[GAMES] OpenXcom

Moderators: odroid, meveric, mdrjr

[GAMES] OpenXcom

Unread postby meveric » Fri May 24, 2013 5:03 pm

Hello together,

just stumbled over another nice project which works just fine on ODROID

Image Image Image

OpenXcom is a remake of the old X-Com series (UFO - Enemy Unknown / X-COM: UFO Defence).

It provides:
  • different resolutions
  • fullscreen and window mode
  • different shaders
  • some nice bonus options that were not in the original games
  • and a couple more features.

As usual i attache my build-scrips (it was made for Ubunut 12.04 and may not run like this on 13.04 since some of the dependencies might have different version/names)
build_openxcom.sh.zip
building script
(1.1 KiB) Downloaded 171 times


Please note that OpenXcom requires yaml-cpp which comes not with Ubuntu 12.04 so i had to compile that myself and added that to the build script.

Please also note, that you need the original game files together with some music files (music can be found here http://xcom-sounds.atw.hu/) so make sure you have everything you need.

=====================================

The game runs on SDL but also compiles against OpenGL for different shaders.
I haven't looked into it, but since OpenGL is only used for shaders, i believe it should be easy to add OpenGL ES and OpenGL ES Shaders as well, but that's not my field of expertise.

=====================================

If you don't want to compile yourself PM me with your mail address and i can send you the already compiled files you need (a little over 2MB)

Update 1:
Added the .deb package so you can download and install the game without going through all the compiling issue ;)
Code: Select all
wget http://oph.mdrjr.net/meveric/repository/openxcom-odroid_0.9-1_armhf.deb
dpkg -i openxcom-odroid_0.9-1_armhf.deb

You may also need:
Code: Select all
wget http://oph.mdrjr.net/meveric/repository/yaml-cpp_0.3.0-1_armhf.deb
sudo dpkg -i  yaml-cpp_0.3.0-1_armhf.deb


sadly there is no progress in the OpenGL ES version just yet. Open GL to GLES conversion is not as easy as it seems :)

Update 2:
Here's an update on OpenXcom.
They are working hard on Version 1.0 and you can download the current progress.

You can either download and compile it yourself as described here: http://ufopaedia.org/index.php?title=Co ... penXcom%29
Or use my build-script:
build_openxcom.sh.zip
upated building script
(1.2 KiB) Downloaded 130 times


Or download a precompiled version from me:
Code: Select all
wget http://oph.mdrjr.net/meveric/repository/openxcom-odroid_1.0-WIP-1_armhf.deb
sudo dpkg -i openxcom-odroid_1.0-WIP-1_armhf.deb

If you haven't installed it yet you'll need libyaml-cpp in version 0.5 or higher.
Code: Select all
wget http://oph.mdrjr.net/meveric/repository/libyaml-cpp0.5_0.5.1-1_armhf.deb
sudo dpkg -i libyaml-cpp0.5_0.5.1-1_armhf.deb

Or get it from official debian repository:
Code: Select all
wget http://ftp.debian.org/debian/pool/main/y/yaml-cpp/libyaml-cpp-dev_0.5.1-1_armhf.deb
wget http://ftp.debian.org/debian/pool/main/y/yaml-cpp/libyaml-cpp0.5_0.5.1-1_armhf.deb
sudo dpkg -i libyaml-cpp0.5_0.5.1-1_armhf.deb libyaml-cpp-dev_0.5.1-1_armhf.deb


Please Note: i already named it version 1.0 but it's still showing as 0.9 since it's still WIP.

Changelog:
Code: Select all
Version 1.0 (In progress)
-------------------------
New features:
  General:
- Rudimentary mod support has been added to the ruleset loading, including:
  -- The ability to define extra strings, sounds and sprites.
  -- The starting date can now be set in the ruleset.
  -- Soldier stat caps are now acquired from the ruleset.
  -- Added support for custom images in the UFO craft preview window.
  -- Implemented a list weight value for items, which determines where they appear in buy/sell lists.
  -- Allow for resizing of UI surfaces through rulesets.
  -- Rulesets will now internally number themselves and offset IDs by 1000 to avoid conflicts intelligently.
- Begun development on loading TFTD content, specifically .BDY files.
- Various translation updates, including: Polish, Romanian.
- Updated soldier names: Italian
- New soldier names: Belgian, Dutch, Indian, Polynesian, Slovakian.
- New Battle will now load available terrains from the ruleset instead of having them hardcoded.
- New Battle now allows unlimited items to be assigned to the craft.
- New Battle only assigns mixed alien races for the Final Base Assualt mission.

  Geoscape:
- Automatically end dogfights if the UFO outpaces the fighter and the window is minimised.
- When areas don't have mission data set, they will now fall back to data for an area that does.
- Psionic training at any time option added: allows adding/removing soldiers from psionic training at your discretion rather than on a monthly basis, and updates their progress daily.*

  Battlescape:
- Inventory: Control-click an item to attempt to swap it between the ground and your soldier's inventory.
- Inventory: Added ability to define paper dolls for non-player units.
- Alt-click can now be used as an alternative to right-clicking.
- Various soldier weapon display changes:
 -- When using two two-handed weapons, display the one currently in use.
 -- Display soldier hands in front of rifles.
 -- If holding a pistol and a two-handed weapon, display both while firing.
- Factored height into the throwing calculation.
- Plasma tanks and sectopods now play the correct firing sounds.
- 2012 item recovery option added: only captured aliens drop intact weapons.*
- Path preview option updated: displays yellow when you can move to a spot but are unable to perform auto shot (or the type of shot you have on reserve) with your remaining TUs.
- Path preview option updated: can now be set to show arrows, remaining TUs, or both.*

* These features are disabled by default but can be enabled in the advanced options menu or by editing your configuration file.

Bugfixes:

  General:
- Fixed "classic mouse behaviour" and made it the default. (You should no longer be able to hold down the left mouse button and drag it down a list, incrementing several items)
- Various Linux and OS X-related fixes.
- Renamable fields no longer accept blank strings. (ie. no more bases, interceptors, or soldiers named "")

  Geoscape:
- To avoid lawsuits, sacked soldiers no longer take their armour with them.
- Crashed and landed UFOs no longer display a heading, even if that information is available.
- If a base is lost and a craft from that base is following a UFO but running low on fuel, do not prompt the player to return the craft to the lost base.
- Fighters no longer get quicker shots due to a bug that made them move in and out of their maximum weapon range when changing behaviours rapidly.
- UFOs should no longer escape dogfights too quickly.
- When the game starts, play the "GMGEO1" music track, instead of choosing randomly.
- When only one item remains to research and is added to the active projects, properly clear it from the "new projects" menu.

  Battlescape:
- Alien soldiers now reserve less TUs for reaction fire, and commanders reserve more.
- Stop turning when a new enemy is spotted, but ensure units will always face their targets when shooting.
- Re-wrote the reaction fire code to implement fixes and changes, including:
 -- Better handling of reaction fire against the last alien in the battle.
 -- Reaction shots should only be snap shots, not auto.
 -- Firing will trigger a reaction check.
 -- Hitting an alien with a non-melee weapon will cause it to face you.
 -- When two units spot each other at the same time, no reaction fire will occur.
- Aliens have night vision again, as per the original game, spotting soldiers within 20 tiles regardless of light.
- XCOM soldiers should now always spot aliens within 18 tiles, regardless of light, and 20 tiles in good light.
- Inventory: Allow scrolling of items on the ground when only two tiles of empty space remain, instead of just one.
- When ending a turn, the game will now close doors before setting off explosions.
- When returning a mind controlled alien to alien control, return their lighting to normal.
- Corrected how gravity applies to Reapers.
- Check tiles above explosions for whether items or units need to fall.
- Fixed silacoid attack ability, and made them immune to fire, so that they don't roast themselves.
- Fixed some celatid sprites.
- Stop displaying the PSI button after a psi-capable unit dies.
- Clear waypoints and top displaying the LAUNCH button if the turn is ended while setting waypoints for the blaster launcher.
- Fixed a crash on loading the battlescape.
- Fixed line of sight errors for certain walls.
- Fixed a crash bug relating to automatically ending battles.
- Tank inventories will no longer open during the cydonia phase two transition.
- Properly reset the turn counter for phase two of Cydonia.
- Improved attribution of grenade kills.
- Fixed issues with shooting blaster bombs directly into walls not damaging nearby units.
- Fixed a bug that caused run mode to "stick" after pressing Control while the Strafe setting option was enabled.
- Fixed a bug that caused grenades primed above "0" to still instantly explode when Instant Grenades option was enabled.
- When aborting a mission, mind controlled aliens no longer count as friendly units for scoring purposes.
- Soldiers now panic in a way that's more consistent with the original game.
- All buttons disabled while projectiles are in-flight to disable cheating.
- Instant grenade behaviour fixed.
- Clip recovery fixed.

