Posts by IGx89

    Yeah, you´re about 2 years too late <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle>. What do you mean about saved games getting overwritten? A mod with savesafe=true means that saved games without the mod can be used with the mod, and vice versa; saved games shouldn´t ever be getting overwritten unless the user manually does that themselves (not counting Autosave.fl, which naturally will get automatically overwritten). Or am I missing something?

    <b>Bejaymac and Argh </b>: Editing of Restart.fl was added to beta 2, as you already know <b>Cold_Void </b>: Putting all your xmldata and stringdata groups into their own script file isn´t enough? <b>Argh </b>: what do you mean by an easier method of editing third-party faction names? <b>5i1 </b>: it really takes 3min to load? You must have an awful lot of mods installed and/or a very slow computer/harddrive, because ~40 mods loads in about ~5 seconds for me. I´d recommend deleting (or moving) all the mods you don´t use any more. <b> Hahukum Konn </b>: you mean removing empty lines? It´s technically possible to make it an option in FLMM´s Options menu and apply it to every mod, but I´d have to do some more research first. Even if I did add that though, it would only strip blank lines from files modified by active mods using script operations.

    <b>-Trail- </b>: Hmm, that´s a good suggestion, but it could be tricky to code; I´ll look into it though. <b>Bejaymac </b>: savesafe=&quot;true&quot; means that the mod won´t change the saved game format, and thus FLMM shouldn´t keep the saved games of that specific mod/options separate from other active mods. You probably individually labeled all your option elements as savesafe=&quot;false&quot;.

    <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>.

    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>.

    The classic Star Wars trilogy and the Lord of the Rings trilogy have been at the top of my list of favorite films, and Serenity now definitely joins them at the top <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle>. If the movie/series had less &quot;Hollywood&quot; immorality, it would be THE best movie I have ever seen. I really, really hope the movie does well enough for them to go ahead with the rumored two sequels... ------------------------------------ <A href=´http://flmm.hopto.org´ Target=_Blank>Freelancer Mod Manager</a>: newbies´ dreams come true Belief in <A href=´http://www.greatcom.org/resources/whoisjesusorig/´ Target=_Blank>Jesus</a>: the only way to Heaven

    <b>w0dk4 </b>: added to v1.4 beta 1 <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> <b>WatercoolerWarrior </b>: Yes, coding a commandline parser was part of the reason for the delay in the release of the first beta; it´s hard to get into the coding mood when that stuff is what´s on the plate :/ <b>Louva-Deus </b>: Do you still encounter backup/restore problems in v1.4 beta 1? Do you still want script support for modifying executable version strings? If so, could you give me more details (including the hex offset)? <b>reagan64 </b>: if you can replicate that problem in v1.4 beta 1, please let me know right away. <b>Bejaymac and Cold_Void </b>: Could you please give me all the details on exactly what needs and what doesn´t need to be modified under My GamesFreelancer, and why they need to be modified? <b>Cold_Void </b>: Do you still have a need for modifications to be done to FLMM? If so, could you elaborate on exactly what you need? <b>MAN </b>: FLMM is completely independent of file downloading. If you have problems downloading files over dial-up, use a download manager (like Getright or Firefox) or just make friends with someone who has broadband <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle>.

    And just for your birthday, I think I´ll start visiting the FLMM forum again and possibly release a new beta of FLMM <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> Just kidding... about the &quot;just for your birthday&quot; part <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle> ------------------------------------ <A href=´http://flmm.hopto.org´ Target=_Blank>Freelancer Mod Manager</a>: newbies´ dreams come true Belief in <A href=´http://www.greatcom.org/resources/whoisjesusorig/´ Target=_Blank>Jesus</a>: the only way to Heaven

    I´ll look at making the error recovery more robust, but that could take a lot of work so I can´t promise anything. <font size=1 face="trebuchet ms"><BLOCKQUOTE><hr size=1 noshade> Fix GENERATESTRRES/GENERATEXMLSTRRES line truncation, allow multiple macros per line, and validate macro syntax during test activations (done ) <hr size=1 noshade></BLOCKQUOTE></font><font face=´trebuchet ms, Verdana, Arial, Helvetica´ size=2> Already fixed <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle>

    Louva-Deus: FLMM should already properly restore every file to its original state (and delete every added file) when a mod is deactivated. I just activated/deactivated TNG v2.7.6 using FLMM v1.3.1, and couldn´t find any changed/left behind files? Cold_Void: I did it because of a request in <A href=´http://www.lancersreactor.org/t/forum/topic.asp?Topic_ID=38900&amp;Forum_ID=32´ Target=_Blank>this thread</a>. I just changed it to give a warning if FLServer is loaded, letting a user continue the process if they click Yes; would that work? Argh: Ok, I removed the comment stripping code (which actually just stripped comments from inside &lt;section&gt; elements). I added that to reduce conflicts when activating multiple mods (because improperly-placed comments can mess up other mod scripts), but since (as you say) it might actually cause more problems than solve I´m removing it (unless someone suggests a better way to do it).

    Argh: I think that´d be a job best left for the unofficial patch/SDK. Overkill: Great find, I really appreciated you giving me those details. Fixed it in just a few minutes <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle>. All &quot;/&quot; are now automatically replaced with &quot;&quot;. Chips: Good idea; done <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle>.