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-   -   New JSGME update coming - feedback sought (https://www.subsim.com/radioroom/showthread.php?t=123176)

JCWolf 10-09-07 08:22 AM

Quote:

Originally Posted by JScones
Quote:

Originally Posted by vanjast
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.

Quote:

Originally Posted by vanjast
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.

Quote:

Originally Posted by coronas
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.

Quote:

Originally Posted by jcwolf
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?

Quote:

Originally Posted by leovampire
#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.

Quote:

Originally Posted by Racerboy
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.

Quote:

Originally Posted by leovampire
#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.

Quote:

Originally Posted by Racerboy
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.

Quote:

Originally Posted by Racerboy
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.

Quote:

Originally Posted by Wolfehunter
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=...ype=xr&lang=en

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

Quote:

Originally Posted by Wolfehunter
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".

Quote:

Originally Posted by leovampire
#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.

Quote:

Originally Posted by leovampire
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

Quote:

Originally Posted by JScones
Quote:

Originally Posted by Wolfehunter
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...

Quote:

Originally Posted by Wolfehunter
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:

Quote:

Originally Posted by Tikigod
BUILT-IN NEW MOD EMPTY FOLDER/DIRECTORY TREE CREATOR

Great idea.:up:

JScones 10-09-07 10:58 PM

Quote:

Originally Posted by Wolfehunter
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

Quote:

Originally Posted by JScones
Quote:

Originally Posted by Wolfehunter
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

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

JScones 10-12-07 06:02 AM

Quote:

Originally Posted by leovampire
Thanks for the new work JScones and I hope the input I gave you in the PM's helps you out!?

Absolutely. :up:

Quote:

Originally Posted by leovampire
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

Quote:

Originally Posted by Tikigod
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:

Quote:

Originally Posted by Tikigod
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

Quote:

Originally Posted by JScones
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

Quote:

Originally Posted by panthercules
Quote:

Originally Posted by JScones
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. ;)


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