Planet Free gaming

September 03, 2010

Free Gamer

Two FOSS gems

Ok today I have updates for two real FOSS gems. First of all the long promised update on ZeroBallistics: the former indi, now FOSS tank shooter. A few weeks ago thy made all the game (including even .blend model source files!) available under the GPLv2 (and the media also under CC-BY-SA) so even the most hardcore FOSS enthusiasts will be pleased :)

After some trouble compiling it (more on that later) I made a nice game-play video today (sorry for the low frame-rate, but my PC wasn't quite up to the task):

Pretty neat, isn't it? The developers are currently looking into getting their master-server and website back up running soon, but are also looking for more people to help them out!

There is especially one problem that needs to be solved however: Currently it still depends on the un-free Raknet3 for networking, so it's not possible to distribute GPL binaries. There is an older GPL version of Raknet2 which could be maybe used (we talked about it earlier), but it has its far share of problems too (f.e. broken 64bit support). Another project recently replaced it with their own enet wrapper, so maybe that could be also used. So if you know your coding, get into contact with the ZeroBallistics developers ASAP!

Summoning Wars 0.5.2 released

Speaking of Summoning Wars, they have just released their new version now with music and sounds (at least partially). Check out the game yourself (available for Linux, Windows or Mac)!

Edit: Here is a small video showing some features:

But for those that like more eye-candy, the next version with terrain system will for sure make you look again. Besides with upcoming new player models like this, it will for sure look even greater soon.

by Julius (noreply@blogger.com) at September 03, 2010 02:18 AM

September 02, 2010

Vega Strike

Planets, a reality of the hard working

Earlier I posted about a dream I had.

Today I’m posting about a project I have.

Hopefully, soon I’ll be posting about the game we have.

There’s no discussion about it: my areas of expertise in game development are graphics, and sound. I did a tiny bit of sound earlier, with streaming support. I’ll be back in those realms eventually, to complete streaming support for music which won’t be immediately apparent to users but it’s an important step for the audio system. Anyway… I’ll be back with sound eventually, but right now I’ve been taking some time off sound to revitalize my mind. I did that by thinking about graphics this time :)

Yep… switching from task to task is recreational for me - it lets me come back afterwards with renewed ideas and energy. Is that weird? I don’t know… but that’s me.

So, I’ve been playing with planet shaders. I got them looking nice, as I posted earlier, and lately I’ve been hooking those shaders into the system generator. Sorry folks, but I have some bad news in that front:

It’s done.

You say bad news? Ftw?

Well, it’s bad news because for it to take effect (whenever I commit it, which I haven’t done yet) you’ll have to delete all your generated system files. Bummer. All the systems you thought you knew you know no longer.

Sadly, I don’t know of an alternative. There’s no easy way to add the shaders to existing systems, and there are tons of parameters to play with. Texture files have to be set, technique names, parameter overrides… all that is generated pseudorandomly once, and the result stored in a private folder of your system (close to where savegames are stored).

But hold on, there’s more bad news.

I’ve only done the terrestrial worlds. I’ve been working  hard to get gas giants, and although they look cool at the moment, I’m not entirely happy with either the looks or their performance right now.

So I’ll keep working on them, but I’ll commit the terrestrial planets so everybody can enjoy (and comment - feedback is the best development tool, second only to contributors). I may go ahead and tackle rocky planets and asteroids before I get the giants right… the technique I chose for the gas giants bring my GF9800GT to its knees. Knowing a lot of people play with Intel GMA, which is orders of magnitude slower, we certainly can’t afford a shader that renders a planet full screen at a blazing 10fps on that kind of hardware.

The bad news I’m talking about is that this process of deleting your generated system files will have to be repeated every time I commit new planet shaders (if you want them). Which I expect to happen more than once or twice. Sorry folks, it’s the price of progress.

