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michal

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Everything posted by michal

  1. michal

    UFO Extender

    Good work Tycho! Can i have a question for you? Have you thought that it could be easier to work on OpenXcom (contribute or create your version) instead of hacking original game? But probably not so challenging
  2. Currently it's being developed in external branch by new contributor (that's power of open source ) but it will be merged in main OpenXcom too. But there will be some work required to softcode information about every game resource, so engine could cleanly support both games. But thanks to that everything in OpenXcom will be treated as mod. That will allow to many great things Custom editions of Ufo: EU (with new aliens, weapons etc), Ufo: EU + TFTD, total conversions etc
  3. michal

    Openxcom MODS

    Just wanted to update this thread Everyone who are interested in x-com modding, should check OpenXcom - it's already in playable state and has plenty of modding capabilities - you can add new items with new graphics, new aliens, etc. You don't have to replace assets - you can add new! There is list of finished mods here: http://ufopaedia.org/index.php?title=Mods_%28OpenXcom%29 OpenXcom modding forums: http://openxcom.org/forum/index.php/board,8.0.html
  4. michal

    OpenXcom

    Sneak peak screenshot from new version: Release soon, most probably in April. Of course fully playable.
  5. OpenXcom let's play:
  6. Just a little update. As of today evening, OpenXcom should be finishable Yeah, that's right. You can play from beggining to the end 0.5 hasn't still been released, but you can try git build.
  7. You need twitter account to vote: http://twtpoll.com/l2cil8 Btw, Ufo: AI has now official twitter account: You can follow it to see some smaller updates, like work in progress screenshots, etc.
  8. Could you please post some screenshots? Well, you may want to wait a little more. It's still unfinished, but we are getting closer
  9. Finally, after almost a year of intensive work, OpenXcom 0.4 is ready. New features: Basescape: Research screens. Manufacture screens. Soldier improved stats. Tank equipping. Armor equipping. Wound recovery. [*]Geoscape: New globe shading. Craft pathfinding now uses great circles (more accurate). New radar detection formula (more accurate). Terror sites. UFOs of all sizes. Tied research requirements to everything. UFOs in dogfights fight back. [*]Battlescape: Abort screen. Debriefing screen. Battlescape save game. Panicking units. Skill increase and promotions. Ranged based accuracy is now optional (see UFO Extender for details on Ranged Based Accuracy). Minimap. Flying units. Grav lifts. Optional pathfinding preview. Medikits. Laser weapons. Large units. Motion scanner. Alien deployment rules. AI taking cover & throwing grenades. Damage to items. Mind probe. Stun rod. Show/hide battlescape layers button. Rough battlescape artefacts salvaging functionality. Added civilians. Added support for skyranger landing on non 0-level. Added support for multiple craft/ufo maps. Psi Amp. Added support for more alien races. Load Game button. [*]External rulesets. [*]Added entries for most entities in the game. [*]New Battle screen. [*]Options screen. [*]Startup logging. [*]Game icon and logo. [*]64-bit version. [*]Support for multiple data folders. [*]Support for XDG specification. [*]Support for user soldier name pools. [*]Various new options (see docs). [*]Debug mode. Bugfixes: Two duplicating ammo bugs. Wrong rocket launcher hand sprite. “Not enough time units” during alien turn. Bug where alien weapons are given to the