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View Full Version : New JSGME update coming - feedback sought


JScones
10-08-07, 04:35 AM
Through some prompting from Alain (Subsim nick "ACSoft"), I've started looking into a few little enhancements that may make life easier for JSGME users.

I've already implemented two new features:

- Recording of new files added by mods is now more efficient, resulting in faster mod enabling and less HD space taken with backups

- Now warns when a mod adds new folders that were added by previously enabled mods

The third area I want to tackle in the next release is that little chestnut where users either independantly rename or delete mods from their hard drive that are still enabled, thus creating a situation where the mods can not be removed from the game, causing problems that in most instances can only be rectified by a full game re-install (simply because they don't realise what they've actually done). Unfortunately, there's nothing proactive that JSGME can do in this situation; this all comes back to good housekeeping on the part of the user.

However, I'm thinking of adding a check when JSGME loads that will look for these "orphan" entries, that is, mods that are enabled but no source MODS\<Mod Name> folder can be found. My proposed warning message will be:

Mod "X" has been enabled but the source files can not be found!

This usually occurs if you rename or delete an enabled mod from the MODS folder without disabling the mod first. You should now rename or reinstall the mod into the MODS folder and correctly disable it before deleting it from your hard drive.

It is recommended that you do this before enabling or disabling any other mods.

[OK]
Whilst I don't want to get into a semantic wordsmithing discussion, I welcome any feedback from you guys, the users, as this scenario is prolly the most common problem to affect users.

Basically, I'm keen to make sure that the error message is clear and easily understood by those of you who have in the past, for whatever reason, managed to rename or delete an enabled mod and thence wondered what has happened, or only realised once it's too late.

PS: I also welcome anyone offering to translate the interface into more languages. It's very easy to do and requires nothing more than translating entries stored in a text file. Current languages available are: Spanish, French, German, Dutch, Portuguese (Brazilian), Polish, Greek, Catalan and Galician. Feedback from native speakers of these languages have highlighted the benefit and accessibility that the translations afford, especially to those not confident with the English language.

vanjast
10-08-07, 06:11 AM
As most people should install your great proggy before they start adding mods, they would thus have a clean SH4 installation.

This might take up HD space but it might be worth it to make a back up of the files that are changed for the first time, into an 'original' folder. These files are the vanilla version of the game, so if the mods get corrupted one just has to reload these files to get back to 'Square One'.

I haven't looked at your proggy for a while, but does it keep a heirarchial sequence record of the mods that have been done. You know when a particular file can be replaced many times via different mods. This might help with the unloading sequence, cos sometimes I cannot remember after 6 months which mod was loaded before the other.

:up:

coronas
10-08-07, 06:15 AM
I make it for my own: Is it posible make subfolders in mod folder like "war ships mod", "merchants mod", "air mod", "skin mod"? List of addons grow and grow and it would be easier and collectible instalation.
Cheers!

JCWolf
10-08-07, 06:40 AM
Hi Mate,

Great to here about an update on this great tool!


I have a sugestion or question for you!


Is there a possibelity of, in the main window that opens
on the desktop, make the possible to drag mod folders
from the Desktop and drop into the JSGME window so that
you don't have to go to SHIII directory searching for
the GMod enabler mods folder?:yep:


Thanks mate!:up:

TheDarkWraith
10-08-07, 06:45 AM
how about a log of what files were modified by what mod? Like press a button and a history is printed of what mod modified which files.
And mitigate the bug where if a file is replaced (accidently) by a file of smaller or bigger size and/or deleted it won't disable the mod when you ask it to.
I've also noticed that if you try and enable a mod that has a new folder that isn't already on your hard drive it won't make and install the files for that folder.

Digital_Trucker
10-08-07, 07:23 AM
That wording looks good to me, SirScones. I don't think there is much room for misinterpretation of what you are trying to tell the user. It's a very good idea IMHO:up: (as are the other two new features)

swdw
10-08-07, 08:44 AM
This got me thinking- and since you guys have been here longer, maybe you can answer this.

Think you could talk the developers into one small change for patch 1.4?

Have the developers make it where there's a folder like "user" duplicating the game file structure that all the mods go into for this purpose. The game will do a scan when it first starts and compare the default directories and the user directory, then use files in the user directory that are the same name as the ones in the default directory instead of using the original file. This was a change in the code for FS:SDOE that made user mods easier to implement, and if JSGME had been around would have made everything a snap (I've become a BIG fan of your program)

You'd still need JSGME because of all the overlapping files in different mods and for ease of testing out mods- it would just point to a different directory. BUT, returning to a clean install would be very easy. Just delete the files in the "user" directory so the game can't find any in there.

As for the idea of tracking a user altered file. Your idea seems like a really good one. Can't think of a different way to do it from what you mentioned.

BTW, if a person knows enough to alter a file, shouldn't they know enough to treat it like a public mod? For example, create a "personal" folder in the MODS folder, stick their directories/files in there, and use JSGME to activate them?

Wolfehunter
10-08-07, 10:36 AM
If your taking any requests,

I have a few ideas that might make it better. If its possible that it can be done with your Mod enabler?

