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ssvb

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  1. 2The Veteran Thanks for your proposal but: 1. I'm already working on another x-com remake project (ufo2000). 2. I'm not familiar with .Net and other Micro$oft technologies, and prefer traditional C++ development of portable programs. 3. Geoscape seems too simple for me It is not very challenging. Looks like it is daishiva who can be very useful for you (he also is programming for .Net). I think that after changing only a few lines of code, his program can be used to display any topographical picture for your project. Edit: that's me, serge, I just accidentally logged in using my old account
  2. well i wouldnt call this a problem per se, since you can use human thinking to solve the problem before it happens, but i see what you mean. I dont plan on limiting the map editor to only place 'ground tiles in ground spaces' but i could make it so that it would alert you to these problems (in hopes that they are easily fixable), would that be an acceptable comprimise? =) Yes, that's acceptable.
  3. Of course there is interest in map editor! At least it will be extremely useful for ufo2000 (we also want to make one but do not have enough free time for it, other tasks are more important) --- Serge Semashko ufo2000 development team http://ufo2000.sourceforge.net
  4. C++ language is a rather good general purpose language. Much more people know it. In addition there are many libraries for use with C++. As opposite, C# is a very young language and needs time to become mature. And also I do not like M$ stuff very much (although Windows is very convenient for end user). Their API is sometimes weird, documentation unclear, their code has bugs and the worst thing is that you can't change anything because you do not have access to the sources When writing portable code you do not restrict yourself but have a freedom not relying on things that can be changed in the future. C++ is standartized, I do not know about C# but think it is unlikely to have standard. A good example is Visual Basic, it is changed with every new version. Don't think I would ever like this. -- Serge Semashko ufo2000 development team http://ufo2000.sourceforge.net
  5. Hello everybody! While you are waiting for a new recreated E-mail XCOM, you can play UFO2000 now http://ufo2000.sourceforge.net
  6. UFO2000 does not have full sound and music XCOM files support (BTW, thanks to NKF for providing additional information). It only loads SOUND1.CAT file now (see http://lxnt.info:8888/repos/ufo2k/trunk/src/sound.cpp http://lxnt.info:8888/repos/ufo2k/trunk/src/sound.h and for more details). Its format is not very difficult: first 4 bytes - size of all sample headers (divide it by 8 and get number of samples) next come all the sample headers (8 bytes each - 4 bytes for sample offset, 4 bytes for sample length) and then come raw data for samples with 11KHz sample rate This format (or very similar) seems to be also used in other .CAT files. *EDIT* --------------- Fixed broken link and added second relavent link -Blade FireLight -------------------- -- Serge Semashko ufo2000 development team http://ufo2000.sourceforge.net
  7. Having our own source code has an advantage - we can add almost anything to the game (well, with enough time and patience ). As far as I know, cold weapons support in UFO2000 is implemented using its own code, not XCOM data structures hacking, or something like this. Maybe it is possible to add cold weapon to XCOM1, by I really do not know how. PS. Check your e-mail -- Serge Semashko ufo2000 development team http://ufo2000.sourceforge.net
  8. Hello. I'm one of UFO2000 devolopers. For those, who do not know, it is a free open source multiplayer game, which uses XCOM1 graphical and sound resources. These resources are proprietary and are not distributed with the game. One solution would be to collect enough free XCOM-compatible resources (PCK, SPK files, maps...) from different XCOM mods and include them into the game distribution . Maybe at some moment in the future, the game will not depend on proprietary resources and have complete, ready to be used out of the box distributive. I would like to ask XCOM modders if they allow us to use their artworks in UFO2000. -- Serge Semashko ufo2000 development team http://ufo2000.sourceforge.net
  9. Hello All. I see that there are a lot af people who make graphical resources for XCOM1/2. Can you tell me where I can find more free XCOM compatible graphical resources for use in UFO2000? Or maybe someone can make some for us? -- Serge Semashko ufo2000 development team http://ufo2000.sourceforge.net
  10. Thanks to all who have voted. I think I got the idea and the primary target from now on is internet multiplayer support. I hope that we will have time to release a new version of ufo2000 really soon I can't guarantee it will have completely working internet multiplayer support but the work is going on
  11. We create xcom1 remake ufo2000. It supports multiplayer now and uses graphics from xcom1. It is similar to xcom mods as it needs original xcom to work. But it is quite a different thing as the mods replace data files from xcom and introduce no change to program code. UFO2000 uses only data files from xcom but no code at all, it has its own code (open source). Own sourcecode gives unlimited flexibility to change anything and I think the project has chances to survive :-) As our resources and time is limited, I would like to ask you what ufo2000 needs the most and what should be done first of all?
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