Archive for the ‘xonotic’ 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

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!

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!

Gigalomania, LPC and updates

Saturday, March 2nd, 2013

Some of you might remember Mega Lo Mania back from the days when you could be amazed by PC speaker voice output… so if you spend way too much of your childhood playing that game (like me) you should probably stay clear of the FOSS remake called Gigalomania!

Gigalomania now using LPC sprites

As the creator recently stated, it now uses the cool Liberated Pixels Cup contest sprites, but there is still the need to replace the castle graphics with nicer ones. Maybe *you* can help out with that?

On a related note, the LPC coding results are finally in, congratulations to the winners! I hope Bart will make a nice review on the quite awesome games here on FG soon.

Other recent updates not to be missed:

That’s all for now :)

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.

Dev-Corner: Inter Quake Model Format and Open Source Gamedev Collaboration

Monday, July 9th, 2012

The following is a guest post by Lee Salzman, a contributor to several open source game projects and the lead developer of such projects as the ENet networking library and Sauerbraten, introducing IQM (the Inter-Quake Model format), a simple model format designed to meet the practical challenge of animated content for Quake(-like) 3D engines and allow more sharing of modeling tools across various engines

As much as players or fans of various open source FPS games might view all these projects as competing, isolated islands, the surprising and hopeful truth is, we developers actually get together and talk about development challenges a lot. And in past discussions, one of those issues that stuck out like a sore thumb was content, especially animated content such as player models. We were all using our own various custom model formats or cast-off commercial formats (like id’s MD5 or Valve’s SMD formats) with related third-party export or conversion tools, with varying degrees of (dis)satisfaction.

Yet, what we all needed in this case was so eerily similar: we all just wanted a no-fuss, binary, skeletal animation format that was quick to load, had relatively small file sizes, and provided the commonly needed mesh data for Quake(-like) player models – not bloated with unnecessary “but what if…” features while remaining just flexible enough to fulfill the artists’ needs. Existing formats like MD5, SMD, Collada, and others had complex textual representations that make them painful to load and often require significant internal conversions of the loaded data to get useful, renderable animation data out of them, often with frustrating omissions such as no ability to directly export vertex normals. Engine specific formats worked around these issues to some extent, but often suffered from poorly supported tooling due to the difficulty of keeping it up-to-date with various modeling tools and artist requirements.

IQM Demo Model, Mr Fixit

Given those frustations, why did we not just throw our lots in together and make one format that could handle our needs well enough, so we all benefit from common efforts on reliable, shared tools? Sanity prevailed, and not much later, after input wrangling from various developers within the community, we hammered out a simple specification for a pair of formats that did just that: IQM, a binary skeletal animation format that provides easy integration into a game engine, and IQE, a textual format that makes it easy to quickly write exporter scripts and easily converts to IQM if one does not wish to write an exporter for it directly.

And what good is a specification without support? So again not much later, we went through the grunt-work of actually making sure the format was well-supported in the key tools our artists used and, of course, the engines we all developed. At the time of this writing, all commonly used versions of Blender have direct exporter and importer support via the IQM development kit, the model viewer and conversion tool Noesis can easily convert from and to the format, and the format has out-of-the-box support in various engines, including but not limited to, DarkPlaces (used in Xonotic, Steel Storm, and more), CRX (used in Alien Arena), Qfusion (used in Warsow), ioquake 3 (used in Open Arena and many more), Remake Quake along with its sibling engine DirectQ, and Cube 2 (used in Sauerbraten, Red Eclipse, and more). To ensure continued and future support by other game engines, the IQM development kit also provides example demos of how to easily load and animate the format, both on the CPU and also using shaders to animate the format on the GPU, for developers that are unsure of how to utilize skeletal animation or just want to see the nitty-gritty details of how the format operates.

Despite the format getting off to a great start thanks to the support of various developers within the gaming community, we still need your help and support to help this format be even more useful. If you happen to use some modeling tools other than Blender (as awesome as it is, people have their preferences) and wouldn’t mind writing a simple IQE exporter script for your modeling tool of choice, or even more sophisticated IQM direct export support, we would greatly appreciate your contribution!

To get started with the format, please check out the IQM development kit and other IQM/IQE format resources at: http://lee.fov120.com/iqm

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.