OpenApoc is an open-source re-implementation of the original X-COM: Apocalypse, that requires the original files to run, licensed under the MIT and written in C++ / SDL2. It was originally founded by PmProg in July 2014, and has since grown in community.
Order number global mapper 14. Download serial number global mapper 14. And he had, without ever bothering to consider the grief he left in his wake. Andrea had finished up a half hour.
Table of Contents
- Building
Key Features
- Unlimited modding capabilities, which was not possible in the original
- Port the game to any platform you like (windows, linux, android etc)
- Support for modern screen resolutions
- Added a full debug system (hot keys, etc.)
- Added 'more options' menu (which many improvements)
- Added skirmish module (fast fight)
- We can bring, in mods, Julian Gollop cut ideas into the game
- The new engine have ample opportunities for expansion and changes
- High FPS, smooth sound during the game without bugs from original
- No limitations which were in vanilla
What's left?
- In order to have a playable game, we need:
- Aliens moving from building to building
- Funding for X-Com and orgs
- Agent Training
- Bribes
That will be a game which has all of its main mechanics implemented. We still have a long way to go, but that's a point at which you can really play Apocalypse in OpenApoc and do everything you need.
- And then, to reach a mostly complete state, we also require:
- Proper portal location in alien dimension
- Proper portal movement
- Alien Takeover screen
- Score screen and graphs
- Proper collapse algorithm for alien tubes
- Victory & Defeat screens
- UFO growth halting when relevant building is destroyed
- Organisations properly buying their vehicles
- Organisations making treaties, raiding each other and x-com, sending illegal flyers
- Proper Music (not just 3 looped tracks)
- Overspawn
- Then, to be fully vanilla feature complete, we also need:
- Better battle AI (behavior, taking cover, more intelligent attack patterns)
- Better city AI (craft retreat when damaged, other stuff)
- Proper ground vehicles (occupying lanes, blocking, overtaking etc.)
- Proper location screen (assigning agents to vehicles)
- Some fixes to Ufopaedia display
- Proper transferring agents
- UI Tooltips
- Controls for editing text (naming soldiers and other property)
- Agent medals and statistics
- Agent name generator (more than 10 names and surnames)
- Colored text support
- And then, to be a full 1.0 OpenApoc release, we also need:
- Different file format than xml for storing save files (at least), so that save/loading takes reasonable amount of time
- Different handling of game data (separation of 'rules' and 'gamestate', so that for example you can modify a research project in a mod, add that mod to your playthrough midgame, and not have to lose all progress made on that project, or later remove the project mod, and have the changes reversed but research state persist)
- Close all issues
- Maybe something else that didn't come up to mind immediately
Building
OpenApocalypse is built leveraging a number of libraries - to provide needed functionality (and save us the time of implementing it ourselves badly)
- Boost - specifially the 'locale' library, used for localisation, 'program-options' for settings management, and 'filesystem'.
- Libunwind - debug backtracing on linux - not needed on windows.
The following libraries are also used, but are shipped as submodules in the repository and directly included in the build, so you don't need to install these dependencies to build or use openapoc.
- GLM - Math library.
- libsmacker - Decoder for .smk video files.
- lodepng - Reading/writing PNG image files.
- Lua - Scripting language.
- miniz - Zlib-comptible compression library.
- physfs - Library for reading data from .iso files or directory trees (Note: We use a patched version, available on GitHub - required to read the .iso files we use).
- pugixml - XML library used for reading/writing the game data files.
- tinyformat - A c++ typesafe string formatting library.
Building on Windows
- Checkout OpenApoc from GitHub.
- If you are using the GitHub client for Windows, the submodules should already be setup at first checkout. If not using the github client, or if the submodules have been updated, run the following commands in the 'git shell' from the root of the OpenApoc repository. This should reset the submodule checkouts to the latest versions (NOTE: This will overwrite any changes to code in the dependencies/ directory).
- All the other dependencies (Boost, SDL2) need to be supplied separately. Install Vcpkg and run the following command:
- Copy the original XCom:Apocalypse .iso file into the 'data/' directory. This could also be a directory containing all the extracted files from the CD, and it should be named the same (IE the directory should be data/cd.iso/). This is used during the build to extract some data tables.
