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XCMM - Mod Manager in Java


twinj

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XCMM - Xcom Mod manager

 

Moved topic: Clearer name different purpose. http://forums.nexusmods.com/index.php?/topic/847346-xcmm-xcom-mod-manager/

GitHub repository - https://github.com/twinj/XCMM

 

 

Planned add ons

 


  •  
  • ini patching
  • ini editing
  • exportable installables
  • unistallable
  • multiple mod merging

 

Please use this thread exclusively for feedback and requests.

Edited by twinj
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Cannot get it working. Provided 4 original and 4 edited files of functions (created with UPKunpack). Mod name, author and description are set. Clicked Make and a process stops at 2% completed and in console is (sorry for caps):

READY TO COMPARE FILESXCMM MAKE: MOD GENERATE ACTION
XCMM MAKE: ORIGINAL FILE SEARCH HASH [A31541C2068D03EA1C20BD41C7ACEF102722ACB3]
XCMM MAKE: FILE BYTE SUM [-474]

 

Also Settings are not working in my case. Config directory is empty, even after all is set and saved. Buttons khomotso mentioned aren't working for me too.

 

OS is Win 7 64-bit.

 

Any idea what am I doing wrong? Trying year 1999 mod.

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Thanks guys. I will get on those and update. The Tools tab is useless at the moment I will remove it. Forgot to.

 

This is the danger of programming without making unit tests. Most of this simpler stuff was working before I had to make some changes to the way threads and exceptions were handled with the background tasks like making, x shaping and downloading. I will do another test overhaul.. and report back. I will make sure all aspects are working.

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Cannot get it working. Provided 4 original and 4 edited files of functions (created with UPKunpack). Mod name, author and description are set. Clicked Make and a process stops at 2% completed and in console is (sorry for caps):

READY TO COMPARE FILESXCMM MAKE: MOD GENERATE ACTION
XCMM MAKE: ORIGINAL FILE SEARCH HASH [A31541C2068D03EA1C20BD41C7ACEF102722ACB3]
XCMM MAKE: FILE BYTE SUM [-474]

 

Also Settings are not working in my case. Config directory is empty, even after all is set and saved. Buttons khomotso mentioned aren't working for me too.

 

OS is Win 7 64-bit.

 

Any idea what am I doing wrong? Trying year 1999 mod.

The byte sum is correct. The sum is calculated from the byte array of the IsFirstDay.Function where each byte is being converted into an int value by a cast. The reason why it is negative is because of the way integer's are stored in bits. E.g: the hex value of 88 in binary is 10001000. This number can be read in several ways. I wont go too much into it but think of the range of values in say an int of size 8. You could have 0-255 or it could be a signed value of -128 to 127. The left most bit is the sign. This means in our example of 10001000 we have a negative number -120 instead of 136.

 

While this has no negative affect on the mods calculation of a byte sum. As the byte sum when attempting to find the right bytes part of the upk will still hash the same. However, I think it would be best to change it so as to avoid confusion to users. So the byte sums will be different for all mods now. This means that mod creation is working for me. I am working on the improved version of XCMM. I will release this sometime today.

Edited by twinj
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Thanks for the insight! Normal mortals see just a number, while you code gurus see the number defined in so many ways :)
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Tested version 1.02 ALPHA.

 

Settings still aren't working for me. I'm prompted to take care of them at the start, but I get error message "The system cannot verify your unpacked resources." after setting name and paths and clicking Save. As a result of closing Settings dialog with X or Cancel I am unable to install created mod "Upk file could not be accessed please close other programs.":

XCMM INSTALL: CANNOT FIND UPK FILE [XComStrategyGame.upk]
XCMM INSTALL: CANNOT ACCESS UPK FILE [XComStrategyGame.upk]

And another issue is, there are files with the same name (InitNewGame.Function within XGGeoscape and XGStrategyAI). After mod creation, there are only 3 files in Original and Edited directories.

