Archive for the ‘genre-fps’ Category

Xonotic 0.7 released

Sunday, June 9th, 2013

After an agonizingly long wait, I am happy to report that a new official release of the premier FOSS arena FPS Xonotic is available to the masses.

Here is a nice (but slightly older) game-play video for those not having played Xonotic yet:

Changes are quite extensive compared to the last official release… most notably an extensive update the the CTF mode, some neat additional features for competitive gaming and an assortment of great new maps.

New maps in Xonotic 0.7

On the technical side of things, the engine DarkPlaces got quite a few performance improvements (mainly due to the fact that the creator now works at Valve software and thus has direct access to Nvidia’s and AMD’s graphics hardware divisions) and that an all new script compiler is now in use. That it runs on SDL 2.0 might also increase it’s usability a lot for some.
There are also finally an animation bending feature for the player-models and creation of new characters has never been easier now that the iqm format is used.

You can comment on this release over at the Xonotic forum release announcement thread (or of course here in our comment section).

Also check out these two still under heavy development mods for xonotic:

  • Overkill is a mod that attempts to combine the best of minsta gameplay and TDM/CTF. It also has some nice vector shaded new weapons and player models.
  • DotC is an DOTA like but in 1st person view type of mod.

Last but not least, the awesome all new level editor for quake based games, Trenchbroom is making great advances and should soon allow easy mapping for Xonotic out of the box.

P.S.: If you have a really fast Android device, you can also try to run Xonotic on it via this newly fixed DarkPlaces port. Just don’t expect to be able to compete online with touchscreen input :p

WIP "OpenFlashpoint"

Friday, May 31st, 2013

Here is another post about a project I found in the far ends of the internet (“here be dragons”), but which seems really promising never the less.

But first of all a disclamer by the original creator:

The screenshots you are about to see are not yet an eye candy, they’re rather to be seen as a ‘proof of concept’ with lots of crappy placeholders. Work so far has mainly been done on the internal mechanics of game handling such as object interaction (player can carry gun which again can ‘carry’ a mag and the like), realistic calculation of trajectories, hit testing etc.

So what am I talking about? A (most likely) open-source Operation Flashpoint type of game running on the Irrlicht engine with the current working title OpenFlashpoint:


All there is so far is a thread on the Irrlich forums (with a few more details and development screenshots) and sadly the main developer seems to be bogged down by “real-life” ATM. But it seems like a worthwhile project to support.

Oh and get this: it is developed primarily for Linux :D

Dead Morning, an open-source horror game

Thursday, May 23rd, 2013

Today I bring you news of yet another rather low profile Darkplaces engine game (e.g. the same engine that runs Xonotic), called Dead Morning:

As you can see in these other, more game-play oriented videos (1, 2, 3), it seems to be quite heavily influenced by another recent 1st person horror game…

The website mentions a fully open-source release at the end of this year, so I am rather intrigued what they will come up by then!

Two times (0.)2.0

Saturday, May 11th, 2013

(Yes, that is a rather thin common ground to combine these two news in one post ;) ).

Anyways, today there is one for the “FreeGamers”, aka those that are looking for more or less playable games:
There is a new release (2.0) of StuntRally, and I guess I can quote Twain here too:

The reports of my death have been greatly exaggerated!

Because it looks like development was not only resumed after the earlier announcement of a project hold, but even increased in pace :)

Anyways, here is a great video:

And the other one is for “FreeGameDevs”:
And as they say: good things come to those that wait, and things are better late then never… so I am happy to also report about the Octaforge 0.2.0 beta1 release.

This friendly fork of the Cube2 engine, brings an impressive list of new features on the table, and should once it becomes more “production ready” be a strong contender for the easiest to mod FPS engine out there!

Red Eclipse 1.4 and a missed birthday

Saturday, March 23rd, 2013

Good news is that the long awaited Red Eclipse version 1.4 was released yesterday.
Read the announcement (with full change-log) here. Besides general polish the most notable features are:

  • Vanity items and improved colours: dress up and frag with style.
  • Visible legs in first person: know where you are kicking and parkouring.
  • New and revamped maps: bringing you even more variety.
  • Better viewing: level flythroughs, improved third and first person cameras.
  • Better menus and other HUD elements: easier to see and read at a glance.
  • New weapon: Mines add a new dimension to the existing gameplay.
  • New mode: attack and defend in Gauntlet, competing for the most laps.
  • Automatic demo recording: for those times you just have to watch it again.
  • User Accounts: donate or contribute, and wear the in-game supporter badge.
  • Improved weapon balance and gameplay rules, bugs fixed, and much more.

Especially the visible legs in 1st person view add to the parcour movements and overall the game feels much more “complete” now. Here are some impressions of a bot-match I had earlier on:

The bad news is  that we missed Xonotic‘s third birthday, but you can still congratulate here (where you can also read about some pretty cool updates to the game). To celebrate it, kojin made a nice frag movie:

Enjoy!

