
Rectifying This Project
#1
Posted 21 January 2007 - 07:24 PM
Now I need to catch up from our latest development requests and start-ups (new units, maps, features, etc.). Please inform me and each other, fellow developers, of what our goals are once again.
#2
Posted 21 January 2007 - 11:46 PM
Honestly I stopped working on the game right after 1063.
My client got totally unstable at this point and I wasn't able to recompile a working version.
I guess I was trying to code something too large for me.

Well, good to see a rebirth of interest!
I've got some time, and some energy (hopefully), let's rock this game!
Edited by nachtwolf, 21 January 2007 - 11:47 PM.
#3
Posted 22 January 2007 - 01:10 AM

I guess this post like asking the Justice league to Assemble or something
(by the way I am new to the forums, but is there a second in command besides serge? That can help oversee the project whenever he takes a long leave)
Edited by Raptor29, 22 January 2007 - 01:23 AM.
#4
Posted 26 January 2007 - 07:40 AM
I read a lot of source, but I fail to grasp some details of the current engine. That is the biggest problem right now I think, the only person who realy knows what is going on in there is Serge.
So the things to do would be:
1. Document the code.
2. Understand what is going on.
3. Make a plan how to fix things.
#5
Posted 26 January 2007 - 05:03 PM
#6
Posted 27 January 2007 - 05:33 PM
Well, that's not such a big problem really. A number of people (including myself) managed to start working with these sources somehowI would like to help with such an effort, but I have no time to do any actual coding right now.
I read a lot of source, but I fail to grasp some details of the current engine. That is the biggest problem right now I think, the only person who realy knows what is going on in there is Serge.

I propose starting with existing documentation and prepare a list of things that are not quite clear. I can provide some help with documenting sources, but If I get some more specific questions, it will be easier to answer them.So the things to do would be:
1. Document the code.
2. Understand what is going on.
That's a good idea. Maybe it is worth taking a look into bugtracker, browse the list of issues and select some of them to work on first.3. Make a plan how to fix things.
http://ufo2000.sourceforge.net
#7
Posted 27 January 2007 - 05:35 PM
If you think this weapon set is end-users ready, we can build an updated version in no timeim keen to get back into it. Ive a fully completed weapon set that utilizes alot of new features ready but the games hasn't been updated in months

http://ufo2000.sourceforge.net
#8
Posted 27 January 2007 - 06:52 PM
As for features, theres tonnes id like added but they probably aren't easily done nor particularly necessary.
EDIT: The images are compressed as best as Ken Silverman's compressing tool can go, but there are substantially more than there used to be.
Edited by Sporb, 27 January 2007 - 06:53 PM.
#9
Posted 28 January 2007 - 05:49 AM
#10
Posted 28 January 2007 - 09:03 AM
Present.
#11
Posted 28 January 2007 - 12:01 PM
#12
Posted 28 January 2007 - 05:27 PM
Just to clarify our plans. I will take this weaponset, drop 'thumbs.db' files, compress png files with optipng (it provides some nice size optimization, with no quality loss of course) and build a new ufo2000 package with it. Right? It may require a version bump though as primary weaponset upgrade will make it incompatible with the previous version. We have several options here:Cool! heres the Weapon set. Re-balanced and ready for public release again. With any luck all the balancing will mean the next updates will purely be added functionality.
As for features, theres tonnes id like added but they probably aren't easily done nor particularly necessary.
EDIT: The images are compressed as best as Ken Silverman's compressing tool can go, but there are substantially more than there used to be.
* Do not replace 'ufo2000 weapons' but add new weapons as a new set (so compatibility will not be broken and the users will have an option to use either old set or the new one)
* Build this updated version with a new tag, not 'beta', but something else
* Just replace weapons and force everyone to upgrade (not a good option)
Thoughts?
http://ufo2000.sourceforge.net
#13
Posted 28 January 2007 - 06:22 PM
I favor a new Tag since the weapon set now contains the old weapon set layout as a separate set (stats are different mind). The new balances are mostly thing suggested by players and various people on the forums also, so its a combination fix of all the little niggles that people had with it.
Perhaps it could be released with a tag like "UFO2K Beta RC : testers required"?
One other thing while i remember is Custom SFX support. Not vital to the game but would allow us to segregate the Xcom / ufo2k data even furthur and finally allow us to use new gun sounds

