View Full Version : Update to JSGME coming soon...seeking suggestions
JScones
01-24-07, 10:00 PM
Over the last two years quite a few people have approached me seeking various language translations of JSGME.
I've never had the time to look into it...until now.
I am currently updating JSGME to support different languages (yes danlisa, even Cornish ;)). By default JSGME will still be in English, but players will be able to d/l very small language packs to turn JSGME into any language they want, or they can create their own language pack (I'll host any sent to me). I prefer this to the "d/l one and you get them all" approach, because frankly, I only want to use English, not 270 other languages, so why be forced to d/l them all?
Anyway, as it's been a while since the last JSGME update, I thought I'd also seek other feedback and suggestions.
So, if you have any comments, feedback, suggestions etc relating to JSGME, pls post them here.
**Feel free to post this on any other game forums that support JSGME - I know there's a few as I keep getting email relating to games that I have never even heard of, let alone those that I have!
Corrupt_File
01-24-07, 11:23 PM
So, uh, will these mods be able to be installed via JSGME? :lol:
Albrecht Von Hesse
01-24-07, 11:34 PM
So, uh, will these mods be able to be installed via JSGME? :lol:
:rotfl: :rotfl: :rotfl: :rotfl:
A possible extension:
Problem:
After installing NYGM Tonnage War V2.2 on my system, I needed to manually delete the files:
../data/Movies/Intro/Intro.wmv
../data/Movies/Intro/Logo.wmv
as zero length files would cause the game to not load.
Solution:
So, how about a file JSGME_Postscript that could contain basic commands such as:
RM data/Movies/Intro/Intro.wmv
RM data/Movies/Intro/Logo.wmv
to be run after the main copy of files, which in this case would delete the said files.
And a folder under the package folder called JSGME_Control that contains file(s) / folder(s) not to be copied with the package, such as the package ReadMe file(s) or package extras etc.
Basically, anything in this folder, you do not process.
Matt
Tuddley3
01-25-07, 12:41 AM
I sometimes enable little mods that are totally different, but may have similar named files, and I get "T"Thumbs.db" has already been altered by the "IXB Dark Rust" mod.
What is Thumbs.db, some mods are not even closely related to each other, but both share a Thumbs.db file. Can this be changed somehow ? I always remove Read Me files, and Jpg's before enabling mods, because I know those cause a similar Overwrite situation, but this Thumbs.db this throws me for a loop.
Carotio
01-25-07, 01:25 AM
I sometimes enable little mods that are totally different, but may have similar named files, and I get "T"Thumbs.db" has already been altered by the "IXB Dark Rust" mod.
What is Thumbs.db, some mods are not even closely related to each other, but both share a Thumbs.db file. Can this be changed somehow ? I always remove Read Me files, and Jpg's before enabling mods, because I know those cause a similar Overwrite situation, but this Thumbs.db this throws me for a loop.
Thumbs.db is a windows generated file for folders with images within to show them in a window as thumbnails. Normally this file is "hidden", but if you choose to view hidden files you'll see them inside mod folders too sometimes. Actually, before enabling any of the mods just look around and if you find any thumbs.db in any mod, you can safely delete them as they are not related to any mod...
danlisa
01-25-07, 01:57 AM
The only addition which might help is to have a direct link to open the mods folder from within JSGME's main window. You know - Goto MODS folder or open MODS folder.
That way I don't have to navigate through to the correct installation all the time to add a new mod.
I'm lazy.:D
JScones
01-25-07, 02:35 AM
A possible extension:
Problem:
After installing NYGM Tonnage War V2.2 on my system, I needed to manually delete the files:
../data/Movies/Intro/Intro.wmv
../data/Movies/Intro/Logo.wmv
as zero length files would cause the game to not load.
Solution:
So, how about a file JSGME_Postscript that could contain basic commands such as:
RM data/Movies/Intro/Intro.wmv
RM data/Movies/Intro/Logo.wmv
to be run after the main copy of files, which in this case would delete the said files.
Sorry, I have no intention of opening a new can of worms by allowing JSGME to delete or remove files from the game. Why don't you just remove the files from the mod before enabling?
And a folder under the package folder called JSGME_Control that contains file(s) / folder(s) not to be copied with the package, such as the package ReadMe file(s) or package extras etc.
