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.
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.
I know right.
More people to help with testing and ideas.
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  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.