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Bri_Dog

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1

Thursday, April 8th 2004, 12:10pm

Cool, so 1.3 is all bug fixes an improved stability? No Big Huge changes?
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engmar

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2

Thursday, April 8th 2004, 2:02pm

I noticed, in the release notes, that you say 18 mods are included with this version. Only 14 show up in the status area. Have some been combined? Love this program by the way. It has added much enjoyment to my Freelancer time.
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IGx89

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3

Thursday, April 8th 2004, 3:51pm

Bri_Dog: Yep, I decided to rename v1.21 to 1.3, because it had been &quot;beta-testing&quot; for 10 months and is plenty stable enough to warrant a full release. v1.4 will have the semi-major changes <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle>. Engmar: Good eye! I didn´t change that part since 1.2; a couple were combined, and I don´t remember about the others <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle>.
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yil

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4

Thursday, April 8th 2004, 4:32pm

sorry Mathew but i could not load my favorite mod &quot;Aug´s Ship Pack&quot; by AuGuR, dated2/28/04, with FLMM v-1.3 and almost lost all my save files. the FLMM v-1.3 just cannot recognize the files in this mod. thank you for trying anyway, i´m still using the B-10. patience is a VIRTUE bestowed on humans only USE IT.
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IGx89

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5

Thursday, April 8th 2004, 5:00pm

FLMM v1.31 was just released, to fix two bugs that unfortunately weren´t caught in time <img src=smilies/icon_smile_sad.gif width=15 height=15 border=0 align=middle>. yil: The problem with that mod is that it has two errors in its script.xml file. Go to the bottom of that file, and change &lt;data&gt; to &lt;/data&gt; and change &lt;data file=&quot;DATASHIPSloadouts.ini&quot; method=&quot;sectionappend&quot; to &lt;data file=&quot;DATASHIPSloadouts.ini&quot; method=&quot;sectionappend&quot;&gt; (add the missing closing greater-than sign). Then it should work fine <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle>.
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engmar

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6

Thursday, April 8th 2004, 8:37pm

I have a mod-specific question, also. Under 1.2 I could use the mass-driver mod with OpenSP. Under 1.3, I cannot. It does not seem to matter which mod is loaded first. Is this problem similar to the xml flaws discussed above?
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GaryT

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7

Thursday, April 8th 2004, 8:37pm

Just installed the 1.31 FLMM and I gor Chips Evo installed just fine. But when I install Chips Open SP, I get the following error: Unable to load mod! Parsing error on line 4125: No &lt;/data&gt; found (in ´C:Program FilesFreelancer Mod ManagermodsChips Open SP versionscript.xml´) I never had any trouble with the previous version of FLMM. Can anyone help? I should note that I haven´t used ANY mods yet as I´m still having a ball with the unmodified game. Gary Oh the pain....the pain.
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|ittan|

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8

Thursday, April 8th 2004, 11:36pm

the utility could use a little bit of modification. the back ground could use a bit of improvement and a few new mods could be added ny way great work and keep the new versions coming
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moonhead

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9

Friday, April 9th 2004, 3:59am

Version 1.31 does <b>not </b> add a reference to my mod´s custom dll to the EXE-folder. There is an entry* for freelancer.ini which removes the movies from start-up. Could it be that this entry prevents FLMM to write the custom-dll reference into it? *This is the entry &lt;data file=&quot;exefreelancer.ini&quot; method=&quot;sectionreplace&quot;&gt; &lt;section&gt; [Startup &lt;/section&gt; &lt;dest&gt; movie_file = moviesMGS_Logo_Final.wmv movie_file = moviesDA_Logo_Final.wmv movie_file = moviesFL_Intro.wmv &lt;/dest&gt; &lt;source&gt; &lt;/source&gt; &lt;/data&gt; Btw, I am experiencing this problem since yesterday, <b>before </b> I upgraded to 1.31, some minutes ago. The bug was there after a server crash, and remained after reinstalling FLMM and Freelancer. I´ve had the same problem before some months ago, used script.xml to get the entry into freelancer.ini, and after a while FLMM worked like it should (meaning the reference to the custom dd was written twice into freelancer.ini). Anyway, the entry to get rid of the movies has been there for a long tima, also when it all worked properly, so I´d guess that it can´t be the cause. But I will leave such complex matters to wiser men. Edited by - Moonhead on 4/9/2004 3:09:55 AM

IGx89

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10

Friday, April 9th 2004, 1:39pm

engmar: The mass driver mod has an error in its mod script: on line 452, remove the extra &lt;/source&gt; line. GaryT: If you look towards the end of that mod´s mod script, you´ll notice that its missing a number of &lt;/data&gt; lines. Add those, and then it should work great. ittan_v: I´m hoping to improve the mod list management in v1.4, and there´s a good chance I´ll include a few more mods too. If anyone has made a mod that just uses a mod script, and that people new to modding would enjoy using, then I´ll consider bundling it into the next FLMM version. Moonhead: In a thread in a different forum, you said that v1.31 fixed that problem (which it should). Are you having a new problem now?
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engmar

