![]() |
Quote:
Thank you JScones, This is another Great improvement on the allready great tool mate!:yep: :up: |
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. |
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: |
...
|
Quote:
Quote:
|
Quote:
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. |
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 |
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 |
Quote:
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? |
I got it and like it
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 |
Quote:
Quote:
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. |
Thanks for answering. My SH3 experience should not be the same without your magnific tool.
|
Quote:
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: Quote:
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. |
Quote:
This just keeps getting better and better, which is pretty amazing given how perfect it was already :rock: |
Quote:
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. ;) |
All times are GMT -5. The time now is 11:10 AM. |
Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.