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XCMM - XCom Mod Manager


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#1
twinj

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XCMM - Xcom Mod manager Test version.


GitHub repository - https://github.com/twinj/XCMM Git Hub removed download support...

LATEST VERSION 1.08a BETA - https://dl.dropbox.com/u/54222881/XCMM-v108aBETA.zip Drop box.

Portable Installer with demo mod.http://forums.nexusmods.com/index.php?app=core&module=attach&section=attach&attach_id=28237

This version has caused me a headache. It has a new uninstall feature which has caused me to write a lot of new code and to refactor even more.... I have not added improved XShape yet. I have not added FMods interop yet. Console is broken this will now only get fixed once all gui components work properly.

  • Uninstall features and direction
  • Can make a mod 'active' and 'inactive by installing and uninstalling.
  • Can NOT currently overwrite same resource with new mods. Resource example: CreateTSoldier.Function
  • Can write several patches to a upk.
  • Writing in a game state and install state feature so can track the current state of each resource and change the search as per the install.
  • Install tracking is half active where an Xmod saves its install log. The data here can be used as the new Resource so as to input new search when updating.
  • Not as yet sure how to tackle when a resource offset is in conflict with two mods. But there will be a solution.
  • Gamestate will allow modders to patch in any small mods and the create a mod based on the gamestate. In progress.

I would highly appreciate any testers and new testers as this is becoming quite large. I WILL need to reqwrite much of the GUI event handling as it is proving too sensitive to changes even thought the logic is the basically the same.

PI features: PI is not yet updated this is a test version only.
  • Install upk changes from embedded install.xmod.export.xml
  • Install ini changes from embedded install.ini ( Currently only supports XComGameCore.ini or DefaultGameCore.ini )
  • XShape XComGame.exe automatically.
  • Ability to restore game to state before install. (This is done by files copies NB: The installer only works for one mod install >> uninstall. It currently does not support multiple mod installs. If you want to modify further uninstall mod. Edit install to incorporate new mods then reinstall.
  • Ability to patch in small HTML to act as a readme for the mod.
  • Console output for debugging.

XMOD XML EXAMPLE

Spoiler


OLD VERSIONS

Spoiler

Attached Files


Edited by twinj, 19 December 2012 - 05:31 AM.


#2
twinj

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Looking for user input for direction of XCMM. Anything goes.

#3
Drakous79

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Hello :)

Tested XCMM 1.06 BETA and had few issues:
  • Tools are broken. Clicked yes to download, web browser opened at Gildor's page. Next I got error "Incorrect setting. The settings have been updated.". Only decompress.zip was downloaded and Tools folder is empty. Downloaded from main XCMM dialog. Archives are broken, nothing unzipped. Had to provide tools manually.
    DOWNLOADED [http://www.gildor.org/down/32/umodel/decompress.zip]
    DOWNLOADED [http://www.gildor.org/down/32/umodel/extract.zip]
  • Every start I got "Please set up the application correctly", while I already saved XCOM Config Settings.
  • After pressing Save in XCOM Config Settings dialog, I get error "The system cannot verify your unpacked resources.". Still checking Core.upk at C:\ and not in my path?
  • Once again I was lazy and want to have original and edited file in the same directory, So added _Drakous79 to edited file name before function extension. Got error "The number of files must be the same. Please correct mistake.". When they had the same name, all went fine.
  • When creating a mod with Make, I got this error: "Could not save mod files. Try again.". But seems like all files were saved (export and config xml, original and edited files).
  • Tried installing a mod to vanilla game. Clicked Yes for decompression and had to click Install again.At the end I got asked if to update changes to game executable with XShape and got "Error [30] Patching was not required." after clicking Yes. Mod failed to install (Name is a function I'm working on).
    INSTALLING RESOURCE CHANGES
    ****************************************************************************************
    SEARCHING [XComStrategyGame.upk] FOR RESOURCE [Name.Function]
    WITH CHECKSUM [23434]
    WITH HASH [ED CB 30 A1 39 34 C8 D5 35 1D 9E C5 6C 6F BE 0B 96 25 36 F4]
    SEARCHING....
    FOUND - CHECKSUM & HASH MATCH
    WRITING TO RESOURCE [Name.Function]
  • Also XCMM did not remove XComStrategyGame.upk.uncompressed_size. Ran the game with XCMM still up and got Steam error "Failed to run game (unknown error)". After exiting XCMM, all was okay.
Personal wishes for XCMM:
  • Please fix XCMM checking Core.upk at wrong path and broken tools before moving on. I just wanted to do simple mode, one true to false and spent an hour with troubleshooting. I really look forward, when I run new version of XCMM and everything runs smoothly without errors.
  • Dynamic mods - so users can change values of the mod.
  • Would be great to have Make tab empty of files and text with my Author name predefined from XCOM Config Settings on the first start.
  • XCMM to continue installing a mod, after I click Yes to decompress if UPK files is compressed.
  • More people to help with testing and ideas.

