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Old 01-24-07, 10:00 PM   #1
JScones
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Default Update to JSGME coming soon...seeking suggestions

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 ). By default JSGME will still be in English, but players will be able to d/l very small language packs to turn JSGME into any language they want, or they can create their own language pack (I'll host any sent to me). I prefer this to the "d/l one and you get them all" approach, because frankly, I only want to use English, not 270 other languages, so why be forced to d/l them all?

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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Old 01-24-07, 11:23 PM   #2
Corrupt_File
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So, uh, will these mods be able to be installed via JSGME?
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Old 01-24-07, 11:34 PM   #3
Albrecht Von Hesse
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Quote:
Originally Posted by Corrupt_File
So, uh, will these mods be able to be installed via JSGME?
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Old 01-25-07, 12:02 AM   #4
matttm
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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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Old 01-25-07, 12:41 AM   #5
Tuddley3
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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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Old 01-25-07, 01:25 AM   #6
Carotio
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Quote:
Originally Posted by Tuddley3
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.
Thumbs.db is a windows generated file for folders with images within to show them in a window as thumbnails. Normally this file is "hidden", but if you choose to view hidden files you'll see them inside mod folders too sometimes. Actually, before enabling any of the mods just look around and if you find any thumbs.db in any mod, you can safely delete them as they are not related to any mod...
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Old 01-25-07, 02:48 AM   #7
JScones
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Quote:
Originally Posted by Tuddley3
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.
Yes, just delete them as Carotio said. Although it would be better for the mod creator to have done it *before* release.

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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Old 01-25-07, 02:35 AM   #8
JScones
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Quote:
Originally Posted by matttm
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.
Sorry, I have no intention of opening a new can of worms by allowing JSGME to delete or remove files from the game. Why don't you just remove the files from the mod before enabling?

Quote:
Originally Posted by matttm
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.
This feature has existed since v1.2.0 (check the change log in JoneSoft.txt) - any files in a folder called "documentation" (ie MODS\<Mod Name>\documentation\) will not be copied into the game.

Further, any files in said folder can be viewed directly from within JSGME by simply right-clicking the mod name.
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Old 01-25-07, 09:00 PM   #9
RoaldLarsen
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Quote:
Originally Posted by JScones
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.
First, let me thank you for your wonderful tools.

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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Old 01-25-07, 10:09 PM   #10
GT182
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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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Old 01-26-07, 07:24 AM   #11
Einsman
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Quote:
Originally Posted by JScones
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 ). By default JSGME will still be in English, but players will be able to d/l very small language packs to turn JSGME into any language they want, or they can create their own language pack (I'll host any sent to me). I prefer this to the "d/l one and you get them all" approach, because frankly, I only want to use English, not 270 other languages, so why be forced to d/l them all?

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.
I would like to make the translation to the Galician language.

Thank you.
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Old 01-26-07, 07:28 AM   #12
JScones
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Quote:
Originally Posted by Einsman
I would like to make the translation to the Galician language.
Cool. PM me your email address.
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Old 01-26-07, 07:57 AM   #13
fredbass
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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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Old 01-26-07, 08:06 AM   #14
JScones
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Quote:
Originally Posted by fredbass
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?
Always the latest.

Quote:
Originally Posted by fredbass
Does the date of the conflicting files have anything to do with it?
No.
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