OpenXcom Forum

Modding => Tools => Topic started by: humax on October 05, 2018, 11:11:58 am

Title: OPENXCOM TRAINER
Post by: humax on October 05, 2018, 11:11:58 am
Description:

Hello commander (cheater and translator)!

When I translated openxcom in 2015 for my personal use, it was necessary to make quick progress, which is very easy with openxcom. But I found manual editing too laborious, so I started to program this savegame editor. However, a few other projects have come to the fore and I postponed the project for a long time. Now in September 2018 I decided to resume the project ...
The code written so far was more advanced than I remembered, but the code was very amateur, so I had to spend some more time to improve it.

The main functions are now completed, so that a publication can take place.



With this savegame-editor you can change many important things in your savegame, such as:

Geoscape

- Available money

- Difficulty level

- Switch from IRONMAN to "normal" gamemodus and vice versa

- Speedup (next) manufacture (the next item will be completed at the next full hour)

- Speedup your researches (all research begun will be completed the next day)

- Speedup your transfers (all transfers / will arrive at the next full hour)

- Remove warning from the council of the funding nations

- Edit the value of your soldier-stats

- Finish buildings

- Repair, refuel and rearm your crafts

- Heal wounded soldiers

Battlescape

- Heel bleeding wounds

- Locate all enemies

- Stun all enemies

- Kill all enemies


Installation:

1 ) Extract the 'OPENXCOM_Trainer.exe'

2 ) Start it

3 ) Choose your language (english or german, but you can translate it too)

4 ) Choose the path of your 'openxcom.exe'

5 ) Make your settings

6 ) Open a savegame

7 ) Set your options

8 ) Click the 'apply' - button

9 ) Save your edited savegame (be sure you activated 'create backup' or use 'save as...')


Changelog:

Version 0.9.0.0 (05.10.2018)


Version 0.9.1.0 (03.03.2019)

Version 0.9.1.1 (04.03.2019)


Version 0.9.1.2 (16.03.2019)


Version 0.9.1.3 (10.07.2019)


Version 0.9.3.0 (22.07.2019)


Version 0.9.4.0 (29.07.2019) (never released)


Version 0.9.4.1 (05.08.2019) (never released)


Version 0.9.5.0 (31.08.2019) (never released)


Version 0.9.6.0 (05.09.2019) (never released)


Version 0.9.7.0 (08.10.2019) (never released)


Version 0.9.8.0 (09.11.2019)


Version 0.9.8.3 (24.11.2019)


Version 0.9.8.4 (26.11.2019)


Version 0.9.8.5 (14.01.2020)


Version 0.9.8.6 (19.11.2020)


Version 0.9.8.7 (22.11.2020)


Version 0.9.8.8 (13.06.2021)


Version 0.9.9.0 (13.06.2021)


Version 0.9.9.1 (18.06.2021)



Version 0.9.9.2 (08.09.2021)


Version 0.9.9.3 (15.09.2021)


Maybe coming soon:

Version 1.0.0.0 - (xx.xx.201x)



Bugs: --> If you find any bugs, please post it here. It would be great if you can provide your savegamefile too!



Images:[/list]
Title: Re: OPENXCOM TRAINER
Post by: hellrazor on October 05, 2018, 03:16:03 pm
You know, the savegame files are read and editable via a simple texteditors like notepad++ or vim or nano.
So no need for a extra program....
Title: Re: OPENXCOM TRAINER
Post by: humax on October 05, 2018, 03:21:20 pm
Sure, but as i wrote in post #1 for me it was (it is) very laborious, to do it manually every time, especially when i need a fast progress.
With this programm its very fast.
Title: Re: OPENXCOM TRAINER
Post by: Biggieboy on October 05, 2018, 06:38:16 pm
Sure, but as i wrote in post #1 for me it was (it is) very laborious, to do it manually every time, especially when i need a fast progress.
With this programm its very fast.