- Open the Git directory in Visual Studio (if you don't have an Open Folder option, generate a project from CMake).
- Visual Studio should automatically detect and configure CMake appropriately. To add your Vcpkg dependencies, edit your CMake Settings file and add:
- If you get errors, clear your cache from the CMake menu and generate again.
- Build (Release/Debug x86/x64 should all work). Release is recommended as Debug is very slow.
- When running from the Visual Studio UI, the working directory is set to the root of the project, so the data folder should already be in the right place. If you want to run outside of Visual Studio, you need to copy the whole 'data' folder (including the cd.iso file) into the folder openapoc.exe resides in.
Building on Linux
(Tested on Ubuntu 16.04 and Mageia 6)
- On Ubuntu, install the following packages:
- On Mageia, install the following packages as root:
- Checkout OpenApoc from GitHub.
- Fetch the dependencies from git with the following terminal command (run from the just-created OpenApoc folder).
- Copy the cd.iso file to the 'data' directory under the repository root (Note - despite dosbox having good linux support, the steam version of X-Com Apocalypse will only install if Steam Play is enabled).
- Create a subdirectory ('build' in this example) in the OpenApoc checkout directory, and from that use cmake to configure OpenApoc.
- This cmake command will fail if we're missing a dependency, or your system is for some other reason unable to build - if you have any issues please contact us (see above for links).
- Build the project with the following command.
- This should create a directory 'bin' under the build directory, with the 'OpenApoc' executable file. OpenApoc by default expects the data folder to be in the current working directory, so running the executable from the root of the git checkout should work.
How to setup OpenApoc
- This assumes that you have the file 'cd.iso' - a copy of the original X-Com Apocalypse CD (This can be acquired from Steam - this is required to run)
- you need have all files in ISO file including MUSIC etc
- if it's in .iso format, rename it to 'cd.iso'
- if it's not, copy all the contents into a folder and rename the folder to 'cd.iso'
- we also support the .cue / .bin files (which are used, for example, in the gog.com version)
- you rename the .cue file 'cd.iso', put it in the data/ folder, then put the .bin file in the same folder
(without changing it's name - so for example the gog.com file remails 'XCOM.BIN')
- Download OpenApoc:
- If you see a green latest build then you can get it, if it's not then go to HISTORY at the top and click another build that's green
- Click Platform x64 (or Win32 if you need 32bit binaries)
- Click ARTIFACTS
- Download the first option (without 'debug' in it)
- Unzip downloaded file which will create a new folder with everything from us inside
- Put cd.iso (image or folder) into data folder inside OpenApoc folder
- Run and enjoy!
- If you find bug report it here (upload also openapoc_log.txt from game folder)
Contact us
If you're interested, please visit our website.We have forums - please pop by and introduce yourself!We have an IRC channel on Freenode - #openapoc.We have a Facebook page.
X-Men: The Ravages of Apocalypse | |
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Developer(s) | Zero Gravity Entertainment |
Publisher(s) | WizardWorks |
Composer(s) | Method of the W.O.R.M |
Engine | Quake engine |
Platform(s) | MS-DOS, Windows, Linux, Macintosh |
Release |
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Genre(s) | First-person shooter |
Mode(s) | Single-player, multiplayer |
X-Men: The Ravages of Apocalypse is a first-person shooter video game. It was developed by Zero Gravity Entertainment and released for PC only in 1997. The game was built with the Quake engine and requires the original version of Quake to be played, as the result, the game acts as an expansion of Quake.
Gameplay[edit]
The Ravages of Apocalypse features fourteen levels, replaces the original Quake weapons with new designs, and all of the enemies in the game have been replaced with cyborgclones of popular X-Men characters, each with their own super powers; for example, Wolverine has his healing factor, Archangel is immune to rockets, etc. X-Men: The Ravages of Apocalypse was one of the first total conversions to feature a high profile property.
