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Thursday, 10 November 2011
ET:Xreal 0.3.0 released
Version 0.3.0 got released today!
As you can see, it is still a long way to go to replace all the non-free assets, and graphics sure don't look quite as great as all the features of that engine would make you believe (which proves again: it is the artists making a game look good :p ), but it's a start and you can begin brushing up your ET skills again ;)
Wednesday, 9 November 2011
Trigger Rally 0.6.0
Trigger Rally 0.6.0 for Linux (source portable) brings following new features:
- New (and old) contributed tracks and events
- New Practice Mode
- Paging on the Single Races screen to show all the available tracks
- Option to show speedometer in KPH or MPH
- Option to show digital speed on the speed dial ('hybrid' style)
- Fading track comment and GO at race start
- Freezing course time when passing through a checkpoint
- Tweak menu colors for more contrast
PS: If I understand this tweet correctly, this means high-quality motor, drift and crash sounds for Speed Dreams that hopefully will also be usable in Trigger, SuperTuxKart and other racing games.
Monday, 7 November 2011
Phlipple - Unique 3D Puzzle
Friday, 4 November 2011
Enemy Territory source related news
The quite promising ET:Xreal engine enhancement project is one possible exception, even though they just had to sadly announce that they wouldn't make their Nov. 5th first release date (I was originally waiting for news about this until then...).
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ET:Xreal with some Free high quality textures |
As you might have guessed, this project takes the advanced id-Tech3 (Quake3) renderer from the now defunct Xreal project and brings it over to the Enemy-Territory engine (also id-Tech3 based). But besides that it also aims to give the engine a general overhaul and possibly add additional advanced features like real physics etc.
Additionally work has also started to replace the free-as-in-beer media from the original game, with much higher quality CC-by-SA textures to make use of the advanced engine features.
To qoute one of the developers (Eonfge) regarding their plans to go fully FOSS:
"The project we are working on consists of multiple parts. First we have a renderer, which is now fairly stable and pretty looking. Then we have the assets, new high quality assets that make the environment come alive. Then we have the official part from Splash Damage. It's our goal to go independent one day, but until we have all the assets replaced, we will remain a mod. After we replaced them all, we'll be an independent open source game."Lets see how that turns out... alternatively the developer of the awesome looking (but totally non-FOSS) ET mod True Combat: CQB also did express interest in porting his game to ET:Xreal some months back.
On the other side of things it looks like the ET:Xreal fork OpenWolf is turning more and more into a wild mix of different id-Tech3 engines.
Its developer recently announced full compatibility with the id-Tech3 based game Tremulous, and is making his roads towards a quite fully featured general id-Tech3 compatible engine based on ET.
I suspect this is also somehow related to the very similar engine enhancements promised for the quite awesome looking Tremulous fork TremZ:
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New alien model in TremZ |
But rumors are running wild (in face of the log awaited but more or less vapourware Tremulous 1.2), so I can't confirm if the proposed release date before the end of the year is true or not ;)
Thursday, 27 October 2011
Multitouch RTS gaming
So before we lose all our loyal readers (e.g. the blog authors themselves *chirp* *chirp*), here a quick update:
Zero-K, the Spring-Engine using RTS game, got a bunch uf new releases lately... all the way up to version 0.8.13.1 by the time of writing this. Try it out if you liked Total Annihilation back in the days :D
However, the main reason for me writing about this is the cool multi-touch (tablet) interface someone coded for the spring engine and showcased with Zero-K:
Still a bit rough around the edges as you can see... but this shows that RTS games might have a bright future on tablet-pcs!
Sunday, 16 October 2011
A Garden of colorful projects
As you can see, a nice piece of bullet-hell... just the music isn't as catchy as the one from Aleste (*sneeks in old-school gaming reference*).
In totally unrelated news, the guys (and gals?) from the open-source MMORPG Planeshift have started a small PR project called "Free Game Alliance" to promote theirs and other high profile open-source games. You can read some comments from our forums about it here... but all the nagging aside, I sure hope something good comes out of this!
Oh and Planeshift itself seems to be coming along quite nicely also... hadn't checked their progress in ages...
