View Single Post
Old 05-11-10, 01:01 AM   #5
JScones
Navy Seal
 
Join Date: Apr 2005
Posts: 5,501
Downloads: 19
Uploads: 0
Default

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 is offline   Reply With Quote