Release[edit]
X-Men: The Ravages of Apocalypse was released as freeware in July 2006.[1] The game's source code was also released, but under an ambiguous license. Modifications have been made to the game to allow it to run as a standalone title. The freeware release includes a walkthrough of the game's levels, as well as a patch which adds new gameplay features and fixes glitches from the original version.
Reception[edit]
Reception | ||||||||
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X-Men: The Ravages of Apocalypse was met with mixed reception.[3]
See also[edit]
References[edit]
- ^'Game Name: X-Men: The Ravages of Apocalypse'. Archived from the original on July 18, 2015. Retrieved 2016-05-09.CS1 maint: BOT: original-url status unknown (link)
- ^Berliner, Brett. 'X-Men: The Ravages of Apocalypse (PC) - Review'. AllGame. Archived from the original on 2014-12-12. Retrieved 2016-10-30.
- ^ abSwearingen, Jeffrey (1998-01-15). 'X-Men: The Ravages of Apocalypse Review'. GameSpot. Retrieved 2016-10-30.
External links[edit]
- X-Men: The Ravages of Apocalypse (Zero Gravity Entertainment)
- X-Men: The Ravages of Apocalypse at MobyGames
Retrieved from 'https://en.wikipedia.org/w/index.php?title=X-Men:_The_Ravages_of_Apocalypse&oldid=873799751'
This page contains a list of cheats, codes, Easter eggs, tips, and other secrets for X-COM: Apocalypse for PC. If you've discovered a cheat you'd like to add to the page, or have a correction, please click EDIT and add it.
Activate Cheat Mode[edit]
To activate the cheat mode in X-Com: Apocalypse Tactical, hold down Alt and type TAC CHEAT. The message bar will tell you if it worked. If not, press Alt and any key other than T. Then try again. To enter one of the following Cheat Codes, hold down the Alt key while pressing any of the following letters: To exit Cheat mode, hit Alt-Esc.
Decreases musical intensity[edit]
Activate the cheat mode then hit Alt and G
Increase musical intensity[edit]
Activate the cheat mode then hit Alt and F
Toggle hidden terrain[edit]
Activate the cheat mode then hit Alt and H
Toggle god mode[edit]
Activate the cheat mode then hit Alt and I
Kill all hostile units[edit]
Activate the cheat mode then hit Alt and K
Show frame counter[edit]
Activate the cheat mode then hit Alt and R
Toggle training mode[edit]
Activate the cheat mode then hit Alt and T
Toggle hidden units[edit]
Activate the cheat mode then hit Alt and V
Toggle weightlessness[edit]
Activate the cheat mode then hit Alt and W
Easy Money[edit]
At the Research and Manufacture screen, select any workshop and assign a job. You will lose the cost of one of the items. Now enter the assign screen again. You will get the cost refunded. Back out of the Assign screen, then re-enter it to get more cash.
Comments
(Redirected from XCOM 3)
X-COM: Apocalypse | |
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Developer(s) | Mythos Games |
Publisher(s) | MicroProse |
Designer(s) | Julian Gollop Tim White |
Programmer(s) | Nick Gollop Dave Bostock Thaddaeus Frogley |
Composer(s) | John Broomhall Richard Wells |
Series | X-COM |
Platform(s) | MS-DOS, Microsoft Windows |
Release | June 30, 1997 |
Genre(s) | Turn-based tactics, real-time tactics |
Mode(s) | Single player |
X-COM: Apocalypse is the third game in the X-COM video game series. It was developed by Mythos Games (the creators of the original X-COM game), and published by MicroProse in 1997 for MS-DOS and Microsoft Windows.
- 1Gameplay
- 5Reception
Gameplay[edit]
Similar to the first two X-COM games, Apocalypse features a map-like management mode (the Cityscape) and an isometric combat mode (the Battlescape). The management mode takes place in a single city, called Mega Primus, rather than being spread out over the entire planet Earth as in the previous games. In addition, Apocalypse was the first game in the X-COM series to include a real-time combat option as well as the traditional turn-based mode.[1]
Apocalypse features a re-done interface with new graphics. It is more complex, and the task of keeping and increasing the funding of the X-COM organization now extends to not only intercepting UFOs, but also to minimizing collateral damage, preventing alien hostile takeovers and even raiding the buildings of other organisations, of which there are several in Mega Primus.
