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Rectifying This Project


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#1 Kratos

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Posted 21 January 2007 - 07:24 PM

As most of us already know, this project's progress has came to a screeching halt when our project leader, Serge, became absent. I believe it is time we get the wheels going again. Even if I have to program everything myself.

Now I need to catch up from our latest development requests and start-ups (new units, maps, features, etc.). Please inform me and each other, fellow developers, of what our goals are once again.

#2 nachtwolf

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Posted 21 January 2007 - 11:46 PM

Hello, how are you guys, need a hand?

Honestly I stopped working on the game right after 1063.
My client got totally unstable at this point and I wasn't able to recompile a working version.
I guess I was trying to code something too large for me. <_<

Well, good to see a rebirth of interest!

I've got some time, and some energy (hopefully), let's rock this game!

Edited by nachtwolf, 21 January 2007 - 11:47 PM.

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#3 Raptor29

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Posted 22 January 2007 - 01:10 AM

I am excited that there is interest, for I am interested, but <_< I know nothing about programming sorry. I wish I could help, maybe I could tell a few of my computer science major friends about it.

I guess this post like asking the Justice league to Assemble or something

(by the way I am new to the forums, but is there a second in command besides serge? That can help oversee the project whenever he takes a long leave)

Edited by Raptor29, 22 January 2007 - 01:23 AM.

- Faith is the only thing that can cross the "gaps" or inconsistancies that exsist in logic-

#4 Oldtype

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Posted 26 January 2007 - 07:40 AM

I would like to help with such an effort, but I have no time to do any actual coding right now.
I read a lot of source, but I fail to grasp some details of the current engine. That is the biggest problem right now I think, the only person who realy knows what is going on in there is Serge.
So the things to do would be:
1. Document the code.
2. Understand what is going on.
3. Make a plan how to fix things.

#5 Sporb

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Posted 26 January 2007 - 05:03 PM

im keen to get back into it. Ive a fully completed weapon set that utilizes alot of new features ready but the games hasn't been updated in months

#6 Serge

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Posted 27 January 2007 - 05:33 PM

I would like to help with such an effort, but I have no time to do any actual coding right now.
I read a lot of source, but I fail to grasp some details of the current engine. That is the biggest problem right now I think, the only person who realy knows what is going on in there is Serge.

Well, that's not such a big problem really. A number of people (including myself) managed to start working with these sources somehow :)

So the things to do would be:
1. Document the code.
2. Understand what is going on.

I propose starting with existing documentation and prepare a list of things that are not quite clear. I can provide some help with documenting sources, but If I get some more specific questions, it will be easier to answer them.

3. Make a plan how to fix things.

That's a good idea. Maybe it is worth taking a look into bugtracker, browse the list of issues and select some of them to work on first.
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#7 Serge

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Posted 27 January 2007 - 05:35 PM

im keen to get back into it. Ive a fully completed weapon set that utilizes alot of new features ready but the games hasn't been updated in months

If you think this weapon set is end-users ready, we can build an updated version in no time :) If you need some extra features in the engine which do not require much work to do, they probably can be implemented as well.
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#8 Sporb

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Posted 27 January 2007 - 06:52 PM

Cool! heres the Weapon set. Re-balanced and ready for public release again. With any luck all the balancing will mean the next updates will purely be added functionality.

As for features, theres tonnes id like added but they probably aren't easily done nor particularly necessary.

EDIT: The images are compressed as best as Ken Silverman's compressing tool can go, but there are substantially more than there used to be.

Edited by Sporb, 27 January 2007 - 06:53 PM.


#9 Northen Wolf

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Posted 28 January 2007 - 05:49 AM

I'm here too althru i don't post i sometimes find myself some time to play ufo2k and if i can do anything (with my no-programmer skills [know only basic of HTML] and crappy english and even crappyer estonian) I'd like to help...

#10 Blood Angel

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Posted 28 January 2007 - 09:03 AM

Need a smart-alec with little skill and a lot of heart?

Present.

#11 Raptor29

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Posted 28 January 2007 - 12:01 PM

I was thing, this is from a new guy's perspective, to give the readers an update on the main site just a bit, to explain that sure we are still in progress, just a slow one folks. Even that every once in a while sparks interest. For I still have no Idea how far you guys are or how far you've come. All I know is, o0o0o0o looks shinny, and combat is cool.
- Faith is the only thing that can cross the "gaps" or inconsistancies that exsist in logic-

#12 Serge

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Posted 28 January 2007 - 05:27 PM

Cool! heres the Weapon set. Re-balanced and ready for public release again. With any luck all the balancing will mean the next updates will purely be added functionality.

