aliens

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - michal

Pages: 1 ... 3 4 [5] 6
61
Open Feedback / OpenXcom git builds for windows
« on: January 03, 2011, 07:50:59 pm »
Hello,

If you want to check latest development of OpenXcom and can't compile it by yourself, you can download most recent git builds from here:

https://openxcom.ninex.info/git_builds/

Beware, those builds can be unstable and non-working.

62
Suggestions / Android port ?
« on: December 29, 2010, 09:59:31 am »
Someone on The Something Awful Forums ( https://forums.somethingawful.com/showthread.php?threadid=3358075&userid=0&perpage=40&pagenumber=5#post386194724 ) suggested android port.

He posted link to sdl port for android:

https://www.anddev.org/code-snippets-for-android-f33/sdl-port-for-android-sdk-ndk-1-6-t9218.html

I'm posting it here in case someone would want (and has android device) to try porting it ;)

63
Offtopic / SDL 1.2 to 1.3 Migration Guide
« on: November 16, 2010, 02:18:41 pm »
Nice article (and fresh, from 2010-11-14):

https://wiki.libsdl.org/moin.cgi/MigrationGuide

64
Programming / Fps counter patch
« on: October 30, 2010, 09:49:33 am »
Hello,

This is patch which shows fps counter in upper left corner of the screen. You can enable / disable it with F12 key. It's disabled by default.
Patch was created from src directory.

Btw, last time i programmed in c/c++ couple of years ago. And even then i didn't code much in it, so this can be buggy ;)

Also, i'm not sure if it shows correct results.

My results (ubuntu linux, Intel(R) Pentium(R) Dual  CPU  T2370  @ 1.73GHz) at 640 x 400:

Main menu: 150 - 160
Geoscape (doing nothing): 110 - 120
Geoscape (rotating on min zoom): 60 - 90
Geoscape (rotating on max zoom): 50 - 70
Battlescape (doing nothing): 140 - 150
Battlescape (scrolling): 135 - 140

65
Work In Progress / Battlescape in high resolution
« on: October 25, 2010, 06:50:34 pm »
I was curious how battlescape will look in higher resolution ;)



66
Programming / Makefile fix for r165
« on: October 21, 2010, 02:17:01 pm »

In Makefile (most probably Makefile.dingoo too)

line
Quote
SRCS = $(wildcard *.cpp)

needs change to:

Quote
SRCS = $(wildcard *.cpp */*.cpp)

Because now it only compiles main.cpp :)

67
Offtopic / Introduce yourself
« on: October 19, 2010, 11:34:59 am »
I thought that such thread could be nice ;) For new members, who would like to say hello :)

68
Open Feedback / Congratulations for 0.1 release
« on: October 18, 2010, 07:58:27 am »
My congratulations for SupSuper and others, who were hunting bugs and helping with fixing them. You guys are doing great work with OpenXcom project. I'm glad that 0.1 was released. It's important step, especially at such early phase of project. I hope that you will keep doing great job and in couple of months (or maybe sooner ;) ) we will see 0.2 release (with Daiky's battlescape i hope :) ).

69
Offtopic / X-COM: Origin
« on: October 10, 2010, 10:34:48 am »
This is yet another new x-com remake project. This time it's being made in unreal development kit.

They don't have official page yet. They have released some videos(tech demos) on youtube:
https://www.youtube.com/user/H2OXCOM#g/u

They also have a forum:
https://forum.xcomorigin.com/

70
Open Feedback / OpenXcom IRC Channel
« on: August 24, 2010, 08:57:48 pm »
Wanna talk about OpenXcom?

Join #openxcom at irc.freenode.com

Or enter webchat by clicking this link:
https://webchat.freenode.net/?channels=openxcom

72
Offtopic / Show your project
« on: August 15, 2010, 08:20:27 pm »
I suspect that there can be many ppl here which made some x-com related project. So, let's show that project to everyone - don't be shy ;)

I've created extractor program for Ufo: tts which extracts data (gfx, sound) from original game and save them under better format (like bmp) with some rescaling, rearranging etc.

Edit:

Show also your non x-com related projects :)

73
Offtopic / Daiky's x-com project
« on: August 13, 2010, 09:17:33 pm »
Hello,

In another thread Daiky has written:
Quote
Hi, I found this project because I wanted to put my UFO xcom remake sourcode also open for public under the projectname OpenXCom Smiley
The funny thing is, I got most of the battlescape stuff done, but have nothing on the geoscape side. (The battlescape starts just by loading a battlescape savegame)
I've now downloaded your geoscape code, and I'm looking if I can combine both in one project... it will not be so easy because I did not use GPL but a game engine called Irrlicht, so there's some conversion to do... I don't know if it even will ever work, but it's worth the try.


Best regards,
Daiky

This sounds interesting, could you tell more about your project? I'm interested especially in Irrlicht - Does it mean that battlescape is in 3d? So, you used 3d models, textures, etc?

74
Open Feedback / IRC Channel
« on: August 08, 2010, 06:28:14 pm »
Hello,

Many open source project are using irc channels. Does openxcom need it? Can it bring something good to openxcom? What do you think?

75
Programming / Need help with sound files?
« on: July 03, 2010, 07:57:21 am »
Hello, you've written:
Quote
- Looking into implementing sound effects, they make the game more lively, and they're one of the more advanced game formats I need to look into eventually.

First some theory: https://www.ufopaedia.org/index.php?title=SOUND

Actually this cat format is very simple. I've written an extractor program for ufo:tts, part of it's functionality is to read this file (it works for CE version of ufo) and save wavs:

Code: [Select]
   @Override
    public void convert() throws Exception
    {
        int file[] = Utils.readFile(srcFile, 1);
        int offset = Utils.readInt(file, this.objIndex * 8, 4);
        int length = Utils.readInt(file, this.objIndex * 8 + 4, 4);

        File f = new File(dstFile);
        f.getParentFile().mkdirs();

        Utils.saveFile(dstFile, file, offset + 3, length);
    }

Basically, every cat file is made of multiple wav files. You need to know offset and length of every wav - those are stored in header - two 4 bytes integers for every object (sound in this case). After that you can simply read length bytes from offset.

As you see i've added +3 to offset. Now, i don't remember why :P Maybe there were some garbage at those 3 bytes.

In CE version those wavs contain headers, in dos versions they probably don't.

Pages: 1 ... 3 4 [5] 6