soldiers. Target mode is canceled when switching unit. Reserve time unit button is reset when starting new turn. Minor drawing glitch visible when walking down the skyranger ramp. Geoscape sidebar didn’t show up on first start on some languages. Bug with line of sight inside UFOs along diagonal walls. Bug with pathfinding inside UFOs along diagonal walls. Aliens not black when in undiscovered terrain. Issue with turn and shoot. Too many reaction fires from autoshot (each shot had a chance of a reaction shot which is wrong). Unit selection arrow showed up during alien turn. Double sliding door didn’t open when walking diagonally. Energy usage not calculated correctly. Missing text in Monthly Report. Ground items showing up in soldier’s hands. Improved interface performance. Bug with seeing through undiscovered floors. Updated the Rank Bonus values used to calculate soldier “value”. Apply changes to the base / soldier name when user presses OK. Incorrect globe zoom levels. Incorrect UI strings. Incorrect colors in Battlescape UI. Crash when starting mission on back side of globe. Endless number of soldiers in Skyranger. Clicking visible enemy units clicks other stuff too. Fixed lazy ground inventory arrangement. Aliens do not suffer from fatal wounds anymore. Improved straight line pathfinding in battlescape. Fixed unable to hit unit on stairs. Fixed drawing hidden object’s outlines. Fixed pistol aiming position. Fixed HWP rank image. Fixed no LOF error issues. Fixed issue where unit stopped walking when not seeing new alien units. Fixed alien reaction shots costing no TUs. Camera centers on selected unit on battlescape start. Fixed battlescape kill counter not working. Fix cursor hiding and scrolling during AI turn Fix camera scrolling into dark infinite and beyond Fix unit FOV calculated before AI reaction shot. Fixed “alien floating error”. Fixed walking under skyranger. Fixed firing XP from explosive ammo. Fixed active weapon display. Fixed issue with dead alien count. Fixed autoshot of HE ammo issue. Save turn number in savegame. Fixed free autoshot ammo. Fixed wrong UI colors. Updated translations. Fixed craft loading bug. Fixed crash with invalid savegames. Fixed savegame list not being sorted. Game no longer crashes if no sound device is available. Crafts that are outside of base no longer show in base view. Fixed globe not redrawing properly sometimes. Fixed various data loading bugs. Sell screen now decreases item quantity. Fixed craft pathing bugs. Fixed bug in command-line parameters. Various performance improvements. Added fallback if no soldier name pools are available. Fixed radar detection. Fixed some bugs in globe. Fixed inventory crash with certain armor types. Fixed crash with loading DOS sounds. Fixed battlescape buttons responding to wrong mouse button. Improved mouse click handling. Fixed Language dialog having wrong height. Game no longer crashes if language isn’t found. Game no longer crashes if User directory is unavailable. Game now shows an error if no languages are available. Fixed various bugs with text strings not fitting. Fixed text caret not always aligning properly. Fixed crash with UI buttons. Fixed Intercept string not always showing correct stats. Fixed colors in Target Info and Items Arriving windows. Fixed various savegame bugs. Known Issues: There’s no Geoscape AI, alien spawning is completely random. UFOpaedia is incomplete and not tied to research. Dogfights are missing functionality. Not every ingame item is implemented yet. Geoscape sidebar isn’t always translated. Windows builds are available here (other platforms will follow soon): http://openxcom.org/index.php/downloads/
  10. michal