As for features, theres tonnes id like added but they probably aren't easily done nor particularly necessary.

EDIT: The images are compressed as best as Ken Silverman's compressing tool can go, but there are substantially more than there used to be.

Just to clarify our plans. I will take this weaponset, drop 'thumbs.db' files, compress png files with optipng (it provides some nice size optimization, with no quality loss of course) and build a new ufo2000 package with it. Right? It may require a version bump though as primary weaponset upgrade will make it incompatible with the previous version. We have several options here:
* Do not replace 'ufo2000 weapons' but add new weapons as a new set (so compatibility will not be broken and the users will have an option to use either old set or the new one)
* Build this updated version with a new tag, not 'beta', but something else
* Just replace weapons and force everyone to upgrade (not a good option)

Thoughts?
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#13 Sporb

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Posted 28 January 2007 - 06:22 PM

damn, i forgot about Thumbs.db. Forcing people to upgrade isn't my first choice but a message on the server saying a new version is available would be Handy.

I favor a new Tag since the weapon set now contains the old weapon set layout as a separate set (stats are different mind). The new balances are mostly thing suggested by players and various people on the forums also, so its a combination fix of all the little niggles that people had with it.

Perhaps it could be released with a tag like "UFO2K Beta RC : testers required"?

One other thing while i remember is Custom SFX support. Not vital to the game but would allow us to segregate the Xcom / ufo2k data even furthur and finally allow us to use new gun sounds :D

#14 Northen Wolf

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Posted 28 January 2007 - 10:00 PM

The Testing idea is great :D

#15 Raptor29

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Posted 29 January 2007 - 01:07 AM

Wow, I don't know what this means but it sounds cool. B) I think this means new toys, or something, that and I like the Idea of indepence from xcom! :D

Edited by Raptor29, 29 January 2007 - 01:13 AM.

- Faith is the only thing that can cross the "gaps" or inconsistancies that exsist in logic-

#16 Oldtype

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Posted 29 January 2007 - 09:56 AM

What is the status on replacing all the artwork anyway?
I know we have a basic tileset and weaponsets. But what about units and sound?

#17 Guest_Azrael_*

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Posted 29 January 2007 - 11:22 AM

Good to see UFO2000 waking up from its slumber :)

#18 Northen Wolf

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Posted 29 January 2007 - 11:31 AM

1)Can(could?) we help, creating tiles or art ?
2) simple Wiki like UFO:Ai would be nice :D
3) U rock :D Just throw some simpler things for group of volonteers (sorry if typod word) to do....

#19 Blood Angel

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Posted 29 January 2007 - 03:24 PM

UFO awakes and I for one am pleased.

I think at this point it may be an idea to start afresh. The current betas are many, varied, and overlapping. Perhaps it might be a good idea to acknowledge a new stable version, something like 0.8?

#20 Northen Wolf

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Posted 29 January 2007 - 09:44 PM

Many players perfer using the version they have and not-to update... Now maybe some auto up-dater would be good idea? Then again.....

Also a new tileset would be nice(non x-com graphic) and cut down some of the old weapons - that are never used ....

#21 Sporb

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Posted 29 January 2007 - 10:02 PM

All weapons in the sets are used. Various players favor different setups to maximize their strategies. As of this point in time, theres a 'Moon base' terrain From Nappes and a 'Virtual Terrain' from myself as external sources for maps and such. New maps wont be coming as fast as we'd like either since the Map Editor suite developed by Nachtwolf is limited for the moment (still under development).

Edited by Sporb, 29 January 2007 - 10:07 PM.


#22 Raptor29

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Posted 30 January 2007 - 02:28 PM

Whoa did you just say map editor? I love toying around with map editors and such. I don't know If I could create geneous stuff, but it sounds fun and worth a try.
- Faith is the only thing that can cross the "gaps" or inconsistancies that exsist in logic-

#23 Serge

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Posted 31 January 2007 - 01:01 AM

I think at this point it may be an idea to start afresh. The current betas are many, varied, and overlapping.

Are they? My impression that only the latest 0.7.1062 beta survived :)

Perhaps it might be a good idea to acknowledge a new stable version, something like 0.8?

