Showing posts with label privateergeminigold. Show all posts
Showing posts with label privateergeminigold. Show all posts

Monday, August 17, 2009

Snippets and whippets


Complete Annihilation


Apparently the Spring mod Complete Annihilation is rather good, although it's about to be renamed and not quite fully free of its ties to the original Total Annihilation content. The goal is to be totally Free. And it's pretty complete(ish) as a game already. There's lots of lovely screenshots.



Glest Advanced Engine 0.2.12 got released. They also got a Sourceforge project for GAE.


Q3Rally


Fun racing games are always, er, fun. Well, in demand as well. So maybe Q3Rally can strike a chord with the Free gaming public? Apparently the original Quake Rally was the best Quake mod ever, although it was never completed and all that is left of it is Quake Rally: Leftovers. There's plenty of maps and cars and it is billed as a mod for OpenArena so should be totally Free. \o/



Here's a promotional video for Q3Rally that makes it look rather ooo aaah:





Dark Phear, a classic Phantasy Star-like RPG, as reported in the Ubuntu forums. Go there for links, screenshots, and more information.



Oolite, the Elite cloney-but-better game, is getting purty with shaders it seems.




The Privateer Gemini Gold team have been fairly quiet but work is ongoing and the next version will contain much better videos / graphics to make it even more immersive. Some of it can be seen on their youtube channel although the videos are currently just very short showcases.

Monday, January 14, 2008

UFO:AI vs Apricot vs Glest vs... crikey

Quite a lot to cover, simply because there's a lot of small items that have backed up in my little "FG updates" list which I've been waiting to pool together.



Firstly, the "big" news in that UFO:AI 2.2 got released. There's plenty to write home about, tons of new features, and it's an awesome game. I'm not a great fan of some of the micro-management although it's part of the original X-COM games so understandably part of UFO:AI - I would like to see some automation aids (auto-assign ammo etc) - but that aside this is a really, really good game. If it was released as a commercial game it'd be respected, and because it's Free Software it's only going to get better. Here's a video:





So, the Apricot project is gaining pace. They have still to decide on what type of game they are making. I hope they make, out of their choices, a platform game. I must say, I really disagree with some of their assertions. If a platform game is "heavy on the engine" then I feel sorry for the engine - platform games have very little landscape on-screen at any one time and a good 3D engine should be able to isolate displayed content from off-screen content in order to retain speed. "Lots of work" to create levels? Out of all genres platform games really lend themselves to tile-based layouts with lots of reusable content, so with a half-assed level editor map creation should be pretty easy even if level design is a fine art (but isn't it with any genre).




Spring 1944

Glest: Domineonic


How cool does that look!?



Spring 1944 is a world war II mod for TA:Spring and it looks F<censored/> ACE! With Spring and Spring mod installation getting easier in recent releases and some mods really coming along with their content, there's a lot to be excited about. :-)



Talking of open source RTS games, Glest and it's mods are moving along nicely too. There's the 2nd SST:LD release (think I covered it a while ago, but no harm repeating it), a Norseman mod (beta), and an upcoming Domineonic mod (alpha). The Domineonic mod especially looks very, very promising.



Too much to go into detail with really... ;-)



Last but not least, Privateer Universe made a release and quickly followed it with developments meaning they no longer are a "mod of a mod", breaking away from the old Privateer Remake and updating to use the latest version of Vega Strike. That's all still in SVN (compilation instructions) but they are making good progress.



Privateer Universe aims to expand upon the original Privateer universe in contrast to the strict canon remake that is Privateer Gemini Gold.



TOOMANYCOOLTHINGSHEADABOUTTOEXPLO..........



(Think of a dead dial tone)

Wednesday, July 25, 2007

New Forums Available

With many thanks to ghoulsblade and hagish of SFZ fame, there is a new Free Gamer forum. :-)



Unfortunately there is no way to transfer to old database over and even if it was possible the majority of useful content was posted during the period of data loss (anything after June 30th). However, lessons learned, this new forum should be more responsive (freeforums.org was slow), have better uptime (freeforums.org was frequently down) and is far more customizable (i.e. expect a FG theme in the near future etc).




Parallel Universe


There's a new release of Privateer Gemini Gold. Bug fixes and some improved artwork prompted the team to release 1.02a just a month after 1.02 - release early, release often so this is a good thing in my book. I'm not sure if they have addressed the reported high difficulty level of the game though. If you find PGG too difficult, check out Privateer Remake and/or Parallel Universe.



