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Mem

Lifer
Apr 23, 2000
21,476
13
81
Not much news but "Xenocide" is coming along,

1 January 2005 - Texts Completed - Grey, Short-range NEUDAR and Long-range NEUDAR have been completed by conjointed effort of the CTD. Would you like to know more?

31 December 2004 - Text Completed - Azrael has finished his Artopod text concept, the text will be on Alpha 6. Would you like to know more?

31 December 2004 - Basic Armor Art Concept - Shinzon has posted his progress with the Standard Issue Battledress art concept, no texturing yet but the model looks good. Would you like to know more?

31 December 2004 - New Year! - We would like to wish everyone a very happy new year, and may you have a very good 2005!

26 December 2004 - Viper Movie - ATeX, from Sound Department, has made final touches on the Viper movie (issue #44), adding sound effects to make it more immersing, the movie is ready and will be on the Alpha 6 release.

25 December 2004 - Text Completed - Tzuchan has completed his Anti-Grav Powersuit text concept, excellent work Tzuchan! Would you like to know more?

25 December 2004 - Christmas - The Project Xenocide Development Team would like to wish a merry Christmas to all of our supporters, friends and fans out there! Have a good one! (but watch the beers (or sodas), they go down just like that!)

24 December 2004 - Senior Team - MindStormMaster will replace Maverick in the Senior Team. Would you like to know more?

24 December 2004 - Source Structure Cleanup - Red Knight has got rid of unused code in the structure and commited it to the SVN server. Bug #52 has been closed.

24 December 2004 - Globe Texture - Guyver6 has posted two possibilities for globe texture, obtained from NASA and J. Hasting's. Would you like to know more?

19 December 2004 - Text Completed - Denevive has made the final adjustments to his XC-2 StarFire concept, the text has been given to the XNet Proofreading Taskforce.

19 December 2004 - Laser Pistol Art Concept - Mikker has posted his progress with the visual concept of the Laser Pistol. Would you like to know more?

19 December 2004 - Alpha 6 Release! - guyver6 has announced that it is planned to make a release on Christmas, if it is not possible in Christmas then we are looking at a new year's eve release. The announcement has put all departments to ready the needed items for the release. Would you like to know more?

14 December 2004 - AI Design - JakeDrake has started to develop the AI design document in the Tasks Tracker. Would you like to know more?

11 December 2004 - Octopus Editor - guyver6 has provided the Artwork Department an editor, developed by Yake team, capable of handling Ogre material. The work will not be able to be viewed in 3dsmax, but can be previewed using Octopus itself. This will, hopefully, make things easier for the AWD. Would you like to know more?

11 December 2004 - Changes in PRG - Red Knight has posted a summary of the changes made in the Programming Department, such as moving to SVN from CVS and we obtaining ownership of the code. Would you like to know more?

10 December 2004 - News Anchor! - Azrael has taken the position of Xenocide News Anchor. Most of the news items in the future will be written by him, with a few minor changes by the Editor :)

10 December 2004 - Naming Scheme - Rincewind is taking suggestions for a naming scheme for the symbolic names for X-Net entries. The symbolic names will, for example, be used to assign each entry the correctly corresponding model and X-Net entry text. The discussion is taking place here.

10 December 2004 - GUI Enhancements - guyver6 has posted two pics of the enhanced GUI he obtained by patching CEGUI to align font rendering to integers, thus making the textels of CEGUI to match screen pixels. The posted images show a noticeable improvement in the UI, you may appreciate guyver6's work in the programming forums.
.

Remember to read the official FAQs at Xenocide homepage for more info.
 

Mem

Lifer
Apr 23, 2000
21,476
13
81
Update on Xenocide.

The Xenocide Development Team is very proud to present the current Progress Release Build 388. A year has passed since the last release, we are using a new game engine named Ogre that has far more features that what we had with the Xenocide Engine so development has been easier from that, however the change took more time than expected.

Those that had downloaded the Pre-Alpha 0.0.4 will notice things that are not implemented like Music, and other stuff but that is expected to be released in the next iteration. We are committed to release in a 3 to 4 week period what we have instead of accomplish X or Y features so everybody can check the advance of the project.

Our latest progress build is available for download using both a standalone client that downloads the file from a BitTorrent file or if you have a BitTorrent Client as Azureus you can download it using it.

BitTorrent download:
http://projectxenocide.com/dow...noci...ase.388.torrent (torrent only)
http://projectxenocide.com/dow...noci...388.torrent.exe (self-contained client)

Regular download (via SourceForge):
http://prdownloads.sourceforge...ocid...88.exe?download

Take in mind that we are figuring out how to accomplish an incremental update procedure using BitTorrent so for the update versions you should learn how to use it Wink.gif.