    TFTD Extender

    I've posted about TFTD extender on OpenXcom forum: http://openxcom.org/forum/index.php/topic,537.0.html
  11. michal

    UFO Terrain Mod

    Your work is really cool, it would be great if it could be supported by OpenXcom in future versions.
  12. michal

    OpenXcom

    Teaser of 0.4: http://youtu.be/mNPtFA4ZArA
  13. michal

    OpenXcom

    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: http://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):
  14. After 8 months of hard work it’s finally here! Be sure to uninstall any old versions first and read the Documentation carefully for any new features. New features: Basescape: Craft rearming. Craft equipping. Purchase/Recruit. Sell/Sack. Base transfers. [*]Battlescape: Battle turns. Item equipping, firing, throwing. Environment: fire, smoke, explosions, damage, kills. Unit stats. Inventory. AI Phase 1 (patrol, aggro). [*]New languages: Czech, English (UK), Polish, Romanian, Russian. [*]Support for custom font characters and full Unicode. [*]Options. [*]Platform-specific folders. [*]Partial Ufopaedia. [*]Externalized soldier names. [*]Nag screen only shows once. [*]Swapped F5 and F12 keys. [*]Movable caret in text input. Bugfixes: Bug in Geoscape pathfinding. Incorrect language names. Cross-platform bug when loading PCK files. Invisible loading errors. Incorrect mouse events. Missing strings. Various UI issues. Various translation issues. Bug in craft rearming. FPS Counter didn’t always show up properly. Crash sites didn’t vanish properly. Failing to load a game could crash the Geoscape. Games weren’t always saved properly. Monthly report didn’t show correct date. Crafts in base view weren’t positioned correctly. Music loading issues. Various battlescape fixes. Various performance improvements. And as usual, the known issues: Battlescape is still in a “sandbox” mode, so missions never end and anything you do in it won’t carry over to the Geoscape. Take advantage of it! Geoscape sidebar isn’t translated in all languages. You can’t minimize dogfights. UFOs are nerfed to make them easier to intercept. Screenshots are saved in BMP since it doesn’t require libraries. DO NOT share them in this format, convert them to something sane like PNG/JPG first. Game can be downloaded from official site: www.openxcom.org
  15. michal

    OpenXcom

    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
  16. michal

    OpenXcom

    Actually it's Daiky, who codes battlescape. There is chance that new version (0.3) will be released in august.
  17. michal

    OpenXcom

    The basic battlescape AI is now implemented. http://www.youtube.com/watch?v=B4yc_Hfhubs
  18. michal

    OpenXcom

    Playing with fire: http://openxcom.ninex.info/wp-content/gallery/v0-3/310310_weapons.png
  19. michal

    OpenXcom

    Some new screenshots: http://openxcom.ninex.info/wp-content/gallery/v0-3/09032011_sell.png http://openxcom.ninex.info/wp-content/gallery/v0-3/270211_transfers.png http://openxcom.ninex.info/wp-content/gallery/v0-3/09032011_ufopaedia.png http://openxcom.ninex.info/wp-content/gallery/v0-3/220211_pewpew.png
  20. michal

    OpenXcom

    This thread wasn't updated for some time. Anyway, couple of important things happened: * 0.2 was released with: * 0.3 is almost ready, when it will be released it will feature: * 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?
  21. Author of xenowar kinda aims a bit in lego-ish look: http://unflobtactical.googlecode.com/svn/wiki/images/xenowar_0.jpg
  22. michal

    OpenXcom

    Hello, Here's video of battlescape from current svn version: http://www.youtube.com/watch?v=Spn3DbrrEKE
  23. Hello, Author of this project has released new build, beta 490, for windows and android: http://code.google.com/p/unflobtactical/downloads/list Here's my impressions from playing it: For now, game only has battlescape part, which can be tested. It's fully functionable, you can walk, shoot, kill, die, ai is implemented. There is only one area to test - farm. There or couple of different weapons (which is automatically equipped before fight) with different shooting models. Terrain is destructible and flameable. I've seen three different aliens during my fight. It has simple 3d graphics, unit models are placeholders which will be replaced when author will find some help. Style of graphics is interesting, it has cartoony look. Camera is freely moveable, you can rotate it, zoom in, zoom out. Game is resolution independent, you can resize window and everything will be scaled. A big plus for built in help screen which can introduce you to game. Another nice feature is when you select your unit, you will see his available range with infromation (green, yellow, orange circles) whether there will be enough time untis for reaction fire. In my opinion, game looks interesting and has potential. I encourage to try it. If you have some suggestion, idea etc, you should file an issue on project site (you need google account for it) http://code.google.com/p/unflobtactical/issues/list You can also contact author directly by his email (add @gmail.com to his google code name) http://imgur.com/7uJxa.png http://imgur.com/oypLx.png http://imgur.com/3OHdZ.png http://imgur.com/yWlBy.png http://imgur.com/7fOVy.png
  24. Luckily there are projects like OpenXcom - which will allow to mod original game without any limits.
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