Author Topic: OPENXCOM TRAINER  (Read 2944 times)

Offline humax

  • Captain
  • ***
  • Posts: 50
    • View Profile
OPENXCOM TRAINER
« 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:

    - 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

    - Heel bleeding wounds in battlegame


    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)

    • Initial Release

    Version 0.9.1.0 (03.03.2019)
    • Added changelog
    • Added cheatoption 'Set clock to 23:30'
    • Added cheatoption 'Heal wounded soldiers'
    • Added cheatoption 'Kill all aliens'
    • Automatic review and addition of missing translations in the existing GUI-language-files
    • NumericUpDown-value adjustment now also possible with right-click and mouse-wheel
    • Bugfix: craft is back in base when using cheat 'Repair and refuel crafts, reload craftweapons'
    • Bugfix: now handles when craft is flying to waypoint
    • Bugfix: if the savegame contains information about killed soldiers, the savegame becomes corrupted.

    Version 0.9.1.1 (04.03.2019)
    • Partial support for openxcom extended


    Version 0.9.1.2 (16.03.2019)
    • Enabling command line argument 'reset' for resetting the application settings
    • Handling error when setting application icon


    Version 0.9.1.3 (10.07.2019)
    • Partial support for 'The X-COM FILES'


    Version 0.9.3.0 (22.07.2019)
    • Rulesets are processed faster
    • Background music
    • Bugfix: rulesets are now differentiated by XCOM-version
    • Bugfix: sometimes used wrong encoding for opening / writing files
    • Bugfix: soldiers will no longer be wounded when using the 'train soldiers'-option in battlescape
    • Bugfix: player-units will no longer die when using 'kill all aliens'-option when dog or tank is in battlescape
    • Bugfix: money is now treated correctly even after already one month is over
    • Option 'Speed up researches' will now decrease / increase assigned scientists to '1' at each project
    • Some progress in enhanced 'cheat'-mode: Tab 'General' and 'Soldiers' is now editable


    Version 0.9.4.0 (29.07.2019) (never released)
    • Reload safefile - it's faster, because rulesets will not be reprocessed
    • Enhanced 'cheat'-mode: editing crafts is now possible
    • Enhanced 'cheat'-mode: editing items is now possible
    • Bugfix: rulesets (again) are now differentiated by XCOM-version


    Version 0.9.4.1 (05.08.2019) (never released)
    • Bugfix: Enhanced 'cheat'-mode: increase to much assigned scientists
    • Bugfix: Enhanced 'cheat'-mode: unhandled exception in researches


    Version 0.9.5.0 (31.08.2019) (never released)
    • Bugfix: Enhanced 'cheat'-mode: index updates are now performed
    • Enhanced 'cheat'-mode: editing productions is now possible


    Version 0.9.6.0 (05.09.2019) (never released)
    • Bugfix: swapping rulesets
    • Enhanced 'cheat'-mode: editing personell is now possible


    Version 0.9.7.0 (08.10.2019) (never released)
    • Enhanced 'cheat'-mode: editing transfers is now possible


    Version 0.9.8.0 (09.11.2019)
    • Enhanced 'cheat'-mode: editing buildings is now possible


    Maybe coming soon:

    Version 1.0.0.0 - (xx.xx.201x)

    • Further developement is not planned, bugfixes are still offered


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

    • If you are using many mods, its possible, that you got problems with the option 'Repair and refuel crafts, reload craftweapons' - meaning that crafts will be assigned the wrong values for maxFuel,maxAmmo, but they will be ready for use.


    Images:[/list]
    « Last Edit: November 09, 2019, 02:21:30 pm by humax »

    Offline hellrazor

    • Commander
    • *****
    • Posts: 2196
    • Deep Ruleset Digger & Bughunter
      • View Profile
      • Github Account
    Re: OPENXCOM TRAINER
    « Reply #1 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....

    Offline humax

    • Captain
    • ***
    • Posts: 50
      • View Profile
    Re: OPENXCOM TRAINER
    « Reply #2 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.

    Offline Biggieboy

    • Colonel
    • ****
    • Posts: 228
      • View Profile
    Re: OPENXCOM TRAINER
    « Reply #3 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!

    Offline humax

    • Captain
    • ***
    • Posts: 50
      • View Profile
    Re: OPENXCOM TRAINER
    « Reply #4 on: March 03, 2019, 07:40:04 pm »
    Version 0.9.1.0 available #1

    Offline humax

    • Captain
    • ***
    • Posts: 50
      • View Profile
    Re: OPENXCOM TRAINER
    « Reply #5 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

    Offline HumanTraitor

    • Colonel
    • ****
    • Posts: 283
      • View Profile
    Re: OPENXCOM TRAINER
    « Reply #6 on: March 16, 2019, 11:06:36 am »
    It doesn't work at all for me: It gives me an error message.

    Offline humax

    • Captain
    • ***
    • Posts: 50
      • View Profile
    Re: OPENXCOM TRAINER
    « Reply #7 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'.

    Offline humax

    • Captain
    • ***
    • Posts: 50
      • View Profile
    Re: OPENXCOM TRAINER
    « Reply #8 on: March 16, 2019, 12:44:41 pm »
    Released 0.9.1.2 - hoping to fix this issue

    Offline HumanTraitor

    • Colonel
    • ****
    • Posts: 283
      • View Profile
    Re: OPENXCOM TRAINER
    « Reply #9 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.

    Offline humax

    • Captain
    • ***
    • Posts: 50
      • View Profile
    Re: OPENXCOM TRAINER
    « Reply #10 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

    Offline humax

    • Captain
    • ***
    • Posts: 50
      • View Profile
    Re: OPENXCOM TRAINER
    « Reply #11 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...

    Offline HumanTraitor

    • Colonel
    • ****
    • Posts: 283
      • View Profile
    Re: OPENXCOM TRAINER
    « Reply #12 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.

    Offline humax

    • Captain
    • ***
    • Posts: 50
      • View Profile
    Re: OPENXCOM TRAINER
    « Reply #13 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.
    « Last Edit: July 23, 2019, 08:10:42 am by humax »

    Offline humax

    • Captain
    • ***
    • Posts: 50
      • View Profile
    Re: OPENXCOM TRAINER
    « Reply #14 on: July 22, 2019, 09:54:44 pm »
    V0.9.3.0 and full changelog in #1