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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Navy Seal
![]() Join Date: Apr 2005
Posts: 5,501
Downloads: 19
Uploads: 0
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![]() 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 ![]() 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:
==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! Last edited by JScones; 05-07-10 at 09:34 AM. |
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#2 |
Seasoned Skipper
![]() Join Date: Jan 2002
Location: Oslo, Norway
Posts: 654
Downloads: 163
Uploads: 0
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Thanks
![]() This is one of the most important game application of all times ![]()
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Intel I7-7800x CPU. 16Gb G.skill DDR4 3600MHz. Asrock Taichi X299 mb Palit RTX 2080Ti. Fortron 1000W PSU. BenQ XR3501R LCD. |
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#3 |
sim2reality
![]() Join Date: Jun 2007
Location: AM 82
Posts: 2,280
Downloads: 258
Uploads: 30
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Nice. Thanks for the heads up.
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#4 | |
Chief
![]() Join Date: Apr 2005
Location: France
Posts: 311
Downloads: 51
Uploads: 2
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![]() Ubisoft OSP DRM strike again ! ![]()
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________________________ Gimme tons of patches ! Athlonic's MCCD "More Crew Commands by Dialog" MOD for Silent Hunter 5 Version 1.04 SH5 1.2.0 Ready Athlonic's TSAF Mod : Torpedo_Speed_Abilitie_Fix_for_TDC ![]() |
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#5 |
Navy Seal
![]() Join Date: Apr 2005
Posts: 5,501
Downloads: 19
Uploads: 0
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#6 |
Sonar Guy
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Thanks a lot.
![]() 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?? |
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#7 | |
Eternal Patrol
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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: ![]() ![]()
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“Never do anything you can't take back.” —Rocky Russo |
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#8 |
Ace of the Deep
![]() Join Date: May 2005
Location: Asturias, España
Posts: 1,168
Downloads: 39
Uploads: 0
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Many thanks!
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#9 |
Samurai Navy
![]() Join Date: Nov 2009
Location: kapandriti, Greece
Posts: 576
Downloads: 103
Uploads: 0
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thanks i 'll get it
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#10 |
Captain
![]() Join Date: May 2005
Location: Kassel, Germany
Posts: 542
Downloads: 345
Uploads: 0
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Thanks a lot for the new version
![]() Paco
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My SH5-Mods: - Pacos German Folklore SubEmblems Mod - Pacos Environment Sound Mod - Lite Campaign German Edition |
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#11 |
Convicted Ship Killer
![]() Join Date: Mar 2009
Location: Just out of sight... plotting your course and speed
Posts: 846
Downloads: 371
Uploads: 1
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Many thanks!!
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Akula4745 ![]() "If you sit by the river long enough... the body of your enemy will float by -- SunTzu" |
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#12 |
Navy Seal
![]() Join Date: Apr 2005
Posts: 5,501
Downloads: 19
Uploads: 0
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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. |
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#13 |
Navy Seal
![]() Join Date: Apr 2005
Posts: 5,501
Downloads: 19
Uploads: 0
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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. |
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#14 |
Chief of the Boat
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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
![]() Don't worry, I'll report this post personally ![]() |
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#15 |
Admiral
![]() Join Date: Mar 2007
Posts: 2,200
Downloads: 172
Uploads: 0
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