Domain: icculus.org
Stories and comments across the archive that link to icculus.org.
Comments · 365
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Re:4k?
I did my testing a long time ago on an ATI Radeon 3750 512MB video card with the Dark Places Quake engine. I haven't tried it on my current Nvidia 750 1GB video card.
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Re:OpenBox makes it useless
I stopped using Crunchbag for saving old PC, when I discovered it requires a fast graphics card/good drivers. OpenBox have the option to hide window contents while dragging. This makes windows operations painful on GeFore4 or older hardware.
https://bugzilla.icculus.org/s...
Try Tinycore (which can be easily customized any way you want) and is super fast and light.
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OpenBox makes it useless
I stopped using Crunchbag for saving old PC, when I discovered it requires a fast graphics card/good drivers. OpenBox have the option to hide window contents while dragging. This makes windows operations painful on GeFore4 or older hardware.
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Re:D2X-XL
So this Slashdot article mentions that GameSpot ran an article saying how nice it would be if a new Descent game was released.
How about some actual news, about something that has actually happened in the last three months (from the time of this article being posted)?
Descent 2 @ Steam has been made available for $9.99 (on February 19, 2014). Related videos have also been released: Descent 2 video @ Steam: Opening
Descent 2 video @ Steam: Game Play ... or, for those who wish to get even greather value per penny spent: Descent 1 and Descent 2 @ GoG.com (one payment of $9.99 covers both games). Descent @ Steam ($6.99) is also available.For Descent 3, once again GoG seems like it may have an edge:
Descent 3 with Expansion, @ GoG.com ($9.99)
Descent 3 @ Steam ($9.99)So, regarding this parent post recommending:
For those of us who still have the binaries around
... for those of us who have suffered hard drive crashes, floppy disk damages, or were just too cash-strapped as youth, there are now some convenient, legal ways to get access to those binaries.
Descent 2 Source Code @ Descent Developer Network (DDN) @ Descent2.com,
Descent 1 Source Code @ Descent Developer Network (DDN) @ Descent2.com. The code for Descent 1 includes the MINER level editor. It does not include some of the code that was copyrighted by someone else, such as low-level code related to serial port (including modem) handling, and sound libraries. The license says non-commercial use only. A forum post indicates that there are some troubles with those download links, and recommends the Icculus D2X Project for source downloads. That website has Source Code for Descent 1 for PC @ Icculus.org, Source Code for Descent 1 for Mac @ Icculus.org, Source code for Descent 2 @ Icculus.org, plus the source code for the Icculus D2X project, and other downloads like shareware versions and Descent 2 game patches, and references to resources like Descent Developer Network (DDN) which might be of interest to anyone wanting to enhance the source code. Hyperlinks to download official updates/patches for the second game were found at that site, but not for the first game. However, patches for the first game are available, and may be found at TOOGAM's page of Retail Games: section related to Descent (my site which has hyperlinks to download from Interplay, and also hosts the game patches in case Interplay stops hosting those downloads), and mentions other projects like MacDescent3Dfx, and D1X Project.The web page for the D2X-XL project, a project mentioned by this parent post, starts with a giant banner that states, “This Project Needs Funding”. (That seems very questionable, as it may be running afoul of the non-commercial clause of the source code release...) The Descent Level Editor (DLE) on the same website, does not have that same funding-se
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Re:D2X-XL
So this Slashdot article mentions that GameSpot ran an article saying how nice it would be if a new Descent game was released.
How about some actual news, about something that has actually happened in the last three months (from the time of this article being posted)?
Descent 2 @ Steam has been made available for $9.99 (on February 19, 2014). Related videos have also been released: Descent 2 video @ Steam: Opening
Descent 2 video @ Steam: Game Play ... or, for those who wish to get even greather value per penny spent: Descent 1 and Descent 2 @ GoG.com (one payment of $9.99 covers both games). Descent @ Steam ($6.99) is also available.For Descent 3, once again GoG seems like it may have an edge:
Descent 3 with Expansion, @ GoG.com ($9.99)
Descent 3 @ Steam ($9.99)So, regarding this parent post recommending:
For those of us who still have the binaries around
... for those of us who have suffered hard drive crashes, floppy disk damages, or were just too cash-strapped as youth, there are now some convenient, legal ways to get access to those binaries.