Update 3:
updated to version 0.9.gdb1b6a9
Code: Select all
wget http://oph.mdrjr.net/meveric/repository/all/openxcom-odroid_0.9.gdb1b6a9-1_armhf.deb
dpkg -i openxcom-odroid_0.9.gdb1b6a9-1_armhf.deb


I added the music files you need to run the game, but you still need the rest of the data files from the original game.

Update 4:

Hello together :)

recently the version 1.0 of OpenXCom was finally released, so i make a quick update on this project :)
It also includes the improved music files from the previous post

Feature Trailer:


Changelog:
Code: Select all
Version 1.0 (13-06-2014)
-------------------------
New features:
  General:
- Rudimentary mod support has been added to the ruleset loading, including:
  -- Modular ruleset support.
  -- The ability to define extra strings, sounds and sprites.
  -- The starting date can now be set in the ruleset.
  -- Soldier stat caps are now acquired from the ruleset.
  -- Added support for custom images in the UFO craft preview window.
  -- Implemented a list weight value for items, which determines where they appear in ingame lists.
  -- Allow for resizing of UI surfaces through rulesets.
  -- Allow for weapons to change max range, autoshots, blast radius, strength modifier, melee attack, dropoff, LOS, bullet speed, etc.
  -- Allow for armors to change unit stats.
  -- Allow for setting producedItems for manufacture.
  -- Allow for negative costs.
  -- Rulesets will now internally number themselves and offset IDs by 1000 to avoid conflicts intelligently.
- Begun development on loading TFTD content, specifically .BDY files.
- Various translation updates, including new languages: Dutch, Finnish, Greek, Norweigan, Portuguese (BR), Slovak, Swedish, Turkish.
- Localized installer in multiple languages.
- Updated soldier names: Italian, Belgian, Congolese, Dutch, Greek, French, Kenyan, Korean, Indian, Polynesian, Slovakian.
- New Battle will now load available terrains from the ruleset instead of having them hardcoded.
- New Battle now allows unlimited items to be assigned to the craft.
- Implemented weighting for which soldier look is chosen by which origin. This should decrease the likelihood of races not matching names to realistic levels.
- Screen is now centered on higher base resolutions.
- Mouse capture option added, as well as key shortcut.
- New language format, system language auto-detected on first start.
- Complete overhaul of pause menu, now totally consistent between geoscape/battlescape.
- Options can be changed mid-game.
- Saved Games will now indicate the system save time, in-game date and time, and if appropriate, turn number.
- Saved Games can now be sorted by creation date or name.
- Combo Box and Slider functionality added.
- Scroll bars added to text lists.
- Options menu completely overhauled.
  -- Most hidden options now available on the menu.
  -- All options have in-game descriptions.
  -- UI volume now adjustable.
  -- Audio format adjustable.
  -- New display options: Borderless, Resizable, Letterboxing.
  -- Internal game resolution may be adjusted for battlescape and geoscape separately.
  -- All kinds of in-game timings are now adjustable, so you can make it run like your old 286, or pentium.
  -- Mods can now be activated from in-game, and don't require a restart.
  -- Many more advanced options added, most of which were previously omitted for requiring a restart.
  -- Many UFOextender and XComUtil options added (either as advanced options or individual mods).
  -- Mousewheel scroll speed is now configurable.
  -- FPS limiter added.
- New Battle menu completely overhauled.
- Support for old or modded savedgames improved, including warnings about potential incompatibilities.
- Multiline support added for textlists.
- Improved text input.
- Support added for multiple data folders.
- Dedicated auto-save and quick-save slots added.
- Added ironman mode.
- New loading screen with better error handling.
- Adlib music emulation added, MIDI playback is no longer required.

  Geoscape:
- Automatically end dogfights if the UFO outpaces the fighter and the window is minimised.
- When areas don't have mission data set, they will now fall back to data for an area that does.
- Psionic training at any time option added: allows adding/removing soldiers from psionic training at your discretion rather than on a monthly basis, and updates their progress daily.*
- Fields added to craft rulesets for further moddability.
- Added "Sack" button to soldier info screen.
- Added inventory screen to craft equip screen.
- Added estimates for craft repair/refuel/rearm times.
- Alien Containment management screen added.
- Soldier Memorial screen added to keep track of Xcom casualties.
- Hotkeys for base selection added.
- Last selected base now preserved on closing base window.
- Fixed craft renaming not working.
- Fixed HWPs not reloading when new ammo arrived.
- Added Prev/Next key shortcuts to Basescape soldier info.
- Aircraft flight path line indicators added.
- Storage limit enforcement option added, complete with "overflowed item" management screen.*
- Drag scroll added.
- Melee accuracy now shown on soldier stat screens.
- Manufacture auto sale button added to manufacture screen.
- Infinite quantity added to manufacture screen.
- Background now filled out in higher base resolutions.
- Added various Go To Base shortcuts in Geoscape popups.
- Added right-click on craft in Intercept screen to center on it.
- Added right-click on soldier in Craft screen to show their stats.
- Ufopaedia now shows armor damage and stat modifiers.
- New Advanced-Option: View soldier's Psi-Strength after the appropriate research has been completed.*
 
  Battlescape:
- Inventory: Ctrl-click an item to attempt to swap it between the ground and your soldier's inventory.
- Inventory: Added ability to define paper dolls for non-player units.
- Alt-click can now be used as an alternative to right-clicking.
- Various soldier weapon display changes:
 -- When using two two-handed weapons, display the one currently in use.
 -- Display soldier hands in front of rifles.
 -- If holding a pistol and a two-handed weapon, display both while firing.
- Factored height into the throwing calculation.
- Plasma tanks and sectopods now play the correct firing sounds.
- Item stacking implemented: Functionally identical items will appear in the same place on the ground with a number displayed over them, if there are a large stack of similar items.
- 2012 item recovery option added: only captured aliens drop intact weapons.*
- Path preview option updated: displays yellow when you can move to a spot but are unable to perform auto shot (or the type of shot you have on reserve) with your remaining TUs.
- Path preview option updated: can now be set to show arrows, remaining TUs, or both.*
- Units will no longer poke their heads through floors above them when standing on tall objects.
- AI almost completely re-written from scratch, should more closely resemble vanilla.
- Painkillers from the medikit now work.
- Tooltips added for all buttons.
- Number of Auto-shots is now a definable attribute of a weapon.
- Warning messages added when handling live grenades.
- Weapons can be defined to charge a "flat rate" rather than a percentage of TUs.
- Reaction fire mechanics completely re-written to replicate vanilla.
- Stats added to Armor, allowing it to enhance (or hinder) a soldier's abilities.
- Map draw functions hugely optimized, game is now playable on Android.
- Buttons for Reserve for Kneel and Zero Time Units added.
- Debug feature to kill all aliens added. (Ctrl+K)
- Auto-Equipment function rewritten to mimic vanilla, and an option added to completely disable auto-assignment.
- Accuracy model completely rewritten to replicate vanilla as closely as possible.
- Range based accuracy removed - UFO Extender accuracy added.
- Throw formula modified to mimic vanilla behaviour, with arc angle being a factor of weight, strength and distance.
- Items in Base storage are now randomly distributed on the floors of storage facility maps.
- Explosives will deal directional damage to units outside the "ground zero" radius.
- Aliens will now target and destroy "essential" objects in base modules, possibly leading to their destruction.
- When using a medi-kit, any injured body part will be selected by default.
- Sprites added for mind controlled terror unit weapons.
- Shotgun behaviour added for modded weapons.
- Deployment data for crafts added, allows for fine-tuned placement of units.
- New sprites added for alien weapons, courtesy of Arne.
- TFTD damage formula added.*
- Melee Aliens will now hit you with their strength rather than a static value.
- Notification added for disarming grenades pre-battle.
- Smooth bullet camera mode, follows the bullet as it moves rather than jumping the camera around.*
- Confirm fire mode, requires a second click to confirm a fire order.*
- Melee skill now included in hit calculations.
- More meaningful errors added to inventory screen.

