LINUXGAMES

Prey Updated

February 22nd, 2009 by TimeDoctor

Ryan “icculus” Gordon, has released an update to Human Head’s Prey for Ryan Linux. Changes:

  • Fixed to allow up to 8 mouse buttons (not counting mousewheel).
  • Fixed installer crash on startup in Polish locale.
  • Fixed installer to import your CD key from existing install (such as one you got through Steam).
  • More localization improvements in the installer.

More information and downloads can be found at the Prey for Linux page at icculus.org.

Prey for Linux Retail Now Available

December 7th, 2008 by TimeDoctor

Ryan “icculus” Gordon updated us with the news that 3D Realms and Human Head‘s portal crawling FPS Prey is now available for Linux users who own any version for Windows:

We have released the retail version of Prey for Linux. You will need our downloadable installer, a valid and unique CD key, and a copy of the game. You can use either the three CD-ROM version, the Collector’s Edition DVD-ROM, or a preinstalled copy of the Windows version, such as you would download from Steam.

There is no boxed version for Linux, but any existing Windows version of the game disc will work.

We have also updated the demo installer with fixes for all reported bugs.

Details and downloads are here.

Prey 12/07 Demo: [ Atomic Gamer | icculus.org ]

Prey 12/07 Retail Installer: [ Atomic Gamer | icculus.org ]

Updated Prey Demo

November 26th, 2008 by TimeDoctor

Ryan “icculus” Gordon has once again updated his .plan to bring us news of an updated demo for Prey:

 Did I say a few days?  :)

 Here are some updated files for the demo. It fixes all known bugs.

  http://icculus.org/prey/downloads/prey-demo-latest-files.tar.bz2

 Bugs fixed:
   - Stencil shadows now render.
   - Updated to SDL 1.2.13.
   - Uses PulseAudio if available, ALSA if not, OSS if not.
   - Can do 5.1 surround sound (if your system supports it).
   - Fixed video memory detection on Nvidia, ATI, DRI drivers.
   - Fixed problems launching web browser.
   - Installer can completely run from the command line without
     interaction, for automation purposes (but it's a self-extracting
     zip file, anyhow, if you prefer that route).
   - Installer fully localized to Spanish.
   - Other l18n fixes, compliments of the fine folks at launchpad.net.

 To install, just unpack and overwrite the appropriate files in your
  existing install.

 Full game will be out very soon...mostly I just want confirmation that
  I didn't screw up the ATI video memory detection.  :)

Prey on Linux

October 23rd, 2008 by TimeDoctor

Ryan “icculus” Gordon has released the Linux port of 3D Realms and Human Head‘s id Tech 4 engine shooter, Prey. Currently only the demo is available, pending feedback which will enable the release of the version that works with the retail release. See the Prey Linux page for more details.

Prey Demo Download: [ Atomic Gamer | icculus.org ]

No Linux Prey Client

June 26th, 2006 by Crusader

A reader pointed out this forumpost from Human Head’s Brian Karisat the 3D Realms website stating thatPrey, a Doom 3-engine first-person shooter, will nothave a Linux client port:

Yes, that is for the dedicated server. There will be no linux singleplayerport. There just really isn’t any big demand for it.

Wörms of Prey 0.4.3

April 3rd, 2006 by Marv

Wörms of Prey, a clone of the popular Worms game from Team17, has been updated to release 0.4.3. Bugfixes include:

  • Fixed a 32-/64-bit incompatibility
  • Some tuning and more information gathering for network connections
  • Some tries to overcome binary differences between different compilers and compiler versions which cause asynchronicities, but without success
  • Client respects SDL_QUIT messages which is expressed in that the client can be Stopped by closing its window using your system’s window system
  • Several bugfixes for multithreading related client crashes

Screenshots: [ View ] Download: [ Wörms of Prey 0.4.3 ]

Wörms of Prey v0.4.2

February 27th, 2006 by Marv

Wörms of Prey, a clone of the original non-3D Worms developed by Team17, has been updated to a new release. The only bugfix that will effect Linux users prevents particles from leaving the map.

Screenshot: [ View ] Downloads: [Wörms of Prey v0.4.2 ]

Wörms of Prey 0.4.1

February 8th, 2006 by Marv

Another Worms clone has been brought to our attention this week, this one called Wörms of Prey.
New features and changes in this release include:

  • re-established synchronicity when mixing different architectures
  • improved command line help
  • fixed wrong behaviour of client when connecting to Internet server
  • new keys: fps display (default: F9) and toggle fps limiter (default: F8)

Screenshots: [ View ] Downloads: [ Wörms of Prey 0.4.1 ]

Merchant Empires: Profit and Prey

August 23rd, 2004 by Crusader

Got this notice over the weekend:

The AdvancedPowers development team launched a new season of Merchant Empires on Monday, August 9th at www.merchantempires.com.

