Posts by fangmans

    Do you people ever read messages posted in the other editing forums? If you took the time to look around a little you would find 4 or 5 different threads concerning the "Massive Mod Addon" problems (other people didn´t even read the posts in the forum they posted in). And, if you checked the front page of the site (new files that hae been uploaded), you find that the original file has been updated (fixed) because it was "broke" in the first place. You NOOBI´s would get a whole hell of lot more out of this FREE site if you opened your eyes and used your heads...just a little bit. The Fangman Edited by - fangmans on 22-06-2003 05:57:45

    About "The Massive Addon" may I suggest that you READ the other FOUR (4) threads on the same subject in this forum. You might find out what is wrong with the download and how to fix it. No one has played this mod yet (unless they have d/l´ed the FIXED zip) because the d/l was busted in the first place. The Fangman

    Check your FLMM modmassiveMod directory and make sure you don´t have FLMMmodmassiveModmassiveMod. If your FLMM menu does not say "FreeLancer Massive Mod Addon 1.0" you have activated a sub-directory and not the Mod, and have been playing a straight Freelancer. The Fangman

    Does your FLMM menue say "FreeLancer Massive Mod Addon 1.0" or does it say something else? If it says something other than the above, then the reason you can´t find any gates or holes is because you´re playing a straight Freelancer (no massive mod). If you loaded the download into FLMM using the "massive.zip.flmm" you had better check your FLMM directory for a massive mod sub-directory of the massive mod sub-directory. The Fangman

    Check your FLMM mod sub-directory and make sure the mod´s data folder and other files are where they are supposed to be. You may have a massive mod folder with a massive mod folder sub-directory. FLMM will tell you that the mod is activated, but it´s activated an empty folder. I was playing "open SP mode" and spent a couple of hours hunting all over Liberty Space for a hole or gate. Some time later I was looking in the FLMM Mod sub-directory for something else and found the massive mod files in a sub-directory of the massive mod folder. If the name of the mod in the FLMM menu is not "FreeLancer Massive Mod Addon 1.0", you are activating a sub-directory and not the mod. The Fangman Edited by - fangmans on 22-06-2003 02:33:24 Edited by - fangmans on 22-06-2003 02:34:52

    Ver. 1-6-18-0 Hey shsan; As you know, I had a system up and running with missions, new characters, and so on using ver. 1-6-17-0. I d/l´ed ver. 1-6-18-0, did a little work on my system and tested it out. My characters were still there, but my missions were gone. I messed around a little with no change. I made a new system to test changes in and can not get mission to work and am unable to add new characters. Of course I wiped ver. 17 when I d/l´ed 18, so I can´t go back to see if the new ver. is the problem or it is something I´ve done. The Fangman

    Kardor; It was my cranky old eyes that couldn´t see... Before mods are activated in FLMM they are listed in BOLD black. When a mod is activated it´s name is listed in a weak black, and being somewhat color blind (legaly) it looked red (the lack of the bold black) to me. I have come up with soething new... After editing on my mod, the first trade lane gate I enter crashes the game. All the trade lane work in this area has been done and has worked fine. The editing that I did before the prob was at the other side of the system. I haven´t checked it out yet...probly something dumb!!! The Fangman Edited by - fangmans on 18-06-2003 18:10:58

    I don´t know about you people who don´t read all the forums! If you were to look in the "Editing Utilities Forum" (the next one after this forum) you will find the Freelancer 2d editor by shsan. Then, if you read his first post, you will find his URL. Shsan doesn´t upload his stuff to this site. He changes his editor almost daily, and always posts the update before quitting for the day. The Fangman

    Ver. 1-6-15-1 Hey shsan; I don´t know what happened. I had a mod working pretty well. I edited one set of files and then copied the over to FLMM to test. While editing, I tried the "base faction" editor. When I tried to save the files the prog crashed. When I tried to edit the mod, the editor crashed before it got the mod loaded. I went to FLMM and copied the unchanged mod files and edited them (staying away from the faction editor). Saved everything out, and copied the mod back to FLMM. I started FL and as soon as I started to exit the jupmgate to my new system FL crashed. One thing I did notice; when I activated the mod in FLMM it was listed in red. The Fangman

    Ver 1-6-13-0 Hey shsan; I fixed "my" problem! First, I un-installed all progs that interacted with any FL file. Then I did a fresh install of FL. All done and everything works like it is supposed to. I was messing around the other day and got the "job board" in one of the bases to work. I took a mission and found the waypoint to be in the middle of a planet. Now that I have my other prob solved I´m going to take a stab at getting ission to work. The Fangman

    Hey shsan; The program isn´t crashing. When I try to add a gate or hole I get the MS System Error message (&quot;send to Microsoft&quot; or &quot;don´t send&quot<img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle> and the prog ends. I´ll run it again and try to find out what it says caused it (system fault) and then send you the results. Other than that, I´m going to make a new system to see if it is something in my mod that is causing the problem. I´m running the XP home os so I don´t think that is part of the prob. The Fangman

    My, my, my! With all the ranting and raving you were doing on the topic of how badly Microsoft is screwed up because of their mp patch one would think that you were a top modder. To answer your question; drag your .ini file icon onto the Bini icon. If you are using the command line bini, a .ini.txt file will appear in your directory. If you´re using the GUI Bini, it should open up, I think... The Fangman

    Ver 1-6-10-1 Hey shsan; Fixed my last problem by deleating and de-installing your editor and then re-installing and starting over with the new version. So far I haven´t been able to get the exclusion zones to work and when I try to install a new jumpgate or jump hole the MS error screen comes up and out to the desktop I go. The Fangman Edited by - fangmans on 11-06-2003 21:12:38

    Ver 1-6-8-1 Hey shsan; I had hoped that this version would fix my problem, but... I place a new planet and then add the docking ring (with and without the mooring fixture). I add a trade lane so that I can get there and no docking ring. The dock master (both animation and voice) are there as is the planet, but nothing to dock with. The first time this happened (3 editor versions past) I would bounce off the planet until I pulled away. With 1-6-8-1 I crash and burn in the planet. The Fangman

    Your friend needs FLMM in order to activate your mod. What he doesn´t need is the files to make the mod. Are you activating your mod with FLMM? If you are the only thing you have to zip is the FLMM directory that contains your mod. Doing this will allow your friend to unzip the file directly into FLMM, select and activate the mod, and then play the game. The Fangman

    I d/l´ed the mod last night and had the same problem (same error)... What I did to make it work... (1) Start FLMM and de-select the &quot;make read only&quot; option. (2) Go to the directory where the Centurion file is located and make sure all files have the &quot;read only&quot; de-selected. (3) Start FLMM and then activate the mod. The only thing that is going to bring in the &quot;access denied&quot; error is a file that is marked as &quot;read only&quot;. The Fangman