Chris Posted October 21, 2014 Share Posted October 21, 2014 We are looking for people to test out our Steam Workshop mod implementation before it goes live! There's two main categories of people we're looking for: You create mods and want your mods to be compatible with Xenonauts V1.5 & Steam Workshop You like Xenonauts and know your way around the Experimental Steam branch We're not going to be able to officially launch Steam Workshop until we launch Xenonauts V1.5, otherwise it will appear for the public but won't function for anyone who is playing on the main branch (most people) and they'll get annoyed / confused about it. I'm therefore going to create a Steam usergroup for people who want to have pre-access to it. You will need to be on the Experimental Steam branch to take part. Hopefully this will mean that when the upgrade happens, the best mods will already be set up correctly on Steam Workshop and will be available for download immediately. If you're a mod creator, you'll be able to follow these instructions to create a Steam Workshop mod once you've been invited to join the group: http://www.goldhawkinteractive.com/forums/showthread.php/12311-How-to-upload-your-mod-to-Steam-Workshop All you need to do to take part is to join this public Steam Community group (and remember that all of this is still in beta): http://steamcommunity.com/groups/XenoSWT/ To download a mod: Make sure you're on the Experimental branch: http://www.goldhawkinteractive.com/forums/showthread.php/5958-Xenonauts-Experimental-Builds-Instructions Join the XenoSWT group above (this step will not be required once the Workshop leaves testing) Go to the Steam Workshop page: http://steamcommunity.com/workshop/browse/?appid=223830 Find a mod you like and click the Subscribe button Load up Xenonauts through Steam Wait a minute or two for the mods to download, then check the Mod Manager launcher tab Quote Link to comment Share on other sites More sharing options...
kabill Posted October 21, 2014 Share Posted October 21, 2014 Have joined. Also, a question: does v1.5 include all of the additional externalised variables and other mod-related changes which don't impact on the vanilla game but were included for modding purposes? (E.g. ability for bases to grow independently of the alien ticker?). I'm assuming so, but I wanted to check before trying to upload anything so I know if I need to make any changes/know not to upload mods that won't work. Quote Link to comment Share on other sites More sharing options...
Chris Posted October 22, 2014 Author Share Posted October 22, 2014 Yes, it should do. V1.51 will be coming out soon which will correctly enable many of the missing features from V1.5, too. I've given the Steam Workshop thing a test and it all seems to be working and have uploaded a sample mod of my own now. I've also added instructions to the OP on how to download a mod. Quote Link to comment Share on other sites More sharing options...
Max_Caine Posted October 24, 2014 Share Posted October 24, 2014 I've been trying to upload Lore+, but I'm not getting anywhere. It keeps saying there's an error while trying to publish or something like that. I've got everything right on my end.... I think.... but I don't know because I don't know what's causing the problem. Quote Link to comment Share on other sites More sharing options...
Chris Posted October 24, 2014 Author Share Posted October 24, 2014 Can you attach the files and I'll try and upload them? I had something similar briefly with one of my own mods but it uploaded fine for Giovanni and for me the next day, so there may be a bug in the process somewhere that we need to iron out. Quote Link to comment Share on other sites More sharing options...
Max_Caine Posted October 24, 2014 Share Posted October 24, 2014 The Lore+ mod is sitting on the forum downloads, but when I get home I'll snag the fancy graphic I did as well and package both up. Quote Link to comment Share on other sites More sharing options...
Max_Caine Posted October 24, 2014 Share Posted October 24, 2014 Okay, it's 20.42 MB in total... which apparantly exceeds the forums maximum attachment size. Le sign. So I've uploaded the version I've tried to Steam-ify here. It's all the files and the fancy graphic. Quote Link to comment Share on other sites More sharing options...
Giovanni Posted October 24, 2014 Share Posted October 24, 2014 Okay, it's 20.42 MB in total... which apparantly exceeds the forums maximum attachment size. Le sign. So I've uploaded the version I've tried to Steam-ify here. It's all the files and the fancy graphic. I've tried to upload it, and the process ended succesfully. (It just took hours, thanks to my great internet connection) Would you mind trying again in a few hours? I sincerely don't know what can block the upload process and steam is not giving back much info from its APIs either. Quote Link to comment Share on other sites More sharing options...
