Planet Free gaming

March 15, 2010

Wesnoth

Wesnoth 1.7.15 aka 1.8-rc1: Development Release

Finally the first release candidate for 1.8 is ready. We are confident that we are really close to the start of the stable 1.8 series now. For more some details about this release candidate and celebrating the new it please visit this forum thread.
As with the last releases, we continue to offer two versions of changelogs: a rather nice to read players changelog that only includes changes every player will probably notice and the (rather) complete changelog with (almost) all the details, which is likely to cause a serious headache...
At the moment the Windows package and the MacOSX packages are ready. You can find them at the download page. Once the others are done you can find them at the download page, too. Please keep in mind that it is a development release which might include quite many bugs. If you find one, report it.

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March 15, 2010 11:30 PM

Free Gamer

First PARPG Techdemo

PARPG ("Post-Apocalyptic Role Playing Game") Techdemo 1 is out:
You can walk around, talk to other characters, change to different (placeholder) maps, listen to background audio tracks and play around with the settings.
There is a little more: container items and basic inventory functions work as well. Battle, quests, character development and interactive map objects (locks and traps?) are what is missing from allowing to implement a loaded rpg.

Another piece of news is that the project manager, barra, is leaving his position. The best place to discuss PARPG's management's future is their IRC. You can also read more about barra's stepping down in this IndieRPGs article or this PARPG announcement.

Of course the project is seeking a new manager to take over the management tasks. We shall hope for a brave and experienced sir or lady to claim that throne. (Did I mention that the decision-making process is rather democratic in PARPG?)

The developers are restless of course and are working on the plan for the next tech demo! Read this proposal of features and participate in its discussion!




Yet another piece of news: you can now listen to all game audio tracks on this page. (So far only one has been featured in gameplay videos). My current favorite is Timong's "Depths 1":

by qubodup (qubodup@gmail.com) at March 15, 2010 03:34 PM

March 12, 2010

JCRPG

Static parts are starting to look quite right!

I'm still messing with the new possibilities Ardor3D terrain system adds to the pool, meanwhile I've finally ported my special micro heightmap based tile to terrain batching system to Ardor3D. It was a bit of a work, but now that I've taken care of a heap of other smaller things in the code, static parts are starting to look like they should. :) With further help from Josh and Rikard @ ardor3d I could integrate new things and resolve bounding volume issues. Now culling is working perfectly, and thus FPS rocketed to around those values I was used to under jME2, or even higher. Also I'm experiencing very good stability, so far no native part crashes neither on my Intel GPU nor the ATi GPU notebook. The memory it needs to load the initial state isn't bigger than it was with jme2, maybe even less.

After porting the old tile to terrain system I had for jme2, i'm starting to think about combining the GeometryClipmapTerrain of ardor3d with my terrain system, that way I can prevent my head from a series of aches related to object placament and such... Well, you can check the screenshot of the current state of the art - in the background you can spot how the new clipmap terrain fits (not too nicely yet) with the old detailed terrain in the foreground.


If I can manage to combine these too, we'll have the best of both worlds, new and old: almost infinite view distance for the terrain (at least the mountains and plains even if not the trees and buildings) plus the detailed view of the surroundings. The FPS / memory hit is not high/minimal with the ClipmapTerrain so far, so it's worthy to try.

by Paul (noreply@blogger.com) at March 12, 2010 11:31 PM

Wesnoth

Wesnoth 1.7.14 aka 1.8-beta7: Development Release

The seventh beta for 1.8 is ready. Please note that due to a critical bug fix only versions >=1.7.14 are allowed on the development multiplayer server. For more details about this and celebrating the new release please visit this forum thread.
As with the last releases, we continue to offer two versions of changelogs: a rather nice to read players changelog that only includes changes every player will probably notice and the (rather) complete changelog with (almost) all the details, which is likely to cause a serious headache...
At the moment the Windows package and the MacOSX packages are ready. You can find them at the download page. Once the others are done you can find them at the download page, too. Please keep in mind that it is a development release which might include quite many bugs. If you find one, report it.

-- Delivered by Feed43 service

March 12, 2010 06:30 PM

Wesnoth 1.7.13 aka 1.8-beta6: Development Release

The sixth beta for 1.8 is ready. Feel free to celebrate the new release with us in this forum thread.
As with the last releases, we continue to offer two versions of changelogs: a rather nice to read players changelog that only includes changes every player will probably notice and the (rather) complete changelog with (almost) all the details, which is likely to cause a serious headache...
At the moment the Windows package and the MacOSX packages are ready. You can find them at the download page. Once the others are done you can find them at the download page, too. Please keep in mind that it is a development release which might include quite many bugs. If you find one, report it.

-- Delivered by Feed43 service

March 12, 2010 06:30 PM

Wesnoth 1.7.12 aka 1.8-beta5: Development Release

The fifth beta for 1.8 is ready. Feel free to celebrate the new release with us in this forum thread.
As with the last releases, we continue to offer two versions of changelogs: a rather nice to read players changelog that only includes changes every player will probably notice and the (rather) complete changelog with (almost) all the details, which is likely to cause a serious headache...
At the moment the Windows package and the MacOSX packages are ready. You can find them at the download page. Once the others are done you can find them at the download page, too. Please keep in mind that it is a development release which might include quite many bugs. If you find one, report it.