Or wait for the new Vega Strike release which is coming in August. It's looking sumptuous.



JCRPG development is still at a good pace. To get an idea of the feel of this old fashioned RPG engine, the author posted a video:





JCRPG in action

Friday, July 6, 2007

Privateer Parallel Universe

Parallel Universe, a modification of Privateer Remake, has gotten itself a rather smart website and community forums. There's a good bit of work going on over there and the feedback on PU is generally pretty good. Definitely worth a look for space game fans. It is also part of a rather complex development scene based around Privateer & Wing Commander games. I'll get back to that in a bit.



A couple of Ubuntu users have posted their first serious effort at a game, Slingshot. It's a fairly simple 2D affair, take it in turns to shoot at each other, your shots being affected by the gravity pulls of planets.



I've mentioned Egoboo Resurrection a few times - a continuation of the classic game Egoboo. I've not really mentioned that it's only released for Windows despite the original predominantly being a Linux game. It just comes down to a lack of Linux based contributors. However there's another "branch" called Egoboo 2.x which has binaries for Mac OS X and Windows. I'm sure eventually a Linux guy will pop up and help out but until then it seems us Lusers are a bit stuck when it comes to getting an Egoboo fix. I guess there is always SoulFu. Anyway, to encourage contributors one of the Egoboo Resurrection devs posted a development bundle which comes with game editing tools as well as the source.



There's now a Mac OS X binary up for the latest Warzone 2100 release, 2.0.7. Good day for Mac users, eh? :-)



Back to PU and a bit about the scene which PU comes from, and it's all a bit complex, rotating around the Vega Strike engine. Some of the VS devs (herein called the 'devs') made Privateer Remake. This got noticed by the Wing Commander nuts at crius.net (herein called the 'canons') who are dedicated to their cause. Some less fierce but equally obsessed WC fans (herein called the 'non-canons') at the same time started forming Wing Commander Universe, a super-mod that encompassed all things WC, a lot of which started making it's way into PR. Unhappy at the way PR was not completely true to the original Privateer, the canons - with help from the devs - created Privateer Gemini Gold, a fork of PR. The canons publicly denounce WCU. The non-canons decided that not only was the limitations imposed on gameplay in PGG not conducive to a fun game, but they did not go far enough, so created Parallel Universe, something even less true to it's WC heritage that embraces fun over accuracy.



So you now have a triangle of groups - the devs with VS and PR, the canons with PGG who gets help from the devs, the non-canons with WCU and PU who collaborate with the devs on PR. It's quite an interesting thing to follow. It's quite a caustic atmosphere between the canons and the non-canons. At the end of the day, not everybody can always get along, and the canons are abrasive at best, with questionable forum policies and immature moderation the last time I encountered them.



Anyway, my point was that PGG is the most well known of all the projects. However, feedback isn't that great on the latest release 1.02 which new players are finding incredibly hard with a high starting difficulty. The PU team could flank PGG in terms of community by being a more fun game to play so attracting more players and contributors. And there's PR in the middle that will no doubt continue to, well, be in the middle.



I hope I got that all correct. Whilst it was a stormy path to the projects we have today, I think each project serves a niche and they can coexist harmoneously. It may even turn out to be one of those situations where the existance of one is what spurs on the other - Yin and Yang etc. :-)

Friday, June 15, 2007

High Contrast

Gamma Low is an interesting new multiplayer RTS project. Players act in teams in some kind of light oriented battle. It is very early in the project and the only worthwhile information seems to be in their roadmap, but it's an intriguing concept nonetheless.



Hex-a-pop is an original and well implemented puzzle game with cute graphics. Once you get your head around the basic techniques used to consume common hex patterns, it's pretty easy, but I think it's a good game for spatially challenging a younger audience. And it's open source and available for most operating systems.



Open City


There's a new Open City screenshot, seen here on the right. How cool is that starting to look, eh? New release soon? Fingers crossed.



I mentioned the space sim Stress Free Zone for the first time a few weeks ago, a space combat game which aims to have cooperative multiplayer gameplay (e.g. defending space stations) as well as modular ships among other features. They are making good progress too, which can be seen on their development blog.



And last but not least Windstille 0.3.0 is out in the wild. A platform game in the style of the classic Turrican series, the game now boasts 3D characters running around an artistic 2D world. Currently it is only distributed in source format but is still only more of a tech demo than a game. It is hard to find any screenshots but I have seen it in action and it looks really nice.



