Open-Source Cube FPS Game/Engine Updated
An anonymous reader writes "There's a new release of the open source multiplayer/singleplayer first person shooter Cube available on the official site. According to the site, this update, which has freely downloadable 'Win32/MacOSX/Linux/LinuxPPC clients and Linux/Solaris/FreeBSD servers' includes 'lots of new great SP [single player] and DM [deathmatch] maps, new textures, mapmodels, a completely new
soundtrack yet again, and a variety of code improvements such as better animation.' - the history document has more info on the changes."
The name of the game(/3d engine)'s Cube
technology wise it's very cool, and a great thing to be released... knowledge is all that will come from it tho.
damn, most of the SF mirrors don't have the file yet.
absolute minimum spec: p200 with tnt2/v3 (15-20 fps @640 depending on map)
reccommended spec: p500 with gf1/radeon or better (50-60 fps on most maps)
ideal spec: 1ghz and gf3/radeon8500 or better (fluent in all cases)
says the online ReadMe
it'd be good if those really are the real requirements
(Hope it's not like the 300MHz or more recommended by MS for XP)
I feel compelled to mention that the author has written other engines besides cube; those can be viewed here. Oh yeah, he worked on Far Cry, too!
This thing is no more advanced than the engine used in Doom 1/2 (2.5D at best) and in Duke Nukem 3D. This engine cannot be used to make "rooms over rooms."
This open source 3D-engine is so far behind UT2K4, Doom 3, and HL 2 that it probably stands a next to zero chance of making the leap to real 3D in the near future.
I beat the Slashdotting! I found out about this on Doom World and I've been playing with it all day.
Couple of helpful hints for Windows users. First, run cube.bat in the root directory; the cube.exe in the bin directory mysteriously crashes if you run it directly. (Well, it did on my system.) Second, if you have a slower system, like I do, you might actually want to edit that cube.bat file and set the resolution to 640x480 instead of 1024x768!
Sunlit World Scheme. Weird and different.
How come this game that is open source, with what I have to think are fewer financial or programming resources than for-profit games, can manage to release a game for 4 platforms? For most games, you get a PC version, and maybe a Mac version or a Linux version significantly later. I know cross platform games exist, but I don't think I've ever heard of a release like this one.
Pay no attention to that man behind the curtain!
Is the unavailability of the server for windows a (not so subtle) propaganda message?
Does anyone have a working mirror? None of the sourceforge mirrors seems to be carrying it, or they're just plain slashdotted.
* Several monkeys are here, playing banjos and wearing small hats.
It looks great and it runs very smoothly. But is there an option to invert the mouse Y-axis anywhere? :)
LOAD "SIG",8,1
mod waaaaay up
It's small! It's FAST! It's free! It's FUN! What more could you ask for?
:)
I played tonight for the first time. Multiplayer play reminds me a lot of Quake. The maps are all very pretty. The lighting effects are really quite good. It's true that it doesn't currently support true 3d maps (although there is a hack to get rooms over rooms using map models), and that gives the maps a sort of doom-ish feel, but WTF? Does that really impact the fun of deathmatch? I don't think so!
Screw you for releasing such a fun game that I had to waste two hours of my evening playing it! Bloody video game time pirates.
-73, de n1ywb
www.n1ywb.com
Q2 is also true 3D, unlike Cube, which is (apparently, judging from the screenshots) 2.5D.
Cube does have some things that Q2 lacks, such as in-game editing of geometry, and probably better handling of outdoor areas.
Also, my guess is that the system requirements for running Q2 are somewhat higher than those for Cube.
The right game engine for the right game, I always say.
(Well, not always; sometimes I say other things, and sometimes I don't talk at all.
But when I do talk, one of the things that I may say is "The right game engine for the right game".
So I guess that it would be more accurate to say "The right game engine for the right game, I sometimes say.".)
Anyway, it's nice to see that people are working on these things.