Descent 2 Source Code @ Descent Developer Network (DDN) @ Descent2.com,
Descent 1 Source Code @ Descent Developer Network (DDN) @ Descent2.com. The code for Descent 1 includes the MINER level editor. It does not include some of the code that was copyrighted by someone else, such as low-level code related to serial port (including modem) handling, and sound libraries. The license says non-commercial use only. A forum post indicates that there are some troubles with those download links, and recommends the Icculus D2X Project for source downloads. That website has Source Code for Descent 1 for PC @ Icculus.org, Source Code for Descent 1 for Mac @ Icculus.org, Source code for Descent 2 @ Icculus.org, plus the source code for the Icculus D2X project, and other downloads like shareware versions and Descent 2 game patches, and references to resources like Descent Developer Network (DDN) which might be of interest to anyone wanting to enhance the source code. Hyperlinks to download official updates/patches for the second game were found at that site, but not for the first game. However, patches for the first game are available, and may be found at TOOGAM's page of Retail Games: section related to Descent (my site which has hyperlinks to download from Interplay, and also hosts the game patches in case Interplay stops hosting those downloads), and mentions other projects like MacDescent3Dfx, and D1X Project.The web page for the D2X-XL project, a project mentioned by this parent post, starts with a giant banner that states, “This Project Needs Funding”. (That seems very questionable, as it may be running afoul of the non-commercial clause of the source code release...) The Descent Level Editor (DLE) on the same website, does not have that same funding-se
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Re:D2X-XL
So this Slashdot article mentions that GameSpot ran an article saying how nice it would be if a new Descent game was released.
How about some actual news, about something that has actually happened in the last three months (from the time of this article being posted)?
Descent 2 @ Steam has been made available for $9.99 (on February 19, 2014). Related videos have also been released: Descent 2 video @ Steam: Opening
Descent 2 video @ Steam: Game Play ... or, for those who wish to get even greather value per penny spent: Descent 1 and Descent 2 @ GoG.com (one payment of $9.99 covers both games). Descent @ Steam ($6.99) is also available.For Descent 3, once again GoG seems like it may have an edge:
Descent 3 with Expansion, @ GoG.com ($9.99)
Descent 3 @ Steam ($9.99)So, regarding this parent post recommending:
For those of us who still have the binaries around
... for those of us who have suffered hard drive crashes, floppy disk damages, or were just too cash-strapped as youth, there are now some convenient, legal ways to get access to those binaries.
Descent 2 Source Code @ Descent Developer Network (DDN) @ Descent2.com,
Descent 1 Source Code @ Descent Developer Network (DDN) @ Descent2.com. The code for Descent 1 includes the MINER level editor. It does not include some of the code that was copyrighted by someone else, such as low-level code related to serial port (including modem) handling, and sound libraries. The license says non-commercial use only. A forum post indicates that there are some troubles with those download links, and recommends the Icculus D2X Project for source downloads. That website has Source Code for Descent 1 for PC @ Icculus.org, Source Code for Descent 1 for Mac @ Icculus.org, Source code for Descent 2 @ Icculus.org, plus the source code for the Icculus D2X project, and other downloads like shareware versions and Descent 2 game patches, and references to resources like Descent Developer Network (DDN) which might be of interest to anyone wanting to enhance the source code. Hyperlinks to download official updates/patches for the second game were found at that site, but not for the first game. However, patches for the first game are available, and may be found at TOOGAM's page of Retail Games: section related to Descent (my site which has hyperlinks to download from Interplay, and also hosts the game patches in case Interplay stops hosting those downloads), and mentions other projects like MacDescent3Dfx, and D1X Project.The web page for the D2X-XL project, a project mentioned by this parent post, starts with a giant banner that states, “This Project Needs Funding”. (That seems very questionable, as it may be running afoul of the non-commercial clause of the source code release...) The Descent Level Editor (DLE) on the same website, does not have that same funding-se
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Re:D2X-XL
So this Slashdot article mentions that GameSpot ran an article saying how nice it would be if a new Descent game was released.