Game STALKER there "smart Mod Manager" can give you the option to choose which mod get the priority when files are conflicting. It doesn't merge or overright the file just move the appropriate file of choice. Can this be done while installing new mods that might conflict with current enabled mods?
Heres there link to there mod. Should you want to see it or ask questions.
http://www.gsc-game.com/index.php?t=community&s=forums&s_game_type=xr&lang=en

Mod Discussion,
Smart Mod Manager.


Can there be a link to click on that directly opens your MODS folder. Nothing fancy. I know I can make a shortcut on the desktop but this addition would be nice.

Hmmm thats all I can think of now.:damn: Too early in the morning for me. :dead: Thanks for you hard work JScones. Your mode regardless of any improvement is perfect.:rock:

leovampire
10-08-07, 03:51 PM
There are 2 idea's here already posted I think are great and I have one of my own.

#1. The drag and drop feature for the mod's into the open JSGME window is a good idea.

#2. Being able to get a list of what mod changes what in the game folders to easily pinpoint a problem.

#3. Having JSGME refresh it's self so you do not have to remember to close it out than add a mod then reopen JSGME to make it refresh.

Other than that I will trust in your wisdom with the program.

JScones
10-09-07, 12:42 AM
OK, some good news. It appears that my first post is now irrelevant. Why is this good news?

Because I chose to bite the bullet and rewrite the aging 8 year old engine code. Now, it doesn't matter what you do to the source MOD files once they are enabled, change them, delete them, do whatever, JSGME will no longer care; it's written it's own log of what it's done and will refer to that from then on (just keep in mind though that any changes to the source files won't be reflected in the game until the mod is disabled and reenabled again).

This change means that deleting or renaming a mod while it's enabled will no longer be the problem it currently is. The original mod will still display in the activated mods list and can still be disabled even if it's been deleted from your hard drive (the difference being that once it is disabled it will simply disappear).

The other benefits of this approach? Well there's a few:

- the time taken to enable or disable mods is now quicker, reportedly by at least 10% (and for larger mods this is a noticable difference)
- the amount of hard disk space required to store backup files is reduced due to more efficient storing of new file information. Basically, the more new files a mod includes, the smaller the backup footprint.

I sent the latest version off for testing last night and woke up to positive results.

Of course, I would be loathed to see this enhancement replace good user housekeeping, but it will provide a safety net for genuine "oops".

I'll comment on some of the feedback posted here later...

leovampire
10-09-07, 01:01 AM
OK, some good news. It appears that my first post is now irrelevant. Why is this good news?

Because I chose to bite the bullet and rewrite the aging 8 year old engine code. Now, it doesn't matter what you do to the source MOD files once they are enabled, change them, delete them, do whatever, JSGME will no longer care; it's written it's own log of what it's done and will refer to that from then on (just keep in mind though that any changes to the source files won't be reflected in the game until the mod is disabled and reenabled again).

This change means that deleting or renaming a mod while it's enabled will no longer be the problem it currently is. The original mod will still display in the activated mods list and can still be disabled even if it's been deleted from your hard drive (the difference being that once it is disabled it will simply disappear).

The other benefits of this approach? Well there's a few:

- the time taken to enable or disable mods is now quicker, reportedly by at least 10% (and for larger mods this is a noticable difference)
- the amount of hard disk space required to store backup files is reduced due to more efficient storing of new file information. Basically, the more new files a mod includes, the smaller the backup footprint.

I sent the latest version off for testing last night and woke up to positive results.

Of course, I would be loathed to see this enhancement replace good user housekeeping, but it will provide a safety net for genuine "oops".

I'll comment on some of the feedback posted here later...

Thanks for working on this great program some more JScones. I know you have already updated it once or twice already. When payday comes look for another donation for the new work.

JScones
10-09-07, 04:34 AM
This might take up HD space but it might be worth it to make a back up of the files that are changed for the first time, into an 'original' folder. These files are the vanilla version of the game, so if the mods get corrupted one just has to reload these files to get back to 'Square One'.
Now this would really be a bandaid for sloppy housekeeping. I mean, creating *two* backups? Nah...

Personally I think that if users have the HD space they should create a backup of their games *before* making any changes. If something then goes wrong, there's no need to hunt out the original disc and reinstall, just simply delete the dodgy installation and recopy from the clean backup. Easy.

I haven't looked at your proggy for a while, but does it keep a heirarchial sequence record of the mods that have been done. You know when a particular file can be replaced many times via different mods. This might help with the unloading sequence, cos sometimes I cannot remember after 6 months which mod was loaded before the other.
The Activated Mods list displays the mods in the order in which they were enabled, so there's no chance of forgetting the order you enabled them. ;)

To answer your main question though, yes, JSGME maintains a record of what mods have changed what files. JSGME will not allow you to disable a mod that has had files modified by subsequently enabled mods.

I make it for my own: Is it posible make subfolders in mod folder like "war ships mod", "merchants mod", "air mod", "skin mod"? List of addons grow and grow and it would be easier and collectible instalation.
Sorry, this would be too confusing. JSGME copies the folders and files from the mod folder into the game as it finds them (hence why file structure is so important). Adding an extra layer of subfolders will break the file/folder integrity required to ensure the files get correctly placed into the game and will simply make things messy to manage.

My advice would be to rename your mods with consistent naming if you want to keep them together. Alternatively, you can combine separate mods yourself into one folder structure if you know you'll always want to enable them all together.

