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-   -   [REL] JoneSoft Generic Mod Enabler (JSGME) v2.4 now available! (https://www.subsim.com/radioroom/showthread.php?t=169092)

JScones 05-07-10 06:30 AM

[REL] JoneSoft Generic Mod Enabler (JSGME) v2.4 now available!
 
JoneSoft Generic Mod Enabler (JSGME) v2.4 is now available from http://jonesoft.jaennahre.com or via JSGME's Update feature.


Changes:
- Added ability to copy the list of activated mods to the clipboard
- Added /s switch for saving mod profiles
- Added new (online) Help file (requires internet connection)
- Now optimised for use with Microsoft Vista and Windows 7
- Minor modifications to the behaviour of the "Tasks..." menu

A minor update, but one that includes a number of new features.

The most obvious change is the enhanced compatibility with Vista/Windows 7. Apart from adopting the native look and feel, JSGME also navigates the wonderful world of UAC. The downside of this is the annoying "Do you want to allow..." popup every time you open JSGME (until I get my digital signature in order, which will alleviate it a little bit), but the upside is that you can install JSGME anywhere and not worry about UAC related problems (assuming, of course, that you click the "Yes" button on the popup ;)). Note though that while JSGME will now run happily in "\Program Files", the game itself may not...so this modification is not to be seen as a license to start installing games into "\Program Files" with gay abandon.

I STRONGLY 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:
  1. install JSGME to a central location (for example, “C:\Games\Generic Mod Enabler”). Keep the “Create a desktop icon” option selected in the installer
  2. 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.
  3. 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. 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 IS YOUR FRIEND!

Ragtag 05-07-10 07:17 AM

Thanks :)
This is one of the most important game application of all times :D

reaper7 05-07-10 07:17 AM

Nice. Thanks for the heads up. :yeah:

Athlonic 05-07-10 08:32 AM

Quote:

- Added new (online) Help file (requires internet connection)
:o

Ubisoft OSP DRM strike again !


:haha:

JScones 05-07-10 08:36 AM

Quote:

Originally Posted by Athlonic (Post 1384917)
:o

Ubisoft OSP DRM strike again !


:haha:

That's it, I'm calling for a BOYCOTT until the Publisher removes the draconian online requirement!!!


Oh, wait...:hmmm:

:D

jimimadrid 05-07-10 10:13 AM

Thanks a lot.:salute:

Question: Will my mods be syncronized to all my PCs with installed SH5? Do i need therefore a permanent online connection? Will i loose mods when my internetconnection fails??

Sailor Steve 05-07-10 11:44 AM

Quote:

Originally Posted by JScones (Post 1384926)
That's it, I'm calling for a BOYCOTT until the Publisher removes the draconian online requirement!!!


Oh, wait...:hmmm:

:D

5/7/2010 Sailor Steve: I refuse to be forced to do things just because some publisher says I have to!

7/13/2010 SS: Help! Your stupid program doesn't do half the things you say it will!

JS: What version are you using?

SS: 1.3...

JS: :damn:





:O:

coronas 05-07-10 01:05 PM

Many thanks! :yeah:

:salute:

convoy hunter 05-07-10 01:15 PM

thanks i 'll get it

Paco 05-08-10 02:36 PM

Thanks a lot for the new version :salute:

Paco

Akula4745 05-10-10 07:37 PM

Many thanks!!

JScones 05-11-10 01:01 AM

OK, I'm looking at the next release.

The main feature will be the ability to build/create new mods based on the "Compare game files to snapshot" task.

In other words, assuming you've generated a snapshot of your game files (when you first install JSGME - see the User Guide for more information), if you make changes to game files (install mods or edit directly) and run the "Compare game files to snapshot" task you will be asked if you want to create one mod based on the differences found. Prolly mainly a feature for modders or those wanting to consolidate many mods into small mod packages.

I'm also looking at:
- auto-disabling subsequent mods when trying to disable a "greyed out" mod. Sounds easy, but requires a logic rewrite due to the recursive nature.
- ability to remove for folders as well. The folder version of the -remove parameter.

And two features not likely to progress:
- check to see if the game is already running, and give a warning if you're trying to enable a mod. How would JSGME know? The user would have to tell JSGME the name of the game exe file, but even that will not always be a good indicator given that some main exe files spawn other processes that exist long after the main exe has exited. So, unless the user knew this, it wouldn't always work properly, and I'd cop the flack over it.

- launch game from within JSGME. As above. The user would need to set the main game file name. This one is doable, but is it useful? Or worth the effort of me adding it? It would work through a task that you select, "Run game", where the first time you use it you're prompted for the file to run, with JSGME saving it for future uses. Let me know if you'd use this feature...

These may not all make the next release, but they should make a release over the next 12 or so months.

I will, however, not be implementing:
- junction points, hard linking or symbolic linking. Too many limitations with this approach. Sure, hardlinking means no physical file moves or copies, but:

a) it limits use to NTFS systems only. Surely this is over 90% of users, but it's not 100%. So it's no go for me.
b) JSGME must be installed on the same physical drive as the game. This wouldn't be an issue before v2.3, but with the ability to install JSGME anywhere and point it anywhere, this creates another limitation that I don't want.
c) I've seen so much user confusion over Win7/Vista's similar "File virtualization" feature (VirtualStore folder, anyone?), that it would be a nightmare to explain and support.
d) it's really only noticable with mods over 500mb in size.

So I've chosen maximum flexibility and ease of use over saving a few seconds and megabytes here and there.

- compressed backups. Why? Again, the few megabytes saved would come at the detriment of speed, with JSGME having to unzip everything whenever a mod is enabled/disabled and rezip it all again when finished. This could be consolidated into a once-only unzip at JSGME loadup and rezip at exit, but who wants to wait while hundreds of megabytes are unzipped and zipped everytime they run JSGME? Nup. I've already streamlined JSGME by recording some changes in text files instead of creating file backup copies...This change has seen a substantial reduction in backup folder size (up to 50%, depending on the mod).

As always, requests welcome. Remember, this is your tool to make your life easier.

JScones 05-15-10 04:12 AM

After some thought I've decided to remove the two features that I listed above as not likely to progress, so they are now two features definitely not to be progressed. There's simply too many variables involved to make either features useful, and given the lack of feedback on the features there's obviously nil interest amongst you users.

Anyway, now is the perfect time for both modders and general users to let me know of:
- anything that annoys you about JSGME that you'd like changed
- features that you may have seen elsewhere that you'd like added
- any other feedback, features or functionality that you think would make JSGME better for you

Pls make sure you've read the User Guide first though, just in case... ;)

JSGME is what it is primarily because of your feedback.

Jimbuna 05-15-10 05:50 AM

No prizes for guessing Jaesen but I've had a steady stream of PM's necessitating a referral to page 4 of the online user guide :yep:




Don't worry, I'll report this post personally :DL

tonschk 05-15-10 08:55 AM

:DL Thank you JScones , :up: this program is very very useful :yeah:

.


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