Archive for the ‘platform-osx’ Category

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 ;)

OpenMW 0.17.0: Changes and Freedom(!?)

Tuesday, August 28th, 2012

The OpenMW engine re-implementation for proprietary RPG classic Morrowind brings fixes, a pause menu, camera modes and proper player control, potion usage, drain/fortify dynamic stats/attributes magic effects and other changes in release 0.17.0.

Work has also begun on an Editor and The Example Suite.

A Free-as-in-Freedom OpenMW game?

The Example Suite is going to be a small standalone game that does not contain any Bethesda owned art assets. Therefore, even those who do not own Morrowind will be able to play with OpenMW and test it.

The project uses the “Release early and often” mantra and so hopefully we will have an early build available for download soon.

If you can help with; skills in animating, music, sounds, modeling or are an experience modder please visit The Example Suite forum.

An editor for OpenMW!

The OpenMW Editor is necessary in order to implement the post 1.0 features that the original Morrowind engine isn’t capable of. It’s currently a one man project and he could use some help. Visit the OpenMW Editor forum.

Additional links:

Unvanquished development news

Monday, August 20th, 2012

I have to apologize for the recent lack in FG updates, but at least *I* have a good excuse as first my Internet broke down, and now I am preparing to relocate to another continent (extra points for guessing which in the comments ;) ).

Anyways… it seems like there is now a “winner” out of the total breakdown and split-up of the efforts to revitalize Tremulous earlier this year. I will not go into details, but I can assure you it was not pretty, and I decided to skip any news coverage on it until the dust had settled.
I hope this is now the case, and for now it seems only one of the projects really shows some progress… that is unless the other is not working in stealth mode.

Lets see… at least Unvanquished is actually releasing alphas of their game, so I am leaning toward them when it comes to which will actually become a nice, playable game soon.

You can follow development quite well on one of the team-member’s blog here. In the most recent post, some nice screenshots surfaced, and both their new modeling, GUI and animation work seems quite nice too.

Unvanquished: Human base preparing for an attack

Anyways, check out the other cool news from them, and maybe try one of their recent alphas… however don’t expect a fully refurbished Tremulous yet.

Also out of Beta: Annex:CTW Release 3

Saturday, August 11th, 2012

We are a bit late to the party (partially due to my current German Telekom induced Internet abstinence at home :( ), but last month the first stable release of Annex: Conquer the World was released.

For those out of the loop: Annex is a so called total conversion mod (albeit standalone) of Megaglest. You can read up on its development and the latest news in their forum post on the MG forums.

AlienArena reloaded edition

Friday, July 6th, 2012

The PR machine behind AlienArena seems to have found out by rigorous focus-group testing and public surveying, that a re-branding of the idtech2 based arena FPS, was in order…
But here on the uncompromising last resort of free and unbiased game journalism we call it what it is: a nice new release, bumping the version number to 7.60; because as you should know… a higher number is always better :p

New alien spider bots!

Obviously it wasn’t just the number that changed, and the list of engine, art and gameplay improvements is actually quite impressive for this release.
Another thing they updated is their website (the old one was quite horrible), and while this is a open-source game only by its engine code and sadly not media, I really like their new slogan:

Open Sourced. Ever Evolving.

Which has a certain ring to it ;)

Speaking of PR efforts, there is now a dedicated PR team for War§ow and the long awaited 0.7 release is slowly moving forward and you can see (incl. many nice screenshots) what kind of changes you can expect here.

Screenshot from the War§ow 0.7 changelog thread

There is also an BETA release of the version 0.7 (which according to standard version naming schemes should be a beta itself I guess ;) ) which can be downloaded here.

Open Source Game Summer Screen Shorts 2012 #1

Wednesday, July 4th, 2012
Knights, a top-down multiplayer quest/fighting game, received some GUI enhancements.

Tales of Gydia, a Liberated Pixel Cup fantasy turn-based RPG that focuses on UGC, was started on SourceForge.net.

Unknown Horizons, a historical city-building and economy RTS, received some new citizen building graphics from a first-time contributor.

Black Dog, an extremely atmospheric HTML5, fully-FOSS helicopter mini-game, got its (unfinished) Android port released.

Linus Torvalds not only showed his annoyance with Nvidia but also his love towards open source games in a recent talk (goto 58m20s).

ctdabomb, an active community member, converted and license-clarified the Art Museum SuperTuxKart racing track over the time span of about one and a half months, after asking the community for support.

SuperTux, a cute platformer, needs help finishing an animated owl sprite. To the left, you can see the current placeholder graphics.

unrelated monster spawner animation

FLARE, a hack’n'slash RPG engine and game, requested translations via email, pull request or forum post.

OverDose now officially… hmm?… open-source?

