SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   SH4 Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=219)
-   -   [REL] JSGME v2.0.0 now available! (https://www.subsim.com/radioroom/showthread.php?t=123908)

ironkross 10-25-07 07:31 AM

Progress bar? :up: So I need to reinstall over 2.0.0.97.
If it weren't for the mods I wouldn't be playing SH, period. If it weren't for JSGME I most likely wouldn't use mods.
Thanks, Jaesen.

Ironkross.

EDIT> I didn't notice before that you can create extra mod folders. Is this so I can have one folder for TM and ROW, and the various mods that can co-habitate, then create another folder for RSRDC, ROW and the mods that I know work with those mods? Then select the mod folder I need. I know this would greatly decrease the complexity and anxiety of installing the big mod packages. I mean if thats how it works.
IK

Rockin Robbins 10-25-07 05:52 PM

Waaaaaaaaahooooooooo!
 
A giant thumbs up from the other side of the blue marble!:up:

Skyhawk 10-26-07 10:12 PM

JScones,

Thank you very much for providing us all with the most important utility that any self-respecting fan of SH3 or SH4 can/should have.

By spending the time creating and developing this "must have" utility for us, you have saved countless hours in the process of installing/rolling back of mods.

Best regards and thank you, thank you, thank you! :up:

JScones 10-30-07 01:05 AM

...OK, there's a v2.0.1 up now which fixes a minor case sensitivity issue (...\CFG\file.name was not being recognised as being the same as ...\Cfg\file.name when determining mod file changes).

I also tightened up the folder renaming feature (there was nothing wrong with it - I just made it more "Windows Explorer" like in behaviour).

Just install over the top of the current version.

leovampire 10-30-07 01:14 AM

thank you sir for the update
 
Quote:

Originally Posted by JScones
...OK, there's a v2.0.1 up now which fixes a minor case sensitivity issue (...\CFG\file.name was not being recognised as being the same as ...\Cfg\file.name when determining mod file changes).

I also tightened up the folder renaming feature (there was nothing wrong with it - I just made it more "Windows Explorer" like in behaviour).

Just install over the top of the current version.

Now that is quality stand behind behaver you don't see too often in released work LOL!!! help's being a small company huh JScones?! :rock:

don1reed 11-01-07 07:04 AM

Tnx JS.
As always, the quality stands apart.

TDK1044 11-02-07 06:59 AM

Just downloaded and installed the latest version. Took all of 20 seconds and works like a charm. Many thanks.

leovampire 11-03-07 04:51 PM

Sent you another donation JScones
 
I hope this help's to cover all of the new work and time you spent on JSGME. As always apreciate it and glad your still around helping us.

JScones 11-03-07 08:16 PM

Quote:

Originally Posted by leovampire
I hope this help's to cover all of the new work and time you spent on JSGME. As always apreciate it and glad your still around helping us.

Thanks mate, always appreciated.:up: :rock:

DrBeast 12-11-07 07:07 AM

*bump!*
Can't believe this has dropped to page 8!

ETA: Removed link. All's good and well with 2.0.1.

JScones 12-13-07 04:44 AM

Just fyi - I've been a bit quiet lately because work keeps promoting me, LOL, so I now get to spend about 90% of my time away from my office and in meetings (indeed, I might drop-in and say "Hi" sometime next year Neal when I'm in your neck of the woods, assuming that's OK with you).

Anyway, my absence doesn't mean that I've dropped support for JSGME though, it just means that there won't be any updates in the immediate future.

Fortunately it doesn't seem that there are any showstoppers with v2.0.1, so you should all be safe in the meantime. ;)

skwasjer 03-17-08 08:18 AM

JScones, I have thought of a feature that may take a few steps out of each test cycle during development of mods.

It would be a feature not directly usable from JSGME itself, but by 3rd party tools. Basically, I am envisioning some sort of API that S3D could use to activate a temporary mod (upon save). Say a modder works in S3D, opens a new file, and saves it to the MOD folder of JSGME. Then, he could press a button inside S3D, which will spawn the correct instance of JSGME (or use an already opened instance), and (re)activate (or deactivate if active) the mod in one go.

This requires a method of communication to verify if a specific mod is activated (to indicate state), if a running instance is linked to the correct path (of MODS-folder), and the ability to send a couple of commands (activate/deactivate/reactive?). Obviously, I could just parse your config files to get some of this info, but I'd still have no way of activating mods...

Could be very interesting... Thoughts?

JScones 03-18-08 03:35 AM

Quote:

Originally Posted by skwasjer
JScones, I have thought of a feature that may take a few steps out of each test cycle during development of mods.

