OpenXcom Forum

Modding => Work In Progress => Topic started by: niculinux on June 17, 2014, 10:37:15 pm

Title: Mods tested on OpenXcom 1.0 on Linux (compiled xubuntu 12.04 build)
Post by: niculinux on June 17, 2014, 10:37:15 pm
This is a little thread to keep community informed on mods tha worked and did not work for me, usin the OpenXcom 1.0 verison compiled on an italian xubuntu 12.04 based distro!!!  8) (the name is X-light mind)

I've linked all to the related thread on the forum here, for a quick view/reference, click on them:

Mods so far worked for me:

Alien Raid 0.2 (WIP) (incorporated in Hobbes Terrain Pack (https://openxcom.org/forum/index.php?topic=2358.msg23671#msg23671))
Alien Armoury expanded and Alien armoury expandend UFO (https://openxcom.org/forum/index.php?topic=1971.0) (both 1.3.3.)
Armored vest 1.2 (variation of Ryskeliini's Combat Armor Mod) (https://www.openxcom.com/mod/armored-vest)
Clips for laser weapons (https://openxcom.org/forum/index.php?topic=1802.0)
Combat Armor (https://openxcom.org/forum/index.php?topic=1281.0)
Chiko's Laser Weapons news Gfx (v1.1) (https://openxcom.org/forum/index.php?topic=1904.0)
Heavy Machine Gun (https://openxcom.org/forum/index.php?topic=1922.msg18049#msg18049)
Equal terms mod 1.03 (https://openxcom.org/forum/index.php/topic,2674.msg51261.html#msg51261)
Heat-ray weapons (v1.01) (but not tested the power glove) (https://openxcom.org/forum/index.php?topic=2065.0)
Hobbes Terrain Pack (https://www.openxcom.com/mod/terrain-pack) (tested version 1.9.3 but it'soutdated and currently not avaiable anymore, at the  moment  last 1.0 supposed compatibility are 1.5 and 2.5.2, users still may get these respectively here (https://openxcom.org/forum/index.php/topic,2047.msg22807.html#msg22807) and here (https://openxcom.org/forum/index.php/topic,2047.msg50573.html#msg50573), but support is discarded)
[CRAFT] Improved Interceptor (https://openxcom.org/forum/index.php?topic=1628.msg23906#msg23906)
Men in Black 3.3 (https://openxcom.org/forum/index.php?topic=2180.60)
[The Final Mod Pack] Firerms Compilation 1.7.6b (not final) (https://openxcom.org/forum/index.php?topic=2160.msg22949#msg22949)
Laser Reskin Mod (https://openxcom.org/forum/index.php?topic=2533.0)
Magnum .44 (https://openxcom.org/forum/index.php?topic=1598.msg14726#msg14726)
[RULES] Modest Rebalance (https://openxcom.org/forum/index.php?topic=2532.msg25463#msg25463)
M-79 Grenade Launcher (https://openxcom.org/forum/index.php?topic=1301.0)
Kappa wepons (2.0) (https://openxcom.org/forum/index.php/topic,3918.0.html)
Piratez mod (https://openxcom.org/forum/index.php?topic=1898.msg17856#msg17856) (0.9j (https://openxcom.org/forum/index.php/topic,1898.msg49182.html#msg49182) is the last version compatible with 1.0 ox, the mod is ditched in favor of Piratex Extended (https://openxcom.org/forum/index.php/topic,3626.0.html), the ones compatible with 1.0 linux are from 0.75 (https://openxcom.org/forum/index.php/topic,1898.msg26668.html#msg26668) up  to 0.88 (https://openxcom.org/forum/index.php/topic,1898.msg40313.html#msg40313@))
Raven interceptor v.1.0 (https://www.openxcom.com/mod/raven-interceptor)
Shotgun and  reinforced shotgun (https://openxcom.org/forum/index.php?topic=1842.0)
[CRAFT] Sentinel class interceptor (https://openxcom.org/forum/index.php?topic=1274.0)
Single Shot Rocket Launcher (SSRL) (https://openxcom.org/forum/index.php?topic=1598.msg14728#msg14728)
Tyrian's nick mod (elerium mace, mass accellerator weapons, thunderstorm graphic replacement, firestorm graphic replacement (https://openxcom.org/forum/index.php?topic=1435.0)
Viper Assault Cannon (v.1.0) (https://openxcom.org/forum/index.php?topic=2582.msg26529#new)
YetMoreUFOSs (0.6) (https://openxcom.org/forum/index.php/topic,2973.msg50629.html#msg50629)
Solar's new UFOs (0.6d) (https://openxcom.org/forum/index.php/topic,2144.msg50628.html#msg50628)

