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New JSGME update coming - feedback sought
Through some prompting from Alain (Subsim nick "ACSoft"), I've started looking into a few little enhancements that may make life easier for JSGME users.
I've already implemented two new features: - Recording of new files added by mods is now more efficient, resulting in faster mod enabling and less HD space taken with backups - Now warns when a mod adds new folders that were added by previously enabled mods The third area I want to tackle in the next release is that little chestnut where users either independantly rename or delete mods from their hard drive that are still enabled, thus creating a situation where the mods can not be removed from the game, causing problems that in most instances can only be rectified by a full game re-install (simply because they don't realise what they've actually done). Unfortunately, there's nothing proactive that JSGME can do in this situation; this all comes back to good housekeeping on the part of the user. However, I'm thinking of adding a check when JSGME loads that will look for these "orphan" entries, that is, mods that are enabled but no source MODS\<Mod Name> folder can be found. My proposed warning message will be: Quote:
Basically, I'm keen to make sure that the error message is clear and easily understood by those of you who have in the past, for whatever reason, managed to rename or delete an enabled mod and thence wondered what has happened, or only realised once it's too late. PS: I also welcome anyone offering to translate the interface into more languages. It's very easy to do and requires nothing more than translating entries stored in a text file. Current languages available are: Spanish, French, German, Dutch, Portuguese (Brazilian), Polish, Greek, Catalan and Galician. Feedback from native speakers of these languages have highlighted the benefit and accessibility that the translations afford, especially to those not confident with the English language. |
As most people should install your great proggy before they start adding mods, they would thus have a clean SH4 installation.
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'. 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. :up: |
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.
Cheers! |
Hi Mate,
Great to here about an update on this great tool! I have a sugestion or question for you! 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?:yep: Thanks mate!:up: |
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.
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. 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. |
Good idea
That wording looks good to me, SirScones. I don't think there is much room for misinterpretation of what you are trying to tell the user. It's a very good idea IMHO:up: (as are the other two new features)
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on a side note
This got me thinking- and since you guys have been here longer, maybe you can answer this.
Think you could talk the developers into one small change for patch 1.4? Have the developers make it where there's a folder like "user" duplicating the game file structure that all the mods go into for this purpose. The game will do a scan when it first starts and compare the default directories and the user directory, then use files in the user directory that are the same name as the ones in the default directory instead of using the original file. This was a change in the code for FS:SDOE that made user mods easier to implement, and if JSGME had been around would have made everything a snap (I've become a BIG fan of your program) You'd still need JSGME because of all the overlapping files in different mods and for ease of testing out mods- it would just point to a different directory. BUT, returning to a clean install would be very easy. Just delete the files in the "user" directory so the game can't find any in there. As for the idea of tracking a user altered file. Your idea seems like a really good one. Can't think of a different way to do it from what you mentioned. BTW, if a person knows enough to alter a file, shouldn't they know enough to treat it like a public mod? For example, create a "personal" folder in the MODS folder, stick their directories/files in there, and use JSGME to activate them? |
If your taking any requests,
I have a few ideas that might make it better. If its possible that it can be done with your Mod enabler? 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 Mod Discussion, Smart Mod Manager. 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. Hmmm thats all I can think of now.:damn: Too early in the morning for me. :dead: Thanks for you hard work JScones. Your mode regardless of any improvement is perfect.:rock: |
JScones
There are 2 idea's here already posted I think are great and I have one of my own.
#1. The drag and drop feature for the mod's into the open JSGME window is a good idea. #2. Being able to get a list of what mod changes what in the game folders to easily pinpoint a problem. #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. Other than that I will trust in your wisdom with the program. |
OK, some good news. It appears that my first post is now irrelevant. Why is this good news?
Because I chose to bite the bullet and rewrite the aging 8 year old engine code. Now, it doesn't matter what you do to the source MOD files once they are enabled, change them, delete them, do whatever, JSGME will no longer care; it's written it's own log of what it's done and will refer to that from then on (just keep in mind though that any changes to the source files won't be reflected in the game until the mod is disabled and reenabled again). This change means that deleting or renaming a mod while it's enabled will no longer be the problem it currently is. The original mod will still display in the activated mods list and can still be disabled even if it's been deleted from your hard drive (the difference being that once it is disabled it will simply disappear). The other benefits of this approach? Well there's a few: - the time taken to enable or disable mods is now quicker, reportedly by at least 10% (and for larger mods this is a noticable difference) - the amount of hard disk space required to store backup files is reduced due to more efficient storing of new file information. Basically, the more new files a mod includes, the smaller the backup footprint. I sent the latest version off for testing last night and woke up to positive results. Of course, I would be loathed to see this enhancement replace good user housekeeping, but it will provide a safety net for genuine "oops". I'll comment on some of the feedback posted here later... |
Donation time LOL!!
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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:
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:
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:
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A progress bar representing the HD activity.
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My plea would be for everyone to remember that donations are gratefully received at the JSGME website. This software has enabled simpletons like me to add and remove mods at will....something I would never have done before the JSGME. So when we go and get the new version, let's leave a little something for Santa. :D
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Thanks JScones :up::up: Also, thanks to those members here that have contributed with suggestions, etc. RDP |
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