Tested Portable 1.06 BETA:
  • Failed at decompression, paths were set correctly.
    // notify.log
    ERROR: Write failed
    
    // Console output
    D [XComStrategyGame.upk]
    Error [18] Cooked Upk file still compressed.
    DECOMPRESSED [XComStrategyGame.upk]
Personal wishes for Portable:
  • Portable window resizes after start to with and height defined in html.

I know I post all errors and stuff, but it's what I'm supposed to do :) Keep up the good work! Just make it error free now, so it's user friendly and we can use it for mod distribution.

Edited by Drakous79, 12 December 2012 - 07:43 PM.


#4
twinj

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Tools are broken. Clicked yes to download, web browser opened at Gildor's page. Next I got error "Incorrect setting. The settings have been updated.". Only decompress.zip was downloaded and Tools folder is empty. Downloaded from main XCMM dialog. Archives are broken, nothing unzipped. Had to provide tools manually.
DOWNLOADED [http://www.gildor.or...decompress.zip]
DOWNLOADED [http://www.gildor.or...el/extract.zip]


Gildor has updated his link. It is now version 33. I'll fix it. I'd rather just distribute the tools with the package. But he wants people to visit his website. So I took the auto download path with a window opening. Gildor also warns against this as he updates his links. They are easy to change and the tools can be setup manualy if need be. I still think an automated download is easier.

Every start I got "Please set up the application correctly", while I already saved XCOM Config Settings.



Cannot reproduce this error. Probably fixed as a result of fixing the above.

After pressing Save in XCOM Config Settings dialog, I get error "The system cannot verify your unpacked resources.". Still checking Core.upk at C:\ and not in my path?


I was sure this was fixed. Must have overlooked something. On my tests however cannot reproduce. Maybe leave till next version see what happens.

Once again I was lazy and want to have original and edited file in the same directory, So added _Drakous79 to edited file name before function extension. Got error "The number of files must be the same. Please correct mistake.". When they had the same name, all went fine.


I think I added some support for this? Dont know if it was in last patch. But you cannot have filenames that end incorrectly. Eg: Name.Function and XCOM.Name.Function will verify a match. Xcom.Name.Function.Drak and Name.Function will not. For filename end to test correctly it must be delimited by dots. Am moving towards ability to drop original files from anywhere but they must fit the naming convention. Generally the idea is once you have made the mod once you will have original files with the correct convention and can remake using those.

When creating a mod with Make, I got this error: "Could not save mod files. Try again.". But seems like all files were saved (export and config xml, original and edited files).


This is a stupid bug even though I am testing if an ini file does not exist in the mod it is still trying to save it... weird. Ok found error. It is letting me create a valid path with a null. Seems to be fixed. (notice I am updating and reporting at the same time. lol)

Would be great to have Make tab empty of files and text with my Author name predefined from XCOM Config Settings on the first start.


Removed the history xml from future distributions. It is still generated from users make attempts. Name now shows up as it should on first use.

XCMM to continue installing a mod, after I click Yes to decompress if UPK files is compressed.