* These features are disabled by default but can be enabled in the advanced options menu or by editing your configuration file.

Bugfixes:

  General:
- Fixed "classic mouse behaviour" and made it the default. (You should now be able to hold down the left mouse button and drag it down a list, incrementing several items)
- Various Linux and OSX-related fixes.
- Renamable fields no longer accept blank strings. (ie. no more bases, interceptors, or soldiers named "")
- Can now set the config folder via command line switch (-user)
- Fixed loading data from multiple folders.
- Extra sprites fixed for OSX.
- Game icon now correctly displayed in game window on all operating systems.
- Palette system overhauled to prevent windows changing colours incorrectly.
- Fixed various bugs with Unicode handling in paths and strings.
- Fixed various UI bugs on tablets.
 
  Geoscape:
- X-Com now correctly pays their first month's rent and maintenance in advance.
- To avoid lawsuits, sacked soldiers no longer take their armour with them.
- Crashed and landed UFOs no longer display a heading, even if that information is available.
- If a base is lost and a craft from that base is following a UFO but running low on fuel, do not prompt the player to return the craft to the lost base.
- Fighters no longer get quicker shots due to a bug that made them move in and out of their maximum weapon range when changing behaviours rapidly.
- UFOs should no longer escape dogfights too quickly.
- When the game starts, play the "GMGEO1" music track, instead of choosing randomly.
- When only one item remains to research and is added to the active projects, properly clear it from the "new projects" menu.
- Research now consumes items only as appropriate.
- Landed/Crashed UFOs will no longer try to detect X-Com bases.
- Graphs screen scale corrected.
- UFO flight-paths fixed to use correct areas for waypoint selection. Flight paths should now mimic vanilla (as much as something that's random can)
- Crafts teleporting when over poles corrected.
- Rare music bug in base defences fixed.
- Fix for soldiers in transfer not being counted when handing out promotions.
- Fix the council congratulating XCom on a job well done as they cancel the project.
- Downed UFOs will use appropriate behaviour after XCom dusts off.
- Alien mission timers fixed.
 
  Battlescape:
- Fixes to various UFOpaedia articles.
- Loading saved games now correctly preserves the difficulty adjustments to alien stats.
- Prime grenade buttons over 10 now work.
- Alien soldiers now reserve less TUs for reaction fire, and commanders reserve more.
- Stop turning when a new enemy is spotted, but ensure units will always face their targets when shooting.
- Re-wrote the reaction fire code to implement fixes and changes, including:
 -- Better handling of reaction fire against the last alien in the battle.
 -- Reaction shots should only be snap shots, not auto.
 -- Firing will trigger a reaction check.
 -- Hitting an alien with a non-melee weapon will cause it to face you.
 -- When two units spot each other at the same time, no reaction fire will occur.
- Adjusted various distance thresholds to compensate for the original game's attempt to approximate bresenham algorithms.
- Explosions now correctly cause fire.
- Fixed strafing through doors.
- Fixed the order of events in the battlescape loop.
- Fixed a bug causing some tiles to inappropriately act transparent.
- Aliens have night vision again, as per the original game, spotting soldiers within 20 tiles regardless of light.
- XCOM soldiers should now always spot aliens within 18 tiles, regardless of light, and 20 tiles in good light.
- Inventory: Allow scrolling of items on the ground when only two tiles of empty space remain, instead of just one.
- When ending a turn, the game will now close doors before setting off explosions.
- When returning a mind controlled alien to alien control, return their lighting to normal.
- Corrected how gravity applies to Reapers.
- Check tiles above explosions for whether items or units need to fall.
- Fixed silacoid attack ability, and made them immune to fire, so that they don't roast themselves.
- Fixed some celatid sprites.
- Stop displaying the PSI button after a psi-capable unit dies.
- Clear waypoints and top displaying the LAUNCH button if the turn is ended while setting waypoints for the blaster launcher.
- Fixed a crash on loading the battlescape.
- Fixed line of sight errors for certain walls.
- Fixed a crash bug relating to automatically ending battles.
- Tank inventories will no longer open during the Cydonia phase two transition.
- Properly reset the turn counter for phase two of Cydonia.
- Improved attribution of grenade kills.
- Fixed issues with shooting blaster bombs directly into walls not damaging nearby units.
- Fixed a bug that caused run mode to "stick" after pressing Control while the Strafe setting option was enabled.
- Fixed a bug that caused grenades primed above "0" to still instantly explode when Instant Grenades option was enabled.
- Weapons that aren't armour piercing now also cause minor stun damage.
- When aborting a mission, mind controlled aliens no longer count as friendly units for scoring purposes.
- Soldiers now panic in a way that's more consistent with the original game.
- All buttons disabled while projectiles are in-flight to disable cheating.
- Fixed TU costs for some alien weapons. (Some alien melee attacks should have flat costs instead of a percentage of TUs)
- Instant grenade behaviour fixed.
- Clip recovery fixed.
- Grenades no longer cause crashes when used to kill the final enemy.
- Visibility in smoke corrected.
- Turning to walk and being interrupted (by spotting a unit) now properly costs TUs.
- Melee and Medikits now use the same algorithm, and obey stairs properly.
- Units with built-in weapons no longer drop them when falling unconscious.
- Fixed various issues regarding "tanks only" deployment to mission sites.
- Revived units will no longer have their full TUs.
- Units can no longer be saved from zombification by reloading.
- Chryssalid screaming behaviour fixed.
- Broken alien base map modules removed from ruleset.
- Alien equipment random distribution re-aligned with vanilla.
- Aliens will no longer prime grenades unless they have already thrown it.
- Explosions now play the full animation instead of starting half way through.
- Lots of bugs regarding flying in power armor and kneeling fixed.
- Unconscious units being carried into the exit zone will now be properly accounted for.
- Accuracy formula corrected.
- Camera movements now follow vanilla formula.
- Pathfinding preview altered and fixed in many ways.
  -- Now updates appropriately according to reserve setting.
  -- No longer thinks that paths moving vertically wipe out all remaining TUs.
- Energy recovery now in-line with vanilla formula.
- Mouse Position (relative to screen) now preserved while drag-scrolling.
- Z-axis scrolling corrected.
- Large unit rendering fixed to no longer be drawn through walls.
- Sprite drawing routines revised.


Download:
Code: Select all
wget http://oph.mdrjr.net/meveric/repository/all/openxcom-odroid_1.0-1_armhf.deb
dpkg -i openxcom-odroid_1.0-1_armhf.deb


Update 5:

Hello everyone :)

recently there was a big update on the project. Although not officially released yet, the nighly versions of OpenXcom now support XCom - Terror from the Deep as well.

Image Image
Image Image

Therefore some slight changes are necessery:
While earlier the game data files hat to be placed in ~/.local/share/openxcom/data then now have to be placed in slightly different paths:
~/.local/share/openxcom/UFO for OpenXcom - UFO - Enemy Unknown
and
~/.local/share/openxcom/TFTD for OpenXcom - XCom - Terror from the Deep

since the nightly version shares many parts with the Milestone 1 (v1.0) of openxcom (the current stable version) I decided to have the two versions conflict each other. So you can either install openxcom-odroid (stable v 1.0 verion) or the openxcom-nightly-odroid (unstable version with TFTD support), but not both on the same time.