Max_Caine Posted October 24, 2014 Share Posted October 24, 2014 I'll do it tomorrow. It's about time for tubby bye-bye for me, or I won't get up all sparky for another 5:30 start. Quote Link to comment Share on other sites More sharing options...
Max_Caine Posted October 25, 2014 Share Posted October 25, 2014 (edited) Right, it's 19:33, just tested again. This is the result: The pic is 512x512. I'll try shrinking it to see if that's the problem. EDIT: Nope! Here's a blow-by-blow of what happens. Then the error message. EDIT 2: Tried the following: renamed zip to LorePlus, removed fancy graphic. No effect. EDIT 3: Okay, tried everything I can think of. I don't know what the problem is my end, but at the moment it looks like my mods are never going to see the Workshop, which is an arse. EDIT 4: Thought it might be the firewall. Explictly allowed ModManager through. No dice. Edited October 25, 2014 by Max_Caine Quote Link to comment Share on other sites More sharing options...
Chris Posted October 26, 2014 Author Share Posted October 26, 2014 I just tried the package there and it worked fine for me once I'd removed the image from the zip and used it in the Mod Manager instead (I didn't test with the image still in the zip). Quote Link to comment Share on other sites More sharing options...
Giovanni Posted October 26, 2014 Share Posted October 26, 2014 I just tried the package there and it worked fine for me once I'd removed the image from the zip and used it in the Mod Manager instead (I didn't test with the image still in the zip). For me it works even without modifying the zip. We're dealing this via private messages with Max BTW, we'll fix this soon. Quote Link to comment Share on other sites More sharing options...
Max_Caine Posted October 27, 2014 Share Posted October 27, 2014 (edited) More work for Giovanni... Copied verbaitim from the bug report thread of the same name: [Ex 1.51. Modding.] Mods aren't appearing on the mod launcher I've tried installing the soviet weapons pack and my Lore+ mod. The mod install button tells me the mod is successfully installed, but neither appears in the left-hand screen, which I presume it should after being installed. On loading the game, neither mod was active. EDIT: Okay, that's interesting. If I run 1.51 from the Steam overlay it doesn't appear. If I go to steamapps and directly execute the .exe, it appears. How bizzare! dpelectric also noted this problem. EDIT: Would I need to be subscribed to the mods if I wanted to run them from the overlay? Given what Giovanni and I have been doing previously, that might be the problem that the overlay is only applying subscribed mods. Edited October 27, 2014 by Max_Caine Quote Link to comment Share on other sites More sharing options...
Max_Caine Posted October 28, 2014 Share Posted October 28, 2014 (edited) A more serious overlay issue here. I'll quote directly from the chap who had the problem: So i tried using you mod, but i noticed no change in game, and after going to mod tools and clicking install this message came up"Error: unable to open zip. File corrupted or not supported." clicking okay yields "can't open file 'assests/mods/assets/mods/LorePlus/zip'(error 3: the sustem cannot find the path specified)" So.....as far as i can tell you either have the path doubled or it automatically puts in the path? (i know practically nothing of modding, this is my best guess) So I went and tried subscribing and running it from the overlay and I experienced the same problem. EDIT: And yes, that did fix the previous problem I had mentioned. I guess? Edited October 28, 2014 by Max_Caine Quote Link to comment Share on other sites More sharing options...
Giovanni Posted October 29, 2014 Share Posted October 29, 2014 A more serious overlay issue here. I'll quote directly from the chap who had the problem:So I went and tried subscribing and running it from the overlay and I experienced the same problem. EDIT: And yes, that did fix the previous problem I had mentioned. I guess? Where is this bug report? on the steam forums perhaps? I can't find it on this forum. I already noticed the problem and fixed it, I'm waiting for chris to hotfix it on steam. I don't know if this also fixes the problem you had, since I can't test it before it's out on steam. Quote Link to comment Share on other sites More sharing options...
Max_Caine Posted October 29, 2014 Share Posted October 29, 2014 The report is on the Steam Workshop page for Lore+. When Lore+ went public, it got its own comments section. Quote Link to comment Share on other sites More sharing options...
Chris Posted October 29, 2014 Author Share Posted October 29, 2014 I'm also thinking it might be useful if someone who understood the modular mod stuff better than I wrote a basic introduction to how it worked. llunak's documentation is extensive, but in many ways it's more like a reference sheet for people who already understand the principles and I feel we also need an introduction to accompany it. I know I struggled to wrap my head around some of the principles and kinda had to do trial and error until everything worked...and obviously I understand the structure of the game better than most! Kabill, Max, anyone else - does anyone think they'd be able to do that? Quote Link to comment Share on other sites More sharing options...