Basically, anything in this folder, you do not process.
This feature has existed since v1.2.0 (check the change log in JoneSoft.txt) - any files in a folder called "documentation" (ie MODS\<Mod Name>\documentation\) will not be copied into the game.
Further, any files in said folder can be viewed directly from within JSGME by simply right-clicking the mod name.
JScones
01-25-07, 02:48 AM
I sometimes enable little mods that are totally different, but may have similar named files, and I get "T"Thumbs.db" has already been altered by the "IXB Dark Rust" mod.
What is Thumbs.db, some mods are not even closely related to each other, but both share a Thumbs.db file. Can this be changed somehow ? I always remove Read Me files, and Jpg's before enabling mods, because I know those cause a similar Overwrite situation, but this Thumbs.db this throws me for a loop.
Yes, just delete them as Carotio said. Although it would be better for the mod creator to have done it *before* release. ;)
Indeed, you can turn the feature off (although this won't stop you getting them from other sources, like mods). To turn off the creation of Thumbs.db:
1. Click the Start button
2. Select Control Panel
3. Select Folder Options
4. Click the View tab
5. Check "Do not cache thumbnails"
6. Click the OK button
I think they're the most annoying files ever - especially as their presence also overrides any folder-specific view settings for the folder that they reside in. And collectively they can get quite big.
JScones
01-25-07, 02:50 AM
The only addition which might help is to have a direct link to open the mods folder from within JSGME's main window. You know - Goto MODS folder or open MODS folder.
That way I don't have to navigate through to the correct installation all the time to add a new mod.
Like "Open installation" which if clicked would take you straight to c:\<game>\MODS\ in Windows Explorer?
What would you do then?
danlisa
01-25-07, 03:04 AM
It's just a shortcut through to the MODS folder.
I NEVER extract any mods that I have d/l'd straight into the MODS folder. I always copy+paste after I have checked the file structure & readme;).
As I say, I might be a little lazy.:p
EDIT - I don't know if I'm in the realms of possibility here, however, is there anyway to 'refresh' JSGME's mods list. I have noticed that any additions/deletions within the MODS folder while JSGME is open will not be updated until a restart of JSGME. Just throwing that one 'out there'.
Phoenix3000
01-25-07, 03:37 AM
Hi, JSGME is great, but here's a small suggestion.
Can the date the mod was added appear too?
For example, some mods have to be installed in a particular order to ensure they don't conflict. Knowing when the previous ones were added would be of huge help. I find myself searching through Windows Explorer trying to find the modified date of the files I have downloaded.
Anyway, just my input. It's certainly a great tool though!
Cheers!
Px3000
danlisa
01-25-07, 04:55 AM
Can someone remind me, does the 'Export Mod List' option only give you a list of enabled MODS?
If so, would it be possible to generate a list to actually tell you what file changes have been made?
Example - If you have a mod which already changes the menu.ini you could check to see if you'll have any conflicts before d/l another mods which also changes the menu.ini.
Please disregard if dumb:88). I'm finding it hard to suggest any changes to an already excellent program.:/\\k:
Mush Martin
01-25-07, 05:07 AM
Aside from the need for translations to other languages, it works great as is
and thanks JScones for saving us all a lot of manual modding.
MM:|\\
For me it's THE TOOL!
I don't see what's to improve besides the other language thing-y!
Maybe some flashy new buttons! ;)
The only addition which might help is to have a direct link to open the mods folder from within JSGME's main window. You know - Goto MODS folder or open MODS folder.
That way I don't have to navigate through to the correct installation all the time to add a new mod. Like "Open installation" which if clicked would take you straight to c:\<game>\MODS\ in Windows Explorer?
What would you do then?
I use a shortcut there!:hmm:
JScones
01-25-07, 05:32 AM
Oh, a bit of data gathering, apart from EAW, Panzer Elite and SH3, what other games are you aware of that promote the use of JSGME?