-- Delivered by Feed43 service

March 12, 2010 06:30 PM

March 10, 2010

JCRPG

Further converting to Ardor3D

Nice progress is going on here with converting the project to Ardor3D engine. I've ported Obj loader of JME2 to Ardor3D. With a lot of help from Joshua (lead dev of Ardor3D) finally I could repair the remaining problems with the migrated Geometry batching too. That two made the static object rendering mostly complete. Also the partially billboarded trees are working now. After that I managed to integrate the GeometryClipmapTerrain of Ardor3D to replace the current awkwardish method how terrain was created in jcrpg's jme2 version. Still it's very basic integration: needs a lot of tweak like texture generation, dynamic loading and even alpha holes. I've created an extreme view distance screenshot for you, but it's really not for normal use, ate a lot of memory and gave low FPS - there's need for Level Of Detail based on distance for the trees and such to make it usable later. Anyway, check the screenshots (one with very high distance, one with normal. :)

by Paul (noreply@blogger.com) at March 10, 2010 12:31 AM

March 09, 2010

Wesnoth

Wesnoth 1.7.14 aka 1.8-beta7: Development Release

The seventh beta for 1.8 is ready. Please note that due to a critical bug fix only versions >=1.7.14 are allowed on the development multiplayer server. For more details about this and celebrating the new release please visit this forum thread.
As with the last releases, we continue to offer two versions of changelogs: a rather nice to read players changelog that only includes changes every player will probably notice and the (rather) complete changelog with (almost) all the details, which is likely to cause a serious headache...
At the moment the Windows package and the MacOSX packages are ready. You can find them at the download page. Once the others are done you can find them at the download page, too. Please keep in mind that it is a development release which might include quite many bugs. If you find one, report it.

-- Delivered by Feed43 service

March 09, 2010 06:30 PM

March 07, 2010

JCRPG

Ardor3d test migration in progress

I'm in heavy evaluation process, taking closer look at the two alternative 3D engines for migration. Currently in a long process to convert the existing sources to use Ardor3D, to let me test how the new engine performs. Stability is the most important factor. Most of the codes in my experimental workspace are converted to Ardor3D. I could take a screenshot of the main menu. I still need to find a way to refactor the Input, the Terrain and the Audio system of jcrpg to let it work with Ardor3D's architecture. Hopefully the most beneficial will be the Terrain part, as there's a nice shader based terrain that streams data, and can produce 'megatexture' to cover the terrain. This will take a lot of time, I can foresee. But hopefully will lead to a better 3D architecture, speed and look.

If things settle down I'm planning to move to a different SVN repo, possibly googlecode. I'm a bit frustrated with SF.net SVN speed at times. Now will be the time to do so, as I'm restructuring the project while doing the migration stuff, moving the media to an upper directory, to let developers checkout less data. Also jcrpg will now build with Maven.

by Paul (noreply@blogger.com) at March 07, 2010 12:29 AM

March 02, 2010

JCRPG

New Voicepacks contributed! Twitter for jcrpg. Migration to JME3 under consideration.

Hello again! Things are slowly-slowly creeping to a spinning up here, hopefully now that I'm less inclined towards actual gaming - finishing Witcher I'll get back to business, developing the game. Right now I'm starting to consider migration from jme2 to 3d-engine jME version 3 created by lead dev MomokoFan @ jme forum. I'm looking at the project and how complete and stable it is right now before deciding to migrate or not.

But other kind folks too are relentlessly keeping things going on. For now latest great additions are two male voicepacks created by Rigardi from Austria and MaximB from Israel (author of Linux Gaming News). Both packs are of great quality, Rigardi's pack is one for a sane and fair person, while MaximB created a 'Drunken Dwarf' pack. Now we have 3 voicepacks with the previously announced female pack by Bunches that will be integrated to the game soon. Thanks, guys! :)

For your information I've opened a microblog at twitter that will be the quickest way to follow jcrpg dev progress on my side. Follow me here: http://twitter.com/illespal. It may also feature tweets about other linux related things too, so don't be surprised if you get something like: "hey, new catalyst out, more things broken" or "woohoo, new kernel is faster than anything". ;)

by Paul (noreply@blogger.com) at March 02, 2010 08:38 PM

Free Gamer

FlightGear eyecandy release (2.0)

The flight simulator FlightGear now has pretty clouds and lighting. I have not had the chance of giving the new release a try, so I decided to create a little gallery of the best-looking shots from the 2.0 gallery.






Looks neat. But following video looks even better!

(youtube-dl link: http://www.youtube.com/watch?v=k4oMOFnD6bw )

by qubodup (qubodup@gmail.com) at March 02, 2010 12:22 PM

February 25, 2010

Rubygame Blog

Rubygame blog migrated to WordPress

I’ve finally migrated the Rubygame blog from Mephisto to WordPress, like I did for my personal blog back in November. Apologies if the switchover has caused some spam in your feed reader.

by John Croisant at February 25, 2010 05:33 AM

February 20, 2010

Free Gamer

Game sfx maker tool ... sfxr in flash!



What's all this then? This is as3sfxr, flash port of sfxr. It makes sounds for your games. You only have to press buttons and listen and press buttons again.

This is great: no need to understand how sound synthesis works, ability learn a little about sound synthesis by pressing buttons/moving controls randomly, no need to download/compile/install anything either. Oh how I would wish for more tools of this kind, maybe specialized stuff like (non-8-bit) fire effect generators, ice effects, explosions... There are some sfx gens for pure data but it will take a little more time to get them running.

At the top of this post, there is an embedded flash applet. If you are a user of an open source flash player: do you see it? Can you use it? How many of you already knew of sfxr but only now did try it through as3sfxr?

I hope this 'no info about games' post does not shock you.

by qubodup (qubodup@gmail.com) at February 20, 2010 06:25 PM