FLMM -> Open-Source?
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It will be released to the Forge once I finish it (still quite some time, sorry). It’s basically finished, but it’s had limited testing and there’s no doc and I really can’t release it without one (although I would if I had a mod, but I ended up updating robocop’s server rather than client). If robocop still has FLMMv2.zip, perhaps he can attach (for some reason I don’t have tags.txt any more) if you’d like to test it out anyway (in addition to mfc100.dll, you’ll need dbghelp.dll, msvcr90.dll & msvcp90.dll). As a small example, the v2.00 SpeedMod script is below.
@robocop: FLInstaller.exe is FLMM itself, not an installer. Which system32 were you checking, 'cos the 64-bit one’s not going to work.
SpeedMod’s v2.00 script.xml:
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Thanks robocop, but you might like to remove it now.
I have attached a zip containing FLInstaller.exe (the new FLMM), tags.txt (a very brief description of some changes, but probably not very helpful without the scripts as reference) and the FreshStart & SpeedMod mods. Here’s some comments in the email I sent to robocop.
[d]–------------------------------[/d]
Here is the preliminary version of FLMM v2. As mentioned, it’s basically
complete, just some more fine-tuning and testing to do, as well as
allowing XML/RDL stuff to use the more friendly FRC format.It’s called FLInstaller.exe, don’t know why, I think Crazy called
it that when he switched to VS2010. I would have renamed it, but
probably best not to, actually. You’ll need the VC9 runtimes, but
VC10 MFC - msvcr90.dll, msvcp90.dll & mfc100.dll, as well as
dbghelp.dll from the existing version. That should be it.There’s probably lots I should mention, but I didn’t actually keep any
notes on what I changed… Oh, one thing, there’s an entirely different
backup structure. Backups are created off the main Freelancer folder,
as flmmbak\modname. Later mods can be activated and deactivated without
affecting earlier mods.
[d]–------------------------------[/d]
The actual release will be built with VS2010 (which unfortunately means it won’t work with anything pre-XP, although I have the info that should make it work with 2K) and statically linked (i.e. no DLL dependencies).There’s a new “Hard link” option, which means if FLMM and Freelancer are both on the same NTFS partition, hard links will be created instead of copying files. This greatly improves speed, but with the side-effect that modifying files in Freelancer will also modify the files in the mod - this could be an advantage (don’t have to worry about copying it back) or disadvantage (an experiment will still change the mod).
The section tags require a header line, so some mods may fail (that’s part of the testing I wanted to do), but otherwise I think most mods should still work as they are. There’s better error reporting should they not.
It’s been so long since I’ve done anything (at all), perhaps I’ll get back to this now, after all…
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Am i right that the redistributional package for ms vs2010 must be installed then?
Here is a link to the download page from M$: http://www.microsoft.com/download/en/details.aspx?id=5555
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And will it work on Win7_64bit or is that still not available?
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@Huor: This version is a mixture of both VS2008 (the runtime) and VS2010 (MFC). (At the time I only had 2008 Express and Crazy gave me the 2010 MFC files.)
@robocop: It should work with 64-bit, but I can’t guarantee it. I’m guessing you have \windows\system32\mfc100.dll, but that would be the 64-bit version; you probably do already have a 32-bit version floating around, otherwise use Huor’s link. (And that’s why I didn’t want to release it until it was ready. :))
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Problem activating mod using FLMMv2
The mod first adds the following to every base listed in market_misc.ini
<data file=“DATA\EQUIPMENT\market_misc.ini” method=“append” numtimes=“-1” options=“1:0, 1:1”>[BaseGood]
<source>
MarketGood = nomad_gun01_mark01, 6, -1, 0, 0, 0, 0.00744</data>then it changes the sell value on a half-dozen specific bases using this command (Br03_02_base used as example):
<data file=“data\equipment\market_misc.ini” method=“sectionreplace” options=“1:0, 1:1”>[BaseGood]
base = Br03_02_base<dest>MarketGood = nomad_gun01_mark01, 6, -1, 0, 0, 0, 0.00744</dest>
<source>
MarketGood = nomad_gun01_mark01, 6, -1, 0, 0, 0, 3</data>The problem is that the second command is finding that the first hasn’t been executed yet for that base.
Any workarounds?
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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”.
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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.
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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
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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
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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?
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@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
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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.