Very good, thank you, its good for me research testing!
Title: Re: OPENXCOM TRAINER
Post by: humax on March 03, 2019, 07:40:04 pm
Version 0.9.1.0 available #1
Title: Re: OPENXCOM TRAINER
Post by: humax on March 04, 2019, 09:14:56 pm
On request now partial support for openxcom extended (not well tested, but should work) with version 0.9.1.1
Title: Re: OPENXCOM TRAINER
Post by: HT on March 16, 2019, 11:06:36 am
It doesn't work at all for me: It gives me an error message.
Title: Re: OPENXCOM TRAINER
Post by: humax on March 16, 2019, 11:47:26 am
Does the error message contains this?:

System.ArgumentOutOfRangeException: InvalidArgument=Value of '21' is not valid for 'index'.
Title: Re: OPENXCOM TRAINER
Post by: humax on March 16, 2019, 12:44:41 pm
Released 0.9.1.2 - hoping to fix this issue
Title: Re: OPENXCOM TRAINER
Post by: HT on March 16, 2019, 03:48:15 pm
Does the error message contains this?:

System.ArgumentOutOfRangeException: InvalidArgument=Value of '21' is not valid for 'index'.

Yeah, that or another number. The latest upload sorta works, but it doesn't work for advanced openxcom builds, like those used by X-Files, sadly.
Title: Re: OPENXCOM TRAINER
Post by: humax on March 16, 2019, 04:08:24 pm
Ok. Its build for original openxcom. With last build it also partially supports openxcom extended. I can have a look for it this evening or tomorrow
Title: Re: OPENXCOM TRAINER
Post by: humax on July 10, 2019, 04:44:31 pm
Version 0.9.1.3 partially supports 'The X-COM FILES'.
Get it in #1

The program is not well tested for OpenXcom Extended and 'The X-COM FILES'. So if you get an error, it would be nice to support me with the savegame file, that i can have a look into it, becouse i don't play the games and can't analyse the savegames without having one of them...
Title: Re: OPENXCOM TRAINER
Post by: HT on July 18, 2019, 04:36:03 pm
I briefly tested with X-COM Files and it seems to work so far, thanks!

One minor issue though is that research topics still need a scientist to be completed even with the cheat, instead of completing themselves at the end of the day (which some do in X-COM Files, usually very minor stuff). I thought you would use that as well, but it's not a major problem.
Title: Re: OPENXCOM TRAINER
Post by: humax on July 18, 2019, 05:44:28 pm
I release a new version in a few days with some bug fixes.
- "research"-problem: it is nessesary to assign 1 scientist to a project to complete it. What i can do is automatically assign one scientist to each project if you have enough scientists employed.
Title: Re: OPENXCOM TRAINER
Post by: humax on July 22, 2019, 09:54:44 pm
V0.9.3.0 and full changelog in #1
Title: Re: OPENXCOM TRAINER
Post by: humax on November 09, 2019, 02:14:29 pm
V0.9.8.0 and changelog is attached in #1. Further development is not planned. I will continue to offer bugfixes if any are found.
Title: Re: OPENXCOM TRAINER
Post by: Meridian on November 09, 2019, 02:54:10 pm
why not call it v1.0 then?
Title: Re: OPENXCOM TRAINER
Post by: humax on November 09, 2019, 04:24:37 pm
I thought about that, but since 0.9.5.0 the app isn't well tested. So i have a Little space for Bugfixes till 1.0 ;D
Title: Re: OPENXCOM TRAINER
Post by: HT on November 18, 2019, 10:59:28 am
The new update is not compatible with XCom Files' 1.0 release, which is a shame, but that's okay, this was meant for the original game.
Title: Re: OPENXCOM TRAINER
Post by: humax on November 18, 2019, 11:19:01 am
That are to less information to fix it. Do you get an error Message ?

If you can provide a savegame-file i can have a look into it...

Title: Re: OPENXCOM TRAINER
Post by: HT on November 18, 2019, 01:25:31 pm
Not just a single error message, it throws a lot of them about missing stuff, and then the program gets stuck trying to update rulesets. Here's a save if it helps, done right at the start to test this trainer.

