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XCOMUFO & Xenocide

How's Progress With Coding ?


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Hello,

First, I would like to say that you're doing great job with Project Xenocide. Thank you guys :master: It will surely rock :rock: But I have some questions:

It's been long since last alpha version of Xenocide... Also i see that there aren't many commits to CVS (on SF).
What's happening with Xenocide code, is it still in planning stage? Is there ETA for next alpha version?

Thanks in advance for information and good luck...
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Hi, there had been a very large commit yesterday. But most was code clean up, we dont want to make false steps, so we are still at planning stage...

We arent as much active programmers too, that is the most important reason. With modification in sourceforge, only me and mamutas had done. Exio's PAQ File, but it is not for this milestone. And a devpack for linux by hytloday. Scott is on the planning of the Xenocide Server, but no releaseable code yet. So this is the status right now. However, some new programmers are starting to check over the code so we can expect to improve our timeliness.

Greetings
Red Knight
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None of the above unfortunately. :(
The list of features will be announced with release. The next release is still more a prototype, than playable game. It was used to test out some underlying technologies we are making for the game. Therefore there is not much gameplay and UI changes.
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Is there anything graphical wise more that needs 2 be done 4 the Geoscape? Part from the obvious X.Net entries of cause. Or is it purely coding from here on out till the Battlescape?
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Well, we don't have country borders, cities, crafts, bases and crash sites displayed on the globe. As well no buttons on the right side provides any working interfaces.

So, yes there are many lines of code to write for Geoscape too.
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Hey, How about we implement a minigame in v2+? Like an easteregg, it would be like a doom style fps where you have to kill aliens, and after you research a new alien (live and dead) They would be added to the minigame! First sectoids, then you research floater+floater autopsy, and you get floaters in the minigame? It could use xcom weapons too! Plasma Rifle, Lasers, etc! It would be really cool imo. Of course, a trifling priority at best. For the final level, we could have The Project member's avatars as end bosses? :D
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[quote name='mamutas' date='Sep 5 2003, 06:36 PM']Well, we don't have country borders, cities, crafts, bases and crash sites displayed on the globe. As well no buttons on the right side provides any working interfaces.

So, yes there are many lines of code to write for Geoscape too.[/quote]
What I meant was is there any interfaces that need some work 4 the Geoscape so that all is 2 be left is the coding?
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If you mean design and layout of different screens, panels, dialogs, etc., then yes, there are lots of them.
If you are looking to work on something, than may I suggest an account creation/selection dialog? It should allow a player to create a new account and to specify a name for it, to select one of existing accounts. Also, the player must to choose the game language from available list during account creation.
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k yeah I'm pretty much lookin 4 somethin 2 do when I get annoyed with skinnin my model as I quite often need 2 be doin more than 1 thing at once so I don't get bored. How should it look, like the options screen or a whole screen? Seems a little bit of a waste of space 2 use the whole screen.
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There are few more (and please forgive me if I forgot to mention someone):
stjones is working on data exchange;
fritz is implementing a text renderer;
exio did a PAQ manager (not sure what he is doing now);
hythloday is writing model loader;
maverick, mindstormmaster, crisp_82 all has tasks to work on as well.

Mostly the work is done on the fundamental features, that is why there is not many changes in UI.
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  • 2 weeks later...
Hello,

It's me again (topic starter). I have another question (forgive me if it isn't proper forum to ask this - but I can post only here). So:

I think that creating rendering engine from scratch will require lot of work, so have you considered using some ready Open Source engine? There are for example [url="http://crystal.sf.net"]Crystal Space[/url], today I also discovered [url="http://ogre.sf.net"]OGRE[/url]. However I don't know if they are compilable under Borland... My point of view is that there are many good OS frameworks, so why not use one of them?

Sorry if this issue was covered on developer forum and thank you for your time
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Hi,
I would like to say I agree with the early comments about what a excellent job has been done with the work to date, and like the original post I was wondering when the next alpha version of Xenocide would be released as I noticed that “Support for transparency in dialog backgrounds”, “M1: Sound options dialog” & “M1: Video options dialog” are now complete.
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Red Knight can answer about engine choice here. But I can ensure you that all third-party implementation were considered.

Next alpha will be release shortly. As we have only few small items to finish. Lots of work was put in it, although unfortunately not all is visible. :)

Thanks for your support!
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