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View Full Version : [REL] JoneSoft Generic Mod Enabler (JSGME) v2.5 now available!


JScones
06-18-10, 11:44 PM
JoneSoft Generic Mod Enabler (JSGME) v2.5 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.png

Changes:
- Added: drag & drop from other processes (ie Windows Explorer, Desktop) now enabled under Microsoft Vista/Windows 7
- Added: now detects changes to MODS folder contents and refreshes screen automatically
- Changed: display font now defaults to user's desktop (icon) font
- Changed: improved handling of -remove directive
- Changed: improved handling of mod-added folders
- Changed: numerous (minor) interface modifications
- Changed: further optimised for use with Microsoft Vista/Windows 7


A minor update, but one that includes a number of improvements and enhancements.

The changes are fairly self explanatory.

I RECOMMEND THAT ALL JSGME USERS UPDATE TO THIS LATEST VERSION! There are no benefits running an earlier version of JSGME.

INSTALLATION
JSGME can be installed one of two ways:

==1. CENTRAL INSTALLATION==
You can install the JoneSoft Generic Mod Enabler (JSGME) to a central location and point it to each of your games through creating shortcuts. To do this:

install JSGME to a central location (for example, “C:\Games\Generic Mod Enabler”). Keep the “Create a desktop icon” option selected in the installer
once installed, DO NOT RUN! Copy and paste the newly created JSGME desktop shortcut as many times as you have games and change the “Start in” folder of each shortcut to point to each game’s base folder. To change the “Start in” folder, right-click the shortcut, select “Properties” and then the “Shortcut” tab.
rename each shortcut to something meaningful, such as “JSGME - GameName1”, “JSGME - GameName2”, “JSGME - GameName3” and so on. To rename a shortcut, simply right-click the shortcut and select “Rename”
Using JSGME with subsequently installed games is simply a matter of copying, pasting and editing an existing shortcut (steps 2 and 3 above). And whenever JSGME is updated, you only need to install it once.

==2. SEPARATE INSTALLATION==
If you prefer, you can install separate copies of JSGME into each of your games. To do this, simply install JSGME to the base folder of the game that you would like to mod. The base folder usually contains the game’s main executable file and usually has a name unique to the game. If in doubt, consult the game’s online community. If you keep the “Create a desktop icon” option selected, the installer will add a uniquely named shortcut to your desktop.

Language Packs
If you use a language pack, please download the updated version from http://jonesoft.jaennahre.com (http://jonesoft.jaennahre.com/). Note that some packs have not yet been updated with new translations - new versions will be uploaded as soon as possible.

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

AND REMEMBER - THE ONLINE USER GUIDE (http://www.users.on.net/~jscones/software/documentation/JSGMEUG.pdf) IS YOUR FRIEND!

NB: This will be the last update for a few months. The next update will hopefully include:

- ability to build a new mod from different files (identified through compare)
- ability to remove folders
- ability to auto-disable subsequent mods when trying to disable a "greyed out" mod
- improved snapshot and compare features
- notification when files can't be copied because they are open/locked (which beckons a reminder in the meantime - when enabling/disabling mods, please make sure that all affected files are closed before doing so, just like you would with any other copy or move operation)

SquareSteelBar
06-18-10, 11:52 PM
THX :yeah:

HW3
06-19-10, 12:22 AM
Thank you Sir!!:up:

nemo7
06-19-10, 12:42 AM
You are an artist JS. Thank you...:salute:

rowi58
06-19-10, 12:59 AM
Thanks JS :yeah::yeah::yeah:

:salute:
rowi58

Sailor Steve
06-19-10, 01:23 AM
Done gone and updated it. Thanking you muchly.

Svendog
06-19-10, 05:30 AM
Thanks JS, updating now.:yeah::rock:

Magic1111
06-19-10, 05:48 AM
Thank you very much !!!!!!!!!!!! :yeah::rock::rock:

Jimbuna
06-19-10, 07:03 AM
Danke Jaesen http://www.psionguild.org/forums/images/smilies/wolfsmilies/thumbsup.gif

STEED
06-19-10, 07:11 AM
Thank you sir. :up::up::up:

melnibonian
06-19-10, 09:10 AM
Thanks a lot for this Jaesen :up:

Rolf Eschke
06-20-10, 06:44 AM
Thank You very much !
Regards
Rolf

Reece
06-20-10, 07:09 AM
Many thanks Jaesen!:up:

