April 26, 2012 · News

Despite the current engine limitations, some fans are already planning for the future and making mods for OpenXcom in our forums, which I’m sure most of you don’t check (shame on you :P ) so I’d like to highlight some stuff here:

- New Terror Mission Map Blocks

Sick of the same old terror site? Want some variety in your life? Well Luke83 brings us  a pack of brand new map pieces to spice up your terror sites. They’ll even be playable in v0.4!

- Hostile gangs and civilians

Remember all those times you happily blasted civilians out of your way? What if they actually fought back? Luke83 poses a dangerous dilemma for X-Com players everywhere.

- Aliens inventory

What if you could see aliens’ inventory? It… probably wouldn’t be that interesting, but regardless, luke83 has whipped up some inventory graphics just in case.

- New weapon graphics

Not enough weapons for you? Here are some interesting variations made by Chiko.

- HWPs suggestions

Have HWPs gotten too cold and lifeless for you? Do you wish you could make them more personal, change their weapon slots, maybe give them legs? Well Chiko has got you covered.

Note that most of these are just concepts, but they do give us ideas on what to add in the future. What about you, got some interesting ideas? Have you made custom maps, sprites or other mods for X-Com and would like to see them carried over to OpenXcom? We’d love to see what you got and support any fellow modding communities out there, so spread the word and show us what you got. :)

April 1, 2012 · News

Update: April fools! (as if you couldn’t tell) Click here for the original post.

March 17, 2012 · Development

Ok I’ve been staring at this New Post box for hours now trying to come up with something to write about, looking back, going WOW THIS IS REALLY BORING, repeat. It’s really hard to top Nuke Pistol, you know?

But I don’t wanna keep you in the dark. After all, development is still happening. Honest! Look at all those… words! I’ve been getting rid of everything possible in the colossal almighty XcomRuleset.cpp and moving it out to external files. So no more this crap:

However, there’s no telling what I might be breaking as I do this! So, I’d like everyone to specially test the latest ruleset-based code, you know play the game as you would normally, and make sure there’s no regressions (things that worked before but now don’t). If you’d rather have some fun, you can always play with the ruleset and make your own nuke pistols or something… though I’m not held responsible for whatever crazy things you break then. :P

So, what more do I have planned until v0.4? Well just finishing the rulesets, implement mission generation, maybe add in an Options GUI or something, and that’s it! I know I know, this doesn’t sound like much, but think about it… have you looked at the roadmap? We’re over half-way done! Most of the Geoscape, Basescape and Battlescape features are done! We just need to put in all the missing content, the weapons, the aliens, the missions, the scoring, etc. Which is probably still gonna take a while… but whatever, I’m excited! And you should be too!

February 11, 2012 · News

Just a heads-up for all the OpenXcom Windows developers. I’ve restructured the project structure to support both x86 and x64 builds, and updated all the dependencies, so next time you pull the latest code it probably won’t compile until you update everything to match. Make sure to clear out all the old dependencies and built files (bin\, deps\ and obj\ folders) and get the new pre-built dependencies. They include the new SDL 1.2.15, SDL_mixer 1.2.12, SDL_gfx 2.0.23 and yaml-cpp 0.3.0, both for x86 and x64 systems. Everything seems to still work on my end, so let me know if you experience any trouble.

The Eclipse and CodeBlocks projects were also dropped from the codebase  since they were hardly used and changed based on people’s individual configurations. If you use these IDEs I suggest just making your own local project.

Developers for other platforms don’t need to worry as you probably aren’t affected.

February 8, 2012 · News

If there’s anything I’ve proven to myself time and time again, is that I’m not good with Linux. Sure I can install it, use it, maybe play around with a bit if it’s got enough GUIs, but it all reeks of beginner. All I can do is pack an executable in a tarball when there’s a million people out there thet can make fancy packages and distributions and what-not.

So, I’m dropping my Linux testing and binary builds (I don’t think they ever worked anyways).  Instead, I’m welcoming all the Linux enthusiasts to help maintain OpenXcom on their favorite platform of choice. This isn’t a serious commitment, just make sure to test it regularly and let us know of any issues, or even help distribute it by making builds, creating fancy packages or spreading it among your repositories. If it’s good I’ll even place your builds on the Downloads page and credit you.

This doesn’t apply to just Linux though, OpenXcom is a cross-platform project and I love to see it running on new platforms. If you’re good at porting to some esoteric platform or just optimizing for lighter devices, don’t be shy, share your experiences on the forum and help spread OpenXcom everywhere!

Update: There is now a new section on the forums to post and discuss your own builds, and I will try to inform you of upcoming stable releases there. I also welcome you to contribute to the Compiling section on the wiki with instructions for your particular platform/IDE/etc.

December 23, 2011 · News
November 16, 2011 · News

Crisis averted. Also courtesy of Ufopaedia.org, I’ve moved all our documentation to a nice and friendly wiki, so it’s easier for everyone to access and ignore all in one place! And you can add your own helpful information like compiling on obscure platforms and what not. If you’ve got any feedback about it, let me know.

November 14, 2011 · News

Tried to upgrade CPU for better development performance. CPU won’t work. Stuck on my laptop until a replacement arrives. Yay.

November 9, 2011 · News

Sorry about the slowness of updates lately, but as usual, university work is catching up with me and I have to give it all I got.

In the meantime, I’ve put up a poll about Which development tools do you use? on the forums, for those that compile OpenXcom themselves. This will help us decide which platforms/tools to focus on supporting as we develop the project, so please vote honestly.

October 18, 2011 · Development

Here are the other goodies gchevallereau made just for us. :)

[18/10/2011] Manufacture [18/10/2011] Minimap