With planet shaders come tons of engine improvements:

  • I finally found how to hook randomizable parameters to planets, so expect more variety than texture changes alone. I’ll probably play with other parameters that make up the looks of a planet, like cloud coloring and whatnot.
  • sRGB framebuffer support is increasingly important with the multipass techniques the planets use. sRGB framebuffers mean you’ll experience improved color reproduction and fidelity. In fact, part of the graphical appeal of the planet shots I’ve been posting come from accurate gamma correction. I’ll be transforming all the other shaders into using those accurate gamma-corrected techniques.
  • Shaders support preprocessor #includes. That sounds technical I know… but it means it will be easier to work on new shaders given that we’ll have a reusable “standard library”. In fact that’s where all the gamma-correction stuff resides.
  • The “reload shaders” hotkey was not working. Now it is :D (mostly) - I kind of needed the key to avoid having to relaunch VS hundreds of times while developing the shaders.
  • City lights and atmosphere glow is now part of a planet’s technique, and not weird hacks in system files. Crafting beautiful systems just got easier :D - the bad thing here is that they don’t work in shaderless systems. Sorry folks, but progress needs programmable shading, if you find yourself forced to disable shaders, VS will start to look uglier every release. I’ll struggle to keep it playable, though… just not pretty.

Well, I think that’s it with the features.

But those features need art.

I’m formally requesting help here… we have quite varied planet textures, but a lot of the “layers” in those planets are missing. We have tons of terrestrial worlds (forest, carribean, etc…), but they usually don’t have neither city lights nor cloud maps or normal maps!

City lights, though a bit unrealistic (in reality, the nightside looks completely black, city lights being just too faint against the bright sunny side), they add a lot of beauty to the scene. So from an artistic point of view, planets need city lights. Besides, they become a lot less faint once you fly up close to the planet (say, while docking).

Cloud maps are obviously important, just take a look at the screenshots, cloud maps are 80% of the beauty of terrestrial planets. 100% of gas giants, and 40% of desert planets. They’re important. Yet we only have one or two of good quality (high-res enough to be interesting and with the proper format). As soon as terrestrial planets become commonplace, this lack of variety will be very very evident. I’m working on techniques that, without adding tons of new cloud maps, will add some variety - but I still need help here… I need contributions in the form of varied and high-quality cloud maps.

Normal maps are in fact normal plus height maps. Normal goes in color, height in alpha. I may change the technique in order to better pack the textures (right now, normal maps cannot be compressed without loosing a lot of precision), but the fact is that absolutely no planet besides earth has a normal map. And that’s very, very bad. Rocky planets, from my musings on the subject, will base their entire looks on complex, interesting normal and height maps. Without them, rocky planets will be dull. Terrestrials can get away without normal maps, but if anyone cares to take a trip to Sol and visit earth, you’ll notice while flying up close how normal maps can actually increase the perceived level of detail when flying close to the surface.

So we need normal maps. I cannot produce them all - in fact I don’t know how to produce even one of them, all the tools nVidia and the other companies provide for authoring normal maps are windows-only :(

I’ll be more than glad to help any generous soul that sets on the task of producing any amount of normal maps for the planet types we already have in SVN. It’s not like ship normal maps. You can’t just draw a random black & white “greeble” bump map and be done, planets are actually all about topography. Of earth we have topographic maps (that’s where its normal map comes from). From mars kind of too. But for our made-up planets?

So my job is far from done, and I’m already asking for help. No wonder commercial games need millionaire budgets ;)

by klauss at September 02, 2010 07:31 PM

August 26, 2010

Free Gamer

Some more (L)GPL strategy game love

Ok, quick update before too much dust gathers around here ;) Just yesterday I stumbled upon this gem of a strategy game over at LGDB:

They call that simple bot???

Its name is Quantum, as some of you might have guessed it is a clone of Dyson/Eufloria. But the game is quite mesmerizing with the strange background noise and your armies of small space tree spores conquering new worlds. But try it yourself!

