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SUBSIM: The Web's #1 BBS for all submarine and naval simulations! |
10-07-2009, 12:38 PM
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#31 |
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Sonar Guy
![]() Join Date: Aug 2004
Location: Linkoping, Sweden
Posts: 399
Downloads: 77
Uploads: 0
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Outstanding chief!!!!!
You know your sofware is the key to all modding at this community! Wthout it creativity would suffer! <Salute> /OB
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![]() SHIV:TM 2.0, RSRD SHIII: GWX3 GOLD, OLCII Gold, ACM-reloaded interface mod, SHIIIcmndr 3.2, Full Realism/DiD |
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10-12-2009, 05:33 AM
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#32 |
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Ace of the Deep
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Thank you very much for the "mods prolfile load and Save" makes life very much easier for film makers, very much appreciated
This feature makes is very easy to switch between "sets" of mods between film making sessions a great addition. I have some mods which I use for internal shots and some for external and some alternative mods which clash and I am forever adding and removing mods between sessions. Cheers Aces |
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10-12-2009, 07:46 AM
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#33 |
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Ocean Warrior
![]() Join Date: Apr 2005
Location: Carmel, Indiana
Posts: 3,150
Downloads: 284
Uploads: 11
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The mod profile feature is terrific. It makes testing a lot easier.
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Irish1958
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10-20-2009, 05:52 AM
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#34 |
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Planesman
![]() Join Date: Feb 2009
Location: minnesota
Posts: 189
Downloads: 25
Uploads: 0
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Is this file allowed to be hosted elsewhere? If so I'd like permission to put this in our utility section one the filefront silent hunter site!
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http://silenthunter.filefront.com/We accept all types of Silent hunter mods, utility and tutorial items too. |
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10-20-2009, 06:02 AM
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#35 | |
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Navy Seal
![]() Join Date: Apr 2005
Posts: 5,564
Downloads: 19
Uploads: 0
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Quote:
BTW, pretty swish looking FF page.
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Download the JSGME Generic Mod Enabler |
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11-01-2009, 02:06 AM
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#36 |
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Navy Seal
![]() Join Date: Apr 2005
Posts: 5,564
Downloads: 19
Uploads: 0
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Two things FYI...
1) I plan on releasing a small maintenance update in the next day or so. It's an addition of about 5 lines of code only, but it will help third-party programmers that interact with JSGME (and there are a few). 2) I'm thinking of re-doing the Help file. Yeah, "why?" you may ask considering no-one reads it, but at least if I do I'll feel more comfortable and confident responding to questions with "RTFM". Oh, one quick question. Currently JSGME gives an error message if you attempt to disable a mod when subsequently-enabled mods have overwritten same files. You have to then decide yourself what to do next. My question: would it be an improvement if JSGME advised you of the problem and then gave you the option to disable the subsequently-enabled mods first, as well as the one you want to disable? For example: Code:
"My Mod 1" cannot be disabled as "My Mod 2", "My Mod 3" has overwritten files and must be removed first. Would you like to disable these mods?
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Download the JSGME Generic Mod Enabler |
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11-01-2009, 11:50 PM
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#37 |
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Navy Seal
![]() Join Date: Apr 2005
Posts: 5,564
Downloads: 19
Uploads: 0
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JSGME v2.3.1 is now available from http://jonesoft.jaennahre.com or via JSGME's Update feature.
Changes:
Follow the same installation instructions as you did with 2.3.0. Curiously, has anyone adopted the single central installation of JSGME? Or are you still installing separate copies?
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Download the JSGME Generic Mod Enabler Last edited by JScones; 11-02-2009 at 12:00 AM. |
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11-02-2009, 12:24 AM
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#38 |
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Ocean Warrior
![]() Join Date: May 2003
Location: Midlands, UK
Posts: 2,737
Downloads: 20
Uploads: 0
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I've been using separate installations (per game directory) for several different games for quite a while now... not sure what version I'm using though... looks like v2.2.0.120.
Great bit of software fella Might have a go with a central install - will have to figure out which games I'm using it on first though
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when you’ve been so long in the desert, any water, no matter how brackish, looks like life ![]() |
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11-02-2009, 04:35 PM
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#39 | |
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Chief of the Boat
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Quote:
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Stop following me...I'm lost!! GWX3.0 Download Page http://www.mediafire.com/myfiles.php?r=nkjkl#j35rkcr24g8d2 GWX Website/Home Page Donation/instant access to GWX (Help SubSim) http://www.subsim.com/subsim_files/gwx_donation1207.php
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11-06-2009, 02:53 PM
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#40 | |
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Captain
![]() Join Date: Feb 2009
Location: Drinking a cold one in Davey Jone's locker.
Posts: 487
Downloads: 26
Uploads: 0
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Another thorough and consiece job. DL now. Thanks Jaeson.
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Quote:
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11-06-2009, 11:41 PM
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#41 |
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Engineer
![]() Join Date: Nov 2002
Location: Wisconsin
Posts: 206
Downloads: 97
Uploads: 0
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concerning the following:
>>My question: would it be an improvement if JSGME advised you of the >>problem and then gave you the option to disable the subsequently-enabled >>mods first, as well as the one you want to disable? For example: I'd put my vote in for 'YES', I think that would be very useful in keeping one's game files from become corrupted/unuseable due to frequent mod changes. another feature I'd like to see is to include a facility for a mod description and perhaps screenshot, as it can become confusing what's what sometimes. Alltogether tho, thanks for a GREAT product. l8r, artao
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l8r, artao
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11-07-2009, 03:59 AM
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#42 | ||||
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Navy Seal
![]() Join Date: Apr 2005
Posts: 5,564
Downloads: 19
Uploads: 0
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Quote:
Quote:
Quote:
You can also right-click a mod to view its readme files, assuming the modder has added them to a folder called "documentation". Again, from the readme: Quote:
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Download the JSGME Generic Mod Enabler |
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11-07-2009, 04:27 AM
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#43 |
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Engineer
![]() Join Date: Nov 2002
Location: Wisconsin
Posts: 206
Downloads: 97
Uploads: 0
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AWESOME! sorry, missed that
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l8r, artao
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11-07-2009, 10:45 AM
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#44 |
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Watch Officer
![]() Join Date: Jan 2007
Posts: 339
Downloads: 76
Uploads: 4
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Actually, some images would be great for my skin collection. I often change skins using JSGME, but have to open each folder manually and click the images to be sure which is which.
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11-07-2009, 03:47 PM
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#45 |
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Navy Seal
![]() Join Date: Apr 2005
Posts: 5,564
Downloads: 19
Uploads: 0
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You can place image files in the mod's "documentation" folder. They'll show when you right-click on the mod name and can be opened just like other files.
Not a thumbnail view, but better than nothing.
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