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New "DefaultMod" creates outdated source code


Pendra37

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I use the DefaultMod, because I'm in the process of creating a full makeover and I want to be able to modify everything quickly. Once I have the mechanics done and know all the changes needed to all the files, I will do the overrides properly. I wanted to update my current mod to use the latest code.

Did the steam updates on both the game and the SDK OK, restarted the PC, started the modding tools and created a new DefaultMod.

 

It appears that it still creates the mod with old source code, files dated 02.03. I applied some changes and now I see a clear conflict of the old and the new source. The complie failes because the CanWeaponBeDodged function is missing from the mod's GameSource. However, it is present in some of the unchanged UC files ITagAbility or something).

 

I checked the \XCOM 2 SDK\Development\SrcOrig\XComGame\Classes\ folder and there, I can see the up to date UC files.

 

What is going on with this "DefaultMod"? Why it is not using the proper up to date source files?

 

Also, if the DefaultMod is not updating with the patches, would it be OK to create one then overwrite the mod's entire XComGame\Classes folder with the new files from the SrcOrig in order to have the latest source?

 

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Most people seem to create the new mod, and then delete the mo subdirectory containing the full sources without even looking. That is what I do. What use are you getting from these files? I am also surprised to know that they failed to update the files in the example mod directory. I suppose if you want another copy of these files in your mod area, you can copy the latest from OrigSrc.

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DefaultMod is very useful if you need/want access to reference material and don't know where to get OrigSrc stuff. I literally couldn't have done my "add suppression to base game rifles" mod without it, although the bugged nature of DefaultMod could explain why I can't actually build rifles with suppression.

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The default mod template just populates from some .zip files that are provided by Firaxis. You can find them all in your SDK\Binaries\Win32\ModBuddy\Extensions\Application\ProjectTemplates\XCOM2Mod\1033\ folder (e.g. DefaultMod.zip). Looks like the templates weren't updated with the patch. But there isn't anything magic about the templates, you can just copy over all the files from SrcOrig into your mod folder and it'll show the updated ones. The only gotcha is that any new files won't be automatically added to the project, so you'll need to manually "Add Existing Item" and choose the files to add all the new ones to the project.

 

Probably easiest to use a diff tool like windiff/kdiff3/etc to do a folder compare of the classes in SrcOrig to the ones in the mod and that should tell you all the files that exist in SrcOrig but not in the mod that you need to add to the project.

Edited by tracktwo
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Thanks for the replies. For some reason I though the app uses the SrcOrig folder to populate the defaultmod. Why on Earth do Firaxis use a separate ZIP to hold the game uc files.

I removed all files and added the new ones, no problem.

I use Total Commander for all my comparing needs. It is nice but has some limitations. I want something that can do folder compare with scriptable ignore elements (extra enters, tabs etc.).

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Thanks for the replies. For some reason I though the app uses the SrcOrig folder to populate the defaultmod. Why on Earth do Firaxis use a separate ZIP to hold the game uc files.

I removed all files and added the new ones, no problem.

I use Total Commander for all my comparing needs. It is nice but has some limitations. I want something that can do folder compare with scriptable ignore elements (extra enters, tabs etc.).

 

Gonna take a wild guess and say "thats how MS Visual Studio is able to prepare new projects!". Ofc I might be wrong, I know nothing about MS VS, but it makes some sense to me. Google is also awesome! https://msdn.microsoft.com/en-us/library/ms185291%28v=vs.100%29.aspx

Edited by Hyperplexed
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