Title: Re: OPENXCOM TRAINER
Post by: humax on November 18, 2019, 01:57:40 pm
Ok thanks for the savegamefile. i have fixed my code and your save file can now processed, but i need to have a look into your Game, as you have 24 Mods activated. Can you provide me the full game - directory - the directory with the mods.
 - "Boolet (EU) ver: 1"
  - "First turn TU tweak ver: 0.8"
  - "OpenXCom_Unlimited_Waypoints ver: 1.0"
  - "PowerSuit_Upgrade ver: 1.0"
  - "Recruitment_Office_XCF ver: 1.00"
  - "Smart_Flare ver: OXCE 5.41"
  - "Swapped_Inventory_Hands ver: 1.0"
  - "WEEBCOM ver: 1.0"
  - "Wounds proportional to damage ver: 1.1"
  - "XcomUtil_Statstrings ver: 1.0"
  - "alternative-smoke ver: 2.0"
  - "amiga-psx-fonts ver: 1.1"
  - "bughunt_turn30 ver: 1.0"
  - "chryssalidarmor ver: 1.0"
  - "dark-geoscape ver: 1.0"
  - "fireblanket ver: 1.0"
  - "head_grenade ver: 1.0"
  - "hqsounds ver: 1.0"
  - "moar-zero ver: 1.0"
  - "poetssmallrockets ver: 1.0"
  - "recruitcitizens ver: 0.9.9"
  - "selfheal ver: 1.0"
  - "poetsreversedstatstrings ver: 1.1"
  - "x-com-files ver: 1.0.2"
Title: Re: OPENXCOM TRAINER
Post by: HT on November 18, 2019, 02:09:02 pm
That was fast, thanks! Still, 24 mods? Lol, I didn't realize I had so many of them, although these are useful so I kept them activated.

Ok thanks for the savegamefile. i have fixed my code and your save file can now processed, but i need to have a look into your Game, as you have 24 Mods activated. Can you provide me the full game - directory - the directory with the mods.
 - "Boolet (EU) ver: 1"
 ...

I'm not sure what you're asking for. An attached file with my mods and the files of my game used? So, basically everything except for the UFO and TFTD files (because these could be considered potentially illegal due coming from my legit copy from still being sold nowadays games)?
Title: Re: OPENXCOM TRAINER
Post by: humax on November 18, 2019, 09:21:18 pm
I'm not sure what you're asking for. An attached file with my mods and the files of my game used? So, basically everything except for the UFO and TFTD files (because these could be considered potentially illegal due coming from my legit copy from still being sold nowadays games)?

I have the original files. But i havent played the x-files, so i need all your mods you are using. These files should be in directory 'standard'
Title: Re: OPENXCOM TRAINER
Post by: Meridian on November 18, 2019, 09:27:32 pm
I have the original files. But i havent played the x-files, so i need all your mods you are using. These files should be in directory 'standard'

They should definitely not be in the 'standard' directory.
They are in the 'mods' directory.
Title: Re: OPENXCOM TRAINER
Post by: HT on November 19, 2019, 12:07:55 am
Alright then. I'm uploading it compressed in Winrar to save some space. Some of the mods are not meant for X-Files, but rather Piratez when I played it. I'm keeping their files because I believe they don't interfere with other mods, as well as to have them ready if I play Piratez again. I'm also posting it in two posts because I cannot upload the entire thing at once.
Title: Re: OPENXCOM TRAINER
Post by: HT on November 19, 2019, 12:08:27 am
Part 2.
Title: Re: OPENXCOM TRAINER
Post by: humax on November 19, 2019, 10:28:07 am
They should definitely not be in the 'standard' directory.
They are in the 'mods' directory.

Hm you're right. I looked into openxcom, there the mods are in 'standard', thought it would be the same
Title: Re: OPENXCOM TRAINER
Post by: Meridian on November 19, 2019, 10:43:36 am
Hm you're right. I looked into openxcom, there the mods are in 'standard', thought it would be the same

It is the same.

In OpenXcom, the user mods also belong to 'mods' directory.
You should never ever touch the 'standard' directory.
Title: Re: OPENXCOM TRAINER
Post by: humax on November 19, 2019, 11:06:34 am
Hmm. Thanks for this hint.
I don't have a 'mods'-directory in openxcom. All my mods are in 'standard' - Maybe i did something wrong, when installing openxcom, a few years ago...

That's funny, my program has several hundred downloads, but nobody reports an error. Because my program searches in the wrong folder (or other users also have their mods in 'standard') and doesn't find the rulesets in the mods and the enhanced mode shouldn't work properly.

Title: Re: OPENXCOM TRAINER
Post by: humax on November 19, 2019, 11:15:37 am
Not just a single error message, it throws a lot of them about missing stuff, and then the program gets stuck trying to update rulesets. Here's a save if it helps, done right at the start to test this trainer.