Mods so far do not not worked for me:

Cover alien 1.9u and Gazer alien 1.2u (Man in Black included mod seemed to be ok) (https://openxcom.org/forum/index.php?topic=2180.msg23618#msg23618)
Improved Uniforms, Kevlars, Dragon Skin & Combat Armor  (https://openxcom.org/forum/index.php?topic=1857.0)
Kiryu-Kai Mod (21/05/2014) (https://openxcom.org/forum/index.php?topic=2149.msg23608#msg23608)
[The Final Mod Pack] Vessels part (21/06/2014) (https://openxcom.org/forum/index.php?topic=2158.msg23616#msg23616)
Submachinegun (https://openxcom.org/forum/index.php?topic=1598.msg14727#msg14727)
Light Machine Gun (https://openxcom.org/forum/index.php?topic=1598.msg14730#msg14730)
Firerms Compilation 1.7.3. (outdated and not anymore avaiable, probably incorporated into final mod pack)
Machine pistol(v2) (https://openxcom.org/forum/index.php?topic=1920.0)
Railgun 1.0 (https://openxcom.org/forum/index.php?topic=1875.msg23839#msg23839)
Ryskeliinis guns n gadgets 1st pack (both 1.0 and 1.1 versions) (https://openxcom.org/forum/index.php?topic=1598.msg26671#msg26671) (formerly an unamed mod)
Tazer Pistol (https://openxcom.org/forum/index.php?topic=1598.msg14729#msg14729)


As soon i'll have time/strengh/will gotta keep this updated, for your consideration!!  ;D

At the time I'm writing (17/06/2014) actually Combat armor does work, but In the map sprites are quite rendered well.(See related thread) (https://openxcom.org/forum/index.php?topic=1281.msg26524#new)  and so and so armored vest 1.2 (https://openxcom.org/forum/index.php?topic=2117.msg26525#new)
Title: Re: Mods tested on OpenXcom 1.0 on Linux (compiled xubuntu 12.04)
Post by: Falko on June 17, 2014, 10:46:54 pm
Code: [Select]
('the case sensitive test of dir/file path failed', 'extraSprites', 'FLOOROB.PCK', 87, 'Resources/Submachinegun/floorob_clip.gif', 'Resources/Submachinegun/floorob_Clip.gif', 'totest/smg/Ruleset/SMG.rul')
('the case sensitive test of dir/file path failed', 'extraSounds', 'BATTLE.CAT', 55, 'Resources/Submachinegun/Sounds/fire.wav', 'Resources/Submachinegun/Sounds/Fire.wav', 'totest/smg/Ruleset/SMG.rul')
at least the submachinegun has filenames/paths without consideration of case sensitive filenames in unix/linux filesystems
i am not inclined to test the other mods myself but such errors are frequent
Title: Re: Mods tested on OpenXcom 1.0 on Linux (compiled xubuntu 12.04)
Post by: niculinux on June 17, 2014, 11:09:39 pm
Thanks Flako! Please, I beg the authors of the mods to take some more tests on linux distribution, since i really don't want to mess up  :'( :-*
Title: Re: Mods tested on OpenXcom 1.0 on Linux (compiled xubuntu 12.04)
Post by: Solarius Scorch on June 17, 2014, 11:14:02 pm
Thanks Flako! Please, I beg the authors of the mods to take some more tests on linux distribution, since i really don't want to mess up  :'( :-*

Both of these weapons are in the Firearms Compilation. Which I think is fixed in this department, but I will check again.
Title: Re: Mods tested on OpenXcom 1.0 on Linux (compiled xubuntu 12.04)
Post by: niculinux on June 17, 2014, 11:45:26 pm
Both of these weapons are in the Firearms Compilation. Which I think is fixed in this department, but I will check again.