#14
Posted 28 January 2007 - 10:00 PM

#15
Posted 29 January 2007 - 01:07 AM


Edited by Raptor29, 29 January 2007 - 01:13 AM.
#16
Posted 29 January 2007 - 09:56 AM
I know we have a basic tileset and weaponsets. But what about units and sound?
#17
Guest_Azrael_*
Posted 29 January 2007 - 11:22 AM

#18
Posted 29 January 2007 - 11:31 AM
2) simple Wiki like UFO:Ai would be nice

3) U rock

#19
Posted 29 January 2007 - 03:24 PM
I think at this point it may be an idea to start afresh. The current betas are many, varied, and overlapping. Perhaps it might be a good idea to acknowledge a new stable version, something like 0.8?
#20
Posted 29 January 2007 - 09:44 PM
Also a new tileset would be nice(non x-com graphic) and cut down some of the old weapons - that are never used ....
#21
Posted 29 January 2007 - 10:02 PM
Edited by Sporb, 29 January 2007 - 10:07 PM.
#22
Posted 30 January 2007 - 02:28 PM
#23
Posted 31 January 2007 - 01:01 AM
Are they? My impression that only the latest 0.7.1062 beta survivedI think at this point it may be an idea to start afresh. The current betas are many, varied, and overlapping.

Perhaps. It would be a good idea to have a look at crash reports statistics collected up to this moment, fix the bugs that are easy to identify from it, extend error reporting with a bit more details for the bugs which are obscure (crc errors), so that we would be able to identify and fix them after another bunch of statistics gets collected. I think I will try to do this new updated build with a new tag on the coming weekend (and include an updated weapon set into it as well), so everyone who is interested, will be able to test it, while current beta players will not have to upgrade.Perhaps it might be a good idea to acknowledge a new stable version, something like 0.8?
http://ufo2000.sourceforge.net
#24
Posted 31 January 2007 - 03:10 AM
#25
Posted 02 February 2007 - 02:57 PM
Edited by Raptor29, 02 February 2007 - 02:58 PM.
#26
Posted 02 February 2007 - 08:14 PM
Fix the new CRC errors and things
Xcom unit Silhouettes implemented (so we get alien inv pics and things again)
Finish implementing Unit API
Better User Interface
Fix the weird extra map problem we have with moonbase + virtual
External sound FX
might be an idea to get a poll going?
#27
Posted 03 February 2007 - 12:58 PM
ATM I will continue rebuilding the menu's GUI to the new GUI skinning system.
Then I will move to what made my build crash and hang all over in the first place : soldiers with weapon firing animations. That means the gun will rotate and sprites can be used. This had already been discussed and I found the idea great.
Stay tuned for a SVN update

There's a lot of stuff up there on Mantis. have a look!
http://ufo2000.xcomu...ll_bug_page.php
Sporb, we got to work on some "muddy" terrain too. It's worth it, remember

Edited by nachtwolf, 03 February 2007 - 01:01 PM.
#28
Posted 03 February 2007 - 01:15 PM
Fix the weird extra map problem we have with moonbase + virtual
Is Virtual bundled with x.1062?
#29
Posted 03 February 2007 - 02:40 PM
Is Virtual bundled with x.1062?
No, but it can be.
Okay, I got the mainmenu GUI working and set. except for colors and stuff at the moment.
An update should come pretty soon!
EDIT : SVN version is now 1064, with the almighty new mainmenu!
I declare this project officially risen from the dead!

