Parsec Demo For Linux Released
Jeff Hobbs writes about the " self-running demo of a new 3D, network, cross-platform space combat game called Parsec, that is being simultaneously developed for Linux, Mac, and Windows. Looks pretty *damn* cool so far...!
"
Well at least in the figurative sense. Space games have always been favorites of mine from trek in the BSD games category to others I think this will be rather cool. Too bad my linux machine really can't take the strain, but I do have this little old useless NT machine here I can inflict with much punishment.
Slashdot social engineering at it's finest
I camped out on their site almost all day waiting for this thing.
My take on it.
Like it says, self-playing demo....
pretty much it is three timedemos
and a "freeflying" mode, which means you fly around in space (nothing around you) to "get used to the controls"
Gorgeous graphics, since you can't really blow anything up yet, it is hard to tell how much fun this will be.
personally I wish the configure key bindings weren't disabled so I could pick something more descent-esque than the crazy ones in there now.
oh, and who ever recorded those demos sure knows how to fly
my machine gets pretty good frame rates considering it is slowly aging.
Like I said, I can't hardly wait til the real thing comes out.
Those are beautiful screenshots. Looking forward to the real thing. Does anyone else know of any good cross-platform games? Best one I can think of is Abuse.
These people looked deep into my soul and assigned me a number based on the order in which I joined.
Mandrake 7.0, Voodoo 2, latest drivers from 3dfx. Anyone have better luck or similar experiences?
-Scott
"there once was a big guy named lou
Granted, I haven't played it networked yet, but the free fly mode was pretty cool. The controls were slighty complex, using both hands for basic control. As for the graphics, it's seem like a 3D Escape Velocity/Overide. The lighting cannon seemed somewhat dated graphics wise, no transparency or anything. All the graphics feel somewhat dated. I do like the support of ANY acceleration (GL, Glide); max kudos there! Just my opinion, I've been known to ramble....
"liberty and justice for all those who can afford it"
Since the site seems Slashdotted, is this game from the creators of the Parsec game I have for my TI-994a? If so, I'm all over this, as that was my very favorite game for that old thing. If not, what happened to that license, and is this an abuse of that license?
...the Linux version is glide2-only for now (opengl support will be out soon supposedly). Meaning you
a) have to have a 3dfx card, and
b) even if you have a 3dfx card, you can't play the demo if you're using the 3.9.18 DRI server, because that doesn't support glide2 (yet).
Oh well...I guess I'll just have to wait for a new demo, or for backwards compatibility to be implemented in glide3.
My plan is to pimp before they realize I'm a jackass. Hit 'em hard and fast.
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Here's a list of mirrors, straight from the site since it looks like they're going to get slashdotted pretty soon.
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Parsec was also a 2D side-scrolling space shooter game for the TI-99/4A home computer...a computer that holds a special place in my heart as it was the first I ever owned. Nothing spectacular in the graphics department, but insanely fun and addicting. And, if you had the speech synthesizer attatched to the TI, it even talked to you: "ENEMY SHIPS APPROACHING! WARNING! WARNING! WARNING!"
"That's Tron. He fights for the Users."
Don't bother d/l if you run Linux,
but don't have a Voodoo-card:
PC/Win32 (95/98/NT/2K)
----------------------
Voodoo Graphics
Voodoo 2 (8MB, 12MB)
Voodoo 3
Matrox G400
NVIDIA TNT
NVIDIA TNT2
NVIDIA TNT2 ULTRA
NVIDIA GeForce (SDR, DDR)
PC/Linux (x86)
--------------
Voodoo Graphics
Voodoo 2 (8MB, 12MB)
Voodoo 3
Mac (MacOS 8.5 or later)
------------------------
Voodoo Graphics
Voodoo 2 (8MB, 12MB)
Voodoo 3
ATI Rage 128
/Alex
The major part of this demo is a movie of in-game action rendered with the Parsec game engine. The demo is composed out of several actual network game sessions that was recorded using Parsec's in-game recording feature. It is 11:40 minutes long and features nice background music.