Now normally clones are not as good as the original, right? Not is this case: Full multiplayer (with master-server and lobby), singleplayer skirmishes, in-game editor etc. are just a small part of the long feature list! Furthermore it's all available under the LGPL (written in Java). Me = happy puppy :)

Seven Kingdoms GPL version

Not exactly super fresh news but the relatively recently GPLed 1997's strategy game Seven Kingdoms got a SDL based Linux port. Check out a small video tutorial here (as I found it difficult understand what to do initially).

So that's all for today. Stay tuned for more awesome FOSS gaming news!

by Julius (noreply@blogger.com) at August 26, 2010 11:49 PM

August 21, 2010

Wesnoth

Wesnoth 1.9.0: Development Release

Wesnoth 1.9.0 has been released. This is the first release of the brand new 1.9.x development series. It include huge, groundbreaking changes. Please have a look this forum thread to get a rough idea about those big changes (and some known problems). To show how the graphics changed, Eleazar created some brand new screenshots that are available on the screenshots wiki page.
We 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, please report it to help us fix them in following releases.

-- Delivered by Feed43 service

August 21, 2010 05:30 PM

August 16, 2010

Free Gamer

O A.D. Alpha 1 Argonaut

Fresh from our forums come the news that the first playable (multi-player only) alpha of O A.D. has been released! It features "aggressive units that attack enemies on sight, lifelike animals that escape danger, two new maps, in-game multiplayer chat and much more"! Check their release news for more details and instructions how to install.

As always this gem of a game is looking for helping hands, so join them now and become part of FOSS gaming history!

P.S.: I will be looking into playing some MP FreeGamer matches with this release, so head over to our forums and discuss when and how!

by Julius (noreply@blogger.com) at August 16, 2010 07:28 PM

August 15, 2010

Free Gamer

RTCW and ET open-sourced

You probably heard it before elsewhere, but I was waiting for some actual developments to occur instead of making yet another "yay! source release!!!" blog entry ;)

Anyways... the kind people over at id software have decided to release the source code of this two awesome games under the GPLv3.

The guys behind the engine improvements of Quake3, IoQuake3 have already a source repository running and you can expect them to merge all the nice stuff from their Quake3 version into it soon (like in-game VOIP and 3D sound).

XReal goes Wolf:ET

Not really surprising news (due to the long silence of the project), but XReal the game is dead :( But don't worry too much since the main developer will now focus on getting all the awesome engine features into their version of Wolf:ET!

They even got a nice (but older) video along with that announcement showing what kind of ET like environments are possible with XReal:

Last but now least I have asked the guys behind the XReal powered WW2 FPS featured in the last blog post, if the ET source release would effect their plans...check the thread on their message-boards here. Would be for sure awesome if they would decide to make a super awesome Wolf:ET instead :)

by Julius (noreply@blogger.com) at August 15, 2010 07:54 PM

August 14, 2010

Vega Strike

Dreaming of Planets

I was playing around with gimp, the other day (photoshop for others), wondering about planets.

Browsing the net, I found tons of cool pictures.

Like this one from NASALike this one from nasa, showing the earth as it looks from the moon.

Tons of cool pictures around. It must have happened to everybody, you find one cool picture, and start googling around for more, as if it were the next fix.

So I kept on googling, and found the next:

Such gorgeous pictures made me start dreaming. What if VS looked like that?

Just imageine that. Approaching planet earth on your ship, gazing at views like these

screenshot88.jpg

Maybe fighting grazing the atmosphere

screenshot92.jpg

Perhaps loosing too…

screenshot96.jpg

Sigh…

Some day perhaps…

…on the horizon

screenshot98_r.jpg

Ok, I didn’t use gimp, at least not for anything other than converting those screenshots to jpg.

:D

klauss++

by klauss at August 14, 2010 04:52 AM

August 11, 2010

Free Gamer

Quake2 engine day ;)

Ok, today I have quite a lot of stuff, and its all Quake2 related :p Believe it or not Quake2 is alive and kicking... and its engine is featuring some of the very best open-source games!

For those who might have missed it: AlienArena 7.45 has been released recently and the release makes an already solid game even more awesome ;)

Further more the UFO:AI team is making some great progress after their highly acclaimed 2.3 release two months ago. Besides a a lot smaller changes, various new sounds have been added since then and the rockets got a nice new explosion effect:

Kaaaboom!