Other open-source game engines exist, such as Crystal Space 3D and OGRE.
There used to be a comprehensive list of 3D engines (both free and commercial) here (which took over from here), but it's been a while since is was updated.
If anyone has a more recent version of this list, please post a link to it.
Those who sacrifice security to condemn liberty deserve to repeat history or something. - Benjamin Santayana
Cube is a really great game. The best part about it is its customizability. There are many people out there working to mod the game. One really great example of the Cube engine being modified is Death Illustrated. It is a very original game in which you play the hero of a black and white ink-sketched comic book. It has similar gameplay to the original Cube game but the ambiance is really something, especially considering the limited tech they're working with. Here's a link, they are definitely worth checking out: Death Illustrated
Is this game/engine any better than something I could buy for my console for $20? Because I don't mind spending the $20.
...and I have one with to say, this game rocks. It's really accessible, I was playing online and getting frags within a few minutes and it's all free. For the sake of a 20 meg download get this game now :o)
I am NaN
I forgot to mention, SEAMLESS LINUX SUPPORT! That's huge for me, huge for a lot of Linux users. I just downloaded it, unziped it, and ran it! Okay well I had to emerge some SDL libraries but that was no big deal. Heh it even runs under wine, although the window is misplaced on the screen. probably easy to fix tho.
-73, de n1ywb
www.n1ywb.com
Its not like the creator isn't addressing the "problem" of floor over floor. Check out this link:
http://sauerbraten.sourceforge.net/
Its made by the same guy. It's only in alpha version right now, but it's level editor is already almost complete! Check out the "real" 3D!
We have been developing an open-source game engine (unfortunately only for windows pc at this point) for the past 5 years - http://www.realityfactory.ca
The engine is specifically tailored towards non-programmers, ie artists & designers looking to make games.
With this said, the biggest issue with open-source game development is that the gaming community as a whole simply can not see past the 'flashy graphics' and analyze the game or its technology for what it is, not what it isn't.
My company was at E3 this year promoting our engine and got some great feedback and responses from people - I'm confident that open-source in gaming will be THE next big thing, it's just a matter of having a flagship title to start the tidal wave started.
Most open-source games (like other open-source projects) are developed by hobbiest's without funding or massive resources, and the general response that these indie games get is '1997 called, they want your graphics back' and so on, without actually looking into what is involved in creating a modern AAA title like everyone is bombarded with on TV & Online (and at events like E3).
An Open-source engine is just ONE step of the way towards getting a game made - these days the art and quality requirements are so astronomically high that there's no way that an indie team will be able to compete on the AAA playing field, you still need millions of dollars in artist time to create even a basic game, even if your engine is open-source.
Of a typical game's budget, how much of it is technology licenses? Not much. Even if you are licensing an unreal/far cry engine, your tech budget is still maybe 1/10th or less of your total project budget.
So, open-source engines (like any open-source tech) is not a panacea, but simply a way for talented artists to get that one step closer to making their dreams a reality - you still need the business experience, talented artists and quite a bit of luck to succeed.
Gekido's Lair
The game editor is absolutely amazing. I like how you can have multiple players in there, tweaking the level while they run around. I'm sure there are some serious productivity benefits to doing level design that way. I guess in theory you could have people running around as non-editors, playing the game and giving feedback like "this corridor feels too tight/too wide", and the editor could run in and move the wall in or out. It would be amazing. :-)
Karma: It's all a bunch of tree-huggin' hippy crap!
It runs fine on my PIII 500MHz with 192MB of RAM and WinME, but that's not the point. Some may think it is crappy at first, but at least rftm before you play. Also, this server can be run on a dialup connection (so says the docs). So yeah, it is pretty neat. The new version is far superior to the old version. Better animation, new soundtrack, and other improvments, among other things. If you are looking for a game to waste a few days (or weeks on. ;)) Get this game. :)
Don't eat me