Nice work Matt - do you want this stickied? I would sticky it immediately, but the only problem is that we have so many stickies that it actually gets "lost" up there and may not be seen (as people won´t necessairly look at the stickies whenever they come to the forum). Needless to say -the offer is there if you want it though <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle>
ATTN modders: need your feedback
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Thanks <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle>. At least for the next few days, it´d probably be better to leave it un-stickied.
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Nice job, I´ve been waiting for the new release for awhile......I´ll test it out ASAP and give you feedback tonight. <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle>
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cool, but do FLMM´s have to come preloaded with all the little scripts, i like my FLMM looking clean <img src=smilies/icon_smile_big.gif width=15 height=15 border=0 align=middle>
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before i forget: can we plz have a key shortcut to launch FLserver? Ctrl + D perhps? i hate the mouse!
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Hmmm, well, i´ve had to revert back to the stable version, because if i activate a mod, it works fine... Until you deactivate it. At that point your freelancer is screwed beyond reconition, depending on how much that mod modified. And also, the activate symbol on the control button does not change to an ´X´ when a mod is activated. Keep it up my man! And out of curiousity, what did you program this in?
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I´m not having any problems with it (so far <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle>), it handles my beast of an xml script (40kb ATM) with ease and transfers the rest of the mod better that the old one. Rebalance 3.5 Dev. Team <A href=´http://rebalance.blue-ion.net´ Target=_Blank>rebalance.blue-ion.net</a>
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There are two main reasons I bundle some small mods with FLMM: to show new users how simple and fun modding Freelancer is, and to show modders how various scripting techniques work. How hard is it to delete a few mods every year or two? <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle> <b>-Trail- </b>: I just implemented the Ctrl-D FLServer shortcut, and it´ll be in the next beta. <b>Blackhole2001 </b>: Does it happen only for certain mods, or for every mod? Is every file the mod modified completely deleted, or just certain ones? If just certain ones, could you analyze the mod and try to figure out which method might be causing it? This is really strange, because you´re the only one (so far) who´s encountered a problem like that <img src=smilies/icon_smile_sad.gif width=15 height=15 border=0 align=middle>. Thanks for noticing that control button glitch; it was introduced when I added multi-threading support. It´ll be fixed in the next beta. <b>Bejaymac </b>: thanks for the report; appreciate it <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle>.
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allright point taken, keep the lil mods :p thanks for the ctrl + D
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Well who knows, i mean, maybe its the fact that my computer is on crack <img src=smilies/icon_smile_tongue.gif width=15 height=15 border=0 align=middle> Meh, wish i could run a debug version of your program to look for errors. Oh wait, i only know VB and VB.net.... <img src=smilies/icon_smile_sad.gif width=15 height=15 border=0 align=middle> But it DID happen with my mod. The thing is that my mod modified resources.dll. So i deactivated, and it deleted resouces.dll, and you can imagine how odd that was. (Instead of, "do you want to quit? yes/no" it was "IDS? IDS?/IDS?" <img src=smilies/icon_smile_tongue.gif width=15 height=15 border=0 align=middle> friggin hilarious <img src=smilies/icon_smile_big.gif width=15 height=15 border=0 align=middle> I don´t want to test it again because i don´t like having my FL ****ed up..... Maybe once i make a backup. I´ll test it soon and let you know. And i still want to know what language it was programmed in <img src=smilies/icon_smile_big.gif width=15 height=15 border=0 align=middle>
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Seems to be working fine to me, no issues so far... but then again, I haven´t made any scripts etc for some time. Will download a few old ones and try some new stuff out if I get time (which is unlikely these days sadly <img src=smilies/icon_smile_sad.gif width=15 height=15 border=0 align=middle>). As always, it seems to parse (loadup) and also activate quicker... but I think I say that every time <img src=smilies/icon_smile_big.gif width=15 height=15 border=0 align=middle>
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Sorry about the wait for feedback, I´ve been busy. <img src=smilies/icon_smile_tongue.gif width=15 height=15 border=0 align=middle> So far so good, I´ve had not have any problems at all. I´ve worked on my mod and had to turn it off and back on like 20 times and nothing went worng with the loading, not even a crash. My mod seems to load much faster then the last version. <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle> Very nice job, I´ll keep you updated if something does go wrong. Edited by - Question Asker2044 on 10/21/2005 12:27:13 PM
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oh i love the multithreading, was allways jam,ming on activation, i dont actually use scripts though
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i don´t like scripts. I perfer hardcoding everything to INI files.