Oh and maybe this is of interest for some of you (personally I never really understood the need for it though): War§ow can now be played in a browser window via a Firefox plugin! Check out their development blog for more details.

Yet another 3D adventure game

A rather interesting Project I was unaware of until recently is Ya3Dag. It has quite a lot of rather unique features not found in any of the other Quake2 engine enhancements, like a in-game level editor (!), advanced terrain rendering, day and night cycles and maybe most interestingly a full Bullet physics integration! The developer of AlienArena showed some interest in the latter already, and I think the level editor and the day and night cycles would make a perfect fit for the Ufo:AI game!

Screenshot from Ya3Dag

Check out more screenshots and some videos here!

But lets talk about the actual game. Ya3Dag is aiming to become a single player adventure game (engine) where you play a poor legless pirate ;) It is already playable to a certain extent, but currently there is only a Windows version available (it works well with WINE though).

I quickly send an email to the developer to ask him about this and some other things regarding the media license and future development: Currently he does not have any plans for porting the game to other platforms, but he is open to other contributors. So, if some people are interested in collaboration it might make sense to set up a proper source repository and such (e.g. a sf.net site). Furthermore he does have plans about replacing all artworks with really free/FOSS ones (Yay!), but currently the project is still far from reaching this goal.

Overdose is looking for help

Overdose was a more controversial title in the past (un-free media and plans to keep the code closed), but at least the source code is available now (or at least should be soon *scratches head* as I was unable to actually locate a download link) and IMHO it is the most advanced Quake2 based engine by the looks:

Recently they have put out a call for help (especially for artists) so maybe you feel like contributing to a really ambitious project? They specifically state that you don't need to be perfect in modeling etc... someone with a good base knowledge and willingness to improve is very welcome! Check out their FAQ if you want to know more about the project.

A small treat at the end!

Ok this is something I just happened to stumble across in the Overdose forum. It's a pretty young project called "Axis Revenge" (name subject to change) currently working with the Xreal Quake3 Engine, but due to various problems with it might change to the Overdose engine (or the UDK, nooooo :( ).

Awesome player model WIP

The rest of the project description sounds awesome too: Alternative history (after WW2) and game-play similar to Wolfenstein: Enemy Territory? Sign me up! But check out their website, and this thread for more awesome pictures! Oh and did I mention that they are looking for help too?

by Julius (noreply@blogger.com) at August 11, 2010 09:17 PM

August 10, 2010

Free Gamer

Some puzzle games

Can you imagine what a mix between a Pin-Ball machine, a physics simulator and a breakout clone would look like? Well your wildest dreams have been answered! Check this out:

The game Flipout combines all this, and is a very challenging game in addition (didn't manage to even complete the first level :( ). But try it yourself ;)

Another pretty interesting game by the same author is Mechanical Tower, a self described tower defense game: "but instead of defending with towers, you defend in a tower, with traps"

Again the skill level required is quite high... but maybe I am just very bad in puzzle games :p

Jumpman

Another already a bit older puzzle game (Jumpman) has come to my attention since the neat (but closed source) indi hit And Yet It Moves seems to be based on it:

Interested? Well it is pretty hard also :( But don't get discouraged and download it here. Licensing is a bit unclear though... seems to be MIT like, but don't quote me on that ;)

by Julius (noreply@blogger.com) at August 10, 2010 02:23 AM

Wesnoth

Wesnoth 1.8.4: Maintenance Release

Wesnoth 1.8.4 has been released. This is a bugfix release for the stable 1.8 branch. This release does mainly consist of smaller fixes and changes. For information about further changes in this release, have a look at this forum thread.
We 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. If you find a bug, please report it.