Enjoy the release. And dont forget that if you feel that you can help Project Xenocide but dont know how, we have a very dedicated team that will help you to get started.[/quote]


Link.
 

konakona

Diamond Member
May 6, 2004
6,285
1
0
Originally posted by: Mem
Update on Xenocide.

The Xenocide Development Team is very proud to present the current Progress Release Build 388. A year has passed since the last release, we are using a new game engine named Ogre that has far more features that what we had with the Xenocide Engine so development has been easier from that, however the change took more time than expected.

Those that had downloaded the Pre-Alpha 0.0.4 will notice things that are not implemented like Music, and other stuff but that is expected to be released in the next iteration. We are committed to release in a 3 to 4 week period what we have instead of accomplish X or Y features so everybody can check the advance of the project.

Our latest progress build is available for download using both a standalone client that downloads the file from a BitTorrent file or if you have a BitTorrent Client as Azureus you can download it using it.

BitTorrent download:
http://projectxenocide.com/dow...noci...ase.388.torrent (torrent only)
http://projectxenocide.com/dow...noci...388.torrent.exe (self-contained client)

Regular download (via SourceForge):
http://prdownloads.sourceforge...ocid...88.exe?download

Take in mind that we are figuring out how to accomplish an incremental update procedure using BitTorrent so for the update versions you should learn how to use it Wink.gif.

Enjoy the release. And dont forget that if you feel that you can help Project Xenocide but dont know how, we have a very dedicated team that will help you to get started.


Link.[/quote]

thx for the update, but if its a butchered teazer demo like previous ones, i am gonna have to pass; those things piss me off cuz i have no choice but to watch my crew getting their butts kicked by the aliens :(
 

Mem

Lifer
Apr 23, 2000
21,476
13
81
thx for the update, but if its a butchered teazer demo like previous ones, i am gonna have to pass; those things piss me off cuz i have no choice but to watch my crew getting

Not even that,I downloaded the demo and you just have the planet Earththat you can zoom in and out and rotate etc...plus a few screen buttons you can click on,however it`s looking good and the final version if it lives up to what I`ve seen should be a very playable game.


UFO-AfterShock Interview .

3) How does the infiltration of buildings work? Is every interior of a building separately loaded or does it belong to the mission-level itself?

J.R.: There is a fog of war in UFO: Aftershock. When you enter the battlefield you can see the buildings, but not what is inside of them. As you move your squad, you can see enemies only if your soldiers can. When you enter the building you can see the interior of that floor, but not the upper level. When you climb the building you can see further, which is very good for sniping. When you leave the building, you can still "remember" its layout, but you cannot see what is going on inside.

All the buildings are loaded along with the level, they are its integral part. Different soldiers may be in different buildings, etc.

More info in the above link.

:)
 

Mem

Lifer
Apr 23, 2000
21,476
13
81
Malladine you`re welcome.


Btw I don`t think I posted this old link which has info & a short interview about UFO: Extraterrestrials

SI: What is your favourite part so far with UFO Extraterrestrials?

Michal Dolezal: I favoured alien base conquering.
 

lozina

Lifer
Sep 10, 2001
11,711
8
81
GOod stuff, I'm glad the X-Com realm has not died away. I downloaded the Project Xenocide demo and it's jsut like the first one I downloaded like 2 or 3 years ago- just very basic UI for the main geoscope interfacez. They haven't made much progress, have they? :D But I look forward to UFO:Extraterrestrials!
 

Mem

Lifer
Apr 23, 2000
21,476
13
81
I downloaded the Project Xenocide demo and it's jsut like the first one I downloaded like 2 or 3 years ago- just very basic UI for the main geoscope interfacez. They haven't made much progress, have they?

Depends how you look at it,from Dec 2004 up until now they have done quite a lot of work,see below.

18 January 2005 - Progress Release Available - Progress Release build 388 is the result of the last year's worth of development. In this time the game engine has been changed to Ogre and many other changes have been made. Read Red Knight's announcement for more information and download links.

1 January 2005 - Texts Completed - Grey, Short-range NEUDAR and Long-range NEUDAR have been completed by conjointed effort of the CTD. Would you like to know more?

31 December 2004 - Text Completed - Azrael has finished his Artopod text concept, the text will be on Alpha 6. Would you like to know more?

31 December 2004 - Basic Armor Art Concept - Shinzon has posted his progress with the Standard Issue Battledress art concept, no texturing yet but the model looks good. Would you like to know more?

31 December 2004 - New Year! - We would like to wish everyone a very happy new year, and may you have a very good 2005!

26 December 2004 - Viper Movie - ATeX, from Sound Department, has made final touches on the Viper movie (issue #44), adding sound effects to make it more immersing, the movie is ready and will be on the Alpha 6 release.

