Showing posts with label openttd. Show all posts
Showing posts with label openttd. Show all posts

Friday, January 28, 2011

All about the beta!

Beware traveller. I am here to slay your computer. Unstable fun awaits, betas with bits that may break your bit cruncher. That's what open source is about. Blowing up people's PCs with untested, untried, untrustworthy alpha and beta amateur programmer software! Well, perhaps some of the programmers are not amateurs...



Good news, settlers of the new world! (Or those who feel like settling new worlds but were born in the wrong period of history.) FreeCol 0.10-alpha has been released. Get it from the unstable version download area of their website (the current stable version is 0.9.5).



Speaking of Free* games, did the latest FreeCiv beta get a mention? FreeCiv 2.3.0-beta1 supports gigantic maps and over a hundred simultaneous players.



Development of VDrift is, as ever, ongoing. You can test out build 3030 put together on the 25th Jan. After a period of suffering regressions, some changes have been sidelined to bring the main development branch back to a more stable, playable state. It plays well, although - after the being seeing the deforming crashes on Rigs of Rods - I'd like to see the cars sustain damage. I know, I know, lots of work, little gameplay gain. I'm fickle.



OpenTTD is ramping up to another major release with 1.1.0 beta4. OpenTTD 1.1.0 seems to be really focusing on a combination of network play enhancements and compatibility with the Transport Tycoon Deluxe modding community. Free free to correct me if I am wrong.



MegaGlest continues to enjoy rapid development with 3.4.0 beta2. They embody the, "Release early, release often!" philosophy that I like to parrot.



Cool websites for projects? MegaGlest has one coming. UFO2000 has a sweet homepage. Peragro Tempus too. What are your favourites?



P.S. no screenshots or videos today, sorry!

Monday, August 10, 2009

An example of why a license matters


Simutrans


OpenTTD OpenGFX

Why is OpenTTD now in Fedora 10/11 but Simutrans is not? The former has been only playable with Free media since some time this year - and the media is still incomplete - whereas the latter has been Free for years now? Is it because somebody requested it?



Digging (and by digging I mean Googling) to some it seems that Simutrans media is unclearly licensed. Download the official (currently r102) version of Simutrans and it comes with two licenses - one copy of the 'artistic license' and a 'copyright notice' that states:



"Simutrans may not be sold or modified in any way without
written permission by the author.


Which license applies to which part of the game? I guess you can make assumptions but it really should be clearer. The artistic license applies to the source, the custom NC / no modification license to the media. OpenTTD is about to get many 1000s more players by being in big distributions. Simutrans is going to continue in its role of shadowing OpenTTD by being the transport tycoon game that hardly anybody knows about and it is somewhat self inflicted.



Do you want your Free game to be played by as many people as possible? License it clearly and explicitly, and push for inclusion in mainstream distributions. And don't use a custom, restrictive license. Go with something that is compatible with mainstream distributions like a creative commons license.



Thursday, February 5, 2009

Simulate This - City Building + Tycoon Game Reviews

Welcome to a Free Gamer special! People often accuse the Free software and open source game sphere of lacking depth, that there are few good games. In 2009 Free Gamer is dedicated to dispelling this myth. As part of a series of articles on specific genres, highlighting the games that people develop for the love of development in order for us to play, I humbly present a set of reviews of open source city building and tycoon games. I try to be fair and critical, and I note that these games are all enjoyable in their own way. They are all certainly worth a look.

OpenTTD




OpenTTD


I started with OpenTTD 0.6.3 - being the only formerly commercial game I'm covering today, it is good a metric for the others. Still, it is not quite Free software, you need the abandonware Transport Tycoon Deluxe to run it. The community has been working on a project called OpenGFX to create both drop-in and high-resolution graphics to replace the proprietary materials. They are getting there, but I don't think they'll be complete before the end of this year.