Another project whose developers show some serious long term commitment, is AlienArena, which just got a major update to version 7.52 and is now also easily available via the Desura Linux beta ;) Check out the change-log here.
Saturday, 15 October 2011
Double 0.7.4: Pingus and M.A.R.S.
- New levelsets, "Desert" and "Factory Campaign" (27 new levels in total)
- This is the first use of the desert and factory graphics in official levels
- Deadly fall height increased
- Digger/Miner/Basher paths cleanup
- Demo recordings/playback re-implemented (32bit/64bit not compatible)
- --usedir parameter added (useful for portable play)
- Unicode support added
- Option menu added
- Window can be resized in-game
- Soundcard dependancy removed
- Man page added
- Level dimensions now suit 1920x1200 resolution
- Anti-aliasing added to bitmap fonts
- Software rendering improved
- OpenGL rendering option added
- Editor enhancements
- Fixes
Monday, 10 October 2011
Ren'Py Visual Novels
But well... a small competition over at the very nice Linux Gaming News blog asking which game engine actually had the most Linux compatible (and often at least freeware) games released so far, got me thinking about this again as with literally hundreds of games available on-line, we shouldn't simply dismiss this genre outright, I guess.
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Screen-shot from the Ren'Py game Katawa Shoujo |
However Visual Novels do have a certain prejudice attached to them, that most are all about school-girl dating sims or worse e.g. so called "eroge" surprisingly often also meant for a female audience, including boy-boy scenes o_o
And after digging into the scene a bit, I have to admit those prejudices are somewhat correct *slowly wanders off and wonders why he even bothered*
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Screen-shot from the FOSS Visual Novel @Camelia Girls |
Besides that... it is perfectly feasible for a one man (or woman) team to succeed in creating a great Visual Novel, which can't be said for most other game genres. So if you have an awesome story to tell, and writing a book isn't your thing... well maybe making a Visual Novel is (the programming involved is rather simple... no worries ;) ). Interested? Well head over to the LemmaSoft Visual Novel development forums and dive right into this rather strange sub-culture :p
Tuesday, 4 October 2011
GunFu Deadlands 1.01: Performance Up!
GunFu Deadlands, a quick, atmospheric retro keys+mouse top-down shooter for Win/Osx/Lin has been updated (1.01) to run with LÖVE 0.7.2 and the development codebase moved from Subversion to Git.
The game plays perfectly fine on a ASUS EeePC 1000H netbook running Arch Linux 32bit. A previous version (don't remember which) was extremely slowly. I can't tell whether the playable speed is thanks to improvements of GFD, love2d or perhaps the drivers for my netbook but if you've had performance trouble with the game in the past, try again!
Note: if you get shot in the title screen and start the game before respawning, you will be able to walk through walls.
This is the first update of GunFu Deadlands since the 1.0 release 22 months ago.
PS: I got word from the developer about the performance increase:
Just for your interest, I made some measurements and it seems that the speed increase is indeed dramatic: 55% faster.
I computed the mean FPS rate by measuring the time it takes to render 1000 frames in-game and dividing 1000 by this number. The formula (FPS_faster_version - FPS_slower_version) / FPS_slower_version is what produced this 55%.
Sunday, 2 October 2011
Summer Shorts #3
Also a warning: this article is 80% development, 31.5% art and 18% games.
FreeGameDev Forums now have Spanish and Swedish/Danish/Norwegian subforums. Should we add some more? Read this then write here.
The 2.0 OpenClonk release brings higher resolution for the terrain, which makes the game look a lot better. Read the full changelog here.
Check out the Blendswap Military Vehicles Contest entries:
I'm amazed. But that's just me. I have a thing for mechs. Alot even.
Did anybody know of these CC-BY-SA-licensed WebGL tutorials? This dog told me about them.
* Speaking of Berlin, Germany.
Friday, 30 September 2011
Cross-Language Community(?)
Should we really have a section on our board for non-English languages?
Pro:
- Lurkers who would not post in English would have the chance to contribute in the international forum
- Engaged non-English-speakers are likely to improve English skills over time, attracted by the larger community
Con:
- People who might give English a try to contribute will use the international forum out of comfort instead, decreasaing growth of the English-speaking community
- People who use English now, will use the international forum and contribute less to the English-speaking community
- Moderators need to be found
If you would like to help moderate a language forum, please let us know in this thread.