How about some actual news, about something that has actually happened in the last three months (from the time of this article being posted)?
Descent 2 @ Steam has been made available for $9.99 (on February 19, 2014). Related videos have also been released: Descent 2 video @ Steam: Opening
Descent 2 video @ Steam: Game Play ... or, for those who wish to get even greather value per penny spent: Descent 1 and Descent 2 @ GoG.com (one payment of $9.99 covers both games). Descent @ Steam ($6.99) is also available.For Descent 3, once again GoG seems like it may have an edge:
Descent 3 with Expansion, @ GoG.com ($9.99)
Descent 3 @ Steam ($9.99)So, regarding this parent post recommending:
For those of us who still have the binaries around
... for those of us who have suffered hard drive crashes, floppy disk damages, or were just too cash-strapped as youth, there are now some convenient, legal ways to get access to those binaries.
Descent 2 Source Code @ Descent Developer Network (DDN) @ Descent2.com,
Descent 1 Source Code @ Descent Developer Network (DDN) @ Descent2.com. The code for Descent 1 includes the MINER level editor. It does not include some of the code that was copyrighted by someone else, such as low-level code related to serial port (including modem) handling, and sound libraries. The license says non-commercial use only. A forum post indicates that there are some troubles with those download links, and recommends the Icculus D2X Project for source downloads. That website has Source Code for Descent 1 for PC @ Icculus.org, Source Code for Descent 1 for Mac @ Icculus.org, Source code for Descent 2 @ Icculus.org, plus the source code for the Icculus D2X project, and other downloads like shareware versions and Descent 2 game patches, and references to resources like Descent Developer Network (DDN) which might be of interest to anyone wanting to enhance the source code. Hyperlinks to download official updates/patches for the second game were found at that site, but not for the first game. However, patches for the first game are available, and may be found at TOOGAM's page of Retail Games: section related to Descent (my site which has hyperlinks to download from Interplay, and also hosts the game patches in case Interplay stops hosting those downloads), and mentions other projects like MacDescent3Dfx, and D1X Project.The web page for the D2X-XL project, a project mentioned by this parent post, starts with a giant banner that states, “This Project Needs Funding”. (That seems very questionable, as it may be running afoul of the non-commercial clause of the source code release...) The Descent Level Editor (DLE) on the same website, does not have that same funding-se
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Re:Original Quake too
It might be one of these or related/based off (can anyone recall/confirm for me?):
http://planetquake.gamespy.com...
http://icculus.org/twilight/da... -
Re:If you believe phoronix article at all...
HLSL>GLSL probably carries a lot of overhead
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Only the code is free
Game cannot be commercially used and the data is proprietary. Don't get too excited...
http://svn.icculus.org/alienarena/trunk/docs/license.txt?view=markup
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Re:How much effort is needed by the developer now?
"needs some shaders re-written to work with Linux's outdated drivers", assuming, of course, that they'd already written GL shaders (and not just D3D).
What? Get with the times, the future is here, man. Check out MojoShader.
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Re:Amount of flying meat
Count of flying meat pieces usually seems pathetically low when compared to this game:
How much flying meat can you count in this one?
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Amount of flying meat
Count of flying meat pieces usually seems pathetically low when compared to this game:
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Re:Open Source?
Just for starters:
http://hg.icculus.org/icculus/aquaria (official repository, with post-Humble Bundle patches from several people)
http://bitbucket.org/_Agent/aquaria
http://achurch.org/cgi-bin/hg/aquaria(Not to say the others aren't undergoing development as well; Aquaria is just the only one of those four that really captured my interest.)
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Re:If we want a first-person remake.
There is a port for modern hardware/OSes: http://icculus.org/d2x/
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Re:Jedi Knight and Quake
A remake of Quake with all the same levels, monsters and gameplay, but with just the rendering quality updated, would be my perfect game.