Somewhat difficult due to the way threads are handled in swing and how I implemented the background tasks but I was able to tweak it in the end. Hope it hasn't broken Pinstaller. Need to refactor the GUI code so changes in one can affect the other when code is changed. Currently the code is a copy.

More people to help with testing and ideas.



I know right. However XCMM is still new and is probably not very helpful for those who dont really get how to work it when there is bugs. I know how to work around them and half the time dont find them coz of this. Tis why youve been an absolute asset. Need some simple docs or wiki on git hub. For me it saves me heaps of time testing mods. I can make a mod test it restore, try again really easy. Speeds up the process so much. Even the history for failed mod creation saves heaps of time. Testing XCMM is also getting easier... Just rename history mod. Create >> Install >> restore >> Xshape >> create!

Have been talking to FMod about some ideas and interaction with his tool for ini and int editing. He also would like to move toward dynamic mods. I need to refactor some code so we can achieve interoperability. Will be doing this before next release. This is why I am doing a call for more testing on this version so I can get it to a real working point.

Tried installing a mod to vanilla game. At the end I got asked if to update changes to game executable with XShape and got "Error [30] Patching was not required." after clicking Yes. Mod failed to install (Name is a function I'm working on).


Requires further testing. Seems to be a new problem with XShape exiting prematurely.

Portable window resizes after start to with and height defined in html.


I'll see if I can fit it in.

Also XCMM did not remove XComStrategyGame.upk.uncompressed_size. Ran the game with XCMM still up and got Steam error "Failed to run game (unknown error)". After exiting XCMM, all was okay.


I removed the file locks. Should fix not tested. They were annoying me too. Did not remove file? Requires further testing. Could not reproduce.

#5
twinj

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Found why XShape not patching... there was a break statement where it should not have been. I thought I tested installs.. Remember how I was experimenting with replacing full resources. It was that feature which broke it. ? But I was SURE that it wasnt in the last release? Anyway its fixed. Just need to test install and pinstall.

#6
bokauk

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Gildor has updated his link. It is now version 33. I'll fix it. I'd rather just distribute the tools with the package. But he wants people to visit his website. So I took the auto download path with a window opening. Gildor also warns against this as he updates his links. They are easy to change and the tools can be setup manualy if need be. I still think an automated download is easier.

I asked Gildor if I could distribute decompress.exe with ToolBoks which he was fine with and gave me permission. You should send him a quick PM on his forum too. Of course, I've credited him and linked to his site in the ReadMe :)

As you mentioned, he specifically asks not to link directly to his files, so getting permission would surely be best for everyone and also more convenient :)

#7
twinj

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Thanks sent a message! And already got a reply! Apparently the third to ask this week.!

Edited by twinj, 13 December 2012 - 06:21 AM.


#8
twinj

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Anyone feel like testing the fixes? I am keeping this some what closed until release for now. I cant access my downloads on GitHub anyway.. lol

I want the next release to include the changes I talked to FMod about and I am working on upating XShape to not need a pin pointed offset or to go through whole file just to find the resources. My beta of these is working very well. It pin pointe the start of a resource! This has multiple uses.

XCMM 107c

Portable Installer

All the tests I performed. They both seem ok.

#9
Drakous79

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Thank you for fixes and improvements. I'll test right after ordering some christmas presents :)

Asked Gildor about decompress today as well hehe.

Also I got the naming convention now. I just did it differently and couldn't understand what's happening.

Nice work updating and reporting at the same time. I'm also writing the report when testing.

Edited by Drakous79, 13 December 2012 - 02:51 PM.


#10
twinj

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Personal wishes for Portable:
Portable window resizes after start to with and height defined in html.


Oh I didn't add this. I only chucked in a frame repack call. This may adjust the window size but may be limited in scope. It was the easy option for now.

When I added it it was more for links and a break down of the mod. Parsing size information would be better placed in the install.xml that is coming as part of the interop with FMods CBD.

File locks do not seem to be closing.. making use of Java new AutoClosable feature...

Edited by twinj, 13 December 2012 - 03:15 PM.





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