I'm sure there's more but my brain is in "off mode". I still did not get Privateer Gemini Gold 1.02rc1 running (well, it runs, just without sound) on my Ubuntu Feisty Fawn laptop although I did help one of the main developers fix a few setup issues. Did anybody else have more success?

Thursday, June 14, 2007

Castle Pascal

The Castle is a rather intriguing looking fantasy FPS where your main weapon is a sword, so combat is generally very short range. Currently this open source game only comes with 3 levels and 5 types of enemy, but is very well documented for prospective contributors. The game engine is a custom one written using Pascal and compiled with FreePascal. The game runs on Linux, BSD, MacOSX, and Windows (LBMW). :-)



Whilst originally created for one of the Pascal Game Development (PGD) annual competitions with the current [realistic] scope as the game focus, the author's long term ambitions make for interesting reading:



Basically the game is intended to be like FPS but with some nice storyline. This also means that it should feel more like RPG (in more-or-less fantasy setting) — large world, many items, weapons, some character stats and levels etc. Also I want to utilize my engine to make levels more "interactive" — some objects on the level are able to move etc. There are many such games, some very old, some quite new. I'm just going to do this once again, in the way I want, and make it really good :)


The game engine behind The Castle looks pretty decent considering it's homebrewed and the author has created a few other games (well, demos really) to show it off - malfunction (where you blow up alien space ships) and let's take a walk (where you, er, walk around) which are both available for LBMW.



There are also a few interesting links from The Castle website. The game uses textures from the Golgotha Collection which is a massive collection all in the public domain (I think).



Going back to the PGD website and there seems to be a lot of information on creating games with Pascal as well as lots of entries in the game competitions - 18 this year - which last 3-4 months. Perhaps a few more open source jewels to be found there. ;-)



There are now Linux and Mac OS X binaries available for Privateer Gemini Gold 1.02 rc1 if you want to try that before they release 1.02 final. I ran into a few problems - related to the Vega Strike engine that PGG uses - getting it to run on my rather recently setup Ubuntu Feisty Fawn laptop.



Still, more cool models for VS continue to be made. I hope they focus on a new VS release after PGG 1.02 because there's just so much change since the old 0.4.3 which was years ago.

Tuesday, June 12, 2007

Buy Me A Centurion

Privateer Gemini Gold 1.02 rc1 - the game bringing the classic commercial title Privateer kicking and screaming into the modern era - is ready and they require testers. They only provide a Windows binary, however the game is based on the cross-platform Vega Strike game engine and previous versions have had Linux and Mac binaries too.



PGG is just one of the variants to spring from the original Privateer Remake. Another one, Privateer Universe, seems to be gaining a bit of popularity - it adds to the gameplay whereas PGG strives to remain true to the original. It's a 3D space combat RPG, for the very few that don't already know.



Freeciv Tileset updates - Freeciv 2.1 imminent? Hmm, rumour mill, speculation, and sensationalism, all in one. ;-)



Er, "A Sauer Mod"


The so-titled Unnamed Sauer Mod is looking promising as the developer continues to make progress - now with zombies. In case you didn't read about it previously here on FG (I did mention it, right?) it is a single player FPS game where you take on a zombie infested habitation on Mars. It looks like it'll be a cross between Doom and House of the Dead in terms of gameplay although obviously it's a small team (one man?) effort so perhaps comparing it to commercial titles is a little unfair - but you know what I mean. Sauer allows for rapid map creation so it seems to be making the job a bit easier, as was the original intention of the Sauer authors!



Trophy development has resumed. Trophy is a Free Software top-down 3D-ish racing game. The new development brings the game up to date with the latest clanlib release and hopefully a new Trophy release will reinvigourate the project. :-)



I came across another top-down-ish 3D-ish racing game, - GeneRally although it is only freeware and only available for Windows. :-(



It looks cute. There's loads of user-created tracks to play and it seems to have a very active playing community. If only it was open source though, I'm sure it would be even better. Hmm, I moaned quite a bit about Simutrans not being open source and lo and behold yesterday things changed. Perhaps I should do the same with GeneRally? Then somebody can port it away from the monstrousity that is Direct-puke-X and educated people can play it as well as those 'dozey peons. :-D



Just because I can, here's another [this time 2D] racing game - Road Fighter, a remake of a classic game from the 80s which I'm too lazy to find information on. The source version is compatabile with Lin, Mac, Win but I think only a Windows binary is available to download. Retro but looks O.K. Enjoy!

Blog Archive