Is there a possibelity of, in the main window that opens
on the desktop, make the possible to drag mod folders
from the Desktop and drop into the JSGME window so that
you don't have to go to SHIII directory searching for
the GMod enabler mods folder?
#1. The drag and drop feature for the mod's into the open JSGME window is a good idea.
It's in - if JSGME is open you can drag and drop folders from Explorer, Desktop etc and JSGME will move them into the MODS folder for you.

how about a log of what files were modified by what mod? Like press a button and a history is printed of what mod modified which files.
#2. Being able to get a list of what mod changes what in the game folders to easily pinpoint a problem.
The next release will include something like this, but not visible to the general user, and not this elaborate. A user-friendly report might come in a later version, once it's clear *exactly* what would provide most benefit.

And mitigate the bug where if a file is replaced (accidently) by a file of smaller or bigger size and/or deleted it won't disable the mod when you ask it to.
Poor user housekeeping and manually deleting files can hardly be considered a bug in JSGME - user's must take some responsibility for their actions. However, see post above; this issue is now hopefully moot.

I've also noticed that if you try and enable a mod that has a new folder that isn't already on your hard drive it won't make and install the files for that folder.
I must be misunderstanding your problem - players have added new ships, planes etc (ie new folders and files) for years without any problems.

Game STALKER there "smart Mod Manager" can give you the option to choose which mod get the priority when files are conflicting. It doesn't merge or overright the file just move the appropriate file of choice. Can this be done while installing new mods that might conflict with current enabled mods?
Heres there link to there mod. Should you want to see it or ask questions.
http://www.gsc-game.com/index.php?t=community&s=forums&s_game_type=xr&lang=en
I'm sure someone has already raised this and I answered accordingly. Can't find it now...

Can there be a link to click on that directly opens your MODS folder. Nothing fancy. I know I can make a shortcut on the desktop but this addition would be nice.
Right-click any available mod and select "Explore".

#3. Having JSGME refresh it's self so you do not have to remember to close it out than add a mod then reopen JSGME to make it refresh.
I'm looking into this.

Thanks for working on this great program some more JScones. I know you have already updated it once or twice already. When payday comes look for another donation for the new work.
Thanks mate, your support (and indeed that of all donators) is greatly appreciated. :up:

longam
10-09-07, 06:56 AM
A progress bar representing the HD activity.

TDK1044
10-09-07, 07:20 AM
My plea would be for everyone to remember that donations are gratefully received at the JSGME website. This software has enabled simpletons like me to add and remove mods at will....something I would never have done before the JSGME. So when we go and get the new version, let's leave a little something for Santa. :D

ReallyDedPoet
10-09-07, 07:28 AM
My plea would be for everyone to remember that donations are gratefully received at the JSGME website. This software has enabled simpletons like me to add and remove mods at will....something I would never have done before the JSGME. So when we go and get the new version, let's leave a little something for Santa. :D
Well said TDK. I remember not using JSGME in my earlier days here :o , what a mistake that was. This is a great little app. The proposed changes will only add to its effectiveness.

Thanks JScones :up::up: Also, thanks to those members here that have contributed with suggestions, etc.


RDP

JCWolf
10-09-07, 08:22 AM
This might take up HD space but it might be worth it to make a back up of the files that are changed for the first time, into an 'original' folder. These files are the vanilla version of the game, so if the mods get corrupted one just has to reload these files to get back to 'Square One'.
Now this would really be a bandaid for sloppy housekeeping. I mean, creating *two* backups? Nah...

Personally I think that if users have the HD space they should create a backup of their games *before* making any changes. If something then goes wrong, there's no need to hunt out the original disc and reinstall, just simply delete the dodgy installation and recopy from the clean backup. Easy.

I haven't looked at your proggy for a while, but does it keep a heirarchial sequence record of the mods that have been done. You know when a particular file can be replaced many times via different mods. This might help with the unloading sequence, cos sometimes I cannot remember after 6 months which mod was loaded before the other.
The Activated Mods list displays the mods in the order in which they were enabled, so there's no chance of forgetting the order you enabled them. ;)

To answer your main question though, yes, JSGME maintains a record of what mods have changed what files. JSGME will not allow you to disable a mod that has had files modified by subsequently enabled mods.

I make it for my own: Is it posible make subfolders in mod folder like "war ships mod", "merchants mod", "air mod", "skin mod"? List of addons grow and grow and it would be easier and collectible instalation.
Sorry, this would be too confusing. JSGME copies the folders and files from the mod folder into the game as it finds them (hence why file structure is so important). Adding an extra layer of subfolders will break the file/folder integrity required to ensure the files get correctly placed into the game and will simply make things messy to manage.

My advice would be to rename your mods with consistent naming if you want to keep them together. Alternatively, you can combine separate mods yourself into one folder structure if you know you'll always want to enable them all together.

Is there a possibelity of, in the main window that opens
on the desktop, make the possible to drag mod folders
from the Desktop and drop into the JSGME window so that
you don't have to go to SHIII directory searching for
the GMod enabler mods folder?
#1. The drag and drop feature for the mod's into the open JSGME window is a good idea.
It's in - if JSGME is open you can drag and drop folders from Explorer, Desktop etc and JSGME will move them into the MODS folder for you.

how about a log of what files were modified by what mod? Like press a button and a history is printed of what mod modified which files.
#2. Being able to get a list of what mod changes what in the game folders to easily pinpoint a problem.
The next release will include something like this, but not visible to the general user, and not this elaborate. A user-friendly report might come in a later version, once it's clear *exactly* what would provide most benefit.

