Showing posts with label tremulous. Show all posts
Showing posts with label tremulous. Show all posts

Unvanquished summer tournament

Posted by Onote on Monday, June 24, 2013

Given the often quite small online communities around FOSS games, one has to become creative on how to keep players and attract new ones. Regular tournaments are one of those good ideas, albeit one that is a lot of work organizing.
One of the games that is still struggling to attract a stable player base is Unvanquished, even though the game is based on Tremulous and thus quite well developed game-play wise.

Don't hide from the Aliens
However for those complaining about it being the "same old" just with fancy graphics, they have implemented an all new resource and base building system, which will be also used in the tournament! To quote them:
Your tactics may need to change to compensate for this, but you can always test out the new gameplay on our development server beforehand, as well as by attending and observing our weekly development games on Saturdays. An explanation of the differences between our gameplay and the classic Tremulous variety will be explained in a helpful guide that we will provide to you shortly. Most notably, camping is no longer a desirable tactic, and map control is the new focus.
They said "no more camping" !"§$%&/!!!
So where can you learn more about this tournament? Well follow the previous link ;) The event will begin in the middle of July, with the first matches held on the weekend of Friday, July 19th through Sunday, July 21st.But if you manage to pass those rounds, you will have to plan for some matches on the following weekend too.
Registration starts on the 1st of July and you will need at least 3 other people on your team. I would naturally suggest a FreeGamer team, however due to my current bad internet connection, it is sadly not possible for me to join. But I hope some of the matches will be recored so that we can cover them here on the blog too :)
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Some nice screenshots...

Posted by Onote on Monday, January 21, 2013

So it seems like it is up to me again to keep this blog alive ;)

Not too much to report though... therefore I present you Red Vs Blue Unvanquished edition:

Well at least that could be fun... anyways, as they explain in their last two weekly updates (1,2), their Demon Engine has seen quite a few graphical updated an bug fixes lately. Furthermore they highlighted an upcoming major change in game-play compared to Tremulous, as Unvanquished will be using a real resource gathering system.

Also a cool new screen comes from the "Modern Warfare" mod for 0 A.D.:

Tanks in 0 A.D.
In their WIP thread on the 0 A.D. forums they have also confirmed that the mod will be "open source" however did not specify this further. It also seems like they have plenty of good artists, but are lacking a bit on the coding side. So if you know your way around Javascript and XML hacking, give them a hand (and secretly lobby for a full FOSS release ;) ).
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Major Unvanquished update (Alpha 8)

Posted by Onote on Monday, October 8, 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!


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Unvanquished development news

Posted by Onote on Monday, August 20, 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.
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TremZ aka Unvanquished 1st alpha released

Posted by Onote on Friday, March 2, 2012

Hmm... the previously mentioned TremZ project, which btw changed name to "Unvanquished" (which I find much less catchy than the previous name) has released as promised their first alpha on the last day of February.

However as I can't get it to run on Linux (nor on Windows for that matter), I will have to rely on forum postings from which I extract that it really is an alpha and you shouldn't get your hopes too high that it is much more than Tremulous at this point (graphics and game-play wise)...

WIP Unvanquished playermodel

But try it yourself... if you are on a non-optimus system it will probably work fine with Windows ;)

Edit:  A somewhat controversial split-up seems to have happened in the development team. Read here about one side of the argument... you can find the over side of the discussion also via the forums or the irc channels. Not sure what to make of it, but I will keep you informed as soon as the dust has settled ;)

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TremZ updates

Posted by Onote on Sunday, January 15, 2012

As reported previously, the release of the Tremulous "reboot" TremZ has been pushed back to Spring 2012 and with news of their project lead "Volt" having stepped down due to burn-out, things don't look too bright for that date either...
Showing off the high art quality of the new alien models
However the new guys in charge seem to try hard and aim to improve community relations (see their slightly older forums) further by opening up a development blog.
Here they also posted a link to their PR image dump from which I took this very recent picture:
The new human marine model (high-poly base for normal-maps)
I have to say that I am really impressed by most of their artwork so far, and last time I asked they assured me that it will be almost completely licensed under the CC-by-SA (with a sad exception of a few audio works that will be CC-by-SA-NC upon request by the creator).