Profit & Prey, the new generation which has been in development for over a year, features an entirely re-designed and re-coded combat environment with greatly improved speed and playability; a re-designed interface; a restructured trade and economics system; an updated ship and weapons list; new scientific researches; revamped planetary structures and production features; new graphics and a brand new, integrated back-story detailing the Merchant Empires’ galaxy and its history.

Merchant Empires is a free, browser based multi-player game of space exploration, trade and combat.

Features include:

  • Five detailed races
  • Hundreds of star systems and thousands of planets
  • Fifty different types of goods for trade routes
  • Almost one hundred ships to pilot in fleet warfare
  • Alliances with up to one hundred other players

UnReal World RPG v3.16 (beta)

February 25th, 2013 by TimeDoctor

reindeerhunt

illuusio let us know about UnReal World, a RPG/survival game that takes place in my ancestral homeland of Finland:

UnReal World, or UrW, is a unique graphical roguelike RPG taking place in the Far North long, long ago. It brings you a realistic game world rich with historical atmosphere in which northern folklore, knowledge and way of life play an important part. The atmosphere and game features are highly original and compelling. The world of the game is based on the ancient Finland in the late Iron Age.

Here are the changes in the latest beta, 3.16:

  • Some bugs fixed, and balanced Njerpez war camps spawning.
  • A completely new item selection dialog which allows easy selection of multiple items, item filtering and listing also non-player items in groups.
  • Commands for hauling items, filling containers, eating, drinking and various other tasks are also made quicker and smoother to use.
  • Hunger is implemented for animals. You have to feed your dogs. And carnivores will hunt, kill and eat their prey.

Download: [ UnReal World RPG v3.16 (beta) ]

 

This post was submitted by illuusio.

Mapping in Blender 3D

June 30th, 2008 by Crusader

KatsBits has a tutorial for creating idtech (“the same model can be exported out to a *.map and used in Quake 3, Doom 3, Quake 4, Prey and Quake Wars”) maps in the Blender 3D graphics creation suite:

With the addition of an export option, Blender 3D can now export meshes and models directly out to the *.map format most often used in games like id software’s ‘Quake’ series. These ‘converted’ models can be loaded directly into QeRadiant or GTKRadiant ‘as is’, so it is now possible to ‘model’ a level for use in game.

Falling Leaf Systems becomes Failing Leaf Systems

January 9th, 2008 by TimeDoctor

After asking the question “Who wants to pay $50 to play the prey demo in Linux” Windows pretendulator team, Falling Leaf Systems, which was later found out to be a team of one San Diego 19 year old, has ceased their Sapling program and released the source code for their Alky project under the LGPL:

It is with great sadness that I announce the closing of Falling Leaf Systems, LLC. We set out over a year ago to provide users of both “old and unsupported” as well as “alternative” Operating Systems the ability to run the latest games for the PC. Unfortunately, Falling Leaf Systems was unable to achieve that goal.

However, every ending tends to open another door for opportunity and though we are saddened to announce our departure, we are almost as excited to announce the immediate availability of ALL source code for the Alky Project! It is licensed under the LGPL and includes both the orginal Alky Converter source used to convert the popular Prey Demo to run on OSX and Linux, as well as the alpha release of the Alky Compatibility Libraries which attempted to provide a DirectX10 compatible runtime for Windows XP.



We appreciate all your past support; Happy gaming!

Alky Source Code Download: [ Alky.zip ]

Interview with Timothee Besset of id Software – 07 August 2006

December 9th, 2007 by Marv

07 August 2006 by Dustin Reyes

I had the opportunity to catch up with id Software’s resident Linux expert, Timothee “TTimo” Besset, who has been responsible for
every id-produced Linux port since Quake III: Arena, at QuakeCon this past weekend. Since Quake 4 was recently released and
Enemy Territory: Quake Wars is on the horizon, I asked TTimo if he wouldn’t mind answering a few of my inane questions:

Do you anticipate that the ET:QW client will ship at the same time as the
Windows retail?

Hopefully. We’re going to have a pretty extensive beta-testing period, so I
hope that will be enough time for me to put together the full Linux client. I
mean, in previous games when it turned out we couldn’t release the full
versions right on time, it was because we were still working on our other game
clients. Since it’s not my project directly, it’s Splash Damage’s
game, I should be able to maintain the Linux version. I
think the Enemy Territory client was right on time with the Windows version;
I’m not sure. I think it did – the only one that was delayed was DOOM 3, by two
months.