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Been there, Done that.
Deja vu: AKA the Loki installer. Still used by CodeWeavers for their distribution independent CrossOver packages. See http://en.wikipedia.org/wiki/Loki_Software and http://icculus.org/loki_setup/ which is the installer's home after Loki Software's closing.
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Re:Valve != iD I suppose
Developing for Linux is a lot like developing for OS X - pthreads, POSIX, OpenGL, and all. Besides, if they need their games ported to Linux, all they would have to do is contract Ryan Gordon.
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Re:So silly. Just remake Quake 3 already!
The CD key algorithm is ridiculously simple (see bottom), only the official master server checks that the same key is not being used by two clients at the same time (so, only matters on the server browser built into the game, many players use something like XQF for an infinitely better UI), and only PunkBuster verifies the key was actually issued by id (which most servers don't have running, given that PunkBuster isn't available for ioquake3 and such).
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Re:Option to use the old UI?
You can go further: tabs are a hack by applications to make up for the failure of the traditional WM model and it's inability to handle large numbers of windows.
Of course, some developers view it the opposite way - tabs in a window manager are a hack to make up for a lack of tabs in applications.
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Re:Depends...
There is a project called FatELF: http://icculus.org/fatelf/
LLVM IR wouldn't be a valid internal format, but only because it hasn't got an ELF machine type (AFAIK, anyway), and the loader would probably need to be patched to run it in the appropriate VM if there is no native version available, but that shouldn't be too hard.Another useful, although far more difficult, project would be a VM which uses (a probably modified version of) LLVM IR, combined with a security wrapper around POSIX library calls, to produce an alternative to Mono/CLR, JVM, and so on, but usable with virtually all languages.
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Re:Why can't MS do this?
No, but it's doable: http://icculus.org/fatelf/
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Re:id's code is GPL too
Mod parent up. Nexuiz uses the darkplaces engine, which has parts copyrighted by id Software under the GPL. (Quake/QuakeIII)
Example is http://svn.icculus.org/twilight/trunk/darkplaces/conproc.h?revision=1889&view=markup&sortby=dateOfcourse he can't sell it. He can probably sell the trademark/domain/name etc....
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Re:Maybe a DN-could-be-forever?
Well it's not really a sequal, but it is a really fun game. It's really one of the better FPS titles in ages...
Icculus also ported it to Linux: http://icculus.org/prey/
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Re:Only useful for non-free applicationsWell, that's an important point but the author of this defends himself:
- Distributions no longer need to have separate downloads for various
platforms. Given enough disc space, there's no reason you couldn't
have one DVD
.iso that installs an x86-64, x86, PowerPC, SPARC, and MIPS system, doing the right thing at boot time. You can remove all the confusing text from your website about "which installer is right for me?" - You no longer need to have separate
/lib, /lib32, and /lib64 trees. - Third party packagers no longer have to publish multiple
.deb/.rpm/etc for different architectures. Installers like MojoSetup benefit, too. - A download that is largely data and not executable code, such as a large video game, doesn't need to use disproportionate amounts of disk space and bandwidth to supply builds for multiple architectures. Just supply one, with a slightly larger binary with the otherwise unchanged hundreds of megabytes of data.
- You no longer need to use shell scripts and flakey logic to pick the right binary and libraries to load. Just run it, the system chooses the best one to run.
- The ELF OSABI for your system changes someday? You can still support your legacy users.
- Ship a single shared library that provides bindings for a scripting language and not have to worry about whether the scripting language itself is built for the same architecture as your bindings.
- Ship web browser plugins that work out of the box with multiple platforms.
- Ship kernel drivers for multiple processors in one file.
- Transition to a new architecture in incremental steps.
- Support 64-bit and 32-bit compatibility binaries in one file.
- No more ia32 compatibility libraries! Even if your distro doesn't make a complete set of FatELF binaries available, they can still provide it for the handful of packages you need for 99% of 32-bit apps you want to run on a 64-bit system.
- Have a CPU that can handle different byte orders? Ship one binary that satisfies all configurations!