And mitigate the bug where if a file is replaced (accidently) by a file of smaller or bigger size and/or deleted it won't disable the mod when you ask it to.
Poor user housekeeping and manually deleting files can hardly be considered a bug in JSGME - user's must take some responsibility for their actions. However, see post above; this issue is now hopefully moot.

I've also noticed that if you try and enable a mod that has a new folder that isn't already on your hard drive it won't make and install the files for that folder.
I must be misunderstanding your problem - players have added new ships, planes etc (ie new folders and files) for years without any problems.

Game STALKER there "smart Mod Manager" can give you the option to choose which mod get the priority when files are conflicting. It doesn't merge or overright the file just move the appropriate file of choice. Can this be done while installing new mods that might conflict with current enabled mods?
Heres there link to there mod. Should you want to see it or ask questions.
http://www.gsc-game.com/index.php?t=community&s=forums&s_game_type=xr&lang=en
I'm sure someone has already raised this and I answered accordingly. Can't find it now...

Can there be a link to click on that directly opens your MODS folder. Nothing fancy. I know I can make a shortcut on the desktop but this addition would be nice.
Right-click any available mod and select "Explore".

#3. Having JSGME refresh it's self so you do not have to remember to close it out than add a mod then reopen JSGME to make it refresh.
I'm looking into this.

Thanks for working on this great program some more JScones. I know you have already updated it once or twice already. When payday comes look for another donation for the new work.
Thanks mate, your support (and indeed that of all donators) is greatly appreciated. :up:


Thank you JScones,

This is another Great improvement on the allready great tool mate!:yep: :up:

Tikigod
10-09-07, 05:14 PM
BUILT-IN TEXT COMPARE TOOL

1) Maybe a built in text file compare tool? for comparing differences in two cfg files etc. I use your mod manager for many games and a text compare tool could be used alot in modding other games as well.

BUILT-IN NEW MOD EMPTY FOLDER/DIRECTORY TREE CREATOR

2) Also, I like to make my own custom mods on the fly. I would like some sort of tool to duplicate an entire directory stucture. Basically I select the last child folder that contains my files I want to change then your program will duplicate the child and all its parent folders and place copies of the structure into the MODs folder. This will allow me to just throw in the modded files into the empty folders your program created.

Example: I have 3 texture files that are for a new mod. I want them to go into d:\program files\ubijunk\sh12\Data\Textures (jsgme.exe is located in sh12)....Instead of creating all my own folders to make up the mod....I'd would press a button called "Create Mod" ...it would open a window that allows me to make a name for my initial mod folder. I then press "Add Folder" and select the bottom most folder of the game and then it would copy and create all the parent folders plus the folder I selected into the MODS folder where the jsgme.exe resides. If I want to add more folders to the mod I just press "Add folder" again if not I press "Finalize Mod Tree" to create all the empty folder structures. Then I just have to drop the files into that last folder to make my mod. (Rather than making folder after folder manually.)

In some games the directory trees get pretty long and extensive with the more changes you make for a mod. Having a built-in tool in JSGME to copy and create empty directory trees in MODS folder would save alot of time in making new experimental mods or tweaks. Especially when testing 3-4 versions.

longam
10-09-07, 08:10 PM
Windows Vista

I was struggling to find the MODS folder after the installation of JSGME and always thought it was something to do with the compatibility files selection or installing it outside of Program files area. What it really turned out to be was just launching the program, after you do this the MODS folder appears.

FYI
:damn:

longam
10-09-07, 08:12 PM
...

Wolfehunter
10-09-07, 10:38 PM
Game STALKER there "smart Mod Manager" can give you the option to choose which mod get the priority when files are conflicting. It doesn't merge or overright the file just move the appropriate file of choice. Can this be done while installing new mods that might conflict with current enabled mods?
Heres there link to there mod. Should you want to see it or ask questions.
http://www.gsc-game.com/index.php?t=community&s=forums&s_game_type=xr&lang=en (http://www.gsc-game.com/index.php?t=community&s=forums&s_game_type=xr&lang=en)


I'm sure someone has already raised this and I answered accordingly. Can't find it now...

Can there be a link to click on that directly opens your MODS folder. Nothing fancy. I know I can make a shortcut on the desktop but this addition would be nice.
Right-click any available mod and select "Explore".


Thanks mate, your support (and indeed that of all donators) is greatly appreciated. :up:

Thanks for answering. :p I already knew about the right click and explore. I was hoping for a direct quick link to MODS folder. I need it for testing newer mods and work I'm doing. Its long to do that process over and over. Oh well I can live with it.:smug:

BUILT-IN NEW MOD EMPTY FOLDER/DIRECTORY TREE CREATOR
Great idea.:up:

JScones
10-09-07, 10:58 PM
Thanks for answering. :p I already knew about the right click and explore. I was hoping for a direct quick link to MODS folder. I need it for testing newer mods and work I'm doing. Its long to do that process over and over. Oh well I can live with it.:smug:
I mustn't be fully understanding the catalyst behind your request. I mean, I have no problem right-clicking a mod, any mod, selecting Explore and then seeing myself in the MODS folder structure in Windows Explorer. The MODS root folder itself is no more than one further click away.

