Difference between revisions of "OpenApoc"

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List of hotkeys implemented for OpenApoc version 0.0.49
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<table width="100%!important;" cellpadding="0" cellspacing="1">
  
Note:
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<tr  style="vertical-align: top;">
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<td style="width: 33%;padding:5px 15px;border-bottom: 1px solid #7d7d7d;">
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[[Image:Openapoc-contribute.jpg|center]] <br>
  
OpenApoc eventually aims to implement all the controls from the original, as well as improve interface usability by introducing new hotkeys that make sense (things like mouse scroll for lists etc.). So, eventually you can expect all hotkeys from original manual to work, in addition to new ones. For now, however, refer to this file to find out what hotkeys do what, as well as to learn about debug keys (cheats).
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<p style="border:1px solid #444;border-radius:5px;padding:5px 15px;">This Wiki is a work in progress - all contributions to it are welcome as long as they are related with OpenApoc.  
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Feel free to add new pages, edit the current ones and to use the [[Talk:OpenApoc|discussion tab]] to ask any questions. ''<br>
  
General UI Hotkeys:
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</td>
* [Mousewheel] Scroll Lists
 
* [Esc] Go back, close form, "Cancel" option
 
  For example, "OK" button in screens, "Cancel" or "No" option in dialogues
 
* [Enter] Go forward, "Confirm" option, first option
 
  For example, "OK" option in screens, "Confirm" or "Yes" option in dialogues, real time in breifing
 
* [Space] Skip, second (non-cancel) option
 
  For example, "No" in "Yes/No/Cancel" dialogue, equip button in squad assignment, checkbox to pause when event happens again, turn based in briefing
 
 
 
General Hotkeys:
 
* [Middle Click] Move camera to location
 
* [Arrows] Move camera around
 
* [TAB] Toggle map
 
* [Space] Pause/Resume time (including TB)
 
* [Escape] Options menu
 
* [C] Toggle Follow Mode
 
* [M] Show Log
 
* [Home] Zoom to last event
 
  
Cityscape Vanilla Controls Note
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<td  style="width: 43%; padding:5px 15px;border-bottom: 1px solid #7d7d7d;">
* Vanilla city controls were not very consistent and quite limited. For starters, right-clicking mouse in city moved map, while in battle, it didn't. There were no ways to quickly open frequently used screens (namely equipment, location, base screens) without clicking their buttons, and when using Alt/Shift hotkeys, they acted as if you clicked a corresponding button, meaning that if you missed your selection mode changed.
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'''OpenApoc is an open-source re-implementation of the original [[Apocalypse|XCOM: Apocalypse]] that requires the original game files to run. <br> 
* Instead, OpenApoc introduces a new, consistent control scheme, which is explained in the next two sections
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'''OpenApoc is under development, in Alpha state (this means playable but not all features implemented)''' Here [https://github.com/OpenApoc/OpenApoc/blob/master/README.md#whats-left whats left].
* For those who prefer to still use the vanilla control scheme, there is a feature to disable in the options menu called "Improved city control scheme". When disabled, vanilla control scheme will apply:
 
* Right click will move screen to cursor
 
* Alt+LMB will order vehicle attack
 
* Shift+LMB will order moving to building
 
* Left-clicking on building will always open building screen
 
* No mouse controls introduced by OpenApoc will function
 
  
Cityscape Mouse:
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* Porting to a new crossplatform open-source engine
* [Ctrl]
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* Porting the game to any platform you like (windows, linux, android etc)
  * when giving move orders to Agents, forces Agents to move on foot (never call a taxi), and allows use of personal teleporter
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* Unlimited modding capabilities, which was not possible in the original
  * when giving move orders to Vehicles, allows manual use of teleporter
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* Unlimited possibilities for game finesse
  * when giving attack orders forces Vehicles to attack their target (instead of recovering UFOs or escorting owned vehicles)
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* Added Skirmish module
  * note that in vanilla, attacking owned vehicles was impossible, as such, a feature toggle is required for it to work (on by default)
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* Added full debug system
* [Alt] Opens ufopaedia
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* Added full hotkey system
* [Alt/Shift] + [Click] orders vehicles directly, Alt+Shift targets buildings and Shift targets vehicles or locations, while left click is aggressive and right is non-aggressive
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* Added more than 40 improvements already
* [Alt] + [Left Click] Opens ufopaedia screen for the object (vehicle type, building function or even who fired the projectile!)
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* Support for more modern screen resolutions
* [Alt] + [Right Click] Opens ufopaedia screen for object's owner (be that vehicle or building)
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* In mods we can restore cut gameplay mechanics and Julian Gollop's ideas (creator of the X-Com series).
* [Alt] + [Shift] + [Left Click] Order Attack Building
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* The project has Mr. Gollop's support! <br>
* [Alt] + [Shift] + [Right Click] Order Goto Building
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We needs more programmers, so we finish the project faster. Help us bring more attention to OpenApoc! '''
* [Shift] + [Left Click] Order Attack Vehicle
 
