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#4231069 - 02/19/16 02:12 PM Re: Mods for DCS World modules @ LOF [Re: Tom_Weiss]  
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Inline advert (2nd and 3rd post)

#4232937 - 02/24/16 02:10 PM Re: Mods for DCS World modules @ LOF [Re: Tom_Weiss]  
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#4233016 - 02/24/16 04:24 PM Re: Mods for DCS World modules @ LOF [Re: Tom_Weiss]  
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#4287404 - 08/14/16 11:39 AM Re: Mods for DCS World modules @ www.lockonfiles.com [Re: Tom_Weiss]  
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#4287538 - 08/15/16 05:49 AM Re: Mods for DCS World modules @ www.lockonfiles.com [Re: Tom_Weiss]  
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I just wanted to point you at a new Generic Mod Enabler software made by Sedenion and posted on ED forum here:

http://forums.eagle.ru/showthread.php?t=171956

It is Open Source
It's in active development
Already has many functions beyond JSMGE:

-Multiple games profiles within same program. Not necessary anymore to fiddle with shortcuts and text file settings
-Archive mods supported
-Description file
-Mods Repository Folder can be placed anywhere and is settable by GUI
-Mods Repository Folder can be used by multiple programs
-Backup folder is default in C:\ drive but can also be chose where to be placed
-Mods activation profile saving function. Useful if you have 100 mods and you activate only 88. Before an update you disable mods then after update you can just press Apply profile and it will automatically activate all 88 mods of your choice

Sedenion is working now on Networking functions. He is planning to add repository sources so the software can autoupdate mods in the future.

I made a small video tutorial on how to use it. I think is far superior to JSGME and we should support this development. If anyone can help Sedenion.... as I said it's open source.

https://www.youtube.com/watch?v=iQSr1bBfir4


#4287588 - 08/15/16 12:27 PM Re: Mods for DCS World modules @ www.lockonfiles.com [Re: Tom_Weiss]  
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if he uploads it at LockOnFiles I'll give it a try smile

-

F-15C Eagle Oregon ANG 75th Anniversary

http://www.lockonfiles.com/files/file/3276-f-15c-oregon-ang-75th-anniversary-skin/

#4287726 - 08/15/16 07:07 PM Re: Mods for DCS World modules @ www.lockonfiles.com [Re: Tom_Weiss]  
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The program is open source and hosted at GitHub:

https://github.com/sedenion/ovgme

The download links are:

32bit: https://github.com/sedenion/ovgme/releases/download/v1.2.1-32bits/ovgme_1_2_1_setup_32.exe

64bit: https://github.com/sedenion/ovgme/releases/download/v1.2.1-64bits/ovgme_1_2_1_setup_64.exe

Tomorrow he will release the first implementation server side repository for the program.

Originally Posted By: sedenion
Tomorrow I will implement a feature to create a "repository file" (xml) to help users to test the feature and releasing the first "1.5 alpha" version of OvGME (yes, i jumped to the 1.5 due to many changes in code structure + new network features).

This is how that work for now:

Server side (Repository Manager)

The repository manager (either a moder or anyone who can host some file in a website) must make available a "repository file" (ovgme.xml file) on a web server. Adress and port does not matter, as long as this is an HTTP server.

the ovgme.xml file must have this structure:
Code:
<mods>
  <mod    name="Dummy - Mod A"  version="1.1"     url="http://www.toto.org/ovgme/Dummy - Mod A.zip"/>
  <mod    name="Dummy - Mod B"  version="1.2.2"   url="http://www.youpla.net/ovgme/Dummy - Mod B.zip"/>
</mods>
In fact, you can name tags (nodes) as you want, since the XML parsing routine does not check node's name. It only take the root node (here <mods/>) and its children (here <mod/>). So, technicaly, you can replace "mods" by "cacaprout" and "mod" by "yahehaehhah", this still working. However, attributes names within the children MUST be named exactly like in the example "name", "url" and "version" (the order doesn't matter).

