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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 | |
Ocean Warrior
![]() Join Date: Jul 2006
Location: Reading UK
Posts: 3,473
Downloads: 90
Uploads: 0
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![]() JSGME is by far the best support program out there for all mods and games. I don't even know how on earth I was using mods before I discovered this gem. Thanks Jaesen ![]() ![]()
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#17 |
Commander
![]() Join Date: Mar 2010
Posts: 462
Downloads: 53
Uploads: 7
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Not sure if this is at all possible. Is there a way that, at the end of every patrol, a copy of the map could be saved along with the patrol records, showing the 'ship sunk' markers where the ships you sunk appear?
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#18 | |
Eternal Patrol
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“Never do anything you can't take back.” —Rocky Russo |
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#19 |
Ocean Warrior
![]() Join Date: Apr 2005
Location: Carmel, Indiana
Posts: 3,250
Downloads: 320
Uploads: 11
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I have windows7, 64 bit. I have had, on two occasions, the popup asking for permission appear behind the JSGME interface where I couldn't access it.
![]() ![]() A small problem but a nuisance. ![]()
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Irish1958 ![]() |
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#20 | |
Navy Seal
![]() Join Date: Apr 2005
Posts: 5,501
Downloads: 19
Uploads: 0
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Are you referring to a different screen? ![]() |
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#21 |
Navy Seal
![]() Join Date: Apr 2005
Posts: 5,501
Downloads: 19
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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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#22 |
Ace of the Deep
![]() Join Date: Mar 2006
Posts: 1,138
Downloads: 147
Uploads: 12
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#23 | |
Ocean Warrior
![]() Join Date: Apr 2005
Location: Carmel, Indiana
Posts: 3,250
Downloads: 320
Uploads: 11
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I am sorry I didn't make myself clear in my statement. As you point out, JSGME does not open until I click "Yes." I suspect that if I place the icons in a central location, I would have the same problem unless I place all the icons on my desktop. The reason I have installed all my icons in the game folder, is that when I am testing, I do not open the game via SH3CMDR but by the SHx.exe file. When I play SH3, I always open the game via CMDR. "- 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..." Not useful for SH3CMDR users. I would like to have the option to open SHx or CMDR. Similarly, when I open SH4 or SH5 to play the game (not test), I open these games via the song randomizer, not by the SHx.exe file. In other games or in the future with the SHx games, new pre-programs may be added that one would want to open first. As an example Nicolas has a couple of programs that one must activate before launching the game exe program. I am sure other mods might be added in the future that require pre-launch. As an aside, I can open all three in sequence with AlacrityPC. I haven't done this yet with the new JSGME, so I don't know the effect the permission popup will have.
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Irish1958 ![]() |
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#24 |
Commander
![]() Join Date: Mar 2010
Posts: 462
Downloads: 53
Uploads: 7
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#25 | ||
Navy Seal
![]() Join Date: Apr 2005
Posts: 5,501
Downloads: 19
Uploads: 0
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Perhaps, if I decide to update SH3Cmdr, I could extend the existing functionality of running SH3Weather.exe (if it exists) before SH3.exe to running any user-defined exe file? Means you could enter a string of files and SH3Cmdr will happily run them in order before finally executing SH3Cmdr. But I digress... |
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#26 |
Ocean Warrior
![]() Join Date: Apr 2005
Location: Carmel, Indiana
Posts: 3,250
Downloads: 320
Uploads: 11
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JScones: "Perhaps, if I decide to update SH3Cmdr, I could extend the existing functionality of running SH3Weather.exe (if it exists) before SH3.exe to running any user-defined exe file? Means you could enter a string of files and SH3Cmdr will happily run them in order before finally executing SH3Cmdr. But I digress..."
And it would be especially useful for SH4CMDR and SH5CMDR! ![]() ![]() ![]()
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Irish1958 ![]() |
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#27 |
Navy Seal
![]() Join Date: Apr 2005
Posts: 5,501
Downloads: 19
Uploads: 0
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Just a reminder that 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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#28 |
Commodore
![]() Join Date: Apr 2007
Location: Augsburg / Germany
Posts: 631
Downloads: 203
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Already Downloaded. Thanks a lot.
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#29 |
Navy Seal
![]() Join Date: Apr 2005
Posts: 5,501
Downloads: 19
Uploads: 0
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OK, no suggestions makes things MUCH easier for me.
![]() Anyway, what's coming next so far: - Added: drag & drop from other processes (ie Windows Explorer, Desktop) now enabled under Microsoft Vista/Windows 7 - Added: now detects changes to MODS folder contents and refreshes screen automatically - Changed: display font now defaults to user's desktop (icon) font - Changed: improved handling of -remove directive - Changed: improved handling of mod-added folders - Changed: numerous (minor) interface modifications - Changed: further optimised for use with Microsoft Vista/Windows 7 |
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#30 |
Pacific Aces Dev Team
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2.5 is out and stickied at the top of this forum, so I'm closing and unsticking this old version thread.
Thanks again JS ![]()
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One day I will return to sea ... |
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