Ok, its not stucking at updating rulesets, its working very long, because you have a lot of rulesets, and some of them very large, and then you have a lot of files 2 times...
Title: Re: OPENXCOM TRAINER
Post by: Meridian on November 19, 2019, 11:28:12 am
Hmm. Thanks for this hint.
I don't have a 'mods'-directory in openxcom. All my mods are in 'standard' - Maybe i did something wrong, when installing openxcom, a few years ago...

That's funny, my program has several hundred downloads, but nobody reports an error. Because my program searches in the wrong folder (or other users also have their mods in 'standard') and doesn't find the rulesets in the mods and the enhanced mode shouldn't work properly.

The 'mods' folder is most probably under %Documents%\OpenXcom\mods

See https://github.com/OpenXcom/OpenXcom/ (https://github.com/OpenXcom/OpenXcom/) for more details.

PS: in the upcoming OXCE version (6.2 or higher) I have added checks to prevent loading any custom mods from the 'standard' directory
Title: Re: OPENXCOM TRAINER
Post by: HT on November 19, 2019, 04:26:55 pm
Ok, its not stucking at updating rulesets, its working very long, because you have a lot of rulesets, and some of them very large, and then you have a lot of files 2 times...

That explains a lot, if it checks the entirety of X-Files and the other mods. So, what should I do then?
Title: Re: OPENXCOM TRAINER
Post by: humax on November 19, 2019, 05:00:34 pm
You should delete the unnecessary duplicated files. As an example: in your folder user/mods/xcomfiles every file is duplicated with only less changes. So delete the one (older) you dont need.
And then wait till i release a new version. I will look what i can do...
Title: Re: OPENXCOM TRAINER
Post by: HT on November 19, 2019, 05:23:14 pm
Uh, that's odd. There aren't many duplicated files in XCF, other than some armor variations for those available to your regular agents and "special" ones. I do have some redundant files, but these are edits I did ingame to change things to my liking and stored for security reasons, in order to re-apply them later once a new version of XCF shows up. I guess I'll wait for the next version of your trainer and see what happens.
Title: Re: OPENXCOM TRAINER
Post by: humax on November 19, 2019, 07:47:22 pm
The 'mods' folder is most probably under %Documents%\OpenXcom\mods

See https://github.com/OpenXcom/OpenXcom/ (https://github.com/OpenXcom/OpenXcom/) for more details.

PS: in the upcoming OXCE version (6.2 or higher) I have added checks to prevent loading any custom mods from the 'standard' directory

Thanks, this is usefull!
Just downloaded latest openxcom. Mods in 'standard' are not shown...
I noticed that I had probably already visited the Github page, because I changed my 'user' directory...

To solve that my programm searches for the correct place, i will set up the directories and ask for the correct directory
 
Title: Re: OPENXCOM TRAINER
Post by: humax on November 23, 2019, 04:23:45 pm
The 'mods' folder is most probably under %Documents%\OpenXcom\mods

See https://github.com/OpenXcom/OpenXcom/ (https://github.com/OpenXcom/OpenXcom/) for more details.

PS: in the upcoming OXCE version (6.2 or higher) I have added checks to prevent loading any custom mods from the 'standard' directory
Can you tell me the mod order / priority? I mean, in a savefile there are listed the mods, such as - xcom1, final-mod-pack etc. is there a priority?
Title: Re: OPENXCOM TRAINER
Post by: Meridian on November 23, 2019, 05:12:36 pm
Can you tell me the mod order / priority? I mean, in a savefile there are listed the mods, such as - xcom1, final-mod-pack etc. is there a priority?

First has least priority, last has most priority.
Title: Re: OPENXCOM TRAINER
Post by: humax on November 23, 2019, 05:24:55 pm
Really? Wouldn't it make more sense the other way around? I guessed when i putr an mod in openxcom to top it would have most priority?
Title: Re: OPENXCOM TRAINER
Post by: humax on November 23, 2019, 05:27:13 pm
pics
Title: Re: OPENXCOM TRAINER
Post by: Meridian on November 23, 2019, 06:29:36 pm
Really? Wouldn't it make more sense the other way around? I guessed when i putr an mod in openxcom to top it would have most priority?

No, most priority on the bottom.