Edited by nachtwolf, 03 February 2007 - 02:57 PM.
#30
Posted 03 February 2007 - 06:11 PM
Fix the weird extra map problem we have with moonbase + virtual
Is Virtual bundled with x.1062?
At the moment it cant be added so long as moonbase is packaged. The two simpley wont play ball together for some unknown reason. A fair few people have had horrible crashs when the two are introduced. I myself have had crashs on one version and not on another so ive no idea whats going on :~
Edited by Sporb, 03 February 2007 - 06:14 PM.
#31
Posted 03 February 2007 - 08:11 PM
Thanks! Have a cookieI declare this project officially risen from the dead!

#33
Posted 05 February 2007 - 09:57 PM
#35
Posted 05 February 2007 - 10:51 PM
I declare this project officially risen from the dead!
<Longshot> *Does a little dance, makes a little love, get's down tonight!*
*If you know what I'm talking about you are very old.
Edited by Longshot, 05 February 2007 - 10:52 PM.
#36
Posted 06 February 2007 - 07:18 AM
I declare this project officially risen from the dead!
Great !
<Longshot> *Does a little dance, makes a little love, get's down tonight!*
*If you know what I'm talking about you are very old.
Sounds like an horrible old song.
#37
Posted 06 February 2007 - 01:17 PM
I didn't know that much work went into it.

Thanks for the link to the mantis page, I think organization is key to any project.

Good Job everyone

#38
Posted 17 February 2007 - 04:13 PM
It is good that you reminded about this issue. We need to find some free sound effects in .wav format and add them to the ufo2000 weapon set to make it complete. Instructions describing addition of custom sound effects to the weapon sets are available here: http://www.xcomufo.c...topic=242024987One other thing while i remember is Custom SFX support. Not vital to the game but would allow us to segregate the Xcom / ufo2k data even furthur and finally allow us to use new gun sounds
An important notice, if using some thirdparty sound samples, they should be completely free, but not just 'free for personal use' or something like this (as distributing the game on the net can't be considered 'personal use' and needs less restrictive permission).
http://ufo2000.sourceforge.net
#39
Posted 19 February 2007 - 11:50 AM
Im a drum & bass/dance musician (under a different name) with a number of releases under my belt and also a fan of the original Xcom series of games. If you would like help with scoring or sound fx then please feel free to drop me a private message or an email so i can give an example of my work and possible use. Many thanks.
Edited by Silver Fox, 19 February 2007 - 11:51 AM.
#40
Posted 19 February 2007 - 04:36 PM
#41
Posted 19 February 2007 - 09:07 PM

Just an idea::
Maybe we should organize into teams or groups who will have a specific objective.
#42
Posted 23 February 2007 - 11:27 AM
#43
Posted 23 February 2007 - 12:44 PM
I do not think there are enough people for that to make sense or be possible.Just an idea::
Maybe we should organize into teams or groups who will have a specific objective.
mmhh maybe we could have one leaderguy for each objective who says what goes, but I think that is the way it is done anyway, kind of.
#44
Posted 24 February 2007 - 03:12 AM
#45
Posted 24 February 2007 - 10:51 AM
#47
Posted 24 February 2007 - 02:00 PM
#48
Posted 24 February 2007 - 10:37 PM
What about your little dedicated busy programming alchemist?
...which feels a bit too lonely in his lab at the moment...
...you know... I exist...
We need programmers!!
Do not despair, you are the only man for the job Bar Serge. nigh but one man can deliver us from the horrors of no map-editors: (Batman theme plays) Nuh nuh nuh nuh nuh nuh NACHTWOLF
#49
Posted 25 February 2007 - 03:21 AM
I must say you have all done a good Jorb
#50
Posted 28 February 2007 - 12:47 AM
Actually I think that nachtwolf is better suited for game development than me. I'm totally helpless when it comes to graphics. Maybe it is time to make way for the new developers, appears that I don't have as much free time now as I used to have a few years ago. I'm really glad that ufo2000 development was resumed as I did not feel well about abandoning the project. But I still can help with bughunting, porting to various systems and alien AI implementation.Do not despair, you are the only man for the job Bar Serge. nigh but one man can deliver us from the horrors of no map-editors: (Batman theme plays) Nuh nuh nuh nuh nuh nuh NACHTWOLF
http://ufo2000.sourceforge.net