If you use one of my GameStation Turbo images you can install it with:
Code: Select all
apt-get install openxcom-nightly-odroid

If you use one of the HardKernel images it "should" work if you download it manually:
get the latest version from http://oph.mdrjr.net/meveric/pool/main/ ... ly-odroid/

+deb8 files should work on Ubuntu 15.04 and higher (or Debian Jessie).. the other for Ubuntu 14.04 and below (or Debian Wheezy).

Have fun with it :)
Last edited by meveric on Sun Aug 16, 2015 7:56 am, edited 7 times in total.
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Re: [GUIDE] OpenXcom

Unread postby neagix » Wed Jul 17, 2013 5:29 am

Cool!
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Re: [GUIDE] OpenXcom

Unread postby Cooper » Thu Jul 18, 2013 2:54 am

Oh god. I've spent MONTHS playing this.
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Re: [GUIDE] OpenXcom

Unread postby meveric » Thu Jul 18, 2013 6:39 am

Cooper wrote:Oh god. I've spent MONTHS playing this.

yepp, i love these games as well.. played XCom - Enemy Unknown and XCom - Terror from the Deep when i was a kid... damn hard back then, but i loved it. Never got into Apocalypse...

Today i love playing the UFO series (UFO - Aftermath, UFO - Aftershock and UFO - Afterlife) - and yes i really play it nearly on a daily basis right now - although it's not roundbased the gameplay is very similar.. the entire research, production and leveling of your units is very awesome in that series.. and you can really see the series evolving.

While Aftermath is somewhat crappy with graphics it's has it's own charm for basicly using mainly "normal" weapons until close to the ending of the game.. some nice movie cutscenes when you hunt a UFO (which i really like^^)
Aftershock improved graphics alot but the gameplay got somewhat harder with the resource management you need for the entire game.. This made me stop playing the game 3 times.. and took some years until i was mature enough to understand how it worked. But a lot of new cool features were introduced.. Droids for fighting, 3 different factions on the human side you can ally with (including Cyborgs and Psyonics) and lot of cool new gadgets to tinker with.
Afterlight was even better... The graphics? AWESOME.. a slight comic touch, but very detailed.. and finally custom resolutions and HD.. tons of modifications on weapons and equipments as well as character evolving.. this game has so many features it takes days or weeks to even understand them all... very awesome game.. but who ever loved the management, research and production part of the XCom series should definately look into the UFO triology (and they are very cheap too^^).

Also played the new XCom Enemy Unknown... which was good.. nice graphics... fightings.. but only so little to do.. you're done reasearching everything looong before the game ends.. building stuff is very expensive and to keep every nation happy is also very hard, cause when you have to choose from three missions you can only make ONE nation happy.. the others will sink in der mood, so you're always screwed.. but you can still make it.. it was a little short and no real story to follow or tell.. (not much needed in the game, but the ending was somewhat confusing)

Anyway yes.. i love this game too... and i'm actually looking into improving this version.. hopefully next week i can give you some update on this release :)
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Re: [GUIDE] OpenXcom

Unread postby meveric » Sat Jul 27, 2013 10:06 pm

Update 1:
Added the .deb package so you can download and install the game without going through all the compiling issue ;)
Code: Select all
wget http://oph.mdrjr.net/meveric/repository/openxcom-odroid_0.9-1_armhf.deb
dpkg -i openxcom-odroid_0.9-1_armhf.deb

You may also need:
Code: Select all
wget http://oph.mdrjr.net/meveric/repository/yaml-cpp_0.3.0-1_armhf.deb
sudo dpkg -i yaml-cpp_0.3.0-1_armhf.deb

sadly there is no progress in the OpenGL ES version just yet. Open GL to GLES conversion is not as easy as it seems :)
Last edited by meveric on Thu Sep 12, 2013 2:27 pm, edited 2 times in total.
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Re: [GUIDE] OpenXcom

Unread postby neagix » Sun Sep 08, 2013 8:50 am

the GLES version would be ready once it's converted to SDL 2.0

I have posted how to compile it from sources:

http://neagix.blogspot.com/2013/09/lets-play-x-com-on-odroid-u2.html
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Re: [GUIDE] OpenXcom

Unread postby meveric » Sun Sep 08, 2013 8:30 pm

Well that post and your blog basicly do the same as my build script: downloading the sources and compiling them.
If you look INTO my shellscript, you will basicly see the same commands.
The patch is very useless as well, since you can do that by simply setting up the the CFLAGS before you compile it -> same as i do in my script

In fact applying the patch will result in a altered version of the original sourcecode which means you'll get problems once OpenXCom change their sources since a git pull won't work so easy anymore, so applying your patch is not a good idea at all.
Also: putting this into the source also removes the advantage being able to use the same build instruction for different kind of devices. (for example the new XU or even an entirly different board like PandaBoard or whatever). In my Script you just adapt the the export CFLAG line to the new processor and you'll be done.
With your way you would have to have multiple patches for each system. (I just don't see the advantage in this)

The only thing diffrent from your post to mine is, that you're using yamlcpp 0.5 which was a recent change in their source code, cause when i build my version it was strictly said to have yaml-cpp BELOW 0.5.
But i doubt that's gonna make any difference.
And you messed up the order anyway:
Since yaml-cpp is needed to compile OpenXCom you should at least mention that you have to download and install it BEFORE trying to compile.

Besides that, if you just grab my .deb file you get the advantage of having a .desktop Icon which allows you to start the game from menu and not using any terminal at all.

I guess i can update the script or the deb file with the new sources to be able to use yaml-cpp 0.5 but i haven't seen any changes besides that up to now that were worth getting a new version.
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Re: [GUIDE] OpenXcom

Unread postby neagix » Thu Sep 12, 2013 7:08 am

@meveric: you completely missed the point here. I do not provide .deb files but explain how to compile it from sources. Also, if I would ever provide Debian packages, I would do it in a way so that they are always up-to-date, that's why I instead prefer from sources.

The patch is trivial, but it's simply what I did in order to get it compiled. a patch is a way to document the progress, to show a proof about what you need to do.

Don't see other ways to do things as an attack, see them as an enrichment for community.
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Re: [GUIDE] OpenXcom

Unread postby meveric » Thu Sep 12, 2013 2:13 pm

neagix wrote:@meveric: you completely missed the point here. I do not provide .deb files but explain how to compile it from sources. Also, if I would ever provide Debian packages, I would do it in a way so that they are always up-to-date, that's why I instead prefer from sources.

The patch is trivial, but it's simply what I did in order to get it compiled. a patch is a way to document the progress, to show a proof about what you need to do.

Don't see other ways to do things as an attack, see them as an enrichment for community.


No, the point is, that you "document" something that is also part of the script i've given and everyone can read and adapt as easily and in the same moment advertise your blog.
You could have just added the few lines of code in a forum post right here so really everyone can see it. Instead you chose to post a link to you PERSONAL blog.
So instead of showing people how to compile you send them to your blog.
Also you use the post of someone else (me) to advertise your blog.

"The patch is simply what i did...." and "it's a way to document progress..." is also nonsense. Once agan you could have just use:
Code: Select all
export CFLAGS="-mfloat-abi=hard -mfpu=neon -mcpu=cortex-a9 -mtune=cortex-a9

Or what ever you want to put there just before you start compiling. THIS is a form of documenting as well. ONE that allows you to alter it at any point and also allows you to add other optimization flags.
While your patch is simply static.

I don't see it as an enrichment at all.
On the contrary:
  • You just advertise your blog
  • You can't collect a blog, if your site goes down so goes your HowTo as well
  • Others can't change anything about your blog-post or your patch..
But on the other hand:
  • You CAN collect scripts on your local hard drive..
  • You CAN easily adapt them to your likings

Also as always your blog post is missing all pre-required libraries and the build will fail for anyone who has not yet installed the required libraries.
And before you come and be like "i want people to learn how to compile and not tell them every step" again.. well you still give them the patch and everything and let's be honest: If they already know how to find out which libraries are missing and what you need to compile, what would they need your blog post for anyway?
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Re: [GUIDE] OpenXcom

Unread postby neagix » Sat Sep 14, 2013 5:43 pm

No, wait. I had planned to mention the required libraries, that's something I forgot to add - thanks for noticing.
Secondly: I thought you were providing only the Debian packages, not the script. Furthermore, I found this post of yours after writing mine on the blog.

