OpenXcom Forum
OpenXcom => Open Feedback => Topic started by: michal on December 02, 2011, 01:19:05 pm
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Is there chance for that? ;)
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According to Daiky (https://openxcom.org/forum/index.php/topic,87.msg2590.html#msg2590), there are hopes for this:
I'm planning to implement the medikit, motion scanner and proximity grenade this month, so if all goes well, the battlescape 0.4 is ready before end of year, as promised.
I'm hoping to get a 0.4 beta sneakpreview video on youtube around christmas.
Or is this a "we want 0.4 this year please" kind of thread? 8)
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But there are also other things beside battlescape. I'm not sure if research & manufacture are finished yet?
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Will there some news or a formal procedure about custom bitmap fonts creation for ver 4.0?
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But there are also other things beside battlescape. I'm not sure if research & manufacture are finished yet?
They are finshed, but they depend on other parts which still aren't ready. For example, after a ufo mission, alien items aren't added to your base inventory, so you can't research those items(alien alloy, ...). Another example is the laser weapons. You can research and produce laser pistol/rifle, but you can't equip your craft with them. And even if you do(by editing a savegame for example), they aren't fully usable on battlescape(limited ammo).
I already have fixed the second one, but I don't think that Daiky hadn't have time to review it.
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I already have fixed the second one, but I don't think that Daiky hadn't have time to review it.
I think I forgot, where do you have this fix?
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The branch here: https://github.com/gchevallereau/OpenXcom/tree/unlimited_ammos
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Looking at your branch very quickly in between work.
You actually load the weapon with an ammo item of a new class "NoAmmoItem"?
I personally had an idea of setting the ammo item pointer to the weaponitem itself, but it might give other problems.
Also did you try what happens if you want to unload the ammo out of a laser weapon? :)
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You actually load the weapon with an ammo item of a new class "NoAmmoItem"?
Yes it seems to be the easiest way.
Also did you try what happens if you want to unload the ammo out of a laser weapon?
No, it was just a quick hack to have laser weapons working in the battlescape. But it should be easy to forbid unload if weapons has unlimmited ammo
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Hopefully my forced coding hiatus will end by next week, we'll see how much I can still get done this year.
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Great :)
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the 0.4 preview video is there, motion scanner is for next week...
>Hope to see SupSuper back in action next week too :)
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Maybe we need to adjust our hopes with SupSuper busy with university :) 0.4 end of summer 2012?
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0.4 before / on easter? ;)
If so, somebody should implement some easter egg ;) Chickens instead of sectoids or smth ;)
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0.4 before / on easter? ;)
If so, somebody should implement some easter egg ;) Chickens instead of sectoids or smth ;)
It's hard to sneak easter eggs when the code is public. :P
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It's hard to sneak easter eggs when the code is public. :P
There are some pre-compiled git builds...
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Can we have ver 0.4 stable this Autumn? Is there any feature still far from finish?
Roadmap Version 0.4
Research
Manufacture
Geoscape AI phase 1 (missions and UFO spawning)
Battlescape:
Battlescape debriefing, scores, experience and skill ups
Large units and other alien units
Special items phase 1 (medi-kit, motion sensor, proximity grenade & electroflare)
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Last thing I heard from SupSuper is that 0.4 would be released May 2012 :-)
For me, the sooner the better, so I can finish the battlescape (stun weapons, psi-amp, mind probe, get all alien units in, alien base & mars mission, finish the AI)
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I see. Daiky, thanks for your information.
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Yeah, it would be great ;) We should start some funding campaign to sponsor beer and pizza for Supsuper & Daiky, so they could code more often ;)
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Well, my contribution should cover a pizza and some beer, so... code on!
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Max 8 days for 0.4 ;) How many new features will get in?
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Guess that we will get something like this:
Research
Manufacture
Geoscape AI phase 1 (missions and UFO spawning)
Battlescape:
Battlescape debriefing, scores, experience and skill ups
Large units and other alien units
Special items phase 1 (medi-kit, motion sensor, proximity grenade & electroflare)
Or at least I hope so.
