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OpenXcom 1.0: Replay the original X-COM in style!


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#1 SupSuper

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Posted 14 May 2010 - 04:38 PM

Hey, remember me? No? Maybe? What? Welp.

Anyways, during all my university time I've ended up working on a little pet project to get my mind off... university projects. I'm funny like that. And I still do love X-Com. So I've ended up trying to reimplement the original X-Com. Exactly the same, graphics, gameplay, etc. But with none of the old age and piles of bugs to harass us. And now it's finally public! Open-source! Cross-platform! Fancy words!

It's still very early, but you can see more info here: http://openxcom.org/

Also some screenshots (no I'm not just copying it off the original):
13052010_menu.png 13052010_geoscape.png

So are you interested in getting to play the original X-Com again? Maybe? Please?


Edited by SupSuper, 16 May 2013 - 01:06 AM.

too bad, now you will never know the ancient secrets of supsupers long gone avatar ;)

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#2 j'ordos

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Posted 15 May 2010 - 06:31 AM

Sup-su-per? I vaguely recall something about a green forum skin... :)

Cool project! You can contact Seb76 to get details on internal game mechanics if you haven't already. The UFOpaedia is full of that too. Will it use original game data files?
"You can't trust your eyes if your imagination's out of focus" - Mark Twain
"The mind is like an umbrella, it functions best when open" - Walter Gropius
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#3 SupSuper

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Posted 15 May 2010 - 08:28 AM

Sup-su-per? I vaguely recall something about a green forum skin... :)

Cool project! You can contact Seb76 to get details on internal game mechanics if you haven't already. The UFOpaedia is full of that too. Will it use original game data files?

It's a shame the green skin didn't survive the upgrade. :)

And yeah I've been using the original game data files and UFOpaedia for info, I'll be sure to get in touch with the resident X-Com geniuses when I reach a deadend.

too bad, now you will never know the ancient secrets of supsupers long gone avatar ;)

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#4 Gimli

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Posted 15 May 2010 - 10:23 AM

Hey, SupSuper, I finally got this thing to compile properly, had to go through the whole SDL library building thing. I might be able to donate some time, but I should note a few things:

1) I'm not a particularly good programmer so I can't guarantee I'll be very useful. I know some C/C++ and C# (and a bit of some old Motorola assembly stuff).
2) I'll need some time to get through all that code, especially since I've never used SDL.
3) What are you using to build on Linux? I'm asking because it helps with testing builds and more importantly because you don't have comments for some of the code: descriptions of methods and members etc. Visual Studio has a standard for these comments, which it uses to offer information when you're typing the name of a method or object. I think it would be a good idea to write comments like that, it would help anyone else who would want to join. I had the misfortune of working with someone else's poorly commented code and it was a nightmare.
4) In relation to that, doxygen would be of a lot of help here. Have you ever used it?
5) It also looks like you don't have log files. Very helpful for finding bugs on other people's machines.
6) Are you sure this is legal? X-COM is owned by Take 2 Interactive, which currently making a new XCOM game. I'm assuming that's the reason you require the original, but I'd like to be sure.
7) A general To Do list would be nice. I'm not sure yet what you've done so far let alone what to do next.
8) I love the fact you're doing this with modding in mind, especially the fact that you're separating the game rules from the rest of the game.
9) If I'm not mistaken, the game's complete rules are not known. I know some of the guys did a lot of tests to figure out the formulas for some of the behavior. How do you intend to deal with that?

Anyway, I love the idea, so I'll try to take a closer look later on. I'm busy with another program which I need to write for an exam, but hopefully I'll have enough time.

Edited by Gimli, 15 May 2010 - 10:28 AM.


#5 kafros

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Posted 16 May 2010 - 09:56 AM

Wonderful :D, will try to check it sometime soon!

@Gimli:
The guys at Take 2 Interactive prepare an FPS action game, they probably couldn't care less.

