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Old 10-12-07, 06:02 AM   #26
JScones
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Join Date: Apr 2005
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Quote:
Originally Posted by leovampire
Thanks for the new work JScones and I hope the input I gave you in the PM's helps you out!?
Absolutely.

Quote:
Originally Posted by leovampire
I guess it was a good thing for me to have the new one. It allowed me or should I say made me clean up the mod's added to my game and it is running and loading better with the new code work you did!
Great to hear.

I guess some users may initially find the new version a bitter/sweet experience. Because of the extensive engine rewrite, it's no longer backward compatible, meaning that mods enabled through earlier versions of JSGME cannot be disabled through the new version.

For most users this won't be a problem; they'll disable all mods before installing the new version and re-enable them again afterwards, exactly as they have done for every new JSGME release to date.

But it's a bit more of a problem for users that have renamed or deleted mods while they're enabled. Unlike previous JSGME releases, the new version will pick this up and highlight it to the user. So whereas in the past users have remained blissfully unaware of such "orphan" mods hanging around in their game, now they'll see them straight away.

JSGME will still work of course (thanks to your feedback I've fixed up the "File not found" message), but the pre-existing "orphan" mods will, just like now, have to be removed manually if users want to ensure a stable platform for their gaming.

Fortunately, renaming or deleting mods enabled with the new version (now rebadged to v2.0.0) will no longer be an issue because of the new way JSGME handles things, so this will be a once-off "fix" for those moving to the new version that happen to be unfortunate enough to have the "orphan" mod problem.
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