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Open-source clone of the original X-Com

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uqs/OpenXcom

 
 

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OpenXcom is an open-source clone of the popular "UFO: Enemy Unknown" ("X-COM:UFO Defense" in the USA release) and "X-COM: Terror From the Deep" videogamesby Microprose, licensed under the GPL and written in C++ / SDL.

See more info at thewebsiteand thewiki.

Uses modified code from SDL_gfx (LGPL) with permission from author.

Installation

OpenXcom requires a vanilla copy of the X-COM resources -- from either or bothof the original games. If you own the games on Steam, the Windows installerwill automatically detect it and copy the resources over for you.

If you want to copy things over manually, you can find the Steam game foldersat:

UFO: "Steam\SteamApps\common\XCom UFO Defense\XCOM"TFTD: "Steam\SteamApps\common\X-COM Terror from the Deep\TFD"

Do not use modded versions (e.g. with XcomUtil) as they may cause bugs andcrashes. Copy the UFO subfolders to the UFO subdirectory in OpenXcom's dataor user folder and/or the TFTD subfolders to the TFTD subdirectory in OpenXcom'sdata or user folder (see below for folder locations).

Mods

Mods are an important and exciting part of the game. OpenXcom comes with a setof standard mods based on traditional XcomUtil and UFOExtender functionality.There is also amod portal website with a thrivingmod community with hundreds of innovative mods to choose from.

To install a mod, go to the mods subdirectory in your user directory (see belowfor folder locations). Extract the mod into a new subdirectory. WinZip has an"Extract to" option that creates a directory whose name is based on the archivename. It doesn't really matter what the directory name is as long as it isunique. Some mods are packed with extra directories at the top, so you mayneed to move files around inside the new mod directory to get things straightedout. For example, if you extract a mod to mods/LulzMod and you see somethinglike:

mods/LulzMod/data/TERRAIN/mods/LulzMod/data/Rulesets/

and so on, just move everything up a level so it looks like:

mods/LulzMod/TERRAIN/mods/LulzMod/Rulesets/

and you're good to go! Enable your new mod on the Options -> Mods page in-game.

Directory Locations

OpenXcom has three directory locations that it searches for user and game files:

Folder TypeFolder Contents
usermods, savegames, screenshots
configgame configuration
dataUFO and TFTD data files, standard mods, common resources

Each of these default to different paths on different operating systems (shownbelow). For the user and config directories, OpenXcom will search a list ofdirectories and use the first one that already exists. If none exist, it willcreate a directory and use that. When searching for files in the datadirectory, OpenXcom will search through all of the named directories, so somefiles can be installed in one directory and others in another. This givesyou some flexibility in case you can't copy UFO or TFTD resource files to somesystem locations. You can also specify your own path for each of these bypassing a commandline argument when running OpenXcom. For example:

openxcom -data "$HOME/bin/OpenXcom/usr/share/openxcom"

or, if you have a fully self-contained installation:

openxcom -data "$HOME/games/openxcom/data" -user "$HOME/games/openxcom/user" -config "$HOME/games/openxcom/config"

Windows

User and Config folder:

  • C:\Documents and Settings\<user>\My Documents\OpenXcom (Windows 2000/XP)
  • C:\Users\<user>\Documents\OpenXcom (Windows Vista/7)
  • <game directory>\user
  • .\user

Data folders:

  • C:\Documents and Settings\<user>\My Documents\OpenXcom\data (Windows 2000/XP)
  • C:\Users\<user>\Documents\OpenXcom\data (Windows Vista/7/8)
  • <game directory>
  • . (the current directory)

Mac OS X

User and Config folder:

  • $XDG_DATA_HOME/openxcom (if $XDG_DATA_HOME is defined)
  • $HOME/Library/Application Support/OpenXcom
  • $HOME/.openxcom
  • ./user

Data folders:

  • $XDG_DATA_HOME/openxcom (if $XDG_DATA_HOME is defined)
  • $HOME/Library/Application Support/OpenXcom (if $XDG_DATA_HOME is not defined)
  • $XDG_DATA_DIRS/openxcom (for each directory in $XDG_DATA_DIRS if $XDG_DATA_DIRS is defined)
  • /Users/Shared/OpenXcom
  • . (the current directory)

Linux

User folder:

  • $XDG_DATA_HOME/openxcom (if $XDG_DATA_HOME is defined)
  • $HOME/.local/share/openxcom (if $XDG_DATA_HOME is not defined)
  • $HOME/.openxcom
  • ./user

Config folder:

  • $XDG_CONFIG_HOME/openxcom (if $XDG_CONFIG_HOME is defined)
  • $HOME/.config/openxcom (if $XDG_CONFIG_HOME is not defined)

Data folders:

  • $XDG_DATA_HOME/openxcom (if $XDG_DATA_HOME is defined)
  • $HOME/.local/share/openxcom (if $XDG_DATA_HOME is not defined)
  • $XDG_DATA_DIRS/openxcom (for each directory in $XDG_DATA_DIRS if $XDG_DATA_DIRS is defined)
  • /usr/local/share/openxcom
  • /usr/share/openxcom
  • . (the current directory)

Configuration

OpenXcom has a variety of game settings and extras that can be customized, bothin-game and out-game. These options are global and affect any old or newsavegame.

For more details please check thewiki.

Development

OpenXcom requires the following developer libraries:

The source code includes files for the following build tools:

  • Microsoft Visual C++ 2010 or newer
  • Xcode
  • Make (see Makefile.simple)
  • CMake

It's also been tested on a variety of other tools on Windows/Mac/Linux. Moredetailed compiling instructions are available at thewiki, along withpre-compiled dependency packages.

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Open-source clone of the original X-Com

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  • C++94.8%
  • GLSL2.7%
  • C1.0%
  • CMake0.8%
  • NSIS0.4%
  • Objective-C0.2%
  • Other0.1%

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