Most important news for me: real Linux support out of the box now ;)
But there are also a few other nice changes, like additional tileset and units etc. The game also has its own master-server now, thus not depending on the Megaglest one any longer.
Here as a reminder how cool Annex-Conquer the World looks:
Currently there is only a Windows port available, but a Linux version is promised for the next release... Edit: I was confused about the media licensing... more or less all the new assets are CC-by-NC-SA, which is as you might know not considered FOSS due to the NC clause. A pity really :-/
So... how was I reminded of this gem? Well check out this cool interview with the Megaglest developers from the Greek site OSArena (in English though) ;)
Now I am off booting into windows to have another round with Annex ;)
That said... the following two gems are really nice examples of what can be done with FOSS engines if some skilled artists work with them.. and they are free as in beer too :p
The first one has been mentioned before on FG, and is a Mod for the nice FOSS RTS Megaglest (Did we mention that one had a small new release too?). Annex: Conquer the World, doesn't seem to have it's one website yet (link goes to Moddb), but check out this awesome new video of that game (gives me a nice Starcraft vibe!):
Actually I don't know anything about the media license on this one, and it isn't released yet, but the closed development process makes me doubt we will have much luck in regards to the media (source must be GPL just as Glest), but hey... you never know!
The second one is as previously mentioned a bit tricky in regards to their media, but at least is is all publicly accessible in their SVN, and maybe you can ask if some parts of the media can be free-ed for other projects to use. Ok well which game am I talking about? Well ZEQ2lite ;)
Have a look at this video and I am sure you will recognize the copyrighted IP:
ZEQ2lite, has a longer history of different mods for Quake3, but this new version is based on a highly modified ioQuake3 version and is completely stand alone from Quake3. Not a big fan of the IP otherwise, but it looks nice and has cool effects :)
Oh and one quick last unrelated news... OpenWolf (a fork of Wolf:ET with Xreal renderer... long story) seems to be making some nice progress in updating this awesome (free as in beer but with FOSS code) multiplayer FPS classic, as you can follow here. And the original Xreal project seems to be somewhat alive too and a release is promised soon... looks like some healthy competition is going on there ;)
MegaGlest is a relatively recent fork of the quite well known FOSS Game Glest, which ceased development some time back. Now that Megaglest has taken up the development, things have advanced quite quickly (in contrast to the other promising Glest fork GAE) and Glest now finally has the long deserved cross platform multiplayer and a proper master-server with a games lobby! Furthermore Megaglest includes all the factions known from the Megapack before, bumping the total number up to 6.
And believe it or not, qudobup and me tried to play a round (extreme n00b alert :D ), which we recored and commented here:
All done with Free software by the way :D (MegaGlest, glc, Audacity, PiTiVi and Mumble)!
Interview with the Megaglest team
For this Megaglest special we are also lucky to had the chance to make a short interview with the two main heads behind this Glest fork.
- FreeGamer: For a start, could you please give us a short introduction into your team structure and what your motivation was to fork Glest in order to make Megaglest?
- titi: Well teamstructure is... I started and Softcoder joined :) I have been working on glest mods for 2 years now because I like the game and there was so little content available back then. For Megaglest I also do some programming, but Softcoder writes more of the code than me.
- Softcoder: But we also have contributions from time to time from others (like the GAE team).
- titi: Concerning our motivation, I think we both work on glest because our kids like it :) Right from the start my children were involved in Glest modding. For example my son made nice tileset and helped me with my first mods; especially the Indians (as in native north Americans / the editor ;) ) we made as a coop production!
- Softcoder: Yes titi & family are the heart of the community! But my boys also made a number of factions. Elimnator and Tiger are big into mods, and call their mods vbros packs :)
- FreeGamer: Interesting to see that FOSS game development can really work as a family hobby! Not really the typical cliche of the lonely bed-room programmer in his teens ;)
But lets move on to the next question: Glest is for sure heavily influenced by Blizzard's Warcraft3, and thus caters to a similar type of gamer. Have you though about bringing some of the popular elements from that game over to Megaglest? Examples would be hero units, and of course the later added game-play modes like DOTA and Tower Defense. - titi: I think we both don't even know Warcraft3 :) I didn't played many RTS games up to now... well I think I played something called Dune2 on the Amiga before ;) Actually I'm more a FPS player.
- Softcoder: I'm not a gamer at all. But yeah, the forums are filled with people who ask for features from those games. In short we will therefore likely bring lots of features that people like from there into MG.
- titi: Personally however, I don't like all this special hero feature people talk about. Things get too complicated with this, and I think these heroes kill the usual RTS fun. But there are some fun ideas we will follow for sure :) But I see Glest as its own game; I don't want to build a Warcraft clone.
Concerning DOTA, well I guess HON is much better then we can ever be :) But there are mods who do this and when they grow we will support them if it fits to the game itself. Right now we have the current RTS game type in focus, however. - FreeGamer: Ok next question: Megaglest seems to have evolved out of a number of independent factions and tile sets, so the overall game design is lacking a bit. Are there plans to take a more "tighter grip" in order to get the balancing etc. right? Or do you consider Megaglest more of a "playground" and let someone else develop a "pro-mod" for balanced multiplayer?
