Author Archives: SupSuper

Gentlemen, start your engines!

To celebrate the renewed interesting in XCOM with the new released title, v0.4.5 is coming this week! And we need your help to get us there!

Testers: Test the hell out of those Git builds and make sure no completely horrible serious fatal mind-bending bug sneak past us this time! Remember, the more info you give us about the bug (what you were doing, how to reproduce it, etc), the better chance it has of getting fixed!

Translators: OpenXcom supports a variety of languages, and some new text has been added to 0.4 and 0.4.5 so translations are falling out of date! If you are a native speaker of any of them, please help out by reviewing and updating them, it only takes a few minutes. Here’s a list of out-of-date languages (marked as Incomplete) and recently added text. Feel free to post a new thread if none is available.

Package Maintaners: Let me know if you wanna be contacted when the source for 0.4.5 is ready so you can get all your stuff prepped ahead of time. WARNING: I might add a new dependency. Watch this space.

Everyone Else: Keep anxiously waiting!

Routine update

Work on v0.4.5 is almost completed. We’ve been ironing out the dozens of bug reports we’ve gotten since the last release, fixing all the quirks and even adding some small requests. Thanks for the community for helping us by testing, updating translations, etc. I’ve also been working on some features left incomplete by their contributors like the Ufopaedia:

In the meantime the website is also seeing some changes with a new design being in development, feel free to join the discussion if you’ve got a critical eye. You might’ve also noticed some new links on the left, we’ve set up a Facebook account where we’ll be mirroring updates and screenshots, as well as a dedicated Youtube account where you can find all the official videos as well as community ones around the web. Speaking of which, luke has posted two videos showing off his custom maps for OpenXcom available on the mod site:

X@Com R7: Chryssalids In My Backyard

Today, another interesting X-COM remake project has reached new version. It’s called X@Com and it’s roguelike game. If you haven’t played roguelikes before, maybe it’s good time to start 😉 Like many roguelikes, X@Com uses ascii instead of graphics, so that may scare you – but that shouldn’t prevent you from trying it.

Random generated town

Youtube tour: (switch to hd and fullscreen)

R7 Announcement Post

X@Com Project Site

OpenXcom 0.4 crashes when you finish a research!

Ok got that out of the way. 😛 So here’s what’s going on:

  • Yeah v0.4 was released in a bit of a rush right before I had to head off for a vacation, so a lot of bugs and problems slipped in, most critical one being the crash when you finish a research, but if you avoid that you should be mostly fine. Even worse, GitHub stopped sending me notifications, so I missed a whole bunch of fixes submitted there, sorry about that. 🙁 We’re working on a v0.45 that will fix all the nasties so you don’t have to wait all the way for v0.5, but if that’s not enough for you, you can always just try the latest Git build.
  • This website is old! Dusty! Wrinkly! Web 1.0! So I’m working on something better. If you’ve got suggestions on what’s missing on this website, what you don’t like, what you’d like to see, feel free to throw them at us! Also would you like to see OpenXcom on all those new-fangled social sites like Facebook, Twitter, Youtube, etc? Let us know! I’m too much of an old coot to have any clue about what’s hip and cool and what kids are into these days, you gotta help me out here. 😉
  • Linux! Where did you go? Back when I announced the end of Linux builds, plenty of people were volunteering to do it, where did they all go? I guess most of you are happy compiling it yourselves, but it would still be nice to help get some archives and packages out there in the wild to streamline the process and spread the project around the various distributions (and even other platforms) out there.

Incoming version 0.4!

I think I got overambitious with this version, I tried to put in everything I wanted to and still didn’t have enough time for everything… oh well, there’s always next time. As usual, remember to get rid of any old versions and saves (they won’t work!) and read the Wiki. Screenshots and builds for other platforms will come later.

New features:

  • Basescape:
    • Research screens.
    • Manufacture screens.
    • Soldier improved stats.
    • Tank equipping.
    • Armor equipping.
    • Wound recovery.
  • Geoscape:
    • New globe shading.
    • Craft pathfinding now uses great circles (more accurate).
    • New radar detection formula (more accurate).
    • Terror sites.
    • UFOs of all sizes.
    • Tied research requirements to everything.
    • UFOs in dogfights fight back.
  • Battlescape:
    • Abort screen.
    • Debriefing screen.
    • Battlescape save game.
    • Panicking units.
    • Skill increase and promotions.
    • Ranged based accuracy is now optional (see UFO Extender for details on Ranged Based Accuracy).
    • Minimap.
    • Flying units.
    • Grav lifts.
    • Optional pathfinding preview.
    • Medikits.
    • Laser weapons.
    • Large units.
    • Motion scanner.
    • Alien deployment rules.
    • AI taking cover & throwing grenades.
    • Damage to items.
    • Mind probe.
    • Stun rod.
    • Show/hide battlescape layers button.
    • Rough battlescape artefacts salvaging functionality.
    • Added civilians.
    • Added support for skyranger landing on non 0-level.
    • Added support for multiple craft/ufo maps.
    • Psi Amp.
    • Added support for more alien races.
    • Load Game button.
  • External rulesets.
  • Added entries for most entities in the game.
  • New Battle screen.
  • Options screen.
  • Startup logging.
  • Game icon and logo.
  • 64-bit version.
  • Support for multiple data folders.
  • Support for XDG specification.
  • Support for user soldier name pools.
  • Various new options (see docs).
  • Debug mode.