In the situation you've outlined, why wouldn't you just right click and explore the newer mod you're working on? I assume it's in the MODS folder, hence in JSGME's "Available Mods" list?

I mean, I can easily add an "Explore MODS folder" task, but I really want to understand what great benefit it would provide, especially as it seems to me that it would save merely one mouse click.

JScones
10-10-07, 04:54 AM
Guys, I've just sent emails to those of you who have supported JSGME development, offering you a play with the next release. If you've donated, or contributed in the past by way of testing or language translating, but haven't received an email from me, pls email or PM me (some emails bounced and unfortunately it can be hard reconciling names to forum nicks here let alone for users who frequent other forums).

@Everyone: I want to compile a list of games that JSGME is known to work with. So far I have:

European Air War
Panzer Elite
Silent Hunter III/IV
Battle Of Britain II
CFS3
IL2 Series
Total War Series

If you are aware of any other games where JSGME is used, or supported, can you pls post here.

Thanks

Vermin
10-10-07, 05:53 AM
Hi JScones,

Just like to mention a couple of things:

1) Very helpful and useful tool - my SH3 experience would be bowhere near as good without being able to easily add/change mods. Thankyou!

2) A visit BDU button would be a great idea - easily justification for v2.8 (:D )!
And if it happened to coincide with some version of an improved Nightclub: Immersion factor = x10! :lol:

Thanks again!

Vermin

Wolfehunter
10-10-07, 11:56 PM
Thanks for answering. :p I already knew about the right click and explore. I was hoping for a direct quick link to MODS folder. I need it for testing newer mods and work I'm doing. Its long to do that process over and over. Oh well I can live with it.:smug:
I mustn't be fully understanding the catalyst behind your request. I mean, I have no problem right-clicking a mod, any mod, selecting Explore and then seeing myself in the MODS folder structure in Windows Explorer. The MODS root folder itself is no more than one further click away.

In the situation you've outlined, why wouldn't you just right click and explore the newer mod you're working on? I assume it's in the MODS folder, hence in JSGME's "Available Mods" list?

I mean, I can easily add an "Explore MODS folder" task, but I really want to understand what great benefit it would provide, especially as it seems to me that it would save merely one mouse click.

Its ok Jscones. It was just an Idea.:yep: You have more important updates to do.:up: Plus 2 more seconds isn't going to kill me. Mod enabler is fine. I have no issues. What ever updates you guys do will just be a bonus. Keep up the hard work guys. We all appreciate it.:rock:

I have a question regarding the current JSGME if you have the time.

If mod A is enabled and working but later an updated mod B comes around and asks to enable it over the mod A. Does that overwrite the original files or does it merge them?

leovampire
10-12-07, 04:46 AM
Thanks for the new work JScones and I hope the input I gave you in the PM's helps you out!?

I guess it was a good thing for me to have the new one. It allowed me or should I say made me clean up the mod's added to my game and it is running and loading better with the new code work you did! And you know how much load time can mean to a modder! :D

So cool and thanks!:rock:

Dave

JScones
10-12-07, 06:02 AM
Thanks for the new work JScones and I hope the input I gave you in the PM's helps you out!?
Absolutely. :up:

I guess it was a good thing for me to have the new one. It allowed me or should I say made me clean up the mod's added to my game and it is running and loading better with the new code work you did!
Great to hear. :up:

I guess some users may initially find the new version a bitter/sweet experience. Because of the extensive engine rewrite, it's no longer backward compatible, meaning that mods enabled through earlier versions of JSGME cannot be disabled through the new version.

For most users this won't be a problem; they'll disable all mods before installing the new version and re-enable them again afterwards, exactly as they have done for every new JSGME release to date.

But it's a bit more of a problem for users that have renamed or deleted mods while they're enabled. Unlike previous JSGME releases, the new version will pick this up and highlight it to the user. So whereas in the past users have remained blissfully unaware of such "orphan" mods hanging around in their game, now they'll see them straight away.

JSGME will still work of course (thanks to your feedback I've fixed up the "File not found" message), but the pre-existing "orphan" mods will, just like now, have to be removed manually if users want to ensure a stable platform for their gaming.

Fortunately, renaming or deleting mods enabled with the new version (now rebadged to v2.0.0) will no longer be an issue because of the new way JSGME handles things, so this will be a once-off "fix" for those moving to the new version that happen to be unfortunate enough to have the "orphan" mod problem.

coronas
10-12-07, 01:00 PM
Thanks for answering. My SH3 experience should not be the same without your magnific tool.

JScones
10-15-07, 09:23 PM
BUILT-IN TEXT COMPARE TOOL

1) Maybe a built in text file compare tool? for comparing differences in two cfg files etc. I use your mod manager for many games and a text compare tool could be used alot in modding other games as well.
Actually I noticed I hadn't responded to your comments and was going to do so yesterday, but I saw jimimadrid's new text editor thread, and thought that I'd wait and let that get exposure first.