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11

Friday, April 9th 2004, 2:14pm

Thank you IGx89 ! I wish commercial software got this level of support =)
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yil

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12

Friday, April 9th 2004, 7:37pm

thank you IGx89 for your prompt reply concerning the Aug´s ship pack. i was unable to open the script.xml file to edit it as you suggested. i really would appreciate it if you would find time to direct me on what to use to find this file and edit it. i have the &quot;Tinyfish FL ini file editor&quot; but it does not open script files. thank you again for your prompt replies. patience is a VIRTUE bestowed on humans only USE IT.
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IGx89

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13

Friday, April 9th 2004, 8:58pm

engmar: Thanks; when I hopefully start working for a commercial software company, maybe I can help change that <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle>. yil: it´s actually a lot easier to edit than one would think: just open it up in Notepad (or a notepad replacement; I use Editpad Classic myself) <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle>.
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moonhead

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14

Saturday, April 10th 2004, 1:22am

IGx89 wrote: <font size=1 face="trebuchet ms"><BLOCKQUOTE><hr size=1 noshade>Moonhead: In a thread in a different forum, you said that v1.31 fixed that problem (which it should). Are you having a new problem now? <hr size=1 noshade></BLOCKQUOTE></font><font face=´trebuchet ms, Verdana, Arial, Helvetica´ size=2> I was premature with hat remark, I saw that you wrote that 1.31 would fix this <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> so I guessed it would be over after upgrading. I still have this problem now yes. I have added a sectionappend instruction to my mod´s script.xml to write the custom dll-reference into freelancer.ini As I said, I had the same problem months ago. It was there without any obvious cause, and aftera while it went away without an obvious cause.

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15

Saturday, April 10th 2004, 12:58pm

IGx89, I´ve found the cause of the dll-problem: Due to that crash, FLMM somehow didn´t deactivate the mod for 100%, and left my custom dll in the Freelancer folder. So, when i activated the mod after that, I guess FLMM didn´t recognize my custom dll as an extra dll, so no entry was written in freelancer.ini I´ve deleted the custom dll after deactivating the mod, and now it all works fine again. Sorry for the trouble! And thanks for the app that makes it all possible!

yil

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16

Saturday, April 10th 2004, 4:18pm

IGx89 thank you for your prompt reply. when i try to open this mod in the note or word pad(which, by the way is a zip file) there is no text, just a bunch of machine language characters?? i cannot even find this mod´s script.xml file? but at the end of this file there is a text script.xml after a bunch of characters. the line you mention &lt;data&gt; is not there neither is the line &lt;data file=&quot;DATA/SHIPSloadouts.ini&quot; method=&quot;sectionappend&quot;.could you tell me where they are and if they are in a different file, how to open it so i can edit it? thank you again for your trouble and prompt repliies. patience is a VIRTUE bestowed on humans only USE IT. Edited by - yil on 4/10/2004 3:49:56 PM
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engmar

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17

Saturday, April 10th 2004, 5:46pm

Hi again, IGx89. I _may_ have found a mod conflict, not expressed by &quot;reddening&quot; the mods´ entries in the FLMM list. I recently downloaded the Trent Starting Ships Light Fighter edition. This mod´s readme says it will work in either SP or MP. Possibly this is restricted to story-line play in SP, but this is not stated. I have not tried it in a sandbox server. When I use FLMM to apply OpenSP, the entry for the ship mod is not shown as conflicting. It will load. However, the mod is not present in-game. I have tried each of the ships in the pack, none would work. Maybe someone else can try this combination, just in-case my system is fubar´d =)
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IGx89

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18

Saturday, April 10th 2004, 6:14pm

Moonhead: Great! Glad you were able to discover the cause of the problem <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle>. yil: Open the script.xml file in Notepad, not the mod archive. The script.xml file is located in &quot;Program FilesFreelancer Mod Managermodsaugsmod&quot; (or whatever that mod´s folder is called). engmar: which OpenSP mod are you using? It shouldn´t conflict with the Xerx´s original OpenSP v1.1 mod, and I don´t think it would conflict with Chip´s OpenSP version either.
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GaryT

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19

Saturday, April 10th 2004, 7:25pm

Hi IG, Thanks for your help. Not what data files I need to add to get Chips Open SP to work. Should I open the mod with the SDK program? VERY new to this so please forgive my ignorance. BTW...the Chips Open Addon installs into FLMM without error. Oh the pain....the pain.
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engmar

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20

Saturday, April 10th 2004, 8:29pm

I am using Xerx´s OpenSP v1.1 In fact that is the only mod I am using at the moment.
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