Thanks Solarius Scorch. Since the 1.7.6b version  actually works I'd suppose it's a problem of uppercased letters. So, if I'm correct, I'd strongly advice mod authors ti use only lowercase letters, to ensure mods compatibility with linux. Thanks again Solarous, youre my hero!!!
Title: Re: Mods tested on OpenXcom 1.0 on Linux (compiled xubuntu 12.04)
Post by: Solarius Scorch on June 17, 2014, 11:57:40 pm
Thanks Solarius Scorch. Since the 1.7.6b version  actually works I'd suppose it's a problem of uppercased letters. So, if I'm correct, I'd strongly advice mod authors ti use only lowercase letters, to ensure mods compatibility with linux. Thanks again Solarous, youre my hero!!!

No problem :) I should thank you too, I wasn't aware of the problem.

By the way, I tried fixing Alien Armoury Expanded. Can you please redownload it and check again?
Title: Re: Mods tested on OpenXcom 1.0 on Linux (compiled xubuntu 12.04)
Post by: niculinux on June 18, 2014, 12:07:25 am
No problem :) I should thank you too, I wasn't aware of the problem.

Don't mention it!!  :-*

By the way, I tried fixing Alien Armoury Expanded. Can you please redownload it and check again?

Still no way:

(https://s23.postimg.org/nj3o1gujb/openxcom_alien_armoury_expanded.jpg) (https://postimg.org/image/nj3o1gujb/)

Sry, I need a break now. I'm really sad to see I'm the only linux game user here  :'(
Title: Re: Mods tested on OpenXcom 1.0 on Linux (compiled xubuntu 12.04)
Post by: Solarius Scorch on June 18, 2014, 12:31:41 am
Thanks!!

Still no way:

Now should be fine.
Title: Re: Mods tested on OpenXcom 1.0 on Linux (compiled xubuntu 12.04)
Post by: niculinux on June 21, 2014, 12:58:06 am
Now should be fine.

YES!

OK please, somwone may want to fix the armor mods above tested? Thanks!
Title: Re: Mods tested on OpenXcom 1.0 on Linux (compiled xubuntu 12.04 build)
Post by: Warboy1982 on June 21, 2014, 02:26:36 am
fix should be to replace colour 0 in the sprite palettes with transparency, i get the feeling the problem is something to do with the palette recolouring for skin/hair, but i've no clue what it is.
Title: Re: Mods tested on OpenXcom 1.0 on Linux (compiled xubuntu 12.04 build)
Post by: niculinux on June 21, 2014, 09:09:03 pm
fix should be to replace colour 0 in the sprite palettes with transparency, i get the feeling the problem is something to do with the palette recolouring for skin/hair, but i've no clue what it is.

OK, let's hope the mod authors will fix that!. In the meantime, may ask for this topic to be sticky, please?
Title: Re: Mods tested on OpenXcom 1.0 on Linux (compiled xubuntu 12.04 build)
Post by: niculinux on June 21, 2014, 11:28:53 pm
Hey, the topic's gone sticky, thank  you!!! Now, I'll sit back and wait for openTFTD...  :o ;D
Title: Re: Mods tested on OpenXcom 1.0 on Linux (compiled xubuntu 12.04 build)
Post by: HappyCat on June 24, 2014, 01:06:40 pm
I witnessed simillar bugs trying to use armor mods on android and I think it might be related, given the background of OS.
So more of compatible mods are welcome here too)
Title: Re: Mods tested on OpenXcom 1.0 on Linux (compiled xubuntu 12.04 build)
Post by: niculinux on July 12, 2014, 10:46:17 pm
I witnessed simillar bugs trying to use armor mods on android and I think it might be related, given the background of OS.
So more of compatible mods are welcome here too)

I'd add in the meantime I'll try to have a ride with modes here on the forum and update first post ;)
Title: Re: Mods tested on OpenXcom 1.0 on Linux (compiled xubuntu 12.04 build)
Post by: sterbond on July 14, 2014, 02:34:26 pm
fix should be to replace colour 0 in the sprite palettes with transparency, i get the feeling the problem is something to do with the palette recolouring for skin/hair, but i've no clue what it is.

