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OpenXcom


michal

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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! :P

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Either I'm really lucky, or the guy who packaged the Steam versions with the dosboxes did a bang-up job! :P

 

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.

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  • 2 months later...

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?

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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 :laugh:

Because it's after 1.0 the real power of openxcom will be become clear :oh:

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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.
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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.
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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

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  • 2 weeks later...
  • 4 months later...
But, SupSuper made our people completely incompetent shooters! Oh, wait, they always were... :P 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.

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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

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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 :P

 

Daiky.

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  • 2 months later...

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):

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  • 1 month later...
  • 7 months later...

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'. smile.png

 

::

 

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! cool.png

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  • 5 months later...

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