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I Found It!


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#1 Guest_stewart_*

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Posted 05 November 2002 - 02:42 PM

I started making this old XCOM Starting base designer when I was still in University. It's totally unfinished but a few basic things are running (not mouse support, alas. Use arrows and return).

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#2 Guest_micahdg@xcomufo.com_*

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Posted 06 November 2002 - 12:36 AM

Are you ever gonna finish it?

#3 Timil

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Posted 06 November 2002 - 09:46 AM

Any source code to spare?
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#4 Guest_stewart_*

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Posted 07 November 2002 - 01:33 PM

Are you ever gonna finish it?

Oh, I suppose . . . one day.

#5 Guest_stewart_*

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Posted 07 November 2002 - 01:33 PM

Any source code to spare?

What for?

#6 Timil

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Posted 08 November 2002 - 05:44 AM

Just to do some work on it to enhance it :P
I love to rework program ;)
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#7 Guest_stewart_*

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Posted 08 November 2002 - 10:37 AM

I haven't done any work on writing to the game data files. It's written in MS QC V 2.5. If you're looking for something to do, why don't you write a whole bunch game data file access functions.

#8 Timil

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Posted 08 November 2002 - 11:05 AM

Ok :P
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#9 Guest_stewart_*

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Posted 08 November 2002 - 01:02 PM

Write to Scott Jones (the guy who wrote XcomUtil) he might send you a copy of the master header file for XcomUtil. It's got a bunch of structure definitions in it. They might help you to penetrate the game files. I have a copy of the file myself but I promised him that I would not distribute it.

Just tell him you want to write some game file accessor functions as part of a game editor you are writing, and ask him if he has any file format notes to spare or something like that.

So has anyone tried Basedznr.exe yet?

#10 Timil

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Posted 08 November 2002 - 01:08 PM

Finally I think that it will be a good exercise to build one by myself.. after all, I was editing my bases and guys with a simple hex editor 6 years ago.. why not now? :P
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#11 Guest_micahdg@xcomufo.com_*

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Posted 08 November 2002 - 02:58 PM

I tried it.

#12 Guest_stewart_*

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Posted 08 November 2002 - 03:02 PM

That good huh? :uh:

#13 Guest_micahdg@xcomufo.com_*

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Posted 08 November 2002 - 03:04 PM

:P I know you'd ask that. I tought it had a good interface for an old text-based program, with this nice tabs and all. The base view feature is neat cause you can see what it really looks like, i.e. walls, doors, entrances. That's why I asked if you were gonna finish it.

#14 Guest_stewart_*

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Posted 09 November 2002 - 10:25 PM

Did you play with the facility placement features and the base view features. The flip and rotate features, I think are usefull for alligning the base the best way for defense.

#15 Guest_micahdg@xcomufo.com_*

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Posted 10 November 2002 - 09:22 AM

I think I played with the base view and placement features, but I didn't rotate it. I'll check it out.

#16 LordT

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Posted 22 June 2003 - 01:12 PM

Am I wrong to believe that you two had a little problem with the login button a while back? :P
Take your time and submit a name to the Names Database.

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#17 Micah

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Posted 22 June 2003 - 01:41 PM

As usual, you are wrong :P Both of those users have been deleted for various classified reasons....

#18 LordT

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Posted 22 June 2003 - 02:03 PM

Oh, I'll kill you for that! :spank:

How -classified- if I may ask?
Take your time and submit a name to the Names Database.

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#19 LordT

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Posted 29 August 2003 - 01:36 PM

I feel totally ignored...
Take your time and submit a name to the Names Database.

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#20 stewart

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Posted 21 April 2004 - 08:09 AM

Here''s something the programmers amongst us might find amusing. One of the reasons I start writing the /unfinished/ editor was to learn C (at the time is was a "good" language to know). Anyway the book I was using showed how you could use #define statements to make your source code look like a different computer language. So naturally I went nuts with that. Here is the file where I stored the definitions to make C look like something else (the tabs didn't translate well):

/* CompFlag.r */

#ifndef COMPFLAG_R

/* Target Conditional Compile flags */
#ifdef NDEBUG
#define PRODUCTION_BUILD
/* #define PROFILE_BUILD */
#else /* !DNDEBUG */
#define DEBUG_BUILD
#endif /* NDEBUG */

/* Other Conditional Compile flags */
#define MANUALLY_EDIT_TEMP_BASE
#define XCOM_FILES_NOT_EDITED

#define REG                  register

#define POINTER              *
#define POINTER_TO_POINTER      **

#define THE_VALUE_AT            *
#define THE_ADDRESS_OF          &

#define POINTER_MEMBER          ->
#define OBJECT_MEMBER        .