So I hope I will not be proven wrong when saying: TremZ will the THE FOSS game of 2012 :)

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New FPS updates

Posted by Onote on Saturday, January 7, 2012

As the FPS resident gamer here at FreeGamer (I am playing usually under the nick poVoq btw ;) ) I am keeping you up to date to the newest FPS updates:

Hot of the press: the cosmic edition (1.2) of Red Eclipse was just released; Lots of new maps and feature additions (and they toned down that annoying hit-sound a bit). Sadly their trailer-contest has not resulted in a cool video yet that I could post here, so take this opportunity to make a cool one ;)

Another new release (7.53) comes from the AlienArena guys, which seem to have made some nice updates to their engine to speed up the performance on higher settings.
Alien Arena 7.53
Quick rundown of other news:
War§ow got a new website, and there is a nice teaser webpage up for TremZ (no surprise to me btw, that they pushed back their release date by 2 months). But the engine (OpenWolf) they are using is making nice progress also as you can see here (and here in a video: integration of Newton Physics and more).


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Enemy Territory source related news

Posted by Onote on Thursday, November 3, 2011

About a year after the Wolf:ET source release, significant advances to the original game (in a playable and easily obtainable form) are sadly still MIA :(

The quite promising ET:Xreal engine enhancement project is one possible exception, even though they just had to sadly announce that they wouldn't make their Nov. 5th first release date (I was originally waiting for news about this until then...).

ET:Xreal with some Free high quality textures

As you might have guessed, this project takes the advanced id-Tech3 (Quake3) renderer from the now defunct Xreal project and brings it over to the Enemy-Territory engine (also id-Tech3 based). But besides that it also aims to give the engine a general overhaul and possibly add additional advanced features like real physics etc.
Additionally work has also started to replace the free-as-in-beer media from the original game, with much higher quality CC-by-SA textures to make use of the advanced engine features.
To qoute one of the developers (Eonfge) regarding their plans to go fully FOSS:
"The project we are working on consists of multiple parts. First we have a renderer, which is now fairly stable and pretty looking. Then we have the assets, new high quality assets that make the environment come alive. Then we have the official part from Splash Damage. It's our goal to go independent one day, but until we have all the assets replaced, we will remain a mod. After we replaced them all, we'll be an independent open source game."
Lets see how that turns out... alternatively the developer of the awesome looking (but totally non-FOSS) ET mod True Combat: CQB also did express interest in porting his game to ET:Xreal some months back.

On the other side of things it looks like the ET:Xreal fork OpenWolf is turning more and more into a wild mix of different id-Tech3 engines.
Its developer recently announced full compatibility with the id-Tech3 based game Tremulous, and is making his roads towards a quite fully featured general id-Tech3 compatible engine based on ET.
I suspect this is also somehow related to the very similar engine enhancements promised for the quite awesome looking Tremulous fork TremZ:

New alien model in TremZ
But information on that project are quite scares right now, as there seemed to have been some community drama related to it and they are waiting for their own official page to be published now.
But rumors are running wild (in face of the log awaited but more or less vapourware Tremulous 1.2), so I can't confirm if the proposed release date before the end of the year is true or not ;)
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FPS news

Posted by Onote on Sunday, September 18, 2011

Short one for today... I guess Charlie will make a longer post about the new 0 A.D. release later on (sorry to steal your thunder :p ).

So FPS news only from me today ;)

Irritant, the lead developer of AlienArena was so kind to inform us that a new release can be expected within a week.

Check the rest of the new screens-hots in the thread linked above.

Other that this? Well there is a rather interesting thread about a Tremulous art update mod called Tremz in the official Tremulous forums.
More cool WIP screens can be seen here. Quite amazing progress given that is has been started only recently.

Oh, and the lead developer of the OpenWolf project joined our forums and posted a bunch of rather nice screen-shots and some background info from this ET:Wolf engine update project.
So if you have some questions regarding this project, fire away!
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CivCool, TremFuture, WineOne, WarzoneFree

Posted by Onote on Wednesday, June 25, 2008

If you have had problems viewing this blog via Internet Explorer, you should not have these problems any more. Many thanks to intelperfectionist for pointing out that css-related issue that we had!



FreeCiv, it's sooo pretty (you knew that already, I know...)


I recently learned to enjoy FreeCiv very much. It's pretty and fun. It also has a (fairly) new release called Mr. 2.1.5.



FreeCol 0.7.4 has been released.



Tremulous 1.2? Visit this page to read how you can help making the next release a reality. By playing!



The latest version of LƖVE is now 0.3.1 and a bugfix is coming soon. I can now say with complete confidence that this yet another project is an awesome one. It has style. Check out their forum community. These guys are cool. As you easily can tell, I'm still blinded by LƖVE's stylishness. Oh. And here is a terrible video of some engine demos!



