SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
05-28-07, 03:43 AM | #31 | ||
Navy Seal
Join Date: Apr 2005
Posts: 5,501
Downloads: 19
Uploads: 0
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05-29-07, 08:36 PM | #32 |
Medic
Join Date: Jan 2004
Location: Arizona, USA
Posts: 159
Downloads: 294
Uploads: 0
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Thanks for your work on this as always
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I joined the U S Navy in 1964. Saw the world and a lot more. |
05-29-07, 11:28 PM | #33 |
CINC Pacific Fleet
Join Date: Sep 2003
Location: Down Under
Posts: 32,747
Downloads: 171
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Thanks Jaesen!
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Sub captains go down with their ship! |
05-30-07, 12:51 AM | #34 |
Sea Lord
Join Date: May 2006
Location: U-73
Posts: 1,638
Downloads: 618
Uploads: 0
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Hi Jaesen,
I'm missing this little feature of former versions which shows the icons of the associated progs: I know - it's not that important but I liked it. SSB |
05-30-07, 03:10 AM | #35 | |
Navy Seal
Join Date: Apr 2005
Posts: 5,501
Downloads: 19
Uploads: 0
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Actually I lost the code and was too lazy to re-write it. But it will only be noticed if someone points it out. |
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06-02-07, 02:16 AM | #36 |
Navy Seal
Join Date: Apr 2005
Posts: 5,501
Downloads: 19
Uploads: 0
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Guys, I've uploaded v1.6.1. This minor update now correctly returns removed files where the game has recreated them after removal. More an issue for CFS3 or other games that recreate removed files.
SH3/SH4 users won't notice a difference between 1.6.0 and 1.6.1, but if you use JSGME with other games, I'd recommend getting it. Simply install over your current 1.6.0. No need to disable any mods UNLESS you are running a version prior to 1.6.0. Sorry for any inconvenience. |
06-07-07, 07:32 PM | #37 |
Navy Seal
Join Date: Apr 2005
Posts: 5,501
Downloads: 19
Uploads: 0
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Thanks to FritzHeinz, a Netherlands JSGME language pack is now available via my website (Products page).
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06-08-07, 05:20 AM | #38 |
Ace of the Deep
Join Date: Jul 2002
Posts: 1,134
Downloads: 93
Uploads: 0
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I have 5 installs of SH3.
Each install has its own JSGME ranging from version 1.4.1.50 to version 1.5.0.60. Can I upgrade to version 1.6.1 by simply installing to my existing MOD directories or will I need to rollback my SH3 Commander changes, backout my mods, create a clean MOD directory, repopulated the MOD directory with my mods, and then finally reapply my desired mods? Thanks.
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War games, not wars! --- Only a small few profit from war (that should not stand)! |
06-08-07, 05:22 AM | #39 | |
Navy Seal
Join Date: Apr 2005
Posts: 5,501
Downloads: 19
Uploads: 0
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1. rollback SH3Cmdr 2. disable all mods 3. install latest JSGME 4. enable mods again |
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06-08-07, 03:24 PM | #40 | |
Watch
Join Date: Feb 2007
Location: Holland
Posts: 28
Downloads: 2
Uploads: 0
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06-08-07, 10:58 PM | #41 |
Navy Seal
Join Date: Apr 2005
Posts: 5,501
Downloads: 19
Uploads: 0
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I have to ask - I've had a prototype v2 under development for about 18 months now (maybe longer). It works exactly the same, with the exception that you install it into *one* central location and enter the paths to your games via the JSGME interface.
So all your mods for all your games are stored centrally under one copy of JSGME. All you do is select the game you want to mod and JSGME will take care of the rest. Is anyone interested in this approach, or is everyone happy with the current approach of one copy of JSGME per game? |
06-09-07, 12:58 AM | #42 |
Ace of the Deep
Join Date: Jul 2002
Posts: 1,134
Downloads: 93
Uploads: 0
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Although as a systems person I can appreciate the logic and elegance of a single consolidated mod manager, from a file management perspective for my games, I prefer everything essential for game play to the greatest extent possible simply to reside under a single game directory tree.
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War games, not wars! --- Only a small few profit from war (that should not stand)! |
06-09-07, 03:14 AM | #43 | |
Ocean Warrior
Join Date: Jul 2006
Location: Reading UK
Posts: 3,473
Downloads: 90
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06-09-07, 08:01 AM | #44 | |
Commander
Join Date: Feb 2007
Location: UK
Posts: 473
Downloads: 411
Uploads: 0
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Quote:
I have 5 separate versions of SH3 installed - one standard/vanilla and the other 4 each with a different "super-mod" - plus SH4. Each has it's own separate installation of JSGME. There is some duplication of mods among the versions of SH3 which would make a central reservoir of mods the more efficient and smallest option ( in terms of disk space ) but there are also mods within each JSGME specific to that particular "super-mod" I have to say that I find JSGME so good and simple to use that this arrangement offers no inconvenience whatsoever; and mod files ( apart from super-mods and, perhaps, large sound/music files ) tend to be of a size which doesn't make a dent in the HD capacity of many modern systems. That said, a hugely interesting concept, if it can be constructed to prevent players from installing non-compatible mods. But, of course, knowing the quality of your work you've probably included that already and selecting a game to be modded automatically brings up only a list of mods from the central "store" which are compatible with that particular game. I'd be really interested to see this new version in action. Last edited by Von Manteuffel; 06-09-07 at 08:24 AM. |
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06-09-07, 11:18 AM | #45 |
Sea Lord
Join Date: Mar 2007
Location: La Paz, Bolivia
Posts: 1,956
Downloads: 259
Uploads: 51
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It would be very nice to be able to manage all the mods from a central JSGME.
would make it much easier for people with more than 1 moddable game or multiple SH3 installations. CapZap
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