I've been playing Transport Tycoon since I was a kid. The gameplay comes naturally to me, and is easy to get into. (My 8 year old son was playing with it after only brief instruction.) The great thing about OpenTTD is that it is polished. Everything works, and works well. The user interface is very nice - although sometimes you do get overwhelmed with windows. Game performance is exceptional, with a lot going on it was consistently smooth and never laggy. Which it shouldn't really be, considering this is a 10 year old game and I'm on a 2 year old laptop, but suffice to say these days my expectations are low!



There is one big problem with OpenTTD though. Once you work out how to connect a couple of industries or cities, the game challenge disappears. Almost all non-fluffed transport links are profitable and the AI is awful (although this is getting remedied by a new AI framework due in OpenTTD 0.7). There's no end goal, nothing other than building your bank balance and big networks and cities (which you can only influence, not control). It all gets a bit repetitive after a while. Despite the "reality" setting, the game world barely comes across as real. Towns are evenly spread out, but not connected with roads (you have to build them). You basically mould the map by placing down transport routes. Other than industry locations, you don't have to accommodate the game world much; it accommodates you.



The game needs to be tougher. Industry connections should be specific to deals between individual industry companies. You should be able to drive your competitors away by competing with them for contracts. There should be more limits on where you can build (contracts with councils, perhaps), shaping land should be more costly, there should be an element of challenging to getting up and running highly profitably. There's no station management - all rail stations are the same, roofed or not - no additional parts, just stations. Also there is a lack of passenger chaining. Big passenger stations have a limited catchment area, if you have other vehicles 'unload' passengers at them then those vehicles basically run on a loss. The gameplay is simple, but it is too simple, and that is why I don't play the game any more.



Simutrans




Simutrans


Overdue Update: The Simutrams community constructively took onboard my criticisms. Whilst I should have looked harder - there was a Starter Guide and other documents available - they have made documentation more accessible and prominently placed. The Simutrans wiki is a good resource for learning how to play the game.



Next up was Simutrans. Unlike OpenTTD, it is totally Free software, which is a good start. This is a difficult one, both to play and review. Although the website lists version 0.99.17 as stable, the forum lists 101.0 as the stable download and is more recent so I went with that. There's plenty of nice graphics packs readily available although only a few are really playable. I tried pak128 and pak96.comic - both aesthetically pleasing and supposedly playable.



The main menu music is horrendous. I know Germans have famously bad taste in music (the original author is a German guy) but the tune that greets you at the main menu is grating and negative. It's obviously a classical track in a minor key, but I can't see how that epitomises tycoons and enterprise. The user interface is a poor man's version of the OpenTTD UI. Often unclear, with frequent trivial glitches (text overflowing etc), it's just a bit messy and thus not quite so pleasant to interact with. Game performance again was very good - I remember it being quite poor when first tried Simutrans several years ago - and comparable with OpenTTD for smoothness.



In the end, pak96.comic was not playable. I tried to create a passenger line and couldn't even build a train depot, it wasn't in the rail build options. No depot, no trains (no other way I could find to access a train building dialog). This is fine, pak96.comic is listed as alpha although the screenshots show quite a bit off so I hoped it'd be more complete. Update: I had chosen too early a start date, so no trains/buildings were yet available, but this was not clearly documented anywhere, you had to read the fine print!



However pak128, which is becoming the de facto graphics pack for Simutrans, is definitely playable. It looks good and distinctively different from OpenTTD. Towns are more dispersed, are connected with roads and have more character. People and cars appear on the streets. Industries appeared more diverse, with more types of goods to chain together and deliver. It made me really want to like the game. Then I tried to build some railways.



Actually laying the track was trickier than it should be, especially diagonally which was very fiddly. Also if you build a straight track, if you were not careful to overlap each section you created, tiny hard-to-see gaps would be left in the track. I assumed that these would be problematic for trains, but when it came to creating trains I was just lost. I managed to set up a depot and build a train. Frustratingly I could only build a train with a single passenger carriage. Any other combination didn't work. Basic dialog controls seemed to do strange things. Line management was unintuitive enough to make me start over. I made more progress with buses, and started to work out the line management.