Ktl_KUrtz
06-21-10, 05:02 AM
Thanks again for this great work!
Is there a mirror site that i can download from?
KUrtz

SquareSteelBar
06-21-10, 05:18 AM
... is there a mirror site that i can download from? ...Plissken_04's FTP-Server (ftp://maikhaas.dyndns.org/Volume_1/Sharing/SH3COMMUNITYMODS/)

Ktl_KUrtz
06-21-10, 06:07 AM
Plissken_04's FTP-Server (ftp://maikhaas.dyndns.org/Volume_1/Sharing/SH3COMMUNITYMODS/)
Sorry I can see no Plissken 04!:hmmm:
Does someone have it there?
Kurtz

SquareSteelBar
06-21-10, 06:13 AM
That's the URL of Plissken's* Server for SH3 mods.
You have to look into Jaesen Jones' folder...


*AKA Maik Haas

warzywo
06-21-10, 07:10 PM
thx :salute:

Ktl_KUrtz
06-22-10, 06:01 AM
Aaarrgh sorry!
I am in the Library. Jaesens site for some reason is "filtered", I cannot gain access!
Does anybody have a link for me?
Thanks a lot if you can help!
Ps, Cool SquareSteelBar, thanks for your help!:salute:
Kurtz

SquareSteelBar
06-22-10, 06:17 AM
...Does anybody have a link for me?...Doesn't it work for you?

-> ftp://maikhaas.dyndns.org/Volume_1/Sharing/SH3COMMUNITYMODS/

Go to directory 'Jaesen Jones', click 'jsgme_setup.exe' - it's the latest version...

Alex
06-22-10, 09:43 AM
Danke JS.

Ktl_KUrtz
06-23-10, 03:34 AM
Got it!:yeah:
Thanks a lot!:up:
KUrtz

JScones
06-25-10, 07:00 AM
Just a gentle reminder, I get a LOT of PMs and emails from players seeking support on specific mods for specific games.

I can only provide support for setting up and using JSGME. I do not, and cannot, explain what "Mark's Carby Tweaks" mod does, why "BFNMPP v1.3" keeps crashing your game with error 0x0e890a57 after you press the F7 key, or which folders within a mod you need to enable to get the three dials option instead of the two. You need to direct those types of questions to the mod author.

Also, if your game suddenly starts crashing after installing a mod, DISABLE THE MOD, then ensure that you have the mod folder structure correctly set as per the JSGME User Guide (http://www.users.on.net/~jscones/software/documentation/JSGMEUG.pdf) and the mod author's instructions (particularly the latter). If everything is in order and your problem persists when you re-enable the mod, you will need to consult the mod author directly as your problem will most likely be either with that mod, or your combination of enabled mods.

Following the above will most likely see you up and running much quicker than waiting for upwards of 24 hours for me to essentially tell you to consult the mod author.

It will also help free me up to focus on feature requests, bug reports, questions surrounding User Guide contents and other JSGME-related questions.

melnibonian
06-26-10, 02:35 AM
Jaesen a very quick question. Do I need to disable all mods before upgrading to v2.5 of JSGME (from the previous one) or I can keep them enabled?

Thanks in advance

JScones
06-26-10, 02:38 AM
No. From the User Guide:

Installing over an existing installation
If you intend installing over a copy of JSGME v2.x, you do not need to disable any enabled mods; simply install the new version directly over your current version.

If you intend installing over a copy of JSGME v1.x, you must disable all enabled mods first. Not doing so will corrupt JSGME and hence your game. Once you've disabled all mods, simply install the new version over the top and resume using as normal.

melnibonian
06-26-10, 02:41 AM
No. From the User Guide:

Thanks a lot mate :up:

JScones
07-03-10, 04:13 AM
IT'S JUST BEEN BROUGHT TO MY ATTENTION THAT MODS HAVING NAMES STARTING WITH [ ARE NOT CORRECTLY HANDLED BY JSGME!

I know the reason and will be working on an update as time permits over the next few weeks. In the meantime, the workaround is simply to ensure that mod names DO NOT START with a [. For example:

BAD:
C:\Games\SilentHunter\MODS\[My Mod] Conning Tower Emblem\data\

GOOD:
C:\Games\SilentHunter\MODS\(My Mod) Conning Tower Emblem\data\
C:\Games\SilentHunter\MODS\Conning Tower Emblem [My Mod]\data\
C:\Games\SilentHunter\MODS\Conning Tower [My Mod] Emblem\data\

caymanlee
07-23-10, 02:00 AM
:yeah::salute:

MADLOU
07-24-10, 08:06 AM
I have noticed that sometimes when I enable some Mods with JSGME, a duplicate folder of that particular mod is created outside of the MODS folder in the SH# exe file. It appears that when that happens, the mod does not work. Any ideas to fix this? Or is this normal? Thanks!