It would be a feature not directly usable from JSGME itself, but by 3rd party tools. Basically, I am envisioning some sort of API that S3D could use to activate a temporary mod (upon save). Say a modder works in S3D, opens a new file, and saves it to the MOD folder of JSGME. Then, he could press a button inside S3D, which will spawn the correct instance of JSGME (or use an already opened instance), and (re)activate (or deactivate if active) the mod in one go.

This requires a method of communication to verify if a specific mod is activated (to indicate state), if a running instance is linked to the correct path (of MODS-folder), and the ability to send a couple of commands (activate/deactivate/reactive?). Obviously, I could just parse your config files to get some of this info, but I'd still have no way of activating mods...

Could be very interesting... Thoughts?

Smart idea - and certainly do-able.

It wouldn't be hard to modify JSGME to accept a few command line parameters, such as one for "force" activating mods, one for "force" deactivating mods, one for toggling a mod's state (meh, might be used I guess), and one for running in silent mode. As only one instance of each copy of JSGME can run at a time, you could call it without caring if it is already open and let JSGME manage the mechanics. All you'd need to do was know the mod path, and from there you could derive the related JSGME path, and call JSGME with the mod folder name and the relevant switch.

JSGME could post a message or somesuch advising whether success or fail.

That's an initial thought anyway. I'll have a play after I get a few other things out of the way.

skwasjer 03-18-08 06:08 AM

I have enough work myself so no hurry for me ;)

Just some more thoughts:
- Whenever a user saves in the mods folder with S3D, a post-save check for the SH-exe can determine the root game path. That way I have all the info needed to spawn JSGME.
- I guess it would be wise to prevent full automatic mod (un)install if the mod sits somewhere in the middle of the list, as to prevent unwanted mods being (de)activated. Maybe a popup confirmation in JSGME (edit: I think it already does??)...
- I could send along the window handle to receive a postback using SendNotifyMessage (PostMessage/SendMessage can cause problems on Vista across processes). We can register a message using RegisterWindowMessage using a specific string (aka WM_JSGME_ACTIVATE, with lparam 0 or 1). The only problem I see here is S3D can't query state if it reloads a mod/file.

Regarding the last point, I am thinking maybe only an activate/reactivate command is needed, and not deactivate. That avoids the need to post state info back. Let the user decide in JSGME whether or not to deactivate a mod, and not in S3D (which doesn't make sense anyway, that's what JSGME is for!).

Anyway, just let it boil for a while :smug:

fred8615 03-18-08 10:57 AM

Something I've been meaning to ask:

Why does JSGME copy the files when it installs a mod, instead of just moving them? Moving files on the same hard drive is much faster, and moving requires only about half the space, even when you factor in the backed up files on installation.

NKVD-crazyivan 03-18-08 07:25 PM

Hi JS awesome Mod enabler i have been using it since day one.......i,m a little confused though...my version which i have been usinf for thr last 3 months or so already says 2.0.1 when i treid to down load it agian it just said file already down loaded do you wish to over right.

then i pressed update in youe mode tool and it said i have the latest version....is this so or do i need to DL it agian.

JScones 03-19-08 03:00 AM

Quote:

Originally Posted by fred8615
Something I've been meaning to ask:

Why does JSGME copy the files when it installs a mod, instead of just moving them? Moving files on the same hard drive is much faster, and moving requires only about half the space, even when you factor in the backed up files on installation.

Yes, I'm well aware of that. There are, however, some fundamental reasons for the copy approach, not the least being file version integrity control.

And before someone says "hard linking will do everything and more", pls consider the limitations of such approach balanced against the average user competence level.

Quote:

Originally Posted by NKVD-crazyivan
Hi JS awesome Mod enabler i have been using it since day one.......i,m a little confused though...my version which i have been usinf for thr last 3 months or so already says 2.0.1 when i treid to down load it agian it just said file already down loaded do you wish to over right.

then i pressed update in youe mode tool and it said i have the latest version....is this so or do i need to DL it agian.

You did notice that this is quite an old thread? ;)

skwasjer 03-19-08 06:36 AM

Sorry about that, didn't intend to confuse anyone, but I didn't think my request warranted a new thread :arrgh!:

DrBeast 03-19-08 06:53 AM

See, that's why fundamental/must-have stuff should be stickied. From what ungodly depths was this thread unburied? :D

JScones 03-20-08 02:17 AM

Quote:

Originally Posted by skwasjer
Sorry about that, didn't intend to confuse anyone, but I didn't think my request warranted a new thread :arrgh!:

:up: I like it here, means less places for me to look when I forget what I had to do. :doh:


All times are GMT -5. The time now is 09:11 PM.

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.