I forgot one setting. I have updated the readme in the link. Or you can just copy it from here:
a final setting to do with rotating the textures. If you are pinning certain textures to certain maps/flag positions,
then it may be that you don't want this texture to be included in the rotation. For example you might have a texture
that has the name of a map, so you sure wouldn't that to be rotated in other maps. So you tell the texture that it is
"pinned". This will exclude it from the rotation. Here are our current 2 texture lines, and in this example we tell
the COOL texture to be excluded from the rotation.
mTex[0]=myFlags.Flag.COOL,pin=true
mTex[1]=myFlags.Flag.MFM
Edited: Oh yeah, another point (I'm remembering this stuff because I am putting in some new flag positions for some maps). The x, y, z, pitch, yaw, and roll values may have a lot of decimal points when you are in the UnrealEd, but you don't need all those decimal points. Rounding them off is close enough. For example in the UnrealEd the position values might read
x=-267.317017
y=1733.130737
z=-359.809665
but just round them off in the medFlag.ini, so for example
mMap[0]=DM-Agony,x=-267,y=1733,z=-360
If you ever get this going, let me know when it is running somewhere. It will be interesting to see your choice of images and flag locations. It is a chance to show your inner artisté I think.