Saturday, June 30th, 2012

Somehow I was under the impression that the team behind Overdose had realized some time ago that by using the idTech2 base they would be bound to the GPL licensing requirements, and abandoned plans to buy a separate license just to keep the code closed… however that was never officially announced until now:

This now means that OverDose is totally open, totally moddable, and totally complete with its own mod tools, which include level compilers, map editors, font tools, custom HD .RoQ video compilers, texture compression tools, model format tools… Lets just say, a decent package of tools with a fully written SDK and developer wiki. So you don’t just get the game source code, you get the full shebang, everything. Of course media still belongs to OverDose, but the above should be great news to any mod people or budding game makers.
Whats more, the code is available… Right now! Get in touch at odium@team-blur-games.com for a link to the codebase which is constantly updated! Any budding coders out there who want to be part of the OverDose team be sure to get in touch, we always, ALWAYS need more coders ;)

In their recent news they also mention that they have realized that keeping the source closed doesn’t help against hackers (a realization that comes better late then never :) ) and that their updated (GTK-Radiant based) level-editor is now available. That they add all their other (AFAIK Windows only) tools into the open-source mix too is an unexpected but very nice bonus!

Some recent automatic foliage tests

I assume by asking for code access they will point you to the “hidden” repository here, but giving them some positive feedback by asking for it, will probably be the “right thing”tm to do ;)

Oh and don’t miss the long WIP thread with some nice (but over post-processed) screens here.

WIP weapon model

Last but not least: To avoid sounding too negative *again*, I think this is a great development and this could become a really nice open-source modding platform, specially if they make at least a base set of assets available under a more liberal license *hint* ;) So show them some support by helping out or maybe donating.

Xonotic and idTech4 news

Monday, June 25th, 2012

Hello and welcome to slow summer news time ;)

But at least the awesome guys over at Xonotic took their time and wrote up what exciting new additions are on their way to version 0.7 in their latest edition of what they call WoX-Blox #4.

There you can read up up exiting changes to the Railroad tycoon mod they are working on… watch this video… pure exitement:

Ok I was kidding about the last part… that is actually one among many cool small additions they are working on to make Xonotic an even better game.
Not mentioned in the blog yet, are the cool modifications to the Overkill mod and the vehicles tZork is currently working on and which can be tested already on a few servers.

Staying with the FPS Topic, it seems like the development of the GPLed Doom3/idtech4 code is finally moving somewhere. However iodoom3 (besides that they got a nice looking website recently) is not the center of development as it was the case with ioquake3 it seems.
The Doom3World forums are buzzing with activity though, with open-source commercial developers looking into porting their upcoming games to idtech4, people working on code and openSDK enhancements and an awesome code review of the idtech4 engine to jump-start potential developers.

Besides that, the previously mentioned Doom3 modification The Dark Mod (additional info here), a Thief inspired steampunk-stealth game is finally making some progress toward the long promised stand-alone version (Progress Wiki here).

Here is also some recent commented game-play video:

Some more (uncommented) gameplay can be seen also in this video. The next version will still require a few Doom3 assets however, so if you are skilled in texture making, mapping (with their DarkRadiant) or such, offer them some help to get rid of those last remaining dependencies. However AFAIK most of the new art is also non-FOSS  and only freeware (or at least I can find any info on the art license… please comment if you know better) :-/

Last but not least there also seems to be another awesome looking Doom3 mod, aiming to go standalone at some point: Grimm: Quest for the Gatherer’s Key. No idea when and how, but I guess they are just waiting for a more stable idtech4 community version.

7DFPS – Open Source Prototypes (2012)

Sunday, June 17th, 2012
Of about 150 entries at the first seven day first person shooter development jam (7DFPS), so far I could identify two prototypes that have clear open source licensing in their code and run.

Note that this contest did not require sources to be released, only 19 entries had theirs released at time of writing.

Cannonball Z is a game where you shoot zombies with cannonballs. It features randomly generated maps.The source code is in the .zip file. The engine uses a BSD license. My code is GPL and my assets are CC BY-SA.

OxyFPS is a simple first person shooter with the restriction of being in an oxygen-lacking environment.You are on an airless planet with only a suit, a crossbow and a tank of air.Your objective is to survive as long as you can while the corporate goons that caused this terraforming catastrophe hunt you down.

Then there’s also Jedi-Academy–Renaissance, which I haven’t been able to compile yet and Zombies in the Dark, which is only indirectly GPL-ed by being hosted on Google Code.

By the way: I participated in a project with my beginner Blender abilities but only the art assets are freely licensed.

Great changes upcoming for UFO:AI

Saturday, June 9th, 2012

One of the FOSS projects I really hold dear (mainly because they chose to include a few models made by myself :p ) is UFO:AI.
For those totally out of the loop: it’s a turn based strategy game based on the classic game X-Com utilizing an improved Quake2 engine.

Recently they had a new release, version 2.4, but the changes upcoming are even cooler (new soldier models and a greatly improved GUI):

More cool screens of those upcoming changes can be found here and here. And here you can find some more as part of a slightly older, but still interesting interview with the developers.

Besides these development news, there seems to have been an informal competition of who can do the nicer Let’s Play videos of UFO:AI ;)

Click here for Part 2 and Part 3, or check out this series of Let’s Play videos as the alternative: 1, 2, 3, 4, 5 (Part 1 starts out with an outdated version though).

So if you are hooked now by this awesome game, you might as well check out some alternatives: OpenXcom and XenoWar. Neither of which has as much polish and nice graphics as UFO:AI however.