On the picture:
xcom1 has least priority as a master mod
final mod pack has middle priority and overrides (mods) anything in xcom1
alien pick up weapons has the most priority and overrides both xcom1 and final mod pack.
Title: Re: OPENXCOM TRAINER
Post by: humax on November 23, 2019, 06:44:18 pm
Ok, thanks
Title: Re: OPENXCOM TRAINER
Post by: humax on November 23, 2019, 09:11:18 pm
No, most priority on the bottom.

On the picture:
xcom1 has least priority as a master mod
final mod pack has middle priority and overrides (mods) anything in xcom1
alien pick up weapons has the most priority and overrides both xcom1 and final mod pack.
Another question.
I have found some mods (in the x-files) without a statement for 'master' or master: "".
How openxcom handles this? master :"*"
Title: Re: OPENXCOM TRAINER
Post by: Meridian on November 23, 2019, 10:52:08 pm
xcomfiles has a master:

Code: [Select]
name: "X-Com Files"
version: "1.0.2"
requiredExtendedVersion: "6.1.1"
author: "Solarius Scorch"
description: "From a humble UN agency to the paramilitary superpower we know, in the vein of the 90's sci-fi paranoia TV series and 80's horror movies."
id: x-com-files
master: xcom1
reservedSpace: 2

To answer the question, both master: "" and master: "*" are treated as "works with any master".
Title: Re: OPENXCOM TRAINER
Post by: humax on November 24, 2019, 07:45:48 am
Sorry i dont mean XFiles , i meant some mods for it.
Ok, thank you.
And if a metadata file doesnt contain any information about master ? then its also for all versions?
Title: Re: OPENXCOM TRAINER
Post by: Meridian on November 24, 2019, 10:50:12 am
And if a metadata file doesnt contain any information about master ? then its also for all versions?

no, then it's xcom1
Title: Re: OPENXCOM TRAINER
Post by: humax on November 24, 2019, 09:19:33 pm
Ok, thanks.

Version 0.9.8.3 and changelog in #1

Title: Re: OPENXCOM TRAINER
Post by: humax on November 24, 2019, 09:27:06 pm
Uh, that's odd. There aren't many duplicated files in XCF, other than some armor variations for those available to your regular agents and "special" ones. I do have some redundant files, but these are edits I did ingame to change things to my liking and stored for security reasons, in order to re-apply them later once a new version of XCF shows up. I guess I'll wait for the next version of your trainer and see what happens.

Try new Version, it should work, but loading rulesets while take a while. If you choose a mod-path where no mods are stored it will process faster and will work also, but then some properties (maxfuel) for example is unknown, etc.)

I will try to get it work faster...
Title: Re: OPENXCOM TRAINER
Post by: humax on November 26, 2019, 08:08:14 pm
0.9.8.4 in #1
Changelog: Speed up processing rulesets
Title: Re: OPENXCOM TRAINER
Post by: humax on January 14, 2020, 03:07:39 pm
0.9.8.5 and full changelog in #1
Title: Re: OPENXCOM TRAINER
Post by: clone61279 on August 15, 2020, 12:02:27 am
unable to open OXCE saves. most notably with mod "X-COM Files" loaded.

error message reads "can't determine XCOM version"

first three lines of save file are:

name: geoscape
version: Extended 6.5.3
build: " (v2020-05-28)"

save file attached
Title: Re: OPENXCOM TRAINER
Post by: Gnelf88 on November 18, 2020, 10:25:33 pm
does this trainer work with OXCE Warhammer 40k?
Title: Re: OPENXCOM TRAINER
Post by: humax on November 18, 2020, 11:03:18 pm
unable to open OXCE saves. most notably with mod "X-COM Files" loaded.

error message reads "can't determine XCOM version"

first three lines of save file are:

name: geoscape
version: Extended 6.5.3
build: " (v2020-05-28)"

save file attached
Sorry I never got a notification about this reply. I will have a look into it...

does this trainer work with OXCE Warhammer 40k?

