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Old 06-21-10, 05:18 AM   #1
SquareSteelBar
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Quote:
Originally Posted by Ktl_KUrtz View Post
... is there a mirror site that i can download from? ...
Plissken_04's FTP-Server
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Old 06-21-10, 06:07 AM   #2
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Quote:
Originally Posted by SquareSteelBar View Post
Sorry I can see no Plissken 04!
Does someone have it there?
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Old 06-21-10, 06:13 AM   #3
SquareSteelBar
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That's the URL of Plissken's* Server for SH3 mods.
You have to look into Jaesen Jones' folder...


*AKA Maik Haas
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Old 06-21-10, 07:10 PM   #4
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thx
 
Old 06-22-10, 06:01 AM   #5
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Aaarrgh sorry!
I am in the Library. Jaesens site for some reason is "filtered", I cannot gain access!
Does anybody have a link for me?
Thanks a lot if you can help!
Ps, Cool SquareSteelBar, thanks for your help!
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Old 06-22-10, 06:17 AM   #6
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Quote:
Originally Posted by Ktl_KUrtz View Post
...Does anybody have a link for me?...
Doesn't it work for you?

-> ftp://maikhaas.dyndns.org/Volume_1/S...COMMUNITYMODS/

Go to directory 'Jaesen Jones', click 'jsgme_setup.exe' - it's the latest version...
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Old 06-22-10, 09:43 AM   #7
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Danke JS.
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Old 07-23-10, 02:00 AM   #8
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Old 07-24-10, 08:06 AM   #9
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Default Duplicate mod folder outside of MODS folder

I have noticed that sometimes when I enable some Mods with JSGME, a duplicate folder of that particular mod is created outside of the MODS folder in the SH# exe file. It appears that when that happens, the mod does not work. Any ideas to fix this? Or is this normal? Thanks!
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Old 07-24-10, 09:06 PM   #10
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Never Mind! I found out the problem. It was a double name install which you and others have repeatedly warned us against! My stupidity!
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Old 07-30-10, 10:39 AM   #11
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Just FYI, a new version of JSGME will be forthcoming in the next week or two. The new version will include the following:

- Fixed: now correctly disables mods that have [ as the first character in the mod name
- Added: new enhanced game file compare feature
- Added: now displays a prompt if JSGME cannot enable or disable mod files (ie because they are open)
- Changed: snapshot/compare feature now based on MD5 sums, not date stamps
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Old 07-30-10, 11:33 AM   #12
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Jaeson, do your family even remember what you look like?
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Old 07-30-10, 11:39 AM   #13
frau kaleun
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I understand he emails his wife a new .jpg of himself (taken with his webcam) along with a brief description of his current status in .txt format about once a month. She then disables the previous month's files and enables the new ones using a special private version of JSGME he created just for this purpose.
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Old 07-30-10, 07:44 PM   #14
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Quote:
Originally Posted by Sailor Steve View Post
Jaeson, do your family even remember what you look like?
This was just a few hours work; did it last night after everyone went to bed.
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Old 08-02-10, 03:17 AM   #15
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Quote:
Originally Posted by JScones View Post
Added: now displays a prompt if JSGME cannot enable or disable mod files (ie because they are open)
I might have to reverse this. Historically I have used the rawest, lowest level system functions to copy and move files. To implement this feature, I have had to use higher level wrappers (which add overhead such as checking whether the file/folder is open and showing a "Try again" message box if it is)...which has resulting is a massive performance decrease. Mods that currently take 1 second to enable now can take 40 seconds, all so that JSGME can trap the situation when users have files open.

Given the unlikelihood that you will have mod or game files open (unless you are a modder), then I don't think this enhancement is worth the performance hit. Thus I will rollback this particular change and remind all users (direct from the User Guide):

Make sure you close all mod and game files before enabling or disabling mods. Not doing so may result in integrity problems and possible game corruption as locked files are ignored by JSGME.
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