I am seeing this issue too on Linux.  I was able to "fix" it in Sniper-Rifle mod by putting the separated sprites from folder to one indexed file and that works fine.  So it looks like some issue with sorting under Linux.
Title: Re: Mods tested on OpenXcom 1.0 on Linux (compiled xubuntu 12.04 build)
Post by: Arthanor on July 24, 2014, 06:47:46 pm
I've had issues with the Colored Armors (https://www.openxcom.com/mod/colored-armors) mod as well, because of case sensitive file names. A few renames and it runs in the game fine though. Now I just have to research the proper things to unlock the armor and try it on!
Title: Re: Mods tested on OpenXcom 1.0 on Linux (compiled xubuntu 12.04 build)
Post by: new_civilian on October 06, 2014, 11:59:29 am
I do not have the slightest experience with linux.... :o

But what exactly is the problem with the mod? Are some graphic file formats not supported? If yes, I could change them.
Title: Re: Mods tested on OpenXcom 1.0 on Linux (compiled xubuntu 12.04 build)
Post by: Arthanor on October 06, 2014, 07:17:07 pm
Linux has two main issues when it comes to mods:

1- It's path really are case sensitive, unlike Windows, so if you mess up and your .rul file has a case error in the path to some resources, the mod will crash and claim that the resource is missing. That's usually an easy fix, although playing "Find the odd case" is sometimes more difficult that it should be.

2- For some reason, OpenXCom does not handle resource directories for HandObs, bullet animations or sprites well at all. It doesn't use them in the order that the names imply (I never looked into what the order is, although there is one), so the result in game can look really weird.

The main offenders are weapon mods, where you get the HandOb for facing a different direction than your soldier is actually facing, resulting in weird looking shoulder mounted (or missing) guns. With spritesheets, the result just doesn't make any sense and it looks like nothing. The first gazer I saw was a ball of arms and legs. I thought the creator went crazy.

The fix for this is a bit more difficult, but you have to combine the pictures into a sprite sheet. Falko's modding toolbox has an image combiner and it works wonder for that. I usually try to pester mod makers to get their images into sprites so others don't run in the same issue.
Title: Re: Mods tested on OpenXcom 1.0 on Linux (compiled xubuntu 12.04 build)
Post by: Falko on October 06, 2014, 07:26:04 pm
perhaps i should post my partial fix for linux path problems here
change /path/to/ruleset/folder and /path/to/resource/folder accordingly
and try this in commandline:

Code: [Select]
find /path/to/ruleset/folder -type f -name "*.rul" |xargs |sed -i 's/^\(      [0-9][0-9]*: .*\)$/\L\1/g'
rename 'y/A-Z/a-z/' /path/to/resource/folder

could be that some distribution dont have included "rename" but in most its installed

it makes all lines in ruleset that begin with 6spaces a number  aa colon and a space lowercase
the rename makes files and directories lowercase

there is still the problem of Maps not correctly named
in most cases the rulesetname is uppercase
to make all maps uppercase
Code: [Select]
rename 'y/A-Z/a-z/' /path/to/data/folder/MAPS
rename 'y/A-Z/a-z/' /path/to/data/folder/ROUTES
rename 'y/A-Z/a-z/' /path/to/data/folder/TERRAIN
iirc the MAPS/ROUTES/TERRAIN folder need to be uppercase too
still  mods that do not need such fixes are prefered :)
Title: Re: Mods tested on OpenXcom 1.0 on Linux (compiled xubuntu 12.04 build)
Post by: new_civilian on October 09, 2014, 12:03:49 pm
Thanks for the detailed explanation, Falko! The sprite issue would explain the problems some of my weapon mods have, I will take a look at them.
Title: Re: Mods tested on OpenXcom 1.0 on Linux (compiled xubuntu 12.04 build)
Post by: hellrazor on March 09, 2015, 12:20:29 pm
I am using Ubuntu 14.04 at the moment and every time i try out a new mod ido the following things:

