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XCOM:EW OSX Modding Help Request


BottomQuark

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Hello, I would just like to know if anyone here could provide and in-depth explaination of how to go about modding XCOM:EW (steam) on mac. Currently, my goal is to get the "Commander's Choice" mod working. I don't have much experience compiling, but I'm willing to try. So far, I'm trying to use cmake to complile the PatcherGUI and UPKUtils, but it's asking for WXWidgets, whitch I have no idea how to make work. Or maybe I'm doing it completely wrong, I honestly have no idea.

 

So, if anyone can offer any insight into this, I would greatly appreciate it.

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WxWidgets is an interface library for Linux. You should be able to get it from your distribution's library of add-ons (i.e. this is called apt-cache in Debian/Ubuntu). Once installed to your system, cmake should detect it automatically. Nothing really for you to do to "make it work" as long as your distribution installs it.

 

Most XCOM mods will then work when installed with PatcherGUI. Be sure to read the ReadMe and other docs included with the mod. Unless specifically so stated, mods for EU are NOT compatible with EW.

 

-Dubious-

Edited by dubiousintent
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WxWidgets is an interface library for Linux. You should be able to get it from your distribution's library of add-ons (i.e. this is called apt-cache in Debian/Ubuntu). Once installed to your system, cmake should detect it automatically. Nothing really for you to do to "make it work" as long as your distribution installs it.

 

Most XCOM mods will then work when installed with PatcherGUI. Be sure to read the ReadMe and other docs included with the mod. Unless specifically so stated, mods for EU are NOT compatible with EW.

 

-Dubious-

 

The README.md file in the PatcherGUI only mentions directions for Linux distros.

 

 

PatcherGUI

==========

A tool to install and maintain modifications for XCOM: EU/EW

 

How to compile under Linux:

===========================

Install gcc-c++ (g++) compiler, cmake, git and wxGTK-devel v.3.0+ package available for your distribution repository.

 

Clone github repo and compile the project:

```

git clone https://github.com/wghost/PatcherGUI.git

cd PatcherGUI/build

cmake .

make

```

PatcherGUI executable is placed into main project folder, so resulting directory/file structure should look like this:

```

PatcherGUI/

binaries/

DecompressLZO

PatchUPK

favicon.ico

PatcherGUI

PatcherGUIReadme.txt

```

DecompressLZO and PatchUPK are part of UPKUtils project: https://github.com/wghost/UPKUtils You need to build those separately and manually place them into binaries directory.

 

By default PatcherGUI looks for DecompressLZO and PatchUPK inside binaries directory, but this can be changed with "Advanced -> Settings" menu option.

 

 

 

Do they apply to OSX as well? I wouldn't want to download a bunch of software, just to find that I have no use for it.

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...

 

Do they apply to OSX as well? I wouldn't want to download a bunch of software, just to find that I have no use for it.

 

I do not have a Mac, but AFAIK in very general terms OS/X is a Linux distribution for the Mac. Those tools (or the Mac OS/X equivalents to them: various distributions sometimes rename or provide their own implementations of them) are what you need. Given others have successfully compiled PatcherGUI under OS/X, I have no reason to doubt that procedure will work for you.

 

If you do run into difficulties, post a comment on the UPK Utils download page. The author wghost81 is still very active and supportive. (She also does not have a Mac, but does have Linux and has helped Mac users with the port.)

 

-Dubious-

Edited by dubiousintent
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You might have an easier time getting started just using the command line upkutils and ignore patchergui for now. PatcherGUI is just a UI that sits on top of upkutils and is nicer to use (if you're into that kind of thing) but isn't strictly necessary. You can install any "patchergui" mod just by using PatchUPK, and the upkutils should have fewer dependencies than patchergui.

 

If you do want the UI, you can probably install wxWidgets through MacPorts and build patchergui after that. It's been a long time since I've had a mac, though, so I don't remember all the details.

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You might have an easier time getting started just using the command line upkutils and ignore patchergui for now. PatcherGUI is just a UI that sits on top of upkutils and is nicer to use (if you're into that kind of thing) but isn't strictly necessary. You can install any "patchergui" mod just by using PatchUPK, and the upkutils should have fewer dependencies than patchergui.

 

If you do want the UI, you can probably install wxWidgets through MacPorts and build patchergui after that. It's been a long time since I've had a mac, though, so I don't remember all the details.

 

It doesn't matter much to me, I would just like to get the mods working. My problem at the moment is that when I try to compile either UPKUtils or PatcherGUI with cmake, it tells me:

 

Could NOT find wxWidgets (missing: wxWidgets_FOUND)

wxWidgets not found!

I built wxOSX (or at least I think I did) with no errors, but I'm not exactly sure what to do, as it didn't give me an executable or a directory to work with.

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I would say that your WxWidgets install failed. A quick Google search found this set of instructions. (For instance, it says you need XCode and you haven't mentioned it.) Read it all first before attempting to follow the steps. There are some caveats in the FAQ at the bottom of the article. It may just be that you skipped some needed steps or command-line parameters before.

 

-Dubious-

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I would say that your WxWidgets install failed. A quick Google search found this set of instructions. (For instance, it says you need XCode and you haven't mentioned it.) Read it all first before attempting to follow the steps. There are some caveats in the FAQ at the bottom of the article. It may just be that you skipped some needed steps or command-line parameters before.

 

-Dubious-

 

I have XCode, but I guess I forgot about it because it never looked like it was doing anything significant. That link looks helpful. It's odd, because I did about an hour of researching, and even went to the wxWiki a few times, but never found this.

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From the upkutils readme on github:

 

 

There is one program which requires wxWidgets - DeserializeAll. Everything else should compile perfectly without wxGTK installed.

 

So even if you can't get wxWidgets installed you should be able to build patchupk. I'm not a cmake expert but taking a quick look at the file it looks to me like it'll still build everything else, you'll just get the message about wxwidgets not being found and it won't build DeserializeAll.

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From the upkutils readme on github:

 

 

There is one program which requires wxWidgets - DeserializeAll. Everything else should compile perfectly without wxGTK installed.

 

So even if you can't get wxWidgets installed you should be able to build patchupk. I'm not a cmake expert but taking a quick look at the file it looks to me like it'll still build everything else, you'll just get the message about wxwidgets not being found and it won't build DeserializeAll.

 

Is DeserializeAll not important?

 

I tried something new, and it seems to be a step in the right direction. Before, in the cmake GUI, I would leave the generation field on the default "Unix Makefile". I looked though it and found that XCode is an option. I generated it with XCode, and it gave me a .xcodeproj file. Clicking on it brought me to XCode, where it looks ready to build something called XCOMLZO (the xcode file that cmake spat out). There are a plethora of options that I can't even guess the functions of.

 

http://postimg.org/image/h1de7ym71/

http://postimg.org/image/az163q8d9/

 

When I click the arrow to start the build, it fails and gives me a list of code errors from a file called UFlags.h under UTokenFactory, all saying that "ISO C++ forbids forward refrences to 'enum' types".

 

http://postimg.org/image/br8fgo1y5/

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