Anyway, as you may know, SH3Cmdr has been doing file mergings for quite a while, so my revelation a few weeks ago (from when it was last mentioned) was to lift and shift the function across to JSGME (it's a self contained function, no changes necessary) after I rewrote JSGME's engine (which I've now done and testing has been nothing but positive). That means that nearly every SH3 and SH4 file would be "merge capable" (binary and text), I'd just then need to expand it to include XML files and the like (to keep the "Generic" in the name ;)).

Basically, if you're familiar with SH3Cmdr's Static/Randomised Settings feature, you've got a good idea about how it would work.

The big challenge is making it user friendly and presenting it in a way that doesn't turn off players that just want to "install and run". And in doing so balancing it with accuracy. I mean, changing the deck gun rate would be sweet, but if mod A changes six elements of stock SH4's menu.ini file and mod B changes two elements of the same file, is there a guarantee that all will be sweet? Ultimately, there would still need to be some manual intervention if things go wrong and I don't want to give users heart attacks by showing them menu.ini file contents!

At least there's no immediate hurry now - while I work it out, give jimimadrid's tool a spin. :up:

BUILT-IN NEW MOD EMPTY FOLDER/DIRECTORY TREE CREATOR

2) Also, I like to make my own custom mods on the fly. I would like some sort of tool to duplicate an entire directory stucture. Basically I select the last child folder that contains my files I want to change then your program will duplicate the child and all its parent folders and place copies of the structure into the MODs folder. This will allow me to just throw in the modded files into the empty folders your program created.

Example: I have 3 texture files that are for a new mod. I want them to go into d:\program files\ubijunk\sh12\Data\Textures (jsgme.exe is located in sh12)....Instead of creating all my own folders to make up the mod....I'd would press a button called "Create Mod" ...it would open a window that allows me to make a name for my initial mod folder. I then press "Add Folder" and select the bottom most folder of the game and then it would copy and create all the parent folders plus the folder I selected into the MODS folder where the jsgme.exe resides. If I want to add more folders to the mod I just press "Add folder" again if not I press "Finalize Mod Tree" to create all the empty folder structures. Then I just have to drop the files into that last folder to make my mod. (Rather than making folder after folder manually.)

In some games the directory trees get pretty long and extensive with the more changes you make for a mod. Having a built-in tool in JSGME to copy and create empty directory trees in MODS folder would save alot of time in making new experimental mods or tweaks. Especially when testing 3-4 versions.
Good idea - maybe not v2.0, but certainly a consideration for v2.1.

As an aside, in addition to other new features I've posted, v2.0 players will be able to rename mod folders from within JSGME. I didn't think it would be that big an enhancement, but I find it most helpful.

panthercules
10-15-07, 09:46 PM
As an aside, in addition to other new features I've posted, v2.0 players will be able to rename mod folders from within JSGME. I didn't think it would be that big an enhancement, but I find it most helpful.

That will be nice - that coupled with the "explore" capability should really help for when I need to make a quick tweak to the name and/or readme file when it occurs to me that something conflicts with something else, etc. and I want to note it before I forget about it.

This just keeps getting better and better, which is pretty amazing given how perfect it was already :rock:

JScones
10-15-07, 10:12 PM
As an aside, in addition to other new features I've posted, v2.0 players will be able to rename mod folders from within JSGME. I didn't think it would be that big an enhancement, but I find it most helpful.

That will be nice - that coupled with the "explore" capability should really help for when I need to make a quick tweak to the name and/or readme file when it occurs to me that something conflicts with something else, etc. and I want to note it before I forget about it.

This just keeps getting better and better, which is pretty amazing given how perfect it was already :rock:
Hehe, you prolly don't need to read my email now, LOL!

Tikigod's second suggestion works well in here too - I can add the ability to create new mod folders from within JSGME, then provide the ability to add files and folders from within JSGME to build the structure automatically. Windows Explorer will then only need to be opened to actually *edit* the mod files; everything else can be done through the JSGME interface.

I have a week of leave left before returning to work...still some free time to play around. ;)

tater
10-15-07, 10:20 PM
BTW, thanks again for continued support on this important tool for open modding.

<S>

tater

melnibonian
10-16-07, 01:40 AM
Jaesen I have used JSGME in Sega's Football Manager 2007 as well without any problems. Most probably it will be fine for Football Manager 2008 (it's out in a couple of days), but as soon as I know I will let you know.

JScones
10-16-07, 05:28 AM
Hey a q for those using non-English language OS. When you create a new folder in Windows Explorer, what is the default? Is it "New Folder", or is it something in your language? If it's the latter I don't really need to know what the text is, just that it's *not* the English "New Folder".

skwasjer
10-16-07, 05:41 AM
Yes, the 'New Folder' default name is localized in all Windows OS's.

JScones
10-16-07, 06:11 AM
Yes, the 'New Folder' default name is localized in all Windows OS's.
Thanks. :up:

skwasjer
10-16-07, 09:20 AM
Anyway, as you may know, SH3Cmdr has been doing file mergings for quite a while, so my revelation a few weeks ago (from when it was last mentioned) was to lift and shift the function across to JSGME (it's a self contained function, no changes necessary) after I rewrote JSGME's engine (which I've now done and testing has been nothing but positive). That means that nearly every SH3 and SH4 file would be "merge capable" (binary and text), I'd just then need to expand it to include XML files and the like (to keep the "Generic" in the name ;)).

