OpenXcom Forum
OpenXcom => Troubleshooting => Topic started by: niculinux on August 27, 2015, 09:18:39 pm
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Here we go with the weird stufff!!
Usin a nightly in wine (version 1.6.2 i'm usin right now) i'm suppose to use not linux paths, but windows patch as wine sees it, right?
For instance in a screenshot there is a linux patch, i placed inside UFO folder files of xcom/ufo:eu, and in mods the hellrazor'shardmode expansion 0.93 (https://openxcom.org/forum/index.php/topic,3550.msg50642.html#msg50642)
but game refuses to start, either in another screenshot, accordin to the openxcom wiki (https://github.com/SupSuper/OpenXcom#linux) i've placed the files in the windows wine patch as in the screenshot, but game refuses to start. Any idea, where i'm wrong? :/
Edit in the second screenshot:
xcom1: contains ufo files
mods contains hardmode
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ls -a * in /home/nicola/openxcom
CHANGELOG.txt LICENSE.txt openxcom.exe README.md
common:
. .. Language openxcom.png Resources Shaders SoldierName
mods:
. .. Hardmode_Expansion
standard:
.
..
Aliens_Pick_Up_Weapons
Aliens_Pick_Up_Weapons_TFTD
Limit_Craft_Item_Capacities
Limit_Craft_Item_Capacities_TFTD
PSX_Static_Cydonia_Map
StrategyCore_Swap_Small_USOs_TFTD
UFOextender_Gun_Melee
UFOextender_Gun_Melee_TFTD
UFOextender_Psionic_Line_Of_Fire
UFOextender_Psionic_Line_Of_Fire_TFTD
UFOextender_Starting_Avalanches
xcom1
xcom2
XcomUtil_Always_Daytime
XcomUtil_Always_Daytime_TFTD
XcomUtil_Always_Nighttime
XcomUtil_Always_Nighttime_TFTD
XcomUtil_Fighter_Transports
XcomUtil_High_Explosive_Damage
XcomUtil_High_Explosive_Damage_TFTD
XcomUtil_Improved_Ground_Tanks
XcomUtil_Improved_Heavy_Laser
XcomUtil_No_Psionics
XcomUtil_No_Psionics_TFTD
XcomUtil_Pistol_Auto_Shot
XcomUtil_Pistol_Auto_Shot_TFTD
XcomUtil_Skyranger_Weapon_Slot
XcomUtil_Starting_Defensive_Base
XcomUtil_Starting_Defensive_Base_TFTD
XcomUtil_Starting_Defensive_Improved_Base
XcomUtil_Starting_Defensive_Improved_Base_TFTD
XcomUtil_Starting_Improved_Base
XcomUtil_Starting_Improved_Base_TFTD
XcomUtil_Statstrings
TFTD:
. .. README.txt
UFO:
. GEODATA MAPS patch.txt ROUTES TERRAIN UFOINTRO
.. GEOGRAPH MISSDAT README.txt SOUND UFOGRAPH UNITS
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and wine paths:
ah, i'm usin the very latest nightly: openxcom_git_master_2015_08_27_1136.zip
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Personally i would strongly suggest using git and building source code yourself. You can trace back to a specific commit, if you need.
On the matter at hand, you could try moving contents of folder '~/openxcom' to '~/.wine/drive_c/openxcom' and run in terminal:
cd ~/.wine/drive_c/openxcom
wine openxcom.exe
I'm not sure if it would help, thou.
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Thanks AndO3131, but i'm greeted with what is attached :'(
May be a bug in the nighlty that does not recognize paths?
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Do you have UFO:EU data inside "~/.wine/drive_c/openxcom/UFO" folder (symlink would also do)? It starts without problems on my computer - tested with latest nightly.
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Yes, still no way to go :(
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Do you have UFO:EU data inside "~/.wine/drive_c/openxcom/UFO" folder (symlink would also do)? It starts without problems on my computer - tested with latest nightly.
