They managed to get some things clicking, but the project kind of fell flat a couple of months back. Maybe with all the interest in Arx, someone fans of this (rather similar) game series would like to jump on this project and help out.
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OpenDarkEngine
Người đăng: Admin on Thứ Hai, 31 tháng 1, 2011
They managed to get some things clicking, but the project kind of fell flat a couple of months back. Maybe with all the interest in Arx, someone fans of this (rather similar) game series would like to jump on this project and help out.
Dev-corner: Primer to modelling with Wings3D
Người đăng: Admin on Chủ Nhật, 30 tháng 1, 2011
As you should know by now FreeGamer is all about FOSS games, and of course the most important part of the FOSS development model is participation! So, yes that also means you! Yes you... don't think I am not seeing you... and don't switch to that other browser tab to hide from me ;)

So with the new dev-corner we will try give you some easy introductions how to participate in FOSS game development, maybe do some more development focused developer interviews and so on. I also hope to get some guest bloggers to write an introduction into contributing to their projects or something like that... so if you are a developer interested in this contact us :)
So what can I do?
You though about contributing to a project already, but are not much of a programmer guy/gal? Well... there is an artist in all of us (it's in our genes the anthropologists say)!
But getting started with that can be a bit scary... 2D art is of course an option, but the learning slope is steep there, as for a long time everything you draw will look like crap (trust me, I am still in that phase also). But if you are interested in that there are a few pretty good FOSS tools for that (we will do a dev-corner on that some other time).
3D art on the other hand is more accessible, especially if you are not a born artist! You can make some pretty awesome (albeit simple) art in the first few days of learning, and you will certainly not have the feeling of "ahh... this is all crap" like you will have with 2D art. Oh and non-computer people will be amazed by your l337 computa skillz ;)
But who am I kidding here... you probably downloaded Blender (or another non FOSS modeling application) already, and the complexity of the programs made your head spin, right? Yes... those are full modeling suits meant for experienced professionals, and can do much more than you will ever need for FOSS game development. But don't get scared away by this... there are other options and once you got the basics concepts, Blender and the like will suddenly appear much less scary and actually quite easy to use ;)
The maybe easiest 3D modeling application is Google's Sketch-up, but due to it's non-FOSS nature and the severe limitations in what it can do, we will not go into much detail here... but have a look at it if you like to get some simple models done fast.
Primer to Wings3D modeling
There is another really great FOSS modeling application next to the all over shadowing Blender however: Wings3D!
It is not a full 3D suite, however and only focuses on the modeling and texturing part. In those parts it is generally accepted however that it is among the best of all programs out there (FOSS or non-FOSS)! So head over to their new website and get the latest version 1.4 now!
Now, the advantage of limiting the program's feature scope is it's much less cluttered interface and the quite a bit lower learning curve for the beginners. But don't get me wrong... it's not a beginners toy (like Google's sketch-up); Wings3D is capable of everything you will need for even the most professional models!
Have a look at this video to get an first idea what to do (I suggest you to use Blender camera style movement ;) ):
More video tutorials like this you can find on the Wings3D Youtube channel, and other nice tutorials here and a user manual here.
One of the especially helpful features of Wings3D is that all menus are context sensitive, so you will only see the options that make sense to use at that time. Also all features are available through the menus and are not hidden behind obscure keyboard short-cuts like in Blender (but you can fully customize all commands to shortcuts in Wings3D to speed up your work-flow). And last but not least... at the bottom status bar you can always tell what options are available with each tool upon different mouse and button combinations... so it is very easy even for the beginners.
However due to the way model data is set up in Wings3D, it is really geared towards box-modeling, e.g. a standard work-flow approach that works by extruding features from a single original box, instead of shaping the model from individual polygons (like normally preferred in Blender)... but don't get scared by this tech-babble ;) It's the better and easier way anyways, and just think of it as if working with a real-life clay model.
Ok I got the basics, where do I start contributing?
Well you could of course look for a FOSS game directly... and there will be for sure plenty of projects happy to have you helping out. But as a beginner you can also first practice a bit more. A good option for that would be for example to participate in the weekly challenges over at OpenGameArt.org. There you have a simple topic every week and you can also discuss with other 3D artist about techniques and so on. Definitely a great way of practicing.
Oh and one last word of caution: You might realize at some point that making 3D models and contributing to game development is actually more fun than playing games... but don't say I didn't warn you ;)
MTP Target Back Online!
