thither Posted August 9, 2014 Author Share Posted August 9, 2014 Hey, can anyone verify whether "~/Library/Application Support/Feral Interactive" is created after the game is installed from Steam, or whether it's created the first time you launch the game? I know it gets created when the game is launched for the first time, but I'm not sure if the regular Steam install process sets up that directory (or part of it) on installation. Link to comment Share on other sites More sharing options...
robdamanii Posted August 9, 2014 Share Posted August 9, 2014 Cool, the files seem to fix the crashes as far as I can see. There are minor visual annoyances (fatigued being dead) that wghost already sent me workarounds for, but other than that there's nothing clearly wrong! thither, since you seem to actually be playing the campaign on a mac (as opposed to me just playing around with the mod :tongue:), I'd recommend you reach out to her as well. Your testing will probably have fuller coverage. To reiterate the install process (for your script): 0. Ensure the game was started at least once without the mod (fails to load menu if it never phoned home)1. Unpack the file2. Replace .upk files, remove corresponding .upk.uncompressed_size3. Replace Localization files in two directories (under XComGame, and in MacOverrides near the binary)4. Replace Config files under XComGame5. Delete files under MacInit in ~/Library/Application Support/Feral Interactive/blahblah6. Move DefaultGameCore.ini to MacInit/XComGameCore.ini and DefaultLoadouts.ini to MacInit/XComLoadouts.ini (all the other files will be generated from XComGame/Config)7. Block phoning home in /etc/hosts8. While on b13, replace the .upk files with ones from wghost - i assume the script won't have to do that I believe following these will give you a fully functional game. I've noticed some lags (for example when buying items), I'm curious if that also happens to you; I'm doing lots of things at the same time so the machine might just be kinda busy). Can the full file paths for step 2, step 3, step 4, step 6 be put in there? I think this is where I'm screwing things up (that I've got so many different file paths and I'm copying/replacing things in the wrong place. Thanks. Link to comment Share on other sites More sharing options...
thither Posted August 9, 2014 Author Share Posted August 9, 2014 (edited) Cool, the files seem to fix the crashes as far as I can see. There are minor visual annoyances (fatigued being dead) that wghost already sent me workarounds for, but other than that there's nothing clearly wrong! thither, since you seem to actually be playing the campaign on a mac (as opposed to me just playing around with the mod :tongue:), I'd recommend you reach out to her as well. Your testing will probably have fuller coverage. To reiterate the install process (for your script): 0. Ensure the game was started at least once without the mod (fails to load menu if it never phoned home)1. Unpack the file2. Replace .upk files, remove corresponding .upk.uncompressed_size3. Replace Localization files in two directories (under XComGame, and in MacOverrides near the binary)4. Replace Config files under XComGame5. Delete files under MacInit in ~/Library/Application Support/Feral Interactive/blahblah6. Move DefaultGameCore.ini to MacInit/XComGameCore.ini and DefaultLoadouts.ini to MacInit/XComLoadouts.ini (all the other files will be generated from XComGame/Config)7. Block phoning home in /etc/hosts8. While on b13, replace the .upk files with ones from wghost - i assume the script won't have to do that I believe following these will give you a fully functional game. I've noticed some lags (for example when buying items), I'm curious if that also happens to you; I'm doing lots of things at the same time so the machine might just be kinda busy). Can the full file paths for step 2, step 3, step 4, step 6 be put in there? I think this is where I'm screwing things up (that I've got so many different file paths and I'm copying/replacing things in the wrong place. Thanks. Ok, so there's basically four directory trees you're dealing with. This is just the nomenclature I've made up in my head: 1. The "game tree", where the main files are installed. This is typically "~/Library/Application Support/Steam/SteamApps/common/XCom-Enemy-Unknown". (It will be in a different place if you told Steam to install the game somewhere else when you installed it.) It should have two subdirectories, "XCOMData" and "XCOM Enemy Unknown.app". Note that for Enemy Within, all the relevant files are in "XCOMData/XEW/XComGame". It's easy to get confused and drop them in "XCOMData/XComGame" by accident, in which case they won't do anything. 2. The "app bundle tree", meaning the .app folder that you can double-click to launch the game. This is the directory "XCOM Enemy Unknown.app" inside the game tree above. In the finder, to show this directory you've got to right-click on "XCOM Enemy Unknown" and select "show package contents." 3. The "feral tree", which lives in "~/Library/Application Support/Feral Interactive/XCOM Enemy Unknown". This directory probably won't exist until you've run the game at least once. The relevant files in here are all in the directory "XEW/MacInit". As above, don't forget the XEW part. 4. The "extract tree" is the directory where you extracted the mod files from the Windows installer with innoextract. It contains all the new files you're going to copy into the other places to install the mod. The files you want to deal with are all under the "app/XComGame" directory. So in Anderkent's steps above: 2. Replace .upk files, remove corresponding .upk.uncompressed_size The UPK files live in the game directory tree, under "XCOMData/XEW/XComGame/CookedPCConsole". In the extract tree, these live in "app/XComGame/CookedPCConsole". 3. Replace Localization files in two directories (under XComGame, and in MacOverrides near the binary) The files in Localization (in the extract tree: "app/XComGame/Localization/INT/*.int" from the Windows installer) need to be replaced in two separate directories: a. In the game tree: "XCOMData/XEW/XComGame/Localization/INT". b. In the app bundle tree: "XCOM Enemy Unknown.app/Contents/Resources/MacOverrides/XEW". 4. Replace Config files under XComGame The config files (in the extract tree at "app/XComGame/Config") go in the game directory tree at "XCOMData/XEW/XComGame/Config". 