If you can work out how to play Simutrans, and overlook some of the aesthetic flaws, it looks like it has more to offer than OpenTTD in terms of gameplay depth. There was more complex road management options, passenger networks, trams, station buildings, different types of stations. Less wash, rinse, repeat route building strategy and more adapting to the game world. It just lacks the polish that OpenTTD has, and lacks a good tutorial and an intuitive user interface.



FreeRails2




FreeRails2


FreeRails2 0.4.0 is a continuation of the FreeRails project (and Railz too?) as well as a spiritual successor ("clone") of Railroad Tycoon. I used to play Railroad tycoon as a kid - it's the original tycoon game. It's both challenging and fun, although you don't have to worry too much about your trains colliding and other formalities as your trains zip up and down and past each other without a hitch.



The graphics are basic but not bad. Performance is fair - it made my laptop fan run hard but the game itself was smooth. One of the nice things about the game is you can run it straight from the webpage, no messing about installing or updating. You can be up and playing within moments of visiting the homepage.



The gameplay is fairly straightforward. Create a rail network between cities and industries, assign trains to visit the stations. Trains can change their cars at each station, so one train can pick up livestock, deliver it to a factory, then return with the resultant goods. There even seemed to be an automatic option for trains - create a train without any cars and it will grab whatever is waiting at the station it arrives at.



It's a nice game but it misses some of the charm of the original Railroad Tycoon. I'll probably have another go at it another day but - having played the original a lot when I was young - I'm not driven to play it. I think it's a few features short at the moment. Fortunately development seems to be ongoing - 0.4.0 was released in August last year.



FreeTrain




FreeTrain


FreeTrain is billed as the "quintessential sandbox game". It has so much potential, the graphics are nice with a lot of attention to detail, there's hundreds of plugins and you can create amazing cityscapes with variable height skyscrapers and all kinds of buildings. It is a transport simulation and city building game combined. There's a reason I have championed development drives for it for so long.

However, being a sandbox is a big problem. You start with a big blank piece of land. Sandboxes work on wikis where you can test out features and not worry about it getting wiped out. Yet, you don't create an entire wiki in a sandbox. FreeTrain lacks a Linux port and a save game format (and thusly a scenario format) which means it is full of potential but more a toy / tool than a game at the moment. Hopefully development will pick up again soon.



If you know C# then please get in touch with me and help restore this game to the scene.



Micropolis




Micropolis


Micropolis is the original Sim City classic repackaged with a new name. Not much more to say, really.



Ok, I'll make more effort than that. It looks very dated, and the game world looks tiny when juxtaposed in a large window at today's resolutions. Still, it is the grand daddy of city building games although sometimes is quite basic in it's mechanisms. You assign residential, commercial, and industrial zones. You build power plants, connect electricity grids, and manage taxes, and decide how to allocate emergency services. Occasionally you get to fight off Godzilla. Possibly a good starting game for younger players as there is less to grasp.



The limited nature of the game is shown by just how quickly the official forum expired. The most interesting thing about this game is that it was released as Free software as part of the One Laptop Per Child (OLPC / XO) project.



LinCity-NG




LinCity-NG


LinCity-NG is the GotM fork of LinCity. LinCity is a kind of Sim City classic clone. It looks equally dated but has a different slant on city management, which LinCity-NG builds upon. LinCity-NG has much nicer graphics, and many new features. The autopackage would not install so I had to build it from source.



Performance is pretty poor. Movement and animation was very laggy on my laptop, the music stuttery. The music was good and original although loops on the same track rather than cycling. The user interface is original but a bit messy with icons overlapping button borders and lots of scrolling required to read text that is presented in a huge font. Saying that, the help system is very useful. A description of pretty much any game item is just a click or two away, and tooltips are there for extra hints. This makes it much easier to get into than Simutrans where I was guessing at half the controls.