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I'm not so sure about the Geoscape AI phase 1. UFOs don't have missions yet. There are just 3 ufo types that can spawn and they travel a bit at random.
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I was afraid there were random. Still, we have plenty of new things :)
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Daiky, are there any floaters on board or maybe even more aliens? :)
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floaters are in the game already a while, but they are not spawned. It's the geoscape that decides what race to spawn and it's fixed to sectoid. I could implement some randomisation to spawn others, but I'm too
lazy ehm busy. Yes. I'm busy :p
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I thought pmprog implementing other races.
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But they will be in the 0.4, won't they?
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I'm not so sure about the Geoscape AI phase 1. UFOs don't have missions yet. There are just 3 ufo types that can spawn and they travel a bit at random.
This is in the roadmap of 4.0, isn't it?
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This is in the roadmap of 4.0, isn't it?
It was, but externalizing kinda took up the whole schedule. Worse comes to worse, I'll just adjust the randomization so you get all UFO types and terror sites. It's still fully random, but most people can't tell the difference. ;)
In any case there will be a feature coming so people can play around with all the Battlescape features without that pesky outdated Geoscape getting in the way...
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This new is great. Thanks.
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Today? ;)
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No, he is talking about July 2013. ;D
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"OpenXcom v0.4 will be coming out this July!"
Luckily, no ;)
SupSuper, hurry ;)
Guys, champagne and fireworks ready? ;)
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Yep, everything's ready :D.
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I'm ready too. Well, I didn't finish everything on my todo-list for this month, but I decided to keep some for release 0.5 :p
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Hmm, he didn't specify which time zone :p It's August 2012 in my time zone now... *hopes*
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maybe he is adding the finishing touches to something really special , or maybe he forgot :P
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Still no runtime debug log?? too bad.
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DON'T PANIC! ;)
Some nasty bugs are popping up and I'm working around the clock to get it all sorted. Boy, it's like I have a real job. :P The lesson here is simple problems don't always have simple solutions.
Still no runtime debug log?? too bad.
What do you mean? A logging feature? I'll probably just add log4cxx after this but right now I don't wanna play around with more dependencies.
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What dependency are you talking about? simple text logging with levels is one short cpp file! O_o
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If I'm gonna have logging I'd rather do it properly and use a real library instead of just hacking up more std::cout's. I hear they do cool things like line numbers and stack traces in runtime and all that jazz. :)
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If they can do stack trace on exception - I agree :)
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Boy, it's like I have a real job. :P
Without payment :P
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Without payment :P
On the other side: in a real job if you overrun a release date, it usually comes with big fines the company needs to pay the customer for each day you are late. (at least it's like that at my job)
So that's an advantage :p
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On the other side: in a real job if you overrun a release date, it usually comes with big fines the company needs to pay the customer for each day you are late. (at least it's like that at my job)
So that's an advantage :p
Well... Look at the Valve Time (https://developer.valvesoftware.com/wiki/Valve_Time) phenomenon. And as far as I know, they've never had trouble with prices :P
Have you seen the kickstarter thread (https://openxcom.org/forum/index.php/topic,424.msg3585.html#msg3585)? Maybe if openxcom gets support... It could be paid much better. Sadly theres the need to have the original game (data), so it probably won't get THAT big support.
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Kickstarter is probably impossible for OpenXcom. First, you need to live in Usa, second it requires data from original game. Also doing good kickstarter is hard - you need to organize everything, spend money on prizes, etc.
If some user here is millionaire or rich enough, he should drop couple thousands $ for Daiky (so he could leave his job ;)) and for SupSuper - so they could both work fulltime on OpenXcom ;)
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How would Kickstarter work for FOSS anyways? :P
Anyways, watch this space... (https://github.com/SupSuper/OpenXcom/commits/master)
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Thanks forproviding access to debug mode.
I am happy to seeļ¼
- Geoscape now spawns any UFO size.
- Added all UFO map data.
- Geoscape now spawns terror sites.
Thanks !
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Wow, lot of stuff :) How many parts left? ;)
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0.4 part 2 commit has been pushed. I sense 0.4 release is near ;)
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And it happened :D
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Congratulations to everyone! ;D