Showing posts with label dungeonhack. Show all posts
Showing posts with label dungeonhack. Show all posts

OpenMW 0.9 and DungeonHack Progress

OpenMW 0.9 is now available for download. Features:

  • Exterior cells - loading, unloading and management
  • Character Creation GUI
  • Character creation
  • Make cell names case insensitive when doing internal lookups
  • Music player
  • NPCs rendering

No screenshots I'm afraid!

DH concept art from the "clothing the Estonian" thread

DungeonHack will have a new software architecture [git repo], estimated to be showcased very soon. [announcement]

I noticed that both projects have a "Contributions Wanted" link which leads to their milestone/roadmap tickets (on a wiki page) [dh/owm]. I get the feeling it's time to start using trac, as does PARPG for example. :)

Open source 3D RPG updates

There has been some activity in the most prominent free (as in freedom) software 3D role-playing games DungeonHack, jClassicRPG and Radakan.



DungeonHack





Green, water and village in DungeonHack [more]

DungeonHack (DH) 0.10 has been released in form of win&lin 32bit biaries and a few commits later I was able to compile the game on my 64bit Arch Linux machine. It is the first release of DH that does not rely on non-free libraries.



I played the game for the first time and I was positively surprised. Not only can I move around in the nice-looking (endless) landscape but also fight, cast magic, pick up items, enter houses and dungeons as well as talk to npcs. Physics also work (see barrels video below). On the downside: the current code is crash-happy and there is little content: In toto three houses, two dungeons, two enemy types, two items, one non-player character, one spell).




Zombie roasting รก la DH

The next DH aim is to create a typical RPG village, add some inventory and status GUI and to write a dialog system (the current one runs on boxes). Maybe you feel like giving them a programmer's or artist's hand at achieving one of these or other goals? Then enter the DH chatroom and/or forum (which I find one of the most entertaining floss game forums to read).






When test-playing DH, it appears weird to me that enemies' bodies disappear when eliminated and wish they would drop and also drop loot, which I could then collect into the (also not yet accessible) inventory. When playing the latest release or watching the videos, is there something you feel is missing?



jClassicRPG




Shrine and road in jClassicRPG

There has been much activity lately in jClassicRPG's Subversion repository. There are texture-roads now, the map not only shows terrain type any more but also infrastructure (roads and settlements). Shrines and Igloo buildings appear in the game world and a yeti creature has been added to the game's repertoire.






Usability has increased a lot through mouse menu integration and addition of buttons for map, character status etc. Though the drop-down menus don't act as the ones most of us are probably used to, the GUI-usage learning curve has dropped a lot. I especially like the tool-tip system, which shows usage instructions for the different controls or details about fields in the map. If only the font was better readable...



If you would like to help jClassicRPG grow, I can think of at least one Blender-modelling task: give attack animations to this gorilla. Apart from that you can find ways to help on this page and in this thread. And if you're hardcore, also read the TODO! (Search for "[ ]") :D







What I would like to see in jClassicRPG are cloth/armor items and a menu for equipping my party members with them. (EDIT: already there - left click character portraits.) Also the shiny flowers scream to me "pick me" and I hope that will be a gameplay option some day. Can you think of content or features that would enrich the game?



Radakan




Panda3D integration in Radakan

Radakan's developer announced a while ago, that the 3D view of the game will be postponed and a text/GUI interface would be developed first. Now Panda3D, a fun, BSD-licensed, python-powered game engine is being integrated.



What Radakan's developers could use help with now is exporting their already available media [.7z archive] and some media from OpenGameArt to the Panda3d .egg format. Instructions here (press "next" multiple times to see instructions for various 3D applications).





Radakan's 'behavior' editor
I do not care too much for the 3D part of the game (at least not yet). I would prefer the engine to be more stable, so I could try out the quest and add some detail to it using the behavior editor. What do you think? Is implementing 3D worth the time or would you rather prefer the gui/text-based framework to get developed further?



Off-topic



A little hint if you ever feel like making a gameplay video yourself: I prepared the videos for this post (and other posts) using glc to record and mencoder to encode. Sometimes (for non-OpenGL games) I use recordmydesktop to record. Feel free to ask in the comments or forum if I can help you with making videos.



