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Messages - misiek

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1
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

2
Thank you guys, but all praises should go to programmers - i'm only promoting ;)

3
The basic battlescape AI is now implemented.

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

4
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/

5
Hello,

Here's video of battlescape from current svn version:

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

6
Offtopic / Re: UFO Attack (working title) - X-com influenced game
« on: November 20, 2010, 08:06:12 am »
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)











7
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

8
Artwork / Re: Armor model updates
« on: August 17, 2010, 07:29:37 pm »
This looks deadly and impressive :)

If those models won't be included in game i won't play it anymore :P

9
Coding / IQM format for models (appareantly much better than MD2)
« on: July 21, 2010, 08:50:43 pm »
Hello,

I don't understand much of it, but maybe for you it will be interesting.

Here's information (with screenshot comparing md2 and iqm) about new version of alien arena which will use this format:
http://www.moddb.com/games/alien-arena-2008/news/alien-arena-2010v745-to-be-released-soon

Here's some info about it:
http://lee.fov120.com/iqm/

That page also contains blender exporter and sample source codes for loading and rendering.

10
Offtopic / Re: Ufo: TTS - New Ufo remake
« on: July 10, 2010, 07:38:34 am »
Sorry for double post, but here's teaser for today's release:

http://www.youtube.com/watch?v=dZ3d09D_Wko&hd=1

11
Offtopic / Re: Ufo: TTS - New Ufo remake
« on: July 08, 2010, 08:22:27 pm »
This saturday (10 July) Ufo: tts will releae public beta version. It still won't be finishable to the end, but it should be quite enjoyable.

12
Offtopic / UFO Attack (working title) - X-com influenced game
« on: June 05, 2010, 01:03:23 pm »
It's game for pc and android. Currently it only runs on pc. There is beta version of tactical game available (for windows):

http://code.google.com/p/unflobtactical/downloads/list





Here's website of project:
http://code.google.com/p/unflobtactical

Author of this project is looking for help and feedback, you can find more information here:
http://code.google.com/p/unflobtactical/wiki/HowToPlay

13
Artwork / Re: GUI Design
« on: June 02, 2010, 07:27:34 pm »
What about making good gui for pc with at least 800x600 resolution and worry about gui for handheld devices if someone will port ufo: ai to them?

After all, ufo: ai should support multiple guis? IMHO it would be better to have one gui for normal computer and second (simpler) for handheld devices than have one universal gui.

14
Artwork / Re: GUI Design
« on: May 30, 2010, 07:36:44 am »
I never used IRC. We could try via MSN or Skype.

You can use http://webchat.freenode.net/ - it's very simple to use.
Type ufoai in channels.

15
Artwork / Re: GUI Design
« on: May 29, 2010, 08:23:43 pm »
What about something like that for showing soldier positions?

Of course it should be made much less obtrusive - maybe with transparency. Or maybe it should be only shown when some key would be pressed.

This means, that soldier 1 is in upper side, soldier 2 in left side, soldier 3 in right side.

It could also show aliens, maybe in red color?

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