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CnC Generals Downloads > Utilities > INI Tools:
Zero Hour Mod Manager 1.3
Filename: zhmmsetup1.3.zip


Size:
Developer:
Downloads:
Date Added:
Type / Category:
1.79 MB
Kevin McKelvin
13421
06-09-2005
Utilities > INI Tools


Average User Rating: 8.2
Number of Votes: 77
Related Files:
Latest 5 Utilities > INI Tools:
- Zero Hour Mod Manager 1.2
- Basic INI File Editor (1.1)
- Basic INI File Editor (1.0)
- CCG INI Editor (0.5.9)
- CCG Ini Editor (v0.5.3)

5 Other Files by Kevin McKelvin:
- Zero Hour Mod Manager 1.2
- Zero Hour Mod Manager (1.1)
- Zero Hour Mod Manager (1.0)
- Skill Mini-Mod
- Advanced Marauder Mini-Mod

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Zero Hour Mod Manager 1.3 - File Description  


Description:
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.



Zero Hour Mod Manager 1.3 - Screenshots  
Screenshots:
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Zero Hour Mod Manager 1.3 - File Download Options  

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Download from Worldwide Mirror by FileFront Download Zero Hour Mod Manager 1.3!



Zero Hour Mod Manager 1.3 - Readme  
Readme File:
Name: Zero Hour Mod Manager 1.3
Author: Kevin McKelvin
E-mail: kmckelvin@gmail.com
Release Date: 27 May 2005

Description:

Zero Hour Mod Manager 1.3

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\Command and Conquer Generals Zero Hour Data" FOLDER).
3-INSTALL ZERO HOUR
4-INSTALL ZERO HOUR MOD MANAGER
5-INSTALL A MOD & PLAY!


1.3
===

Sorry, I sent an older 1.2 setup to FileFront. My fault entirely.

It didn't include one of the bug-fixes. This is now included in the Bug Fixes of 1.3

Bug Fixes
=========

If ZHMM was installed in a path other than default, there would be an error when installing a mod. FIXED
If the mod author was specified as blank in the script, ZHMM would show the mod author as blank instead of Unknown. FIXED

Major
=====

I have made a tray icon for ZHMM. It has the commands to start ZH and Exit in the menu. Double-clicking will restore it if it is minimized.
A complete help file (manual).

Minor
=====

The line was removed from the Mod Packaging Wizard - "You have to select a file inside a folder to add it" since it is incorrect.


What's New?

1.2
===

Bug fixes
=========

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 (they use different subjects).


Zero Hour Mod Manager 1.3 - User Comments  
The following comments are owned by the user that posted them. Command & Conquer Files is not responsible for their content.

Total comments: 12 | Last comment: 10-09-2007 at 10:26

 #1 - No!!! - 06-11-2005 at 11:24
Wal_Mart
Joined: May 30th, 2005
Posts: 220
Whenever I download this, the files come in a WinZip file, where is the applacation? My computer says there are no files in the WinZip file, and the file size is 0KB. WTF?

 #2 - WOW!!! - 06-15-2005 at 15:34
candc_geek
From: (Warrington)
Joined: May 18th, 2005
Posts: 1
It is the BEST program I have ever used rock: and I hope that It will only get better from here on, so good work Kevin and keep it up!!!!!!!!!! thumbsup:

Advice to other CnC Generals Fans DOWNLOAD THIS, IMMEDIATELY!!!!!!! cool::

 #3 - No Comment Exelent - 06-17-2005 at 09:30
Roman85
From: (bat-yam)
Joined: March 8th, 2005
Posts: 13
Two Thumbs Up!Rock

ok

I have nothing to say abaut this Good.

 #4 - ZHMM and ZH:Reborn the last stand - 06-19-2005 at 16:57
Sniper214
From:
Joined: June 19th, 2005
Posts: 1
Does this work with Reborn: The Last Stand 5.0?

 #5 - need a better read me file - 07-23-2005 at 22:09
4horsemen4
Joined: July 9th, 2005
Posts: 1
after reading the read me file many times i still cannt get a mod to install useing this program i feel you need to go more in detail the steps to install a mod in to the mod manager take the rank mod thier only one file to replace but your read me file dosent say how to install this

 #6 - ZHMM - version 2 - 09-27-2005 at 17:20
Snake468
From: (Alberton)
Joined: December 26th, 2004
Posts: 14
I understand that there are a number of problems with ZHMM at the moment. The main one being the complexity of getting a mod to work in the first place.

Yesterday, I started work on ZHMM 2.00. I can't guarantee any specific dates cuz I have a horse load of cycle tests and exams in the next school term.

The biggest plan here is that I am going to remove the zip architecture I employed in all the older versions.

Please be patient, but I will do my best to have it ready (or at least Beta) by the end of the year.

 #7 - Xtra Mods - 10-05-2005 at 11:28
horsedrowner
Joined: September 11th, 2005
Posts: 45
I found the including mods, but the BossGeneral's superweapons don't work!
Can anyone plz help me? confused

But anyway its a nice and handy tool
perfect for me!! Two Thumbs Up!

 #8 - Dead - 11-02-2005 at 14:38
Snake468
From: (Alberton)
Joined: December 26th, 2004
Posts: 14
Zero Hour Mod Manager is now officially dead, sorry guys but the answer's not changing.

I got a major viral infection which killed most most of the stuff on my PC and i'm NEVER buying another McAfee product. AVG (free) managed to clear most of it, but the damage was already done

I completely lost all my source code since all the computers on my LAN were infected and to top it all off, my USB Key blew a few days earlier. I'm not prepared to rewrite the code unless there's a Delphi coder out there willing to help me.

It was fun while it lasted but that is the end of ZHMM.

Thanks for the support from all of you.

Til next time,

Cheers,
Snake468 a.k.a Kevin McKelvin

 #9 - 02-22-2006 at 20:36
zombieslaya
From: (Miami FL)
Joined: March 20th, 2005
Posts: 17
reverse engineer your own program, its doable and you should be able to google it to find out the process, would save you re-writing the whole program

 #10 - all those mod things modtoaster etc dont work with C&C TFD - 02-26-2006 at 01:08
brucevduyn
Joined: August 3rd, 2005
Posts: 67
they wont work with C&C the firstdecade :S:S:S:S

now im trying this 1 i hope this 1 works with C&C TfD

i hope it works

 #11 - save ur work - 11-09-2006 at 04:56
DA_Leader
From: (maryland)
Joined: November 9th, 2006
Posts: 1
u should save ur work on a cd using neosmart cd burner

 #12 - 10-09-2007 at 10:26
dynablade223
From:
Joined: December 15th, 2005
Posts: 680
bullpoo... i barely understand @ all how to make it work :S just like 4horsemen4 said, make a better readme. ALOT better



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