Tuesday, 27 September 2011
GJID
I have a hard time playing puzzle games when their only reward is getting to the next one. Consequently I'm usually not a fan of Sokoban games. Having a little or a lot of story bundled with the puzzle helps though.
In GJID you control a brave robot of the name GJID, who volunteered to recycle dangerous weapons from a cold war. In 14 levels you have to dispose of nuclear and disruptor weapons.
Movement controls reacts instantly and you are allowed to skip levels. There is no save function and no sound. The game runs in full-screen but thankfully does not resize the screen and scales instead. License: MIT
This version seems to be made for *nix only. ./configure && make allows to easily run the game.
From the README:
This is a clone of the eponymous DOS shareware game written in 92 by John Remyn. I spoke with John in 95, when the first version of this clone was made. He admired the 8-bit graphics (original game was done in 4-color CGA) and did not object to its existence. His email address has since expired and the few contact attempts I've made recently hit dead ends. The DOS game was $10 shareware and I include the original registration form in the README, in case you want to track John down and give him money for the excellent level design that make this game what it is.
Aside from being an entertaining puzzle, I also release this game as an example of using the XCB library for making X applications. XCB is the new lightweight replacement for Xlib that suffers from lack of documentation. This game demonstrates how to create small applications with it and also how to use RENDER for drawing text, tile sprites, and for hardware scaling of the 320x240 backbuffer.
GJID reminds me of another, even more story-driven Sokoban-style game with simple graphics: The Villany of Cat Food Inc.
Saturday, 24 September 2011
Totally missed the Annex Beta 1 release :(
Here as a reminder how cool Annex-Conquer the World looks:
Currently there is only a Windows port available, but a Linux version is promised for the next release... Edit: I was confused about the media licensing... more or less all the new assets are CC-by-NC-SA, which is as you might know not considered FOSS due to the NC clause. A pity really :-/
So... how was I reminded of this gem? Well check out this cool interview with the Megaglest developers from the Greek site OSArena (in English though) ;)
Now I am off booting into windows to have another round with Annex ;)
Thursday, 22 September 2011
0AD Alpha 7 Geronium and more
Act 1
In case you've been hiding under a rock or you rely on Free Gamer for your open source game updates (and we love you if you do), there has been another release of 0AD (announcement) the 3D historical RTS game.
Lots of improvements, including an all-new and unique Carthaginian civilization, a new main menu that moves, new music, new sound effects, new maps, and likely (although not mentioned) a lot of development and the fixes and subtle improvements to go with it.
This is going to be one of the marquee open source games soon. It has the potential for mainstream appeal that is missing from a Battle for Wesnoth, no matter how polished it becomes (and it is very, very polished these days).
Since becoming open source to help save the project from an ignominious end, development seems to have gone from strength to strength with a series of alpha releases each bringing the game one step closer to being a playable title.
Act 2
Also big news coming out of the Dungeonhack Godhead project - a new release! This is the first since a tech demo over 2 years ago. This release marks the beginning of a different direction for the project. They now use the Lips of Suna engine. It is early days but the new engine already has a lot of what a now-defunct rewrite was trying to achieve in that it is server-client based, and it is 3D and the world is deformable, and there is now a workflow to get ideas straight in to a game world, giving writers and artists more possibilities to see their work immediately applied. Still, early days, it was just a black screen for me (but this was Windows 7 x64 - boo) so we'll see if this can reverse the fortunes of a project that has struggled to maintain momentum from one release to the next.
Free Gamer approves of inter-project cooperation. Huzzah!
Act 3
Finally, lady and gentlemen, for your entertainment, a fun ninja platformer!
Shinobi Densetsu is created using the OpenSNC engine, proving it is not just limited to hedgehog-based games.
I used to leave a plate of milk out for hedgehogs when I was a kid. I also had to shift through mucky half-rotten piles of leaves to make sure none were hibernating in the base of a bonfire-to-be. True stories! I digress...
Video!
Huzzah!
