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View Full Version : [REL] New JSGME v1.6.1 RELEASED!


JScones
05-18-07, 04:13 AM
I've finally gotten around to updating JSGME. I started a while ago, but then got sidetracked with GWX and RL. But I've re-focussed now.

So far I've added the ability to remove files from the game.

This means that instead of fudging file removal with zero-byte text files (eg to replace the intro movies), modders can add "placeholder" files with the suffix "-remove" and the game files will be backed up (as usual) and then removed from the game altogether.

Apart from the intro movies (where text files called "Intro.wmv-remove" and "Logo.wmv-remove" would work), other examples of usage include the removal of tex\tga files when a mod is released that has the files repacked into the dats; the removal of the non-swastika tex\tga files when released as part of a larger "Swastika" mod; the removal of skins where they are no longer needed; the removal of superfluous or erroneous Roster entries (eg when releasing replacement units); the removal of files that may conflict with your mod, and so on.

Disabling the mod returns the original files.

I've also toyed with extending this feature to include removing whole folders, but at this point the recursiveness aspect may make it a tad bit too complicated for users - I'd like to keep JSGME as easy to use as possible. Determining whether to remove whole folders and all, some, or no sub-folders I think adds too much complexity (despite being relatively easy to code) and may even undermine the "Generic" part of the name.

I have a few people playing with a beta now, but before I release it I thought I'd ask again if anyone had any other ideas that may improve JSGME. If so, pls post here.

If you're a member of other forums that use JSGME, pls extend this offer to them too.

MaxT.dk
05-18-07, 05:05 AM
Sounds nice! I can't really think of more features for that app, it's easy as it gets!

The only thing that comes in my mind is a possibility to "link" each of the mods to some webpage so I can click on any (de)activated mod and it will bring me to the page where I found that mod (that way I can check if there are any updates). The link to the mod would be provided manually of course.

Would be also nice rework TXT export feature of activated mods so the link would be included in the TXT, like for example:
#(number_of_the_mod) - mod_name - http_link

And last thing, the txt export of activated mods seems to be broken under Windows Vista (PM Captain Cox for more details)

:arrgh!:

CaptainCox
05-18-07, 06:11 AM
This is frigging BRILLAIANT NEWS!. Without your work in the past this whole modding business would have been A LOT! harder. I use the JSGME all the time for testing etc.
Yep the VISTA bit would be neat, especially for a new/update progg that will be used in the middle of the XP/VISTA transition.

JScones
05-18-07, 06:20 AM
@CaptainCox: A few q's:

1. When you generate a snapshot or a compare report, are text files generated in the game's root folder?

2. Have you checked the MODS folder for the exported files list? That's where the file is saved.

3. I assume you have a JSGME.ini file in your MODS folder?

4. I know you originally had some problems getting JSGME to work under Vista. Which method did you use to get it to work? Did you:

a) right-click JSGME.exe and select "Run as Administrator"

OR

b) right-click JSGME.exe and select Properties. In the properties window select tab Compatibility and check "Run this program in compatibility mode" and in the box below select "Windows XP (Service Pack 2)".

I'm wondering if trying the "other" method may get the text file writing to work?

Does anyone else have this problem?

TDK1044
05-18-07, 06:35 AM
A request from one who loves the simplicity of the current version. Please don't make the new version too complex to perform the simple action of activating and deactivating mods.

Many of us simply want to download and extract a mod and then place it in the 'mods' folder and activate it. Sometimes, newer versions of this kind of software make what was once very easy become more difficult. That would be a shame.

Thank you for all you do, sir.

Regards,

Terry

JScones
05-18-07, 06:54 AM
A request from one who loves the simplicity of the current version. Please don't make the new version too complex to perform the simple action of activating and deactivating mods.

Many of us simply want to download and extract a mod and then place it in the 'mods' folder and activate it. Sometimes, newer versions of this kind of software make what was once very easy become more difficult. That would be a shame.

Thank you for all you do, sir.

Regards,

Terry
The remove file enhancement will be transparent to users. JSGME will continue to function exactly the same way as far as users are concerned.

Indeed, my aim is to keep the interface exactly as it is now, with any changes being "behind the scenes".

TDK1044
05-18-07, 07:30 AM
Excellent news. Would future mods automatically be compatible with both versions of the JSGME?

CaptainCox
05-18-07, 07:37 AM
Will try to answer as correct as possible:


1. When you generate a snapshot or a compare report, are text files generated in the game's root folder?
Yes


2. Have you checked the MODS folder for the exported files list? That's where the file is saved.
Yes its there.


2. Have you checked the MODS folder for the exported files list? That's where the file is saved.
You bet ya, since day one!


