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Author Topic: OpenXcom - cross platform open-source reimplementation of the original X-Com  (Read 10475 times)

Offline misiek

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Hello,

There is new project which was made public yesterday.

Goal of this project is to reimplemented original game from scratch. So at beginning it will be 100% faithful to original game (minus bugs of course :) ). But code base will allow anyone to make tweaks, changes etc. Author will try to make this game as as moddable as possible.

It's still in early development, but there is already something to show:

Linux version:


Geoscape on windows:


More screen shots, information and svn builds (for windows and linux) can be found on official site:

http://openxcom.ninex.info/

PS. Yeah, ufoai and ufotts has new neighbor on server. Ninex is becoming home for many ufo / x-com projects ;)
« Last Edit: May 14, 2010, 08:26:13 pm by misiek »

Offline Destructavator

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Looks nice, although I'm a bit concerned - and I'm not trying to be a killjoy here - about copyright and intellectual property rights if the look and feel comes out too close to the original.

Offline misiek

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There are many such projects, like fheroes for heroes2, vcmi for heroes3, scummvm for adventure game and many, many more - look here http://en.wikipedia.org/wiki/Game_engine_recreation

I didn't hear that any of such project had problems.

Offline BTAxis

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Isn't the deal usually that people only code a new engine, and users can plug in the content from their original copies of the game?

Offline misiek

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Exactly, as BTAxis says - it works in such way, copyright data isn't distributed with openxcom.

Offline masssiveego

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Eventually it's going into the public domain.  I 99% sure the current companies are not supporting their product
otherwise we see alot of bug fixes.  It would be nice if the new game works out ok.


Offline misiek

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Hello,

Version 0.1 has been released. There are binaries for windows, macos and linux:
http://openxcom.ninex.info/index.php/downloads/

This project is far from being finished - those features you can see in this version:
Quote
Geoscape:

    * Fully-controllable globe.
    * Globe details like country borders and names.
    * Day/night effect.
    * Initial base placement.
    * Basic UFO spawning and detection.
    * Craft interception with fuel consumption and basic dogfights.
    * Craft repairing/refuelling/rearming.
    * Funding overview.
    * Monthly funding.
    * Scroll-wheel support.

Basescape:

    * Full base view with facilities.
    * Building new bases with access lift placement.
    * Base information.
    * Base stores.
    * Soldier stats (with randomly generated soldiers).
    * Craft info and equipping.
    * Facility building/removal.
    * Scroll-wheel support.

And here’s some technical notes:

    * You can’t destroy Access Lifts (therefore destroy a base).
    * You can’t minimize dogfights.
    * UFOs are nerfed to make them easier to intercept.
    * Crafts rearming in base don’t use up ammo in base stores. This is to prevent them from running out since you can’t buy more ammo yet.

Some screenshots:





More screenshots on official site: http://openxcom.ninex.info

Offline misiek

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Hello,

Here's video of battlescape from current svn version:

http://www.youtube.com/watch?v=Spn3DbrrEKE

Offline Mattn

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cool - the battlescape is working now - great job

Offline misiek

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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/

Offline misiek

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The basic battlescape AI is now implemented.

http://www.youtube.com/watch?v=B4yc_Hfhubs

Offline H-Hour

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Nice misiek! Looks good. That soldier missing half a dozen shots in a row from about 15 feet away brought back fond memories.

Offline MCR

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Wow  :o

This looks great. :)

And it also has features already that our version is still missing (!) - like the timed grenades or the animated mousecursor, which reminds me...

TOP WORK, misiek ! :)

Offline misiek

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Thank you guys, but all praises should go to programmers - i'm only promoting ;)

Offline misiek

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Re: OpenXcom - cross platform open-source reimplementation of the original X-Com
« Reply #14 on: September 02, 2011, 07:12:19 am »
After 8 months of hard work 0.3 is 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.

http://www.youtube.com/watch?v=Nlveh5oM9gw
« Last Edit: September 02, 2011, 07:16:58 am by misiek »