* [Shift] + [Right Click] Order Follow Vehicle / Goto Location
 
* [Left Click]
 
  * Issues orders
 
  * Base screen for building that contains a base
 
  * Building screen for buildings
 
* [Right Click]
 
  * Building screen for buildings
 
  
Cityscape Mouse Clicks on Vehicle / Agent icons:
 
* [Shift] + [Right Click] Open Location Screen
 
* [Ctrl] + [Shift] + [Right Click] Open Equipment Screen
 
* [Alt] + [Shift] + [Right Click] Open Equipment Screen
 
  
Cityscape Mouse Unit Selection:
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</td>
* [Ctrl] makes selection additive
 
* [Left Click]
 
  * Select Agent/Vehicle (as the only object selected)
 
* [Ctrl] + [Left Click]
 
  * Add Agent/Vehicle to selection and make it first in the list
 
* [Right Click]
 
  * Remove Agent/Vehicle from selection
 
 
 
Cityscape Keyboard:
 
* [0],[1]...[5] control time
 
* [N] Manual control (if using vanilla scheme then [M] is the manual control key and there is no way to open message log, as per vanilla)
 
  
Cityscape Debug:
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<td  style="width: 23%; padding:5px 15px;border-bottom: 1px solid #7d7d7d;">
* [F1] Debug hotkeys are toggled on/off
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* GitHub Page: [https://github.com/pmprog/OpenApoc Official GitHub page]<br>
* [Ctrl] + [Alt] + [Shift] + [Left Click] destroys scenery
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* Download Link latest versions: [https://github.com/OpenApoc/OpenApoc/releases GitHub Releases]
* [Ctrl] + [Alt] + [Shift] + [Right Click] collapses building
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* Forum: [http://OpenApoc.org official speak your self]<br>
* [A] gives every vehicle weapon and ammo to current base
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* Bug Tracker: [https://github.com/openapoc/openapoc/issues help us find bugs]<br>
* [W] warp to alien dimension and back
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* Development milestones Page: [https://trello.com/b/lX5Y3DwR/openapoc official development milestone]<br>
* [R] repairs all scenery
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* Translate OpenApoc: [https://www.transifex.com/x-com-apocalypse/apocalypse/ to your language]<br>
* [B] spawn UFO on base assault mission
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* IRC Web Chat Page: [http://webchat.freenode.net/?channels=openapoc official irc web chat page]<br>
* [U] spawns three crashed UFOs
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* Slack Chat Page: [https://freeapoc.slack.com/messages slack chat]<br><br>
* [X] crashes every vehcile on map
 
* [PgUp] / [PgDown] displays only one layer of map, with other layers being transparent
 
* [F2] show road pathfinding map
 
* [F3] highlight walkmode, collapsing tiles, basement tiles
 
* [F4] show aliens in buildings on strategy map
 
* [F5] show vehicle paths (blue flying, yellow ground)
 
* [F6] dump voxelmap for line of sight to tileviewvoxels.png
 
* [F7] dump voxelmap for line of sight to tileviewvoxels.png (fast way, calculate 1/4 of points)
 
* [F8] dump voxelmap for line of fire to tileviewvoxels.png
 
* [F9] dump voxelmap for line of fire to tileviewvoxels.png (fast way, calculate 1/4 of points)
 
* [F10] highlight tube in city
 
* [F11] highlight roads in city
 
* [F12] highlight hills in city
 
* [Numpad 1379] show only roads/tubes that have an outgoing connection in this direction
 