X-COM: Apocalypse claims to have a self-learning AI-module. The game does feature self-adjusting difficulty, where player performances influences the Alien zeal to expand and infest. Sluggish X-COM responses, total failures, and a bad weekly rating slow the alien build-up of weapons and creatures (but not ships) on their homeworld. This gives the player the chance to amend their failures and rethink their strategy. For example, a high rating in first five days can make the Aliens attack the player's HQ head-on with a large heavily armed mob often. Conversely, a low rating in the first five days can make the aliens only incur twice a week, with a very small force. This also affects the equipment quality of the aliens, so if a very high score is acquired quickly (for example by using a bug that allows the player to raid allied organisations without hostile response), the very first batch of aliens might be found with personal shields and disruptor cannons (which normally would appear only much later in the game).
Mega-Primus[edit]
The city is run by 13 elected senators. Large corporations maintain the environmental, social and economic structure of the city, while the populace live in relative comfort. Mega-Primus has its own marginalized minorities, consisting of Sectoid-human hybrids and androids, both by-products of the previous wars. These minorities have set up their own political pressure groups. When the aliens invade, the city government reestablishes X-COM. This time there is no absolute support by world/city governments. Mega-Primus has its own governing body who supply nearly all of X-COM's income. X-COM would have to support its income through the sale of alien artifacts captured from missions, and items manufactured in their own workshops.
X-COM must maintain a good rapport with other organizations in the city. If X-COM angers any of them, or fails to contain the alien incursion, organizations will demand compensation or even actively attack X-COM forces. They will also withdraw their support (if any) for the X-COM project. For example, the Transtellar organization would prevent Agents and science personnel from travelling around the city. The corporations and political organizations will make profits, perform research, manufacture items, and even fight covert battles with one another independently of the player. For example, if Megapol, the city police, are making lots of money, they will be able to maintain a strong presence in the city, attacking alien ships and other hostile aircraft. The more damage to the city, and the greater Megapol's financial trouble, the less they will be able to respond to enemy attacks across the city. One of these organizations, the Cult of Sirius, is a group of religious fanatics who worship the aliens, and is inherently hostile to X-COM. The aliens, rather than simply signing non-aggression treaties with the various corporations, will attempt to infest their CEOs and take control of the organizations themselves.
If the Government becomes hostile towards X-COM for any reason, such as alien interference or excessive damage to Government property and personnel, then the X-COM project will receive no further funding. This is a potential disaster for the player, and can lead to X-COM scrounging out a miserable existence, stealing from other organisations in order to survive. However, with perfect management, X-COM can outpower the entire City's military, while being richer than even Food Monopoly Company Nutrivend, then destroy the whole city and get away with it. Having friendly relations with both minorities (the android organisation S.E.L.F and the hybrid Mutant Alliance) can result in talented recruits of these races becoming available in following weeks.
Plot[edit]
Half a century after the end of the second X-COM campaign, the last battle of T'leth has severely damaged Earth's biosphere. As a result, several self-contained Megalopolis-type cities were proposed to provide habitation for humanity. The game follows Mega-Primus, the first of these cities, built over the ruins of Toronto, Canada. Meanwhile, the off-world colony of Mars is exploited by the Elerium mining corporation, Solmine, and oppressed by MarSec (MARs SECurity).
The alien threat in the game is presented by a new race of organic, extradimensional aliens that initially seem to have no relation to the aliens of the previous two games, though later missions set in the aliens' home dimension reveal they have enslaved Sectoid survivors. These new aliens attack the city through tetrahedron-shaped teleport gates. The player must find out how to send their own aircraft, along with X-COM agents, through these gates without being destroyed and take the war to the aliens. Apocalypse has 14 races of alien beings including Anthropods, Brainsuckers, Hyperworms, Megaspawns, and Micronoids. Each race has various strengths and weaknesses, and some races are dependent on other races. The 'alien life cycle' plays a crucial role in the game.