- Softcoder: I think the answer is a challenge of the community and the age groups. Many young people are working on techs, factions, maps etc, but we might need to be more careful to keep "themes" together. So we try to only allow consistent content as part of the shipped product.
- titi: Well there are the Tech and Magic factions from the original glest, but the rest was basically made by me. It is something what I called Megapack before. But I learned more while doing this and so they look a bit different :)
- FreeGamer: What I actually meant was not the art style but the game balancing and game design. Are there plans to restructure the factions, maybe limit them to 3 or so to be able to get balancing right?
- titi: I think the balancing is quite good! Ok, some are better some are not so good, but thats like the players. It is meant like that, good players choose bad factions bad players choose good factions. But what's good or bad depends on the map too!
But I discuss with others in the forums and hear what they say... especially beginners always say this or that faction is too good, but after a while they often come to the conclusion thats its not as they thought :p - Softcoder: I also think the base MG install has that, e.g. a core game-play with good balancing. It is the add-ons etc... that create the "playground".
- titi: But for me competitive game-play is also not really the focus. I want to make a game thats fun to play, not competitive! Especially coop gaming against the computer is a big part of the fun playing MG.
- FreeGamer: Ok lets move on: With the current release focusing on getting the multiplayer working correctly (and hopefully getting a big enough online player-base), what are your future plans regarding the single-player part? Do you plan on implementing a campaign editor in the already much improved level editor?
- titi: Well for me the next focus are graphical improvements. We need better terrain splatting (made by the gfx card), more lights and so on. And we will start to put in lots of new features once we proofed to be stable in multiplayer :)
- Softcoder: I think its hard to answer! There are TONS of great ideas in the community, we will talk with our community and see what things are most desired. My focus is more for making my boys happy :) We want MG to be 'mega-fun'!
- FreeGamer: Ok so what about editing & modding? Right now the units are rather limited in their special abilities. Do you think stuff like (air) transporters, non attack magic spells, stealth mode etc. (insert other cool units features from Starcraft/Warcraft) could be easily implemented? Or is that already possible with scripting, but not done yet?
- titi: I wrote so many wiki entries , made so many forum posts to let people know how to mod glest, I think its quite easy now. The special unit abilities not implemented yet however, but when we think it is fun we will think how hard it is to do and then we do it :)
- Softcoder: We plan to add many things like this, but slowly so that we don't lose stability and keep people happy. One example... we added better network play, masterserver AND cross platform play all in this last round of beta! That was TOO MUCH! But things will get done (faster if we have more help) just at its proper pace.
- FreeGamer: We already had some remarks on the technical side of things, but lets get back to that again: The Glest engine sure looks a bit dated by today's standards... do you have plans to upgrade the graphics engine to support shaders and such?
- Softcoder: Yikes! We agree with you! But I think we have to give hats off to Martino and the rest of the original Glest team that a game written in 2005 still is acceptable today!
- titi: We need more speed and many of these features will bring us better speed and better graphics, since the GPU will do alot of the work.
- FreeGamer: Ok, but to extent that: with normalmaps and such it often looks more realistic in style. Do you want to go more in that art direction, or stay with a more comic style?
- titi: Normal maps are not the main priority, there are other more needed features. And normal maps need new textures, and that is really a lot of work :) So for now we are looking into things that can be done with mostly code which is easier to do.
- FreeGamer: So but what weight would you give the development focus right now... more towards improving graphics, or more toward extending game-play?
- titi: Both :) But we try to make small steps.
- Softcoder: Game development is totally new for me (and Linux programming is fairly new), so priority also depends on how long it takes to learn and do it right! MG is my first graphics code ever, and also and my first Linux open source project.
- titi: It is all new for us, no one of us did something like this before. I even learned C++ in the beginning of this year for this project! Same with php, the masterserver is the first thing I ever wrote in php.
- FreeGamer: Well I think it turned out pretty well so far never the less :) I think this concludes our short interview. Thank you very much for answering our questions! Ahh, last but not least: Do you have anything you want to tell your players and/or our blog readers?
- Softcoder: Yes, our #1 goal for MegaGlest is 'FUN'!
- titi: Please come and play MegaGlest ;)
A short introduction into Glest modding
(Mega)Glest has an incredibly easy modding setup. Almost everything in the game can be easily changed with simple XML files, and the 2D map editor is very easy to grasp. Especially with the recent usability improvements in Megaglest (and included Linux editor binaries) it is possible to create a simple but nice map in a matter of minutes!
Edit: I was made aware that those editor improvements come mostly from the GAE project. Very good additions!

(Ok this was not done in minutes :p It's one of the new 8 player maps that come with MegaGlest)
But luckily all these editing features are also very well documented in the Glest wiki.
Last but not least, all single-player and co-op scenarios can be fully scripted right in the XML files with lua, a pretty powerful yet easy scripting language commonly used in computer games. Sadly it is not possible to create full singleplayer campaigns yet, but lets hope that gets added soon too!
Rigs of Rods is going open source. How cool is that?