The version string must be only numbers separated by dots, up to three version number max, one for Major, one for Minor, and one for Revision... examples of valid version string:
2
1.5.0
1.2

Limitation:
OvGME does not eat "Transfert-Encoded: chunked" HTTP response (this thing is hell to handle correctly), however, theorically, this HTTP transfert mode only occure when you ask for some complicated page like PHP or ASP... an HTTP server will never (as far as i know) provide a simple xml file in "Transfert-Encoded: chunked"...

Client Side (user)

A Mods can be checked for update if and only if:
- It is a Zipped Mod-Archive (Directory-Mod version check and update not supported yet)
- It has a "version.txt" in the root of the archive (like the description) with the version string, and ONLY the version string.

The version string must be in the same form as in the xml file... (however, the original mod-achive can have a version "1.2" string, if the repository provide any "1.2.1" version, OvGME recognize it as an update, equaly, for "1.2.1" becoming "1.3" or even "2"... )

The client must enter one or several repository adress in the repository manager.

Since i coded an URL parser, the provided repository adresse and port can be almost what you want. Examples of valid adress:
http://www.prout.com"]www.prout.com
http://klathu.net/folder1/folder2/
http://224.24.65.128:8080/toto/tata
http://www.youplaboum.net:8081/repository/

Once you have that... you can Check for update... OvGME will interogates repository, comparing mod names and versions, and give you the list of mods who can be updated... Then, you can launch download (individually, or by group, depending what you want to update)...

Rendez-vous tomorrow.


Source:

http://forums.eagle.ru/showthread.php?p=2875105#post2875105





#4288979 - 08/20/16 06:00 PM Re: Mods for DCS World modules @ www.lockonfiles.com [Re: Tom_Weiss]  
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#4289743 - 08/23/16 11:48 AM Re: Mods for DCS World modules @ www.lockonfiles.com [Re: Tom_Weiss]  
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#4291321 - 08/29/16 01:00 AM Re: Mods for DCS World modules @ www.lockonfiles.com [Re: Tom_Weiss]  
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I uploaded a less saturated version of the skins, the colors now look more warm

http://www.lockonfiles.com/files/category/616-dcsw-bf-109-k-4-skin/








#4292690 - 09/01/16 06:49 PM Re: Mods for DCS World modules @ www.lockonfiles.com [Re: Tom_Weiss]  
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#4293587 - 09/04/16 09:57 PM Re: Mods for DCS World modules @ www.lockonfiles.com [Re: Tom_Weiss]  
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#4299267 - 09/26/16 10:49 PM Re: Mods for DCS World modules @ www.lockonfiles.com [Re: Tom_Weiss]  
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#4299268 - 09/26/16 10:50 PM Re: Mods for DCS World modules @ www.lockonfiles.com [Re: Tom_Weiss]  
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#4299324 - 09/27/16 03:52 AM Re: Mods for DCS World modules @ www.lockonfiles.com [Re: Tom_Weiss]  
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I'm Home Fries, and I approve this message! biggrin

Don't forget the recently updated HMLA-167 Hueys to make the other part of the composite squadron go.
http://www.lockonfiles.com/files/file/2791-uh-1-usmc-hmla-167-warriors-skin-pack/


-Home Fries

"Pacifism is a shifty doctrine under which a man accepts the benefits of the social group without being willing to pay - and claims a halo for his dishonesty."
- Robert A. Heinlein

The average naval aviator, despite the sometimes swaggering exterior, is very much capable of such feelings as love, affection, intimacy, and caring. These feelings just don't involve anyone else.

#4299737 - 09/30/16 11:13 AM Re: Mods for DCS World modules @ www.lockonfiles.com [Re: Tom_Weiss]  
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wink

#4304221 - 10/18/16 10:27 PM Re: Mods for DCS World modules @ www.lockonfiles.com [Re: Tom_Weiss]  
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#4304322 - 10/19/16 09:58 AM Re: Mods for DCS World modules @ www.lockonfiles.com [Re: Tom_Weiss]  
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#4304384 - 10/19/16 02:10 PM Re: Mods for DCS World modules @ www.lockonfiles.com [Re: Tom_Weiss]  
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#4304705 - 10/20/16 11:38 AM Re: Mods for DCS World modules @ www.lockonfiles.com [Re: Tom_Weiss]  
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