OpenFracas (0.5) now has music and sound.



After 15 years of development, Wine reached version 1.0. Wine is not a windows emulator.



Remember Mars - Land of No Mercy? I at least twice mourned it's death. It seems that the game likes to revive a lot. Animations seem to be the aim at the moment.




PS!!!: Warzone 2100's music and videos are now licensed under the GPL! I am so excited! Warzone 2100 is a great game that long ago was a proprietary one. The real-time strategy game is much fun, though I felt that long gameplay was dull without music and that the story wasn't very touchable without videos. Joy!!! I also discovered the Warzone 2200 project. It appears to be aiming for improving the game engine.

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OpenArena 0.7.6

Posted by Onote on Thursday, May 1, 2008

OpenArena likes furries

OpenArena 0.7.6 is out. (direct link to Win+Lin+Mac zip archive) More maps, more models/skins, more game modes and a new tagline!


OpenArena is a violent, sexy, multiplayer first person shooter

For 0.8.0 also planned: more music! (There isn't any right now.)

If you're hosting an OA server, you might want to upgrade. And if you know someone who hosts a server, tell them to upgrade, will ya? The general tendency seems to not know about the new release. O_o


Robot-looking stuffs are cool

The site has a new look (you might want to keep your eyes closed though.) Also, there seem to be some troubles with the new version. I didn't experience any problems, except for the low amount of up-to-date servers.


Nexuiz on the other hand, behaved badly, when I tried the then-fresh 2.4 release for the first time. Fortunately an emergency hotfix thread was opened and patched versions posted. If you encountered problems with the game and didn't bother to try to find a cure, simply download the most recent patch.


Turrets. Yepp.

Tremulous 1.2 will never be released. Or maybe it will. Whatever. Does it read like I don't bother too much? Yes. Why? Because I recently discovered that some servers had configurations, which allow a very different gameplay. For example: PornServ. The teams get many many building points, build buildings faster and more frequently, which allows for totally new strategies. For example: The tower rush, a tactic usually known from Real time strategy games.

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The Best Way To Play

Posted by Onote on Friday, February 22, 2008

Here's a good tip on how to get extra performance in Linux. It's on the Ubuntu forums but is essentially an X.org trick.



Battle for Wesnoth 1.4rc1 (aka 1.3.18) is out - good preview of what is close to becoming the next stable release.



FreeOrion 0.3.8 is out. Another steady iteration that lays the groundwork for easier AI development.



NERO 2.0 released. This is currently freeware however the next version will be open source (2.0 uses Torque) which will make it a very interesting Free Software project indeed. "Neuro-Evolving Robotic Operatives, or NERO for short, is a unique computer game that lets you play with adapting intelligent agents hands-on. Evolve your own robot army by tuning their artificial brains for challenging tasks, then pit them against your friends' teams in online competitions!"



Project TTNA is a project, "to create a free (as in open source), crossplatform 3d game." What a delightfully simple goal. They are writing their own game engine, which seems a little superfluous given the myriad of Freely available game engines. Anyway, there's a long way to go with TTNA but the goal was so endearing, I just had to mention it.



Open Source representatives in mod-of-the-year awards 2007 on MODDB. It's one of those annoying pages that tries to make you watch a video you probably don't want to watch. Press 'next' (beneath the video) a couple of times to get to the results. Tremulous (#5), World of Padman (#4), and Warsow (#4) are the open source representatives while BSG: Beyond the Red Line (#1) is a standalone freeware game that uses the freespace2 source code project. Quite a domination and vindication that open source engines make a big difference to mods that would otherwise struggle to survive the changing times.



Two popular open source games that have gone a while without a release are close to release - Vega Strike 0.5.0 and Scourge 0.20 are imminent.



A quick thanks to everybody who submitted information for todays post, in comments and emails and the forum. This is probably the first time that most of the information was provided by others and I'm just putting it in a post. Perhaps one day Free Gamer can be evolved to be more community-driven but for now it's good to have people feed information because it means I can post even if I don't have much time to look things up.

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Revival of the fittest - sourcing art

Posted by Onote on Sunday, August 26, 2007

Pingus 0.7.0 is available for download. With revival work complete, Pingus now uses SDL and comes with lovel anti-aliased fonts. There's no new levels yet but with development seemingly back on track hopefully the level editor will return and some good levelsets will get contributed. It has a lot of potential as a game because the Lemmings series kinda, well, was more fun when it was 2D. If enough level makers could get together, I'd love to see a release inspired by "Oh no! More Lemmings" which was my favourite of the series and also incredibly challenging.



