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|ittan|

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41

Monday, April 19th 2004, 8:39pm

igx89 : a guy called aravis asks me to download a mod. i download it. i just try clicking on it. flmm replies &quot; invalid archive&quot;. when i check the format it was in rar. surprised as i was i told him abt the error and he corrected it. it would be better if you could include this small detail in the readme/faq , section. regard ittan_v ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ <b>You can try anything because man made this game. But dont mess with creation </b>
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42

Monday, April 19th 2004, 8:46pm

igx89 : having trouble with freelancer physcis changer when i try to activate it. flmm gives the following error : Error: FLMM has determined that ´Freelancer Physics Changer´ won´t properly activate. Error: Unable to find section (1 rep): [Loadout nickname = msn_playerloadout archetype = ge_fighter equip = ge_gf1_engine_01 equip = shield01_mark01_lf, HpShield01 equip = ge_fighter_power01 equip = ge_s_scanner_02 equip = ge_s_tractor_01 equip = ge_s_thruster_01, HpThruster01 equip = li_gun01_mark01, HpWeapon01 equip = li_gun01_mark01, HpWeapon02 in ´D:Program FilesMicrosoft GamesFreelancerdatashipsloadouts.ini´ whats wrong here. i dont understand head or tail of this. ittan ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ <b>You can try anything because man made this game. But dont mess with creation. </b>
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43

Wednesday, April 21st 2004, 11:32am

Ah sorry poeple, that link is still to my host of downloading (free bandwidth from him <img src=smilies/icon_smile_big.gif width=15 height=15 border=0 align=middle>). If you are a 56ker, or impatient, ensure the original is still there first and then download this file (open from location if you like) and it will overwrite the old wrong file....you will have to click on okay for overwriting the mod etc!! <A href=´http://www.pathfinderstudios.com/ChipsOpenSPversionFIX.zip.flmod´ Target=_Blank>7kb patch for Chips Open SP</a> If you would prefer a whole download etc, then delete the old one, and download the full 2meg version here instead. <A href=´http://www.pathfinderstudios.com/ChipsOpenSPversion.zip.flmod´ Target=_Blank>Download here</a> Sorry for the hijack of thread IGx, let me know if you want me to remove this instead! <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> Edited by - Chips on 4/21/2004 10:34:02 AM

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44

Wednesday, April 21st 2004, 12:03pm

ittan_v: Try doing Restore Backups, and if that doesn´t work just re-install Freelancer (or re-install the FLSDK) Chips: No problem; thanks for fixing it so quickly and not complaining about me breaking your mod <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle>.
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|ittan|

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45

Thursday, April 22nd 2004, 4:06am

that didnt work either. i tried it but it still gives me the same error. ittan
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IGx89

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46

Tuesday, April 27th 2004, 7:48pm

Even re-installing Freelancer didn´t help? Try re-downloading that mod; maybe it was corrupted or maybe there is a newer version of that mod available. ------------------------------------ <A href=´http://lancersreactor.org/t/forum/topic.asp?Topic_ID=10016&amp;Forum_ID=30´ 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
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firebase

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47

Monday, May 3rd 2004, 2:11am

igx89, found a bug... if it is a bug... i wrote this script line that appends in the infocardmap.ini under INTERFACE folder... Map = 0 ;GENERATEXMLRES(&quot;&lt;xml&gt;blah blah some long xml string blah blah &lt;/xml&gt;&quot; ), 0 ;GENERATEXMLRES(&quot;&lt;xml&gt;blah blah some long xml string blah blah &lt;/xml&gt;&quot; ) This is what i would like the above to appear after activation... Map = 1234564, 1234565 then i looked at the generated number which replaces 0... it has only one number ... Map = 4568443 &lt;--- Number is not real, example only now, i loaded FLED ID... i looked upon that number and guess what? this is how it looks at FLED... <font size=1 face="trebuchet ms"><BLOCKQUOTE><hr size=1 noshade>&lt;xml&gt;blah blah some long xml string blah blah &lt;/xml&gt;, 0 ;GENERATEXMLRES(&quot;&lt;xml&gt;blah blah some long xml string blah blah &lt;/xml&gt;&quot; ) <hr size=1 noshade></BLOCKQUOTE></font><font face=´trebuchet ms, Verdana, Arial, Helvetica´ size=2> Don´t know it is a bug in FLMM... or FLMM doesn´t recognize the comma for termination of the GENERATE###RES command. A help would gladly appreciated... BTW... 1.31 doesn´t seem to know how many i edited a certain file and is reporting that it has no backups when there is a backup present... Anyway a restore backup fixes things up... its just annoying that when you deactivate a mod it always reminds you to restore the back-up files... <font size=1 face="trebuchet ms"><BLOCKQUOTE><hr size=1 noshade><A href=´http://www.lancersreactor.org´ Target=_Blank><img src=´http://www.sharemation.com/firebase/Freelancer/FBTSymbol64x64.jpg ´> a message from firebase...</a> <hr size=1 noshade></BLOCKQUOTE></font><font face=´trebuchet ms, Verdana, Arial, Helvetica´ size=2> Edited by - Sun Striker on 5/3/2004 1:15:17 AM
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IGx89