The player is exposed to this 'alien life cycle' through research and more importantly the lower level alien attacks during specimen gathering combat. Primarily the attack of the weaponized alien the Brain-Sucker which attacks individuals after landing from a pod launcher utilized by alien foot soldiers. The Brain-Sucker hatches and attacks the nearest individual by jumping on their head and seemingly injecting something into them through the mouth and dying immediately after the attempt.
The life cycle later takes a mysterious turn as it shows no connection between the lower alien forms and higher alien forms. Eventually, however, it is found that the leaders of the invasion are the Micronoids, a race of sapient, single-celled organisms that live in the bloodstreams of the other aliens. The ultimate goal of the invasion is to inject Micronoids into the bloodstreams of important figures, allowing them to control Mega-Primus through psionic domination of their hosts. The player is eventually tasked with invading the aliens' homeworld and destroying their side of the gate to stop the Micronoid infestation.
Development[edit]
During the creation of Apocalypse, Mythos Games created the game but MicroProse wanted to create the graphics.[2]Julian Gollop called the relationship 'disastrous', and said of the game 'It was a disaster area. Apocalypse was quite a sophisticated and ambitious game, but it was a big mistake from our point of view. In retrospect, we should have originally agreed to do a sequel in six months, and spent a year doing it, like they did! It would've been a lot better.'[2] Gollop recollected:
After completing this game I know how Francis Coppola felt after filming Apocalypse Now. Just about everything that could go wrong did go wrong, and the amount of effort required to pull it into shape was immense. After three years of hard work and five different producers X-Com: Apocalypse finally hit the streets. The initial game design was definitely too ambitious and too complex. The aim was to recreate in some detail the events, organisations and personalities within a futuristic megalopolis. Each corporation had a leader who could be tailed, arrested, interrogated or assassinated. Organisations could buy and sell buildings as their financial fortunes changed. X-Com agents could spy on other organisations to gain valuable information. A sophisticated diplomacy display allowed the player to instigate aggressive or defensive alliances with other organisations. There were multiple alien dimensions, generated pseudo-randomly, and the aliens gradually expanded their empire as the game progressed. The game also featured a scenario generator and multiplayer options using a hotseat turn based system or a real time LAN option. Most of these features were implemented to some degree, but were finally stripped out due to the horrendous amount of work involved in QA and debugging.[3]
On XCOM: Apocalypse the team size for that actually was 5 of us at Mythos Games working on it and there was a team of artists at MicroProse working on it as well. Again, it’s a similar arrangement to the first game where we were doing the programming and MicroProse were doing the artwork. .. the MicroProse art team were trying to change the design of the game. Then they were failing to actually deliver anything that they promised. They just couldn’t get the isometric graphic system sorted out in their heads. They did things which just didn’t work, like they hired a guy whose name I forget to design the aliens, and this is a well known science fiction artist and he built these big models of the aliens and the idea was that they were going to scan them and put them into a 3D modelling software. It just didn’t work. He had all this fine detail in these models and this scanning system just wasn’t good enough. Then they had to recreate them basically in a 3D software they were using at the time. Yeah, they were awful, blobby things. They were nasty. Terrible graphics. It was very difficult.[4]
Artist Terry Greer recalled: 'My main memory of Apocalypse was the pain we all went through. It was a hugely ambitious project and used a mix of rendered and hand drawn artwork from a variety of graphic styles (which didn't always work - although all the individual bits were great). Probably the worst fit was Tim White (an established SF artist) who had been commissioned to do the character designs. I like Tim's work, but his models were intensely detailed and quite unsuitable for reducing to the scale needed for an isometric game of this type. The creatures he designed looked great full screen, but reduced to the size they would be ingame they were often unrecognizable blobs. I don't know the reasons behind the decision to hire him, only that the problems were apparent to everyone in the art department, and I would have loved to have seen them ditched.'[5]
Best dark brotherhood mods. This one is just a request: maybe a heat source in the camp where you find the redguard and his kids for frostfall users?
Release[edit]
X-COM: Apocalypse was originally released on June 30, 1997. It was re-released as part of the compilations X-COM Collection by Hasbro Interactive in 1999, and X-COM: Complete Pack in 2008 and 2K Huge Games Pack in 2009 by 2K Games. On September 5, 2008, the X-COM series, including X-COM Apocalypse, became available for sale on Valve's Steam platform; the game runs in a specially configured version of DOSBox.