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I had to unload it. If I click on an flmod file, nothing happens. I have to copy the mod into the mods folder by hand and load it. Loading and unloading does not cause any problems that I could see. The Flmod file does have the flmod icon in front of it so I know that the file was still associated with FLMM. FYI, I only use the script to make it exclusive and to put some comments in the window on the left. I never actually use any scripting language features. The scripting seems to cause problems when many mods are loaded and unloaded by players. Freelancer is eventually corrupted and needs to be reloaded even if you don´t use scripting. It has a bad habit of not removing custom directories. ie directories not in the original game. Like DATA/SHIPS/0CUSTOM/WHATEVER I use FLMM about 40 to 60 times daily as a development tool. I don´t guess you´d consider removing scripting capabilities completely?? .....OUCH....THAT HURT! STOP HITTING ME. Glock36 "No Comment"
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i prefer to edit my INIs with windows 3.1,save them on 5.5 floppys and sing them to sleep at night with the windows nt users manual.DLL strings i edit with my toes and a hex editor -but even i know never to close FLMM and add new files while my mod´s are activated <img src=smilies/icon_smile_tongue.gif width=15 height=15 border=0 align=middle>
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First run through: Tried to load the current beta build of XML Toolkit Mod, 1.3, and Chip´s OpenSP Lite- my standard development environment. XML Toolkit loaded successfully. The multithreading works beautifully- Toolkit takes quite awhile to load at this point, and now I can check email while I wait <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle> OpenSP Lite did <i>not load successfully. </i> FLMM reported that "F: empFLM46.tmp" doesn´t exist. Dunno why it´s doing that, but that´s a serious "uh oh", all by itself <img src=smilies/icon_smile_tongue.gif width=15 height=15 border=0 align=middle> Second run through. Used my "oh, crap I totally hosed FL" backup to restore every FL file to pristine, original states. Tried to load Chips OpenSP all by itself. Still giving an error message, saying that "FLM4D.tmp" doesn´t exist. Methinks that we need to figure out why this very, very important mod doesn´t work, pronto- or in the next version, let us overwrite Restart.fl and Newplayer.fl, so that we simply don´t need to use it anymore (which, from a purely technical angle, would be better, although I´ll be the first to say that we´ll have to transmogrify Chip´s nice FLMM script into a version that hacks up Restart.fl, so that we can get the same functionality). Next, tried installing a "new" mod- the Alternative OpenSP. FLMM claimed that the mod was installed and ready to go, but it didn´t show up on the mod list. Checked the directories... and.. no mod! Oops, that could be a problem <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> Manually installed the mod... and it wouldn´t run, either! It said that a TMP file didn´t exist <img src=smilies/icon_smile_sad.gif width=15 height=15 border=0 align=middle> Final conclusions... 1. Installation went smoothly. 2. Tests with various mod configurations did not go very well. 3. Whatever´s causing this TMP file problem is a serious "uh oh" bug. 4. There may be other problems with script execution, DLL creation, etc., but this is pretty secondary at this point, these are show-stopper bugs.
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<b>Blackhole2001 </b>: could you e-mail me your mod, so I could test it out myself? FLMM is coded in C++, using the MFC framework. <b>Glock36 </b>: have you ever been able to reliably reproduce those corruption/left over files problems? If so, please let me know ASAP so I can fix them. I haven´t noticed anything like that myself, and haven´t received any other reports, so it´d be very hard for me to fix that without further detailed info. Now, for the rest of you: if you had follow my instructions and posted the bug reports in the proper thread, you would have noticed that unzipping support is known to be broken and the TMP file issue is known, and both will be fixed in the next beta <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle>.
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<A href=´http://www.lancersreactor.org/t/forum/topic.asp?Topic_ID=41420&Forum_ID=32´ Target=_Blank>Beta 2</a> is out, which fixes all reported bugs and adds support for modifying Restart.fl.
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Could you plz put Multithreading into the "unzipping archive" bit? When you first run a .flmod file it unzips it, that still frezzes up