MADLOU
07-24-10, 09:06 PM
Never Mind! I found out the problem. It was a double name install which you and others have repeatedly warned us against! My stupidity!

JScones
07-30-10, 10:39 AM
Just FYI, a new version of JSGME will be forthcoming in the next week or two. The new version will include the following:

- Fixed: now correctly disables mods that have [ as the first character in the mod name
- Added: new enhanced game file compare feature
- Added: now displays a prompt if JSGME cannot enable or disable mod files (ie because they are open)
- Changed: snapshot/compare feature now based on MD5 sums, not date stamps

Sailor Steve
07-30-10, 11:33 AM
Jaeson, do your family even remember what you look like? :D

frau kaleun
07-30-10, 11:39 AM
I understand he emails his wife a new .jpg of himself (taken with his webcam) along with a brief description of his current status in .txt format about once a month. She then disables the previous month's files and enables the new ones using a special private version of JSGME he created just for this purpose. :O:

HW3
07-30-10, 04:45 PM
Thank you for all you continue to do for us Jaeson.

:salute:

JScones
07-30-10, 07:44 PM
Jaeson, do your family even remember what you look like? :D
This was just a few hours work; did it last night after everyone went to bed.

frau kaleun
07-30-10, 07:56 PM
This was just a few hours work; did it last night after everyone went to bed.

Whatever the time involved, the fact is that you continue to improve on the work you've already done to make the game an even more awesome experience. And it IS appreciated!

:salute:

Sailor Steve
07-30-10, 08:10 PM
Whatever the time involved, the fact is that you continue to improve on the work you've already done to make the game an even more awesome experience. And it IS appreciated!

:salute:
:yep:

I can't add to that. :sunny:

rudderless
07-30-10, 09:42 PM
Just updated.
My thanks for all your work. This program makes my subsim life very easy :up:

SquareSteelBar
07-31-10, 01:32 AM
:yeah:

Jimbuna
08-01-10, 08:28 AM
Just FYI, a new version of JSGME will be forthcoming in the next week or two. The new version will include the following:

- Fixed: now correctly disables mods that have [ as the first character in the mod name
- Added: new enhanced game file compare feature
- Added: now displays a prompt if JSGME cannot enable or disable mod files (ie because they are open)
- Changed: snapshot/compare feature now based on MD5 sums, not date stamps

Sounds good matey http://www.psionguild.org/forums/images/smilies/wolfsmilies/thumbsup.gif

Jaeson, do your family even remember what you look like? :D

Just in case they've forgot I've posted a reminder below :DL:O::03:

http://www.criticallayouts.com/images/rsgallery/original/monkey-0214-1.gif

JScones
08-02-10, 03:00 AM
Jimbuna, I think you are confusing me with someone better looking.

JScones
08-02-10, 03:17 AM
Added: now displays a prompt if JSGME cannot enable or disable mod files (ie because they are open)
I might have to reverse this. Historically I have used the rawest, lowest level system functions to copy and move files. To implement this feature, I have had to use higher level wrappers (which add overhead such as checking whether the file/folder is open and showing a "Try again" message box if it is)...which has resulting is a massive performance decrease. Mods that currently take 1 second to enable now can take 40 seconds, all so that JSGME can trap the situation when users have files open.

Given the unlikelihood that you will have mod or game files open (unless you are a modder), then I don't think this enhancement is worth the performance hit. Thus I will rollback this particular change and remind all users (direct from the User Guide):

Make sure you close all mod and game files before enabling or disabling mods. Not doing so may result in integrity problems and possible game corruption as locked files are ignored by JSGME.

Jimbuna
08-02-10, 09:40 AM
Jimbuna, I think you are confusing me with someone better looking.


Me perhaps? :smug:

JScones
08-03-10, 02:18 AM
No, I distinctly said better looking. :O:

Don't worry everyone, I reported my own post to save you all the effort. :yeah:

Jimbuna
08-03-10, 07:56 AM
No, I distinctly said better looking. :O:

Don't worry everyone, I reported my own post to save you all the effort. :yeah:

LOL :DL

JScones
08-08-10, 07:03 AM
New release here... http://www.subsim.com/radioroom/showthread.php?t=173324