- Ship one file that works across Linux and FreeBSD (without a platform compatibility layer on either of them).
- One hard drive partition can be booted on different machines with different CPU architectures, for development and experimentation. Same root file system, different kernel and CPU architecture.
- Prepare your app on a USB stick for sneakernet, know it'll work on whatever Linux box you are likely to plug it into.
While you may be able to claim none of those points are overly compelling and target a very small part of the population, you have to recognize there's more than just satisfying non-free applications. Furthermore, I think you mean to say that it's "only useful for non-open source applications" as there are tons of free software applications out there that are not open source but are free (like Microsoft's Express editions of Visual Studio).
- Distributions no longer need to have separate downloads for various
platforms. Given enough disc space, there's no reason you couldn't
have one DVD
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Re:Only useful for non-free applicationsWell, that's an important point but the author of this defends himself:
- Distributions no longer need to have separate downloads for various
platforms. Given enough disc space, there's no reason you couldn't
have one DVD
.iso that installs an x86-64, x86, PowerPC, SPARC, and MIPS system, doing the right thing at boot time. You can remove all the confusing text from your website about "which installer is right for me?" - You no longer need to have separate
/lib, /lib32, and /lib64 trees. - Third party packagers no longer have to publish multiple
.deb/.rpm/etc for different architectures. Installers like MojoSetup benefit, too. - A download that is largely data and not executable code, such as a large video game, doesn't need to use disproportionate amounts of disk space and bandwidth to supply builds for multiple architectures. Just supply one, with a slightly larger binary with the otherwise unchanged hundreds of megabytes of data.
- You no longer need to use shell scripts and flakey logic to pick the right binary and libraries to load. Just run it, the system chooses the best one to run.
- The ELF OSABI for your system changes someday? You can still support your legacy users.
- Ship a single shared library that provides bindings for a scripting language and not have to worry about whether the scripting language itself is built for the same architecture as your bindings.
- Ship web browser plugins that work out of the box with multiple platforms.
- Ship kernel drivers for multiple processors in one file.
- Transition to a new architecture in incremental steps.
- Support 64-bit and 32-bit compatibility binaries in one file.
- No more ia32 compatibility libraries! Even if your distro doesn't make a complete set of FatELF binaries available, they can still provide it for the handful of packages you need for 99% of 32-bit apps you want to run on a 64-bit system.
- Have a CPU that can handle different byte orders? Ship one binary that satisfies all configurations!
- Ship one file that works across Linux and FreeBSD (without a platform compatibility layer on either of them).
- One hard drive partition can be booted on different machines with different CPU architectures, for development and experimentation. Same root file system, different kernel and CPU architecture.
- Prepare your app on a USB stick for sneakernet, know it'll work on whatever Linux box you are likely to plug it into.
While you may be able to claim none of those points are overly compelling and target a very small part of the population, you have to recognize there's more than just satisfying non-free applications. Furthermore, I think you mean to say that it's "only useful for non-open source applications" as there are tons of free software applications out there that are not open source but are free (like Microsoft's Express editions of Visual Studio).
- Distributions no longer need to have separate downloads for various
platforms. Given enough disc space, there's no reason you couldn't
have one DVD
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Re:Yeah, very very scary...
Since most cracks and keygens are malware delivery systems, it actually is about security. But still, uninstall that crap and use something that will let you set exceptions. And of course, Linux runs great on netbooks, and there's this...
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Re:Paul Graham argues
To all those having a bash at me... Show me the C VM.
Java Language Specification does not require a VM (it's a separate spec). Hence why we have e.g. GCJ.
On the other hand, there are plenty of C interpreters out there, including bytecode interpreters (which would qualify as a VM). A simple Google search would bring up a few, but perhaps the most widely used one is Q3VM in Quake 3 engine.
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Re:Not Very Impressing
I'm sorry, but you're just deluded. Or, posting from the year 2001. Here's a screen from the game: http://offload2.icculus.org:9090/twilight/darkplaces/pics/nexuiz_pretty1.jpg Are you saying the graphics in this are comparable to Far Cry 2, Bioshock or Crysis? P.