Bugfixes:

  • Two duplicating ammo bugs.
  • Wrong rocket launcher hand sprite.
  • “Not enough time units” during alien turn.
  • Bug where alien weapons are given to the soldiers.
  • Target mode is canceled when switching unit.
  • Reserve time unit button is reset when starting new turn.
  • Minor drawing glitch visible when walking down the skyranger ramp.
  • Geoscape sidebar didn’t show up on first start on some languages.
  • Bug with line of sight inside UFOs along diagonal walls.
  • Bug with pathfinding inside UFOs along diagonal walls.
  • Aliens not black when in undiscovered terrain.
  • Issue with turn and shoot.
  • Too many reaction fires from autoshot (each shot had a chance of a reaction shot which is wrong).
  • Unit selection arrow showed up during alien turn.
  • Double sliding door didn’t open when walking diagonally.
  • Energy usage not calculated correctly.
  • Missing text in Monthly Report.
  • Ground items showing up in soldier’s hands.
  • Improved interface performance.
  • Bug with seeing through undiscovered floors.
  • Updated the Rank Bonus values used to calculate soldier “value”.
  • Apply changes to the base / soldier name when user presses OK.
  • Incorrect globe zoom levels.
  • Incorrect UI strings.
  • Incorrect colors in Battlescape UI.
  • Crash when starting mission on back side of globe.
  • Endless number of soldiers in Skyranger.
  • Clicking visible enemy units clicks other stuff too.
  • Fixed lazy ground inventory arrangement.
  • Aliens do not suffer from fatal wounds anymore.
  • Improved straight line pathfinding in battlescape.
  • Fixed unable to hit unit on stairs.
  • Fixed drawing hidden object’s outlines.
  • Fixed pistol aiming position.
  • Fixed HWP rank image.
  • Fixed no LOF error issues.
  • Fixed issue where unit stopped walking when not seeing new alien units.
  • Fixed alien reaction shots costing no TUs.
  • Camera centers on selected unit on battlescape start.
  • Fixed battlescape kill counter not working.
  • Fix cursor hiding and scrolling during AI turn
  • Fix camera scrolling into dark infinite and beyond
  • Fix unit FOV calculated before AI reaction shot.
  • Fixed “alien floating error”.
  • Fixed walking under skyranger.
  • Fixed firing XP from explosive ammo.
  • Fixed active weapon display.
  • Fixed issue with dead alien count.
  • Fixed autoshot of HE ammo issue.
  • Save turn number in savegame.
  • Fixed free autoshot ammo.
  • Fixed wrong UI colors.
  • Updated translations.
  • Fixed craft loading bug.
  • Fixed crash with invalid savegames.
  • Fixed savegame list not being sorted.
  • Game no longer crashes if no sound device is available.
  • Crafts that are outside of base no longer show in base view.
  • Fixed globe not redrawing properly sometimes.
  • Fixed various data loading bugs.
  • Sell screen now decreases item quantity.
  • Fixed craft pathing bugs.
  • Fixed bug in command-line parameters.
  • Various performance improvements.
  • Added fallback if no soldier name pools are available.
  • Fixed radar detection.
  • Fixed some bugs in globe.
  • Fixed inventory crash with certain armor types.
  • Fixed crash with loading DOS sounds.
  • Fixed battlescape buttons responding to wrong mouse button.
  • Improved mouse click handling.
  • Fixed Language dialog having wrong height.
  • Game no longer crashes if language isn’t found.
  • Game no longer crashes if User directory is unavailable.
  • Game now shows an error if no languages are available.
  • Fixed various bugs with text strings not fitting.
  • Fixed text caret not always aligning properly.
  • Fixed crash with UI buttons.
  • Fixed Intercept string not always showing correct stats.
  • Fixed colors in Target Info and Items Arriving windows.
  • Fixed various savegame bugs.

Known Issues:

  • There’s no Geoscape AI, alien spawning is completely random.
  • UFOpaedia is incomplete and not tied to research.
  • Dogfights are missing functionality.
  • Not every ingame item is implemented yet.
  • Geoscape sidebar isn’t always translated.

DON’T PANIC!

Oh, did I say July? I meant next July! 😛 I kid, I kid, some technical issues have arisen and I’m working around the clock to get everything finished and patched up in the next days (go look at the Git builds if you are that anxious).

Here are some shots of more stuff coming in v0.4: all UFO sizes and terror sites finally make it to the Geoscape!

OpenXcom Users Map

Our forum has got new feature – member map. It allows to share your location with other forum members. That way we can see where OpenXcom users are located (maybe your neighbor also loves OpenXcom and you don’t know about that? 😉 )

This feature is of course optionally – if you don’t want to share your location (if for example you’re afraid of being abducted by aliens) you don’t have too. Also, this feature is only accessible for registered users.