1 First Check the ruleset file and directories if they are case sensitive and if filenames are correct
2 Second Check for Spritedirectories combine those file with the spritecombiner and adapt ruleset accordingly.

So far i haven't any issues getting a mod to work properly with this.
Even thou we should probably think about a stringent naming System.

Directory structure:
MAPS for maps
ROUTES for routes
TERRAIN for terrain
Resources for Extrasprites/sounds
Ruleset for yaml files

Directories for MAPS ROUTES and TERRAIN should be UPPERcase.

MAP files, ROUTE files and TERRAIN files should also be UPPERcase including file ending (e.g. UFO170.MAP)

Resources and Ruleset directory should start with uppercase followed by lowercase
Mod specific directories in Resources should use: My_Mod_Resources_Blah_Blubb
Ruleset yaml files should also use My_Mod_Ruleset_File.rul

Sprites:

For Handobs:
HandOb_My_New_Weapon.jpg /. gif / .png
For Floorobs:
FloorOb_My_New_Weapon.jpg /. gif /.png
For Bigobs:
BigOb_My_New_Weapon.jpg ...

Sound should have following:
Sound_Fire_My_New_Weapon.wav for example

Animationsprites should be combined and not put into a spritefolder (-> Spritecombiner)
Naming example:
Sprite_My_New_weapon.jpg or My_New_Weapon.jpg

I think this should solve most issues.
Those are my personal rules for naming files and directories and so for noone complained an issue regarding this. :)

Title: Re: Mods tested on OpenXcom 1.0 on Linux (compiled xubuntu 12.04 build)
Post by: niculinux on March 22, 2015, 10:05:52 pm
Excellent post hellrazor!!!! That should be added to the ox wiki!

As for uppercasing/lowercasing - at least in ubuntu - I found oput a couple fo utilities, see this post (https://openxcom.org/forum/index.php/topic,1898.msg41500.html#msg41500). Windows user whi may contribute to the cause may use bulk rename (https://www.bulkrenameutility.co.uk/Main_Intro.php), a freeware utility  8)
Title: Re: Mods tested on OpenXcom 1.0 on Linux (compiled xubuntu 12.04 build)
Post by: niculinux on August 26, 2015, 03:50:36 pm
Summer update: a new addiction, the HardMod version 0.11 (https://openxcom.org/forum/index.php/topic,3245.msg50542.html#msg50542). Hobbes Terrain Pack is not 1.0 compatible anymore from 1.9.3 and up. Older versions are outdated and not avaiable anymore, but the 1.5 version is avaiable at these forums, i've linked ot on the first post.  ::)

edit: Hobbes has very very kindly provided the 2.5.2 version!!! I'll try it, hopefully with work with linux i hope, of not please refer to the first post since support for that mod is completely abandoned.

edit 2: 2.5.2 version removed by author's will. :)
Title: Re: Mods tested on OpenXcom 1.0 on Linux (compiled xubuntu 12.04 build)
Post by: niculinux on August 27, 2015, 06:30:58 pm
Probably last update:  YetMoreUFOSs (0.6) and Solar's new UFOs (0.6d) mods both seems to be working, while HardMod (0.12) is very very buggy and substantially umplayable HardMod (https://openxcom.org/forum/index.php/topic,3245.msg50644.html#msg50644) was removed because uses nightly mod structure.

So since modder seems to have abandoned openxcom 1.0 i won't be able to test for that verison. Thanks anybody who contributed! <3
Title: Re: Mods tested on OpenXcom 1.0 on Linux (compiled xubuntu 12.04 build)
Post by: KingMob4313 on September 11, 2015, 04:02:34 am
Just fixed the Equal Terms 1.02 version so it should work on *nix. Check the other thread.

