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Old 10-26-13, 01:28 AM   #3
plj
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Join Date: Sep 2013
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Quote:
Originally Posted by Bathrone View Post
Its a red herring. That just usual windows behaviour with the file system and the latency/bandwidth limitations of moving the files around

If you wanted to get all scientific, you could run a checksum hashing algorithm over the unmoved mods files and then move it with a profile, see the not responding due to latency/bandwidth, then once the mod enabler has all moved the files, re run the hashing algorithm over the same files just moved and you *WILL* see that the hash values are identical

This is not the problem folks
Given mike's finding here it seems that JSGME is err-ing sometimes for some reason.

I went through the documentation yesterday, and the unresponsive UI for JSGME is by design .. described as some sort of optimization to make JSGME focus on the task at hand .. while in fact, it's lazy coding. In that loop should be the equivalent of vbscripts DoEvents().

All scientific, the files could vastly differ due to how JSGME handles files .. open/locked files are ignored and will not be copied, so it takes as much as having a file open by accident in notepad++ or something, and en/dis-abling your modlist at that moment. This could even happen if windows for some reason wont release the lock on the file .. for instance cuz the game crashed.

But you are right in that the unresponsiveness is an issue .. it's just not so elegant coding :p
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