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7 messages
7 total messages Started by Serge Semashko Mon, 27 Dec 2004 19:16
UFO2000 0.6.627
#35857
Author: Serge Semashko
Date: Mon, 27 Dec 2004 19:16
27 lines
2251 bytes
The UFO2000 development team has released a new stable version of UFO2000, 
v0.6.627. You can find it here: http://ufo2000.sourceforge.net

Here is the list of improvements since the last stable release (0.4.0.353):
- added support for different mission scenarios (Twilight Owl)
- internationalization support, the game now supports English, 
  German, Spanish, Russian and Belarusian languages (HaJo)
- many user interface improvements (HaJo, Twilight Owl)
- lots of help messages, help system (HaJo)
- map size and type selection, equipment points limit (Twilight Owl)
- explosive terrain objects (Twilight Owl)
- automatic bugreporting system (Serge)
- improved win32-installer (SupSuper)
- better looking and themable GUI (Serge)
- different look for soldiers in the battlescape (Nail)
- correct map generation for 'City' and 'Port' (Twilight Owl)
- reserve time buttons are now working (HaJo, Twilight Owl, olegmmm)
- more verbose end of game statistics (HaJo)
- morale and panic support (Twilight Owl)
- sound notifications and information messages in the server chat (Serge)
- support for user contributed maps improved, support for custom
  map generation rules written in lua language (Serge)
- cpu usage reduced (Kolotov Alexandr)
- squad size limit increased from 10 to 15 (Twilight Owl)
- different types of reaction fire depending on time reserve mode (olegmmm)
- fixed problems with mouse ranges (Gassa)
- many other bugfixes and improvements (special thanks to Gassa, olegmmm)
Re: UFO2000 0.6.627
#35858
Author: Bateau
Date: Tue, 28 Dec 2004 02:36
34 lines
2645 bytes
If you're listening are you guys going to eventually replace the
graphics with your own so people who don't have X-Com can play?
You'd probably have to change the graphics engine to higher res with
alpha channels for transparency because no one would pixel paint all
those graphics.

serge@lxnt.info (Serge Semashko) wrote:
>The UFO2000 development team has released a new stable version of UFO2000, 
>v0.6.627. You can find it here: http://ufo2000.sourceforge.net
>
>Here is the list of improvements since the last stable release (0.4.0.353):
>- added support for different mission scenarios (Twilight Owl)
>- internationalization support, the game now supports English, 
>  German, Spanish, Russian and Belarusian languages (HaJo)
>- many user interface improvements (HaJo, Twilight Owl)
>- lots of help messages, help system (HaJo)
>- map size and type selection, equipment points limit (Twilight Owl)
>- explosive terrain objects (Twilight Owl)
>- automatic bugreporting system (Serge)
>- improved win32-installer (SupSuper)
>- better looking and themable GUI (Serge)
>- different look for soldiers in the battlescape (Nail)
>- correct map generation for 'City' and 'Port' (Twilight Owl)
>- reserve time buttons are now working (HaJo, Twilight Owl, olegmmm)
>- more verbose end of game statistics (HaJo)
>- morale and panic support (Twilight Owl)
>- sound notifications and information messages in the server chat (Serge)
>- support for user contributed maps improved, support for custom
>  map generation rules written in lua language (Serge)
>- cpu usage reduced (Kolotov Alexandr)
>- squad size limit increased from 10 to 15 (Twilight Owl)
>- different types of reaction fire depending on time reserve mode (olegmmm)
>- fixed problems with mouse ranges (Gassa)
>- many other bugfixes and improvements (special thanks to Gassa, olegmmm)
Re: UFO2000 0.6.627
#35859
Author: Micah
Date: Tue, 28 Dec 2004 07:51
50 lines
3128 bytes
If you had taken the opportunity to investigate the project before posting, 
or even glanced at the project's homepage, you would note that UFO2000 can 
be played with the UFO Defense demo files. Thus, you would not have to own 
it.