The game itself has quite a few angles to it. For once roads in a city building game serve a function other than being a requirement for buildings to exist. They enable greater transportation range of goods and materials between different types of buildings. You have to generate resources and jobs, and research technologies to gain access to new types of buildings. In some ways, it merges aspects of civilization building games with a city building game, which is a unique approach to the genre in my [limited] experience. You can even win the game by transporting your city population to another planet.



I couldn't quite overcome the poor performance. Moving around was just too slow to be enjoyable. LinCity-NG has come very far in the last couple of years, and it shows a lot of potential. Interesting gameplay ideas and nice graphics bode well, and with some tweaking, optimization, and improvements to the user interface this game could be a real Free software star. I hope they rename the game to an original name now it is departing from it's LinCity roots. It can't be Next Generation forever, and it's no longer really "Lin"City as it is ported to multiple platforms.



OpenCity




Open City


OpenCity is the only 3D game in this list. At version 0.0.6, it is still early on in development, you can create basic 3D cities in OpenCity, but the gameplay is limited and it won't capture a player's attention for long. Development has been steady for several years, and with more people showing an interest in contributing this is one for the future.



Afterword



Well I think you'll agree there's plenty of choice and lots of fun to be had. There's many different styles of game to suit many different player types.

Tuesday, November 25, 2008

OpenTTD, Simutrans, and Egoboo


OpenTTD OpenGFX


OpenTTD moved a step closer to being a Free Software game with alpha releases of OpenGFX, the "[8bpp] Graphics Replacement Project". There's still a few black boxes ("features") where yet-to-be-replaced buildings should be, but it looks fairly good other than that.




OpenTTD 32bit extra zoom


Of course, this is just the low-resolution replacement that makes OpenTTD fully free, and is not to be confused with the high-resolution graphics work (see screenshot). The more detailed graphics are [unsurprisingly] less further along.



In the meantime, there is a totally Free Software transport game in Simutrans.




Simutrans Pak96 Comic


Pak96 Comic [for Simutrans] looks especially gorgeous. Clean, clear, and consistent graphics mean you can focus on gameplay rather than get distracted by artifacts or areas that are difficult to visually parse. The simplistic style has meant they have been able to rapidly create a large number of graphics with minimal deviation in style. There are different climates zones and architectures. Also it's bigger than the oft-tiny-looking standard pak64 graphics (equivalent to OpenTTD's 8bpp graphics) whilst not oversized like the pak128 (equivalent to OpenTTD's 32bpp graphics) can appear. It's a good balance for the standard resolutions today and fun to play - a better experience IMHO than standard OpenTTD or Simutrans. Download it from here.



Egoboo 2.6.8 has been released (see 2nd post in that thread for the impressive changelog). To quote the homepage on what 2.6.8 brings us:



This release includes a lot of new content, and a lot of bugs have been squashed. It is also -- Macintosh users rejoice -- finally available on all three platforms!


It got extended beta testing and the development seems to be maturing a bit as well. Whilst previous versions have been plagued by long-standing issues, from my observers parapet it would appear they have largely been dealt with. I haven't tried it, but it looks like they have finally fully emerged from the mess that Egoboo once was and it is now a healthy project and a playable game. Congratulations especially to developer Zefz whose determination and dedication have saved the game. Anybody who tries 2.6.8, please post a comment on your experience!



P.S. I'm unable to access the forums currently :-( due to voluntary content restrictions on my Internet connection. However that, in a way, is a good thing. I'm supposed to be programming Fortress, y'see, so now I have less distractions... we'll see how it works out.

Sunday, August 10, 2008

26 Year Conquest for Brains



Conquest (OpenGL)


I think I found the oldest open source game out. It's called Conquest. In development since 1982. That's kinda awesome.



It is a real-time, multi-player space warfare game. Both curses and OpenGL clients are provided. It looks a bit like 2D Star Trek ship battles (not stereotyping there, it just does).



So, want to be brainier? Well, Brain Workshop might just be the answer.



Brain Workshop is a free open-source Python implementation of the Dual N-Back mental exercise. This exercise is the only mental activity that is scientifically proven to improve your short-term memory and fluid intelligence (IQ). The game involves remembering a sequence of spoken letters and a sequence of positions of a square at the same time.