I never tried, but you can. If not you can reply here again.
Title: Re: OPENXCOM TRAINER
Post by: humax on November 19, 2020, 07:22:44 pm
Version 0.9.8.6 at #1
Changelog:
Increased compatibility for 'The X-COM FILES'
Added partially support for '40k'"
Title: Re: OPENXCOM TRAINER
Post by: HT on November 20, 2020, 12:18:08 am
Finally, an update for XCF! I missed that one! It still break when trying to do certain stuff (ie: messing with production items), but it works for most basic stuff at least.
Title: Re: OPENXCOM TRAINER
Post by: humax on November 20, 2020, 09:07:47 am
The tool was actually developed for openxcom, but the main functions should also work in other versions. This is not entirely true for the extended cheat mode, where you will have to live with some limitations. But if you provide a savegame and describe exactly what you do and what doesn't work then I can take a look again...
Title: Re: OPENXCOM TRAINER
Post by: Gnelf88 on November 21, 2020, 05:08:13 pm
I have tried and unfortunately unsucceeded, but obviously, this wasn't made for OXCE nor that mod so it's understandable. still a good idea for those who can't be bothered opening up notepad constantly  ;D
Title: Re: OPENXCOM TRAINER
Post by: humax on November 21, 2020, 09:07:45 pm
I have tried and unfortunately unsucceeded, but obviously, this wasn't made for OXCE nor that mod so it's understandable. still a good idea for those who can't be bothered opening up notepad constantly  ;D

Have you tried latest Version?

I have made an update, which should be able of processing 40k, at least simple cheat mode...
Title: Re: OPENXCOM TRAINER
Post by: Gnelf88 on November 22, 2020, 02:17:28 am
Have you tried latest Version?

I have made an update, which should be able of processing 40k, at least simple cheat mode...
Have managed to open it up, thanks for the fast response  ;D but initially, I don't see any changes to the save game. But maybe it's certain things that don't have support. Cool mod and good work on future works!
Just went into the advanced mode and works as far as I can tell, so great mod :)
Title: Re: OPENXCOM TRAINER
Post by: humax on November 22, 2020, 09:31:05 am
Have managed to open it up, thanks for the fast response  ;D but initially, I don't see any changes to the save game. But maybe it's certain things that don't have support. Cool mod and good work on future works!
Just went into the advanced mode and works as far as I can tell, so great mod :)
Just tried it in simple mode, with a new started game. I treid the following cheats, and they worked.
-Money
-Soldier-stats
-Research
-Finish buildings
-Speed up transfers (buying things)

I upload a new version in #1 for supporting battlescape for 40k.
I tried it with following cheats and they worked:
- Show all aliens on map
- kill all aliens
Title: Re: OPENXCOM TRAINER
Post by: NineTFox on December 30, 2020, 12:32:40 am
Mod not work for Xcom Files mod.
First i get error about icon
And Second i get this error, trying to ignore the error starts the menu, but after clicking the apply button, no actions occur.
Title: Re: OPENXCOM TRAINER
Post by: humax on January 13, 2021, 05:38:26 pm
The first error should be fixed by itself. The second error you can ignore. To fix it i need your savefile!
Title: Re: OPENXCOM TRAINER
Post by: Gnelf88 on May 14, 2021, 05:03:45 pm
I very much have a language folder, I'm not too sure what the problem is here.
Title: Re: OPENXCOM TRAINER
Post by: humax on May 14, 2021, 05:15:43 pm
Does this path exist?
Title: Re: OPENXCOM TRAINER
Post by: Gnelf88 on May 14, 2021, 05:23:41 pm
It does, however, the folder was named differently so the trainer didn't find exactly what it was looking for but I just renamed the folder, thanks for the quick response!
Title: Re: OPENXCOM TRAINER
Post by: humax on May 14, 2021, 06:56:51 pm
So everything is working for you now?
Title: Re: OPENXCOM TRAINER
Post by: Gnelf88 on May 15, 2021, 12:53:09 am
Yep, what I did fixed everything and it was just a simple mistake on my end, not necessarily the trainers  :)
Title: Re: OPENXCOM TRAINER
Post by: djatturo on May 27, 2021, 09:48:49 pm
Still waiting for trainer 1.0 ;(
Title: Re: OPENXCOM TRAINER
Post by: HaMaT on June 13, 2021, 10:03:45 am
Hi,
I started getting this error on latest saves. Was working perfectly on older ones.
Does anybody know how to fix it?
Error line can be different depending of save number and level (geoscape or battle)
Title: Re: OPENXCOM TRAINER
Post by: humax on June 13, 2021, 10:10:30 am
I guess I can fix that if you provide your Savegame file
Title: Re: OPENXCOM TRAINER
Post by: HaMaT on June 13, 2021, 10:42:56 am
I guess I can fix that if you provide your Savegame file