#6 SupSuper

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Posted 16 May 2010 - 05:50 PM

Thanks for the support guys. :)

Hey, SupSuper, I finally got this thing to compile properly, had to go through the whole SDL library building thing. I might be able to donate some time, but I should note a few things:

1) I'm not a particularly good programmer so I can't guarantee I'll be very useful. I know some C/C++ and C# (and a bit of some old Motorola assembly stuff).
2) I'll need some time to get through all that code, especially since I've never used SDL.
3) What are you using to build on Linux? I'm asking because it helps with testing builds and more importantly because you don't have comments for some of the code: descriptions of methods and members etc. Visual Studio has a standard for these comments, which it uses to offer information when you're typing the name of a method or object. I think it would be a good idea to write comments like that, it would help anyone else who would want to join. I had the misfortune of working with someone else's poorly commented code and it was a nightmare.
4) In relation to that, doxygen would be of a lot of help here. Have you ever used it?
5) It also looks like you don't have log files. Very helpful for finding bugs on other people's machines.
6) Are you sure this is legal? X-COM is owned by Take 2 Interactive, which currently making a new XCOM game. I'm assuming that's the reason you require the original, but I'd like to be sure.
7) A general To Do list would be nice. I'm not sure yet what you've done so far let alone what to do next.
8) I love the fact you're doing this with modding in mind, especially the fact that you're separating the game rules from the rest of the game.
9) If I'm not mistaken, the game's complete rules are not known. I know some of the guys did a lot of tests to figure out the formulas for some of the behavior. How do you intend to deal with that?

Anyway, I love the idea, so I'll try to take a closer look later on. I'm busy with another program which I need to write for an exam, but hopefully I'll have enough time.

1) I should clarify I'm not looking for a big ol' team. There's plenty more projects for that, but you're free to make small contributions.
3) On Linux I just use make/gcc. There's a Makefile in place so you can just run "make" from a terminal and everything should compile fine if you have the needed libraries installed.
4) I'm aware of the documentation issue, I tend to leave comments in more complex methods but that's about it. I've been looking into doxygen, but there's no real guide on writing documentation, just on how to use doxygen? Is it standard to just put Qt-style comments on every method/class or what?
5) It's a bit early for finding serious bugs. :) So far I'm fine with just the Visual Studio debugger and printing junk to the console.
6) The code is completely written from scratch, no reverse-engineering, and none of the original resources are included in the project (aside from hard-coded stuff like numbers), so it should be perfectly legal.
7) It's tricky to write a ToDo list given I tend to tackle whatever I feel like doing. For now I'm purely focusing on the Geoscape though.
8) Yeah I know people will eventually wanna take the whole thing apart like they did X-Com, so I try to code so I don't get stuck in a corner later on trying to make it moddable. :)
9) We'll see how it goes. Either I figure out how it works, get someone to figure out how it works or come up with a close-enough approximation. For example the globe rendering is probably off by a few pixels here and there compared to however X-Com does it, but I doubt people will mind. ;)

Edited by SupSuper, 16 May 2010 - 05:51 PM.

too bad, now you will never know the ancient secrets of supsupers long gone avatar ;)

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#7 j'ordos

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Posted 22 May 2010 - 07:50 AM

Looking at that second screenshot, is there an intention to be able to play the game as aliens?
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#8 dan2

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Posted 23 May 2010 - 04:42 AM

When I attempted to run Openxcom, it gave an error saying I might not have the right OSX for it. I have 10.6.3, do you know what version do I need to make it work?

#9 Serge

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Posted 23 May 2010 - 09:03 AM

Hi SupSuper, long time no see.

It's nice to see how UFO remakes and spiritual successors scene is evolving, and new projects are starting up. Especially the ones which actually have some working code to show, and not just some concept art and a bunch of creative ideas =b You may have already noticed that I have also resumed working on ufo2000 just a few weeks ago. I hope that openxcom is going to be a worthy competitor, even though there are lots of significant differences between the goals of our projects. Anyway, the more the merrier :)
ufo2000 development team
http://ufo2000.sourceforge.net

#10 SupSuper

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Posted 23 May 2010 - 04:45 PM

Looking at that second screenshot, is there an intention to be able to play the game as aliens?