Was it completely off-topic to link my post here? I think not, and I will explain why: you're free to think I am "advertising" as much as you want, but I am providing a more up-to-date way to do it, and furthermore I got in contact with the author of OpenXcom and got the cpuid.h issue fixed, and also changed the way the command line parameters are used.

You seem to ignore these 2 relevant changes that were made to OpenXcom, and also the different way I advise to compile, without mentioning the SDL_AUDIODRIVER tip. And no, I will not use a forum post because it's dispersive, I use a blog because it's a different medium to share information. I believe that forum posts are not a way to build up knowledge base, but to discuss. If you think otherwise, good luck, it's up to you.
Blog posts are not of course the right way to build up knowledge base (a wiki would be better), but preferable to a forum post because you see in highlight the main post, and below it the comments. In a forum everything is at the same layout level, because (correctly) it's a medium for discussion, where opinions are laid out, it's not a medium for publishing.

I see the forums as the cauldron and brainstorming core of a community, not as the end itself of everything related to it. A community must be open and reach as many possible members as possible, this is what I do with the blog posts I make regarding ODROIDs.

Even since that post of mine in this thread, you could have instead updated your script for the benefit of community and readers of this thread instead of all these complaints etc, because that was indeed the reason of my "advertising": to push for improvements.

If I had based my post on yours, then perhaps I could understand...but really, no, I will stop following and replying to this thread because of the "level" it has achieved.
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Re: [GUIDE] OpenXcom

Unread postby meveric » Mon Sep 16, 2013 2:27 am

neagix wrote:No, wait. I had planned to mention the required libraries, that's something I forgot to add - thanks for noticing.

Nothing to thank me for, that's something you normaly don't add to your posts.
neagix wrote:Secondly: I thought you were providing only the Debian packages, not the script. Furthermore, I found this post of yours after writing mine on the blog.

Well that means your either blind or ignorant cause you're the second post on this thread with just a "Cool!". Which was actually on Jul. 16th. 2 months before you wrote your post.
At that time only the script existed.
Also:
right before your post of you blog-entry i posted an UPDATE that showed i recently added the .deb file. It's clearly a maked, as an update so why wold you believe i ONLY provide a .deb file when it's clear to see, the .deb file was an addon? (i wonder how that adds up)
Also a very intresting sidefact: Your blog-post is from Sep. 8th, and so is your post in the forum here where you "rediscovered" that there is a post about this topic here in the forum after you wrote you blog-post.. what a coincidence ;)

neagix wrote:Was it completely off-topic to link my post here?

Nope it's not completely off-topic here, i just don't like the way you advertise your blog where it could have been done in a completely different manner (more to that later).
neagix wrote:but I am providing a more up-to-date way to do it, and furthermore I got in contact with the author of OpenXcom and got the cpuid.h issue fixed, and also changed the way the command line parameters are used.

Well here's another thing that doesn't add up:
You say you wanted to give "a more up-to-date way to do it", and also mentioned the cpuid.h issue that i fixed with my script. It's very intresting that you refer to things that been handled in my script but just said two lines earlier you never knew i provided anything different then the .deb files (something smells fishy here)

neagix wrote:I believe that forum posts are not a way to build up knowledge base, but to discuss. If you think otherwise, good luck, it's up to you.

No one said anything about building up a knowledgebase.
This a forum post to let people know there is a game and how to get it. It's also there to discuss new informations (something you can't really see/do on a blog ;))
neagix wrote:Blog posts are not of course the right way to build up knowledge base (a wiki would be better), but preferable to a forum post because you see in highlight the main post, and below it the comments.

Once again who wants a knowledgebase anyway this is a forum and not a knowledgebase and this entire statement has nothing to do with the topic or the fact that you were just advertising your blog.
Besides that.. A forum can do the very same thing.. in fact if you look at the first post it HAS been updated to give new informations and state new facts.. same thing you can do on the blog, no big difference here.
Just the fact that a lot more people will read the forum then you PERSONAL blog. So in my oppinion still the better place to give information then the blog ;)

neagix wrote:I see the forums as the cauldron and brainstorming core of a community, not as the end itself of everything related to it. A community must be open and reach as many possible members as possible, this is what I do with the blog posts I make regarding ODROIDs.

you really believe that a personal blog will reach more people then the official forum specificly made for ODROID?
You think that a personal blog is the better way to address more people then an entire forum that is giving hundreds of more posts to similar topics then your blog?
By advertising your blog IN THE VERY SAME FORUM?

neagix wrote:Even since that post of mine in this thread, you could have instead updated your script for the benefit of community and readers of this thread instead of all these complaints etc, because that was indeed the reason of my "advertising": to push for improvements.

First of all, yes i could have updated the post, but i also stated the fact why i did NOT:
meveric wrote:I guess i can update the script or the deb file with the new sources to be able to use yaml-cpp 0.5 but i haven't seen any changes besides that up to now that were worth getting a new version.

No new content came to the game since the version i used. The only change was a few bugfixes and the switch from yaml-cpp < 0.5 to yaml-cpp = 0.5.
If you use my deb files it will work the same way a newly compiled version is working.
So what's the point in updating it?

Besides that, i have alot of other projects i'm working on. In fact so many i often don't have time to update all i want.
Something you can see by my regular posts of new games in the forum. Which is quite often. I compiled and got even more stuff to run then i even posted here, cause i just don't have the time to document every little step i was able to achive.
Like having X360 controlers or other controlers running fine on odroid, or having a PSP and NDS emulator running.

Besides all that. I don't mind someone else giving an update on my topics. I just don't like the way you did it.
like: "here eat that or die!"
no discussion nothing just a link to your blog.

Forums ARE in fact to discuss topics something a blog is NOT meant for. A blog is a eat or die thing, cause comments are mostly not even read.

Here's a way how you "should" have done it IMHO:

If you had added a in the forum a post, stating, that since my post there were recent changes (added support for yaml-cpp 0.5, the fix of the cpuid.h which you had part in) and then just added the few lines on how to compile it and THEN mentioned that you can ALSO read the facts on your blog, that would have been completely fine.
I would actually had thank you for giving an update on the development and for gettin the cpuid.h thingie fixed.
And considered taking it over into the build script.
BUT instead you used this thread to advertise your blog giving no new information what-so-ever on that post once again a eat or die thingie.
You forced people to leave the forum to see if there even was any useful information on your site. You don't even let them the option.
If you do not want any discussions, that's fine, then you shouldn't post anything on the forum, but only have your "knowledgebase" (blog) mentioned in your signature.

Here's a fun fact: YOU actually took my advice and removed the patch and now have the compiling flags instead in your post.
Same as you did back then with the overclocking in your retroarch howto...

Instead of having a fight here, it could have been a normal discussion how a FORUM was meant to be used. But it seems you having hard time to listen to other people's oppinions.
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Re: [GUIDE] OpenXcom

Unread postby meveric » Wed Sep 25, 2013 5:11 am

Update 2:
Here's an update on OpenXcom.
They are working hard on Version 1.0 and you can download the current progress.

You can either download and compile it yourself as described here: http://ufopaedia.org/index.php?title=Co ... penXcom%29
Or use my build-script:
build_openxcom.sh.zip
updated building script
(1.2 KiB) Downloaded 128 times


Or download a precompiled version from me:
Code: Select all
wget http://oph.mdrjr.net/meveric/repository/openxcom-odroid_1.0-WIP-1_armhf.deb
sudo dpkg -i openxcom-odroid_1.0-WIP-1_armhf.deb

If you haven't installed it yet you'll need libyaml-cpp in version 0.5 or higher.
Code: Select all
wget http://oph.mdrjr.net/meveric/repository/libyaml-cpp0.5_0.5.1-1_armhf.deb
sudo dpkg -i libyaml-cpp0.5_0.5.1-1_armhf.deb

Or get it from official debian repository:
Code: Select all
wget http://ftp.debian.org/debian/pool/main/y/yaml-cpp/libyaml-cpp-dev_0.5.1-1_armhf.deb
wget http://ftp.debian.org/debian/pool/main/y/yaml-cpp/libyaml-cpp0.5_0.5.1-1_armhf.deb
sudo dpkg -i libyaml-cpp0.5_0.5.1-1_armhf.deb libyaml-cpp-dev_0.5.1-1_armhf.deb


Please Note: i already named it version 1.0 but it's still showing as 0.9 since it's still WIP.