Made my own app in C# for checking the rul file against the directories and files.
Title: Re: Mods tested on OpenXcom 1.0 on Linux (compiled xubuntu 12.04 build)
Post by: niculinux on September 11, 2015, 06:00:12 pm
Thank you!  There is a 1.03 version located here (https://openxcom.org/forum/index.php/topic,2674.msg51237.html#msg51237) tryed on 1.0 and it worked (https://openxcom.org/forum/index.php/topic,2674.msg51261.html#msg51261), just updated first post!
Title: Re: Mods tested on OpenXcom 1.0 on Linux (compiled xubuntu 12.04 build)
Post by: KingMob4313 on September 12, 2015, 01:37:14 am
Thank you!  There is a 1.03 version located here (https://openxcom.org/forum/index.php/topic,2674.msg51237.html#msg51237) tryed on 1.0 and it worked (https://openxcom.org/forum/index.php/topic,2674.msg51261.html#msg51261), just updated first post!

Thanks again man.  You are a life saver.
Title: Re: Mods tested on OpenXcom 1.0 on Linux (compiled xubuntu 12.04)
Post by: Leprechaun on December 08, 2015, 06:14:37 pm
Sry, I need a break now. I'm really sad to see I'm the only linux game user here  :'(

You aren't. But time is a factor for me. I only have a few hours per week to fiddle with XCom, and I can use them to play or to compile. So generally, I play, using the original game and DosBox.

I wanted to get into OpenXcom because of the Final Mod Pack. But the FMP says it requires a nightly from at least 28 July 2015. That means I have to compile it. I *can* compile it, but what's the point in spending all my play time compiling a game, that I have to recompile every time a new bug is fixed?

I use Linux Mint. If there are others, perhaps we can set up a distro, that will offer a rolling update similar to Ubuntu builds, i.e. you don't have to drop everything and start over just because someone fixes a bug. And if not, I still find the original game on DoxBox a lot of fun.
Title: Re: Mods tested on OpenXcom 1.0 on Linux (compiled xubuntu 12.04 build)
Post by: Arthanor on December 08, 2015, 06:29:29 pm
nah, we're a few linux users here, nothing to feel depressed about indeed.

Have you tried to compile using these instructions (https://www.ufopaedia.org/index.php?title=Compiling_with_CMake_%28OpenXcom%29#End-to-end_example)? I had a terrible time of it, until somebody shared these and it has been super easy ever since. Also make sure you have the proper dependencies (https://www.ufopaedia.org/index.php?title=Compiling_%28OpenXcom%29#Dependencies) installed.

Using git, you can access the code as it was at any point in time, which makes it super easy to get the proper nightly for things, you can apply patches as well to customize your experience (ex.: Manufacturing profit, show soldier improvement) and you can update your game to the latest nightly in very few commands.

OpenXCom is much better than DosBoxing the original! Give it a try. It should be maybe one gaming session invested, but then every session afterwards will be much better ;)
Title: Re: Mods tested on OpenXcom 1.0 on Linux (compiled xubuntu 12.04 build)
Post by: niculinux on December 08, 2015, 09:49:39 pm
Absolutely agree with Arthanor, but peraphs the most easy way to play os to use openxcom extended; once you download openxcom, then grab the excutable from the mod portal page. After that you only to install a few dependencies and you're ready to go! It's really a pity there are few linux user here..i hope more people would swithc to linux!!

At least for me, i gonna stick with this option, unsless the eventual 2.0 milestone get packaged for ubuntu! For those interested please browse this thread (https://openxcom.org/forum/index.php/topic,4084.0.html) Before i ise to run it in wine (!!!) but i really can assure to other new to the game that on linjx runs more smoothly and even faster!