Another game with a major update is Egoboo Resurrection. There is a new fully working music system and major graphic enchancements - antialasing, shading, dithering and prespective correction all supported. (A long list of buzz words there.) Most importantly the lead developer Zefz is trying to get the game in SVN so others can contribute more easily and, speaking of contributions, somebody is already having a crack at porting it to Linux. At the moment it's only available as a Linux download but "watch this space". Well, not that precise space as that'll only ever say "watch this space". But in a more abstract sense I will hopefully be able to report a Linux port in the near future. ;-)



My post the other day, "Free this free that O_o" (catchy title eh?) sparked a lot of debate about the need for consolidation of Free Software game development efforts. You can read it there so I won't repeat it all, but one comment did make me think and it is something I had thought about in the past as well - there is a tremendous amount of artistic and game design talent poured into making mods for commercial games. Whilst this comes good if the engine subsequently becomes open source (think Tremulous, World of Padman, and other iD game mods) there are many more examples where the game engine remains closed source. Take Air Buccaneers for example. It's a jaw dropping mod for UT2004. What a shame it will only ever be a mod for a commercial game. Could these mods be a source of art if we proactively approach projects asking them to make their efforts Freely available? Maybe it could just work...



One of the productive conversations spawned by the above debate was the notion of a common media project. Take a target genre - Ben (the thread poster) suggested fantasy - and develop a set of decent media for it that games can use as a base before branching out in their own artistic direction. I think it's a great idea.



Also there was a desire for a good quality Free art portal - there are already several efforts but they seem to just fail to capture the niche, to become that place that people say, "Hey, this is a great resource for good Free art!" Is a new one needed? A new idea, a new design? Or maybe just identify the best efforts and back them unequivocably to get the word out there? This is also something Ben touched on... it'll be interesting to see where it goes. There's already a lot of information collecting in the Game Media Creation section of the Free Game Dev forums.



One thing is for sure - the forums at www.freegamedev.net have proved there is a need for a consolidated Free game development community that was not previously being filled and there is a desire to provide a nexus where Free game developers can work together instead of in their disjoint and often isolated worlds that currently populate the open source game universe.

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Dedication's What You Need

Posted by Onote on Saturday, July 8, 2006

...if you wanna be a record breaker! Oooo ooo... </singing>

One of the great things about Free software games is that people are free to dedicate themselves to whatever makes them happy. Check out this ship, the Atlantia, created for a Vega Strike mod [not yet published].

Speaking of Vega Strike, the musings over the last couple of weeks suggest a new 0.4.x release [the current engine] later on in the year. I don't think the real juice [the 0.5 OGRE-based engine] will come until 2007, but when it does it will be good. Check out the screenshot to the right, a sample of planet shaders that VS developer klauss is working on. More images here.

That's simply beautiful.

There's a new dungeon game in town. Sadly it is a Doom 3 mod so it's not really free, but we know what happens with iD engines so there is hope! The game is Dungeon Doom and hopefully it will evolve into a stellar Free game in the future.

Another interesting mod [UT2004 this time] is Air Buccaneers. It looks innovative but again is based on a non-free engine. I wish people would create mods for free engines like Sauerbraten. Can you imagine the syndicated power of mod developers being focused on Free Software engines? If only I could control people's minds, the world would be a better place.

I tried a few games today.

Secret Maryo Chronicles is a high resolution remake of old-school Super Mario. It's fun for a bit but I don't have the patience to learn levels like I used to when I was younger. The game has no music and the way Maryo responds to controls doesn't quite feel right. Some parts of the game look great while others look distinctly amateur, but it has a lot of potential.

Ri-Li is a cross between a wooden train set and Snake. It's probably more aimed at kids, but the gameplay seems to get very hectic very quickly. Also I could swear that the train does not always go the direction you tell it to go. I tried pressing before junctions, pressing at junctions, pressing both before and at junctions, or just holding down the direction, and it felt hit-and-miss.

Then I tried Pang Zero and Don Ceferino HazaƱa. The gameplay of both games revolves around throwing up a dagger or spear to pop balloons (?) that bounce around the screen and kill you on-touch. It's like a simpler version of asteroids. Don Ceferino is the more entertaining and polished of the two, even if the gameplay is essentially the same, with a nicely presented story despite the awful spilleng mistakes.

The Don Ceferino website is all in Spanish. I hate to say it, but the language of the Net is English. If you want maximum recognition and traffic, you had better translate your musings. Otherwise obscurity and International exile loom for your project.

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