 

Here's an output from Make console:

 

XCMM MAKE: ORIGINAL FILES [ | IsFirstDay.Function | CreateMission.Function | InitNewGame.Function | InitNewGame.Function]

XCMM MAKE: MOD GENERATE ACTION

XCMM MAKE: PROCESSING ORIGINAL [isFirstDay.Function] FROM [XComStrategyGame.upk]

XCMM MAKE: SEARCH HASH [A3 15 41 C2 06 8D 03 EA 1C 20 BD 41 C7 AC EF 10 27 22 AC B3 ]

XCMM MAKE: BYTE SUM [3110]

XCMM MAKE: COMPARING ORIGINAL [isFirstDay.Function] WITH EDITED [isFirstDay.Function]

XCMM MAKE: CHANGE DETECTED @ OFFEST [70] EDIT [CF]

XCMM MAKE: PROCESSING ORIGINAL [CreateMission.Function] FROM [XComStrategyGame.upk]

XCMM MAKE: SEARCH HASH [0B 86 62 E7 72 3C 26 20 54 DA 2B B3 0B 42 0A F1 A6 44 63 11 ]

XCMM MAKE: BYTE SUM [40791]

XCMM MAKE: COMPARING ORIGINAL [CreateMission.Function] WITH EDITED [CreateMission.Function]

XCMM MAKE: CHANGE DETECTED @ OFFEST [101] EDIT [CF]

XCMM MAKE: PROCESSING ORIGINAL [initNewGame.Function] FROM [XComStrategyGame.upk]

XCMM MAKE: SEARCH HASH [FC 4E C2 34 47 B6 D3 4B B1 D3 6F 3E D1 C1 22 EA 02 F9 2C 90 ]

XCMM MAKE: BYTE SUM [4378]

XCMM MAKE: COMPARING ORIGINAL [initNewGame.Function] WITH EDITED [initNewGame.Function]

XCMM MAKE: CHANGE DETECTED @ OFFEST [101] EDIT [CF]

XCMM MAKE: PROCESSING ORIGINAL [initNewGame.Function] FROM [XComStrategyGame.upk]

XCMM MAKE: SEARCH HASH [F3 7A 2B 9D D6 7A FE E4 15 F6 82 EC 80 2D 64 50 37 91 9D 6C ]

XCMM MAKE: BYTE SUM [9361]

XCMM MAKE: COMPARING ORIGINAL [initNewGame.Function] WITH EDITED [initNewGame.Function]

XCMM MAKE: CHANGE DETECTED @ OFFEST [101] EDIT [CF]

XCMM MAKE: MOD HASH [232D8CC4D2E841E97E9747CFAE82B57A5C2425D5]

XCMM MAKE: SAVING XMOD FILES

 

 

Checked file size of original/edited files and it appears, that InitNewGame.Function from XGStrategyAI is overwriting XGGeoscape's one. But in Make log is all okay.

 

I used directories of class name to cope with the same name issue. Shall I rename the files instead? Something like XGStrategyAI.InitNewGame.Function

Edited by Drakous79
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Tested version 1.02 ALPHA.

 

Settings still aren't working for me. I'm prompted to take care of them at the start, but I get error message "The system cannot verify your unpacked resources." after setting name and paths and clicking Save. As a result of closing Settings dialog with X or Cancel I am unable to install created mod "Upk file could not be accessed please close other programs.":

 

I'm still working on the settings part to streamline the process and ensure it works. Best way to deal with the settings is to allow the download of the extractor and decompressor. These tools are then used to decompress and unpack the Core.upk. It is best to wait for the message box "Resources have been decompressed" and "Resources have been extracted" It may take a while but just wait. I am planning to put up a progress box to replace the many pop up windows... these are easy to create to get confirmation that things are working as they should... its fiddly. Once this message has come up then try to save again. Works for me every time this way. Once its done all good. I also recommend using a fresh unpacked folder as any extracts and decompressions can be restored if they are.

 

As a result of closing Settings dialog with X or Cancel I am unable to install created mod "Upk file could not be accessed please close other programs.":
This error only ever happened to me when I had the resource open in UE Explorer. It was the reason why I put it in. UE seems to lock the files where I also got no IO errors to tell me why... if there is something else happening I am worried lol might have to create an Exception log just to find out.

 

And another issue is, there are files with the same name (InitNewGame.Function within XGGeoscape and XGStrategyAI). After mod creation, there are only 3 files in Original and Edited directories.
This is a bug I will add paths. These files are however not yet needed. I just added the save for convenience as a before and after for installing and possible uninstall support for the future. Do not worry about them just yet.

 

Thanks for the help by the way. Your responses are giving me insight as to what a new user will experience I can improve the program based on this. This is why I wanted black box testers.

 

The XCMM MAKE output is correct and the same values mine was for installing a mod.

 

Also when installing or anything else ignore the errors involved with teh progress bar.. having programmatic issues with them. However, do not cancel until there is no output coming through. If teh system wants to decompress or extract wait for the pop up. Little things like this will be improved naturally.

Edited by twinj
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