I take no notice of the game when I'm emailed questions and just send the stock "How to" response, which is game-nondescript. ;)
gamers2000
01-25-07, 05:38 AM
Uhhh...Is FS9 JSGME compatible?
danlisa
01-25-07, 05:46 AM
I've found 2 -
Total War - http://forums.totalwar.org/vb/showthread.php?p=1009484
The Guild - http://forum.jowood.de/showthread.php?t=12965 (http://forum.jowood.de/showthread.php?t=129659)
JScones
01-25-07, 05:56 AM
I've found 2 -
Total War - http://forums.totalwar.org/vb/showthread.php?p=1009484
The Guild - http://forum.jowood.de/showthread.php?t=12965
:hmm: Yes, perhaps I *could* have SEARCHED, eh? ;) LOL!
BTW, anyone want to volunteer for translation duty? I have German and French covered, but what about the rest? PM me if you are interested.
melnibonian
01-25-07, 06:00 AM
I've found 2 -
Total War - http://forums.totalwar.org/vb/showthread.php?p=1009484
The Guild - http://forum.jowood.de/showthread.php?t=12965
:hmm: Yes, perhaps I *could* have SEARCHED, eh? ;) LOL!
BTW, anyone want to volunteer for translation duty? I have German and French covered, but what about the rest? PM me if you are interested.
I'm happy to do a greek translation if you need one.
Im just chucking ideas about.....
How about as "Profile" Feature. i.e. you select a profile and it installs all the mods in that profile. My "GWX profile" may include GWX core, new damage textures and different wakes. My "NYGM profile" may include NYGM core and a sound mod.
Extra support for multiple installs or multiple games from a single .exe may be popular.
How about a .exe or .msi installer that puts up some start menu shortcuts and selects language.
I dont have the JSGME in front of me right now, but IIRC, all the mods are placed in the mods folder, and includes folders like "name of the mod"/data/...
I dont know if its possible (havent tried), but can i add folders/subfolders to keep track of all the different types of mods?
Like this example: (inside the mod folder)
VIIC Skins(main folder)\
--------- Camo VIIC(subfolder)\data....
--------- Fubars VIIC(subfolder)\data...
--------- Danlisas pink Bernard boat(subfolder)\data...
IX Skins(main folder)\
--------- Monsoon(subfolder)\data
--------- Weathered(subfolder)\data
And so on..
If not, could this be a possibility in the new version?
Im sorry if i explained this in a difficult matter. Just ask if there is any questions..:oops:
JScones
01-25-07, 07:56 AM
EDIT - I don't know if I'm in the realms of possibility here, however, is there anyway to 'refresh' JSGME's mods list. I have noticed that any additions/deletions within the MODS folder while JSGME is open will not be updated until a restart of JSGME. Just throwing that one 'out there'.
I was actually thinking about this one today - I'll have a look, but no promises.
JScones
01-25-07, 08:00 AM
Can the date the mod was added appear too?
For example, some mods have to be installed in a particular order to ensure they don't conflict. Knowing when the previous ones were added would be of huge help. I find myself searching through Windows Explorer trying to find the modified date of the files I have downloaded.
Pls define "added". I mean, added to where? Just to the Mods folder? Or enabled?
Have you considered placing the date in the Mod folder name? Or even "forced" an order by adding numbers to the beginning of the folder names, ie:
1-GWX patch Dec 2006
2-GWX next whatever set
3-GWX last whatever set
JScones
01-25-07, 08:03 AM
Extra support for multiple installs or multiple games from a single .exe may be popular.
I have started a single version where you simply create a profile for a game and load it (ie you'd have one copy of JSGME on your computer and would "point" it through the use of profiles to each game you wanted to use it with).
Just never got around to finishing it. In fact, it looks like I've deleted it. :(
HundertzehnGustav
01-25-07, 08:23 AM
i want an American Rap and a American Reggea (SP) translation, and then a British snobbish and a downunder version too.
lets not ferget tha Canucks Belgians, Netherlanders Flanders Vallons Allemanders...
I can do a Luxembourgish Version. jhust point me where i can start typing in the config files n stuff
na if ye ain never even `eard o`my country , go google it...:damn:
LUXEMBOURG
:oops:
Lol:rock:
INTEREST i would show in Spanish and Italian, although Greek i would get too, see how i can handle THAT:up:
I haven't added dates to mods installed but I have started adding the mod makers name to them. With all the mods out there it's getting harder and harder to remember who did what. ;) Unless you open each one to see who did it.