* [Numpad 28] show only tubes that have an outgoing connection down [2] or up [8]
 
* [Numpad 0] show all roads/tubes again
 
* [Numpad 5]  
 
  * For tubes, switch between showing only tiles with defined tube passability, or to also include tiles belonging to buildings
 
  * For roads, switch between showing only tiles marked as "road", or to also include tiles marked with road direction
 
  * For hills, switch between showing only tiles marked as "road", or to also include tiles marked with hill direction
 
  
Base screens Debug:
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Social pages (recent news)
* [F10]  
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* [https://discord.gg/zJQswtA Discord Chat]<br>
  * On base view: finish all facilities
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* [http://fb.com/OpenApoc Facebook Page]<br>
  * On research screen: mark project as requiring just 100 more points(basically complete project at next update if you have at least 2 people assigned)
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* [http://vk.com/OpenApoc Vkontakte Page]<br>
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* [https://twitter.com/openapoc Twitter Page]<br>
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* [http://reddit.com/r/OpenApoc Reddit Page]<br>
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* [https://t.me/OpenApoc Telegram Channel]<br>
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* [http://instagram.com/openapoc Instagram Page]<br>
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* [https://www.youtube.com/channel/UCct_-oki35TGbYNPgqGmp6w Youtube Channel]
  
 
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</td>
Vehicle Equipment:
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</tr>
* [Shift] makes item auto-equip into first available slot, or auto-remove to base stores
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</table><br>
 
Agent Equipment:
 
* Usual selection controls apply, with option to de-select with right click as well
 
* [Shift] makes item auto-equip into first available slot, or auto-remove to base stores / ground
 
* [Ctrl] makes you remove clip when clicking on weapon
 
* [1]...[0] applies equipment template to every selected agent
 
* [Ctrl] + [1]...[0] remembers current agent's equipment set as a template
 
  
Battlescape Mouse:
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<table width="100%!important" cellpadding="0" cellspacing="1">
* [Alt] When giving moving orders, makes unit keep facing to the target (making unit strafe or move backwards)
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<tr style="vertical-align: top;">
When firing at a tile, makes the shot aim at the ground of the tile, rather than at unit's level
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<td colspan = "3">
* [Shift] Turns cursor into attack mode
 
* [Left Click]
 
  * Order unit to execute action at cursor (move / throw / psi attack / teleport etc.)
 
  * Open probed unit's screen
 
  * Use item (weapon / teleport / prime grenade etc.)
 
* [Shift] + [Left Click]
 
  * Order unit to fire at target tile, shot moving parallel to ground
 
* [Shift] + [Alt] + [Left Click]
 
  * Order unit to fire at target tile, shot aimed at tile's ground
 
* [Right Click]
 
  * Turn towards cursor
 
  * Focus at enemy in RT
 
  * Use item's "auto" function (like prime grenade for impact)
 
  
Battlescape Mouse Unit Selection:
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<table  style="color:#FFF;border: 5px outset #eee;background: #2e9151; text-shadow: 1px 1px 0 #4c5054, -1px -1px 0 #4c5054, 1px -1px 0 #4c5054, -1px 1px 0 #4c5054;" title="OpenApoc Main Directory" width="100%">
* [Ctrl] makes selection additive
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<tr style="font-weight: bolder;font-size:18px; color: white; ">
* [Left Click]
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<td> [[Image:Openapoc_icon.png|link=OpenApoc|OpenApoc Badge]] '''OpenApoc - open-source remake of X-Com Apocalypse'''
  * Select Unit (as the only unit selected)
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</td></tr></table>
* [Ctrl] + [Left Click]
 
  * Add Unit to selection and make it first in the list
 
* [Right Click]
 