Another little hint: If you are unable to use YouTube but curious about the videos and can play back mp4 files (vlc and mplayer can handle them), use youtube-dl to download videos for off-line playback.

OpenMW interview with Nicolay Korslund


Early OpenMW GUI implementation

OpenMW is a re-implementation of the (non-free) TES3 Morrowind game engine, written in the D programming language. The engine makes use of OGRE and other open source libraries, features an own scripting language called "Monster" and the latest release has the version number 0.6.



Out of curiosity, I asked Nicolay Korslund (the lead developer) one year ago what his motivation for writing OpenMW was. Later I decided to ask some more and now you can finally read the interview, in which Nicolay tells us about Git, OpenMW's development and whether or not to expect original games as a result of the OpenMW project.



The interview




Q1: What is your motivation for writing OpenMW?


Initially the project was started a few years ago (somewhere around 2004-2005, don't remember exactly), out from desire to improve a game I loved and from frustration with bugs and issues that made it less fun than it could be. Having been a programmer for about a decade, I felt that most of the bugs were unnecessary and could easily have been fixed if Bethesda has devoted the resources to it. I started getting that curious 'I could do this better myself' feeling, that you sometimes get when you've been doing a craft for years and aren't satisfied with someone elses work. (Not that I think Bethesdas coding is shoddy in any way, they're a company with limited resources like any company, and sometimes you just don't have the money to improve thing ad infinitum even though you would like to.)



To keep up (or even start) a big project such as OpenMW, though, you'll usually need more than just one big motivation to drive you and keep you going. For example, I knew from the outset that this project was something that others would get excited about, and that's a big motivating factor. The amount of positive feedback I've gotten on OpenMW since release has been pretty stunning, and it really helps to know that what you're making will affect others in a positive way. I had always wanted to contribute to open source software, but so far hadn't found any project I burned for, and none of my own projects ever made it to the point of release.



Another motivation you'll need of course is the joy of working on it - it's a hobby after all. I love programming, I love improving things, and I love reverse engineering file formats. Thee big pluses when you're doing a reimplementation. It also forces you to learn new skills - I've always wanted to learn more game development, such as using a 'modern' 3D engine, but I never had any real motivation to do it before I started OpenMW. On top of all that I had just fell in love with the D programming language, which blew me away to the point of abandoning C++ literally over night. D had (and still has, to some degree) a desperate need for more attention getting projects, and I wanted to help with that. I knew there would be challenges with using such a new language, but I was determined to show that none of them were show stoppers.



Q2: Are other people involved in OpenMW or Monster?


Yes, quite a few really. I started a mailing list for OpenMW about a year ago, after initially getting very positive feedback on the project. The list now counts over 130 members, and even more pay attention to the project through various forums. Only a very small fraction of those have contributed code of course, but many contribute other things like testing, knowledge about the file formats/mods, or simply through feedback and ideas. For Monster I've intentionally run a somewhat lower profile, but there are a few of early-adopter-type developers who are using it in their own engines. If things go as planned though, the two projects will become much more intertwined in the future, and I hope that Monster can contribute a lot to OpenMW (and make my job as lead developer a lot easier.)



Q3: How did you find those people? Or was it them who found you?


I've done very little 'advertising' for my projects - I think I posted about OpenMW on exactly one forum (the OGRE forum), the rest took care of itself. I had to create the mailing list simply because I couldn't keep track of all the individual conversations any longer.



Q4: Are you going to make OpenMW usable with non-Morrowind content, so that new games can base on it? If yes, will you make such a game?


It's very possible that the project will spawn an engine that's usable for other games, but we don't have any specific plans for that right now. Although we are on friendly terms with another project that uses much of the same technology, called DungeonHack. It's very likely that our two engines will share some code in the future.



Even though we're not working on making a generic game engine, it will likely be possible to make much more extensive Total Conversion mods for OpenMW than for the original Morrowind engine. And the scripting features we're planning will let you bend the rules to the point where you would probably not consider it to be the same game anymore. Personally however I have very little talent for game creation (except for the coding part), so I don't think I'll be behind any of those mods myself.



