
UFO2000
#1
Posted 11 October 2002 - 06:06 AM
Why not starting with such a source code? After all, it's a good and robust code, even if not finished.
#2
Guest_stewart_*
Posted 11 October 2002 - 11:23 AM
#3
Posted 11 October 2002 - 12:32 PM

#4
Guest_stewart_*
Posted 11 October 2002 - 01:00 PM
#5
Posted 11 October 2002 - 01:23 PM

#6
Guest_stewart_*
Posted 11 October 2002 - 02:27 PM
#7
Posted 11 October 2002 - 02:39 PM

#8
Guest_stewart_*
Posted 11 October 2002 - 02:48 PM
#9
Posted 11 October 2002 - 03:13 PM
Looks like It's been worked on sourceforge reports the project has 70% activity. been 1 to 2 years since I last looked at it so maybe the OOD is better


#10
Guest_stewart_*
Posted 11 October 2002 - 03:25 PM
#11
Posted 11 October 2002 - 03:30 PM

#12
Guest_stewart_*
Posted 11 October 2002 - 03:35 PM
#13
Posted 11 October 2002 - 08:11 PM

#14
Guest_stewart_*
Posted 12 October 2002 - 08:29 AM
#15
Posted 12 October 2002 - 09:20 AM
http://www.mingw.org/

#16
Guest_stewart_*
Posted 12 October 2002 - 12:07 PM
#17
Posted 12 October 2002 - 04:26 PM
I am one of ufo2000 developers now and if you have any questions about it you can ask me ;-)
I saw here questions about the compiler ufo2000 uses. It can be compiled (at least I have checked) with MSVC 6.0 or GCC 2.95. It uses STL strings and containers but does not use any streams (streams are the main source of problems with STL on older versions of GCC).
I also read with great interest your discussion about OOD model ufo2000 uses and quality of its code ;-) I do not like current sources myself but ufo2000 is a really working project (as opposed to those projects which did not release any line of code after years of discussions in forums - just don't become offended, it's not about you ;-). But one of the primary targets of ufo2000 now is to cleanup the sources and fix all the known bugs. And I think that in the latest versions we have advanced a lot. I hope we will have clean and well commented sources soon.
PS. Sorry for my English, it's not my native language
Best regards,
Serge Semashko,
ufo2000 development team
http://ufo2000.sourceforge.net
#18
Posted 12 October 2002 - 09:54 PM




#19
Guest_stewart_*
Posted 12 October 2002 - 09:57 PM
#20
Posted 12 October 2002 - 10:06 PM

#21
Guest_stewart_*
Posted 12 October 2002 - 10:07 PM
#22
Posted 12 October 2002 - 10:15 PM


#23
Guest_stewart_*
Posted 12 October 2002 - 10:22 PM
#24
Posted 13 October 2002 - 12:34 AM




#25
Guest_stewart_*
Posted 13 October 2002 - 11:36 AM
#26
Guest_Guest_*
Posted 13 October 2002 - 12:28 PM
#27
Guest_micahdg@xcomufo.com_*
Posted 13 October 2002 - 12:43 PM
-Micah
#28
Posted 13 October 2002 - 01:24 PM
Addition of aliens is very simple (at least their skins). But if their abilities will be different, here comes another question - balance.
Also it is possible to make simple AI later (maybe as dumb as in XCOM

And maybe the project will grow and at some point in the future will also have geoscape and all other features from XCOM.
http://ufo2000.sourceforge.net
#29
Guest_stewart_*
Posted 13 October 2002 - 07:09 PM
Maybe we should cooperate with these guys and say work on a Geoscape for them or something like that.
#30
Posted 13 October 2002 - 09:06 PM


#31
Guest_stewart_*
Posted 13 October 2002 - 09:16 PM
#32
Posted 13 October 2002 - 10:49 PM


