On Wed, 19 Dec 2018 at 13:47:54 +1100, Timothy Allen wrote: > I extracted the installer with innoextract, and manually copied the > directories listed for Nightly builds in the OpenXcom documentation[1] > to the place where OpenXcom looks, and successfully began a new game > and played a mission. I don't know how exhaustively OpenXcom checks its > datafiles at startup, but it seemed good to me.
Thanks. It looks as though the GOG package contains different (original/unpatched?) versions of ROLAND.CAT and the five GEODATA files in the "obsolete" group. I don't know of anywhere that we can download replacement/patched/updated copies of those files, but if the ones shipped by GOG work in practice, presumably they're good enough? > I'm not sure how to interpret the "assets not in > setup_xcom_ufo_defense_2.0.0.4.exe" section. make-template just intersects groups looking for a match. It worked out that the "assets" group in game-data-packager's data overlaps with the contents of setup_xcom_ufo_defense_2.0.0.4.exe, but not completely, so it wrote out two new groups: the results of splitting "assets" into the part that is available in setup_xcom_ufo_defense_2.0.0.4.exe, and the part that isn't. > For example, it starts off > looking for a file named "GEODATA/BIGLETS.DAT" with an MD5 of 6a2b1... > and it's correct that such a file doesn't exist. The setup file's > BIGLETS.DAT has an MD5 of 9f20e... and the generated manifest maps that > MD5sum to the name "GEODATA/BIGLETS.DAT?orig". In fact, all the "assets > not in setup..." other than ROLAND.CAT are all in the "obsolete" group > with the "?orig" suffix. I think this might mean they are the versions of those files that were in X-COM UFO Defense version 1.0, which should ideally be replaced by the versions from patch 1.4. > If I delete the SOUND/* files and UFOINTRO/* files listed in "remaining > contents..." (other than SOUND/ROLAND.CAT) then OpenXcom still works, > so I guess they're not required. OK, let's leave those out. smcv