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Old 09-07-08, 12:37 AM   #16
JScones
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FYI again, for v3.0 I'm looking at totally re-doing the interface. The current interface is 10 years old. So, if you have any suggestions on improved layout/presentation, pls let me know. Alternatively, if you are just peachy with it as it is now, just let me know.
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Old 09-07-08, 06:33 AM   #17
Rhodes
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Thank You
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Old 09-07-08, 09:50 AM   #18
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Quote:
if you are just peachy with it as it is now, just let me know.
Well I am certainly happy with the way it is, I can't think of any other features that will improve it except for being able to enable mods to folders outside the bounds of the games folder structure! Would have to have something like an ini file within each mod folder that directed where the mod would load.
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Old 09-07-08, 10:01 AM   #19
Laufen zum Ziel
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Many Thanks,

I look forward to any thing you do.

With your permission I will update SHA to mirror this.
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Old 09-07-08, 10:05 AM   #20
StarLion45
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yeah

I have D/L and installed that new JSGME thank you.
It's working perfectly:p
Thanks a lot my friend
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Old 09-09-08, 01:02 PM   #21
Myxale
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The best ever! TGlad to see it updated! Thanx a buch mate!

You
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Old 09-12-08, 09:55 PM   #22
JScones
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Quote:
Originally Posted by Laufen zum Ziel
With your permission I will update SHA to mirror this.
This is one reason why I have a License Agreement - pls check "JoneSoft.txt" for details of what you are allowed to do with my work.

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Quote:
- This software may be distributed freely on online services, bulletin boards, or other electronic media as long as the files are distributed in their entirety.
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Old 09-12-08, 10:01 PM   #23
JScones
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Quote:
Originally Posted by Reece
Quote:
if you are just peachy with it as it is now, just let me know.
Well I am certainly happy with the way it is, I can't think of any other features that will improve it except for being able to enable mods to folders outside the bounds of the games folder structure! Would have to have something like an ini file within each mod folder that directed where the mod would load.
:hmm: Why would you want to enable games mods outside of the game that uses them? Doesn't make sense to me.
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Old 09-12-08, 10:22 PM   #24
JScones
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I forgot to mention, I have developed an example Inno Setup file that exploits the new command line parameter feature of JSGME. It shows how to automatically disable and enable mods through JSGME and how to check the result (via JSGME.ini, as tmk Inno Setup doesn't handle interception of windows messages, at least not easily).

If you want a copy of the code, email or contact me through my website.

It's a framework, but it works and will be supplied "as is" with no warranty or support.
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Old 09-13-08, 10:47 PM   #25
kylania
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Quote:
Originally Posted by JScones
Quote:
Originally Posted by Reece
Quote:
if you are just peachy with it as it is now, just let me know.
Well I am certainly happy with the way it is, I can't think of any other features that will improve it except for being able to enable mods to folders outside the bounds of the games folder structure! Would have to have something like an ini file within each mod folder that directed where the mod would load.
:hmm: Why would you want to enable games mods outside of the game that uses them? Doesn't make sense to me.
Maybe something like having your game installed on your main drive but you load modules stored on your data drive since it has more space? Not sure myself, but I can see people doing that. I know my main drive is fast running out of space but I don't want to reinstall everything again heh
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Old 09-14-08, 09:09 AM   #26
Reece
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Quote:
Why would you want to enable games mods outside of the game that uses them? Doesn't make sense to me.
There are circumstances such as the Documents and Settings\your profile\My Documents\Sh3 where you may wish to change settings with certain mods, such as GameplaySettings.cfg, main.cfg etc. could also apply to other games as well, twas just a thought Jaesen!
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Old 09-15-08, 05:52 AM   #27
keltos01
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Great work ! thanks for a program without which modding would be hell !
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Old 12-28-08, 06:37 AM   #28
Anvart
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I have noticed that JSGME v2.2 connects mods (200 ... 500 MB) to "STALKER" more slowly than previous JSGME versions ...
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Last edited by Anvart; 02-28-09 at 08:49 AM.
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Old 01-06-09, 01:24 AM   #29
Killjoy12
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Have you given any thought to centralizing the location of JSGME such that it can be used by multiple games with only one installation of JSGME? What I'm thinking is something along the lines of

* A single installation of JSGME, say in C:\Games\JSGME
* Allow the user to register one or more games. Note that this can be as simple as the game name and its associated game path that gets saved in a master ini file.
* The user can then pick a game to work with from the list of registered games.
* The mods for that game would continue to reside in the MODS folder located in the appropriate game folder, and all existing functionality continues to work as it does today.

What I wish for is a single installation of JSGME. I find that I have about six or seven copies in various game folders that I need to update with each upgrade. Not a big deal, but since we're talking nice-to-haves, it would be nice-to-have. So I could just start JSGME from one location, and via a drop down, pick a game to work with from the list of "registered" games that I have created.

Just a thought.... Thanks for listening.


Quote:
Originally Posted by JScones
FYI again, for v3.0 I'm looking at totally re-doing the interface. The current interface is 10 years old. So, if you have any suggestions on improved layout/presentation, pls let me know. Alternatively, if you are just peachy with it as it is now, just let me know.
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Old 01-06-09, 01:39 AM   #30
Weiss Pinguin
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To be honest, the interface is pretty slick as it is. Simple, nothing complificated or messy. I'd love to be able to work several games with just one install, but if that would take something like a total rework of the GME, then I'd say it's perfect as is.
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