Category Archives: News

SVN back to normal

You can safely use the SVN repository again now, it’s all reorganized and restructured and refancied and all that. Check the updated Compiling page if you’re confused about where stuff goes now.

Version 0.1 is here!

Yes, the first properly versioned, properly planned, properly built release is here! With tons more bugfixes and features than before! Still not complete though. But at least there’s a semblance of playability now! What are you waiting for? Go get it!

For those just joining us, here’s a run-down of all the features you can expect in this version:

Geoscape:

  • Fully-controllable globe.
  • Globe details like country borders and names.
  • Day/night effect.
  • Initial base placement.
  • Basic UFO spawning and detection.
  • Craft interception with fuel consumption and basic dogfights.
  • Craft repairing/refuelling/rearming.
  • Funding overview.
  • Monthly funding.
  • Scroll-wheel support.

Basescape:

  • Full base view with facilities.
  • Building new bases with access lift placement.
  • Base information.
  • Base stores.
  • Soldier stats (with randomly generated soldiers).
  • Craft info and equipping.
  • Facility building/removal.
  • Scroll-wheel support.

And here’s some technical notes:

  • You can’t destroy Access Lifts (therefore destroy a base).
  • You can’t minimize dogfights.
  • UFOs are nerfed to make them easier to intercept.
  • Crafts rearming in base don’t use up ammo in base stores. This is to prevent them from running out since you can’t buy more ammo yet.

Current and future developments

So here’s what I’ve been planning:

  • The current goal is to finish up interceptions on the globe. UFO detection, launching craft, sending them to targets, dogfights with UFOs, craft maintenance, etc. Once that’s done I’ll get a new release out, that’ll be v0.1.
  • From that point on, SVN builds are out, stable releases are in. SVN changes too often for me to put out regular releases and most people can compile the latest code themselves. So instead I’m gonna start putting out stable versioned releases like regular projects, with proper packages and installers. I’m gonna try and lay out a roadmap of all the features done and to-be-done and what to expect for each version, although my development tends to be rather random.
  • After v0.1 I’m gonna take some time off “X-Com features” to work on some more low-level engine stuff, prepping up for the future. Cleaning up and improving the code, externalizing stuff like rulesets and strings (this will probably tie into modding and internationalization, more on that later), and maybe setting up some new features like proper Options, resolution scaling, etc.

Bug in SDL_gfx

For those compiling OpenXcom yourselves, there’s a bug in SDL_gfx 2.0.21 and older that causes the globe to be rendered incorrectly, so until a new version is released, you’ll need the latest SDL_gfx SVN to fix it. If you’re using the pre-built Windows dependencies, they’ve been updated for this so just download them again to fix it.