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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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Over the last two years quite a few people have approached me seeking various language translations of JSGME.
I've never had the time to look into it...until now. I am currently updating JSGME to support different languages (yes danlisa, even Cornish ![]() Anyway, as it's been a while since the last JSGME update, I thought I'd also seek other feedback and suggestions. So, if you have any comments, feedback, suggestions etc relating to JSGME, pls post them here. **Feel free to post this on any other game forums that support JSGME - I know there's a few as I keep getting email relating to games that I have never even heard of, let alone those that I have! |
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#2 |
Sparky
![]() Join Date: Nov 2006
Location: Canada's Western Naval Fleet
Posts: 157
Downloads: 17
Uploads: 0
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So, uh, will these mods be able to be installed via JSGME?
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#3 | |
Stowaway
Posts: n/a
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#4 |
Seaman
![]() Join Date: May 2001
Location: Sydney, Australia
Posts: 35
Downloads: 0
Uploads: 0
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A possible extension:
Problem: After installing NYGM Tonnage War V2.2 on my system, I needed to manually delete the files: ../data/Movies/Intro/Intro.wmv ../data/Movies/Intro/Logo.wmv as zero length files would cause the game to not load. Solution: So, how about a file JSGME_Postscript that could contain basic commands such as: RM data/Movies/Intro/Intro.wmv RM data/Movies/Intro/Logo.wmv to be run after the main copy of files, which in this case would delete the said files. And a folder under the package folder called JSGME_Control that contains file(s) / folder(s) not to be copied with the package, such as the package ReadMe file(s) or package extras etc. Basically, anything in this folder, you do not process. Matt |
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#5 |
Grey Wolf
![]() Join Date: Aug 2006
Location: Augusta, Maine USA
Posts: 905
Downloads: 170
Uploads: 0
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I sometimes enable little mods that are totally different, but may have similar named files, and I get "T"Thumbs.db" has already been altered by the "IXB Dark Rust" mod.
What is Thumbs.db, some mods are not even closely related to each other, but both share a Thumbs.db file. Can this be changed somehow ? I always remove Read Me files, and Jpg's before enabling mods, because I know those cause a similar Overwrite situation, but this Thumbs.db this throws me for a loop. |
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#6 | |
Mr. Bad Wolf
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![]() ![]() Download my mods from SHMF Follow my photography here taler dansk, speak English, spreche Deutsch, parle français, forstår svenska/norsk, comprendo castellano |
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#7 | |
Navy Seal
![]() Join Date: Apr 2005
Posts: 5,501
Downloads: 19
Uploads: 0
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![]() Indeed, you can turn the feature off (although this won't stop you getting them from other sources, like mods). To turn off the creation of Thumbs.db: 1. Click the Start button 2. Select Control Panel 3. Select Folder Options 4. Click the View tab 5. Check "Do not cache thumbnails" 6. Click the OK button I think they're the most annoying files ever - especially as their presence also overrides any folder-specific view settings for the folder that they reside in. And collectively they can get quite big. |
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#8 | ||
Navy Seal
![]() Join Date: Apr 2005
Posts: 5,501
Downloads: 19
Uploads: 0
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Further, any files in said folder can be viewed directly from within JSGME by simply right-clicking the mod name. |
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#9 | |
Weps
![]() Join Date: Jan 2007
Location: Control Room
Posts: 355
Downloads: 8
Uploads: 0
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I have three minor suggestions regarding the help. First, in the third paragraph of the help text, there is a reference to a ' "Note for Modders" block below'. There does not actually seem to be such a block, or at least no such label/title. I think one would be useful. Second, while it seems ridiculously simple to upgrade or uninstall JSGME (just copy over or delete), it might be nice to mention this in the help text for people who are timid about such matters. Lastly, the dialog box that displays the help text is modal - one cannot use the application with the help box open. Could it be made non-modal? |
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#10 |
Ocean Warrior
![]() Join Date: May 2005
Location: New Castle of Delaware
Posts: 3,231
Downloads: 658
Uploads: 0
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Yeah TG, I rename them when I first download them from where ever they come from. I'm seeing more and more modders put their name in the name of the mod. This is good and hopefully more will start doing it too.
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Gary No Borders, No Language, No Culture =s No Country I'm a Deplorable, and proud of it. |
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#11 | |
Engineer
![]() Join Date: Apr 2006
Location: In one place in the Atlantic, say A Coruña, Galiza (Spain)
Posts: 214
Downloads: 187
Uploads: 0
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Thank you. |
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#12 | |
Navy Seal
![]() Join Date: Apr 2005
Posts: 5,501
Downloads: 19
Uploads: 0
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#13 |
Ace of the Deep
![]() Join Date: Feb 2006
Location: New Port Richey, Fl, USA
Posts: 1,066
Downloads: 0
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I'm a little apprehensive about this, but I'm going to ask this again, since I really never received a clear explanation as to how it works.
If Mod "A" is enabled, then Mod "B" is enabled afterwards with the message about a conflicting file, asking me if I want to go ahead and enable anyways, does JSGME simply use the later mods file upon being enabled or the other way around? Since the Dec 23rd mod is enabled first, I assumed that any mod that was enabled after that which had duplicate file names were ignored. Am I correct in understanding that? Does the date of the conflicting files have anything to do with it? |
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#14 | ||
Navy Seal
![]() Join Date: Apr 2005
Posts: 5,501
Downloads: 19
Uploads: 0
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