Monday, 19 September 2011
FPS news
So FPS news only from me today ;)
Irritant, the lead developer of AlienArena was so kind to inform us that a new release can be expected within a week.

Check the rest of the new screens-hots in the thread linked above.
Other that this? Well there is a rather interesting thread about a Tremulous art update mod called Tremz in the official Tremulous forums.

Oh, and the lead developer of the OpenWolf project joined our forums and posted a bunch of rather nice screen-shots and some background info from this ET:Wolf engine update project.

Sunday, 18 September 2011
Adamant Armor Affection Adventure (and more) open sourced
Sources can be downloaded here (AAAA) and here (other games).
I'm not sure about the assets and their license, there seem to be none included in the tarballs.
/me requesting Linux desktop ports
Friday, 16 September 2011
Slipstream Vehicle Simulation
Slipstream is a free racing vehicle simulator trying to be physically accurate and fun to play at the same time! Contrary to most simulators out there it's not designed around a single type of vehicle. It should be able to support anything from a bicycle to a car or anything else that can be driven around on a racetrack for that matter.Help is requested on the content-side:
The graphics are still very primitive I'm afraid but they get the job done at least. Making Slipstream pretty is still a high priority but I doubt I'll be able to create decent track and vehicle models myself. If you're an artist and want to participate in making a great racing simulator please drop me a line [dpapavas@gmail.com].
Monday, 12 September 2011
Summer Shorts 2 + Screens
libtcod, an advanced toolkit for roguelikes now has an online browser for projects using it that allows to apply filters.
I stumbled over Hale, an RPG described as having "deep tactical combat system and storyline".
The project seems to use freely licensed assets, which is a great. I hope that the GUI will receive a makeover (using a pastel background color and killing the 1995'ish 3d button/border look does wonders).
Freesound went 2.0! CC-BY and CC0 as license options! (Unfortunately CC-BY-NC as well). Sampling+ remains for legacy sounds where authors have not switched to a modern license. Read the announcement here.
Xonotic 0.5 brings new maps, vehicles and multi-language support. Many more details can be found in their annoucnement post.
Saturday, 10 September 2011
Wazzal (dx8 game) open sourced!
The recently open sourced game was made by Ville Mönkkönen of Instant Kingdom (IK). He is responsible for excellent freeware games including Notrium and is currently working on a for-pay top-down fantasy RPG.
IK community member Amarth shared some insight about what it would take to make Wazzal run on modern operating systems:
It will be a lot of work. DirectX calls (Windows only) are sprinkled all around the code. Then there are some references to the win32 api, though not many when compared with the DX ones. There are probably also some non-standard C++ Visual Studio-only things going on, but that shouldn't be too hard to fix either. DirectX is the big problem here.It also needs to be done, because Wazzal is written with the DirectX 8 library, which seems to be no longer supported in any way by Microsoft.The license for both code and assets is a very permissive one and likely to be compatible with MIT/zlib/3-BSD (and CC-BY for assets):
It's positively impossible to find the headers and libraries needed to compile this at Microsoft. I haven't tried other locations yet. It's probably not impossible to find, but who knows how well supported old libraries will be on newer versions of Windows...
10 You are allowed to use the game source files and the included resource files in any way you wish, I only ask that you retain this license and credit me.
Wednesday, 7 September 2011
DungeonHack/Godhead Demo Ultimatum
Should the demo not be finished by that time, the development team will commit Seppuku.
Just kidding. :)
It's refreshing to see an open project put some pressure on itself. I'm looking forward to the results of this.
Saturday, 3 September 2011
GeneticInvasion : a brand new Tower Defence
It's Tower Defence game, but it has something special: it uses evolutionary algorithms.
The idea of evolutionary algorithm is to use darwin theory to solve problems:
- We generate random solution to the problem.
- We evaluate them.
- We take some of the better ones, apply random mutations to them, and generate an offspring from them.
- The child replaces their parents in the solution population to form a new generation.
- And we do this, again and again, until we find a solution that is good enough.
We used a real evolutionary computation library called EO to make this game. The library is being used for many serious projects.
So, you heard me, an army of colorful enemies are trying to eliminate you, don't just sit here, fight!