O_o



Remember Portalized? I kicked up a bit of a fuss over it several months ago. Well, it has it's own website and forums now, and seems to be coming on a bit. It's not yet open source :'( but a bit of positive encouragement might make that happen.



Random one: I thought these faces were quite cool (OpenTTD).



There's a new stable release for VDrift. I'm not sure that it's much different in terms of features to the last VDrift release as lately the development effort has been on a refactoring / rewrite of the code (which is progressing well).



Also Simutrans 100.0 aka 1.0 got released. This really snuck under the radar as it's a very good open source game and not very well known in comparison to OpenTTD, but it's totally Free Software - something the OpenTTD guys are trying to fix but have a lot more work to do on.



The Simutrans team lost their previous forum when switching from one host to another. Which means the Simutrans website is a bit broken (most information was kept in the forums, so many of the links now just don't work). The main issue with the stable 1.0 release is that there is no official release of pak128 (the hi-res graphics pack) for it, although you can try your luck with the nightly builds which does have a section for the latest version of pak128. I'll leave you with a video of Simutrans pak128 although watch out for the dodgy music:



Wednesday, December 12, 2007

Simu-this


OpenCity


OpenCity 0.0.5 has been unleashed upon the wider public. The game is, well, not yet much of a game but it is progressing steadily. I would like to see the author approach maybe the Open Transport Tycoon project to see if there's any room for utilizing some of their many wonderous building models. I'm a big believer in project synergy, of which there isn't nearly enough occurence in the Free Software game world. People seem to fear a lack of identity to a game, but a game identity is foremost created by experience - of which graphics are only a part of the bigger picture. Also, just becasue two projects share graphical resources, doesn't mean they have to completely overlap.



Getting back to OpenTTD, version 0.6 is around the corner and 0.6-beta2 was released a few days ago. 0.6 final, "will give you loads of new features, like newhouses, newindustries, signals and diagonal tracks under bridges, trams, autoslope, oneway roads, half tile slopes and much more. It furthermore contains quite a few performance improvements under certain conditions as well as a very long list of bugreports."



OpenTTD is pretty addictive and this sounds like another good upgrade. I'd better stay away, if this blog is to regain momentum. ;-)



There's a lot of people hacking away on OpenTTD for one reason or another. I thought this 3D hack-up (as opposed to a mock-up, a hack-up is a barely functioning codebase to showcase an idea) was pretty interesting, as was the suggestion that 3D could work in different ways - I quite like the idea of an abstract 3D transport simulation.




Free Games on SkyOS


Keeping with the city/transport simulation theme, Simutrans 0.99.16 got released a few days ago. Simutrans and OpenTTD are both incredibly portable. Both have been ported to BeOS [a classic-but-defunct operating system]. I'm not sure how current the OpenTTD build is, but Simutrans could probably run on Haiku [an open source successor to BeOS].



I do think that a good niche for Free Software games is alternative operating systems. Not only does it allow OS enthusiasts to port games to their favourite platform (e.g. the SkyOS author has ported a number of open source games) but it allows the games to be played on a platform that commercial games are not available on, even if it is a tiny minority.

Wednesday, September 5, 2007

How Original

I really shouldn't be posting right now because I have a million more important things to do but I love you guys so...



There's a preview version of Vega Strike 0.5.0 up for download for Intel Mac users. The VS devs need some feedback on most notably sound due to porting issues. Users of other platforms will have to use subversion for the time being but Windows users don't need to compile as there's a .exe in subversion.



Want to know what OpenTTD will look like when the new graphics are ready? Well there's some interesting screenshots in the Ubuntu forums. I know this guy has riled the OpenTTD community by posting work there that they don't approve of. Issues to do with language barriers and badly put-together mockups / inserted graphics. Still, it seemed a bit harsh to me but for some reason he doesn't understand English. Anyway, this babble is digressing too much.



Globulation2 and Bos Wars got updates. Hopefully C&C being released as freeware won't dent the efforts of the developers of those games by taking players away from their communities.