Q5: You've picked OGRE as OpenMW's 3D engine. What about the alternatives (Irrlicht, jMonkeyEngine, Crystal Space, writing an own 3D engine...)?


I think probably all those (and many others) would have been good choices, except the last one. Writing a new engine and getting it to a point where it could compete with OGRE et al. would have taken years, and IMO it's usually a complete waste of time unless you're doing something really unique with it. There are so many good and free off-the-shelf alternatives out there (too many already...), and if you need some feature that they don't provide you can usually add it in yourself in 1/100th of the time it takes you to write a new engine from scratch.



Q6: You recently switched to Git from SVN. What motivated the switch?


Popular demand :) But after trying out Git (and taking the time to understand how it works), I fell completely in love with it myself. SVN is now ancient technology as far as I'm concerned. And with git-svn, Git is even a better Subversion client that Subversion is. However since it's so easy to integrate the two, we are keeping the SVN repositories on-line for the foreseeable future, and existing SVN users don't really need to change anything. I know it takes a real geek to obsess this much over a version control system, but that's how it is :)




More development information



You can find some technical details about OpenMW's codebase on its ohloh page.



Latest OpenMW video



UFOs and Post-Apocalyptic Adventures

There's another monthly overview of developments for UFO:AI, the 3D turn based tactics game where you see off an alien invasion of sorts. Development is happening at an impressive pace, with a lot of new minor features and improvements to existing features. The changes affect many aspects of the project, and as such I won't summarize them here. Read it for yourself on their website. (No permanent link to the update, sorry.)



Speaking of UFO games, I do wish UFO2000 development would return. I have an affinity for the original game and I really hoped UFO2000 would emerge as a playable single-player game. It hasn't yet, and looks like it never will, which is a shame. They have a gorgeous website though.



FIFE world seems to have taken off a bit lately. FIFE is a 2D isometric game engine. It was originally created for the purposes of being a Fallout engine but evolved.



Shortly after stepping down from management duties from FIFE, project manager MvBarracuda announced PARPG - Post-Apocalyptic RPG - to the world, a game that uses FIFE to create a new, erm, post-apocalyptic RPG. I think he'd gotten a bit tired after many years working on FIFE - when you work on an engine sometimes the end result is less tangible and harder to motivate yourself for.



The announcement of PARPG seemed to galvanise the FIFE community, with new and old faces now popping up to fix and featurize FIFE after a fairly long quiet spell in development. There seems to be a lot of interest in contributing to PARPG with threads like this popping up in the forum. It seems they are looking primarily for C++/Python devs at the moment.




Unknown Horizons
OpenAnno has been renamed to Unknown Horizons, partly because the name OpenAnno sucked but mainly because Unknown Horizons is an original game and not an Anno rip off. I do like the new name.



Unknown Horizons is a 2D realtime strategy simulation with an emphasis on economy and city building. Expand your small settlement to a strong and wealthy colony, collect taxes and supply your inhabitants with valuable goods. Increase your power with a well balanced economy and with strategic trade and diplomacy.



Zero Projekt
Zero Projekt celebrated 3 years of active development and it's looking as nice as ever. There's some beautiful graphics in that game. Annoyingly for me site updates/news tend to be in German with English updates being somewhat sporadic.



With 3 promising active game projects on the go, the FIFE community future looks bright.



Like Morrowind? OpenMW 0.6 got released. Still, you need Morrowind to play it, and that's not Free, so...




DungeonHack
However, a project that is Free software and Morrowind (well, more Daggerfall) inspired is DungeonHack. There's lots of interesting development noises going on in the forums - that's one to watch for 2009. There's an imminent demo which is the culmination of a lot of refactoring and project reorganizing and new technology adoption, but the next version after that will be where things start to get interesting as several procedural generation techniques are surfacing in their subversion repository.

Word War vi 0.24, Daggerwind Scrolls, jClassicRPG music, Yo Frankie! download

Word War vi is now downloadable as version 0.24. I'm having an awfully great time playing it (even if it took me some months to finally get over myself and resolve some dependency problems at first). I especially like how I can use my xbox 360 controller for playing and how it's rumble function is used. Word War vi is the most high-tech retro arcade shooter you can get your hands on right now.



