OpenXcom Version 1.0

The OpenXcom website now offers version 1.0 if OpenXcom, a free open-source X-COM clone, recommending that previous versions be uninstalled before installing the release edition, which requires ownership of X-COM: UFO Defense/UFO: Enemy Unknown to play (thanks Slashdot). Here's a version 1.0 feature trailer and here's word on the goals of the project:
The goal of the project is to bring back the tried and true feel of the original with none of the issues. All the same graphics, sound and gameplay with a brand new codebase written from scratch. This should give it:

  • Fixability: Play the game natively without any need for emulators or fancy hacks, with none of the limitations and bugs that plagued the original. No more 80-item-limit, personnel limits, funding overflows, disconnected facilities, broken proximity grenades, floating soldiers, etc.
  • Moddability: Tweak the game to your heart’s content. Sure the original was pretty good, but maybe you just think it could be that bit better. A nicer base layout, better laser weapons, maybe challenge yourself with a custom game mode, or just put in all the crazy stuff you’ve always wanted! None of it is hardcoded.
  • Flexibility: Port the game to any platform you like, customize it to your liking, or use it to make your own far-fetched remakes. The code is fully documented and open-source so anyone can take a crack at it.

For more details check the Wiki.

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15.
 
Re: OpenXcom Version 1.0
Jun 16, 2014, 14:36
15.
Re: OpenXcom Version 1.0 Jun 16, 2014, 14:36
Jun 16, 2014, 14:36
 
Orogogus wrote on Jun 16, 2014, 12:32:
Mercenar wrote on Jun 16, 2014, 08:30:
But yeah, I know you're gonna tell me we can find those files on the net too (abandonware etc), but just wanted to talk a little =D !

Well, it's on Steam, so it's not abandoned.

It's on Steam AND you can often get the entire set of XCom games for $5 on sale.
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Your choice is clear.
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14.
 
Re: OpenXcom Version 1.0
Jun 16, 2014, 14:32
14.
Re: OpenXcom Version 1.0 Jun 16, 2014, 14:32
Jun 16, 2014, 14:32
 
gsilver wrote on Jun 16, 2014, 02:31:
Without a stun rod in the off-hand to help capture aliens

That's what rookies are for.
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13.
 
Re: OpenXcom Version 1.0
Jun 16, 2014, 12:32
13.
Re: OpenXcom Version 1.0 Jun 16, 2014, 12:32
Jun 16, 2014, 12:32
 
Mercenar wrote on Jun 16, 2014, 08:30:
But yeah, I know you're gonna tell me we can find those files on the net too (abandonware etc), but just wanted to talk a little =D !

Well, it's on Steam, so it's not abandoned.
12.
 
Re: OpenXcom Version 1.0
Jun 16, 2014, 08:30
12.
Re: OpenXcom Version 1.0 Jun 16, 2014, 08:30
Jun 16, 2014, 08:30
 
I remember that I played something like 1 entire month (I was a student and had nothing to do at the times) on UFO and another month on Terror from the deep. Finished both. Awesome but hard games.

I don't have time to test this new thing but it's cool to allow people to play it again with the original assets. I still have the old games... but it's on 1.44 floppies... backups are on colorado tapes... all this prehistoric stuff is somewhere in the basement and 1) I don't have a floppy drive anymore (at home or at work, all machines come with no floppy drive) and my old parallel port colorado tape drive is long dead !

But yeah, I know you're gonna tell me we can find those files on the net too (abandonware etc), but just wanted to talk a little =D !
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11.
 
Re: OpenXcom Version 1.0
Jun 16, 2014, 03:28
11.
Re: OpenXcom Version 1.0 Jun 16, 2014, 03:28
Jun 16, 2014, 03:28
 
Awesome. I've been back to this well a few times in the last 2 decades, but havn't ever had it running the way I want since I threw out my Tie Fighter/X-com box. (486dx2-66) in 2001 or so.

Sound or animations or something was always a little off and dosbox is amazing but far from as good as native. (See Dungeon Keeper on GOG). Will hit this hard.

