OpenXcom


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#21 Bomb Bloke

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Posted 27 December 2010 - 09:25 AM

Y'know, I'd clean forgotten about that value. It brings back the old question, how did anyone ever work out what it was supposed to do, when the game itself had no light-blocking functionality? There are a few other values in the documentation that look a bit iffy (take MCD[31]), but your implementation of light using that particular one as written looks pretty good to me.
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#22 Tammy

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Posted 30 December 2010 - 07:56 PM

I have zero talent in this area, but I would LOVE to see a project like this succeed. I miss X-COM sooooo much.
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#23 Space Voyager

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Posted 03 January 2011 - 08:52 AM

View PostTammy, on 30th December 2010, 8:56pm, said:

I have zero talent in this area, but I would LOVE to see a project like this succeed. I miss X-COM sooooo much.

Ehm, it still works, you know... You CAN play it.  :P

#24 Azrael Strife

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Posted 03 January 2011 - 11:50 PM

View PostSpace Voyager, on 3rd January 2011, 8:52am, said:

Ehm, it still works, you know... You CAN play it.  :P
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.
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#25 Space Voyager

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Posted 04 January 2011 - 07:26 AM

That I wouldn't know, I'm always at least five years behind "these days" as far as computers go...  :P Everything is good for something I guess.

#26 Sunflash

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Posted 04 January 2011 - 12:03 PM

View PostAzrael Strife, on 3rd January 2011, 5:50pm, said:

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

#27 Pete

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Posted 05 January 2011 - 07:02 PM

View PostSunflash, on 4th January 2011, 12:03pm, said:

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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#28 michal

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Posted 09 March 2011 - 09:41 AM

This thread wasn't updated for some time.

Anyway, couple of important things happened:
* 0.2 was released with:

Quote

* 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:

Quote

* 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 http://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 http://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?

#29 TomVD

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Posted 11 March 2011 - 11:07 AM

View Postmichal, on 9th March 2011, 10:41am, said:

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:

#30 Azrael Strife

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Posted 11 March 2011 - 01:46 PM

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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#31 Space Voyager

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Posted 12 March 2011 - 05:42 PM

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.

#32 michal

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Posted 19 March 2011 - 03:28 PM

Some new screenshots:
Posted Image

Posted Image

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#33 michal

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Posted 03 April 2011 - 09:12 AM

Playing with fire:

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#34 Sunflash

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Posted 03 April 2011 - 01:21 PM

That is what I like to SEE, sir! :)

#35 michal

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Posted 14 August 2011 - 08:28 AM

The basic battlescape AI is now implemented.



#36 Sunflash

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Posted 14 August 2011 - 01:17 PM

Oh that is looking delicious! :P

#37 Space Voyager

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Posted 14 August 2011 - 03:44 PM

But, SupSuper made our people completely incompetent shooters! Oh, wait, they always were... :P It looks GREAT really!

If there is a new version available you are welcome to create a news post.

#38 michal

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Posted 15 August 2011 - 02:52 PM

View PostSpace Voyager, on 14th August 2011, 3:44pm, said:

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.

View PostSpace Voyager, on 14th August 2011, 3:44pm, said:

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.

#39 Space Voyager

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Posted 15 August 2011 - 03:32 PM

View Postmichal, on 15th August 2011, 2:52pm, said:

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!

#40 michal

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Posted 15 August 2011 - 05:37 PM

View PostSpace Voyager, on 15th August 2011, 4:32pm, said:

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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