Perhaps. It would be a good idea to have a look at crash reports statistics collected up to this moment, fix the bugs that are easy to identify from it, extend error reporting with a bit more details for the bugs which are obscure (crc errors), so that we would be able to identify and fix them after another bunch of statistics gets collected. I think I will try to do this new updated build with a new tag on the coming weekend (and include an updated weapon set into it as well), so everyone who is interested, will be able to test it, while current beta players will not have to upgrade.
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#24 Sporb

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Posted 31 January 2007 - 03:10 AM

Agreed with Serge. I also think it would be wise to wait until the UI is implemented before a new version

#25 Raptor29

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Posted 02 February 2007 - 02:57 PM

True, there are alot of aspects to take into consideration

Edited by Raptor29, 02 February 2007 - 02:58 PM.

- Faith is the only thing that can cross the "gaps" or inconsistancies that exsist in logic-

#26 Sporb

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Posted 02 February 2007 - 08:14 PM

the stuff that needs done in order of importance before a new stable is (in my opinion of course):

Fix the new CRC errors and things
Xcom unit Silhouettes implemented (so we get alien inv pics and things again)
Finish implementing Unit API
Better User Interface
Fix the weird extra map problem we have with moonbase + virtual
External sound FX

might be an idea to get a poll going?

#27 nachtwolf

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Posted 03 February 2007 - 12:58 PM

Good news everyone, my build is debbugged.

ATM I will continue rebuilding the menu's GUI to the new GUI skinning system.

Then I will move to what made my build crash and hang all over in the first place : soldiers with weapon firing animations. That means the gun will rotate and sprites can be used. This had already been discussed and I found the idea great.

Stay tuned for a SVN update :D

There's a lot of stuff up there on Mantis. have a look!

http://ufo2000.xcomu...ll_bug_page.php

Sporb, we got to work on some "muddy" terrain too. It's worth it, remember ;)

Edited by nachtwolf, 03 February 2007 - 01:01 PM.

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#28 Blood Angel

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Posted 03 February 2007 - 01:15 PM

Fix the weird extra map problem we have with moonbase + virtual


Is Virtual bundled with x.1062?

#29 nachtwolf

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Posted 03 February 2007 - 02:40 PM

Is Virtual bundled with x.1062?


No, but it can be.



Okay, I got the mainmenu GUI working and set. except for colors and stuff at the moment.

An update should come pretty soon!

EDIT : SVN version is now 1064, with the almighty new mainmenu!

I declare this project officially risen from the dead!
:cheers:

Edited by nachtwolf, 03 February 2007 - 02:57 PM.

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#30 Sporb

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Posted 03 February 2007 - 06:11 PM


Fix the weird extra map problem we have with moonbase + virtual


Is Virtual bundled with x.1062?


At the moment it cant be added so long as moonbase is packaged. The two simpley wont play ball together for some unknown reason. A fair few people have had horrible crashs when the two are introduced. I myself have had crashs on one version and not on another so ive no idea whats going on :~

Edited by Sporb, 03 February 2007 - 06:14 PM.


#31 Jezulkim

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Posted 03 February 2007 - 08:11 PM

I declare this project officially risen from the dead!
:cheers:

Thanks! Have a cookie :D
That's my team in my avatar!

#32 nachtwolf

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Posted 05 February 2007 - 05:56 PM

Replays should be fixed.

Revision 1065
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#33 Northen Wolf

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Posted 05 February 2007 - 09:57 PM

How far is the map editor?

#34 nachtwolf

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Posted 05 February 2007 - 10:19 PM

How far is the map editor?


I'll probably finish my new standard tileset and terrain for city (collaboration with Hobbes).
And chances are the editor will be updated at the same time.
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#35 Longshot

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Posted 05 February 2007 - 10:51 PM

I declare this project officially risen from the dead!


<Longshot> *Does a little dance, makes a little love, get's down tonight!*












*If you know what I'm talking about you are very old.

Edited by Longshot, 05 February 2007 - 10:52 PM.


#36 JFarceur

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Posted 06 February 2007 - 07:18 AM

I declare this project officially risen from the dead!


Great !

<Longshot> *Does a little dance, makes a little love, get's down tonight!*
*If you know what I'm talking about you are very old.


Sounds like an horrible old song.