Hey, now it works!!!!! Seems i've missed some files, actually unzipped into that path and the game starts!!!!!!!!!!!!! Ahhhhhh getting too old for this!!!!!!! :o
Edit: terminal output once i quit the game right after the main menu is displayed, just for your consideration:
fixme:keyboard:X11DRV_LoadKeyboardLayout L"00000409", 0080: stub!
fixme:keyboard:X11DRV_LoadKeyboardLayout L"00000410", 0001: stub!
fixme:winediag:AUDDRV_GetAudioEndpoint Winepulse is not officially supported by the wine project
fixme:winediag:AUDDRV_GetAudioEndpoint For sound related feedback and support, please visit https://ubuntuforums.org/showthread.php?t=1960599
libpng warning: iCCP: known incorrect sRGB profile
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Seem i've a probelm with mods: these are not being seen by the game, despite i've put them in the path...maybe i'm wrong again? See screenshots :,(
Edit if i open the dropdowno menu still the vanilla game is displayed, an nothing more :(
Edit 2:mods in the folder: UFO redux - WIP (https://openxcom.org/forum/index.php/topic,3328.0.html) and hardmode expansion (https://openxcom.org/forum/index.php/topic,3550.0.html) (0.93)
edit 3: changed path to
/home/nicola/.wine/drive_c/users/nicola/Documenti/OpenXcom/mods
still no way
edit 4: log:
[28-08-2015 11:14:30] [INFO] Data folder is:
[28-08-2015 11:14:30] [INFO] Data search is:
[28-08-2015 11:14:30] [INFO] - C:\users\nicola\Documenti\OpenXcom\
[28-08-2015 11:14:30] [INFO] - C:\openxcom
[28-08-2015 11:14:30] [INFO] - C:\openxcom
[28-08-2015 11:14:30] [INFO] User folder is: C:\users\nicola\Documenti\OpenXcom\
[28-08-2015 11:14:30] [INFO] Config folder is: C:\users\nicola\Documenti\OpenXcom\
[28-08-2015 11:14:30] [INFO] Options loaded successfully.
[28-08-2015 11:14:30] [INFO] Scanning standard mods in 'standard'...
[28-08-2015 11:14:30] [INFO] Scanning user mods in 'C:\users\nicola\Documenti\OpenXcom\mods'...
[28-08-2015 11:14:30] [INFO] Mapping resource files...
[28-08-2015 11:14:30] [INFO] Resources files mapped successfully.
[28-08-2015 11:14:30] [INFO] SDL initialized successfully.
[28-08-2015 11:14:30] [INFO] SDL_mixer initialized successfully.
[28-08-2015 11:14:30] [INFO] Attempting to set display to 640x400x8...
[28-08-2015 11:14:30] [INFO] Display set to 640x400x8.
[28-08-2015 11:14:30] [INFO] Loading rulesets...
[28-08-2015 11:14:33] [INFO] Rulesets loaded successfully.
[28-08-2015 11:14:33] [INFO] Loading resources...
[28-08-2015 11:14:33] [INFO] Loading font... Font.dat
[28-08-2015 11:14:34] [INFO] Loading extra resources from ruleset...
[28-08-2015 11:14:34] [INFO] Resources loaded successfully.
[28-08-2015 11:14:34] [INFO] Loading language...
[28-08-2015 11:14:34] [INFO] Language loaded successfully.
[28-08-2015 11:14:34] [INFO] OpenXcom started successfully!
[28-08-2015 11:14:34] [INFO] Playing flx, 320x200, 890 frames
[28-08-2015 11:14:34] [INFO] Using software scaling routine. For best results, try an OpenGL filter.
[28-08-2015 11:14:35] [INFO] SDL_mixer initialized successfully.
[28-08-2015 11:14:35] [INFO] SDL_mixer initialized successfully.
edit 5: also
/home/nicola/Documenti/OpenXcom/mods
won't work
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ls - al in /home/nicola/Documenti/OpenXcom/mods gives:
drwxrwxr-x 4 nicola nicola 4096 ago 28 11:35 .
drwxrwxr-x 4 nicola nicola 4096 ago 28 11:36 ..
drwxrwxr-x 8 nicola nicola 4096 ago 28 11:34 Hardmode_Expansion
drwx------ 7 nicola nicola 4096 ago 28 10:52 UFO REDUX v0.5.4
Al i can imagine then is a mod problems, that is supposed to work with a specific nightly, if so, only solution is to update mods :(
???
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oh guys solved...actually was totally my fault!!!!!!!!!!! >:(
I cannot see the mod because i did not scroll the mod menu, as in the screenshot! The drop down menu is intended only for xcom/ufo, tftd and/or total conversions!!