New Xcom is also great, but it's not the same. Especially with enemy movement/spawning/random levels/destruction.
10.
 
Re: OpenXcom Version 1.0
Jun 16, 2014, 02:31
10.
Re: OpenXcom Version 1.0 Jun 16, 2014, 02:31
Jun 16, 2014, 02:31
 
Dual-wielding was in the original game, and quite important. Without a stun rod in the off-hand to help capture aliens, I'm not sure if I'd have been able to progress.
9.
 
Re: OpenXcom Version 1.0
Jun 16, 2014, 01:52
Dev
9.
Re: OpenXcom Version 1.0 Jun 16, 2014, 01:52
Jun 16, 2014, 01:52
Dev
 
Beamer wrote on Jun 16, 2014, 01:32:
and for some dumb reason dual wielding.
I believe that's only sprite wise. Like in the video showing if you had a pistol in one hand and grenade in other, it shows a proper sprite.
8.
 
Re: OpenXcom Version 1.0
Jun 16, 2014, 01:32
8.
Re: OpenXcom Version 1.0 Jun 16, 2014, 01:32
Jun 16, 2014, 01:32
 
This adds so many wonderful, obvious things, plus the memorial I always wanted most, and for some dumb reason dual wielding.

I'd have killed for this two years ago, but I think the new one successfully supplanted the original for me.
7.
 
Re: OpenXcom Version 1.0
Jun 16, 2014, 01:11
7.
Re: OpenXcom Version 1.0 Jun 16, 2014, 01:11
Jun 16, 2014, 01:11
 
Man. If this just had a new HE graphics engine it would be perfect.
COVID infections: 133M - - - COVID deaths: 3M - - - Death rate: 2%
Vaccines administered: 711M - - - Vaccine deaths: 7 - - - Death rate: 0.00000001%
Your choice is clear.
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6.
 
Re: OpenXcom Version 1.0
Jun 15, 2014, 23:40
6.
Re: OpenXcom Version 1.0 Jun 15, 2014, 23:40
Jun 15, 2014, 23:40
 
Sleeeeepy wrote on Jun 15, 2014, 22:20:
Um yes, that is indeed a link to something kinda related although I'm sure most people reading this are already aware of it.

um thanks for the um comment
5.
 
Re: OpenXcom Version 1.0
Jun 15, 2014, 22:20
5.
Re: OpenXcom Version 1.0 Jun 15, 2014, 22:20
Jun 15, 2014, 22:20
 
They've done a really good job on this, the new stuff is subtle enough but with so much scope for more (if you want to).

harlock wrote on Jun 15, 2014, 19:54:
http://www.xenonauts.com/

Um yes, that is indeed a link to something kinda related although I'm sure most people reading this are already aware of it.
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4.
 
Re: OpenXcom Version 1.0
Jun 15, 2014, 19:54
4.
Re: OpenXcom Version 1.0 Jun 15, 2014, 19:54
Jun 15, 2014, 19:54
3.
 
Re: OpenXcom Version 1.0
Jun 15, 2014, 19:51
3.
Re: OpenXcom Version 1.0 Jun 15, 2014, 19:51
Jun 15, 2014, 19:51
 
One of the few PC games I never get tired of, and that's not just waxing nostalgic. It's great, timeless game, and OpenXcom makes it even better.
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2.
 
Re: OpenXcom Version 1.0
Jun 15, 2014, 17:58
Tom
2.
Re: OpenXcom Version 1.0 Jun 15, 2014, 17:58
Jun 15, 2014, 17:58
Tom
 
Diggin' that epic soundtrack. What a great fit.
1.
 
Re: OpenXcom Version 1.0
Jun 15, 2014, 17:32
1.
Re: OpenXcom Version 1.0 Jun 15, 2014, 17:32
Jun 15, 2014, 17:32
 
Pretty cool! Don't do like I did and use ALT-ENTER to go full screen though. Use the options menu in game to set it. Now to find my old X-com manual...
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