There is also a "free flight mode" where people can select their ship and navigate outer-space, collecting power-ups and such. However, there are no opponents, since the demo does not contain any networking code. Still, pilots can steer their spacecraft and fly around.
There is also a TIMEDEMO feature that is available.
The minimum recommended CPU is a Pentium 200 although a Pentium 300 is recommended. The minimum memory requirement is 64MB although 128MB or more is recommended. 65MB of hard disk space is also required. It is required that you have a Voodoo card (Glide), as GLX is not yet there. Kernel 2.2, glibc 2.1, and X (or svgalib) is also required.
The source is not available.
Chris Hagar
"The price of freedom is eternal vigilance." - Thomas Jefferson
Sure, there's no need to opensource the artwork, but why keep the engine closed if it's all being done for educational reasons and for fun? Those two tend to be synonymous with open source. And the points about distributed development are both silly and inapplicable, since they don't actually have to accept any modifications that people would make. They could even release it under some silly "you get the source, but you can't distribute modified copies" sort of liscense that would encourage bugfixes but no forks. At least the second paragraph implies that this is all subject to change.
Let's just hope they don't screw up security-wise the way Quake 1 did. If they're writing the game from scratch, I hope they get it right instead of learning the hard way after the fact.
"If one is really a superior person, the fact is likely to leak out without too much assistance" -- John Andrew Holmes
I feel the nostalgia welling in me as well. But there is no TI 99/4A in my closet (wait... no, actually there is, but the darn TV adaptor is missing). Perhaps there is an emulator out there that I could use? Maybe even dumps of my favorite games? (Parsec being cheifest among them, but I also spend hours glued to knockoffs such as Munchman and TI-Invaders).
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When Escape Velocity came out, I thought I was in love. Here was a game *I* would have made, if I were a programmer. But there was something missing....3D texture mapped graphics!!! Now that I think about...anyone remember Starglider 2 for the Amiga? THAT game kicked ass!! I'd just like to be able to use these 3D accelerator cards for something other than mindless killing sprees. I'm sick of those games. My head feels numb for hours after playing them! Just imagine being able to explore a 3D galaxy, visit planets, and be able to engage in lucrative commerce, join a starfleet, or be a rogue pirate swooping down on unexpecting merchant fleets... Gotta get those credits for that whiz bang particle accelerator cannon somehow! 8^) Something of a cross between Escape Velocity and Star Control but with 3D would be my ultimate game....only wish I knew how to do it myself.
Many moons ago, there were a whole bunch of interesting computers that had absolutely nothing to do with Microsoft or Intel.
;)
Texas Instruments (they make a lot of chips and calculators) had a few personal computers in the 70's and 80's and one of the more popular was the TI-99/4a (which was not as popular as the stuff from Apple or Commodore... or Tandy... really, but was hardly unknown either)
It was also designed really weirdly (a 16bit chip with no registers to speak of and most ram only accessible through the video processor) and could be slow (the basic for the machine was slow 'cos it was interpreted twice)
Anywho, Parsec was one of those side-scrolling games where you fly a little ship and shoot at the aliens.
Personally, my favorite computer game of all time (aside from Lightspeed, a flight simulator that ran on an SGI Onyx) was Bolo for the Apple II. God help you if you tried to play on level 5 or above. You could at least have fun on level 9/density 9 by attempting to run away from the enemies. For about 15 seconds
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I don't get why all the new games have such high system requirements. I know they want to have spiffy graphics, but at the expense of availability? There should be settings to allow for crummy graphics, but fast play. X-wing and TIE Fighter only needed a 486, and I still consider them to have pretty good graphics. Heck, Wing Commander III had excellent graphics, and it just barely ran on a 486-50 (but for some reason it refuses to work with my newer computer). Now I see all games having anything to do with 3d needing an accelerator, and if not, an absurd amount of memory (no single program should consume 128MB!).