Tikigod
01-25-07, 09:48 AM
I would like 2 things added (both being windows explorer shortcuts):
1. shortcut to general mods folder (like danlisa requested) I like to go there to rename mod folders to better names or descriptions before I enable them.
2. be able to double click a mod folder on the list of mods (in the left disabled side) and have it open up that specific mod folder. That way I can go in and remove the files that may be conflicting with another mod...or remove the stuff I don't want added from that mod right away before I re-enable it.
Tikigod
01-25-07, 09:52 AM
I just rename the mod folder to the name. Like "Tikigod's Pinup Girls", or "Fubar's VIIC Skin", or "Captain America's Officer Icons" That way as they keep releasing mods they will be alphabetized in order of creator. Also makes it easier to catch up on what skins mods you don't have from each person.
I haven't added dates to mods installed but I have started adding the mod makers name to them. With all the mods out there it's getting harder and harder to remember who did what. ;) Unless you open each one to see who did it.
JScones
01-25-07, 10:52 AM
2. be able to double click a mod folder on the list of mods (in the left disabled side) and have it open up that specific mod folder. That way I can go in and remove the files that may be conflicting with another mod...or remove the stuff I don't want added from that mod right away before I re-enable it.
OK, this one is in. Dbl-clicking an available mod opens it up in Windows Explorer (or whatever your default is), although I may move it to the context menu as I worry about people who always dbl click everything.
RoaldLarsen
01-25-07, 09:00 PM
Anyway, as it's been a while since the last JSGME update, I thought I'd also seek other feedback and suggestions.
So, if you have any comments, feedback, suggestions etc relating to JSGME, pls post them here.
First, let me thank you for your wonderful tools.
I have three minor suggestions regarding the help.
First, in the third paragraph of the help text, there is a reference to a ' "Note for Modders" block below'. There does not actually seem to be such a block, or at least no such label/title. I think one would be useful.
Second, while it seems ridiculously simple to upgrade or uninstall JSGME (just copy over or delete), it might be nice to mention this in the help text for people who are timid about such matters.
Lastly, the dialog box that displays the help text is modal - one cannot use the application with the help box open. Could it be made non-modal?
Yeah TG, I rename them when I first download them from where ever they come from. I'm seeing more and more modders put their name in the name of the mod. This is good and hopefully more will start doing it too.
JScones
01-26-07, 03:46 AM
If so, would it be possible to generate a list to actually tell you what file changes have been made?
Couldn't you just look at the files in the \MODS\<Mod name> folder to get this info? Any files in there get copied into the game hence they represent the changes that will be made.
What I prolly could do is add functionality to allow you to print the "Warning" list dialog contents? Would that help anyone?
danlisa
01-26-07, 04:01 AM
Couldn't you just look at the files in the \MODS\<Mod name> folder to get this info? Any files in there get copied into the game hence they represent the changes that will be made. :yep: - Just lazy again.:p
What I prolly could do is add functionality to allow you to print the "Warning" list dialog contents? Would that help anyone? Would this at the point of enabling a new mod or would it be a cumlative list showing all the warning dialogs from all enabled mods? The later would be better.
JScones
01-26-07, 04:14 AM
What I prolly could do is add functionality to allow you to print the "Warning" list dialog contents? Would that help anyone? Would this at the point of enabling a new mod or would it be a cumlative list showing all the warning dialogs from all enabled mods? The later would be better.
I was just thinking of adding a print button to the warning dialogue that appears when a mod you are installing has files that have already been altered by previous mods.
Einsman
01-26-07, 07:24 AM
Over the last two years quite a few people have approached me seeking various language translations of JSGME.
I've never had the time to look into it...until now.
I am currently updating JSGME to support different languages (yes danlisa, even Cornish ;)). By default JSGME will still be in English, but players will be able to d/l very small language packs to turn JSGME into any language they want, or they can create their own language pack (I'll host any sent to me). I prefer this to the "d/l one and you get them all" approach, because frankly, I only want to use English, not 270 other languages, so why be forced to d/l them all?
Anyway, as it's been a while since the last JSGME update, I thought I'd also seek other feedback and suggestions.
So, if you have any comments, feedback, suggestions etc relating to JSGME, pls post them here.
I would like to make the translation to the Galician language.
Thank you.