4. I know you originally had some problems getting JSGME to work under Vista. Which method did you use to get it to work? Did you:

a) right-click JSGME.exe and select "Run as Administrator"

OR

b) right-click JSGME.exe and select Properties. In the properties window select tab Compatibility and check "Run this program in compatibility mode" and in the box below select "Windows XP (Service Pack 2)".
I actually had to use BOTH methods for it to work.

I hope this will help you a bit further. This is a brilliant piece of software there MAN! THANKS!

EDIT! just tried now! and the snapshot works! I get a list in the main SH4 Folder and its full of stuff. When I do the File Compare it opens up a empty notpad. I guess this is corect actually as I did not install anything new, so it can't compare

The Activated mods list does work but as it should "updated my anserws"

You know what...I think this actually works!!!!

JScones
05-18-07, 07:45 AM
Excellent news. Would future mods automatically be compatible with both versions of the JSGME?
Yes.

Mods that don't use/need the remove file feature will work exactly the same under JSGME v1.4, 1.5 or 1.6 (the next release). It doesn't matter if they were released last year, yesterday, or next week. I guess about 90+% of mods will fall into this category.

Mods that do use the remove file feature will require v1.6 to work correctly. I mean, the mod will still work, but not necessarily as the modder intended. For example, a mod that removes the intro files will still work under v1.5, but the intro files won't be removed.

So, modders that wish to use the remove feature may need to either:

a) wait until JSGME v1.6 been picked up by enough users;
b) state in their readme that their mod works "best" with JSGME v1.6 or above.

If this for whatever reason puts modders off using the remove file feature, users will notice no difference. This is an extension of current functionality, not a change.

CaptainCox
05-18-07, 07:50 AM
BUMP for edited answers. A bit "my bad" I must say.

I think this has to do with that I installed JSGME using the 2 ways you described for VISTA and never checked if these functions actually worked or not. I know they did not before, but then i did not install JSGME this way.

ReM
05-18-07, 03:28 PM
That's good news JScones....thanks for your contributions!

MaxT.dk
05-18-07, 03:33 PM
MODs that require the latest JGSME could include it in the archive... Safes time and lots of questions

Ducimus
05-18-07, 06:54 PM
JScones that new version sounds like the very definition of the word "brilliant". Good job!

FIREWALL
05-18-07, 07:00 PM
Thanks again for your fine work.:up: :up: :up:

Julius Caesar
05-19-07, 06:23 AM
Could you please make an option to sort all mods in alphabetical order (A to Z)?

Thanks.

CaptainCox
05-19-07, 07:22 AM
Could you please make an option to sort all mods in alphabetical order (A to Z)?

Thanks.
Thats a good one:yep: :up:

JScones
05-19-07, 07:34 AM
Could you please make an option to sort all mods in alphabetical order (A to Z)?
Huh? Pls elaborate.:hmm:

irish1958
05-19-07, 08:11 AM
Improving the JSGME is like improving Michaelangelo's David.

capt_frank
05-19-07, 09:21 AM
Improving the JSGME is like improving Michaelangelo's David.

I can only echo that.

Hats off to you sir! :D

tdean001
05-19-07, 10:21 AM
Could you please make an option to sort all mods in alphabetical order (A to Z)? Huh? Pls elaborate.:hmm:

I think Julius Caesar meant an option to have all of the mods in the right hand pane be sorted alphabetically. Like a little button below the pane that you can click to sort in alphabetical order.

Tom

panthercules
05-19-07, 10:42 AM
I hope he meant the left-hand pane. I can see maybe the left-hand pane being able to be sorted alphabetically, but if the right hand pane lists them in order they were installed so you can uninstall them in the correct reverse order, alphabetizing the right-hand pane doesn't sound like a good idea.

U-Bones
05-19-07, 10:57 AM
Left pane is already sorted, right pane should remain in application order.

Thanks for this update JScones, file removal is the missing piece.

jhelix70
05-19-07, 11:24 AM
JScones, thanks a bunch for this program...its very useful in its current form and looks like its only going to get better.:up:

don1reed
05-19-07, 11:28 AM
Hats are not only off, but tossed aloft! Well Done!

JScones
05-19-07, 08:06 PM
Left pane is already sorted, right pane should remain in application order.
:yep: Yep.
...if the right hand pane lists them in order they were installed so you can uninstall them in the correct reverse order, alphabetizing the right-hand pane doesn't sound like a good idea.
:yep:

JScones
05-20-07, 12:13 AM
Oh, btw, I welcome more translations if anyone is interested. So far I have Spanish, French, German, Portuguese (Brazilian), Polish, Greek, Catalan and Galician.

