Added '/activateandlaunch="somemod"' and '/activateandlaunchserver="somemod"' commandline arguments - now you can make shortcuts that deactivate all mods, activate the specified mod, launch the game, and deactivate everything once the game exits (thanks to Louva-Deus) Added the aforementioned "numTimes" attribute to the "sectionappend" method (thanks to PyRo) Implemented and tags to make using the GENERATExxxRES macros even more convenient look in the documentation for the details #Freelancer mods for flmm mod#Added an "exclusive" attribute to the header tag, forcing all other mods to be deactivated while that mod is active Enhanced the Mod Option dialog to allow virtually unlimited mod options! Added "newfile" attribute to most ini-modifying methods, to allow a script to easily create new ini files Improved debugging information displayed when errors in mods occur Added an optional yes/no prompt containing mod-specific info (like a notice or disclaimer) that's displayed when installing a new mod Sped up the activation of mods that use multiple tags per ini file. Added new functionality to the fileappend/filereplace methods: they can now append/replace the same thing to specific sections Added IgnoreErrors attribute to the tag, which tells FLMM to ignore any errors that happen when activating that data tag Added support for mod "options"! Now mods can display a dialog letting the user choose different options, like story/nostory, weird costume/regular costume, etc. Enhanced the detection of multiple instances of the program, and allowed the second instance's arguments to be dynamically passed to the first instance Reduced the memory usage by about 30%, and made it load faster, compared to v1.2 Added the names of some donors to the About dialog. A much-requested feature: added the "numTimes" attribute to the "filereplace" method if numTimes=0 (default is 1), then that operation will be repeated until the end of the file! (thanks yet again to Jeffrey for convincing me to add that feature ) Methods that modify freelancer.ini, and files that aren't mentioned in the mod script, now have priority before everything else (thanks again, Jeffrey!) I made umlimited the maximum number of Section, Dest, and Source tags within one Data tag (thanks, Jeffrey Kwasha!) Fixed a problem that occurred when using both a custom dll and the GENERATExxxRES macros together (thanks again, Crabtree!) Improved the detection of mod conflicts (taking into account custom dll's) Fixed a problem that occurred when using 82 GENERATEXMLRES macros or 1312 GENERATESTRRES macros (thanks, Crabtree!) You can now use the newline character (\n) in the GENERATExxxRES macros Fixed some bugs that caused GENERATEXMLRES to not work correctly Added a notice in the installer that using mods on most multiplayer servers is considered cheating, and has serious consequences You now can activate mods by pressing the spacebar Added keyboard shortcuts for a number of menu commands (example: Ctrl-F now launches Freelancer) It can unzip multiple mod archives at once! You can now drag and drop mod archives (*.flmod files) onto the mod list control. When deactivating a mod that requires other mods to also be deactivated, FLMM prompts the user to continue Added a right-click menu to the mod list, which lets you open up that mod's folder and view some statistics Added more debugging information to XML parsing and "append" method error messages "append" (and thus "sectionappend" now works if the found section doesn't end with an empty line Made "append", "fileappend", and "sectionappend" methods the same (doesn't require any changes in mods) This is just v1.21 beta 11 with a few more bug fixes it is now stable enough to warrant moving out of beta-testing Fixed two bugs that slipped through: numTimes > 1 now works, and custom DLLs are now properly listed in freelancer.ini If it's not in there, or if you have any bug reports or suggestions, e-mail me at: (make sure you have "Freelancer", "Mod Manager", or "FLMM" in the subject to get past my junk mail filter!) If you have a question, look in the included FAQ document for your answer. #Freelancer mods for flmm how to#Goto "Help\How do I." to find out how to make mods work with FLMM, whether you're an end-user who wants a non-compatible mod to work with FLMM, or a mod-maker who wants to make his mod work with FLMM. #Freelancer mods for flmm install#It also lets you download and install mods with one click from a web page, by use of a custom file format (). It backs up files before modifying them, and does three levels of error detection before activating a mod. Tired of all the effort it takes to apply mods? Freelancer Mod Manager changes all that by letting you instantly and easily activate and deactivate mods whenever you want.
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