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View Full Version : [REL] JSGME v2.2.0 now available!


JScones
09-06-08, 08:21 AM
JSGME v2.2.0 is now available from http://jonesoft.jaennahre.com (http://jonesoft.jaennahre.com/) or via JSGME's Update feature.

http://www.users.on.net/~jscones/software/screenshots/JSGME.gif

Changes:
- Now allows users to change the default MODS folder name when first run
- Now accepts command line parameters (refer to Help file for more detail)
- Added ability to import a mod folder from another location
- Now displays the total number of mods found and number of activated mods in status bar
- Removed "Delete" button - delete available mods by selecting and pressing the Delete key or Delete context menu option

The first change is the most significant in this release. Whilst it won't have much impact on SH3/SH4 players (who should accept the default MODS folder when prompted), players of certain other games including IL2 will now be able to keep their JSGME mods separate from internal game mods.

I STRONGLY RECOMMEND THAT ALL JSGME USERS UPDATE TO THIS LATEST VERSION! There are no reasons for anyone to still be running v1.x versions of JSGME - indeed, doing so means that you are missing out on all the major advancements that came with v2.0 and now v2.2, especially those that have reduced the likelihood of game corruption through user error.

INSTALLATION
If you intend installing over a copy of JSGME v2.x, you do not need to disable any existing mods; simply install directly over your current version (you will be prompted for a mods folder name when you first run JSGME, just press OK to accept the default MODS folder name; if you change it, then JSGME will no longer "see" your existing mods).

If you intend installing over a copy of JSGME v1.x, you must disable all enabled mods before continuing. Not doing so will corrupt the running of JSGME and hence your game. Once you've disabled all mods (check your !BACKUP folder too for any residual files), simply install this version over the top and resume using as you normally do. If you have a lot of mods installed, create an activated mods list first so that you can remember the order in which to re-enable then.

If you use a language pack, please download the updated version from http://jonesoft.jaennahre.com. Note that some updated packs are not yet available - they will be uploaded as soon as possible. You can continue to use your current language pack in the meantime.

As always, please feel free to announce in other game forums...

JScones
09-06-08, 08:25 AM
NB: I don't come here that often, nor do I intend to, so pls, no PM's. If you have a problem with the mechanics of JSGME, or you have suggestions or feedback, pls contact me via email or via my "Contact JoneSoft" webpage, or post in this thread. Development of JSGME continues until suggestions run out.

If you have a problem with mod x overwriting mod y or mod z crashing your game, pls post elsewhere.

If you have general usage questions, pls go through the visual guide (http://www.matrixgames.com/forums/tm.asp?m=1773663) first. It's not SH3/SH4 based, but is prolly the best, up-to-date, guide I've seen.

If you plan on using the command line parameter feature in your setup/installation file and want to know how to intercept Windows messages, try Google or your development tool's help file. Beyond that, JSGMEHelp.txt will have everything you need to know to communicate with it.

If you are having problems with SH3Cmdr or want to know when the next version will be released and what will be in it, pls post elsewhere.

If you want to know whether you need to disable all mods first before installing the latest JSGME, pls re-read the first post.

ReallyDedPoet
09-06-08, 09:01 AM
Nice, added to the Mods Thread :yep::up:


RDP

Jimbuna
09-06-08, 10:03 AM
Nice one Jaesen http://www.psionguild.org/forums/images/smilies/wolfsmilies/thumbsup.gif

Wolfehunter
09-06-08, 10:10 AM
Thanks dude.:up:

Reece
09-06-08, 10:10 AM
Many thanks Jaesen!:yep:

melnibonian
09-06-08, 11:47 AM
Many thanks Jaesen. Once more a great addition to our game experience :yep: :up:

bert8for3
09-06-08, 02:04 PM
Terrific, thanks :up:

Torp III
09-06-08, 02:25 PM
:rock: Many Thanks Jaesen, always look forward to updates on JSGME. Great!:up:

bigboywooly
09-06-08, 03:07 PM
Ah Jaesen
Thanx mate
As ever :up:

Ktl_KUrtz
09-06-08, 03:14 PM
May your God go with you!
Thanks a lot.:up:
KUrtz

Wreford-Brown
09-06-08, 04:01 PM
Thank you, yet another awesome upgrade.