5. Delete files under MacInit in ~/Library/Application Support/Feral Interactive/blahblah These are all under "XCOM Enemy Unknown/XEW/MacInit" in the feral tree. You want to delete every file in this directory, but not the directory itself. 6. Move DefaultGameCore.ini to MacInit/XComGameCore.ini and DefaultLoadouts.ini to MacInit/XComLoadouts.ini (all the other files will be generated from XComGame/Config) Here you're copying and renaming files that you already copied during step 4. These two files live in the game directory tree in "XCOMData/XEW/XComGame/Config" and you're copying them to the feral tree at "XCOM Enemy Unknown/XEW/MacInit", and then renaming them as above. Alternately for step 6 you can just copy the files from the extract tree. Relative to the mod, they live in "app/XComGame/Config", and you'll be copying them into "XCOM Enemy Unknown/XEW/MacInit" in the feral directory and renaming them. Hope that is clear and helpful. At some point I will throw this up on a wiki page, but I'm having trouble logging into the wiki right now. Edited August 9, 2014 by thither Link to comment Share on other sites More sharing options...
Argusnox Posted August 9, 2014 Share Posted August 9, 2014 Cool, the files seem to fix the crashes as far as I can see. There are minor visual annoyances (fatigued being dead) that wghost already sent me workarounds for, but other than that there's nothing clearly wrong! thither, since you seem to actually be playing the campaign on a mac (as opposed to me just playing around with the mod :tongue:), I'd recommend you reach out to her as well. Your testing will probably have fuller coverage. To reiterate the install process (for your script): 0. Ensure the game was started at least once without the mod (fails to load menu if it never phoned home)1. Unpack the file2. Replace .upk files, remove corresponding .upk.uncompressed_size3. Replace Localization files in two directories (under XComGame, and in MacOverrides near the binary)4. Replace Config files under XComGame5. Delete files under MacInit in ~/Library/Application Support/Feral Interactive/blahblah6. Move DefaultGameCore.ini to MacInit/XComGameCore.ini and DefaultLoadouts.ini to MacInit/XComLoadouts.ini (all the other files will be generated from XComGame/Config)7. Block phoning home in /etc/hosts8. While on b13, replace the .upk files with ones from wghost - i assume the script won't have to do that I believe following these will give you a fully functional game. I've noticed some lags (for example when buying items), I'm curious if that also happens to you; I'm doing lots of things at the same time so the machine might just be kinda busy). Can the full file paths for step 2, step 3, step 4, step 6 be put in there? I think this is where I'm screwing things up (that I've got so many different file paths and I'm copying/replacing things in the wrong place. Thanks. Ok, so there's basically four directory trees you're dealing with. This is just the nomenclature I've made up in my head: 1. The "game tree", where the main files are installed. This is typically "~/Library/Application Support/Steam/SteamApps/common/XCom-Enemy-Unknown". (It will be in a different place if you told Steam to install the game somewhere else when you installed it.) It should have two subdirectories, "XCOMData" and "XCOM Enemy Unknown.app". Note that for Enemy Within, all the relevant files are in "XCOMData/XEW/XComGame". It's easy to get confused and drop them in "XCOMData/XComGame" by accident, in which case they won't do anything. 2. The "app bundle tree", meaning the .app folder that you can double-click to launch the game. This is the directory "XCOM Enemy Unknown.app" inside the game tree above. In the finder, to show this directory you've got to right-click on "XCOM Enemy Unknown" and select "show package contents." 3. The "feral tree", which lives in "~/Library/Application Support/Feral Interactive/XCOM Enemy Unknown". This directory probably won't exist until you've run the game at least once. The relevant files in here are all in the directory "XEW/MacInit". As above, don't forget the XEW part. 4. The "extract tree" is the directory where you extracted the mod files from the Windows installer with innoextract. It contains all the new files you're going to copy into the other places to install the mod. The files you want to deal with are all under the "app/XComGame" directory. So in Anderkent's steps above: 2. Replace .upk files, remove corresponding .upk.uncompressed_size The UPK files live in the game directory tree, under "XCOMData/XEW/XComGame/CookedPCConsole". In the extract tree, these live in "app/XComGame/CookedPCConsole". 3. Replace Localization files in two directories (under XComGame, and in MacOverrides near the binary) The files in Localization (in the extract tree: "app/XComGame/Localization/INT/*.int" from the Windows installer) need to be replaced in two separate directories: a. In the game tree: "XCOMData/XEW/XComGame/Localization/INT". b. In the app bundle tree: "XCOM Enemy Unknown.app/Contents/Resources/MacOverrides/XEW". 4. Replace Config files under XComGame The config files (in the extract tree at "app/XComGame/Config") go in the game directory tree at "XCOMData/XEW/XComGame/Config". 5. Delete files under MacInit in ~/Library/Application Support/Feral Interactive/blahblah These are all under "XCOM Enemy Unknown/XEW/MacInit" in the feral tree. 6. Move DefaultGameCore.ini to MacInit/XComGameCore.ini and DefaultLoadouts.ini to MacInit/XComLoadouts.ini (all the other files will be generated from XComGame/Config) Here you're copying and renaming files that you already copied during step 4. These two files live in the game directory tree in "XCOMData/XEW/XComGame/Config" and you're copying them to the feral tree at "XCOM Enemy Unknown/XEW/MacInit", and then renaming them as above. Alternately for step 6 you can just copy the files from the extract tree. Relative to the mod, they live in "app/XComGame/Config", and you'll be copying them into "XCOM Enemy Unknown/XEW/MacInit" in the feral directory and renaming them. Hope that is clear and helpful. At some point I will throw this up on a wiki page, but I'm having trouble logging into the wiki right now. in Step 5 what files I must deletealso can someone explain step 8 ? Link to comment Share on other sites More sharing options...