Not really, it's just a test marker, plus there's already plenty of multiplayer-minded projects:

http://ufotts.ninex.info/
http://ufo2000.sourceforge.net/

When I attempted to run Openxcom, it gave an error saying I might not have the right OSX for it. I have 10.6.3, do you know what version do I need to make it work?

I don't have a Mac so I wouldn't know, you'd have to ask here: http://openxcom.nine...p?topic=4.msg22

Hi SupSuper, long time no see.

It's nice to see how UFO remakes and spiritual successors scene is evolving, and new projects are starting up. Especially the ones which actually have some working code to show, and not just some concept art and a bunch of creative ideas =b You may have already noticed that I have also resumed working on ufo2000 just a few weeks ago. I hope that openxcom is going to be a worthy competitor, even though there are lots of significant differences between the goals of our projects. Anyway, the more the merrier :)

Nice to see you too, I wondered what had happened to UFO2000.

There's just something about the series that always make you go back to it, or maybe it's a whiplash against the announced X-Com FPS. :P


P.S. My projects always have working code but no concept art or creative ideas. ;)

too bad, now you will never know the ancient secrets of supsupers long gone avatar ;)

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#11 SupSuper

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Posted 26 May 2010 - 01:33 AM

When I attempted to run Openxcom, it gave an error saying I might not have the right OSX for it. I have 10.6.3, do you know what version do I need to make it work?

There's a new OS X build out now that should fix that problem - http://openxcom.nine....php/downloads/ - could you try it out and let me know if you still have trouble running it?

too bad, now you will never know the ancient secrets of supsupers long gone avatar ;)

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#12 misiek

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Posted 19 October 2010 - 09:12 AM

Hello,

Version 0.1 has been released. There are binaries for windows, macos and linux:
http://openxcom.nine....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:
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More screenshots on official site: http://openxcom.ninex.info

#13 misiek

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Posted 09 March 2011 - 04:04 AM

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, so it always contains most recent stuff - you can track latest progress with them.

More information on main site http://openxcom.ninex.info/

#14 Sorrow

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Posted 09 March 2011 - 06:14 AM

Sounds nice.

One thing that would be nice would be an ability to increase resolution so that a bigger part of the battlefield would be visible on screen.

#15 misiek

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Posted 09 March 2011 - 12:53 PM

It should be fairly easy to add support for higher res in battlescape and probably will be implemented sooner or later.

#16 misiek

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Posted 14 August 2011 - 02:29 AM

The basic battlescape AI is now implemented.



#17 TomVD

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Posted 02 September 2011 - 02:33 AM

Hi there, Daiky here, bringing good news is always fun :-)

After 8 months of hard work beta-release 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.

Game can be downloaded from official site: www.openxcom.org (new domain name yay!)

Edited by TomVD, 02 September 2011 - 02:39 AM.

- OpenXcom Developer.

#18 SupSuper

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Posted 16 May 2013 - 01:08 AM

Wow, it's been a long time wasn't it? Just wanted to alert anyone still reading this thread that OpenXcom has reached 0.9 and is now fully-playable.

 

Be sure to check out the website and try it out. :)

Attached Thumbnails

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Edited by SupSuper, 16 May 2013 - 01:08 AM.

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#19 SupSuper

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Posted 15 June 2014 - 07:56 PM

1.0 is here! OpenXcom is finally fully playable and featured.

 

 

No original bugs or limits, improved interface features, gameplay options, control shortcuts, mod support and so much more. Enjoy. :)


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#20 Sorrow

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Posted 23 June 2014 - 11:00 AM

Awesome. The best thing that happened to X-Com since the original was released :salute: .