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Re:Looks like FUN
I see complaints that the engine is "old" and that the graphics aren't up to snuff with more modern games.
Besides, the engine is not "old". For more than a year, DarkPlaces does things that you can't even find in Quake 3: high dynamic range rendering, realtime dynamic lighting, parallax mapping etc.
Yes, 7 years ago the engine was a fork of Quake 1. And the point is?
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Re:Quake Expansion Pack...
*cough* I knew that. *cough*
I had to use the DarkPlaces Quake 1 engine to get proper video and mouse look support. Playing nightmare mode has never been so sweet. -
Re:Wonderful!
Never. Those assholes at EPIC FAIL rather lie and cheat and spend money on a gratis expension they make zero money with, then paying for a Linux port they promised so that more people can actually play the game.
Wow, you're one ignorant ranting asshole, aren't you?
The UT3 Linux port does exist -
Re:semi-OT: Lugaru isn't working on current distro
The game and modern versions of SDL don't like each other.
As with many great Linux ports, icculus maintains the Linux version.
Older bug report New bug report
*yawn* I almost got my hopes up: open
/dev/[sound/]dsp: Device or resource busy open /dev/[sound/]dsp: Device or resource busy open /dev/[sound/]dsp: Device or resource busy Fatal signal: Segmentation Fault (SDL Parachute Deployed) -
Re:semi-OT: Lugaru isn't working on current distro
The game and modern versions of SDL don't like each other.
As with many great Linux ports, icculus maintains the Linux version.
Older bug report New bug report
*yawn* I almost got my hopes up: open
/dev/[sound/]dsp: Device or resource busy open /dev/[sound/]dsp: Device or resource busy open /dev/[sound/]dsp: Device or resource busy Fatal signal: Segmentation Fault (SDL Parachute Deployed) -
semi-OT: Lugaru isn't working on current distros
The game and modern versions of SDL don't like each other.
As with many great Linux ports, icculus maintains the Linux version.
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semi-OT: Lugaru isn't working on current distros
The game and modern versions of SDL don't like each other.
As with many great Linux ports, icculus maintains the Linux version.
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Re:For fucks sake people... please...
Too bad there's no credible alternative to vista or vista 2nd release in sight for your average gaming-oriented PC. I wouldn't use linux for general desktop stuff either, too much pain if there's no ideological reason to go there.
Too bad you're misinformed. A good Linux desktop distribution can be up and running painlessly in half an hour, and nearly everything just works. I host LAN parties on a regular basis, with my own computers, every one of which runs a Linux-based operating system. The variety of titles is staggering - http://icculus.org/lgfaq/gamelist.php lists just a few. Granted, this is not as impressive as the list for Windows, but it qualifies as a "credible alternative".
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Re:Users are branching out - game companies are no
It's quite common to drop the Tournament when speaking of Unreal Tournament games, as a matter of fact it's quite acceptable and common to just say "UT3", however to feed the troll, I'll rebutt with a note, it was originally promised at launch, in box. There were deadline issues which of course made it appear as though it would be a "soon after launch" thing. It's no longer soon after launch. I'm not the only Linux use who bought the game based on a "soon after" promise directly from the company.
Nobody said anything about fair, what was mentioned was what was announced by the company (then not retracted, but ignored/forgotten)
On another note, I actually do a bit of research and I just found updates on the situation. (since my initial post) I'm not dismissing the original Microsoft ass kissing statement, but I am suggesting that it may no longer be an issue.
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Re:Users are branching out - game companies are no
It's quite common to drop the Tournament when speaking of Unreal Tournament games, as a matter of fact it's quite acceptable and common to just say "UT3", however to feed the troll, I'll rebutt with a note, it was originally promised at launch, in box. There were deadline issues which of course made it appear as though it would be a "soon after launch" thing. It's no longer soon after launch. I'm not the only Linux use who bought the game based on a "soon after" promise directly from the company.
