Freelancer Mod Manger 1.5 beta 1
I’m happy to announce the first beta release of FLMM 1.5.
I took over the project from Matthew “IGx89″ Lieder and will continue its developemnt by implementing new features and bug fixes.
The biggest addition in 1.5 beta 1 is the brand new mod updater.
Check the HowTo and FAQ in order to find out how to make use of it.
To make it easier to fix bugs I’ve set up a bugtracker which you should use for bug reports and feature request.
You’ll need to register an account in order to use it.
-> FLMM Bug Tracker
-> FLMM v. 1.5 beta 1 download
Edit: I’ve moved the Bug Tracker so it might be not accessible the next hours.

n1 mausi
March 1, 2009 10:15 PM by Bas
Nice work crazy!
March 3, 2009 9:51 PM by /\zz/\
Nice work we needed this for a while. Keep posted on teh upgrades please.
March 7, 2009 2:55 PM by dexter200031
Hello crazy!
It’s nice to see that someone picked up where IGx89 left off. I’m sure a lot of players appreciate your efforts.
A little more information about what you did, added, changed, etc. and are planning to do would be nice to see here.
And do you know if it’s Vista compatible?
Thanks from bp
March 16, 2009 3:24 AM by bakedpotato
Hoi,
it should be working under Vista.
The changes are listed in the readme.txt but I’ll post them here too when beta 2 will be released (in a few days I guess).
What will be added in future versions depends on feature requests on the BT.
March 24, 2009 3:55 PM by Crazy
Before it just ran fine.
but now every time the picture comes up I get an error (because I hear a computer error sound).
But I cannot see it lolz… because the pic is in the way.
and 1.4 Beta 4 works fine.
But nice done anyway
April 12, 2009 11:31 PM by Kebab
Ups.. sorry fixed the problem:
Rebooted my PC then it asked me were the folder was again and I located it.
Seems like I changed the destination and the error was a result of not knowing were it is.
hehe…
April 12, 2009 11:54 PM by Kebab
FLMM 1.5 beta stop working on my computer. I don’t what problem is with program, because it stopping work on start screen… :]
May 13, 2009 6:21 PM by SpectreLN
P.S. Reinstalling didn’t solve problem… :]
May 13, 2009 6:22 PM by SpectreLN
I can’t seem to get my discovery freelancer mod to work anymore… keeps saying it can’t find intro.ini in data/universe/intro… i checked and the file’s there. guess i’ll just stick to 1.4 or 1.31 for now.
June 5, 2009 7:31 PM by Someduder
could someone pls advise me on how to do this step by step (sorry newby) have downloaded beta but not sure what to do from there cheers.
June 15, 2009 4:55 PM by eil
I have been playing version 1.5 and got to the Alaska where I kill the Chancellor and the game shuts down. Is there anyone else having this problem????
June 29, 2009 9:26 PM by Wayne P. Hicks
@ eil
You just start FLMM, choose a mod you want to use and activate it.
@ Wayne P.
As already said in the BT that sounds like a custom mod issue.
@ SpectreLN
That’s fixed in the next version.
July 7, 2009 9:12 AM by Crazy
Can you reupload it? The link is down.
September 29, 2009 4:06 AM by Johnpeter
I’ve reuploded it .. Remeber that it’s a beta version which has bugs!
October 4, 2009 8:51 PM by Crazy
I like that you’ve continued this project, but FLMM 1.5 Beta 1 has been up for many months now. Are you still working on the second beta version or something?
October 18, 2009 12:26 AM by Klaw117
The main problem is that I still can’t access my old HDD raid array on which I’ve got the source code.
I’m still working on restoring my data.
October 18, 2009 2:50 AM by Crazy
Just installed it. Activated FLU Addon 1.7 fine.
Thanks
November 1, 2009 12:01 AM by Oliver Pechey
Problem with it locking the Freelancer ini file and you have to kill the exe and un mark it as read only then undo the mod.
November 28, 2009 4:57 AM by TErry Seevers
Well that’s a known bug in beta 1.
You could just unlock your Freelancer.ini and then click on the OK Button (there’s an error window behind the splash screen).
Pretty silly bug that’s for what we’ve got an open beta. Sadly I still can’t access my HDD where I’ve got the source code so I can’t release beta 2.
December 1, 2009 11:12 AM by Crazy
I have a problem and that I have written my mod in xml and am now on the string resources limit.
And in howto.html stay.
FLMM will automatically add those strings into a custom dll, and put the right IDs in! You can use those functions in your mod script OR in actual ini files included with your mod. If you’re doing the latter, use the “copyfile” method for that file, with scanfile=”true”. NOTE: There is a limit of 2000 on the number of unique string resources, and 2000+ (?) on the number of unique XML resources. If you reach that limit, put yourself into an insane asylum because you’d have to be crazy to type that many unique macros . Seriously though, that’s an arbitrary limit, and can be changed in new versions of FLMM if required.
Thanks in Advance
January 19, 2010 4:44 PM by dirk
…any luck in restoring the source code? Beta 1 has been up for almost 16 months…
June 25, 2010 12:57 PM by ConMan8
Yep, as posted on TSP I was able to restore it.
I guess I will continue to work on it in some weeks/months.
July 3, 2010 1:38 AM by Crazy