-Micah
micahdg@xcomufo.com
www.xcomufo.com


"Bateau" <Gamera@work.stomping.aza> wrote in message 
news:d9h1t0hoscvi9fns4iklc9qs3rnmomhq4g@4ax.com...
> If you're listening are you guys going to eventually replace the
> graphics with your own so people who don't have X-Com can play?
> You'd probably have to change the graphics engine to higher res with
> alpha channels for transparency because no one would pixel paint all
> those graphics.
>
> serge@lxnt.info (Serge Semashko) wrote:
>>The UFO2000 development team has released a new stable version of UFO2000,
>>v0.6.627. You can find it here: http://ufo2000.sourceforge.net
>>
>>Here is the list of improvements since the last stable release 
>>(0.4.0.353):
>>- added support for different mission scenarios (Twilight Owl)
>>- internationalization support, the game now supports English,
>>  German, Spanish, Russian and Belarusian languages (HaJo)
>>- many user interface improvements (HaJo, Twilight Owl)
>>- lots of help messages, help system (HaJo)
>>- map size and type selection, equipment points limit (Twilight Owl)
>>- explosive terrain objects (Twilight Owl)
>>- automatic bugreporting system (Serge)
>>- improved win32-installer (SupSuper)
>>- better looking and themable GUI (Serge)
>>- different look for soldiers in the battlescape (Nail)
>>- correct map generation for 'City' and 'Port' (Twilight Owl)
>>- reserve time buttons are now working (HaJo, Twilight Owl, olegmmm)
>>- more verbose end of game statistics (HaJo)
>>- morale and panic support (Twilight Owl)
>>- sound notifications and information messages in the server chat (Serge)
>>- support for user contributed maps improved, support for custom
>>  map generation rules written in lua language (Serge)
>>- cpu usage reduced (Kolotov Alexandr)
>>- squad size limit increased from 10 to 15 (Twilight Owl)
>>- different types of reaction fire depending on time reserve mode 
>>(olegmmm)
>>- fixed problems with mouse ranges (Gassa)
>>- many other bugfixes and improvements (special thanks to Gassa, olegmmm)
> 
Re: UFO2000 0.6.627
#35860
Author: Bateau
Date: Wed, 29 Dec 2004 15:04
8 lines
1293 bytes
"Micah" <micahdg@xcomufo.com> wrote:
>If you had taken the opportunity to investigate the project before posting, 
>or even glanced at the project's homepage, you would note that UFO2000 can 
>be played with the UFO Defense demo files. Thus, you would not have to own 
>it.

You would if you wanted to have any fun, like playing with other terrain
and using user maps.
Re: UFO2000 0.6.627
#35861
Author: Jon Dowland
Date: Sun, 27 Mar 2005 22:41
10 lines
1478 bytes
Bateau <Gamera@work.stomping.aza> wrote in 
news:d9h1t0hoscvi9fns4iklc9qs3rnmomhq4g@4ax.com:

> no one would pixel paint all those graphics.

Don't be so hasty: Over at freedoom we're doing exactly that to replace the 
old DOOM/DOOM2 resources. http://freedoom.sf.net/.

I know of a few people in that community who, once we've got FD out of the 
way, would be very keen to help improve any open source XCOM efforts.
Re: UFO2000 0.6.627
#35862
Author: Bateau
Date: Mon, 28 Mar 2005 11:47
14 lines
1362 bytes
Jon Dowland <jon@frag.ord> wrote:
>Bateau <Gamera@work.stomping.aza> wrote in 
>news:d9h1t0hoscvi9fns4iklc9qs3rnmomhq4g@4ax.com:
>
>> no one would pixel paint all those graphics.
>
>Don't be so hasty: Over at freedoom we're doing exactly that to replace the 
>old DOOM/DOOM2 resources. http://freedoom.sf.net/.
>
>I know of a few people in that community who, once we've got FD out of the 
>way, would be very keen to help improve any open source XCOM efforts.

A "few" people. Doom has about a billion zillion willing to do that
stuff.
Re: UFO2000 0.6.627
#35863
Author: Jon Dowland
Date: Mon, 28 Mar 2005 11:57
22 lines
1955 bytes
On Mon, 28 Mar 2005 19:47:19 +0800, Bateau wrote:

> Jon Dowland <jon@frag.ord> wrote:
>>Bateau <Gamera@work.stomping.aza> wrote in 
>>news:d9h1t0hoscvi9fns4iklc9qs3rnmomhq4g@4ax.com:
>>
>>> no one would pixel paint all those graphics.
>>
>>Don't be so hasty: Over at freedoom we're doing exactly that to replace the 
>>old DOOM/DOOM2 resources. http://freedoom.sf.net/.
>>
>>I know of a few people in that community who, once we've got FD out of the 
>>way, would be very keen to help improve any open source XCOM efforts.
> 
> A "few" people. Doom has about a billion zillion willing to do that
> stuff.

To date, 86[1], but from that figure only 31 have contributed sprite
resources, and of that figure, a very small minority have contributed
anything more complex than a four-frame flaming barrel, for example.

[1] http://freedoom.sourceforge.net/deutex/CREDITS
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