Archive for the ‘3d’ Category

Torque3D seems to finally get a Linux port!

Friday, December 27th, 2013

Following the release of the Torque3D engine under the MIT license (latest release 3.5 here), there was a lot of back and forth regarding a port to Linux (the engine actually used to have a good Linux port, but that one was dropped a few years back). At some point there was even an official Kickstarter crowed-funding attempt, which however failed to reach the estimated funds (but nether the less more than US$10k were pledged). After that things quited down, but several people continued developing a OpenGL renderer and Linux port.

Now it seems like all these efforts seem to be near a somewhat usable Linux port or at least that’s what I understand by following this forum thread.

Torque3D running on Xubuntu 12.10

In the short term the most interesting application of this Linux port is probably that the creator of RotC has announced on his currently running indigogo campaign to liberate (and update) the game, that now there will also be a Linux port.

Great news if you ask me, so don’t forget to pledge some of that Christmas money you got towards reaching the funding goal (currently $388 out of $1500, with 36 days left). Let’s make this happen!

Edit (nearly forgot): these two projects related to Torque3D might be interesting to follow: Project GREED and Zentense.

December RTS updates

Wednesday, December 25th, 2013

Merry Christmas from FreeGamer!

As a nice present from the 0 A.D. team, the new Alpha 15 Osiris was released today:

Lots of great new features and especially multiplayer games should be now much easier to do with hosting improvements and a lobby for browsing available games.

Another open-source RTS engine (using Mono/C# though) has also released a new version: OpenRA. Currently it is still geared toward running an assortment of older Command & Conquer based games, so you need to own these for the data. But this release adds lua scripting for the creation of custom missions, so maybe someone will come up with a libre game to run on this engine.

Last but not least, a new version of Warzone2100 was released about a week ago. This one actually includes some higher resolution textures, which is hopefully the first step to officially integrate all the awesome new art assets from the art revolution project.
Speaking of WZ mods: There is also an interesting new tower-defense mod currently being developed.

Help to ROTC:Ethernet to become fully open-source

Sunday, December 8th, 2013

The creator of the nice, but pretty niche, freeware game (but with Creative Commons licensed assets) Revenge of the Cats: Ethernet has just informed us that he started a Indiegogo campaign (target US$ 1500) to liberate the game.

The current version still runs on an old closed source build of the Torque3D engine, but with the somewhat recent move to MIT licensing, it has now become possible to go fully open-source.
According to the author:
All I need is about a month’s time and some cash to make it happen.

So lets give him the help he needs 😉

The only not so great part of it is that the Linux port of the Torque3D MIT engine is not yet available. Several people are slowly working on it, but after a failed attempt to crowd-fund it, there seems to have been some setbacks.
But optimistically speaking, this could give it the needed push to also motivate the finalization of a working Linux port.

Progress on Octaforge

Saturday, November 30th, 2013

One of the newer engine/game projects I have been following closely is Octaforge. It is basically a fork of Tesseract, which in turn is an graphic improvement project by the makers of the well known Cube2 engine.

The main difference with Octaforge is that aims to become a game SDK and platform for easy creation of mods; And one of its prime new features for this is full scriptability with Lua.

Read about their progress on the latest beta here, which also includes this nice video showcasing the new player model and an test map:

Holiday Racer 2.2 released (aka Stunt Rally)

Monday, November 25th, 2013

Obviously someone is having a hard time with the winter in the northern hemisphere right now:

More awesome screenshots of Stunt Rally 2.2 here, and don’t miss the details of the new version in the full change log.

Last but not least, discuss it on our forums :)

Lips of Suna 0.8.0 released

Tuesday, November 19th, 2013

And another great new release :)

Our favorite work in progress & not quite serious anime RPG Lips of Suna bumps its release number to 0.8 (change-log).

I know what you are thinking…

Most notable changes:

  • New player model and animations contributed by gruntunbur.
  • Lots of sound effects contributed by qubodup.
  • More powerful animation blending.
  • Performance improvements.
  • Better eye, face and hair color customization.
  • Fixed the AI not being able to use many kind of weapons correctly.
  • Procedural map area placement and planning system.
  • Procedural dungeon generation with corridors, rooms, treasures and monsters.
  • Balanced the movement speed and physics behavior of player characters.
  • Terrain chunks close to the player character load much faster.

Comment away below or in our forums.

Addition (2013-11-21): Now there are also windows binaries available.

MegaGlest 3.9.0 released

Monday, November 18th, 2013

Since I am having internet troubles as of late, I’ll keep it short and hope it will actually come through:

Megaglest 3.9.0 was released today, see changelog:

– we hopefully now really solved the last out of sync problems for cross platform games.
– animated tileset object support. ( like trees moving in the wind )
– new tileset texturing possibilities
– new tilesets birchforest, desert4 and updated mediterran using animated objects and new texture system
– greatly improved textures and animations for the roman faction
– new maps
– better network game performance / management to handle slower clients.
– easier ability to download game content from host and masterserver( if available there ).
– new arranged options menu with several sub menus
– menu gui improvements
– attack hotkey toggles through all attack types
– single player games can be sped up incrementally in steps.
– color picking is greatly improved and the default selection mode now for better compatibility
– greater ability to translate game content into your native language. (including techtrees)
– Added Hebrew, Arabic, Vietnamese (and others).
– screenshots for savegames without annoying menu in screenshot.
– addition of google-breakpad to better track down bugs.
– many new lua functions for scenario modders.
– cell coordinates are shown in the mapeditor
– tilesets can set default air unit heights
– added ability for stand alone mod’s to customize more of the engine like about screen.
– performance improvements.
– and as always many bugs were fixed
– improved textures for tech faction

Using Blender to Create Simutrans Graphics

Sunday, October 13th, 2013

Sarlock, a fellow member of our community, published an interesting and detailed step-by-step tutorial that teaches you how to use Blender, a free 3D computer graphic tool, to create graphics for Simutrans, focusing on buildings. The tutorial also introduces you to the basic functions of Blender. If you were wanting to learn Blender but you […]

Breaking news: The Dark Mod 2.0 stand alone version out now!

Tuesday, October 8th, 2013

I guess quite a few people were waiting for this to finally happen :)

Have a look at the release announcement here and the full change-log here.

They also did a nice introduction video a few months ago:

Haven’t got the chance to try it myself yet, but this is high on my list of open-source games to play!

Blender Game Making Challenge starts on the 20th of this month

Monday, October 7th, 2013

While not necessary only for FOSS games, all will be done with the Blender3D included game engine (BGE). Check out their website here and/watch the video below:

The overall theme will be announce on the 20th when the contest starts.