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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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Through some prompting from Alain (Subsim nick "ACSoft"), I've started looking into a few little enhancements that may make life easier for JSGME users.
I've already implemented two new features: - Recording of new files added by mods is now more efficient, resulting in faster mod enabling and less HD space taken with backups - Now warns when a mod adds new folders that were added by previously enabled mods The third area I want to tackle in the next release is that little chestnut where users either independantly rename or delete mods from their hard drive that are still enabled, thus creating a situation where the mods can not be removed from the game, causing problems that in most instances can only be rectified by a full game re-install (simply because they don't realise what they've actually done). Unfortunately, there's nothing proactive that JSGME can do in this situation; this all comes back to good housekeeping on the part of the user. However, I'm thinking of adding a check when JSGME loads that will look for these "orphan" entries, that is, mods that are enabled but no source MODS\<Mod Name> folder can be found. My proposed warning message will be: Quote:
Basically, I'm keen to make sure that the error message is clear and easily understood by those of you who have in the past, for whatever reason, managed to rename or delete an enabled mod and thence wondered what has happened, or only realised once it's too late. PS: I also welcome anyone offering to translate the interface into more languages. It's very easy to do and requires nothing more than translating entries stored in a text file. Current languages available are: Spanish, French, German, Dutch, Portuguese (Brazilian), Polish, Greek, Catalan and Galician. Feedback from native speakers of these languages have highlighted the benefit and accessibility that the translations afford, especially to those not confident with the English language. |
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#2 |
Sea Lord
![]() Join Date: Jun 2006
Location: Somewhere else now
Posts: 1,740
Downloads: 825
Uploads: 4
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As most people should install your great proggy before they start adding mods, they would thus have a clean SH4 installation.
This might take up HD space but it might be worth it to make a back up of the files that are changed for the first time, into an 'original' folder. These files are the vanilla version of the game, so if the mods get corrupted one just has to reload these files to get back to 'Square One'. I haven't looked at your proggy for a while, but does it keep a heirarchial sequence record of the mods that have been done. You know when a particular file can be replaced many times via different mods. This might help with the unloading sequence, cos sometimes I cannot remember after 6 months which mod was loaded before the other. ![]() |
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#3 | |||||||||||||
Navy Seal
![]() Join Date: Apr 2005
Posts: 5,501
Downloads: 19
Uploads: 0
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Personally I think that if users have the HD space they should create a backup of their games *before* making any changes. If something then goes wrong, there's no need to hunt out the original disc and reinstall, just simply delete the dodgy installation and recopy from the clean backup. Easy. Quote:
![]() To answer your main question though, yes, JSGME maintains a record of what mods have changed what files. JSGME will not allow you to disable a mod that has had files modified by subsequently enabled mods. Quote:
My advice would be to rename your mods with consistent naming if you want to keep them together. Alternatively, you can combine separate mods yourself into one folder structure if you know you'll always want to enable them all together. Quote:
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#4 |
Admiral
![]() Join Date: Jun 2005
Posts: 2,014
Downloads: 26
Uploads: 0
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A progress bar representing the HD activity.
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#5 |
Ocean Warrior
![]() Join Date: Mar 2005
Location: Georgia, USA
Posts: 2,674
Downloads: 25
Uploads: 0
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My plea would be for everyone to remember that donations are gratefully received at the JSGME website. This software has enabled simpletons like me to add and remove mods at will....something I would never have done before the JSGME. So when we go and get the new version, let's leave a little something for Santa.
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#6 | |
Canadian Wolf
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![]() Thanks JScones ![]() ![]() RDP |
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#7 | ||||||||||||||
Admiral
![]() Join Date: Jan 2006
Location: Spain , Crossing Gibraltar!