SH3 wouldn't be the game it has now become without JSGME and SH3 Commander.:up:

yamato9
09-06-08, 06:05 PM
Thanks Jaesen!:up:

nikbear
09-06-08, 06:27 PM
Thank you for all your hard work,much appreciated:yep::up:

JScones
09-07-08, 12:35 AM
Thanks guys.

FYI all I found a nice comprehensive visual guide that is more relevent to v2+. I've linked to it back in post #2.

I'll prolly put a similar pdf file together at some stage which users will be able to view/download from my website.

JScones
09-07-08, 12:37 AM
FYI again, for v3.0 I'm looking at totally re-doing the interface. The current interface is 10 years old. So, if you have any suggestions on improved layout/presentation, pls let me know. Alternatively, if you are just peachy with it as it is now, just let me know.

Rhodes
09-07-08, 06:33 AM
Thank You:up:

Reece
09-07-08, 09:50 AM
if you are just peachy with it as it is now, just let me know. Well I am certainly happy with the way it is, I can't think of any other features that will improve it except for being able to enable mods to folders outside the bounds of the games folder structure! Would have to have something like an ini file within each mod folder that directed where the mod would load.:D

Laufen zum Ziel
09-07-08, 10:01 AM
Many Thanks,

I look forward to any thing you do.

With your permission I will update SHA to mirror this.

StarLion45
09-07-08, 10:05 AM
:D I have D/L and installed that new JSGME thank you.
It's working perfectly:p
Thanks a lot my friend:)

Myxale
09-09-08, 01:02 PM
The best ever! TGlad to see it updated! Thanx a buch mate! :up:

You:rock:

JScones
09-12-08, 09:55 PM
With your permission I will update SHA to mirror this.
This is one reason why I have a License Agreement - pls check "JoneSoft.txt" for details of what you are allowed to do with my work. ;)

PS: - This software may be distributed freely on online services, bulletin boards, or other electronic media as long as the files are distributed in their entirety.

:up:

JScones
09-12-08, 10:01 PM
if you are just peachy with it as it is now, just let me know. Well I am certainly happy with the way it is, I can't think of any other features that will improve it except for being able to enable mods to folders outside the bounds of the games folder structure! Would have to have something like an ini file within each mod folder that directed where the mod would load.:D
:hmm: Why would you want to enable games mods outside of the game that uses them? Doesn't make sense to me. :88)

JScones
09-12-08, 10:22 PM
I forgot to mention, I have developed an example Inno Setup file that exploits the new command line parameter feature of JSGME. It shows how to automatically disable and enable mods through JSGME and how to check the result (via JSGME.ini, as tmk Inno Setup doesn't handle interception of windows messages, at least not easily).

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

It's a framework, but it works and will be supplied "as is" with no warranty or support.

kylania
09-13-08, 10:47 PM
if you are just peachy with it as it is now, just let me know. Well I am certainly happy with the way it is, I can't think of any other features that will improve it except for being able to enable mods to folders outside the bounds of the games folder structure! Would have to have something like an ini file within each mod folder that directed where the mod would load.:D :hmm: Why would you want to enable games mods outside of the game that uses them? Doesn't make sense to me. :88)

Maybe something like having your game installed on your main drive but you load modules stored on your data drive since it has more space? Not sure myself, but I can see people doing that. I know my main drive is fast running out of space but I don't want to reinstall everything again heh

Reece
09-14-08, 09:09 AM
Why would you want to enable games mods outside of the game that uses them? Doesn't make sense to me. :88) There are circumstances such as the Documents and Settings\your profile\My Documents\Sh3 where you may wish to change settings with certain mods, such as GameplaySettings.cfg, main.cfg etc. could also apply to other games as well, twas just a thought Jaesen!:oops:

keltos01
09-15-08, 05:52 AM
Great work ! thanks for a program without which modding would be hell ! :up::up::up:

Anvart
12-28-08, 06:37 AM
I have noticed that JSGME v2.2 connects mods (200 ... 500 MB) to "STALKER" more slowly than previous JSGME versions ... :hmmm:

Killjoy12
01-06-09, 01:24 AM
Have you given any thought to centralizing the location of JSGME such that it can be used by multiple games with only one installation of JSGME? What I'm thinking is something along the lines of

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

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

Just a thought.... Thanks for listening.


