Here's a very handy mod swapper returning with version 1.1. It's more user-friendly in the way that it more automates the way to generate your own compatible mods with this. I'd suggest that everyone making a mod less than 30 MB ought to use this to incorporate their mod.
Name: Zero Hour Mod Manager 1.2 Author: Kevin McKelvin Email: email@example.com Release Date: 21 May 2005 Description: Zero Hour Mod Manager 1.2 If you're tired of copying files to apply mods, this is definitely for you. Just double-click on a mod to activate it. ZHMM uses a simple GUI to install and uninstall mods for Zero Hour. This prevents the need to run multiple copies of ZH on your system. ZHMM makes a backup of a file if it is going to be replaced. When the mod is deactivated, the backups are restored and normal gaming continues. The simplicity of packaging a mod to work with ZHMM is now even easier thanks to a wizard, accessible from the Tools menu. * IT IS STRONGLY RECOMMENDED TO FOLLOW THESE INSTRUCTIONS WHEN INSTALLING: * 1-UNINSTALL ZERO HOUR 2-DELETE ALL FILES OFF HARD-DRIVE (IN THE INSTALL FOLDER *AND* THE "MY DOCUMENTS\CNCGZH DATA" FOLDER. 3-INSTALL ZERO HOUR MOD MANAGER 4-INSTALL ZERO HOUR 5-INSTALL A MOD & PLAY! What's New? 1.2 === Bug fixes ========= If ZHMM was installed in a path other than default, there would be an error when installing a mod. FIXED If ZHMM was installed on a drive other than the one that My Documents is on, you could not locate My Documents. FIXED Major ===== Removed the "Locate My Documents" button (see reason below) Minor ===== My Documents folder auto-detects CNCNZ Website added 1.1 === Major ===== Mod Packaging Wizard (Tools menu) Minor ===== Changed the "Mod Archiver" button to "Mod Packaging Wizard" Changed my e-mail address Fixed the Uninstall function that if a file didn't exist, it wouldn't uninstall Only one instance of ZHMM is allowed at one time. Prevents corruption of data by saving out-of-date files 1.00 ===== The main focus on this was easier end-user usage. Especially to make mods compatible with ZHMM. You can generate script files (script.ini), see the "How to make a mod work?" section You can generate file lists from the zip files (see the "How to make a mod work?" section for more info) Mod compatibility checking (makes sure a mod's files don't conflict with another mod's files) If a mod overwrites a Generals ZH original file, ZHMM makes a backup the original A couple of UI Tweaks (Smaller window, just for those of you who use an 800x600 resolution, etc.) Now it's possible to deactivate all mods at once (Tools menu) You can uninstall mods which either don't work or you don't like! Updated the readme Added the option to close ZHMM when starting Zero Hour. Useful on machines with limited RAM (256MB or less) ZHMM automatically closes after a mod is installed. Added some menus - The Tools menu contains the new script.ini generator and Deactivate All functions. - The Websites menu contains 3 websites for Command & Conquer Generals Zero Hour as well as email addresses for Suggestions and Bug Reports (use different subjects).
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