Người đăng: Admin on Thứ Bảy, 29 tháng 1, 2011
MTP Target has had a bit of a turbulent life; the game was designed to be monetized by a pay-for-features/content system and the lead developer closed the server code's source in order to "protect" this model. A couple of years later, the lead developer took down the servers due to conflict with players, effectively killing the game (a cautionary tale for all, I think). Tux-Target tried to implement an updated FOSS server from the 2005 sources but it never reached a workable state
Last October (tardy free gamer) they brought the servers back online; so the game is back! Be sure to check out this foss-y classic and help awaken it from hibernation-stupor
All about the beta!
Người đăng: Admin on Thứ Sáu, 28 tháng 1, 2011
Beware traveller. I am here to slay your computer. Unstable fun awaits, betas with bits that may break your bit cruncher. That's what open source is about. Blowing up people's PCs with untested, untried, untrustworthy alpha and beta amateur programmer software! Well, perhaps some of the programmers are not amateurs...
Good news, settlers of the new world! (Or those who feel like settling new worlds but were born in the wrong period of history.) FreeCol 0.10-alpha has been released. Get it from the unstable version download area of their website (the current stable version is 0.9.5).
Speaking of Free* games, did the latest FreeCiv beta get a mention? FreeCiv 2.3.0-beta1 supports gigantic maps and over a hundred simultaneous players.
Development of VDrift is, as ever, ongoing. You can test out build 3030 put together on the 25th Jan. After a period of suffering regressions, some changes have been sidelined to bring the main development branch back to a more stable, playable state. It plays well, although - after the being seeing the deforming crashes on Rigs of Rods - I'd like to see the cars sustain damage. I know, I know, lots of work, little gameplay gain. I'm fickle.
OpenTTD is ramping up to another major release with 1.1.0 beta4. OpenTTD 1.1.0 seems to be really focusing on a combination of network play enhancements and compatibility with the Transport Tycoon Deluxe modding community. Free free to correct me if I am wrong.
MegaGlest continues to enjoy rapid development with 3.4.0 beta2. They embody the, "Release early, release often!" philosophy that I like to parrot.
Cool websites for projects? MegaGlest has one coming. UFO2000 has a sweet homepage. Peragro Tempus too. What are your favourites?
P.S. no screenshots or videos today, sorry!
Developer Interview: Lips of Suna: What do you get when you mix Rogue with a dash of Minecraft, Steampunk, Cooperative gameplay, and a generous helping of tongue-in-cheek humour?
Người đăng: Admin on Thứ Năm, 27 tháng 1, 2011
For players, Lips of Suna, or LoS as it's known, is a cooperative online, persistent dungeon crawler/RPG, with deformable terrain, procedurally generated dungeons,seamless gameworld, actual player skills instead of leveling, and witty storyline giving the the player and any friends online the opportunity to do battle along side the world's five races as they descend into the depth of the dungeons of Suna to save their world. Unlike a lot of other RPGs/FPS of various flavours success will really depend on knowledge, cooperation, strategy as well as skill.
The Freegamer team caught up with Nekotaku yesterday:
The LoS development comminity is a very accesible place with no formal obligations or requirements where people can come and contribute with feedback, 2d/3d art, music, scripts or code in whatever areas of the game they feel like. So head over to their forums, and visit their wiki.
Arx Fatalis Linux Port Progress
Người đăng: Admin
Development wise, they recently achieved ingame rendering on linux using Winelibs. This is not the ideal solution for the project, but they want to get something workable ASAP so it is the quickest.
As you can surely see, there's a lot that still needs doing; but it's tremendous progress in the short amount of time that they've been working on it so far.
Oh my God-it's full of stars!: Free and Open Source procedural space sim round up (a la Infinity or Elite)
Người đăng: Admin on Thứ Ba, 25 tháng 1, 2011
"The thing's hollow..it goes on forever..-and--Oh my God--it's full of stars!"Bowman's memorable utterance in 2001 A Space Odyssey encapsulates perfectly the way the space and its' exploration resonates with the imagination and nothing encapsulates the experience of stepping out and living amongst the stars as well as David Braben's immense procedural opus, the Frontier Elite/Elite series of games.