JScones
01-26-07, 07:28 AM
I would like to make the translation to the Galician language.
Cool. PM me your email address.
fredbass
01-26-07, 07:57 AM
I'm a little apprehensive about this, but I'm going to ask this again, since I really never received a clear explanation as to how it works.
If Mod "A" is enabled, then Mod "B" is enabled afterwards with the message about a conflicting file, asking me if I want to go ahead and enable anyways, does JSGME simply use the later mods file upon being enabled or the other way around? Since the Dec 23rd mod is enabled first, I assumed that any mod that was enabled after that which had duplicate file names were ignored. Am I correct in understanding that?
Does the date of the conflicting files have anything to do with it?
JScones
01-26-07, 08:06 AM
I'm a little apprehensive about this, but I'm going to ask this again, since I really never received a clear explanation as to how it works.
If Mod "A" is enabled, then Mod "B" is enabled afterwards with the message about a conflicting file, asking me if I want to go ahead and enable anyways, does JSGME simply use the later mods file upon being enabled or the other way around?
Always the latest.
Does the date of the conflicting files have anything to do with it?
No.
FIREWALL
01-26-07, 08:17 AM
The only addition which might help is to have a direct link to open the mods folder from within JSGME's main window. You know - Goto MODS folder or open MODS folder.
That way I don't have to navigate through to the correct installation all the time to add a new mod.
I'm lazy.:D
Where did you go with the hooch from Neals congrats party.:p
JScones
01-26-07, 09:28 AM
Just a heads up. Latest additions so far:
- Now supports different languages (a few translations done already - thanks guys!)
- Added ability to open available mod folder(s) in Windows Explorer by double clicking or selecting and pressing "Enter"
- Removed ability to view mod documentation - use new explore feature instead
- Now enables multiple-selected mods in (correct) ascending order
- Added ability to refresh mods list by pressing F5
- Now can continue to use JSGME with the Help screen open
- Now re-focuses to existing JSGME if attempting to open a new instance
- Minor code enhancements
This release will ship with an installer that will setup a desktop shortcut and preferred language choice.
Still got to update the help file and add a few more requests.
JScones
01-31-07, 02:40 AM
Anyone want to volunteer to do a Russian translation?
It's the main one left to do (although I welcome anyone keen to do translations into any of the Asian languages).
So far I have English, German, French, Greek, Spanish, Portuguese (underway), Galician and Catalan. All tested and looking good. Thanks translators. :up:
Pls PM me your email address if you are interested in helping out.
JScones
07-03-07, 03:30 AM
I might necro this thread rather than start a new one.
I've started work on v1.7.0...
http://img106.imageshack.us/img106/6617/jsgme170xx5.jpg (http://imageshack.us)
As you can see it gets a facelift. ;)
I'm thinking of adding one new feature which may make maintenance of mods just a bit easier.
I'm thinking that when you click on a mod (available or activated), JSGME will go and look for a file called *.jsgme in either the mod's documentation folder (first) or base folder (second). This file is a small text file created by the modder (or the moddee if so desired) and shows at a glance what the mod name is, who wrote it and a brief description (really, it doesn't matter what the file contains, JSGME will show it).
It will look something like this (picture the mouse pointer/hand just to the left of the yellow box)...
http://img172.imageshack.us/img172/6246/jsgme170bs1.jpg (http://imageshack.us)
(note, the selected mod was NOT written by me, it was written by VonHelsching, this is just a dummy screen to show my thoughts).
Anyway, as usual, rather than investing the time to do something no-one will appreciate, I'll ask now, "What do you think? Useful idea or not?"
BTW, if someone can come up with a better icon, I won't complain. ;)
SquareSteelBar
07-03-07, 03:42 AM
BTW, if someone can come up with a better icon, I won't complain. What' about this one? http://img172.imageshack.us/img172/6231/sh3cmdreh2.gif http://img103.exs.cx/img103/6541/biggrin.gif
SSB
@SSB :rotfl:
@Jscones I like the idea. Go for it. :up: I often struggle to remember what some of the mods I have do even though I try to give them an easy to understand name.
ReallyDedPoet
07-03-07, 07:55 AM
Look forward to this new version Jscones, like the little " mod read-me " idea as well.
RDP
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