FYI again, for v3.0 I'm looking at totally re-doing the interface. The current interface is 10 years old. So, if you have any suggestions on improved layout/presentation, pls let me know. Alternatively, if you are just peachy with it as it is now, just let me know.

Weiss Pinguin
01-06-09, 01:39 AM
To be honest, the interface is pretty slick as it is. Simple, nothing complificated or messy. I'd love to be able to work several games with just one install, but if that would take something like a total rework of the GME, then I'd say it's perfect as is.

JScones
01-17-09, 02:03 AM
Have you given any thought to centralizing the location of JSGME such that it can be used by multiple games with only one installation of JSGME?
Yes, indeed at one point about 5 years ago I actually had a prototype that worked like this. I've asked users what they'd prefer a number of times, and the responses tended to be somewhat nervous, along the lines of "just don't mess with the simplistic nature of JSGME". It's hard to argue with that view, as that's the whole ethos behind JSGME.

Somewhere along the line I deleted that prototype, but it's only a day's work - just a few buttons and boxes and an ini file and it's done. The real concern though is compatibility/dependency. For example, the GWX installer (and a few others) looks for files that would no longer exist where they do now. And any application (such as S3D) that interacts with JSGME via system messages would need to be modified.

TBH I've put it in the "more serious pondering required" basket.

Killjoy12
01-17-09, 08:03 PM
Fair enough - Thanks!

Kongo Otto
01-20-09, 03:29 PM
Thank you very much for all the hard work. :up:

legion78
03-13-09, 02:19 PM
Im not able to find any valid links for jsgme anymore, where can I download this software.

ReallyDedPoet
03-13-09, 02:28 PM
Click on the link below my sig, the Mods and Utilities one, it is located at the top of the first post in that thread :yep:

Edit: Just noticed the link is not working :hmmm:

legion78
03-13-09, 02:31 PM
Click on the link below my sig, the Mods and Utilities one, it is located at the top of the first post in that thread :yep:

Umm...that link takes me to a thread which leads me right back to this thread.:) All the download links for the software are 404.

legion78
03-13-09, 02:34 PM
Your fast sir,lol. If you can supply a copy i'll find a host for it if you like.

Jimbuna
03-13-09, 03:55 PM
Click on the link below my sig, the Mods and Utilities one, it is located at the top of the first post in that thread :yep:

Umm...that link takes me to a thread which leads me right back to this thread.:) All the download links for the software are 404.

http://files.filefront.com/jsgme+setupexe/;13460116;/fileinfo.html

JScones
03-13-09, 06:12 PM
Erm, what was wrong with just using the link in the first post of this thread? :hmmm: Takes me straight to the homepage and from there two clicks and it's d/l. Much quicker than the 1.5 hours that it took to get it from someone else.

Beyond that, every post I make has the link in the signature block too (like at the post three above legion's for example).

TBH I'm not a fan of too many people hosting copies of JSGME because of the confusion it creates over version control. Even the Subsim Downloads page still hosts v1.5!!! And somewhere there is v1.7 being hosted, because I receive a lot of enquiries from users still running v1.7.

legion78
03-13-09, 06:25 PM
Erm, what was wrong with just using the link in the first post of this thread? :hmmm: Takes me straight to the homepage and from there two clicks and it's d/l. Much quicker than the 1.5 hours that it took to get it from someone else.

Beyond that, every post I make has the link in the signature block too (like at the post three above legion's for example).

TBH I'm not a fan of too many people hosting copies of JSGME because of the confusion it creates over version control. Even the Subsim Downloads page still hosts v1.5!!! And somewhere there is v1.7 being hosted, because I receive a lot of enquiries from users still running v1.7.