Title: Re: Mods tested on OpenXcom 1.0 on Linux (compiled xubuntu 12.04 build)
Post by: Leprechaun on December 10, 2015, 02:04:01 pm
Have you tried to compile using these instructions (https://www.ufopaedia.org/index.php?title=Compiling_with_CMake_%28OpenXcom%29#End-to-end_example)? I had a terrible time of it, until somebody shared these and it has been super easy ever since. Also make sure you have the proper dependencies (https://www.ufopaedia.org/index.php?title=Compiling_%28OpenXcom%29#Dependencies) installed.

Using git, you can access the code as it was at any point in time, which makes it super easy to get the proper nightly for things, you can apply patches as well to customize your experience (ex.: Manufacturing profit, show soldier improvement) and you can update your game to the latest nightly in very few commands.

OpenXCom is much better than DosBoxing the original! Give it a try. It should be maybe one gaming session invested, but then every session afterwards will be much better ;)

Thanks to you and to niculinux for the information. I will copy off the instructions and give it a try the next time I have a few hours.

I admit, I'm still concerned about nicu's mention of, "a few dependencies." That always reminds me of the doctor saying, "Now this isn't going to hurt a bit."

Linux people are a lot smarter than Windoze people. We ought to have this down by now to:
Download X
Execute X
Enjoy playing the game.

Oh well, if I do get it working, maybe that will be my contribution.
Title: Re: Mods tested on OpenXcom 1.0 on Linux (compiled xubuntu 12.04 build)
Post by: niculinux on December 10, 2015, 03:41:11 pm
[...]

I admit, I'm still concerned about nicu's mention of, "a few dependencies." That always reminds me of the doctor saying, "Now this isn't going to hurt a bit."

[...]

Linux people are a lot smarter than Windoze people.

[...]

Well not nocessailry, i'm a complete linux incompetent but still manage the game to run!!! Actually the only new thingh is the dependencies deal, but that's non of that difficult! Need only to get new way of figuring thingh, that's it :)
Title: Re: Mods tested on OpenXcom 1.0 on Linux (compiled xubuntu 12.04 build)
Post by: Arthanor on December 10, 2015, 05:37:23 pm
The dependencies are listed in the link in my previous post, just "sudo yum install" or "sudo apt-get" the packages (the identifiers in parenthesis on the wiki page, next to the package names). It shouldn't be too hard to deal with that part.

The only problem is to get all the info in one place, with a set of fool-proof instructions to install from nothing. That's still sort of missing, but we have most of the pieces lying around.
Title: Re: Mods tested on OpenXcom 1.0 on Linux (compiled xubuntu 12.04 build)
Post by: Leprechaun on December 11, 2015, 04:14:46 pm
The dependencies are listed in the link in my previous post, just "sudo yum install" or "sudo apt-get" the packages (the identifiers in parenthesis on the wiki page, next to the package names). It shouldn't be too hard to deal with that part.

The only problem is to get all the info in one place, with a set of fool-proof instructions to install from nothing. That's still sort of missing, but we have most of the pieces lying around.
That's the part that worries me, getting everything together in one place. I don't need foolproof, but I do need to know that I have all the pieces, so if something goes wrong, I won't spend a week or so beating my head against a wall only to find out that I was missing a key piece.

The other part is, after I get it to work, can I run the FMP? Expanded game is what I'm after. If this is just a rewrite of the base game, I'll save myself the effort and just continue as I have been.
Title: Re: Mods tested on OpenXcom 1.0 on Linux (compiled xubuntu 12.04 build)
Post by: Arthanor on December 11, 2015, 06:16:04 pm
OpenXCom is just a rewrite of XCom:EU and XCom:TftD, but it is also fully moddable, so you will get access to the FMP, Piratez, Redux, etc. on top of all the other smaller mods created by others. OXC is also a lot more configurable, and has much better UI than the original. I would never go back, even to play a completely vanilla game.
Title: Re: Mods tested on OpenXcom 1.0 on Linux (compiled xubuntu 12.04 build)
Post by: Leprechaun on December 18, 2015, 04:31:06 am
OpenXCom is just a rewrite of XCom:EU and XCom:TftD, but it is also fully moddable, so you will get access to the FMP, Piratez, Redux, etc.
Right, but the instructions for FMP require more than the 1.0 version of the game. I just checked, and the opening screen says Xcom 1.0. Looking at the Changelog confirms this, "Version 1.0 (13-06-2014)". So now I start over, because I have to get a nightly which will run FMP.