Now that I'm done ranting about requirements, I just wanted to say that this looks to be a great game.
--
Seeing is believing; You wouldn't have seen it if you didn't believe it.
Well I ran the demo on an NT machine (upper end pentium PII 400 and it just crawled in just the menu I never even got past the opening screen. And even the turning logo was slow not to mention the lighting effects. What exactly did I do wrong here?
Slashdot social engineering at it's finest
The way I see it, with all the games being ported to Linux and all, that Linux will become significantly less choatic than it is now. Linux reminds me of DOS/Win 3.1 in many ways, at least in terms of applications. The gaming environment back then was complex. I remember that Kings Quest 6 actually had you drop into the command line to install it! There were hacks and workarounds all over the place, proriotory APIs were being used, and there wasn't really a unified installation method. With :)
mainstreamness (TM... My new word)comes unity, and I forsee Linux one day becoming better than Windows in this respect. (Whoa, put down the pitch-forks and hear me out!) Look at windows gaming today. The OS may be a piece of shit, but look at the infrastructure that MS has put in. There is a unified game API (DirectX) sure most good developers these days use OpenGL, but 3D is just a small (design, not code -wise) part of DirectX. Even an OpenGL developer would be a fool not to take advantage of everything from DirectInput and its ultra-flexible device handling, to DirectSound and its accelerated sound support, and DirectDraw and its accelerated everything support. I forsee Linux oneday having an API just like this, except instead of the hard-to-program closed API that is DirectX, it will be an open (source or not, I don't care) API that will be easily portable to different POSIX (and non POSIX) systems. I also see a standardized installation method. Variants of RPMS or DEBs except with much less complexity. And the LSB finally getting its act together so we will never have to harken back to the DOS days and hack the system just to get a game to work. The nifty thing about this is that there is no force required to develop this infrastructure. If it is built and built well, developers will come. There are about 0 serious developers that don't use autoplay or DirectX on windows. They could use something else, but why bother the user with it? And the cool thing will be that it won't be tied to one closed OS. (ie. It will be portable to BeOS
A deep unwavering belief is a sure sign you're missing something...
Hey, was Parsec the game where if you fired your guns too fast your ship overheated and got destroyed (or maybe you just couldn't fire any more for awhile,I forget)... my neighbor had a TI, and I think I remember this game ;) Of course I only had a Vic-20 at my house, but I learned to code while he dropped out of school ;)
Esperandi
My friend Wayne had an Exidy "Sorcerer" machine.
The carts like for BASIC, etc, came in 8-Track shells!
Exidy being, of course, primarily an arcade game manufacturer.
Pope
It doesn't mean much now, it's built for the future.
Damn, can't believe I remembered that game, I was YOUNG... like no older than 8...
Esperandi
But it looks like I'll be trying out this new one, that game was damn fun.
I've run it with Debian Gnu/Linux Potato. Just install the Debian glide packages (there is a mesag3_glide deb), and add a symlink from /usr/lib/libglide2x_V3.so to /usr/lib/libglide.so.2.
Don't forget to run ldconfig after it.
I did try it, but i didn't like it like this.
GNU guru and mainframe hacker
This looks neat, but have you seen BFRIS? It's been out for over a year now and has linux and windows demos. It even runs well on low-end 3dfx cards and 28.8 modems.
Whatever happened to the Glide wrappers that used to all be in the news a years or two ago? Any available for Linux/BSD yet?
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Thinking back to the only DirectX proggy I've seen the source to, SDL (Simple DirectMedia Layer) does an awful lot of this, and cross-platform too. I think there's definite stress on the "simple", but that suits me fine...
The main problem with DirectX through winlib is that you miss the point of DirectX. The library is nothing special, its the fact that it is a direct abstraction of hardware. Presumably, winlib directX just makes calls to the OSS soundsystem to emulate DirecSound or whatnot.
A deep unwavering belief is a sure sign you're missing something...