Nothing was wrong with using those links, except several hours ago when I was clicking them they were broken, It wasn't just me either because the mod who was helping me noticed they were 404 as well. Now I see that they are working so no worries and thanx to the mod for helping me out as well.

JScones
03-13-09, 06:43 PM
Alternate location for SH3/SH4 users is Beyond The Shadows (http://www.bts-mods.com/?page=sh3user=jscones)

Surprised others didn't point you there, as it pretty much is the (most up-to-date) central hosting spot for SH3/SH4 stuff.

legion78
03-13-09, 06:47 PM
Good to know and thanx for the site, I bookmarked it.

ReallyDedPoet
03-13-09, 08:03 PM
Erm, what was wrong with just using the link in the first post of this thread? :hmmm: Takes me straight to the homepage and from there two clicks and it's d/l. Much quicker than the 1.5 hours that it took to get it from someone else.

Beyond that, every post I make has the link in the signature block too (like at the post three above legion's for example).



For some reason when I tried these ^^^^ earlier they did not work :doh:,
but see they are now :yep:

Oneshot/Onekill
03-24-09, 08:18 AM
TY Jaesen, your work for SH3&4 has been essential.:woot:

Aces
04-09-09, 06:26 AM
Thanks for your excellent work, this program has long since been a must have for SH3 and other games.

May I ask if you might consider incorporating a feature in a later version if it is possible. I (and maybe others) switch between mods eg. I use one "set" of mods and then on another occasion another "set". I do this when I am working on my movie mostly as there are some mods which don't work with others. Would it be possible to incorporate multiple profiles and multiple Backup folders eg. switch between profiles to load a set of mods in the order previously selected and saved with. I hope this makes sense.

Cheers

Aces

JScones
04-09-09, 11:42 PM
May I ask if you might consider incorporating a feature in a later version if it is possible. I (and maybe others) switch between mods eg. I use one "set" of mods and then on another occasion another "set". I do this when I am working on my movie mostly as there are some mods which don't work with others. Would it be possible to incorporate multiple profiles and multiple Backup folders eg. switch between profiles to load a set of mods in the order previously selected and saved with. I hope this makes sense.
You can actually do this now, although I agree that a more overt implementation of "mod profiles" would be useful for general users. So I'll add it to my "to-do" list.

Anyway, to achieve what you want now, here's what I'd do...


Create a new text file in the same folder as JSGME.exe (ie root game folder). Call this something meaningful, like "Mod Profile for movie making.txt"
Add the following two lines:
JSGME.exe /da /x
JSGME.exe /e "Name of first mod to enable" "Name of second mod" "Name of third mod" "And so on" /x
Close the text file and replace .txt extension with .bat (ending up with "Mod Profile for movie making.bat"

Repeat these steps for each mod set so that you end up with a series of unique bat files.

Then, in future, instead of running JSGME directly, run the bat file of your choice. JSGME will then automatically disable the existing mods and apply the ones that you stipulated in your profile.

Check the Help file for an explanation of the switches that can be used in the bat file.

Set up shortcuts to each bat file to make it easier to access them.

In a later version I'll add specific profile management, but for now this will work just fine.

Aces
04-10-09, 01:11 AM
Billiant!!!. thanks very much for this info I forgot about .bat files and command line switches :) that's great.

Kind regards

Aces

JScones
04-12-09, 03:10 AM
Just so everyone knows, here's what's on my to-do list for the next release:

- add ability to also remove whole folders with -remove switch
- allow sorting of activated mods list OR add ability to search list
- add ability to disable subsequent mods when trying to disable a "greyed out" mod
- add ability to manage mod profiles

And I guess whatever comes out of the current poll (http://www.subsim.com/radioroom/showthread.php?t=150464).

If I can recruit assistance, I may also consider theme support. Feel free to email me if you want to volunteer to help.

Syneon
07-12-09, 02:01 PM
Just to get this clear..