JScones
05-20-07, 07:41 AM
OK, by popular demand, the right click context menu has been reinstated. You'll be able to (again) view documentation by right clicking a mod.

Other new features coming...
- Added ability to remove game files via new "-remove" switch
- Now deletes new folders added by mods, if empty, when disabling
- Returned ability to read mod documention by selecting a mod and right clicking
- Right clicking an available mod nows provides option to explore in Windows Explorer
- Removed ability to open available mod folder(s) in Windows Explorer by double clicking or selecting and pressing "Enter" (replaced by above new feature)
- Pressing F1 on main screen now brings up help screen
- Minor code enhancements

That'll be pretty much it I think. I'll release it sometime during the next week or so (when I get the translations back).

JScones
05-26-07, 08:34 AM
Released...

D/l via my website or via JSGME's "Updates" feature.

Pls disable ALL mods before installing this update. Also bear in mind that new game folders created through previous versions of JSGME will NOT be removed by the new version of JSGME.

CaptainCox
05-26-07, 08:37 AM
WOOT!!!!:rock: :rock: :rock: :rock:
You are up there with the other SH Gods in my Pantheon!

MaxT.dk
05-26-07, 08:49 AM
Great! I'll check it asap :) thanks :up:

CaptainCox
05-26-07, 10:30 AM
Just some feedback from a VISTA user. All is well :yep: !

CaptainCox
05-26-07, 05:29 PM
BUMP! on the release and Gnight ;)
Released...

D/l via my website or via JSGME's "Updates" feature.

Pls disable ALL mods before installing this update. Also bear in mind that new game folders created through previous versions of JSGME will NOT be removed by the new version of JSGME.
Visit my webpage (http://www.users.on.net/~jscones/software/) to get the latest SH3 Commander, SH3 Commander Add-ons or the Generic Mod Enabler (JSGME).

JScones
05-28-07, 04:36 AM
Released...

D/l via my website or via JSGME's "Updates" feature.

Pls disable ALL mods before installing this update. Also bear in mind that new game folders created through previous versions of JSGME will NOT be removed by the new version of JSGME.
Will bump this as the silence suggests that most may have missed it the first time.

Either that or it is so perfect that no-one can find fault to comment on. :rotfl:

CC: Glad it works under Vista. :up:

JScones
06-02-07, 02:16 AM
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.

FritzHeinz
06-02-07, 03:08 AM
... I thought I'd ask again if anyone had any other ideas that may improve JSGME. If so, pls post here.


I have an idea, but I guess this falls into the category 'increased complexity'.

-Some files are updated/changed by more than one mod. It would be great if JSGME would ask me if I wanted to append certain lines to that file rather then replacing the file.

Perhaps an idea for the 2.0 version...

(btw, running on Vista64 and no problems with JSGME)

CaptainCox
06-03-07, 12:16 PM
Just realized there is an update...missed it! Cheers "JScones":up:

panthercules
06-04-07, 12:23 AM
Thanks for the new version. I wasn't sure how you could improve on perfection, and so far I haven't really seen any difference but I suppose it's a little like so many hardware upgrades - it will probably take a while for modders to catch up with taking advantage of the new features. This little program has been such a boon to the whole modding community - can't thank you enough man :rock:

JScones
06-04-07, 02:25 AM
Thanks for the new version. I wasn't sure how you could improve on perfection, and so far I haven't really seen any difference but I suppose it's a little like so many hardware upgrades - it will probably take a while for modders to catch up with taking advantage of the new features. This little program has been such a boon to the whole modding community - can't thank you enough man :rock:
SH3/SH4 users prolly won't notice much difference because there's not really a major need to remove files. However, other game users will see the difference immediately. For example, JSGME can now be used with CFS3 without the need for manual file deletions.

Bando
06-04-07, 09:57 AM
Thanks,

Your mod enabler makes life a lot easier.

Thanks big time

JScones
06-07-07, 07:32 PM
Thanks to FritzHeinz, a Netherlands JSGME language pack is now available via my website (Products page).

CaptainCox
06-08-07, 11:22 AM
@JScones...I remembered now what I was gonna ask you :p

In any further versions (if and when you have the time of course) Would it possible to add a refresh function in the "Available Mods" window.

When I test or add mods i simply right click any mod i have there (always keep one for this operation) hit "Explore" and then use the "back" function in XP/VISTA to get back in the main MOD folder, then I simply drag any new stuff from my DT etc in that way. Its faster then having to go to C: etc etc, you get the picture.

Now if there was a refresh function I would simply hit that and the new mod would appear. As it is now I have to close down JSGME and restart it for it to appear. Just a thought...

Or even add a function "GO TO ROOT/MOD FOLDER" directly....another thought.