Rigs of Rods (also known as RoR), is a truck, car, airplane and boat simulator. You can drive, fly or sail in total freedom in an open environment. What makes RoR different to most simulators is its unique soft-body physics: vehicles chassis and wheels are simulated in real-time as flexible objects, giving the simulation an extremely accurate behavior, while allowing the vehicles to be simply specified by their structural composition, as a network of interconnected nodes (forming the chassis and the wheels). Crashing into walls or terrain can permanently deform a vehicle in a realistic manner. In addition to its unique soft-body physics, RoR also features an advanced flight model based on blade element theory, allowing the accurate simulation of any airplane, base on their physical dimensions and wing airfoils. It also features an accurate buoyancy model based on elemental pressure gradients, enabling boats with complex hulls to move realistically in the swell.
Thanks to Mantar for the heads up. Here's a video showing just how cool it looks:
Well Glest 3.2 is out. Which is interesting given I proclaimed official Glest development dead* and Glest Advanced Engine to be its successor. It's like I just made it all up. Only I didn't, there was a thread where the official Glest developers stated that GAE would become official Glest. The link now goes to an inaccessible page. However, I'm not the only one who found it and logged it. Sadly Google obviously hadn't, since there's no cache available.
* FYI "Glest is dead, long live Glest!" is a play on "The King is dead, long live the King!" I didn't mean it was actually dead.
So, either the good news is that the main Glest developers have returned, or that the Glest team (new and old) has decided to make things look a little more cohesive, or somebody is playing a practical joke on me and posting grumpy anonymous comments implying that I am inciting trouble. Either way, it's great to see a new Glest release.
Glest 3.2 brings Lua scripting support, a new tileset, and tutorials as its primary features. I think more was expected, but given the lack of activity, the developers decided to push out a toned down 3.2 release instead.
Freelords tech release 0.03 has been released. Ignore the website, which says 11th Feb 2008, it's a typo. New graphics and new features, although it is still not quite playable yet.
Some other releases that piqued my interest: Neverball 1.5.0, Tennix 0.7.0, Vacuum Magic 0.9.
In the article reviewing simulation games, I lamented a lack of documentation for Simutrans. I was a bit off, there is plenty. It's just a bit scattered. For those who want to try it, I suggest starting with the wiki and specifically this page on transportation basics. There are also several errors in the article that stem from me writing it ad hoc and not proof reading properly, but I'm too lazy to correct them.
In the comments somebody offered to help out with FreeTrain development, the didn't leave any contact details and didn't get in touch. Still looking for help from C# developers for FreeTrain. Please leave details or email me - freegamerblog at gmail.
There did seem to be a bit of a negative slant from some commentors on the article in general. There were those lamenting that there is no depth (5 playable games not enough for you?) and those lamenting that Lincity-NG was not enough like Sim City 2k (no-win scenario, if it was a clone there would also be complaints). Come on guys and gal! Lighten up a bit!
It's something-am, I have overdue work, and a Freshmeat announcement put a bee in my bonnet about posting.
LinCity-NG 2.0 is out in the wild, and boy is it starting to look like a nice game. There are only two things that look a bit weak these days - the name (NG? Linux-only?) and the UI (a bit scrappy). For those who don't know, LinCity-NG is a GotM fork of Lincity which brings it into this century with much nicer graphics and a more informative user interface.
Plenty of nice new graphics (notably vegetation, grass, trees) make the game look aesthetically smooth. New resource management (water) adds to the depth of gameplay. There's a load of other new aspects too but there's no official announcement and I'm too busy procrastinating to go digging.
Glest (the 3D RTS) is dead, long live Glest! No, really. Mainline Glest development has ended and Glest Advanced Engine (information), a community-born enhancement, is to officially become the new Glest. Glest Advanced Engine is a project built on top of Glest, that adds new features to the game, it includes both new code and data.
There's a whopping development update on the UFO:AI website (3D TBS RPG). I would link directly, for posterity, but there's no direct links or rss or anything like that. So I guess I have to summarize. Bah!
Map editor improvements, 3D geoscape improvements, UI improvements, new music, sounds & models, new hiring screen, texture updates and new textures, AI infrastructure updates, battlescape improvements, aircraft updates, balancing work, improvements to campaign system, er... basically everything got a bit better.
It looks like the next release will kick serious alien a$$, and really this project is producing one of the stand out open source games, I'm sure you'll all agree. Not that the game doesn't have weaknesses. A lack of really talented core developers mean features like destructible terrain and buildings (a feature found in the original 2D UFO games) is not currently possible. Such issues come down to the underlying technology which is built on an enhanced version of the Quake 2 source.
I'm sure there's some smaller game updates I'm forgetting, like perhaps Word War Vi 0.25 or Vacuum Magic 0.8 or Free Vikings 0.8 or something, but for the life of me I just can't seem to remember... *shrugs*
Early morning edit: just came across Open Simulator. Kinda WTF.
Post-early-morning-edit edit: aaaaaaahhhhh I remember now. The 3D Ultima Online client project Iris2 has a new stable release. Lots of improvements and it looks great. I wonder when the UO community will wake up and move over to an all-open-source platform. :-)