Basically, if you're familiar with SH3Cmdr's Static/Randomised Settings feature, you've got a good idea about how it would work.

The big challenge is making it user friendly and presenting it in a way that doesn't turn off players that just want to "install and run". And in doing so balancing it with accuracy. I mean, changing the deck gun rate would be sweet, but if mod A changes six elements of stock SH4's menu.ini file and mod B changes two elements of the same file, is there a guarantee that all will be sweet? Ultimately, there would still need to be some manual intervention if things go wrong and I don't want to give users heart attacks by showing them menu.ini file contents!

I have no idea how SH3Cmdr works, because I don't use it, but do you just insert/replace plain binary data at a specific offset?

I have been discussing some stuff in the past where S3D logs all changes made to a file so it could possibly be used by other software (read JSGME) to dynamicly rebuild files based on such logs. It would require the exact same source files for this to work but this is pretty much what JSGME guarantees (as long as a user uses it correctly that is). This way, modders can work on any file they wish and they then wouldn't distribute the 'dat/sim' etc file but only the log for use with such a tool... S3D currently already supports full undo/redo functionality so it would take some thinking on how to safely store this in a workable format for such a solution (which could basically be as simple as, offset,size,data). Interesting, or do you have some other solution down the pipeline?

[edit] obviously, this won't solve conflicts where two mods change things and the result is something unbalanced, and it probably won't work either if inserted data is not of exact same size (iow replacement), unless you keep track of insertions/removals too and accordingly rebase the offset.

This was just a quick thought... There are probably things I overlook at this point, but it's the idea that counts ;)

MONOLITH
10-16-07, 09:51 AM
Forgive me for quickly scanning the new posts, as I'm on the run....

I see it was touched on above, but just want to add/reconfirm;

If we could combine the text comparing feature of Jimimadrid's tool with JSGME, that would be ideal.

A one stop step of enabling a mod, and having only the required lines of text in an .ini file be altered, that would be the perfect thing for everyone here.


Sorry if this is addressed above, I'm racing off to work.

Later.

JScones
10-16-07, 10:15 AM
I have no idea how SH3Cmdr works, because I don't use it, but do you just insert/replace plain binary data at a specific offset?
Yes, that's pretty much it. The modder provides the offset, size and data and SH3Cmdr just inserts it.

I have been discussing some stuff in the past where S3D logs all changes made to a file so it could possibly be used by other software (read JSGME) to dynamicly rebuild files based on such logs. It would require the exact same source files for this to work but this is pretty much what JSGME guarantees (as long as a user uses it correctly that is). This way, modders can work on any file they wish and they then wouldn't distribute the 'dat/sim' etc file but only the log for use with such a tool... S3D currently already supports full undo/redo functionality so it would take some thinking on how to safely store this in a workable format for such a solution (which could basically be as simple as, offset,size,data). Interesting, or do you have some other solution down the pipeline?
I was thinking that in addition to their modded files, modders would include a text file stipulating any merging required. The format SH3Cmdr uses, which most likely JSGME will too, is:


...
[data\Cfg\SomeTextFile.cfg]
SECTION1|Key=Data
SECTION2|Key=Data
SECTION3|Key=Data

[data\Cfg\SomeDataFile.dat]
OFFSET1|Data size=Data
OFFSET2|Data size=Data
OFFSET3|Data size=Data
...

Binary, text, doesn't matter, it can all go into the one merge file; JSGME will be smart enough to tell the difference between binary and text file merging.

So, after JSGME copies across any included modded files as it does now, it would then merge the contents of this file into each respective game file, backing up the specific data that it replaced (or added/deleted). The backup log would be in the same format as the source merge file, but with, obviously, the replaced data. To maintain content integrity the merged files would be added to the dependancy list that JSGME maintains with the full files that the mod replaced earlier on. So no chance of any "unmerging" out of sequence.

[edit] obviously, this won't solve conflicts where two mods change things and the result is something unbalanced, and it probably won't work either if inserted data is not of exact same size (iow replacement), unless you keep track of insertions/removals too and accordingly rebase the offset.
Yeah. There'll always be exceptions. Even with SH3Cmdr GWX users must use a different set of files to stock users to NYGM users because of differing offsets. But some of this will have to come back to the modders: "Make sure you've enabled mod X before my mod". It would be impossible for any application to know if a merge will crash a game; it has to come back to manual intervention at some time. With this in mind I'm not sure that rebasing the offset (and possibly size) would be worthwhile; it may just cause more problems.

The likelihood of unbalanced mods is what's put me off this for so long - I'd hate JSGME getting the blame because, using my example above, a mod that changed two parts of menu.ini "broke" an earlier enabled mod that changed six parts. But I guess it's really no different to now when a subsequent mod screws up an earlier mod...

This was just a quick thought... There are probably things I overlook at this point, but it's the idea that counts ;)
Keep them coming. If you have a better way of inserting binary data, I'm all ears. My intention though it to keep it as generic, dynamic and as easy to use as possible.

skwasjer
10-16-07, 10:56 AM
I see, interesting.

I understand the problems involved with merging both text/binary data. It's why I said in other threads, it will prove pretty much impossible. Not so much technically, but there's no guarantee everything works as expected. This is also true using current JSGME, but the problems are less likely and at least more transparent to both end-user as well as modder as to what's the cause.


