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.
Category Archives: News
SVN being overhauled
The SVN repository is currently being completely restructured. Checkouts might take a long time and require a lot of tries. Code might break. Things might explode. This is all normal, please stay calm.
Website update!
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.
The exciting world of coding!
Figured I’d try something different for a change. Projects often post videos of how they get their work done, so I decided to use the same formula. Recorded a video of me programming, sped it up, put in some metal music, and voil
Comments are fixed
And nobody told me they broke, I was starting to feel lonely. 😛
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.