#define VOID                    void
#define PVOID                VOID POINTER
#define FAR                  _far
#define NEAR                    _near
#define FVOID                VOID FAR
#define NVOID                VOID NEAR

#define CHAR                    char
#define INT                  int
#define FLOAT                float
#define DOUBLE                  double

#define PCHR                    CHAR POINTER

#define SIGNED                  signed
#define UNSIGNED                unsigned

#define SHORT                SIGNED CHAR /* QC25 defines short = int */
#define LONG                    long

#define SCHR                    SIGNED CHAR
#define SSHORT                  SCHR
#define SINT                    SIGNED INT
#define SLONG                SIGNED LONG INT

#define UCHR                    UNSIGNED CHAR
#define USHORT                  UCHR
#define UINT                    UNSIGNED INT
#define ULONG                UNSIGNED LONG INT

#define LDOUBLE              LONG DOUBLE

typedef SSHORT                  integer_1B;
typedef SINT                    integer_2B;
typedef SLONG                integer_4B;

typedef USHORT                  whole_1B;
typedef UINT                    whole_2B;
typedef ULONG                whole_4B;

typedef FLOAT                real_4B;
typedef DOUBLE                  real_8B;
typedef LDOUBLE              real_10B;

#define STATIC_CAST          (
#define UPON                    )(
#define ENDCAST              )

#define bwAND                &      /* same as AND */
#define bwOR                    |      /* same as OR */
#define bwXOR                ^      /* same as XOR */
#define bwNOT                NOT
#define SHIFTL                  <<
#define SHIFTR                  >>

#define And                  &&
#define Or                      ||
#define Not                  !

#define ALSO                    ,

#define DECLARE
#define CALLED
#define INIT_TO              =
#define ENDDECLARE              ;

#define LET
#define LIKEWISE                =
#define BE                      =
#define GAIN                    +=
#define LOSE                    -=
#define EXPAND_BY            *=
#define CONTRACT_BY          /=
#define ENDLET                  ;

#define IS                      ==
#define ISNT                    !=
#define EXCEEDS              >
#define DOESNT_EXCEED        <=
#define TRAILS                  <
#define DOESNT_TRAIL            >=

#define FBLOCK(x)            FVOID x ( VOID
#define NBLOCK(x)            NVOID x ( VOID
#define FPROC(x)                FVOID x
#define NPROC(x)                NVOID x
#define FFUNC(x,y)              y FAR x
#define NFUNC(x,y)              y NEAR x
#define PROGRAM              main
#define PARAM                (
#define ENDPARAM                )
#define ENDCALL              );
#define BEGIN_SCRIPT            ){
#define VARS                    ){
#define BEGIN_CODE
#define BEGIN_BLOCK          {
#define ENDPROTOTYPE            );
#define ENDBLOCK                }
#define ENDPROC              }
#define ENDFUNC              }
#define ENDPROGRAM              }

#define RETURN                  return
#define ENDRETURN            ;

#define IF                      if(
#define THEN                    ){
#define ELSE                    }else{
#define ENDIF                }

#define CASE                    switch(
#define WHEN                    ){
#define CASE_IS(x)              case x:
#define BREAK                break;
#define OTHERWISE            default:
#define ENDCASE              }

#define FROM                    for(
#define STARTING_AT          =
#define TO                      ;
#define STEP                    ;
#define PERFORM              ){
#define ENDFROM              }

#define WHILE                while(
#define REPEAT                  ){
#define ENDWHILE                }

#define DO                      do{
#define UNTIL                }while( Not
#define ENDDO                );

#define ENUMERATION(x)          enum x {
#define ENDENUM              };

#define STRUCTURE_TEMPLATE      typedef struct {
#define ENDSTRUCT(x)            } x ;

#define FALSE                0

#define COMPFLAG_R
#endif /* Not COMPFLAG_R */


Posted Image
I'm starting to like the heavy cannon more and more.

#21 mikker

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Posted 21 April 2004 - 10:44 AM

HAHAHAHA thats just funny Stewart! HAHAHA i can't stop laughting!

Ok, i didn't understand it. :)

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#22 stewart

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Posted 21 April 2004 - 02:02 PM

Always glad to spread a little mirth. :rolleyes:
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I'm starting to like the heavy cannon more and more.

#23 SupSuper

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Posted 22 April 2004 - 03:28 AM

i still think that the C language is simpler than the one you "made up" :P
still, i'm amazed how you bothered to redefine most of C's keywords :o

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

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#24 stewart

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Posted 22 April 2004 - 06:55 AM

That's pretty normal for data types; it's for portability reasons. As for say loop structures, I think I was trying to get rid of the squiggles or something. You see at that time my high-level programming had consisted more-or-less of Pascal and Fortran ( I bet you'll see that if you look again)!
Posted Image
I'm starting to like the heavy cannon more and more.

#25 stewart

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Posted 25 October 2006 - 07:20 PM

So the other day, I actually needed a floppy. I grab one out of a drawer. Prudence dictates that you check contents first. HOLY F'EN SHISHE! My source code! I thought it was long lost. The last time I saw it was, like, years ago. Xmas in f'en October; I tell ya.

So of course, in fine programming tradition, 57 files and not one single gawdamm comment to be found. Yes! My source code and I are now spending time together as we rediscover each other . Now, thanks to our good friend Mr. Hatfarm, I can actually think about having it interface with the actual game files.

:FriggenBigSmile:
Posted Image
I'm starting to like the heavy cannon more and more.

#26 kafros

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Posted 26 October 2006 - 12:55 AM

Those floppies are always full of surprises :D

Lucky stewart :)

That means that, after you get to know each other, you'll introduce her (code) to us? :P

#27 stewart

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Posted 26 October 2006 - 11:33 AM

in a manor of speaking have you tried the "alpha" version from the first post?
Posted Image
I'm starting to like the heavy cannon more and more.