-- Delivered by Feed43 service

August 10, 2010 12:30 AM

August 08, 2010

Rubygame Blog

Ruby-SDL-FFI 0.3 released

Ruby-SDL-FFI 0.3 is now available. The biggest change is that Ruby-SDL-FFI apps (and Rubygame apps) can now run on Mac OS X with no special interpreter. In the past, Mac users had to run apps a special Ruby interpreter called RSDL. Now, this is no longer necessary — Mac users can now use the standard Ruby interpreter, even JRuby. (Eternal thanks to erisdiscord and jlnr for their advice and tips!)

This solution has only been tested on Mac OS X 10.5 (Leopard) on an Intel Mac. If you try it on a different setup, please leave a comment to let me know whether it works or not.

Release notes:

  • Ruby-SDL-FFI can now work on Mac OS X without the need for a special interpreter (i.e. rsdl). If this causes issues for you, you can disable it by setting the RUBYSDLFFI_NOCOCOA environment variable to “true“.
  • Added the SDL::set_app_name() method. This sets the application name in a platform-appropriate way, or does nothing if the platform is not supported. On Mac OS X, it changes the text in the menu bar. Support for other platforms may be added in the future.
  • Ruby-SDL-FFI now reads the RUBYSDLFFI_PATH environment variable for additional library load paths. It should be a colon-separated (Linux/Mac) or semicolon-separated (Windows) list of directories to search for libraries
  • The SDL::Palette class is now Enumerable. You can iterate over it with #each, #collect, etc. You can also read a specific index using #at (but not #[], which is reserved for struct access)
  • SDL.GL_GetAttribute() now returns an integer, like it should. Before, it would return an FFI::Buffer.
  • SDL.GetKeyRepeat() is now easier to use. It returns an Array of two integers: [delay, interval]. Before, you had to pass two output buffers, then extract the integers afterwards.
  • Fixed a NoMethodError in SDL.WaitEvent().
  • Ruby-SDL-FFI now uses FFI::Buffer instead of FFI::MemoryPointer in many places. This should give a slight performance boost on JRuby, and potentially other platforms.

The easiest way to install Ruby-SDL-FFI is with gem install ruby-sdl-ffi. (If you want to use Ruby-SDL-FFI or Rubygame on JRuby, you should install the ffi stub gem first.) Gem and source tarballs are also available, and you can get the source from Github too:

Enjoy!

by John Croisant at August 08, 2010 05:32 AM

August 05, 2010

Free Gamer

Two weeks?

Has it really been that long since the last post here? I'd better contribute before tumble weed hits the front page.

Egoboo 2.8.0 has been released (download + changelog). The Egoboo team stress this is an unstable release, that it hasn't yet seen the kind of testing they would like it to have, but it is "biggest release Egoboo has ever had" so it is good news for the project.

Which got me thinking of the successor to Egoboo, SoulFu. Now, this project has had a rocky history. The author released it as "niceware" (some silly 'you agree to be nice to dogs' license) to prevent forks, but that just meant nobody really got involved. Amazed at the lack of help, along with some criticisms he didn't approve of, he threw his arms up and left the project in a huff.

Some years passed by.

Keen people started to get involved (screenshots!) and it seems it is moving again, albeit hampered by the loss of a domain name and forced to move to a new (crappy free-) forum.

Whether it gets fully rejuvenated and released under a real Free license remains to be seen.

At the end of June, VDrift got a major update. The changes are huge, including a rewritten physics engine that fixes many bugs, improves performance, and vastly improves simulation accuracy, new deferred rendering engine that supports normal maps, true HDR rendering, screen-space ambient occlusion, and soft particles, meshes for brake rotors, better wheel and tire meshes, bugfixes and tweaks to control input management, and new sounds.

Every now and again, somebody comes along and takes a Free game project and does something with it that makes you think "wow" and "that's why Free is cool". That applies to this guy porting VDrift to use OGRE. He wanted a stunt car racer game, he liked VDrift's design and physics but wanted to graphical options presented by OGRE, so he knocked up this rather awesome looking hybrid:

How cool is that? Anyway, find out more at the (surely tentatively named) VDrift-OGRE project.

by Charlie (charles.goodwin@gmail.com) at August 05, 2010 01:07 AM