So paths that worked for me:
The main game:
/home/nicola/.wine/drive_c/openxcom
(mod subfolder here won't work, unless i imagine you set a different path, but i'm too oncompetent to do :'( )
and mods
/home/nicola/Documenti/OpenXcom/mods
in the latter case, the path has to be linked in the current wine configuration, see here (https://openxcom.org/forum/index.php/topic,3919.msg50659.html#msg50659).
In the end, may i humbly humbly ask to Warboy, SupSuper and other administrators here to update the installation wiki page, or at least to use a more simple language? Have mercy...ok i guees it is solved!!!!!
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Lastly, if you wanna create a launcher i recommend to install the wine launcher creator (https://code.google.com/p/wine-launcher-creator/), packaged in .deb, .rpm and of course avaiable in source code!!!!!!! By default, the programs create a couple of shortcuts: one on the desktop one for the DE, usually in the /home of the user (/home/nicola/.local/share/applications/wlcreator)
Edit: screenshot added!
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In the end, may i humbly humbly ask to Warboy, SupSuper and other administrators here to update the installation wiki page, or at least to use a more simple language? Have mercy...ok i guees it is solved!!!!!
It's a wiki, anyone can edit it. :P Though I think running OpenXcom on WINE on Linux is a special case.
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I may be confused, but what is the advantage of using Windows OXC + Wine over compiling your own version of the code for Linux? The later has worked very well for me so far and it is then only a quick extra step to add features that others developed, like manufacturing profitability.
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I may be confused, but what is the advantage of using Windows OXC + Wine over compiling your own version of the code for Linux?
I second that! Lately, I've gotten that far, that I don't even need to do anything, except for entering my credentials, when the script tries to install the newly compiled nightly. Only thing, that got broken a few days ago, was the automatic inclusion of translation files. But I already got an idea, why this is happening. So for me, there's absolutely no reason of why to use wine, instead of the native compiled nightly.
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Very lastly (I promise!!) Game works also if the folder is put outside the wine prefix, eg /home/openxcom or even /desktop/opnexcom; moreover mods will work if the related folder is put in a subfolder /user of the game installation directory, that is to say:
/home/openxcom/user/mods/
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That's a strange place to save files. Are you sure about that? Or did you just add a user »openxcom« to your system? Otherwise I doubt, that one has writing permissions there...
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Just don't use wine for openxcom. Compile own version from git, there no problem to do it.
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That's a strange place to save files. Are you sure about that? Or did you just add a user »openxcom« to your system? Otherwise I doubt, that one has writing permissions there...
No just used "raw" paths, and only for mods. Over and out!
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Just don't use wine for openxcom. Compile own version from git, there no problem to do it.
I have to agree on that. With a little scripting, one can even get automatisation to that extend, that downloading latest nightly, patching files, copying translations and installing will take no more than 5 minutes, including archiving the compiled version with date.
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Why use WINE over GIT? Well, I have an answer, although it won't matter to many here ...
Last night was my first time to try GIT, and I still don't think I actually used it. I entered https://github.com/ ... whatever and found a ZIP link that I used to download the source code. Then I used cmake and ccmake several times, trying to work out what the hints on configuration settings meant. When I finally tried to run it, I got the same error niculinux got above.
Working from the instructions at https://www.ufopaedia.org/index.php?title=Compiling_with_CMake_%28OpenXcom%29
I did get it to work, after I fixed it ... I converted the bourne shell script to bash, added a PATH variable, deleted the double quote marks around the executable and data paths, and corrected the final directory from "data" to "UFO". Then it ran.
And here's why I am entering this reply. There are just too many threads for a newbie to figure out just how to make things work. For example, looking at threads on how to install nightlies, I find three paths given:
https://github.com/SupSuper/OpenXcom/commits/master <AND>
https:https://openxcom.org/git-builds <AND>
https://github.com/SupSuper/OpenXcom.git
OK, perhaps they are all correct. Or not. But how is a newbie supposed to know? Once you know how things work, getting hints is probably fine. But I don't know that I got the right nightly to run FMP, which is where I want to go. Have I wandered into a dead end and will have to back out to get what I want? And since I don't understand what GIT is used for, nor am I sure that I even used it, I don't know how to delete the old stuff when I am sure I have the location of the new stuff. Same problem with cmake and ccmake - never used them before last night. When I make a change, what will I have to do with them to make it work?
I'm committing myself to writing a single, comprehensive instruction set to go from nothing to Xcom with the FMP pack running on most any version of Linux. But I need some help from more knowledgeable people helping me determine which threads are going in the right direction, and which are dead ends or false leads.