Changelog:
Code: Select all
Version 1.0 (In progress)
-------------------------
New features:
  General:
- Rudimentary mod support has been added to the ruleset loading, including:
  -- The ability to define extra strings, sounds and sprites.
  -- The starting date can now be set in the ruleset.
  -- Soldier stat caps are now acquired from the ruleset.
  -- Added support for custom images in the UFO craft preview window.
  -- Implemented a list weight value for items, which determines where they appear in buy/sell lists.
  -- Allow for resizing of UI surfaces through rulesets.
  -- Rulesets will now internally number themselves and offset IDs by 1000 to avoid conflicts intelligently.
- Begun development on loading TFTD content, specifically .BDY files.
- Various translation updates, including: Polish, Romanian.
- Updated soldier names: Italian
- New soldier names: Belgian, Dutch, Indian, Polynesian, Slovakian.
- New Battle will now load available terrains from the ruleset instead of having them hardcoded.
- New Battle now allows unlimited items to be assigned to the craft.
- New Battle only assigns mixed alien races for the Final Base Assualt mission.

  Geoscape:
- Automatically end dogfights if the UFO outpaces the fighter and the window is minimised.
- When areas don't have mission data set, they will now fall back to data for an area that does.
- Psionic training at any time option added: allows adding/removing soldiers from psionic training at your discretion rather than on a monthly basis, and updates their progress daily.*

  Battlescape:
- Inventory: Control-click an item to attempt to swap it between the ground and your soldier's inventory.
- Inventory: Added ability to define paper dolls for non-player units.
- Alt-click can now be used as an alternative to right-clicking.
- Various soldier weapon display changes:
 -- When using two two-handed weapons, display the one currently in use.
 -- Display soldier hands in front of rifles.
 -- If holding a pistol and a two-handed weapon, display both while firing.
- Factored height into the throwing calculation.
- Plasma tanks and sectopods now play the correct firing sounds.
- 2012 item recovery option added: only captured aliens drop intact weapons.*
- Path preview option updated: displays yellow when you can move to a spot but are unable to perform auto shot (or the type of shot you have on reserve) with your remaining TUs.
- Path preview option updated: can now be set to show arrows, remaining TUs, or both.*

* These features are disabled by default but can be enabled in the advanced options menu or by editing your configuration file.

Bugfixes:

  General:
- Fixed "classic mouse behaviour" and made it the default. (You should no longer be able to hold down the left mouse button and drag it down a list, incrementing several items)
- Various Linux and OS X-related fixes.
- Renamable fields no longer accept blank strings. (ie. no more bases, interceptors, or soldiers named "")

  Geoscape:
- To avoid lawsuits, sacked soldiers no longer take their armour with them.
- Crashed and landed UFOs no longer display a heading, even if that information is available.
- If a base is lost and a craft from that base is following a UFO but running low on fuel, do not prompt the player to return the craft to the lost base.
- Fighters no longer get quicker shots due to a bug that made them move in and out of their maximum weapon range when changing behaviours rapidly.
- UFOs should no longer escape dogfights too quickly.
- When the game starts, play the "GMGEO1" music track, instead of choosing randomly.
- When only one item remains to research and is added to the active projects, properly clear it from the "new projects" menu.

  Battlescape:
- Alien soldiers now reserve less TUs for reaction fire, and commanders reserve more.
- Stop turning when a new enemy is spotted, but ensure units will always face their targets when shooting.
- Re-wrote the reaction fire code to implement fixes and changes, including:
 -- Better handling of reaction fire against the last alien in the battle.
 -- Reaction shots should only be snap shots, not auto.
 -- Firing will trigger a reaction check.
 -- Hitting an alien with a non-melee weapon will cause it to face you.
 -- When two units spot each other at the same time, no reaction fire will occur.
- Aliens have night vision again, as per the original game, spotting soldiers within 20 tiles regardless of light.
- XCOM soldiers should now always spot aliens within 18 tiles, regardless of light, and 20 tiles in good light.
- Inventory: Allow scrolling of items on the ground when only two tiles of empty space remain, instead of just one.
- When ending a turn, the game will now close doors before setting off explosions.
- When returning a mind controlled alien to alien control, return their lighting to normal.
- Corrected how gravity applies to Reapers.
- Check tiles above explosions for whether items or units need to fall.
- Fixed silacoid attack ability, and made them immune to fire, so that they don't roast themselves.
- Fixed some celatid sprites.
- Stop displaying the PSI button after a psi-capable unit dies.
- Clear waypoints and top displaying the LAUNCH button if the turn is ended while setting waypoints for the blaster launcher.
- Fixed a crash on loading the battlescape.
- Fixed line of sight errors for certain walls.
- Fixed a crash bug relating to automatically ending battles.
- Tank inventories will no longer open during the cydonia phase two transition.
- Properly reset the turn counter for phase two of Cydonia.
- Improved attribution of grenade kills.
- Fixed issues with shooting blaster bombs directly into walls not damaging nearby units.
- Fixed a bug that caused run mode to "stick" after pressing Control while the Strafe setting option was enabled.
- Fixed a bug that caused grenades primed above "0" to still instantly explode when Instant Grenades option was enabled.
- When aborting a mission, mind controlled aliens no longer count as friendly units for scoring purposes.
- Soldiers now panic in a way that's more consistent with the original game.
- All buttons disabled while projectiles are in-flight to disable cheating.
- Instant grenade behaviour fixed.
- Clip recovery fixed.
Last edited by meveric on Sat Jun 21, 2014 5:12 pm, edited 1 time in total.
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Re: [GUIDE] OpenXcom

Unread postby meveric » Mon Jan 20, 2014 8:03 am

Update 3:
updated to version 0.9.gdb1b6a9
Code: Select all
wget http://oph.mdrjr.net/meveric/repository/all/openxcom-odroid_0.9.gdb1b6a9-1_armhf.deb
dpkg -i openxcom-odroid_0.9.gdb1b6a9-1_armhf.deb


I added the music files you need to run the game, but you still need the rest of the data files from the original game.
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Re: [GAMES] OpenXcom

Unread postby meveric » Sat Jun 21, 2014 5:19 pm

Update 4:

Hello together :)

recently the version 1.0 of OpenXCom was finally released, so i make a quick update on this project :)
It also includes the improved music files from the previous post

Feature Trailer:


Changelog:
Code: Select all
Version 1.0 (13-06-2014)
-------------------------
New features:
  General:
- Rudimentary mod support has been added to the ruleset loading, including:
  -- Modular ruleset support.
  -- The ability to define extra strings, sounds and sprites.
  -- The starting date can now be set in the ruleset.
  -- Soldier stat caps are now acquired from the ruleset.
  -- Added support for custom images in the UFO craft preview window.
  -- Implemented a list weight value for items, which determines where they appear in ingame lists.
  -- Allow for resizing of UI surfaces through rulesets.
  -- Allow for weapons to change max range, autoshots, blast radius, strength modifier, melee attack, dropoff, LOS, bullet speed, etc.
  -- Allow for armors to change unit stats.
  -- Allow for setting producedItems for manufacture.
  -- Allow for negative costs.
  -- Rulesets will now internally number themselves and offset IDs by 1000 to avoid conflicts intelligently.
- Begun development on loading TFTD content, specifically .BDY files.
- Various translation updates, including new languages: Dutch, Finnish, Greek, Norweigan, Portuguese (BR), Slovak, Swedish, Turkish.
- Localized installer in multiple languages.
- Updated soldier names: Italian, Belgian, Congolese, Dutch, Greek, French, Kenyan, Korean, Indian, Polynesian, Slovakian.
- New Battle will now load available terrains from the ruleset instead of having them hardcoded.
- New Battle now allows unlimited items to be assigned to the craft.
- Implemented weighting for which soldier look is chosen by which origin. This should decrease the likelihood of races not matching names to realistic levels.
- Screen is now centered on higher base resolutions.
- Mouse capture option added, as well as key shortcut.
- New language format, system language auto-detected on first start.
- Complete overhaul of pause menu, now totally consistent between geoscape/battlescape.
- Options can be changed mid-game.
- Saved Games will now indicate the system save time, in-game date and time, and if appropriate, turn number.
- Saved Games can now be sorted by creation date or name.
- Combo Box and Slider functionality added.
- Scroll bars added to text lists.
- Options menu completely overhauled.
  -- Most hidden options now available on the menu.
  -- All options have in-game descriptions.
  -- UI volume now adjustable.
  -- Audio format adjustable.
  -- New display options: Borderless, Resizable, Letterboxing.
  -- Internal game resolution may be adjusted for battlescape and geoscape separately.
  -- All kinds of in-game timings are now adjustable, so you can make it run like your old 286, or pentium.
  -- Mods can now be activated from in-game, and don't require a restart.
  -- Many more advanced options added, most of which were previously omitted for requiring a restart.
  -- Many UFOextender and XComUtil options added (either as advanced options or individual mods).
  -- Mousewheel scroll speed is now configurable.
  -- FPS limiter added.
- New Battle menu completely overhauled.
- Support for old or modded savedgames improved, including warnings about potential incompatibilities.
- Multiline support added for textlists.
- Improved text input.
- Support added for multiple data folders.
- Dedicated auto-save and quick-save slots added.
- Added ironman mode.
- New loading screen with better error handling.
- Adlib music emulation added, MIDI playback is no longer required.

  Geoscape:
- Automatically end dogfights if the UFO outpaces the fighter and the window is minimised.
- When areas don't have mission data set, they will now fall back to data for an area that does.
- Psionic training at any time option added: allows adding/removing soldiers from psionic training at your discretion rather than on a monthly basis, and updates their progress daily.*
- Fields added to craft rulesets for further moddability.
- Added "Sack" button to soldier info screen.
- Added inventory screen to craft equip screen.
- Added estimates for craft repair/refuel/rearm times.
- Alien Containment management screen added.
- Soldier Memorial screen added to keep track of Xcom casualties.
- Hotkeys for base selection added.
- Last selected base now preserved on closing base window.
- Fixed craft renaming not working.
- Fixed HWPs not reloading when new ammo arrived.
- Added Prev/Next key shortcuts to Basescape soldier info.
- Aircraft flight path line indicators added.
- Storage limit enforcement option added, complete with "overflowed item" management screen.*
- Drag scroll added.
- Melee accuracy now shown on soldier stat screens.
- Manufacture auto sale button added to manufacture screen.
- Infinite quantity added to manufacture screen.
- Background now filled out in higher base resolutions.
- Added various Go To Base shortcuts in Geoscape popups.
- Added right-click on craft in Intercept screen to center on it.
- Added right-click on soldier in Craft screen to show their stats.
- Ufopaedia now shows armor damage and stat modifiers.
- New Advanced-Option: View soldier's Psi-Strength after the appropriate research has been completed.*
 
  Battlescape:
- Inventory: Ctrl-click an item to attempt to swap it between the ground and your soldier's inventory.
- Inventory: Added ability to define paper dolls for non-player units.
- Alt-click can now be used as an alternative to right-clicking.
- Various soldier weapon display changes:
 -- When using two two-handed weapons, display the one currently in use.
 -- Display soldier hands in front of rifles.
 -- If holding a pistol and a two-handed weapon, display both while firing.
- Factored height into the throwing calculation.
- Plasma tanks and sectopods now play the correct firing sounds.
- Item stacking implemented: Functionally identical items will appear in the same place on the ground with a number displayed over them, if there are a large stack of similar items.
- 2012 item recovery option added: only captured aliens drop intact weapons.*
- Path preview option updated: displays yellow when you can move to a spot but are unable to perform auto shot (or the type of shot you have on reserve) with your remaining TUs.
- Path preview option updated: can now be set to show arrows, remaining TUs, or both.*
- Units will no longer poke their heads through floors above them when standing on tall objects.
- AI almost completely re-written from scratch, should more closely resemble vanilla.
- Painkillers from the medikit now work.
- Tooltips added for all buttons.
- Number of Auto-shots is now a definable attribute of a weapon.
- Warning messages added when handling live grenades.
- Weapons can be defined to charge a "flat rate" rather than a percentage of TUs.
- Reaction fire mechanics completely re-written to replicate vanilla.
- Stats added to Armor, allowing it to enhance (or hinder) a soldier's abilities.
- Map draw functions hugely optimized, game is now playable on Android.
- Buttons for Reserve for Kneel and Zero Time Units added.
- Debug feature to kill all aliens added. (Ctrl+K)
- Auto-Equipment function rewritten to mimic vanilla, and an option added to completely disable auto-assignment.
- Accuracy model completely rewritten to replicate vanilla as closely as possible.
- Range based accuracy removed - UFO Extender accuracy added.
- Throw formula modified to mimic vanilla behaviour, with arc angle being a factor of weight, strength and distance.
- Items in Base storage are now randomly distributed on the floors of storage facility maps.
- Explosives will deal directional damage to units outside the "ground zero" radius.
- Aliens will now target and destroy "essential" objects in base modules, possibly leading to their destruction.
- When using a medi-kit, any injured body part will be selected by default.
- Sprites added for mind controlled terror unit weapons.
- Shotgun behaviour added for modded weapons.
- Deployment data for crafts added, allows for fine-tuned placement of units.
- New sprites added for alien weapons, courtesy of Arne.
- TFTD damage formula added.*
- Melee Aliens will now hit you with their strength rather than a static value.
- Notification added for disarming grenades pre-battle.
- Smooth bullet camera mode, follows the bullet as it moves rather than jumping the camera around.*
- Confirm fire mode, requires a second click to confirm a fire order.*
- Melee skill now included in hit calculations.
- More meaningful errors added to inventory screen.

* These features are disabled by default but can be enabled in the advanced options menu or by editing your configuration file.

Bugfixes:

  General:
- Fixed "classic mouse behaviour" and made it the default. (You should now be able to hold down the left mouse button and drag it down a list, incrementing several items)
- Various Linux and OSX-related fixes.
- Renamable fields no longer accept blank strings. (ie. no more bases, interceptors, or soldiers named "")
- Can now set the config folder via command line switch (-user)
- Fixed loading data from multiple folders.
- Extra sprites fixed for OSX.
- Game icon now correctly displayed in game window on all operating systems.
- Palette system overhauled to prevent windows changing colours incorrectly.
- Fixed various bugs with Unicode handling in paths and strings.
- Fixed various UI bugs on tablets.
 
  Geoscape:
- X-Com now correctly pays their first month's rent and maintenance in advance.
- To avoid lawsuits, sacked soldiers no longer take their armour with them.
- Crashed and landed UFOs no longer display a heading, even if that information is available.
- If a base is lost and a craft from that base is following a UFO but running low on fuel, do not prompt the player to return the craft to the lost base.
- Fighters no longer get quicker shots due to a bug that made them move in and out of their maximum weapon range when changing behaviours rapidly.
- UFOs should no longer escape dogfights too quickly.
- When the game starts, play the "GMGEO1" music track, instead of choosing randomly.
- When only one item remains to research and is added to the active projects, properly clear it from the "new projects" menu.
- Research now consumes items only as appropriate.
- Landed/Crashed UFOs will no longer try to detect X-Com bases.
- Graphs screen scale corrected.
- UFO flight-paths fixed to use correct areas for waypoint selection. Flight paths should now mimic vanilla (as much as something that's random can)
- Crafts teleporting when over poles corrected.
- Rare music bug in base defences fixed.
- Fix for soldiers in transfer not being counted when handing out promotions.
- Fix the council congratulating XCom on a job well done as they cancel the project.
- Downed UFOs will use appropriate behaviour after XCom dusts off.
- Alien mission timers fixed.
 