#37 Raptor29

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Posted 06 February 2007 - 01:17 PM

WoW that is a long bug tracker page, that is amazing!!!
I didn't know that much work went into it. OMG
Thanks for the link to the mantis page, I think organization is key to any project. =b
Good Job everyone ^_^
- Faith is the only thing that can cross the "gaps" or inconsistancies that exsist in logic-

#38 Serge

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Posted 17 February 2007 - 04:13 PM

One other thing while i remember is Custom SFX support. Not vital to the game but would allow us to segregate the Xcom / ufo2k data even furthur and finally allow us to use new gun sounds :D

It is good that you reminded about this issue. We need to find some free sound effects in .wav format and add them to the ufo2000 weapon set to make it complete. Instructions describing addition of custom sound effects to the weapon sets are available here: http://www.xcomufo.c...topic=242024987

An important notice, if using some thirdparty sound samples, they should be completely free, but not just 'free for personal use' or something like this (as distributing the game on the net can't be considered 'personal use' and needs less restrictive permission).
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#39 Silver Fox

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Posted 19 February 2007 - 11:50 AM

To all concerned, i would like to offer my help if needed.

Im a drum & bass/dance musician (under a different name) with a number of releases under my belt and also a fan of the original Xcom series of games. If you would like help with scoring or sound fx then please feel free to drop me a private message or an email so i can give an example of my work and possible use. Many thanks.

Edited by Silver Fox, 19 February 2007 - 11:51 AM.


#40 JFarceur

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Posted 19 February 2007 - 04:36 PM

Note : I just ran the installer, and I selected all the Readme (6 languages). In the start menu, only the english, german and spanish had shortcuts.

#41 JoeJoe

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Posted 19 February 2007 - 09:07 PM

I love UFO2k and im glad its going again!!!!!!!!! =b






Just an idea::

Maybe we should organize into teams or groups who will have a specific objective.

#42 Blood Angel

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Posted 23 February 2007 - 11:27 AM

You mean Xenocide stylee?

#43 Oldtype

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Posted 23 February 2007 - 12:44 PM

Just an idea::

Maybe we should organize into teams or groups who will have a specific objective.

I do not think there are enough people for that to make sense or be possible.
mmhh maybe we could have one leaderguy for each objective who says what goes, but I think that is the way it is done anyway, kind of.

#44 Raptor29

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Posted 24 February 2007 - 03:12 AM

Well... from what I have gathered Serge is the leader the commander, Blood Angel is the Page (for those of you not familliar he keeps records, and makes sure of business) I have no I dea the roll of Kratos or others, but I know that if Serge is absent there is not that many who are crazy enough to take his spot in command. For few to none can ever sit in the commander's seat.
- Faith is the only thing that can cross the "gaps" or inconsistancies that exsist in logic-

#45 Blood Angel

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Posted 24 February 2007 - 10:51 AM

I am a page? Cool. Kratos is some kind of legend, Sporb is a mapping and spriting genius and there is actually nothing that nappes can't do.

#46 nachtwolf

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Posted 24 February 2007 - 01:32 PM

What about your little dedicated busy programming alchemist?
...which feels a bit too lonely in his lab at the moment...
...you know... I exist...
:boohoo:

We need programmers!!
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#47 Blood Angel

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Posted 24 February 2007 - 02:00 PM

Oh yeah, him.

#48 Sporb

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Posted 24 February 2007 - 10:37 PM

What about your little dedicated busy programming alchemist?
...which feels a bit too lonely in his lab at the moment...
...you know... I exist...
:boohoo:

We need programmers!!


Do not despair, you are the only man for the job Bar Serge. nigh but one man can deliver us from the horrors of no map-editors: (Batman theme plays) Nuh nuh nuh nuh nuh nuh NACHTWOLF

#49 Raptor29

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Posted 25 February 2007 - 03:21 AM

Well then, I now know of some pretty cool cats who have devoted time to this game; for example Kratos, Sporb, nappes, Blood Angel, nachtwolf (which seems to be doing something secret and great *map editor/other things*), #1 Serge, and others whom I have yet to know. (once again I am new here and haven't gotten to learn of everyone involved).

I must say you have all done a good Jorb
- Faith is the only thing that can cross the "gaps" or inconsistancies that exsist in logic-

#50 Serge

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Posted 28 February 2007 - 12:47 AM

Do not despair, you are the only man for the job Bar Serge. nigh but one man can deliver us from the horrors of no map-editors: (Batman theme plays) Nuh nuh nuh nuh nuh nuh NACHTWOLF

Actually I think that nachtwolf is better suited for game development than me. I'm totally helpless when it comes to graphics. Maybe it is time to make way for the new developers, appears that I don't have as much free time now as I used to have a few years ago. I'm really glad that ufo2000 development was resumed as I did not feel well about abandoning the project. But I still can help with bughunting, porting to various systems and alien AI implementation.
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