Some notes:
- For the first time since we began to develop it, the game is now interesting to play. That means that it's neither too easy nor too hard to play.
- I also added 3 levels that are supposed to be sorted by difficulty.
- There is a medal system, so you can try to get gold on all 3 of them. (I failed to get the gold medal on the third one through :P)
- There are no binaries, if someone is feeling like doing some, please contact me.
- The game is theoretically compatible with at least GNU/Linux, Windows and Mac OS but has only been tested on GNU/Linux. You'll need SFML, EO and Glu to build it.
- Please send us your remarks and comments.!
Also, I'd like to thanks OpenGameArt and the artists that contribute it, without them our game would probably had hand-drawing art, and we suck at it. (Also many thanks to ozzed who did the music on Jamendo)
Official website: GeneticInvasion Controls for playin the game
Wednesday, 31 August 2011
Flightgear 2.4 plus something cuddly and something fishy
Is it a bird? Is it a plane? No, it's... wait, yes, it's a plane. The quintessential FOSS flight simulator gets updated, Flightgear 2.4 (announcement) has been released.
The FlightGear development team is proud to announce the release of version 2.4.0 of its free open source flight simulation program. FlightGear 2.4.0 reflects over one and a half years of development and incorporates several new and exciting features, as well as numerous bug fixes.
The feature list in the announcement is impressive. A summary won't do the release announcement justice (although in parts it is a bit dumbed down, but that's OK, not all of us are au fait with regards to computer game development). Still, here's an attempt:
- Realistic weather simulation, phenomena includes are fog layers that are limited in altitude, cold fronts, thermals, cloud formation in updraft winds along mountain ridges, and many, many more.
- Enhanced graphics including highly realistic mountain surfaces, 3-dimensional cityscapes, water moves realistically and sunlight is reflected from its surface.
- Many improved planes/models and additional cockpit systems - a choice of nearly 500 different aircraft, from historical to bleeding edge, from ultra-lights to the ultimate flying heavy metal.
Still no combat (see open source flight combat article) but I think that's probably a bit off topic for Flightgear.
The Flightgear project has reached what I call "critical mass" in that it no longer depends on a few active developers to maintain progress. A thriving contributor community outgrows the original development crew and it becomes owned by the community. Usually when a project attains critical mass, development accelerates massively. There are more people contributing to Flightgear than has ever been the case, it is flying. Pun intended.
In fact I can't think of many other FOSS games that have attained "critical mass" status. Battle for Wesnoth of course. Possibly Freeciv and OpenTTD (I wish they'd rename that). Some projects got close but never quite made it, such as Glest and Vega Strike. Others are knocking on the door, such as Pioneer, Speed Dreams, 0AD. (If I am being dozy and missing any such projects, point out in the comments!) The vast majority of projects never get close and usually only are actively developed as long as their originators / principle supporters are motivated.
What could be cuddly? Plee the Bear 0.6 has been released (announcement, forum thread). It features the first big boss. It is a very nice looking game with a lot of potential, and seems great for a younger player.
And the something fishy? Avid readers, those worth their salt, people who are true followers of the blog, those who will enter through the gates of St Peter before all others, they will know I am a big fan of Fish Fillets NG. Somebody has made a clone called, imaginatively, Fish Fillets Clone (screenshots). Whilst I don't like that it is an outright clone, I do like that it uses vector graphics. I think there's promise there.
I'm sure I'm forgetting something. Oh, yeah, hiiii to my Cuban female fanbase!
Monday, 29 August 2011
Planets are a nice thing...
New to the feeds is our revision control planet, for those news-freaks that want to keep up to date even if it is just a change in punctuation of the readme file :p
It is btw interesting to see on this planet how much changes happen in the Xonotic SVN, while to the outward observer the project seems to be moving only slowly forward.
However, recently they released an auto-builds update script, which makes it much easier to keep up with their development builds (which seems to be the preferred version for them now in general, but things can break from time to time). Oh and for the lulz: a "my little pony" mod recently surfaced for Xonotic also :p
Next on the list? Ahh yes, Stunt Rally version 1.2 got released:
Changes include (amongst other stuff) a new split-screen and a ghost car rally mode.