  * Remove Unit from selection
 
  
Battlescape Keyboard:
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</td>
* [PgUp]/[PgDown] Change map levels
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</tr>
* [V] Toggle layering
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<tr style="vertical-align: top;">
* [F2] Prone Mode
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<td style="width: 33%;color:#FFF; border: 5px outset #eee;background: #1a5aac;text-shadow: 1px 1px 0 #4c5054, -1px -1px 0 #4c5054, 1px -1px 0 #4c5054, -1px 1px 0 #4c5054;">
* [F3] Walk Mode
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{| {{stdTable}} width="100%" style="border:none;"
* [F4] Run Mode
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|- {{stdTable Sub Heading}}
* [F5] Cease Fire Mode
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| '''Overview'''
* [F6] Aimed Mode
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|-
* [F7] Snap Mode
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| [[Info (OpenApoc)|<b style="color:white!important;">■ About OpenApoc</b>]]  
* [F8] Auto Mode
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|-
* [F9] Evasive Mode
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| [[Credits (OpenApoc)|<b style="color:white!important;">■ Credits</b>]]
* [F10] Normal Mode
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|-
* [F11] Aggressive Mode
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| [[Installing (OpenApoc)|<b style="color:white!important;">■ Installation</b>]]
* [Backspace] Kneel Mode
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|-
* [1..6] Select squad
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| [[Differences to X-COM (OpenApoc)|<b style="color:white!important;">■ Differences between OpenApoc and X-COM</b>]]
* [Shift] + [1..6] Select Unit in current squad (as the only unit selected)
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|-
* [Shift] + [Ctrl] + [1..6] Add Unit to selection and make it first in the list
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| [[Hidden Features (OpenApoc)|<b style="color:white!important;">■ Hidden Features</b>]]
* [Alt] + [1..6] Go through spotted enemies of unit
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|-
* [Enter] Open Inventory
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| [[Unused Game Features (Apocalypse)|<b style="color:white!important;">■ Unused Game Features</b>]]
* [[] Throw right hand item
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|}
* []] Throw left hand item
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</td>
* ['] Drop right hand item
 
* [\] Drop left hand item
 
* [Y] Confirm priming
 
* [N] Cancel priming
 
* [E] End your turn
 
* [S] Open Save menu
 
* [L] Open Load menu
 
* [J] Make unit jump (down from a cliff)
 
  
Battlescape Debug:
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<td cellpadding="4" cellspacing="0" style="width: 33%; color:#FFF; border: 5px outset #eee;background: #1a5aac;text-shadow: 1px 1px 0 #4c5054, -1px -1px 0 #4c5054, 1px -1px 0 #4c5054, -1px 1px 0 #4c5054;">
* [F1] Debug hotkeys are toggled on/off, when they are on some of the normal hotkeys are off
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{| {{stdTable}} width="100%" style="border:none;"
* [Middle Click] Activate teleportation mode for unit regardless of wether it holds a charged teleporter
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|- {{stdTable Sub Heading}}
* [E] Force end current turn in TB mode
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| '''Concept Information'''
* [R] Reveal whole map and show debug lines for which unit sees which unit
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|-
* [S] Stun units
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| [[Game versions and builds (Apocalypse)|<b style="color:white!important;">■ Game versions and builds</b>]]  
  * with [Ctrl] held will affect small area around cursor, without will affect only unit under cursor
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|-
  * with [Shift] held will affect everything except cursor
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| [[Cut items and features (Apocalypse)|<b style="color:white!important;">■ Cut items and features</b>]]
  * with [Shift] and Ctrl held will affect everything except what's in small area around cursor
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|-
* [K] Same as [S] but removes units from map (units count as reterated)
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| [[Cut mechanics and behavior (Apocalypse)|<b style="color:white!important;">■ Cut mechanics and behavior</b>]]
* [P] Lower morale of every unit to the point where they will eventually suffer a low morale event
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|-
* [Shift] + [P] gives every unit 0 psi defense and 100 psi energy/attack
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| [[What it should be. Design doc (Apocalypse)|<b style="color:white!important;">■ What it should be. Big Apoc Concept</b>]]
* [H] Restore stats of every unit, heals stun damage and fatal wounds
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|-
* [T] Restore TU of every player unit
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| [[Raw Concepts (OpenApoc)|<b style="color:white!important;">■ Raw Concepts</b>]]
* [F] Re-link support lines for battlescape map parts
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|- {{stdTable Sub Heading}}
* [Numpad 0] Spawn vortex mine explosion at cursor
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| [[Customizing (OpenApoc)|<b style="color:white!important;">■ Customizing</b>]]
* [Numpad 1-9] Spawn a shot with over 9000 at cursor in specified direction (5 being "down")
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|-
* [F6] dump voxelmap for line of sight to tileviewvoxels.png
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| [[Improvements (OpenApoc)|<b style="color:white!important;">■ Added improvements</b>]]
* [F7] dump voxelmap for line of sight to tileviewvoxels.png (fast way, calculate 1/4 of points)
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|-
* [F8] dump voxelmap for line of fire to tileviewvoxels.png
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| [[Mods (OpenApoc)|<b style="color:white!important;">■ Mods</b>]]
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: [[Idea to spice up the alien dimension|<i style="color:white!important;">■ Idea to spice up the alien dimension</i>]]
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: [[Psionics in Apocalypse|<i style="color:white!important;">■ Psionics in Apocalypse</i>]]
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|-
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| [[Translations (OpenApoc)|<b style="color:white!important;">■ Translations</b>]]
 +
|-
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| [[Personnel Names (OpenApoc)|<b style="color:white!important;">■ Personnel Names</b>]]
 +
|}
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</td>
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<td cellpadding="4" cellspacing="0" style="width: 33%;color:#FFF; border: 5px outset #eee;background: #1a5aac;text-shadow: 1px 1px 0 #4c5054, -1px -1px 0 #4c5054, 1px -1px 0 #4c5054, -1px 1px 0 #4c5054;">
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{| {{stdTable}} width="100%" style="border:none;"
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|- {{stdTable Sub Heading}}
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| '''Technical Information'''
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|-
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| [[Compiling (OpenApoc)|<b style="color:white!important;">■ Compiling and code</b>]]
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: [[Coding Style (OpenApoc)|<b style="color:white!important;">■ Coding Style</b>]]
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: [https://github.com/OpenApoc/OpenApoc <b style="color:white!important;">■ GitHub codebase</b>]
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: [https://github.com/openapoc/openapoc/issues <b style="color:white!important;">■ Report a Bug</b>]
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: [https://www.transifex.com/x-com-apocalypse/apocalypse/dashboard <b style="color:white!important;">■ Translate</b>]
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|- {{stdTable Sub Heading}}
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| '''Configuration'''
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|-
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| [[Options (OpenApoc)|<b style="color:white!important;">■ Options</b>]]
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: [[Video Options (OpenApoc)|<b style="color:white!important;">■ Video</b>]]
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: [[Audio Options (OpenApoc)|<b style="color:white!important;">■ Audio</b>]]
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: [[Controls (OpenApoc)|<b style="color:white!important;">■ Controls</b>]]
 +
|}
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</td>
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</tr>
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</table>
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[[Category:OpenApoc]]
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__NOTOC__