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48

Tuesday, May 4th 2004, 5:46pm

I never knew there was a line that required more than one resource ID, and thus FLMM only is coded to look for one macro per line. Is that place the only location where more than one resource ID is required in one line, or are there more? Could you elaborate more on that &quot;no backup exists&quot; problem? Does it just happen for one file, just your mod, or other mods too? If you have another computer, can you replicate that problem on it?
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firebase

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49

Friday, May 7th 2004, 11:38pm

Map = 123546, 123457 the first number is used as the data of a base such as its diameter, etc. The second one is the descriptio of a base/planet. Those two numbers are being used as identifiers on what base , actually the first one is the important one, you are looking for info... it is the basis for what the palnet is selling or buying... I will e-mail you the code so you can take a look at the &quot;No back-up&quot; issue. <font size=1 face="trebuchet ms"><BLOCKQUOTE><hr size=1 noshade><A href=´http://www.lancersreactor.org´ Target=_Blank><img src=´http://www.sharemation.com/firebase/Freelancer/FBTSymbol64x64.jpg ´> a message from firebase...</a> <hr size=1 noshade></BLOCKQUOTE></font><font face=´trebuchet ms, Verdana, Arial, Helvetica´ size=2>
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firebase

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50

Monday, May 10th 2004, 11:50pm

IG, did you receive my e-mail... <font size=1 face="trebuchet ms"><BLOCKQUOTE><hr size=1 noshade><A href=´http://www.lancersreactor.org´ Target=_Blank><img src=´http://www.sharemation.com/firebase/Freelancer/FBTSymbol64x64.jpg ´> a message from firebase...</a> <hr size=1 noshade></BLOCKQUOTE></font><font face=´trebuchet ms, Verdana, Arial, Helvetica´ size=2>
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kaegogi

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51

Friday, May 14th 2004, 11:15pm

IGx89, I´ve got a few questions. I recently released my first mod and I designed it to try and have it work with as many other mods as possible. My problems really stem from trying to get it to be compatible. 1. Is there a way to have FLMM ignore empty lines in an ini file? I ask this because some of the large mods out there have deleted some of the empty lines between system ini entries and FLMM won´t do a replace because it can´t find entries specified in the script. example: from Evo 1.27: [EncounterParameters nickname = tradelane_armored_prisoner filename = missionsencounters radelane_armored_prisoner.ini [EncounterParameters nickname = tradelane_trade_armored filename = missionsencounters radelane_trade_armored.ini from FLRebalance: EncounterParameters nickname = tradelane_armored_prisoner filename = missionsencounters radelane_armored_prisoner.ini [EncounterParameters nickname = tradelane_trade_armored filename = missionsencounters radelane_trade_armored.ini As you can see the rebalance mod took out the space. In order to replace these entries with a script I can only be compatible with one or the other. 2. Is there a way to include more than one script that can be referenced from an initial script option box? So if I write a script for Evo and another for rebalance I can have another script that activates first then lets the player choose which mod he/she wants mine to be compatible with. Their selection would grab one of the other scripts and actually apply it to FL? 3. Is there a way to have an option selected activate more than one data section? I tried to make an option box that allowed the player to select stand alone 1:0 or compatible with evo 1:1. The problem was I had three different data sections that I had to put the option= line in and only one got activated. 4. Are there any other commands or methods that are usable in scripts that will be read by FLMM? At the moment I´m really only aware of 4: replace, sectionreplace, append, sectionappend. I went on the web and tried to find more but my knowledge of xml and programming in general is very small and everything I found was beyond me. Thanks for the great tool and for taking the time to help out.
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IGx89

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52

Monday, May 17th 2004, 6:26pm

Sun Striker: (I got it) kaegogi: 1: Are you using FLMM v1.31? I don´t believe you should have that space problem if you´re using that version; if you are, it´s a bug and I´ll fix it asap. 2: You could just create one mod with three scripts: the main script would show the option dialog, and the other two´s data sections would activate according to their options attributes. 3: Yes, all data sections whose options attributes match up with the selected options should activate. If you want, you could send me a mod showing that problem, and I´ll try to discover the problem. 4: Load FLMM and go to &quot;Help/How Do I...&quot; for all the info you could need <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle>.
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kaegogi

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53

Tuesday, May 18th 2004, 11:46am

@IGx89: I´m at work so I can´t say exactly what version I´m using but that´s probably my problem. I figured out the options= deal by looking at the Chips´ OpenSP mod, so I´ve got that working now. Good to know about being able to use multiple scripts, tha
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54

Tuesday, May 18th 2004, 7:38pm

Ah, ok. Have you looked at the included Adv. Beam Weapon Mod? It illustrates the xmldata sections for use with infocards, if that´s what you´re looking for. As for that unknown variable problem, the next version of FLMM (no eta yet, not real soon) will allow you to do that, by basically eliminating the &lt;dest&gt; section.
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kaegogi