Other things to mention? Mage is a open-source MTG client, but not as nice looking as Wagic. But it might convince you with other features (of which Mage has a lot ;) ).
Unknown Horizons has a nice news update with all the improvements Google's Summer of Code gave them and the Zod engine is set out to improve the multiplayer part of the (back then really nice) game Z (using the unfree media from the original it seems).
Thursday, 25 August 2011
PyWeek 13 (And PyWeek 12 Winners)
It's time PyWeek #13 soon!
The dates of this challenge are are 00:00 UTC 2011-09-11 to 00:00 UTC 2011-09-18.
Timetable | |
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Friday 2011/08/12 | Registration underway |
Sunday 2011/09/04 | Theme voting commences |
Sunday 2011/09/11 | Challenge start |
Sunday 2011/09/18 | Challenge end, judging begins |
Sunday 2011/10/02 | Judging closes, winners announced |
Check out PyWeek 12's winners by the way:
Loopback: Asteroids + Tower defense. Retro Look. Permissive code license.
The PyWeek guys seem to have figured out the license part of game prototyping well: Lemming for example contains a list of all used art pieces' urls and licenses. Neat!
PS: Ludum Dare got 600-1 entries last weekend.
BZFlag Tournament hosted by Ohava Open Computers
There will be a tournament of the CTF game BZFlag.
When: September 30th, at 5pm EST
Where: Online(?)
How: Visit ohava.com/gametourney for sign-up.
Prize: An Ohava OpenBook BE awarded to the MVP of the winning team. More prizes will be given to all of the winning team's members.
Monday, 22 August 2011
News Shorts
OpenMW is moving forward: new blog look, renderer is being refractored, inventory being implemented, record saving too.
Alex the Allegator was part-ported to HTML5 using the melonJS library. I'm #9 on the high score at time of post! :D
DusteD, maker of Wizznic! is not dead.
Blendswap now has a slim set of rules for contributors and texture licenses are annoying.
Bandit Racer is a car racing and combat game in HTML5, built with GameJS. Comes with track editor and pretty UI. An earlier version

Saturday, 20 August 2011
Keeping up a tradition...
So where to start today? Ahh yes:

The puzzle type game Berusky 2 was recently FOSSified (code and art GPL) as pointed out in our forums (but I have to admit I saw it first on LGDB). And as out great founder was quick to point out, it follows the great tradition of the first part with was also released under the terms of the GPL.
In totally unrelated news, Lips of Suna version 0.5 got released last week, with a bunch of nice graphical and game-play improvements (change log and discussion here).

For those living behind a rock, Lips of Suna is a crazy mix of Minecraft, slightly adult themed anime and a more classic RPG. Definitly worth a try, even though still under heavy development!
Hmm and now a quick run-down of other (I'd say less important) news:
Q3 Rally (now stand alone with the ioQuake3 engine) is nearing another release and OpenXcom is making good progress in the "battlescape" AI. In WarZone2100 land, you can now test the cool new models with a test mod (is supposed to work with the latest snapshot release). The fork of the W:ET, OpenWolf is also progressing with a fix of the Mod support (while the more ambitious ET:Xreal seems to have gone in a hiatus again), and while talking about id software source-code, I have started this small anticipatory id tech 4 project which needs contributors ;)
The end.
Oh wait, did we ever mention the source release of Cities3D (a Setters of Catan like game)?
Wednesday, 17 August 2011
On OpenGameArt 2 and FreeSound 2
FreeSound is also moving forward, away from FTP-submissions, away from CC-Sampling+, although it seems that noncommercial licenses will be supported. A beta of the new site is open for public testing!
I finally got hold of a video of OpenGameArt's admin BartK talking about his site at Libre Graphics Meeting May 2011:
Does any of these submission forms scare you away? Did you notice an obvious interface design mistake? Got any libre art sharing news to spread? Let us know in the comments!
Monday, 8 August 2011
Open Source in Humble Indie Bundle #3: Haaf's Game Engine (HGE)
The proprietary games sale Humble Indie Bundle has a tradition of including open source engine releases.
In all of the other humble bundles there has always been at least one game that opened its source (in #2 it was revenge of the titans. in #1 it was penumbra, lugaru, aquaria and gish).- Fer C.