Yeah. There'll always be exceptions. Even with SH3Cmdr GWX users must use a different set of files to stock users to NYGM users because of differing offsets. But some of this will have to come back to the modders: "Make sure you've enabled mod X before my mod". It would be impossible for any application to know if a merge will crash a game; it has to come back to manual intervention at some time. With this in mind I'm not sure that rebasing the offset (and possibly size) would be worthwhile; it may just cause more problems.

Imo, I think rebasing can be worthwile, as long as JSGME is used right from the get go (aside from any supermod custom installations, or shall we say the base install). Data can then be inserted/removed as well without a file going at least corrupt (as far as file structure is concerned).

The big problem that remains is again whether specific mod changes are compatible with previous installed mods... You - the author - can never know. This will always be up to the modder. Come to think, how about a 'dependency list' for modders to include, lol :rotfl: Sorry I get carried away to easily :)

Anyway, I trust your instincts, like you said it's not the first time you've thought about this. I only thought of this 'on the side' of other work...


Keep them coming. If you have a better way of inserting binary data, I'm all ears. My intention though it to keep it as generic, dynamic and as easy to use as possible.
Keep that thought. It is the real power behind your app, simple, effective.

I feel in someway though that creating such binary/text cfg's for JSGME, could become at least somewhat easier for the modders if S3D can generate the 'binary' part!

ironkross
10-16-07, 01:48 PM
Firstly thanks for developing this really useful mod tool. I really doubt I would have used mods extensively without JSGME.
Probably too late for this version, but a bell or chime when the enabler is finished would be good for those big mods and sound/radio mods that take several minutes to complete. "Ting, you are now free to move about your modded submarine!" :rotfl:

JScones
10-16-07, 10:50 PM
Firstly thanks for developing this really useful mod tool. I really doubt I would have used mods extensively without JSGME.
Probably too late for this version, but a bell or chime when the enabler is finished would be good for those big mods and sound/radio mods that take several minutes to complete. "Ting, you are now free to move about your modded submarine!" :rotfl:
No, it's not too late. ;)

JScones
10-16-07, 11:14 PM
I want to release v2.0 in the next week or so. I've had some guys using it for the last week and feedback has been positive.

However, as this new version contains a totally revamped engine, I'd like to broaden the testing conditions a wee bit.

So, if you want to test the latest (as in try to break it and let me know the result, not just take it and use it without giving feedback), pls PM me. I'm particularly keen for some Vista users, and even some Win98/2000 users (OK, perhaps not likely here, but who knows, one of you may have a few machines). Experienced users and novice users are both welcomed. Doesn't matter what game you test it with either.

kiwi_2005
10-16-07, 11:46 PM
Could you implement the soon to be released SH4 Commander into the JSGME :D

Well i tried! :lol:

I so miss Commander for SH4 :cry:

JScones
10-17-07, 04:50 AM
I feel in someway though that creating such binary/text cfg's for JSGME, could become at least somewhat easier for the modders if S3D can generate the 'binary' part!
Absolutely! Anyway, after I release v2.0 I'll turn all my JSGME development attention to the merge component inclusion. So feel free to throw any thoughts or ideas this way. ;) Same goes for anyone else - JSGME is pretty much what it is because of user feedback.

BTW skwasjer: kiwi's post reminded me - I gave the merge code I use in SH3Cmdr to Potoroo to use in SH4 Patrol. I dunno if he is running with it (let alone even working on SH4 Patrol any more), but if so it'll mean you could write one export function to suit both products.

JScones
10-19-07, 02:28 AM
I need a few Vista users to test something for me...

It appears that Vista's UAC gets in the way of certain new JSGME features (surprised?). One is the simple playing of the system sound when a mod has been enabled or disabled :sigh:

If you use Vista, can you pls d/l the quick test file at http://www.users.on.net/~jscones/Project1.exe and perform a few simple tests:

1. press button 1, you should hear a sound. Press button 2, you should hear a sound. Note the results.

2. run the file as administrator (the usual right-click then "Run as administrator" process) and repeat the test.

Pls post your results here for each test.

You don't need to be a JSGME user, just a Vista user. ;)

XP users need not test.

skwasjer
10-19-07, 04:07 AM
Both buttons work fine here. (Vista x64 Ultimate EN)

Borgneface
10-19-07, 06:42 AM
......PS: I also welcome anyone offering to translate the interface into more languages. It's very easy to do and requires nothing more than translating entries stored in a text file. Current languages available are: Spanish, French, German, Dutch, Portuguese (Brazilian), Polish, Greek, Catalan and Galician. Feedback from native speakers of these languages have highlighted the benefit and accessibility that the translations afford, especially to those not confident with the English language.

Salute JScones!
First of all allow once more to tahnk you for your great program which I have been using for a long time (started in fact with SH2....!)
Sorry for replying so late to your request......If it is not too late I would very happily translate the Interface into French.....! This one of my few skill and it would really please me to contribute in my humble way to SH3 Community! :yep:
PS: I am not yet using SH4, only SHIII, would that be a problem?
Looking forward to read from you

Von Manteuffel
10-19-07, 02:17 PM
Hi, JScones,

Sound on both buttons each time, including when run as administrator - Vista Home Premium

Best wishes