Attached. Thank you!
And could you please provide a solution for the future if this error appear again?
Title: Re: OPENXCOM TRAINER
Post by: humax on June 13, 2021, 11:22:21 am
Changelog and new version 0.9.8.8 in #1
Title: Re: OPENXCOM TRAINER
Post by: humax on June 13, 2021, 11:24:26 am
Still waiting for trainer 1.0 ;(
I could rename it to v1.0 :P, of course, but that would have no effect. 
No further development is planned, only bugfixes
Title: Re: OPENXCOM TRAINER
Post by: humax on June 13, 2021, 11:27:13 am
And could you please provide a solution for the future if this error appear again?
Sorry, I don't know what else the developers of the respective MODS like 'The-X-Files', '40k' etc. put in.... So i only can react.
Title: Re: OPENXCOM TRAINER
Post by: HaMaT on June 13, 2021, 11:30:27 am
Changelog and new version 0.9.8.8 in #1
Still not working. The same error appears  :(
Title: Re: OPENXCOM TRAINER
Post by: humax on June 13, 2021, 11:32:43 am
I tried it with your save game. It's working for me.
Have you chosen correct paths of your mods ...
Title: Re: OPENXCOM TRAINER
Post by: HaMaT on June 13, 2021, 11:38:19 am
Yes. This one is selected.
I also tried deleting settings.ini and selecting a XComFiles folder. No luck
Title: Re: OPENXCOM TRAINER
Post by: humax on June 13, 2021, 11:43:16 am
I am at work at the moment, I will have a look into it later. But I guess there is something wrong at your side, because I get no errors when opening your Savegame file
Title: Re: OPENXCOM TRAINER
Post by: HaMaT on June 13, 2021, 11:46:38 am
Might be a problem on my side, yes. But I don't know why it started to happen or what could cause it. Nothing changed. And I have some saves from this game session which could be opened without errors.
Attached working save for comparison (maybe there is a difference)
Title: Re: OPENXCOM TRAINER
Post by: humax on June 13, 2021, 03:47:32 pm
Might be a problem on my side, yes. But I don't know why it started to happen or what could cause it. Nothing changed. And I have some saves from this game session which could be opened without errors.
Attached working save for comparison (maybe there is a difference)
Can you have a look into your both savegamefiles, which encoding (UTF-8 or something else) these are using? Both the same or different ones
Title: Re: OPENXCOM TRAINER
Post by: HaMaT on June 13, 2021, 03:56:44 pm
Can you have a look into your both savegamefiles, which encoding (UTF-8 or something else) these are using? Both the same or different ones
Both files have UTF-8 without BOM encoding. Checked in Notepad++
Title: Re: OPENXCOM TRAINER
Post by: humax on June 13, 2021, 04:00:35 pm
Hi, can you check your programm version, maybe i have uploaded an older one...
Title: Re: OPENXCOM TRAINER
Post by: humax on June 13, 2021, 04:29:42 pm
can you try this one. There is no fix, but maybe better error description for me...
Title: Re: OPENXCOM TRAINER
Post by: HaMaT on June 13, 2021, 04:49:44 pm
Hi, can you check your programm version, maybe i have uploaded an older one...
With all your help I've managed to fix the issue.
Extended error handling says that 38.2 cannot be casted into 'integer'.
So I edited my save file and changed 38.2 into 38. Error was in 1973 line :)
Thanks again for the help!
Title: Re: OPENXCOM TRAINER
Post by: HaMaT on June 13, 2021, 04:55:03 pm
To be honest, the game continue to change integer values into float ones but at least I know how to fix it.
Title: Re: OPENXCOM TRAINER
Post by: humax on June 13, 2021, 05:18:04 pm
Maybe I don't haven't understand your problem.  It's your problem to import an openxcom savegamefile or was your problem to use a savegamefile created by my program?
Title: Re: OPENXCOM TRAINER
Post by: humax on June 13, 2021, 05:37:17 pm
AHH, thought about it, now I understand. Will have a look into it again, later
Title: Re: OPENXCOM TRAINER
Post by: humax on June 13, 2021, 09:35:09 pm
With all your help I've managed to fix the issue.
Extended error handling says that 38.2 cannot be casted into 'integer'.
