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Showing posts with label darkplaces. Show all posts
Showing posts with label darkplaces. Show all posts

Thursday, May 23, 2013

Dead Morning, an open-source horror game

Unknown 12:30:00 PM
Today I bring you news of yet another rather low profile Darkplaces engine game (e.g. the same engine that runs Xonotic), called Dead Morning:



As you can see in these other, more game-play oriented videos (1, 2, 3), it seems to be quite heavily influenced by another recent 1st person horror game...

The website mentions a fully open-source release at the end of this year, so I am rather intrigued what they will come up by then!

Monday, July 9, 2012

Dev-Corner: Inter Quake Model Format and Open Source Gamedev Collaboration

Unknown 6:25:00 AM
The following is a guest post by Lee Salzman, a contributor to several open source game projects and the lead developer of such projects as the ENet networking library and Sauerbraten, introducing IQM (the Inter-Quake Model format), a simple model format designed to meet the practical challenge of animated content for Quake(-like) 3D engines and allow more sharing of modeling tools across various engines

As much as players or fans of various open source FPS games might view all these projects as competing, isolated islands, the surprising and hopeful truth is, we developers actually get together and talk about development challenges a lot. And in past discussions, one of those issues that stuck out like a sore thumb was content, especially animated content such as player models. We were all using our own various custom model formats or cast-off commercial formats (like id's MD5 or Valve's SMD formats) with related third-party export or conversion tools, with varying degrees of (dis)satisfaction.

Yet, what we all needed in this case was so eerily similar: we all just wanted a no-fuss, binary, skeletal animation format that was quick to load, had relatively small file sizes, and provided the commonly needed mesh data for Quake(-like) player models - not bloated with unnecessary "but what if..." features while remaining just flexible enough to fulfill the artists' needs. Existing formats like MD5, SMD, Collada, and others had complex textual representations that make them painful to load and often require significant internal conversions of the loaded data to get useful, renderable animation data out of them, often with frustrating omissions such as no ability to directly export vertex normals. Engine specific formats worked around these issues to some extent, but often suffered from poorly supported tooling due to the difficulty of keeping it up-to-date with various modeling tools and artist requirements.
IQM Demo Model, Mr Fixit
Given those frustations, why did we not just throw our lots in together and make one format that could handle our needs well enough, so we all benefit from common efforts on reliable, shared tools? Sanity prevailed, and not much later, after input wrangling from various developers within the community, we hammered out a simple specification for a pair of formats that did just that: IQM, a binary skeletal animation format that provides easy integration into a game engine, and IQE, a textual format that makes it easy to quickly write exporter scripts and easily converts to IQM if one does not wish to write an exporter for it directly.

And what good is a specification without support? So again not much later, we went through the grunt-work of actually making sure the format was well-supported in the key tools our artists used and, of course, the engines we all developed. At the time of this writing, all commonly used versions of Blender have direct exporter and importer support via the IQM development kit, the model viewer and conversion tool Noesis can easily convert from and to the format, and the format has out-of-the-box support in various engines, including but not limited to, DarkPlaces (used in Xonotic, Steel Storm, and more), CRX (used in Alien Arena), Qfusion (used in Warsow), ioquake 3 (used in Open Arena and many more), Remake Quake along with its sibling engine DirectQ, and Cube 2 (used in Sauerbraten, Red Eclipse, and more). To ensure continued and future support by other game engines, the IQM development kit also provides example demos of how to easily load and animate the format, both on the CPU and also using shaders to animate the format on the GPU, for developers that are unsure of how to utilize skeletal animation or just want to see the nitty-gritty details of how the format operates.

Despite the format getting off to a great start thanks to the support of various developers within the gaming community, we still need your help and support to help this format be even more useful. If you happen to use some modeling tools other than Blender (as awesome as it is, people have their preferences) and wouldn't mind writing a simple IQE exporter script for your modeling tool of choice, or even more sophisticated IQM direct export support, we would greatly appreciate your contribution!

To get started with the format, please check out the IQM development kit and other IQM/IQE format resources at: http://lee.fov120.com/iqm

Friday, December 23, 2011

Modern retro-graphics: RetroBlazer

Unknown 9:14:00 AM
Short call for help: Awesome looking retro-graphics game is looking for a Darkplaces QC programmer.
So far only two screen-shots have been released (and no word on the license of the media):
I am loving the style... so here is the other:
So if you know your way around Quake's QC scripting language try to get into contact with them :) Otherwise you can still follow the progress of this game over at QuakeOne's forums.

Oh and taking about Darkplaces... Xonotic finally implemented client-side networked players in their most recent development release. Meaning that there is now client-side movement prediction and thus less (visually) laggy game-play on slower netspeeds!

Thursday, August 4, 2011

Some random FPS engine news

Unknown 3:22:00 PM
Fast games for slow summer news weeks... but actually some of these news are a bit older already also :p

To start out... yes RedEclipse got a (smaller) new release a few days ago, codenamed Supernova (Version 1.1). The release notes can be found in our/their forums, but it plays as great as before (except for the annoying hit sound :p ). Edit: game-play video from one of our forum users.

Noteworthy news related to that (albeit not strictly FOSS related): RedEclipse also got included into Desura now (Moddb's indie friendly answer to Steam, even with an upcoming Linux port). To avoid complains in the comments... I mention this here even though it is a closed source game distribution platform, simply because it can be a great way to promote (and maybe even sell?) FOSS games, and if we would finally be able to attract the modding community (which is largely represented on Moddb) to work with FOSS engines instead, it would be win-win for everyone involved.

Despite its unfree content War§ow is also worth a look now and then. According to their somewhat recent blog entries they have made great progress in speeding up the Quake2 based renderer, and plan to include a matchmaking and statistics system in the maybe not so distant 0.7 release. It's actually a pity that the engine isn't used for other projects, and given that it is Quake2 based, it could probably be ported to mobile platforms like Android rather quickly (since there is a full and fast Quake2 Java port).

Talking about mobile platforms... the engine behind Xonotic (formerly Nexuiz) Darkplaces, seems to have gotten an iOS port judging by a quick look at the very recent new source release. No news post about the most recent changes, but slightly older news tell us about a much higher frame rate then before :) Would be nice if Xonotic would see another Beta release soon also ;)

Oh and I know I will get flamed for this again (e.g. for mentioning a commercial game on this blog; but I stand by my opinion that commercial isn't != FOSS), but the Darkplaces based and GPLed source-code containing SteelStorm: Burning Retribution, has been added as a free bonus to the latest HumbleBundle (at the time of writing this, with still 5 days remaining to get this "pay what you want" indie-game-bundle including some really nice games all running on Linux). Just to quickly mention... no news about source releases from that source this time (but they added all of the games from the 2nd bundle if you pay above average)... but given the somewhat lukewarm source releases last time (not really FOSS) I guess that is not a big loss :-/

Hmm what else? World of Padman was somewhat recently updated, and its engine ioQuake3 is moving to a modularized renderer.

AND LAST BUT NOT LEAST (hot news coming in while I am writing this)... John Carmack just confirmed in his keynote on this year's QuakeCon, that the Doom3 source code will be released this year (probably shortly after the Rage release scheduled early October)... which will be a really nice addition to the FOSS engine pool (finally a somewhat modern single player FPS engine). I am especially looking forward to see some of the existing high quality Doom3 mods to go stand alone, and maybe even FOSS!

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