Author Topic: OpenXcom 1.0  (Read 334 times)

Offline aziza

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OpenXcom 1.0
« on: March 25, 2024, 12:04:37 pm »
OpenXcom 1.0 (13-06-2014) is deleted from official site and not available to download today anymore, so Here is OpenXcom 1.0

openxcom-v1.0-win 4.60MB.exe
openxcom-v1.0-win 7.21MB.exe

1. Works with XCOM 1 only (not with XCOM 2)
2. Need to have DOS version 1.4 or Windows version (CE GOG Steam)
3. Execute openxcom-v1.0-win 4.60MB.exe and choose (new folder for OpenXcom) and (original XCOM folder for copy files from it to new folder)
4. Copy contents of \universal-patch-ufo\ to \Xcom\data\


Difference 1 between \openxcom-v1.0-win32\ and \openxcom-v1.0-win64\ : 19 dll files in the root folder
Difference 2: folder \openxcom-v1.0-win64\ is the same as 721.exe
Difference 3: 460.exe and 721.exe are both x64-installers

Difference 4 between 460.exe and 721.exe are:
\data\Language\22 languages

Differences to X-COM:
SpoilerDifferences to X-COM (OpenXcom)::
-None of these bugs or limits.
-Mouse wheel support.
-Caret for text editing.
-No CPU-based speed (animations play at a constant speed regardless of the computer).
-Mouse input works like modern systems.
-Human-readable savegame format.
-Quicksave/Quickload feature.
-Autosaves and Ironman mode.
-No savegame limit.
-Painless customizability with modular rulesets in human-readable format.
-Full Unicode support.
-Localized in many more languages.
-Take screenshots in-game.
-Standalone "Skirmish" style custom Battlescape mission generator.
-Customizable keyboard shortcuts.
-Native support for in-game music in many different file formats (including OGG, MP3, etc.)
-Customizable display and audio options.
-A built-in and extendable selection of optional display filters.
-Various gameplay options, including XcomUtil and UFO Extender features.
-Corrected erroneous text and descriptions.
-Various UI and quality-of-life enhancements like sliders, scrollbars, etc.
-Since there's no 80 item limit, items in crafts count towards your Base Stores to prevent exploiting infinite storage. This also lets you freely move items between bases and crafts without storage issues.
-Each radar facility contributes to the detection check, so having multiple Small Radar Systems and/or Large Radar Systems does improve your chances. The Hyperwave Decoder still makes all other facilities obsolete though since it has a 100% detection chance.
-The aircraft phase order when returning to base is: Repairing, Rearming, Refueling.
-Purchase/Recruit screens have a column for current storage.
-Aircraft weapons may be unequipped.
-You should hire personal and rent ships at the beginning of a month rather than at the end, because in OpenXcom you pay a salary for those who are in transit, and this includes the ones that you just hired.
-Can cancel out of selecting armor for soldiers.
-Selling aircraft automatically unequips all their contents.
-No gap in Australasia zone.
-Soldiers can be reordered in aircraft.
-Soldier equipment is saved for each soldier and restored as possible before mission.
-Aircraft can be renamed.
-Globe can show radar coverage and flight paths.
-Potential radar coverage will be displayed when placing a new base.
-Aircraft will use proper great circle calculations when travelling so they'll always take the shortest path along the globe.
-Aircraft have better fuel calculation so they will always travel the maximum their fuel supply will allow.
-Night/Day line is dithered slightly.
-UFOPaedia articles regarding Aircraft weapons have flavour text (unused strings existed in the original were implemented).
-Manufactured items can be automatically sold directly, bypassing the stores.
-Can set manufacture to produce infinite items.
-Can jump to a craft from the Intercept screen.
-Can jump to a base from a "X complete" message.
-Objects, fire and smoke keeps animating while walking or scrolling the screen.
-Pathfinding is a different algorithm: it will always find a solution, if there is one, no matter how difficult.
-AI of aliens is more cunning - Impossible to 100% exactly mimic original AI.
-Waypoint-based projectiles have no upward limit on the number of waypoints they may use.
-The inventories of mind controlled, non-terrorist aliens may be accessed.
-Can use special abilities of mind-controlled aliens.
-The limit on units has been removed, allowing 23 or more soldiers to assault alien bases.
-Unit spawning function has been improved - no more large units stuck in walls.
-Units holding two single-handed weapons will have the fact represented on their sprite.
-Soldier sprites will have their hair and skin recolored to represent their race.
-Can cancel out enemy's mind-control with your own.
-"Not enough equipment" screen shows items missing.
-At the end of the mission, ammo from clips is totalled, so you only lose enough clips to match the total ammo used (as opposed to losing any used clip).
-Soldier equipment loadouts are automatically saved.
-Soldier rank and stats accessible from inventory.
-Can load game from Battlescape.
-Right-click opens doors.
-Right-click will cancel a unit's movement, and will cause projectiles to "skip" their flight paths, instantly hitting their target.
-Possibility to use "force fire" when no line of sight is available. (CTRL + Left Mouse Button for firing)
-Tooltips on Battlescape buttons.
Optional features
-While the above differences are hardcoded, there are also various new "non-vanilla" features you can choose to enable, such as gameplay features and keyboard shortcuts. See the Options section for more information.

Download 20 MB
Download removed by moderator. Please do not distribute OpenXcom 1.0.

« Last Edit: March 25, 2024, 02:10:11 pm by Meridian »

Online Yankes

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Re: OpenXcom 1.0
« Reply #1 on: March 25, 2024, 12:23:06 pm »
Please do not use v1.0 as by DECADE old obsolete. Nightly available on main page is only supported version.
Not mentioning forks like OXCE or BrutalAI or FtA.