One super thing about it is that development and tweaking is being influenced by player criticism a lot. So for posting feedback on the game, use this thread.



Daggerwind Scrolls
Daggerwind Scrolls is a traditional 1st/3rd person CRPG dungeon crawl game written using C# for Mac OS X. Its a fan based project inspired by 'The Elder Scrolls Daggerfall', Bethesda Softworks 1994.
I haven't given it a try (and won't do as long as there are no for-*nix instructions).



I now count four bigger The Elder Scrolls-related open source projects: Daggerwind Scrolls and DungeonHack (Daggerfall-inspired game projects), OpenMW and The Crystal Scrolls (Morrowind engines).



jClassicRPG's first soundtrack was released on Jamendo. The music was composed by the project's developer and there will be many more track additions in the near future, I presume.



Yo Frankie! logo, in case you missed it ;)

Apricot (aka yofrankie) is now available for download. Is your definition of a video game "video game engine plus media"? I think Yo Frankie! shows that this is not true. :|



Should you download it? Sure, why not? Do it at least for checking out how cool it looks (if your machine can take it) and to watch the video tutorials (if you're into Blender editing at all).

TORCS = fun, Dungeon Hack = beauty

TORCS 1.3.1



It has been a while since the last time I gave The Open Racing Car Simulator a try and this time I had unexpectedly much fun with it. Though some things are strange about it: the game generally runs smoothly, except for some rare, sporadic lags which make controls problematic for a second. There are great textures in the game but some of them are just bad (probably heritage from darker times.) I like the track's layouts but I wish there was an environment artist who would spice up TORCS' landscapes. Still, I think it's great.



There is a lack of a damage model, but it's still fun to practice an aggressive driving style sometimes. :) Oh yeah, I nearly forgot to tell you that I made a stupid little gameplay video.



I tried to compile the racing simulation from CVS and failed, but fortunately it is available in binary forms for Win/Lin/Mac and is easy to install.



One unusual aspect of the game's installer is that you can to choose to not install the unfree car models (although I don't know for sure how free the TORCS team's definition of free media is.)



Dungeon Hack landscape


Dungeon Hack, a spiritual remake of Daggerfall, will be blessed with an editor some time soon. Hopefully they will make the jump from awesome landscape generator to kick-butt role-playing game!



I also hope there will be a GNU/Linux version available soon. The only other application of which I'm eagerly waiting for a GNU/Linux port is FxGen.



Other than that, there's not much to say about Dungeon Hack. The current aim is programming and not already bother with gameplay/visual details. I think this is a good sign: they're not trying to rush things or to do everything at the same time.



You can get version Alpha build 23 of Digital Paint Paintball 2. The game is one of those, which I never figured out how to play. Problem was with the last version I tried, that I was unable to disable the too-much-for-my-gfxcard-water/reflection-effects.



FreedroidRPG 0.11rc1 town's new look


FreedroidRPG 0.11rc1 has lots of new features:

  • Level changes and additions
  • Weapon additions and balancing
  • Programs (spells) balancing and a new skill
  • New music!
  • Engine improvements (for example performance)
  • Editor improvements (for example undo/redo functions)

I need to find some time for checking out that editor thingey!





CatchemRPG detail

CatchemRPG is supposed to become a Pokemon games-like game.

Can't say I'm very interested, but the sprites do like rather nice (wonder where they are from. RPGMaker XP?) Also it's written in Java, so you don't loose much time giving it a shot.



PS: Apricot aka Yo Frankie! (sight) would very much like you to animate a character for them.

Good Morning Free Gamer

Well it's been a while since I chipped in. Q has been doing a fantastic job, I'm sure you will agree, of keeping us up to date with the Free gaming news. I've just been way too busy lately and it's great to see that I can disappear and things keep ticking. Hopefully in the future others will join us in our mission to conquer enlighten the world.



Blood Frontier, the mod to make Sauerbraten look serious, has it's next demo release tomorrow. You may or may not notice a lovely new website. I'm sure Q will follow up on this after the release.