Latest revision as of 19:45, 9 February 2022

Openapoc-contribute.jpg

This Wiki is a work in progress - all contributions to it are welcome as long as they are related with OpenApoc. Feel free to add new pages, edit the current ones and to use the discussion tab to ask any questions.

OpenApoc is an open-source re-implementation of the original XCOM: Apocalypse that requires the original game files to run.
OpenApoc is under development, in Alpha state (this means playable but not all features implemented) Here whats left.

  • Porting to a new crossplatform open-source engine
  • Porting the game to any platform you like (windows, linux, android etc)
  • Unlimited modding capabilities, which was not possible in the original
  • Unlimited possibilities for game finesse
  • Added Skirmish module
  • Added full debug system
  • Added full hotkey system
  • Added more than 40 improvements already
  • Support for more modern screen resolutions
  • In mods we can restore cut gameplay mechanics and Julian Gollop's ideas (creator of the X-Com series).
  • The project has Mr. Gollop's support!

We needs more programmers, so we finish the project faster. Help us bring more attention to OpenApoc!


Social pages (recent news)


OpenApoc Badge OpenApoc - open-source remake of X-Com Apocalypse
Overview
■ About OpenApoc
■ Credits
■ Installation
■ Differences between OpenApoc and X-COM
■ Hidden Features
■ Unused Game Features
Concept Information
■ Game versions and builds
■ Cut items and features
■ Cut mechanics and behavior
■ What it should be. Big Apoc Concept
■ Raw Concepts
■ Customizing
■ Added improvements
■ Mods
■ Idea to spice up the alien dimension
■ Psionics in Apocalypse
■ Translations
■ Personnel Names
Technical Information
■ Compiling and code
■ Coding Style
■ GitHub codebase
■ Report a Bug
■ Translate
Configuration
■ Options
■ Video
■ Audio
■ Controls