Sunflash Posted January 4, 2011 Share Posted January 4, 2011 It's a pain to get it to work properly on modern OSs. And from what I've heard, it has more troubles on 64bit systems, which are most these days. Either I'm really lucky, or the guy who packaged the Steam versions with the dosboxes did a bang-up job! Link to comment Share on other sites More sharing options...
Pete Posted January 5, 2011 Share Posted January 5, 2011 Either I'm really lucky, or the guy who packaged the Steam versions with the dosboxes did a bang-up job! Yup - the Steam version works for me with absolutely no issues on 64 bit Windows 7 Pro. And it worked in 32 bit Vista too. TFTD naturally works fine too, however Apoc had occasional crashes for me due to the "fake" CD drive DosBox was emulating - it eventually sorted itself out though and even that runs fine now. Link to comment Share on other sites More sharing options...
michal Posted March 9, 2011 Author Share Posted March 9, 2011 This thread wasn't updated for some time. Anyway, couple of important things happened:* 0.2 was released with:* Battlescape! o Crash site missions. o Map generation. o Pathfinding. o Alien placement. o Basic lighting. o Basic fog of war. * New language format (with Spanish and Italian languages). * Crude Unicode support. * Windows installer for all your lazy needs! * Load/save infinite games. * Screenshot, FPS Counter and Fullscreen keys. * Any-resolution scaling. * Support for DOS music. * Being able to remove bases (Access Lift). * Friendly start reminder.* 0.3 is almost ready, when it will be released it will feature:* Items * Purchasing * Selling * Transferring Battlescape: * Item equipping, firing, throwing * Environment: fire, smoke, explosions, damage, kills * Unit stats* code has been moved to github https://github.com/SupSuper/OpenXcom* automatic builds for windows https://openxcom.ninex.info/git_builds/ - new build is created instantly after commit is pushed to github, so it always contains most recent stuff - you can track latest progress with them. More information on main site https://openxcom.ninex.info/ PS. I don't understand one thing. Is Strategycore still interested in x-com projects? If so, why such important project (probably most important project for all x-com fans / modders) wasn't covered in news? Link to comment Share on other sites More sharing options...
TomVD Posted March 11, 2011 Share Posted March 11, 2011 PS. I don't understand one thing. Is Strategycore still interested in x-com projects? If so, why such important project (probably most important project for all x-com fans / modders) wasn't covered in news?I guess they wait until there is a 1.0 to post news Because it's after 1.0 the real power of openxcom will be become clear Link to comment Share on other sites More sharing options...
Azrael Strife Posted March 11, 2011 Share Posted March 11, 2011 All of us have lives of our own and do our very best to keep up with news and such, so I hope you understand we don't always drop daily on all project's sites to check up on progress, we sometimes depend on project members to post their progress so we can post news about it. Additionally, everyone is free to post a news item now, Pete made such option available given that we just couldn't keep up with everything, sadly. Link to comment Share on other sites More sharing options...
Space Voyager Posted March 12, 2011 Share Posted March 12, 2011 Exactly as AS explained. I believe a project team member is most able to create a relevant news post. Please note that the news will not appear on the front page instantly, it needs to be reviewed by a member of staff to prevent possible abusive "news" threads. Link to comment Share on other sites More sharing options...
michal Posted March 19, 2011 Author Share Posted March 19, 2011 Some new screenshots:https://openxcom.ninex.info/wp-content/gallery/v0-3/09032011_sell.png https://openxcom.ninex.info/wp-content/gallery/v0-3/270211_transfers.png https://openxcom.ninex.info/wp-content/gallery/v0-3/09032011_ufopaedia.png https://openxcom.ninex.info/wp-content/gallery/v0-3/220211_pewpew.png Link to comment Share on other sites More sharing options...
michal Posted April 3, 2011 Author Share Posted April 3, 2011 Playing with fire: https://openxcom.ninex.info/wp-content/gallery/v0-3/310310_weapons.png Link to comment Share on other sites More sharing options...
Sunflash Posted April 3, 2011 Share Posted April 3, 2011 That is what I like to SEE, sir! Link to comment Share on other sites More sharing options...
michal Posted August 14, 2011 Author Share Posted August 14, 2011 The basic battlescape AI is now implemented. https://www.youtube.com/watch?v=B4yc_Hfhubs Link to comment Share on other sites More sharing options...
Sunflash Posted August 14, 2011 Share Posted August 14, 2011 Oh that is looking delicious! Link to comment Share on other sites More sharing options...
