Author Topic: OPENXCOM TRAINER  (Read 81013 times)

Offline humax

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Re: OPENXCOM TRAINER
« Reply #15 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.

Offline Meridian

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Re: OPENXCOM TRAINER
« Reply #16 on: November 09, 2019, 02:54:10 pm »
why not call it v1.0 then?

Offline humax

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Re: OPENXCOM TRAINER
« Reply #17 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

Offline HT

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Re: OPENXCOM TRAINER
« Reply #18 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.

Offline humax

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Re: OPENXCOM TRAINER
« Reply #19 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...


Offline HT

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Re: OPENXCOM TRAINER
« Reply #20 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.


Offline humax

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Re: OPENXCOM TRAINER
« Reply #21 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"

Offline HT

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Re: OPENXCOM TRAINER
« Reply #22 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)?

Offline humax

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Re: OPENXCOM TRAINER
« Reply #23 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'

Offline Meridian

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Re: OPENXCOM TRAINER
« Reply #24 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.

Offline HT

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Re: OPENXCOM TRAINER
« Reply #25 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.

Offline HT

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Re: OPENXCOM TRAINER
« Reply #26 on: November 19, 2019, 12:08:27 am »
Part 2.

Offline humax

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Re: OPENXCOM TRAINER
« Reply #27 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

Offline Meridian

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Re: OPENXCOM TRAINER
« Reply #28 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.

Offline humax

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Re: OPENXCOM TRAINER
« Reply #29 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.