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SupSuper

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SupSuper last won the day on June 16 2014

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  1. SupSuper

    CE vs. DOS

    We didn't fix it AFAIK since the patch is focused on bugs, not unused features. There's a separate MCD mod if players want to bring them back (probably same as the one you linked). Yes, as far as I know we grabbed it in 2014 and there haven't been any changes to the Combo Patch since.
  2. SupSuper

    CE vs. DOS

    Historically, we started by just linking people to the Combo Patch. But then the community found bugs not covered by it, so it was easier for us to maintain our own patch than rely on third-parties. Every bug in X-COM is a potential bug in OpenXcom, so we gotta fix it one way or another. It'd be great if everything could be unified but the community is too spread around and a lot of people have different ideals (i.e. X-COM purity vs OpenXcom). There's no detailed changelog, sorry, as they're a mix of fixes the community sends us or we fix ourselves. It's likely they overlap with other patches out there online, as we can't go around tracking them all down. Best I can tell you is the OpenXcom data patches are focused on fixing bugs that affect OpenXcom and can't be easily worked around. This is mainly MAP and MCD problems, like incorrect LOFTEMPS, invalid tiles, etc. We usually don't bother with spawn point and route fixes as those are worked around by the engine. Fixing them wouldn't break OpenXcom, it's just not worth the trouble. So, the "OpenXcom UFO Patch" = v1.4 patch (because a lot of people use the 1.0 versions out there on the pirate web) + Combo Patch (the starting point) + extra map fixes from the community. And the "OpenXcom TFTD Patch" is just community map fixes, as there were no official or combo patches to base on. You should be able to apply the patches to the original games, as AFAIK we don't make any changes to the file formats, but they won't include stuff not relevant to OpenXcom like GEODATA.DAT fixes etc. Most OpenXcom mods probably won't work in the original without significant rework. Even if the file formats are the same (MAP, MCD, etc), they can be much bigger than the original game would support (map block sizes, amount of tilesets, etc). Hobbes can give you more specifics, as I believe he expanded a lot of original X-COM & UFO2000 mods for OpenXcom.
  3. Started seeing these lately as well: This has become extremely aggravating for me since the wiki is very important for OpenXcom as well as other sites Jo5hua hosts, but sadly haven't gotten any reply from him as well. If there's any way to move the website without him please do so. I can vouch for NineX as he has been hosting X-COM fan websites for years, like UFO:AI and OpenXcom, and he's always proven to be reliable and reachable all the way through. PM me if you need his contact.
  4. Haven't had any luck logging in myself, tried various computers and browsers, as well as HTTPS.
  5. Thanks. There does seem to be some weirdness with the editor. If I edit the post, the video vanishes again. And if I make an image link (image linking to external URL), it just pops up a message going "content couldn't be loaded".
  6. Sorry about his tone, but after dealing with lots of obscure untracable bugs haunting us for weeks that end up coming from non-vanilla data, it's a bit of a touchy subject. Players don't know what causes bugs, they can only blame us, and if we can't fix it, we can just tell them to work around the problem. See, OpenXcom's goal is to reproduce original X-Com faithfully. However there is no "official specification" for the data formats that it uses (aside from Ufopaedia etc), so all we can do is follow the vanilla data and hope for the best, testing throughly and working around all the weird issues it has. This works fine until people use it with all the modified data sets out there, from patches like yours, XcomUtil, etc, that make completely undocumented changes. We would love to support them since they often provide a better experience than the original, and we're specially positive about yours since it's only focused on "fixing the bugs" of the original that we have to painfully work around. They should just work like normal, right? Sadly, they end up causing more problems and crashes, and without knowing exactly what the mods change, and not being able to get in touch with the authors to help us, we can't figure out what are the causes of the problems we have to "account for" and end up just having to avoid them. So the point of this is to reach out to mod authors like you, and work together to make sure OpenXcom is fully compatible with all kinds of data out there, so nobody is left behind. You help us by fixing bugs in the original data, testing your mods with OpenXcom (if possible), or tell us what kind of non-vanilla changes you made to the data that could cause problems. We work to resolve any issues on our end, and point people to your mods as officially-supported. The players get to use the mods they want without any bugs or problems. Everybody wins.
  7. One of the things that gives us no end of trouble in developing OpenXcom is coping with the buggy data files. There's only so much we can workaround that would be better solved by just fixing the source, so we've been looking for patches like this to save us from extra work. However, last we tried it, there are some bugs with this patch, like this garbled farm tileset, as well as bugs that aren't covered by it, such as this skyranger LOF bug. If you could save us the trouble of worrying about broken data by fixing all the bugs and making sure the patch works fine with OpenXcom, we would happily link and support it on our website. What do you think?
  8. There is a video with interception footage, though it's older than what's shown on the screenshot: http://www.youtube.com/watch?v=WRZsye4n684 (interception is at 2:00)
  9. Geoscape doesn't have any fancy pathfinding yet, just lazily goes straight from point A to point B without accounting for the fact the globe isn't actually a rectangle. As for the point order, you could use something like this to check their order and reverse them if necessary.
  10. If you're curious, OpenXcom renders the Geoscape globe using Ortographic projection, mapping each polygon point in WORLD.DAT to a coordinate on the screen with those formulas, and shading each polygon individually. This provdes a pretty accurate representration of the original globe, however it doesn't take any advantage of 3D hardware features since it's a purely 2D mapping. There might be better projection techniques that you can use (raytracing etc.) but I'm not sure how well it will come out with the original world polygons since they were designed for 2D projection, so they have a lot of peculiar details like overlaps that might look odd in 3D. The original game just rendered everything pixel-by-pixel on screen, those were the days...
  11. If it makes you feel better, as a long-time X-Com fan I'm pretty skeptical of myself too.
  12. SupSuper

    OpenXcom

    No offense taken, it's just funny seeing such first reactions to another X-Com remake: "Looks great but damn that code is nasty, I'm not playing a game with such horrible variable names, I might get AIDS!". I guess deep inside we're all big programming nerds. Plus documentation is a funny thing. You might have a few huge pieces of code with lots of algorithms that practically need a comment per line and maybe an attached video, but mostly it's stuff like this: /** * Returns the soldier's amount of stamina. * @return Stamina. */ int Soldier::getStamina() { return _stamina; } I hope that's clear enough.
  13. SupSuper

    OpenXcom

    The instructions should be in the Downloads page if you missed them. Glad you got it working though. The globe is indeed one of the trickiest parts, and is still far from complete. It requires a lot of crazy trigonometrical knowledge, which is not my strong point. The game should run fine with any X-Com version now (the main issue is the audio which changes between versions, so for now you just won't get music with the DOS version) though, and about the only playable thing in the game now is the timer with monthly funding. Enjoy the excitement of watching your funds grow without interaction!
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