The Elite and Frontier Elite series left a long shadow, inspiring academic work in procedural generation (see vterrain.org) but towering over countless emulation attempts, for both the depicted universe (space and surfaces of all objects on a scale of light years, to meters) procedural gameplay (location/assets/mission/incidental event combination, with a full range of mission types), interaction (action based reputation, politics etc.). Although a lot of academic work was done, like with a lot of areas of game development, not much in the way of actual realisation was ever done (a genre of space sims emulated a fraction of the scope of the game, often using large FPS style rooms with space/planet wall paper). There were a few foss/indie projects (Oolite, FFEd3d, Ad astra, Evochron series) that attempted to follow.
Recently with the advent of very powerful hardware ( just begging for realistic procedural simulation) the I-Novae engines indie creator decided to implement a procedural universe, with stunning results (see here and here for motivation), and the proof of concept has further stirred opensource attempts. I-Novae people are mainly focussed on an MMO, which largely gets around interaction/social simulation in a by replacing it with standard MMO player-player interaction mechanics.
Which leaves a large empty space for commercial, indie, or most importantly FOSS singleplayer games, as well as, and much more interestingly, a chance for FOSS to produce the standout significant modern game in a genre first.
The procedural space sim bug has resulted in quite a few FOSS projects, often the result of a single founder's inspiration, occurring independently and in isolation, and subsequently attracting some attention from the community:
Pioneer:
(Download, more recent v7.5/Source/Forum/Screenshots)
Most developed procedural planets (along with Spaceway). New sim, released online by Tomm Morton (creator of glFrontier), and associates, and whose development has avalanched a bit. OpenGL 2.0, lua/c++, all bodies spin/orbit around each other, scriptable procedural models, economy/life/missions implemented but require fleshing out, procedural cities/ground vehicles etc. mean FPS/RPG/air/ground stories/gameplay of sci-fi tv franchises like Star Wars/Star Trek/Doctor Who/BSG/Babylon 5 (and game worlds from books) etc. can be potentially recreated therefore also of interest to franchise modders.
There is a weight/substance to planets when viewed from a distance which is not even present in Infinity (as far as youtube vids show). Probably a combination of not looking plastic-y due to phong-like lighting model/strong specularity and planets having a realistic radius allowing you to be reasonably distant and still see the planet stretch away despite turning a lot.
Note: all screenshots are from earlier versions of Pioneer, and the graphics have improved even more since then.
Spaceway:
(Download/Screenshots) Virtually identical specs to pioneer, has procedural spaceships half implemented, no life/cities yet. Created by FOSS Orbiter's oglaclient author Artlav and shares some code with it. Intended to be a procedural replacement for orbiter he is looking at a game as well. Sourceforge says GPL license. Code not released yet as apparently he is waiting until it is cleaned. Good atmospheric scattering. Many galaxies simulated.
Titaniumart's Planetary space:
(Ogre thread/Screenshots) More speculative, long presence in Ogre forums, where they have mentioned it will be opensource, and a procedural 'snap-in' will be released, potentially allowing FPS/RPG devs to incorporate procedural terrain easily. Due for a tech demo soon.
Vegastrike:
(Download/Source/Forum/Screenshots) Have recently started looking into procedural planets. Mostly included here for completeness.Features a large procedurally generation universe, with economy/empires/wars simulated. Multiplayer/modding community. Released version is years behind, and graphically of a previous era, looking for a coder to port to Ogre.
Project Simerge:
(Code) Windows/Linux support. Inactive, but code may be of some use (Sourceforge shows 5 week old commits, thanks Charlieg). A partly completed procedural sim, the developer released code under GPL3 and is considering a seperate closed source game. Working prototype.Building interior support.
FOSS tech demos/source:
Sponeil.net: Windows/Linux.
Various tech demos, including planet/volumetric cloud generation.
Galaxy Engine: (Download/Source/Ogre thread) Procedural planet tech demo.
OgrePlanet: (Source) Another recently started attempt..
Foss clones of Elite series exist (not modern, as they are the same game essentially, but..) e.g. Oolite: Elite remake as for a long time gameplay just was not available elsewhere. Planets etc. nowhere near upto pioneer/spaceway standards.
It strikes me that development of so much software so identical in spirit, scope and vision, is precisely the type of duplication an open and social philosophy like FOSS seeks to prevent. It should be possible for projects to list their particular requirements to see if a framework for a space sim engine cannot be created that allows overlapping areas to be developed in a way that avoids duplication (especially considering the drought of programmers in FOSS space sim communities like Vegastrike, Freespace open etc.).
If there is software, stats, or facts that would be relevant please feel free to note in comments.


