  Battlescape:
- Fixes to various UFOpaedia articles.
- Loading saved games now correctly preserves the difficulty adjustments to alien stats.
- Prime grenade buttons over 10 now work.
- Alien soldiers now reserve less TUs for reaction fire, and commanders reserve more.
- Stop turning when a new enemy is spotted, but ensure units will always face their targets when shooting.
- Re-wrote the reaction fire code to implement fixes and changes, including:
 -- Better handling of reaction fire against the last alien in the battle.
 -- Reaction shots should only be snap shots, not auto.
 -- Firing will trigger a reaction check.
 -- Hitting an alien with a non-melee weapon will cause it to face you.
 -- When two units spot each other at the same time, no reaction fire will occur.
- Adjusted various distance thresholds to compensate for the original game's attempt to approximate bresenham algorithms.
- Explosions now correctly cause fire.
- Fixed strafing through doors.
- Fixed the order of events in the battlescape loop.
- Fixed a bug causing some tiles to inappropriately act transparent.
- Aliens have night vision again, as per the original game, spotting soldiers within 20 tiles regardless of light.
- XCOM soldiers should now always spot aliens within 18 tiles, regardless of light, and 20 tiles in good light.
- Inventory: Allow scrolling of items on the ground when only two tiles of empty space remain, instead of just one.
- When ending a turn, the game will now close doors before setting off explosions.
- When returning a mind controlled alien to alien control, return their lighting to normal.
- Corrected how gravity applies to Reapers.
- Check tiles above explosions for whether items or units need to fall.
- Fixed silacoid attack ability, and made them immune to fire, so that they don't roast themselves.
- Fixed some celatid sprites.
- Stop displaying the PSI button after a psi-capable unit dies.
- Clear waypoints and top displaying the LAUNCH button if the turn is ended while setting waypoints for the blaster launcher.
- Fixed a crash on loading the battlescape.
- Fixed line of sight errors for certain walls.
- Fixed a crash bug relating to automatically ending battles.
- Tank inventories will no longer open during the Cydonia phase two transition.
- Properly reset the turn counter for phase two of Cydonia.
- Improved attribution of grenade kills.
- Fixed issues with shooting blaster bombs directly into walls not damaging nearby units.
- Fixed a bug that caused run mode to "stick" after pressing Control while the Strafe setting option was enabled.
- Fixed a bug that caused grenades primed above "0" to still instantly explode when Instant Grenades option was enabled.
- Weapons that aren't armour piercing now also cause minor stun damage.
- When aborting a mission, mind controlled aliens no longer count as friendly units for scoring purposes.
- Soldiers now panic in a way that's more consistent with the original game.
- All buttons disabled while projectiles are in-flight to disable cheating.
- Fixed TU costs for some alien weapons. (Some alien melee attacks should have flat costs instead of a percentage of TUs)
- Instant grenade behaviour fixed.
- Clip recovery fixed.
- Grenades no longer cause crashes when used to kill the final enemy.
- Visibility in smoke corrected.
- Turning to walk and being interrupted (by spotting a unit) now properly costs TUs.
- Melee and Medikits now use the same algorithm, and obey stairs properly.
- Units with built-in weapons no longer drop them when falling unconscious.
- Fixed various issues regarding "tanks only" deployment to mission sites.
- Revived units will no longer have their full TUs.
- Units can no longer be saved from zombification by reloading.
- Chryssalid screaming behaviour fixed.
- Broken alien base map modules removed from ruleset.
- Alien equipment random distribution re-aligned with vanilla.
- Aliens will no longer prime grenades unless they have already thrown it.
- Explosions now play the full animation instead of starting half way through.
- Lots of bugs regarding flying in power armor and kneeling fixed.
- Unconscious units being carried into the exit zone will now be properly accounted for.
- Accuracy formula corrected.
- Camera movements now follow vanilla formula.
- Pathfinding preview altered and fixed in many ways.
  -- Now updates appropriately according to reserve setting.
  -- No longer thinks that paths moving vertically wipe out all remaining TUs.
- Energy recovery now in-line with vanilla formula.
- Mouse Position (relative to screen) now preserved while drag-scrolling.
- Z-axis scrolling corrected.
- Large unit rendering fixed to no longer be drawn through walls.
- Sprite drawing routines revised.


Download:
Code: Select all
wget http://oph.mdrjr.net/meveric/repository/all/openxcom-odroid_1.0-1_armhf.deb
dpkg -i openxcom-odroid_1.0-1_armhf.deb


Have fun with it :)
Donate to support my work on the ODROID GameStation Turbo Image for U2/U3 XU3/XU4 X2 X C1 as well as many other releases.
Check out the Games and Emulators section to find some of my work or check the files in my repository to find the software i build for ODROIDs.
If you want to add my repository to your image read my HOWTO integrate my repo into your image.
User avatar
meveric
 
Posts: 9433
Joined: Mon Feb 25, 2013 2:41 pm
languages_spoken: german, english
ODROIDs: X2, U2, U3, XU-Lite, XU3, XU3-Lite, C1, XU4, C2, C1+, XU4Q, HC1, N1, Go

Re: [GAMES] OpenXcom

Unread postby meveric » Sun Aug 16, 2015 7:53 am

Update 5:

Hello everyone :)

recently there was a big update on the project. Although not officially released yet, the nighly versions of OpenXcom now support XCom - Terror from the Deep as well.

Image Image
Image Image

Therefore some slight changes are necessery:
While earlier the game data files hat to be placed in ~/.local/share/openxcom/data then now have to be placed in slightly different paths:
~/.local/share/openxcom/UFO for OpenXcom - UFO - Enemy Unknown
and
~/.local/share/openxcom/TFTD for OpenXcom - XCom - Terror from the Deep

since the nightly version shares many parts with the Milestone 1 (v1.0) of openxcom (the current stable version) I decided to have the two versions conflict each other. So you can either install openxcom-odroid (stable v 1.0 verion) or the openxcom-nightly-odroid (unstable version with TFTD support), but not both on the same time.

If you use one of my GameStation Turbo images you can install it with:
Code: Select all
apt-get install openxcom-nightly-odroid

If you use one of the HardKernel images it "should" work if you download it manually:
get the latest version from http://oph.mdrjr.net/meveric/pool/main/ ... ly-odroid/

+deb8 files should work on Ubuntu 15.04 and higher (or Debian Jessie).. the other for Ubuntu 14.04 and below (or Debian Wheezy).
Donate to support my work on the ODROID GameStation Turbo Image for U2/U3 XU3/XU4 X2 X C1 as well as many other releases.
Check out the Games and Emulators section to find some of my work or check the files in my repository to find the software i build for ODROIDs.
If you want to add my repository to your image read my HOWTO integrate my repo into your image.
User avatar
meveric
 
Posts: 9433
Joined: Mon Feb 25, 2013 2:41 pm
languages_spoken: german, english
ODROIDs: X2, U2, U3, XU-Lite, XU3, XU3-Lite, C1, XU4, C2, C1+, XU4Q, HC1, N1, Go

Re: [GAMES] OpenXcom

Unread postby meveric » Thu May 10, 2018 4:31 pm

updated the nightly package to a more recent version and also added support for Debian Stretch.
Donate to support my work on the ODROID GameStation Turbo Image for U2/U3 XU3/XU4 X2 X C1 as well as many other releases.
Check out the Games and Emulators section to find some of my work or check the files in my repository to find the software i build for ODROIDs.
If you want to add my repository to your image read my HOWTO integrate my repo into your image.
User avatar
meveric
 
Posts: 9433
Joined: Mon Feb 25, 2013 2:41 pm
languages_spoken: german, english
ODROIDs: X2, U2, U3, XU-Lite, XU3, XU3-Lite, C1, XU4, C2, C1+, XU4Q, HC1, N1, Go


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