Nobody said anything about fair, what was mentioned was what was announced by the company (then not retracted, but ignored/forgotten)
On another note, I actually do a bit of research and I just found updates on the situation. (since my initial post) I'm not dismissing the original Microsoft ass kissing statement, but I am suggesting that it may no longer be an issue.
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Re:Battle for Wesnoth
Wesnoth is a good one.
Might also look into Teeworlds, World of Padman TORCS, Neverball and OpenArena. -
Re:Running E17 full time. Wouldn't use anything el
* It's fast. Very fast.
* It feels clean and simple.
* Looks very good.
* Very customisable.
* Keyboard shortcuts for just about anything!
* Just about everything can be controlled or configured from the command prompt.Apart from that last point, the same could be said about fluxbox.
I myself migrated from E to fluxbox a few months ago, and found it to have that same no-frills attitude. (Or rather, just-the-frills-you-want-and-nothing-else.) From what I gather, Blackbox and its offspring appear to have filled the void left by E16 rotting away and E17 never releasing.
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Re:Speed
Quake Live *is* Q3 for free, with the only modifications being some advertising (the banners on the walls, etc). Supposedly it is compatible with existing Q3 games, but since I'm not in the beta and I don't have Q3A currently installed, I can't check that personally.
If you want a free Q3 shooter, check out OpenArena or Warsow (but with a funky S symbol that I can't be bothered to look up right now). Both are based on Q3's engine, but are totally free.
Also, id typically doesn't release its games free of charge, but releases their source code once the engine isn't worth the license cost. The gameplay, albeit simple, is pretty long-lasting stuff (go replay the first DOOM game, it's el cheapo on Steam and the full WAD can be dropped into any DOOM engine mod, like ZDoom or Doomsday) so the games have a long tail, but they give back where people can still enjoy it.
PS: Some of the graphical additions made to the engines are insane. Just look at Tenebrae (http://tenebrae.sf.net/) and DarkPlaces (http://icculus.org/twilight/darkplaces), both working off the Quake 1 source code.
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Re:The'd better port it to Linux
Yeah wasn't the UT3 linux client supposed to come out months ago?
Oh, but I did find this on his finger. Ah, finger.
W
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Re:The'd better port it to Linux
Yeah wasn't the UT3 linux client supposed to come out months ago?
Oh, but I did find this on his finger. Ah, finger.
W
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well..
scribbles is a great program for drawing that Im actually grooming to replace photoshop for simple drawing-but is also meant to be a simple childrens' drawing program. Unfortunately, its a mac only program so linux or windoze could be a problem.. neverball on the otherhand is an awesome cross platform game that is free.Highly addictive though-you may want to consider putting a time limit on it!
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Re:Easy Answer
Where are the commercial game ports for Linux? No one wants to make them, obviously, save for the FPS crowd (and there's only an Unreal Tournament for Linux because Epic passes the buck to Icculus to get the job done, not because they have the in-house talent to do it themselves). There are a few commercial games for Linux, yes, but only a few, and there's very little variety between them. In the open source world we have a few good games (the majority of them being FPS's, what a surprise), Battle for Wesnoth if you like strategy games (turn based ones, that is). Then we have the unfortunate, ugly ripoffs like "Secret Maryo Chronicles," and other games that look like they were developed for a C64. Plenty of selection, not a lot of quality.
The following publishers develop comemrcial linux games:
http://www.pompomgames.com/
http://www.garagegames.com/
http://www.introversion.co.uk/
http://frictionalgames.com/
http://sillysoft.net/
http://www.basiliskgames.com/
http://www.guildsoftware.com/
http://www.shrapnelgames.com/
http://www.rune-soft.com/
http://grubbygames.com/
http://www.caravelgames.com/
http://www.planewalkergames.com/
http://www.graalonline.com/
There are also the high profile ones such as neverwinter nights, the doom and quake series, unreal, etc.