thither Posted August 9, 2014 Author Share Posted August 9, 2014 in Step 5 what files I must deletealso can someone explain step 8 ? For step 5, delete every file in the MacInit directory. (You will copy and rename 2 files in there in step 6, and those two files should be the only files present when you launch the game after installing the mod.) When the game starts, it copies a lot of other files there itself. About step 8, wghost has some updated files from johnylump which fix some bugs but which haven't yet been released in an official release. They are in the linux distribution currently. Once I get my install script working, I can grab those files and bundle them with it, I guess, depending on how johnnylump and the mod authors want to handle it (I haven't talked to them about it yet). I'm sure at some point they'll be in an official release too. Link to comment Share on other sites More sharing options...
Argusnox Posted August 9, 2014 Share Posted August 9, 2014 in Step 5 what files I must deletealso can someone explain step 8 ? For step 5, delete every file in the MacInit directory. (You will copy and rename 2 files in there in step 6, and those two files should be the only files present when you launch the game after installing the mod.) When the game starts, it copies a lot of other files there itself. About step 8, wghost has some updated files from johnylump which fix some bugs but which haven't yet been released in an official release. They are in the linux distribution currently. Once I get my install script working, I can grab those files and bundle them with it, I guess, depending on how johnnylump and the mod authors want to handle it (I haven't talked to them about it yet). I'm sure at some point they'll be in an official release too. wow thanks man, you're awesome Link to comment Share on other sites More sharing options...
thither Posted August 9, 2014 Author Share Posted August 9, 2014 Good news! I've been able to run my script and successfully install Long War from the windows installer, and now I'm looking for alpha testers. https://github.com/timgilbert/long-war-unix-installer I'm currently trying to beef up the documentation, but basically you should be able to git clone it or else download LongWarInstaller.py somewhere, then run it like so: LongWarInstaller.py --apply "$HOME/Downloads/Long War 3 EW Beta 12-88-3-0b12.exe" -d Please note that it tries to make a decent backup or the stuff it replaces, but I haven't tested the rollback very thoroughly yet. Therefore I recommend that you make a copy of your XCom install directory before you run this. If nothing else, you can roll back your install by choosing "verify local files" from Steam. I'll be publishing better docs on the github page soon, so if you aren't technically inclined you're probably better off waiting for a bit until I get those out (I'll post here once that's done). If anyone has problems, post them here. Link to comment Share on other sites More sharing options...
robdamanii Posted August 10, 2014 Share Posted August 10, 2014 Glad to say that after following thither's directions, I've got LW up and running. I did most of the copy/pasting in a pair of finder windows (as the GUI is easier than dealing with terminal when so many directories are involved.) The only thing I've found that attempting to manufacture sawed off shotties will crash the game. No idea why. Link to comment Share on other sites More sharing options...
wghost81 Posted August 10, 2014 Share Posted August 10, 2014 The only thing I've found that attempting to manufacture sawed off shotties will crash the game. No idea why.That's been answered many times in this topic. :wink: Wait for patched upks to be released. Link to comment Share on other sites More sharing options...
robdamanii Posted August 11, 2014 Share Posted August 11, 2014 The only thing I've found that attempting to manufacture sawed off shotties will crash the game. No idea why.That's been answered many times in this topic. :wink: Wait for patched upks to be released. Yeah, I saw it mentioned a bunch of times. Just reporting in that all is well. Oddly, when launching from steam, if I check "pause itunes when Xcom EW launches" it CTD, but it will run in windowed mode. That's something I hadn't experienced before the LW mod. Link to comment Share on other sites More sharing options...
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