So I edited my save file and changed 38.2 into 38. Error was in 1973 line :)
Thanks again for the help!
I have uploaded a new version (0.9.9.0) in #1 which should have fixed your problem. If not answer again...
Title: Re: OPENXCOM TRAINER
Post by: HaMaT on June 14, 2021, 11:08:57 am
I have uploaded a new version (0.9.9.0) in #1 which should have fixed your problem. If not answer again...
So far so good. There are no errors and the trainer works fine. Thanks again for all your help!
Title: Re: OPENXCOM TRAINER
Post by: HaMaT on June 17, 2021, 01:30:02 pm
Is it possible to add a non-lethal "kill" as an option to the trainer? Like when all aliens are incapacitated instead of killed
Title: Re: OPENXCOM TRAINER
Post by: humax on June 17, 2021, 01:48:50 pm
Hmm nice idea, should be possible. I will have a look at it. But I think I have to look if the enemy is organic.
Title: Re: OPENXCOM TRAINER
Post by: HaMaT on June 18, 2021, 12:35:03 pm
I might be mistaken but in OpenXCom (without additional mods) Ctrl+C combination did work as I described before. It ended a combat with all aliens incapacitated.
Title: Re: OPENXCOM TRAINER
Post by: humax on June 18, 2021, 01:55:34 pm
Just tried it, seems not to work for me
Title: Re: OPENXCOM TRAINER
Post by: HaMaT on June 18, 2021, 01:57:52 pm
In the latest XFiles mode it is definitely not working :) However Ctrl+C combination could be found on lots of web sites with cheats to the X-Com. And it did work. I played with it long ago. But int XFiles mode it's really hard to catch a leader of alien alive :(
Title: Re: OPENXCOM TRAINER
Post by: humax on June 18, 2021, 03:10:36 pm
New Version in #1. Note: if you use 'Stun all enemies'-Option and load your savegame in Openxcom, you have to wait a few seconds.
Title: Re: OPENXCOM TRAINER
Post by: HaMaT on June 18, 2021, 03:46:43 pm
Works perfectly fine! Tried once but everything is ok! Thank you!
Title: Re: OPENXCOM TRAINER
Post by: humax on June 18, 2021, 04:36:04 pm
Handle with care, i dont know what happens if a nonorganic enemy (like cyberdisc) is in battleground...
Title: Re: OPENXCOM TRAINER
Post by: 0xEBJC on September 07, 2021, 08:12:04 pm
Not sure why but I'm still getting the "There is a problem with setting the application icon. Now using default icon." when running the trainer.  Your change log shows that you addressed this in update Version 0.9.1.2 (16.03.2019).  I am running the latest Version 0.9.9.1 (18.06.2021), on Windows 10.
Title: Re: OPENXCOM TRAINER
Post by: humax on September 08, 2021, 10:03:39 am
Hi, did you get this error on every startup?
Title: Re: OPENXCOM TRAINER
Post by: humax on September 08, 2021, 10:37:10 am
I have uploaded a new version, please try it and give feedback. In the new version there is an extended error message, please send me the content of the error message. It may be that you see the error message only this one time and the problem is solved then, nevertheless the content of the error message would be important. Thanks
Title: Re: OPENXCOM TRAINER
Post by: Avatar73 on September 14, 2021, 04:15:55 pm
Easy to edit existing stuff.... how can i add new item to a base?

Missing stupid live deep man.....  :(
Title: Re: OPENXCOM TRAINER
Post by: Meridian on September 14, 2021, 04:18:41 pm
Easy to edit existing stuff.... how can i add new item to a base?

Missing stupid live deep man.....  :(

I don't know how it is done via this tool, but if you upload your save file, I can add the live deep one in a few seconds.
Title: Re: OPENXCOM TRAINER
Post by: humax on September 15, 2021, 12:57:01 pm
Easy to edit existing stuff.... how can i add new item to a base?

Missing stupid live deep man.....  :(

if I remember correctly, I already removed this function in the first versions. But I could also add it back.

Title: Re: OPENXCOM TRAINER
Post by: Avatar73 on September 17, 2021, 03:47:47 pm
I don't know how it is done via this tool, but if you upload your save file, I can add the live deep one in a few seconds.

Cheers; I just did it myself in the end. As you say, it's pretty easy.