There are many high quality independant titles such as neverball, you mentioned wesnoth, crimson fields, flight gear, torcs, the spring project, total annihilation 3d, tecnoballZ, powermanga, tile racer, pingus, clonk, freeciv, ultimate stunts, planeshift, scorched3d, VDrift, silvertree (not complete, but being created by the wesnoth guys so likely will not be vapor), ufo: alien invasion, scourge, etc.
http://spring.clan-sy.com/
http://www.wesnoth.org/
http://torcs.sourceforge.net/
http://www.flightgear.org/
https://icculus.org/neverball/
http://ta3d.darkstars.co.uk/
http://linux.tlk.fr/games/
http://tileracer.model-view.com/
http://pingus.seul.org/
http://www.clonk.de/
http://freeciv.wikia.com/
http://www.ultimatestunts.nl/
http://www.planeshift.it/
http://www.scorched3d.co.uk/
http://vdrift.net/
http://www.silvertreerpg.org/
http://ufoai.sourceforge.net/
http://scourge.sourceforge.net/
Many of these are very impressive independently made free games. Perhaps they lack the multi million dollar marketing budget and won't make your geofrce 8800 gtxz 45 x super elite ultra melt, but theya re *fun* games, and they are numerous. Also keep in mind this publisher and free game list is only what I could find in 1 hour of searching.
Then there are freed older commercial games such as warzone 2100, homeworld, descent 1 and 2, doom, quake, etc.
Lets not stop t -
Re:the linux dedicated server
Linux dedicated server:
http://icculus.org/cgi-bin/ezmlm/ezmlm-cgi?64:mss:58:ebhpjkcopohfepbmnlkb -
Re:Warsow
You know, I expected this kind of bitterness from Leilie/Hsien-ko, but you? I really didn't think you'd go there. First off, let's get something straight here. When Tremulous was reviewed by this same guy last year, you didn't see *me* posting links to Alien Arena and trashing Trem. Since day one, I have had to deal with this type of thing, with an enormous ammount of negativity thrown at me. Every single time Alien Arena got any kind of press, the communities for other games came out of the woodwork and started posting links to their games and trashing this one. Nothing has changed. Now Alien Arena gets a review that certainly ruffles some feathers out there, and maybe understandably so in the Tremulous crowd, and all I've seen all over the net is immediate posts about how much Alien Arena sucks and doesn't deserve being written about(making me wonder if they even tried this version of the game). Of course this happened the last release too when we reached the front page of Digg. I find it pathetic. I've put up with alot of crap from other game communities, so lets not get started on "who started what". As far as how much I work on the game, you have no idea how much I work on it. Maybe the 400 commits to SVN in the last 3 months or so would give you a clue. I suggest you browse it. http://svn.icculus.org/alienarena
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Re:Good.I can't videoconference, edit videos, make mp3s, play video games or make a slideshow in Linux.
Just because you can't does not mean Linux can't.
VideoConference http://ekiga.org/
Edit Video http://www.kdenlive.org/
Make mp3s: Insert CD copy mp3 folder with kde.org or Create new with http://audacity.sourceforge.net/
play video games with http://www.winehq.org/ or http://www.transgaming.com/ or god forbid you play open source games designed for linux. Too many to list see here http://icculus.org/lgfaq/gamelist.php for a start.
make a slideshow, Ever use http://picasa.google.com/linux/ or KDE creates them on the fly from directory of pictures. Not to mention openoffice Impress http://www.openoffice.org/product/impress.html
How about a couple of kernel devs drop off and help Linux go the last mile.
How about you let the kernel devs do what they do best, and acquaint yourself with a little thing I like to call Google http://www.google.com/webhp.
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Re:Not Happening
Can SDL decode MP3 or AAC samples and use them as sound effects in a game? What about decoding video and making it available as a texture?
Sure, with extensions (not unlike OpenGL's mechanism, really): SDL_ffmpeg/ handles practically any audio and/or video format, or there's SDL_sound for just multiple sound formats. These are distributable if necessary, though most distros include the major ones, e.g. SDL_sound.
Voice chat for players with almost no code?
Ya got me there. I haven't looked into it, and a quick Google doesn't turn up much.
DirectX gives you the whole lot in one single API designed to work as a whole.
The libraries I mentioned are specifically designed to work within the SDL framework, too.