Boarman in JCRPG

Woman by Grumbel


There's also been tons of progress on JCRPG which is looking more and more impressive. There's a fully animated boarman, contributed by artist Zphr, who has almost completed a boarman mage as well. Both are released under an open source license (CC by SA, I think).



There's a gorgeous new portait image contributed by Grumbel. Whilst JCRPG and Scourge have picked it up, this and his other portaits are available under an open source license (CC-by-SA or GPL3) and you can find out more information, lavish praise, or even make requests (!) in this topic in the FreeGameDev forums.



In other fantasy-game news, DungeonHack progress continues and they finally have the project in SVN (direct link) so interested people can check out their progress which is apparently pretty good. It's a Daggerfall-inspired game, which can only be a good thing.



Did you know FreeOrion will soon have 3D combat? Check out this topic on the Ogre forums for some preview screenshots. In the meantime, they released 0.3.10 with the usual raft of bug fixes and minor improvements. Downloads are available, from different places, for Linux and Windows.




The White Chamber


Studio Trophis have released the source for their very lovely looking game The White Chamber. It's an anime themed 2D point and click horror adventure game. It requires the WinterMute engine and I'm not sure whether that's Free Software although it seems the source is available but under no specific license EDIT: - it's not open source at all. The White Chamber source is at the bottom of the Studio Trophis downloads page. It looks like it's all Windows-only =( but I could be wrong.



A while back I made some hullabaloo about Portalized, a perhaps-to-be-open-source better-than-Portal engine. Well, the guy working on it (who, by the way, is only 16 - shame on us all who are older and less productive than him) now has a blog with some interesting commentary on his efforts as well as some gorgeous screenshots. It doesn't look like it'll be open source any time soon but I don't think he's ruled it out either, and now he has help so it'll be worth watching. Version 0.1 is on the way, so there's something to look forward to.



Well, hopefully that satisfies your Free game news needs for another day or so...

Writers Block (or should I say LOADS OF NEWS)

Well, no blog in a while so I'll pitch in.



The big release was Scourge 0.20 which is really turning into a nice game. It's one of my favourite projects, not least because of the regular releases and the RPG theme and it's a complete game (12 chapters of storyline). It's surely worthy of being listed on the FreeGameDev complete games page! Version 0.20 was probably the biggest feature packed release yet, and the game now has numerous active contributors.



Open City 0.06dev1 got released in April, which I didn't see mentioned anywhere. Nice to see the project continuing at a steady pace. Grab it from the project downloads on Sourceforge (the website does not link it directly) and see what new features are going into Open City on the project's development page.



Howitzer Skirmish now has a website. It's the tank game with full physics simulation of the tracks:



In the physics simulation, a motor drives the sprocket, which in turn collides with all the links in the track. Each link in the tracks, is a fully simulated rigid body.


Blocks is a fun and free software 3D Jump n' Run for Linux and Windows. A youtube is worth a (frames*1000) words.





Looks very cool although perhaps a bit floaty for my liking. Definitely a great addition to the open source game scene though and it's complete and playable. Download and enjoy.



Not so complete and playable is Dungeon Hack (project page). It started out as an effort to bring Elder Scrolls II: Daggerfall into the 21st century but due to copyright concerns has become a game in it's own right merely inspired by Daggerfall. The original releases were only targeting Windows but now it's getting ported to Linux. Definitely one for the future and it has been in development for some years - some nice screenshots - now so looks like it shouldn't be disappearing.



Oh noes, there's more news... too much for one post? Nah... let's get on with it...



Update: Corrected PureBasic reference - it said FreeBasic before, and that is Free Software!



Lost Labyrinth is an awesome graphical roguelike. It's really a cool game and a great time-waster. The only problem? It needs PureBasic which isn't free and as such it can't be included in your favourite Linux distributions. Well, that's about to change:



Yes Lost Labyrinth can be packaged for Fedora/Debian now, as a Free purebasic compiler has been written named elice.


Great news for lazy sods everywhere!



If you like maths and cricket, try this! Ta ta!