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IGx89

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321

Friday, March 19th 2004, 6:59pm

I just released beta 11, which fixes a newfile="true" bug and the "deactivation of mods which use options" bug. If no one finds any bugs in this beta, I plan to rebrand it as FLMM v1.3 final next week.
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BlazeME

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322

Monday, March 22nd 2004, 5:56am

IGx89: Im having a problem with my new mod, the Freelancer Game Changer. Its all script and 40 options but when activated, it crashes because it cant handle all the options. Can you make the next version handle them all, or have you already fixed that since beta 9? Thanx <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> <img src=´http://www.planetgromit.co.uk/tlr/blaze.gif ´> BlazeME: <i>Flameus Muchus n00bus </i> <A href=´http://www.outwar.com/page.php?x=1967123´ Target=_Blank>Help me on Outwar.com</a>
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IGx89

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323

Monday, March 22nd 2004, 6:15am

Hmm, it shouldn´t be crashing because I´m using dynamic arrays. Could you e-mail me your complete mod, so I can debug the crash myself?
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324

Saturday, March 27th 2004, 1:47pm

well I loaded it, installed a mod and when it runs, the sound clips g e t s l o w e r a n d s l o w e r I loaded the xp addin btw
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StarNova

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325

Monday, March 29th 2004, 1:37am

Hey I downloaded your beta 11 version from your site http://igx89.home.comcast.net/FLMM_Downloads.html and when I installed it and open it up it says beta 10. Am confused by this.... <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> Thanks.
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IGx89

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326

Monday, March 29th 2004, 1:25pm

MadPommie: Does that happen with every mod? Does it stop happening when you deactivate all mods? StarNova: Your browser is probably caching the installer. Try saving the file to a location on your hard drive and running it from there.
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327

Tuesday, March 30th 2004, 5:19pm

nah just seems to be the rebalance 3.12 mod worked fine on an older version of FLMM (last years model) Must be the xp addin in this version hum....
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Stone-D

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328

Wednesday, March 31st 2004, 11:36pm

Bug report. If you have a bunch of downloaded *.FLMOD files and double-click-install them all in rapid sucession and ModMan hasn´t opened a main window yet, it will crash. This process should *NOT* result in ModMan opening the main window, unless the popup dialog/messagebox has an additional button &quot;Load Main Program&quot;. This will eliminate the tremendous slowdown between mod installs. If you attempt to uninstall a non-save safe mod, ModMan should warn you that it is going to kill all other non-save-safe mods at the same time, irrespective of whether any of those files have been modified. I had modified many files from Hostile Universe (manual bug fixes, mainly) and now I´ve got to do them again because FL ModMan nuked them without warning. Some indicator should be present to show which mods in teh list are save safe or not. Please sort the list alphabetically. Please make some kind of guideline to MOD naming, for categorization purposes. For example, I have renamed most of the mods I´ve downloaded, eg : Aesthetic - Chips Realistic Sound Mod 1 Aesthetic - Chips Realistic Sound Mod 2 Aesthetic - EOA Real Space Lite Aesthetic - GSM Aesthetic - HUD Speed Limit Removal Big - FL Rebalance 3.40 Upgrade 1.0 Big - Freelancer Evolutions 127 Big - HostileUniverse 8.1 Big - HostileUniverse 8.1 Plus! Gameplay - Bootstrap 2 Gameplay - Chips Open SP Gameplay - Chips Open SP Additions Gameplay - Destructable Universe 1.0 Gameplay - Gameplay Patch 1.3 Gameplay - Ghost Docking Ring Gameplay - OpenSPv1 Multi - FL Rebalance 3.40 Full Multi - FL Rebalance 3.40 HydraB Addon Utility - Added Menu Options
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IGx89

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329

Wednesday, April 7th 2004, 7:43pm

Most of those features will hopefully be in FLMM v1.4. I did manage to fit the deactivation warning dialog into v1.3 though <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle>. Note to moderators: could you unsticky this thread, since I´ve released v1.3 final now? Thanks.
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