Various voxel engine ramblings

Wednesday, January 30th, 2013

I have outed myself previously as not a big Minecraft fan, so take everything in this post with a grain of salt (as I obviously don’t really understand that genre).

Anyways… recently this sub-reddit for open-source games was pointed out in our forums, and while it isn’t really as lively as others (for example the Linux gaming one) it pointed out an new project called Iceball:

Pre-alpha Iceball screenshot

Seemingly made by people not happy with the recent commercialization of Ace of Spades, it’s an all FOSS remake, those early development you can follow here (or on their Github page).

Now maybe the graphics are lacking on purpose (see disclaimer above), but I couldn’t help to think: why for f***’s sake did they have to reinvent the wheel with their own engine instead of using for example Terasology:

Or Minetest, or the Ardorcraft API for that matter???

Ahh well, at least it made me aware that Terasology is still very much under development, and with its focus on DungeonKeeper & Dwarf-Fortress elements, it might actually become a game I would play (and doesn’t make my eyes bleed :p ).

Speaking of which… the guy behind AgentKeeper released yet another nice video and graphics are constantly further improved as seen here.

Force: Leashed – GPL First-Person Gravity Not-Like-Portal

Monday, October 29th, 2012

Force: Leashed is a free first person gravity fiddler. To advance, you need to guide rockets to their targets using spherical potential fields. And no, it’s not like Portal. That much.

Force: Leashed was started as one of the 2012 7DFPS prototypes. It is based on GPL-licensed Darkplaces which for example also powers Xonotic.

Force: Leashed is available for free download for Linux, Mac OS X and Windows from its website.

The art asset license status is unknown. Watch this tweet for further information.

Major Unvanquished update (Alpha 8)

Monday, October 8th, 2012

UPDATE: Here is a nice video of the (Note: Alpha) gameplay:

Yesterday (following their monthly release cycle) a new alpha from Unvanqished was released. For those with bad short term memory: Unvanquished is trying to revitalize the RTS/FPS hybrid Tremulous.

New Unvanquished human player and weapon model

Besides the changes already mentioned previously, they have also replaced some more weapon models and now also have a really nice new webpage!

Still lots of things to do… but big thumbs up for the progress so far!

Shorts: FreeOrion 0.4.1 and Xonotic Vehicle Gameplay

Wednesday, September 12th, 2012

FreeOrion

image: Moving a fleet around in FreeOrion

video: FreeOrion testplay (best viewed at 720p HD)

FreeOrion 0.4.1 has been released a month ago. There still is no manual ship combat mode and there is a certain sluggishness regarding GUI responsiveness but the beautiful audio and graphics and consistent writing are definitely worth a try.

You can check out a preview of current 3d ship combat tech demo in this video (7m30s in).

Xonotic

Unsealed Trial 2 - Xonotic1233544-00
image: Sniping a Hovercraft on Unsealed Trial 2 in Xonotic (more screens)

I have been playing Xonotic on the [MoN] Vehicle Gameplay server and quite enjoying it lately. Just recently, a first version of Unsealed Trial 2 (screenshots) has been released there.

Some helpful vote commands:
vcall timelimit 600 (for when the time is draining too quickly)
vcall gotomap unseal (for when you realize that Unsealed Trial is the only playable map ;) )

If you’d like to record your own videos, all you need to know is on Xonotic’s Democapture wiki page.

Intergalactic news (new Red Eclipse version)

Saturday, September 1st, 2012

Somewhat related to the previous blog post (don’t forget to vote to give a VR kit to the Cube2 developers), I can bring you the news that you can now download a new release (1.3 Galactic Edition) of Red Eclipse. By the words of the developers this is mostly a bugfix release:

This release sees a semi-stabilisation of the gameplay in favour of implementing a variety of bugfixes and user requests. We’ve removed some old cruft and implemented a few new game types to replace them, like coop (humans fight high powered bots), and king-of-the-hill (control and defend one flag). Due to the popularity of the impulse/parkour system we have introduced a new “impulse vaulting”, where you can hold down your parkour key to “vault” over low obstacles, making it that much easier to navigate around busy levels.

But you can read up on the full changelog in the release thread on our forums. Oh and maybe you can help them out and create a new teaser video for their website?

On our forums I was also recently reminded of a Red Eclipse based mod called MekArcade (see more infos on their Moddb site), which as you can guess adds Mechs to the game.

Some MekArcade mechs

Information is otherwise relatively sparse (I couldn’t find any word on their media license for example… but given RE’s CC-By-SA licensing scheme I hope they sticked to the same), but they plan to release a first version relatively soon (Maybe they waited for the RE 1.3 release?).
The screenshots released so far look quite nice also and first released video gives off a Mechwarrior like vibe too, so I guess I am looking forward to their first release ;)