Posts: 2,292
Downloads: 202
Uploads: 1
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Thank you JScones, This is another Great improvement on the allready great tool mate! ![]() ![]() |
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#8 |
Grey Wolf
![]() Join Date: Mar 2005
Location: United States
Posts: 777
Downloads: 28
Uploads: 0
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BUILT-IN TEXT COMPARE TOOL
1) Maybe a built in text file compare tool? for comparing differences in two cfg files etc. I use your mod manager for many games and a text compare tool could be used alot in modding other games as well. BUILT-IN NEW MOD EMPTY FOLDER/DIRECTORY TREE CREATOR 2) Also, I like to make my own custom mods on the fly. I would like some sort of tool to duplicate an entire directory stucture. Basically I select the last child folder that contains my files I want to change then your program will duplicate the child and all its parent folders and place copies of the structure into the MODs folder. This will allow me to just throw in the modded files into the empty folders your program created. Example: I have 3 texture files that are for a new mod. I want them to go into d:\program files\ubijunk\sh12\Data\Textures (jsgme.exe is located in sh12)....Instead of creating all my own folders to make up the mod....I'd would press a button called "Create Mod" ...it would open a window that allows me to make a name for my initial mod folder. I then press "Add Folder" and select the bottom most folder of the game and then it would copy and create all the parent folders plus the folder I selected into the MODS folder where the jsgme.exe resides. If I want to add more folders to the mod I just press "Add folder" again if not I press "Finalize Mod Tree" to create all the empty folder structures. Then I just have to drop the files into that last folder to make my mod. (Rather than making folder after folder manually.) In some games the directory trees get pretty long and extensive with the more changes you make for a mod. Having a built-in tool in JSGME to copy and create empty directory trees in MODS folder would save alot of time in making new experimental mods or tweaks. Especially when testing 3-4 versions. |
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#9 |
Admiral
![]() Join Date: Jun 2005
Posts: 2,014
Downloads: 26
Uploads: 0
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Windows Vista
I was struggling to find the MODS folder after the installation of JSGME and always thought it was something to do with the compatibility files selection or installing it outside of Program files area. What it really turned out to be was just launching the program, after you do this the MODS folder appears. FYI ![]() |
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#10 | ||
Navy Seal
![]() Join Date: Apr 2005
Posts: 5,501
Downloads: 19
Uploads: 0
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Anyway, as you may know, SH3Cmdr has been doing file mergings for quite a while, so my revelation a few weeks ago (from when it was last mentioned) was to lift and shift the function across to JSGME (it's a self contained function, no changes necessary) after I rewrote JSGME's engine (which I've now done and testing has been nothing but positive). That means that nearly every SH3 and SH4 file would be "merge capable" (binary and text), I'd just then need to expand it to include XML files and the like (to keep the "Generic" in the name ![]() Basically, if you're familiar with SH3Cmdr's Static/Randomised Settings feature, you've got a good idea about how it would work. The big challenge is making it user friendly and presenting it in a way that doesn't turn off players that just want to "install and run". And in doing so balancing it with accuracy. I mean, changing the deck gun rate would be sweet, but if mod A changes six elements of stock SH4's menu.ini file and mod B changes two elements of the same file, is there a guarantee that all will be sweet? Ultimately, there would still need to be some manual intervention if things go wrong and I don't want to give users heart attacks by showing them menu.ini file contents! At least there's no immediate hurry now - while I work it out, give jimimadrid's tool a spin. ![]() Quote:
As an aside, in addition to other new features I've posted, v2.0 players will be able to rename mod folders from within JSGME. I didn't think it would be that big an enhancement, but I find it most helpful. |
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#11 | ||||
Crusty Capt.
![]() Join Date: Sep 2007
Posts: 2,752
Downloads: 40
Uploads: 25
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#12 | |
Navy Seal
![]() Join Date: Apr 2005
Posts: 5,501
Downloads: 19
Uploads: 0
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In the situation you've outlined, why wouldn't you just right click and explore the newer mod you're working on? I assume it's in the MODS folder, hence in JSGME's "Available Mods" list? I mean, I can easily add an "Explore MODS folder" task, but I really want to understand what great benefit it would provide, especially as it seems to me that it would save merely one mouse click. |
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#13 |
Navy Seal
![]() Join Date: Apr 2005
Posts: 5,501
Downloads: 19
Uploads: 0
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Guys, I've just sent emails to those of you who have supported JSGME development, offering you a play with the next release. If you've donated, or contributed in the past by way of testing or language translating, but haven't received an email from me, pls email or PM me (some emails bounced and unfortunately it can be hard reconciling names to forum nicks here let alone for users who frequent other forums).
@Everyone: I want to compile a list of games that JSGME is known to work with. So far I have: European Air War Panzer Elite Silent Hunter III/IV Battle Of Britain II CFS3 IL2 Series Total War Series If you are aware of any other games where JSGME is used, or supported, can you pls post here. Thanks |
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#14 | ||
Crusty Capt.
![]() Join Date: Sep 2007
Posts: 2,752
Downloads: 40
Uploads: 25
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![]() ![]() ![]() I have a question regarding the current JSGME if you have the time. If mod A is enabled and working but later an updated mod B comes around and asks to enable it over the mod A. Does that overwrite the original files or does it merge them? |
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#15 |
Ace of the Deep
![]() Join Date: May 2005
Location: Asturias, España
Posts: 1,168
Downloads: 39
Uploads: 0
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I make it for my own: Is it posible make subfolders in mod folder like "war ships mod", "merchants mod", "air mod", "skin mod"? List of addons grow and grow and it would be easier and collectible instalation.
Cheers! |
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