#33
Guest_stewart_*
Posted 14 October 2002 - 08:16 AM
#34
Guest_micahdg@xcomufo.com_*
Posted 15 October 2002 - 10:32 AM
Red Knight (the guy requesting artists) has a really nice geoscape setup.How many people are working on that XCOM 2000 project? If it's a few years along now and that is the present state of it. Then how is long is what we're cooking up here gonna take?
Maybe we should cooperate with these guys and say work on a Geoscape for them or something like that.
http://www.xcomufo.com/rednite.html
#35
Guest_stewart_*
Posted 15 October 2002 - 10:42 AM
Actually I don't mind the idea of working on Geoscape. While I'd like to see 1st person combat and if our "first" version has basic multiplayer (to start, ie multiplayer Battlescape but turned based Geoscape), then I'm okay with others working on that for now.
A lot of stuff I'm interested in doing would probably be done in Geoscape anyway (additional base facilites, more complicated diplomacy and item availability, logistical functions, things like that).
#36
Posted 16 October 2002 - 08:41 AM
Hi, im not protective because i want, it is because i required to (by my tutor). You dont know how much i want this project to work...Glue? Could we work on glue? Those are really nice looking BTW? But is this guy who's protective about his stuff? If so that may mean we have to do our own anyway.
About gluing with UFO2000 is a good idea, the problem is that the geoscape and actual UI classes are just too integrated with the philosophy of the engine, so it could be a very unpleasant job to integrate the other work, besides it is posible (i think)....
As im implementing the prototype i have to hand out, i can release just in binaries (library) the 3D Engine... and a documentation in Doxygen. It is still in pre-alpha but it works (at least some things because i implement on demand) and the component library and you can start to get used to the engine's philosophy... (it is not difficult, i hope)...
If we want to make our dream game there are a lot of things that we have to do... For example Character Animation, Particle Effects (i have a skeleton of the particle system if anyone wants to fill in the blanks - code - ), Colision Detection, 3D Landscape rendering (tile movement, but without tiles like in Jagged Alliance), AI, processing Geographical data to generate similar real(like) world places (for example People Distribution in the world, terrain height, etc), all countries capitals not just some of them, etc...
Anyone interested???
Greetings
Red Knight
Visit my blog at: flois.blogspot.com

Pookie cover me, I am going in.
#37
Guest_stewart_*
Posted 16 October 2002 - 09:43 AM
#38
Posted 16 October 2002 - 12:20 PM
Well ya could get his email from the uf02000 site at sourceforge.Maybe that Serge guy can lets us know.



#39
Posted 16 October 2002 - 12:22 PM
Wow that looked very impressive for a geoscope.Red Knight (the guy requesting artists) has a really nice geoscape setup.
http://www.xcomufo.com/rednite.html


#40
Posted 16 October 2002 - 12:35 PM



#41
Posted 17 October 2002 - 08:15 AM
Of course after i present the thesis we can start an open source project (with a real OPEN Source ), in fact as i told in another post i tried to start an open proyect in my university but there wasn't people interested... We had even started a Games Development Group in my local IEEE Student Branch... I started to teach basic computers graphics technics to the assisting guys (like matrix transformation, openGL, scene partition techniques, texture, i even convince a professor to gives as a small lecture (8 hs) on collision detection techniques), but they just freak out (i dont know why)... only one artist surviveRed Knight: First off looks like great work
. The question though is if you are willing to share your work with us after you are done with school this semester. Certainly, looks like something worth waiting for. I myself am interested in working on an 3D version of X-Com. Would you by any chance be willing to open source the source after you graduate? If I remeber correctly you like ISO C++ like I do.
I think I can contribute to the game design and code wise too.

I dont know i start the semester on July, i dont think it will be finish before December, maybe April next year, but the engine turn out to be very user friendly you can use it anyway in binary form (.lib), it use OpenGL as the base and actually i'm using the Borland Compiler, but i trust it will compile with minimal modifications on Gcc or any ISO (or ANSI) C++ compliant compiler...
Visit my blog at: flois.blogspot.com

Pookie cover me, I am going in.
#42
Guest_stewart_*
Posted 17 October 2002 - 09:15 AM
Remember, the Battlescape environment is more complicated than the Geoscape one, and if I'm not mistaken it will be turn based. Being turn based is going to make things a lot easier than real time. Time delays to make, say, calculations, for example, just aren't an issue as they would be in real time.
#43
Posted 17 October 2002 - 10:17 AM


#44
Guest_stewart_*
Posted 17 October 2002 - 11:38 AM
#45
Posted 17 October 2002 - 01:43 PM

#46
Guest_stewart_*
Posted 17 October 2002 - 02:04 PM
#47
Posted 17 October 2002 - 02:10 PM

#48
Guest_stewart_*
Posted 17 October 2002 - 03:48 PM
#49
Posted 17 October 2002 - 09:32 PM


#50
Posted 17 October 2002 - 10:25 PM