Where exactly should I install JSGME if I have SH4?

tonschk
07-12-09, 03:06 PM
:yeah: I already updated from the V2,1 to the V2.2 new version , thank you very much :salute:

onelifecrisis
07-22-09, 08:49 PM
JScones, I found a bug. :arrgh!:

JSGME doesn't like it when you put a = character in a mod name. Perhaps you could add a check for that character and prevent the user from enabling the mod if an = character is found? Otherwise they end up where I am now (manually disbabling the mod and restoring the JSGME backup files one at a time).

makman94
08-31-09, 06:22 PM
JScones, I found a bug. :arrgh!:

JSGME doesn't like it when you put a = character in a mod name. Perhaps you could add a check for that character and prevent the user from enabling the mod if an = character is found? Otherwise they end up where I am now (manually disbabling the mod and restoring the JSGME backup files one at a time).

yes, i confirm Olc's words! i had the same issue ( hadn't seen this post ) and all the backfiles were...'lost' ! or...no ? i mean ...are they 'hiding' somewhere or i lost them definitively ?

JScones
09-01-09, 12:59 AM
OLC, have you an example I can test "live"?

SquareSteelBar
09-01-09, 01:20 AM
....and all the backfiles were...'lost' ! or...no ? i mean ...are they 'hiding' somewhere or i lost them definitively ?Hi makman94,

the backup files are in ...\SilentHunterIII\MODS\!BACKUP\...
!BACKUP is a hidden folder.

Cheers,
SquareSteelBar

makman94
09-01-09, 11:52 AM
Hi makman94,

the backup files are in ...\SilentHunterIII\MODS\!BACKUP\...
!BACKUP is a hidden folder.

Cheers,
SquareSteelBar

thank you SquareSteelBar !
i found them but my pc is 'telling' me that cannot 'read' these files .... :hmmm:
any idea?

SquareSteelBar
09-01-09, 12:17 PM
thank you SquareSteelBar !
i found them but my pc is 'telling' me that cannot 'read' these files .... :hmmm:
any idea?Maybe that's the rason: JSGME appends the mod's name to every backup file, e.g. menu_1024_768.ini.Integrated Orders in which Integrated Orders is the mod's name and menu_1024_768.ini is the backed up file's name. If you remove .Integrated Orders you'll get your genuine file.
Now your PC should be able to 'read' it, in this case by any text editor like 'notepad'. Otherwise the file is corrupted...:timeout:

makman94
09-01-09, 12:38 PM
Maybe that's the rason: JSGME appends the mod's name to every backup file, e.g. menu_1024_768.ini.Integrated Orders in which Integrated Orders is the mod's name and menu_1024_768.ini is the backed up file's name. If you remove .Integrated Orders you'll get your genuine file.
Now your PC should be able to 'read' it, in this case by any text editor like 'notepad'. Otherwise the file is corrupted...:timeout:

that's it !!! thank you very much SquareSteelBar ! :up:

makman94
09-01-09, 12:47 PM
OLC, have you an example I can test "live"?

hello JScones,

just create a mod and name it as you like but put the = in mod's name .for example '' periscope with zoom=12 ''
when you try to disable it ...you will see the 'problem'

bye

JScones
09-03-09, 07:22 AM
Ah, I see the problem.

The = character is creating confusion in the ini file, because in an ini file = is a reserved character.

It's easily worked around at the user level (I won't go too far into that considering the pain you guys have gone through), but of course I'll look at a fix, hopefully sometime this weekend.

Thanks for the catch guys. :up:

JScones
09-04-09, 05:52 AM
I'll also look at incorporating some other user requests, viz:

Most likely
- ability to support mod profiles
- ability to sort or search activated mods list
- ability to auto-disable subsequent mods when trying to disable a "greyed out" mod

Maybe likely
- ability to remove folders as well

rs77
09-04-09, 06:02 AM
sounds really good :up:

thank you for your efforts JScones :salute:

irish1958
09-04-09, 07:41 AM
Thanks for all your hard work!:salute:

Rafael
09-04-09, 02:48 PM
Many thanks JScones! :up:

Great work (as usual) ... :yep:

JScones
09-05-09, 02:19 AM
FYI what's coming so far in the next release...