25 December 2004 - Text Completed - Tzuchan has completed his Anti-Grav Powersuit text concept, excellent work Tzuchan! Would you like to know more?

25 December 2004 - Christmas - The Project Xenocide Development Team would like to wish a merry Christmas to all of our supporters, friends and fans out there! Have a good one! (but watch the beers (or sodas), they go down just like that!)

24 December 2004 - Senior Team - MindStormMaster will replace Maverick in the Senior Team. Would you like to know more?

24 December 2004 - Source Structure Cleanup - Red Knight has got rid of unused code in the structure and commited it to the SVN server. Bug #52 has been closed.

24 December 2004 - Globe Texture - Guyver6 has posted two possibilities for globe texture, obtained from NASA and J. Hasting's. Would you like to know more?

19 December 2004 - Text Completed - Denevive has made the final adjustments to his XC-2 StarFire concept, the text has been given to the XNet Proofreading Taskforce.

19 December 2004 - Laser Pistol Art Concept - Mikker has posted his progress with the visual concept of the Laser Pistol. Would you like to know more?

19 December 2004 - Alpha 6 Release! - guyver6 has announced that it is planned to make a release on Christmas, if it is not possible in Christmas then we are looking at a new year's eve release. The announcement has put all departments to ready the needed items for the release. Would you like to know more?

14 December 2004 - AI Design - JakeDrake has started to develop the AI design document in the Tasks Tracker. Would you like to know more?

11 December 2004 - Octopus Editor - guyver6 has provided the Artwork Department an editor, developed by Yake team, capable of handling Ogre material. The work will not be able to be viewed in 3dsmax, but can be previewed using Octopus itself. This will, hopefully, make things easier for the AWD. Would you like to know more?

11 December 2004 - Changes in PRG - Red Knight has posted a summary of the changes made in the Programming Department, such as moving to SVN from CVS and we obtaining ownership of the code. Would you like to know more?

10 December 2004 - News Anchor! - Azrael has taken the position of Xenocide News Anchor. Most of the news items in the future will be written by him, with a few minor changes by the Editor :)

10 December 2004 - Naming Scheme - Rincewind is taking suggestions for a naming scheme for the symbolic names for X-Net entries. The symbolic names will, for example, be used to assign each entry the correctly corresponding model and X-Net entry text. The discussion is taking place here.

10 December 2004 - GUI Enhancements - guyver6 has posted two pics of the enhanced GUI he obtained by patching CEGUI to align font rendering to integers, thus making the textels of CEGUI to match screen pixels. The posted images show a noticeable improvement in the UI, you may appreciate guyver6's work in the programming forums.

8 December 2004 - Xenocide Source Repository, Source moved - Xenocide source code has been moved to a new Subversion repository hosted on our dedicated server. The repository is located at http://svn.projectxenocide.com. The source repository at SourceForge is outdated and will no longer be maintained. Downloads from this repository should be much faster than SourceForge.

Additionally, an Updater application create by Guyver is available for use. This application removes the need to download and compile separate dependencies for Xenocide. This should make getting started with Xenocide much faster.

TortioseSVN is a good SVN client and can be found here.

A quick start guide for Xenocide programmers and recruits can be found here.

For additional help with the repository, contact mindstormmaster or RedKnight.

6 December 2004 - Bug Tracker - A bug/issue tracking system has been established for Xenocide. Developers should register an account and add their current tasks into the system so we can track our progress. The tracker may be found here: http://bugs.projectxenocide.com/
 

Mem

Lifer
Apr 23, 2000
21,476
13
81
Some small news updates,

First "UFO-Extraterrestrials" ,

March 15th 2005
So that air superiority was ensured,CAF scientists has to develop a lot of air craft armament.One chapter of their effort are cannons.All cannons for UFO:ET interceptors have been created.There are various models available.
Michal




March 1st 2005
Every Interceptor in UFO:ET can carry energetic shield, cannon and bunch of rockets.All energetic shields for UFO:ET interceptors have been created.Every shield has a generator that generates defensive field around interceptors The better generator an interceptor has the more damage can absorb.There are various models available. Michal

Link.


New artwork screenshots over@Tiscali on UFO-Aftershock. .
 

Mem

Lifer
Apr 23, 2000
21,476
13
81
Short preview of UFO-Aftershock .


UFO Aftershock is supposed to be a true sequel, although many of the elements that made the series popular remain.

It blends a mix of real-time and turn-based action with its combat, but it's equally about global management. Playing as one of three factions, you'll build bases in one of many different territories around the world.