Space Voyager Posted August 14, 2011 Share Posted August 14, 2011 But, SupSuper made our people completely incompetent shooters! Oh, wait, they always were... It looks GREAT really! If there is a new version available you are welcome to create a news post. Link to comment Share on other sites More sharing options...
michal Posted August 15, 2011 Author Share Posted August 15, 2011 But, SupSuper made our people completely incompetent shooters! Oh, wait, they always were... It looks GREAT really! Actually it's Daiky, who codes battlescape. If there is a new version available you are welcome to create a news post. There is chance that new version (0.3) will be released in august. Link to comment Share on other sites More sharing options...
Space Voyager Posted August 15, 2011 Share Posted August 15, 2011 There is chance that new version (0.3) will be released in august.Cool! From the videos it seems as though it will be more or less playable! Link to comment Share on other sites More sharing options...
michal Posted August 15, 2011 Author Share Posted August 15, 2011 Cool! From the videos it seems as though it will be more or less playable! Yeah, the aren't many things left: Version 0.4 * Research * Manufacture * Geoscape AI (phase 1) Battlescape: * Battlescape debriefing, scores, experience and skill ups * Large units and other alien units * Special items phase 1 (medi-kit, motion sensor, proximity grenade & electroflare) Version 0.5 * Geoscape AI (phase 2) * Scoring * Victory/Defeat Battlescape: * Special items phase 2 (psi-amp, mind probe, blaster launcher) * More alien units * Terror site, alien base and X-Com base missions * AI Phase 2 (grenades, blaster launcher, taking cover) Version 1.0 * Graphs * Battlescape minimap & saves * Anything else missing Link to comment Share on other sites More sharing options...
TomVD Posted August 16, 2011 Share Posted August 16, 2011 Cool! From the videos it seems as though it will be more or less playable! You should actually thank the bad weather of this summer here in Belgium. Otherwise I would not have found the time to code the battlescape up to where it is now Daiky. Link to comment Share on other sites More sharing options...
Space Voyager Posted August 16, 2011 Share Posted August 16, 2011 Heh, I knew bad weather was good for something! It is phenomenal to see an X-COM project actually getting somewhere, far even. And by the looks of it, it is not stopping. Link to comment Share on other sites More sharing options...
michal Posted October 26, 2011 Author Share Posted October 26, 2011 This topic hasn't been updated for some time. Of course there are new things in Openxcom Mainly:- research- manufacture- battlescape minimap There is also ongoing work for moving rulesets (which defines game elements) to easy to edit files, more information here: https://openxcom.org/index.php/2011/10/what...uleset-anyways/ There is video from crazy experiment with tweaking rulesets - tweaks have been made for interceptor (super fast), stingray launcher (super reload rate) and pistol (999999 of HE damage): Link to comment Share on other sites More sharing options...
Space Voyager Posted October 27, 2011 Share Posted October 27, 2011 He he he, now THAT is some serious "Men in Black" pistol! And interceptor might have a hard time taking off with all that armament... Cool! Link to comment Share on other sites More sharing options...
michal Posted December 23, 2011 Author Share Posted December 23, 2011 Teaser of 0.4: https://youtu.be/mNPtFA4ZArA Link to comment Share on other sites More sharing options...
Thorondor Posted December 23, 2011 Share Posted December 23, 2011 "Introducing: Accurate friendly fire reproduction" :: Very nice Christmas treat, and keep up the good work! Link to comment Share on other sites More sharing options...
Pete Posted December 24, 2011 Share Posted December 24, 2011 Loving the path preview and the updated music too - keep up the good work Link to comment Share on other sites More sharing options...
Space Voyager Posted December 25, 2011 Share Posted December 25, 2011 Great progress, path preview is definitely a welcome addition. It is time I stopped just thinking about it and gave it a go. BTW, tank shot may not be best way for causing minor injuries, he he he! Link to comment Share on other sites More sharing options...
Thorondor Posted August 14, 2012 Share Posted August 14, 2012 https://openxcom.org/wp-content/themes/ecologist/openxcom.png Version 0.4 has landed. Definitely nice to see the breadth of its scope. Oh, and I also like the new 'logo'. :: There are apparently currently some issues with this build, but the simple fact that the project still stands after all this time is praiseworthy enough. Kudos to SupSuper for the continued effort! Link to comment Share on other sites More sharing options...
Thorondor Posted January 31, 2013 Share Posted January 31, 2013 As work diligently continues to bring us the next version of OpenXcom we are treated to a series of live streams with the undiluted joys of playtesting, with developer commentary. :: Check it all out here. Link to comment Share on other sites More sharing options...
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