Reception[edit]
Reception | ||||||||||||||||
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Reviews[edit]
Despite the troubled development, Apocalypse was well received. It has an aggregated GameRankings score of 87% from three reviews.[12]GameSpot included it on their 2000 list of the most disappointing endings, criticizing the game for its 'colorful, almost humorous tone,' but added that otherwise the designers 'did a great job.'[13]Next Generation reviewed the PC version of the game, rating it three stars out of five, and stated that 'In the end, Apocalypse is a step in the right direction for the series, but a step with a wobble. With better control over the cityscape, and more distinct atmosphere and character, it would have been a smash. As it is, it's enjoyable, and well-worth the investment in money and time, but not what it could have been.'[8]
Sales[edit]
X-COM: Apocalypse debuted at #6 on PC Data's computer game sales chart for the month of July 1997.[14] It secured 18th place the following month.[15] By July 23, the game had shipped 120,000 units to retailers globally.[16] Market research firm SofTrends estimated sell-through of 32,812 units during July alone.[17]
Open-source remake[edit]
X Com Apocalypse Download
In 2014 a group of developers formed to remake the game from scratch in C++, under the OpenApoc title. By 2018 the remake had reached an Alpha release state with the entire game playable from start to end and a growing community of developers and players.[18]
References[edit]
- ^'PC GamePro Previews: X-COM: Apocalypse'. GamePro. No. 104. IDG. May 1997. p. 59.
- ^ ab'The Story of X-Com'. Eurogamer. November 28, 2010. Retrieved November 28, 2010.
- ^'Mythos Games Ltd - XCOM Apocalypse'. Mythos Games. 2001-04-11. Archived from the original on April 11, 2001. Retrieved 2013-10-22.
- ^'Julian Gollop interview: on X-Coms old and new, the Ghost Recon strategy game that never was, AI, auteurs and 'Fork My Fruit' - Page 4 of 4 | News'. PC Gamer. 2013-04-29. Retrieved 2013-10-22.
- ^'XCOM Apocalypse'. Terry Greer. Retrieved 1 December 2018.
- ^Novicki, Joseph (October 1997). 'X-COM: Apocalypse'. PC Gamer US. Archived from the original on March 2, 2000.
- ^Carter, Tim (August 20, 1997). 'X-COM: Apocalypse'. Computer Gaming World. Archived from the original on August 16, 2000.
- ^ ab'Finals'. Next Generation. No. 35. Imagine Media. November 1997. p. 204, 208.
- ^Anderson, Chris. 'X-com 3: Apocalypse'. PC Zone. Archived from the original on March 11, 2007.
- ^McDonald, T. Liam (September 23, 1997). 'After Hours; The Aliens Are Back'. PC Magazine. 16 (16): 329.
- ^Royal, Tim (1997). 'X-COM Apocalypse'. Computer Games Strategy Plus. Archived from the original on December 17, 2002.
- ^'X-COM: Apocalypse for PC - GameRankings'.
- ^'The Ten Most Disappointing Endings'. Web.archive.org. 2009-10-28. Archived from the original on October 28, 2009. Retrieved 2013-10-22.
- ^Staff (August 26, 1997). 'Top Selling PC Titles'. GameSpot. Archived from the original on March 11, 2000.
- ^GamerX (September 24, 1997). 'August's 30 Best-Sellers'. CNET Gamecenter. Archived from the original on May 6, 1999.
- ^'PC Gamer's News Section'. web.archive.org. 1997-10-12. Retrieved 2019-05-07.
- ^Staff (August 28, 1997). 'Best-selling Games in July'. PC Gamer US. Archived from the original on October 12, 1997.
- ^'OpenApoc'. OpenApoc. Retrieved 2019-05-07.
External links[edit]
- X-COM: Apocalypse at MobyGames
Retrieved from 'https://en.wikipedia.org/w/index.php?title=X-COM:_Apocalypse&oldid=896021838'