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#1 Transmechanicus

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Posted 18 October 2003 - 04:53 AM

Since I played Ufo: Enemy Unknown I'm a real X-Com fan (I dont like enforcer and interceptor, but the "real" X-Com games are really cool).
I already worked with some programming languages (php, delphi) but never with C++. In spite of this I want to help modding - where can I start? What can I do? How can I learn C/C++? Please help a freak... ;)

#2 Guest_Jim69_*

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Posted 18 October 2003 - 05:35 AM

I'm told by my bro who knows Java that it isn't THAT hard to lean C++, it's just more complicated. Get some books and that, post in the Recruitment centre and then download the source code. If you are already experienced in programming it should just be a case of figuring out a direct translation of terms used or so I am told instead of someone new who has to work out the entire system :whatwhat:

#3 Cpl. Facehugger

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Posted 18 October 2003 - 09:49 AM

Yeah, just do as jim says, and you will help xeno be out faster.
I'm only partially inactive. :P I can still be reached at cpl.facehugger@gmail.com, and via PM. Preferably the former.

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#4 Transmechanicus

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Posted 19 October 2003 - 05:20 AM

Ok, thank you... i'll be back ;)

#5 Transmechanicus

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Posted 19 October 2003 - 07:29 AM

Oh, another question to xenocide: Does this project only update the geoscape or are you working on the tactical screen too? May I see some screens if you do it?

#6 Cpl. Facehugger

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Posted 19 October 2003 - 07:32 AM

We are doing a total remake. That means we are updating everything, ai, battlescape, geoscape, interceptions, the works. Unfourtnately, our nice programmers haven't started coding the tactical part yet... We have many of the models though! ;)
I'm only partially inactive. :P I can still be reached at cpl.facehugger@gmail.com, and via PM. Preferably the former.

*Coming back? Avast! Facehugger, finish your assignments!*

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#7 Transmechanicus

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Posted 20 October 2003 - 06:03 AM

Yes, I saw them! Most of them look pretty good. Is already clear which layout the tactical view will get? I read somewhere maybe the unreal-engine will be used?

Will you introduce completely new weapons?

#8 Breunor

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Posted 20 October 2003 - 09:01 AM

For version 1 we are sticking with the current list of objects and their stats, as it's a tested system that we know works. There was some talk about checking out the unreal engine, as using it would save a lot of work. Not sure if it's available for our non profit game yet. Camera angle will start with isometric view, but would include some limited zooming in and out, as well as camera panning to see different angles in the game. A 3d physics engine is also planned for more realistic effects. However the battlescape will be the last part of the game to be fully addressed by the coders, as a automated combat system can be used as filler while the rest of the game is finished. This allows us to focus on one area to completion, then hit the other half while we have a working game.

#9 mamutas

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Posted 20 October 2003 - 10:15 AM

Breunor explained it very well.
Just a comment about Unreal Engine. The engine released does not allow direct linking from C++ code, it only provides scripting mechanizm. So, no, we can't use it.
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#10 Breunor

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Posted 20 October 2003 - 10:20 AM

There are several 3D engines in progress in sourceforge however, so when the project starts to look at that side there could be some options almost finished that we could adapt relatively well. Just read up on those threads too Mam, ;)

#11 Transmechanicus

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Posted 21 October 2003 - 07:11 AM

A programming-question: do you youse visual c++ or "only" c++? I have to knwo which books I need...

#12 mamutas

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Posted 21 October 2003 - 10:46 AM

We use C++. Eventuall we hope to have game ported to other OSes, so we minimize any compiler and OS specific code. So, get a book on plain C++.

BTW, our official IDE is Borland C++ Builder Personal Edition V6.
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