- Now correctly handles mods that have = as part of the mod folder name (the bug raised above)

- Added ability to load and save mod profiles (prolly something primarily for modders; you can enable a set of mods, save that set as a profile, then muck around with your mods and when finished, return to your begin state easily by reloading the saved profile, and without warning messages)

- Added search facility (for those of you with many mods ;))

- Now defaults to "Start in" folder (a compromise of sorts. If you know how to create shortcuts, you can now install JSGME to a central location and control where it points through creating unique shortcuts with different "Start in" folders. If you are happy with the way it works now, then you can just simply ignore this feature)

- Confirmation dialog no longer appears when disabling all mods using the /da command line switch (pretty obvious)

- Modified layout of "Tasks" menu (pretty obvious)

- Removed sounds, apart from those connected to warnings or errors (the sounds for normal behaviour get pretty annoying IMHO; now replaced with status bar messages)

I'm not sure if anything else is really critical for now, but if you think so (and it's NOT a request for file linking or compression of backup files), pls post here now.

For this release I will be requesting testers - if you are interested, pls PM or email me. I hope makman, OLC and skwasjer volunteer, as you've all requested or commented specifically on some of these features. ;)

onelifecrisis
09-10-09, 01:46 PM
For this release I will be requesting testers - if you are interested, pls PM or email me. I hope makman, OLC and skwasjer volunteer, as you've all requested or commented specifically on some of these features. ;)

I would but I'm in the US on vacation ATM. If you're still testing when I get back to the UK (one week from now) I'll gladly help. Either way, thanks for the update! :)

JScones
09-17-09, 02:40 AM
I'd love some more Vista and Windows 7 (beta) testers.

JScones
09-25-09, 11:58 PM
Just FYI - I'm not Microsoft so I won't be releasing this update until I'm sure that it works as expected. For that to occur I need a few more testers, especially those using Vista or Windows 7.

piri_reis
09-26-09, 01:50 AM
I can test but I'm still on XP.
Thanks for this update for an already perfect program, JScones :salute:

JScones
09-26-09, 02:55 AM
Cool. PM sent.

Wolfehunter
09-26-09, 05:58 PM
I'd love some more Vista and Windows 7 (beta) testers.
sign me up bro.!

windows 64bit RC1 7100 and RTM 7600 let me know.

I'm using it in RTM and it works flawless.

FIREWALL
09-26-09, 06:15 PM
I wish dud torps was in your "malfunction" option. :DL

JScones
09-26-09, 06:34 PM
Thanks Wolfehunter - PM sent.

JScones
09-27-09, 02:49 AM
ATTENTION ALL TESTERS: Pls redownload the zip file (same link). It contains a fix for those users (mainly Vista users) that are experiencing problems with enabling mods when file conflicts are found.

Wolfehunter
09-27-09, 10:56 AM
Done thanks. :salute:

WH

PaulH513
09-27-09, 11:09 AM
I have Vista 32 bit and will gladly help in any way I can

Commander Gizmo
09-29-09, 11:05 PM
[Edit] Post made in error due to lack of sleep. Ignore please.

piri_reis
09-30-09, 02:19 AM
That was quickly fixed with the 2.3.0.136. The link from JScones's site should have the latest version.

JScones
09-30-09, 02:50 AM
@Gizmo, as piri_reis points out, pls see my post three above yours and ensure that you are running build 126.

Also, to avoid general confusion, can you pls send your observations regarding your beta testing to me via PM. I don't want general users misunderstanding and interpreting your observations as applying to the latest released version; thus why I undertake beta testing privately via PM. ;)

JScones
10-02-09, 04:07 AM
FYI unless testers come back with any issues, I'll release the new version sometime this weekend. Updated language files will be provided as they become ready.

skwasjer
10-02-09, 06:56 AM
I'd love some more Vista and Windows 7 (beta) testers.
I can test Windows 7 RTM (x64) for you, and the integration with S3D this weekend. PM me a linky ;)

JScones
10-03-09, 08:40 PM
Can a moderator pls unsticky and lock this thread - a new version of JSGME (thus new thread) has been released.

Hitman
10-05-09, 08:02 AM
Sure thing :up:

I'm leaving here a link to the new, in case someone finds this one buried in the archives and has no clue where to go: http://www.subsim.com/radioroom/showthread.php?t=156898