Thanks for a super app!
Regards CC

danlisa
06-08-07, 11:31 AM
From the JSGMEHelp.txt file............

1)You can explore a mod's file contents through Windows Explorer by right clicking an available (not activated) mod and selecting "Explore"

2)You can refresh the mod list at any time by pressing F5
RTFM.:p
:rotfl::rotfl:

(I've missed that saying lately :88) & I just couldn't resist it)

CaptainCox
06-08-07, 11:37 AM
DOH! :o Man I should start reading that stuff...I think they are called "Readme's" WHAM!:dead:
Cheers man, that is a real revelation to me here ;)

EDIT! Just checked the F5 function...BRILLIANT!!!!

Eremon
06-08-07, 11:39 AM
Thank you.

JScones
06-08-07, 10:57 PM
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?

vois2
06-08-07, 11:33 PM
JSGME is the neatest little app I use for gaming. I like it so much that I even sent money to JoneSoft. And you never even thanked me for it, beeutch. [Paypal, Apr 1 2007, and that's no Fools Day Joke either :-) ]

Just kidding, Jaesen -- don't know what we do around here without your little gem of a program. Really!

I love the idea you described for a prototype v.2 and have often wondered if such a scheme was possible. Actually, due to my lack of programming skills, absolutely *ANYTHING* is possible. But then there is reality. :-)

I do love that idea and I'd almost donate again for it !! Thanks, vois2

Stew U-582
06-09-07, 03:07 AM
A feature a thought might be handy would to be able to take all the added mod content and extract it into one zip file,

Ill give an example of what I mean

Ill keep it simple,
lets say ive installed the triger maru mod on silent hunter 4
then added the just more ammo mod [this overwrites some of the triger maru]
press some button and a zip file is produced
the zip file would basically be triger maru mod pack with just more ammo replacing a small section.
Then it would be easy for people to share their "overlapping mods"
allso you would have a backup of your current mod config , ive noticed when overlaping several mods its crucial to get the installation order correct if you dont want to edit each mod.

melnibonian
06-09-07, 03:12 AM
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?
The idea of a "centralised" JSGME is really great and makes scence. I love it :up:

CaptainCox
06-09-07, 03:19 AM
Ditto! Sounds brilliant!:yep:

MaxT.dk
06-09-07, 03:33 AM
Sounds good to me too :)

FritzHeinz
06-09-07, 09:58 AM
Sounds like a nice plan to have a Centralized JSGME, but I think I would stick with the JSGME per game scheme. That way I'm more flexible in upgrading to new versions.

Btw, do you think in a future version there will be an option where you can compare the contents of txt-files and append individual lines to files? This would be a great option for those files that are used by more than one mod.

JScones
06-15-07, 08:39 AM
For those interested there is a new release of JSGME - v1.6.2. This release:

- correctly disables/removes read-only files
- displays associated file icon in documentation context menu

I RECOMMEND getting this release as the first item is a FIX to a minor issue that has existed since the first JSGME release.

Just install over your current release. Disabling mods first is only required if you intend installing over JSGME v1.5.x or earlier.

dean_acheson
06-16-07, 01:15 AM
jsjones,
is your website up?

JScones
06-16-07, 01:18 AM
Nup. According to my ISP it's down atm with no eta. :(

dean_acheson
06-16-07, 01:20 AM
wouldn't you know, just reformatted my computer, and no jsgme.

arrggghhh!

CaptainCox
06-16-07, 01:48 AM
I just ran the update from within JSGME, no problem :)
Thanks again JScones :up: what would we do without ya!

dean_acheson
06-16-07, 02:06 AM
no kidding!

tater
06-16-07, 08:38 AM
Yeah, without JSGME mods would be so painful as to not be worth the trouble, frankly.

<S>

tater

Tikigod
06-25-07, 05:10 PM
Is JSGME case sensative when it comes to replacing files and folders? I am coming across instances in other modded games (combat flight simulator 3) where I need to make the folders and file names have the same capitalization otherwise it creates a seperate folder rather than replacing the existing one found in the game.

JScones
06-26-07, 07:44 PM
Is JSGME case sensative when it comes to replacing files and folders? I am coming across instances in other modded games (combat flight simulator 3) where I need to make the folders and file names have the same capitalization otherwise it creates a seperate folder rather than replacing the existing one found in the game.
JSGME inherits the OS behaviour.

In all OS prior to Vista, "data" and "DaTa" are treated the same and thus likewise in JSGME; ie NON-case sensitive.

I guess Vista would be the same, but as I have limited experience running it I wouldn't even try to guess what it does. But logically though, I can't see why the behaviour would have been changed. So I ask, are you using Vista? If so, have you made JSGME compatible with it as per the help file?