OpenXcom - open-source reimplementation of the X-Com

OpenXcom - open-source reimplementation of the X-Com

Postby michalg » 14 May 2010, 05:55

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:
Image

Geoscape on windows:
Image

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

http://openxcom.org/
Last edited by michalg on 02 Sep 2011, 06:29, edited 2 times in total.
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Re: OpenXcom - open-source reimplementation of the X-Com

Postby charlie » 14 May 2010, 11:55

Looks good so far. I take it this uses the original game data. Are there plans to re-implement that too?
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Re: OpenXcom - open-source reimplementation of the X-Com

Postby michalg » 14 May 2010, 14:08

Author now concentrates on reimplementing engine. Maybe after that it will add support for reading data in other formats. Then it should be easy for contributors to remake graphics.
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Re: OpenXcom - open-source reimplementation of the X-Com

Postby michalg » 02 Jun 2010, 18:17

This is really crazy.

Nearly same time, another guy started project with exactly same purpose - making open source engine for x-com, using original data files.

http://code.google.com/p/x-com-reloaded/
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Re: OpenXcom - open-source reimplementation of the X-Com

Postby bramcor » 18 Oct 2010, 23:29

The first properly versioned, properly planned, properly built milestone for OpenXcom has been reached with v0.1! It contains tons more bugfixes and features than before! Come have a look at http://openxcom.ninex.info

These are the features you'll find in this version:

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
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Re: OpenXcom - open-source reimplementation of the X-Com

Postby michalg » 19 Oct 2010, 16:11

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:
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:
Image
Image
Image
Image

More screenshots on official site: http://openxcom.ninex.info
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Re: OpenXcom - open-source reimplementation of the X-Com

Postby michalg » 08 Mar 2011, 20:00

This thread wasn't updated for some time.

Anyway, couple of important things happened:
* 0.2 was released with:
* 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:
* 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

More information on main site http://openxcom.ninex.info/
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Re: OpenXcom - open-source reimplementation of the X-Com

Postby farcodev » 13 Mar 2011, 15:17

wow it's really good :o
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Re: OpenXcom - open-source reimplementation of the X-Com

Postby michalg » 14 Aug 2011, 09:44

The basic battlescape AI is now implemented.

http://www.youtube.com/watch?v=B4yc_Hfhubs
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Re: OpenXcom - open-source reimplementation of the X-Com

Postby Deraj » 15 Aug 2011, 04:00

I watched the latest gameplay video and was very impressed--it was like I was watching someone play the original!

Once this is complete (or mostly complete), someone needs to make an expansion or something :)
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Re: OpenXcom - open-source reimplementation of the X-Com

Postby michalg » 02 Sep 2011, 06:28

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.openxcom.org

http://www.youtube.com/watch?v=Nlveh5oM9gw
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