefile="options\bloom_effect\enbconvertor.ini"></data> <data file="EXE\gls_workaround.ini" method="copyfile" sourcefile="options\gls_workaround\gls_workaround.ini" options="4:1"></data> <data file="EXE\gls_workaround.dll" method="copyfile" sourcefile="options\gls_workaround\gls_workaround.dll" options="4:1"></data> <data file="EXE\README_GLS_Workaround.txt" method="copyfile" sourcefile="options\gls_workaround\README_GLS_Workaround.txt" options="4:1"></data>
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- b *
? No solutions here? ^^
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it seems taht I can totally replace copyfile with renamefile since you can also move files to other directories with it, example code of mine:
<data file=“options\HUDs\wts_hud\front_loadingbar.cmp” method=“renamefile” newfilename=“DATA\INTERFACE\Intro\OBJECTS\front_loadingbar.cmp” options=“5:1”></data>
<data file=“options\HUDs\wts_hud\multi_attentionreq’d.cmp” method=“renamefile” newfilename=“DATA\INTERFACE\Intro\OBJECTS\multi_attentionreq’d.cmp” options=“5:1”></data>The downside is that you get a error when deactivating the mod that not all backups could be restored, but it is just a false positive message. Everything is fine, or does anyone here know how to kill the message with another solution?