Are the nightlies complete? If I wipe out the old directory structure entirely and unpack the nightly into a build directory (plus all the updates and settings) should this compile and run like I want? (I.e. all I have to do is drop in FMP according to the instructions and it will run?)
Title: Re: Mods tested on OpenXcom 1.0 on Linux (compiled xubuntu 12.04 build)
Post by: Leprechaun on December 18, 2015, 06:04:32 am
I just wiped my previous setup and downloaded the latest nightly. Then I found out it doesn't contain source code. It's a windows compiled binary.

Where do I need to go to get the source to compile the nightly?
Title: Re: Mods tested on OpenXcom 1.0 on Linux (compiled xubuntu 12.04 build)
Post by: hellrazor on December 18, 2015, 07:10:25 am
I just wiped my previous setup and downloaded the latest nightly. Then I found out it doesn't contain source code. It's a windows compiled binary.

Where do I need to go to get the source to compile the nightly?

You can clone the github repository of the master branch from SupSuper located here (https://github.com/SupSuper/OpenXcom).

You then may need to install additional lib's and tools before compiling openxcom.

Check this list located here (https://www.ufopaedia.org/index.php?title=Compiling_%28OpenXcom%29)

You may also visit the IRC Channel on freenode if you aquire additional help.

Once you finished compiling the game, either you install it or you call it directly,
i call it directly with a simple shellscript made by myself to start the game:
Code: [Select]
#!/bin/bash
cd ~/games/openxcom/OpenXcom/build/bin/
./openxcom
exit $?

Should be placed in file in a bin directory with execution rights.
Title: Re: Mods tested on OpenXcom 1.0 on Linux (compiled xubuntu 12.04 build)
Post by: Leprechaun on December 18, 2015, 02:18:57 pm
Thanks, hellrazor, for the answer. I think I have the libs and dependencies correct, since I was able to compile and run the 1.0 version.

I've been to the master branch page, but when I click on Pull Request, I get a 404 (page not found.) When I download the zip, I just get the 1.0 version. Obviously I don't know enough about github or I'm missing something simple.

I'll be searching the web this weekend for better github instructions.
Title: Re: Mods tested on OpenXcom 1.0 on Linux (compiled xubuntu 12.04 build)
Post by: CanadianBeaver on August 31, 2016, 03:11:34 am
Awesome Guns is developed and tested on Debian 8.

https://canadianbeaver.github.io/AwesomeGuns

Also, the additional mod:
https://www.openxcom.com/mod/awesome-guns-laser

Title: Re: Mods tested on OpenXcom 1.0 on Linux (compiled xubuntu 12.04 build)
Post by: beng on August 09, 2023, 04:49:47 am
Here is a small mod that is partly developed using a Windows tool (Volutar's world.dat editor) but tested in Lunux Mint 21.2 Xfce:

Globe Islands mod:
https://openxcom.org/forum/index.php/topic,543.msg157016.html#msg157016

It adds more islands to ocean areas for radar bases / alien bases, and adds more cities to the globe for more terror mission site possibilities. Also changes a few terrain assignments in different parts of the globe.

To install put the mod folder in your mods folder, in Linux Mint is is: /home/<username>/.local/share/openxcom/mods/
Replace <username> with your login name.
Title: Re: Mods tested on OpenXcom 1.0 on Linux (compiled xubuntu 12.04 build)
Post by: Cooper on December 27, 2023, 07:09:15 pm
UFO: Alien Takeover (https://openxcom.org/forum/index.php/topic,11769.0.html) works on Linux Mint 20.3. Should also work on related distros like Ubuntu and Debian)

Update: The mod is now even being developed in Linux  8)