Beta OpenXcom 1.0.0.13


canseco

Very Active Member
Joined
Jun 1, 2004
Messages
885
Location
Spain
OpenXcom 1.0.0.13

preview2.png


OpenXcom is an open-source remake of the popular UFO: Enemy Unknown (X-Com: UFO Defense in USA) videogame by Microprose, licensed under the GPL and written in C++ / SDL.

Changelog

0.9.0.19
- Last git upstream fixes and new features.
0.9.0.20
- Last git upstream fixes and new features.
- Touchscreen offset should be fixed.
0.9.0.22
- Last git version. 1.0 coming "soon".
- Updated previews.
0.9.0.23
- Updated to latest language pack from GetLocalization.
1.0.0.1
- First stable release.
- Updated previews.
- Source included in src folder.
1.0.0.10
- Latest git release. It works with UFO or TFTD (not tested) and mods (Final Mod 1.9.6c tested).
- Updated libs and sources.
1.0.0.11
- Fixed version number and deleted previous PND. Thanks to Sepulep for the feedback.
1.0.0.12
- Latest git release. It works with UFO or TFTD and mods (Final Mod 1.9.7 tested).
- Updated libs.
1.0.0.13
- Latest git release (18/07/2018). Tested with Final Mod Pack 2.1.

Link to homepage:
https://openxcom.org/
Link to repo:
https://repo.openpandora.org/?page=detail&app=openxcom
 
Last edited:
Oooh, thanks for the updated version, just need to copy my TFTD files across as well now
 
How did you compile this? It seems to require C++11 but the toolchains used for Pandora doesn't support all that it needs.
I am trying to compile OXCE+.
 
On the Pandora, with the codeblocks PND I guess, it contains a special command line entry with up-to-date gcc compiler suite (among other things).

Hmm I tried compiling on the Pandora cmake said it needed an ext2 filesystem, and my sd cards are vfat. Guess I need a new sd card.
 
Hmm I tried compiling on the Pandora cmake said it needed an ext2 filesystem, and my sd cards are vfat. Guess I need a new sd card.
Yeah, to build stuff on the Pandora, you need an Ext file system. FAT32 will not really make it and you will have issue, unless you use simple Makefile.
 
Changelog

1.0.0.13
- Latest git release (18/07/2018). Tested with Final Mod Pack 2.1.
 
I've compiled the latest OXCE with the codeblocks PND.
I had to do a few changes here and there to fix compilation errors (mostly calls to std::max with what the compiler considered to be a mix of float and double) but finally got it to work.
I was even able to start it with the X-Piratez mod, with a 1Gb swapfile and a very long load time.

I've played a quick battle of the base game without any apparent glitch. However in the geoscape, clicking too far from the center of a button leads to a kind of freeze (music keeps playing, Pandora still responds to key events but the game is frozen).
I'll see if I can fix that, I'll also like to explore lazy-loading of sounds and music to limit the RAM usage of big mods (looks like only sprites are lazy-loaded for now).

If there's any interest I could release a PND if I can get something good enough.
 
Back
Top