Max_Caine Posted October 29, 2014 Share Posted October 29, 2014 (edited) If kabill's willing to collaborate. I'm happy to write an intro. EDIT: Let me be more clear on that. kabill and I have generally different approaches towards modding. I would say that in general I provide content such as Lore+, Project Mercury, Drone Strike etc. which adds new things to the game within the existing ruleset. kabill provides mechanics - Fire in the Hole, Dynamic UFOs, Modular Ufos among other things. I think our different approaches to modding would make collaboration a fuller, more useful document. Edited October 29, 2014 by Max_Caine Quote Link to comment Share on other sites More sharing options...
kabill Posted October 29, 2014 Share Posted October 29, 2014 I have thought about doing this before and actually tried once but didn't get very far. I was aiming for a comprehensive guide rather than just something for beginners, though, so maybe trying the later would be more manageable? Am happy to be involved, in any case. Quote Link to comment Share on other sites More sharing options...
Max_Caine Posted October 30, 2014 Share Posted October 30, 2014 (edited) 1.52 seems to have sorted all the problems and now the mod works swimmingly. I'll upload a few other mods I've done and see how it works with several mods at once. @kabill. Tell you what. I've got today off. If I write a few things and PM them to you, could you take a look over them? EDIT: C'mon people, let's see some more mods on workshop. Giovanni needs bugs to squash! Edited October 30, 2014 by Max_Caine Quote Link to comment Share on other sites More sharing options...
kabill Posted October 30, 2014 Share Posted October 30, 2014 @kabill. Tell you what. I've got today off. If I write a few things and PM them to you, could you take a look over them? Sure, yes. Assuming I can muster some enthusiasm, I have the weekend free for dealing with Xenonauts stuff (this applied to uploading mods to the Steam Workshop, too). Quote Link to comment Share on other sites More sharing options...
Giovanni Posted October 31, 2014 Share Posted October 31, 2014 C'mon people, let's see some more mods on workshop. Giovanni needs bugs to squash! It's really worth saying that steam workshop works great even with translations, so users can simply subscribe to a certain translation in the workshop page instead of downloading it and unpacking it manually over the game folder. Quote Link to comment Share on other sites More sharing options...
kabill Posted November 1, 2014 Share Posted November 1, 2014 (edited) Having a go at uploading a mod now. I've noticed that in the mod uploader it won't let me add in new lines (i.e. the return key does nothing and copy-pasting text with extra lines doesn't work). Is this intentional? EDIT: Also, I just uploaded a mod which the uploader said was done successfully. But I can't find it on the Steam Workshop page and when I use the uploader to go to it's Steam Workshop page it says it can't be found. I guess I have done something wrong - any idea what? EDIT 2: Sorted it. Apparently I needed to log into Steam using my regular internet browser. Edited November 1, 2014 by kabill Quote Link to comment Share on other sites More sharing options...
kabill Posted November 1, 2014 Share Posted November 1, 2014 Does anyone know what the maximum file size is that can be uploaded. I was hoping to upload the Armour Resource Pack but it says its too big, so I'm wondering how much I might need to trim it down by to make it work. Quote Link to comment Share on other sites More sharing options...
kabill Posted November 1, 2014 Share Posted November 1, 2014 (edited) So, a thing I have learned: the folder name for a mod needs to match exactly the name that is given to the mod in its modinfo file, otherwise it won't work. It might be worth putting this somewhere for modders as it's kept me busy for a few hours trying to work out. EDIT: Also bug report (kind of): The Soviet Weapons mod changes the weapon images but doesn't seem to change the unit sprites like it says in the mod's description. EDIT 2: Minor Issue: It's not possible to edit the 'cover image' of a mod once you've uploaded it (or else I can't find a way to do it in Steam). Hardly a critical issue, but it would be useful if that could be done somehow in the mod uploader. EDIT 3: Possibly worth noting somewhere as well that the mod uploader doesn't like dashes (and I assume some other characters) in the folder name. Edited November 2, 2014 by kabill Quote Link to comment Share on other sites More sharing options...
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