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55

Tuesday, May 18th 2004, 11:37pm

No, I´m afraid I deleted that one a while ago. But I´ve got generating the info cards and ids names down from reading the help section. The problem with me trying to explain myself here is that I don´t have a clue as to the proper terminology programmers use. I´ll try my best to explain what I´m asking. <font size=1 face="trebuchet ms"><BLOCKQUOTE><hr size=1 noshade> For instance could I reference an image for info cards, can I set links that would show up in infocards or names to exterior documents, can I set a link that would run a script from in the game etc. <hr size=1 noshade></BLOCKQUOTE></font><font face=´trebuchet ms, Verdana, Arial, Helvetica´ size=2> OK, I believe xml is used for web page development or design. I know that you can link to documents, images, other web pages with the programming language used in web pages. Info cards also use xml. What I´m wondering is: 1. can I link to an image in an info card? ex: &lt;image file=&quot;dataimagescoolpic.jpg&quot; method=&quot;open&quot;&gt;&lt;/image&gt; results: displays coolpic.jpg in the info card or a imageviewer. 2. can I link to a document? ex: &lt;link file=&quot;datadocsplayernotes.txt&quot; method=&quot;open&quot;&gt;notes&lt;/link&gt; results: opens a txt file for a player to take notes. 3. can I link to another script? ex: &lt;link file=&quot;flmmmodslackmarketlevel4_script.xml&quot; method=&quot;run&quot;&gt;level 4&lt;/link&gt; results: when a player reaches level 4 he clicks this link and another script is run from flmm that elevates the level of enemies, missions etc. I hope that´s a little easier to understand. I know most of this is probably impossible because FL doesn´t support it but I just want to see if there´s anything else that can be done with xml. Thanks for your patience. I know how it can be trying to get what someone that doesn´t know what he´s talking about is trying to say and I appreciate you continuing to try to help.
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IGx89

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56

Wednesday, May 19th 2004, 9:11am

Unfortunately, I don´t think any of that is possible. Freelancer uses XML to do the formatting in its infocards, and might or might not support pictures; I don´t know, but probably not. FLMM just activates and deactivates mods, and doesn´t interact with Freelancer at all while its running. You can have multiple scripts in one mod, but FLMM internally attaches them together and treats them as one huge script.
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Zaron

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57

Friday, May 21st 2004, 1:11am

Hello everyone. This is my First post on LR forums! IG I have a question for you. I am using FLMM 1.2 and I have activated the Freelancer:The Next Generation Mod 1.70 Final Release, and it works fine. I have been playing the mod for a while now and I notice that the mod really dosn´t edit the cruise engine speed. I checked the mod list and the speed 3000 mod is not incompatable with TNG. so I tried activating the speed 3000 mod on top of the TNG mod and I got this error, Error: problem activating ´Speed 3000 Mod´ on test run Error: Unable to find a section in ´D:Program FilesFreelancerdataconstants.ini´ what is going on? what does that mean? also I have another question for you. I used to play Descent 3, and I loved how you could import a picture to show on the hull of your ship as your symbol. and you could also import sounds to be used as custom taunts, which were activated in game by a hot key. and if other players did not have these pictures or sounds, the game would have them automatically download them so they could be seen and heard. and the game made sure you didn´t import anything too big so that the file transfer wouldn´t lag the game. maybe a brief second or two of lag... is there an existing mod that can let you do these things, and if there isn´t, is it possible to make such a mod? if it is possible I would ask that someone please make it. I am not a mod maker, I just play the game.... even unreal tournament allowed a server to use custom files and would have joining players download the needed files on the fly. I really would like to see a mod that adds this ability to the game.
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IGx89

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58

Saturday, May 22nd 2004, 9:04am

First of all, update to FLMM v1.31: it fixes a TON of bugs from 1.2. Once you´ve upgraded, try again; if it still doesn´t work but still says both mods are compatible, deactivate both mods and do &quot;Tools/Restore Backups&quot;, and try again. If it still doesn´t work, then you´re out of luck, unless you want to manually mod the file (actually very easy if you know what to do). Auto-downloading of stuff like that is impossible in Freelancer; the game just doesn´t allow that. But, if there´s a Freelancer 2, maybe it´ll allow that.
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Darkwolfsurvivor

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59

Saturday, May 22nd 2004, 2:09pm

IGx89 Great prog!! But now I´ve got a problem trying to run Freelancer. If I don´t have at least one Mod activated through FLMM 1.3 then I can´t get past the initial Freelancer splash screen before being dumped back onto the desktop!!! Otherwise, (With Mods activated) it loads just fine. Any ideas as to why? Thanks.
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IGx89

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60

Saturday, May 22nd 2004, 2:46pm

Thanks <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle>. Deactivate all mods, do &quot;Tools/Restore Backups&quot; and &quot;Tools/Delete Autosave&quot;, and see if that works. If it doesn´t, re-install Freelancer and/or move/delete the saved games in My Games/Freelancer/Accts/SinglePlayer. Edited by - IGx89 on 5/22/2004 1:47:17 PM
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