Bundle #3 is soon over and the *nix port of the Windows-only zlib-licensed engine HGE has been now released as open source as well. It is the engine used by Hammerfight from the Bundle. Visit the pages: hge, hge-unix.
The non-free BASS audio library was replaced with OpenAL.
The hge-unix readme states "10 I don't know anything about the Windows version of HGE.", which might mean that developers have to juggle two engine versions and audio libraries if they want to support the three main platforms. Or hge-unix needs to be ported back to windows systems.
You can read more about the port in the blog post HGE comes to Mac and Linux by Ryan Gordon aka icculus. Or perhaps watch his talk about Linux/open source gaming (again?).
Sunday, 7 August 2011
LinWarrior r19+
I tested and recorded the latest LinWarrior git revision (a few changes since release19). Some of the new features in r19 and after include:
- Atmospheric daytime setting
- New units (Flopsy, Scorpion and Tank)
- Cockpit frame in first-person view
- Trees, trees, trees
The LinWarrior engine is still being developed, for example mechs are still hardcoded rather than configured in textfiles right now.
PS: A video of actual gameplay, rather than just testing the controls. Unfortunately no sound but 1920x1200 resolution...
Cubosphere: First Beta
The game reminds of irrlamb and Neverball but is in fact a tile-based puzzle, rather than a free-physics/precision game. It has a simple level editor and 18 visual/audible styles to chose from. Some features of the 200+ levels are lasers, frying blocks, teleporters, switches, elevators and enemies.
Friday, 5 August 2011
Some random FPS engine news
To start out... yes RedEclipse got a (smaller) new release a few days ago, codenamed Supernova (Version 1.1). The release notes can be found in our/their forums, but it plays as great as before (except for the annoying hit sound :p ). Edit: game-play video from one of our forum users.
Noteworthy news related to that (albeit not strictly FOSS related): RedEclipse also got included into Desura now (Moddb's indie friendly answer to Steam, even with an upcoming Linux port). To avoid complains in the comments... I mention this here even though it is a closed source game distribution platform, simply because it can be a great way to promote (and maybe even sell?) FOSS games, and if we would finally be able to attract the modding community (which is largely represented on Moddb) to work with FOSS engines instead, it would be win-win for everyone involved.
Despite its unfree content War§ow is also worth a look now and then. According to their somewhat recent blog entries they have made great progress in speeding up the Quake2 based renderer, and plan to include a matchmaking and statistics system in the maybe not so distant 0.7 release. It's actually a pity that the engine isn't used for other projects, and given that it is Quake2 based, it could probably be ported to mobile platforms like Android rather quickly (since there is a full and fast Quake2 Java port).
Talking about mobile platforms... the engine behind Xonotic (formerly Nexuiz) Darkplaces, seems to have gotten an iOS port judging by a quick look at the very recent new source release. No news post about the most recent changes, but slightly older news tell us about a much higher frame rate then before :) Would be nice if Xonotic would see another Beta release soon also ;)
Oh and I know I will get flamed for this again (e.g. for mentioning a commercial game on this blog; but I stand by my opinion that commercial isn't != FOSS), but the Darkplaces based and GPLed source-code containing SteelStorm: Burning Retribution, has been added as a free bonus to the latest HumbleBundle (at the time of writing this, with still 5 days remaining to get this "pay what you want" indie-game-bundle including some really nice games all running on Linux). Just to quickly mention... no news about source releases from that source this time (but they added all of the games from the 2nd bundle if you pay above average)... but given the somewhat lukewarm source releases last time (not really FOSS) I guess that is not a big loss :-/
Hmm what else? World of Padman was somewhat recently updated, and its engine ioQuake3 is moving to a modularized renderer.
AND LAST BUT NOT LEAST (hot news coming in while I am writing this)... John Carmack just confirmed in his keynote on this year's QuakeCon, that the Doom3 source code will be released this year (probably shortly after the Rage release scheduled early October)... which will be a really nice addition to the FOSS engine pool (finally a somewhat modern single player FPS engine). I am especially looking forward to see some of the existing high quality Doom3 mods to go stand alone, and maybe even FOSS!