I hate Westwood and the C&C series. Why? It's the most unoriginal piece of crap. Ever played Dune II? Awesome game for it's time, truly awesome. So awesome that the entire C&C series was just a rehash of it. I was so disgusted when I played Dune III, over 10 years after Dune II, the gameplay was pretty much identical and even the same gameplay / stupid AI bugs still existed. You could still select units, click on the floor, and watch whilst a few enemy units systematically wiped them out and your units continued to attack nothing. I vowed never to play a C&C game again after that - it's just the same but with shinier graphics. This probably isn't the first, and probably won't be the last time I mention this. I still remember watching a video of one of the game designers talking about how "original" Dune III was and feeling sick to my stomach that I helped line their pockets with gold. Dune II was original. Dune III had nothing original about it - it's not like 3D graphics were even a new phenomena. The evolution between Dune II, through the C&C series, to Dune III, was purely superficial, which for a multi-million-dollar franchise was pretty poor going if you ask me.



Never fear, open source is here! FOSS games are often original, contrary to what many people think. Originality goes beyond the conceptual. Originality is about project direction, about improving gameplay. Free games may often be reimplementations but they usually take a proactive approach to addressing gameplay and game balancing issues. You can be sure that the same AI bugs that afflicted the initial versions of Freeciv 10+ years ago have been addressed in the upcoming Freeciv 2.1 - which already has patches for the issues I mentioned the other day.



Hey, how topical is this. Whilst searching for a Dune III link (unable to find one easily - obviously a completely unremarkable game unlike it's predecessor) I came across two active Dune II remakes; Dune II: The Sleeper Has Awakened, which was only updated on the 3rd of September, and Dune II: The Maker, updated in August with gallery additions even yesterday. Intriguing.

Saturday, June 23, 2007

Medieval / fantasy models required

There's a couple of newish irrlamb gameplay videos. Worth watching if you want to see what the game is like and how devious some of the gameplay can be. For me, irrlamb is definitely one of the most exciting open source game projects around at the moment, being both innovative and challenging in it's gameplay.



Expect some really nice graphics in the next UFO:AI release. A few modelling maniacs seem to have gotten very interested in contributing, which is always good for an open source game project.



OpenTTD Hi-res


As of some time last week, an interesting major change landed in the OpenTTD development trunk - loading of 32bpp graphics and levels of zoom. It's one of the big steps along the road to getting high resolution graphics into OpenTTD. Also it provides a platform for the artwork contributors to see their art in game rather than have to paste it together to showcase it. A completely Free (no TTD required) and beautiful OpenTTD just got one step closer to reality. I'm hopeful that maybe a beta of this work might appear before the end of the year. The image to the right is an actual in-game shot! :-)



Java Classic RPG, the Eye of the Beholder & Dungeon Master inspired project, gained climates this week. If only the quality of the artwork matched the quality of the code developments! I was thinking about this, along with working a bit more on Fortress, and observing Scourge developments, and realising there are very few open source / free medieval and fantasy model resources going. Most projects with good artwork in this genre are either pixel art (like Wesnoth and Daimonin) or restricted (like Planeshift and Eternal Lands).



So, yeah, I think the scene needs a bit of dedicated medieval and fantasy modelling to happen so that all the exciting medieval and fantasy projects can pull quality artwork from a common base. Maybe there already is this kind of stuff available, do you know where? Or maybe there are people out there interested in modelling this kind of stuff. Do you know any? Spread the word!



I'll end today on a coding note. I was working on a layout engine (as part of Vexi, an open source project I lead) and came up against a problem where conversion between ints and floats and back (Java) was causing the assigned space between child boxes to be less than the parent box (box being a layout construct - don't worry about it). The solution was a bit of casting voodoo. I love it. :-)



// casting voodoo to make sure we don't have leftover pixels

diff = child.contentheight + (int)(slack+total) - (int)total;


My attempts to explain that to my girlfriend were a spectacular failure! :-D

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