Do you still keep tabs on the GtkRadiant project?

Spog, William Joseph, has been mostly in charge of that. Since we actually
went GPL on the licensing it seems that a number of people have actually
picked it up, to much of my surprise because personally I always considered
that it wouldn’t really make such a difference between the GPL and our
license, which was already pretty open in my opinion. It depends on
what you’re doing, if you’re doing a game or end-user product, it really
matters to have the GPL, but Radiant is a project with a very strong
user-base, and most of the people want to produce maps and art for the
games they don’t care too much what kind of licensing it is. As long
as they can install it on their computers and use it, they’re fine with it.
Moving to GPL for all the Quake 3 technology tools was really good, I’m kind
of glad to have that out of the way. We have been saying for years that we
were going to release it under the GPL and it finally happened so that was
good.

It has been mentioned that Radiant has been updated to accomodate the new
technologies in Quake Wars – does id plan on helping the GtkRadiant project in
rolling these changes into the open source editor?

I really can’t say what the plan is right now as far as releasing the source
to those tools. It seemed that with the DOOM 3 technology, the company has
kind of moved away from releasing tool source. I’m not really in on those
decisions, to totally know what’s the balance between the pro and con of not
doing that.

Can you elaborate on the changes to the editor?

The Splash Damage editor has all the Megatexturing tools, so it has the
additions of laying down roads and stamping. I haven’t personally used it, so
I’m not really aware. As far as our internal project, I can’t really comment
on that. I’m not sure, I think it’s been mentioned that we use something we
call id Studio, which now goes way beyond being just a simple editor, we’ve
integrated a lot more tools with the game to make production a lot easier.
You’ll have to wait for John’s keynote to see what sort of information goes
out about that.

Is id satisfied with the utility of and community reaction to the iddevnet
site?

It’s a bit difficult to know how many people actually use it, actually go on
the website and get useful information from there. We have a pretty strong
DOOM 3/Quake 4 modding community, we’ve been using invite-only mailing lists
to get a group channel with mod developers, and I think that’s working out
pretty well. I mean, I really like the Wiki format we have on the Quake 4
stuff. I had started one that was only for Linux things or related to the
games, and when we wanted to put an iddevnet for Quake 4, we said hey, why not
do a Wiki? Raven wanted to submit some content, and we did have some content
on our own, so we said, let’s just open a Wiki format and get everyone on
there. We’ll keep putting more stuff on there, and people are going to get
used to checking that site more often. For instance, on the Wiki we have some
pretty good information on the add-on pack system that’s in DOOM 3 and Quake
4. We have some pages on the network demos which are very useful, and on
benchmarking as well. Those are recent additions, and, of course, on top of
that there’s all the mapping documentation and examples. It’s really complete.

That sort of public documentation and developer feedback for public code and
tools is rare in the industry; does id plan on continuing to maintain it for
Quake Wars and future projects?

Yeah, I would think so. Quake Wars is really Splash Damage’s project and since
they used to be a mod team they’re really into making most of their stuff
available to the public to modify and tweak the game. We also know that Quake
Wars is really the type of game where you want to get as much as possible in
the hands of the community, because they’re the ones really making the game
alive and pushing it to new things.

What are your goals and anticipated features for the YoYoDine Assets
Management
project?

I should probably sum up what it’s about: When I was still contracting in
Paris, the DOOM 3 assets were fairly big and I didn’t have such a good network
connection, so I was really looking into decentralized solutions for our
asset and code management, with some amount of versioning and branching. So I
started the YAM project, which is mostly research and documentation, putting
ideas together, and summarizing what everyone else is doing as far as
commercial solutions, open source solutions and everything. There are some
good commercial products that do asset management that work decently well when
your team is distributed. The most common ones are usually Perforce and
Alienbrain. id is using Alienbrain internally, and a lot of our sister
companies are using Perforce. I really wanted to look into something that
would be open source, because of what I’m interested in, and because I know a
lot of mod teams and, actually, commercial projects spawning off from our
Quake 3 GPL releases are facing the same type of issues of having to manage a
distributed team and a large amount of assets. So I started the YAM project to
try to find a few solutions. Most of my designs so far have been based on
using Subversion as a backend for managing assets, and then having an extra
layer on top of that to distribute the content and to replicate and mirror it.
Actually, Splash Damage deciding to use Subversion to store their assets for
Quake Wars was a pretty big step in my opinion. I was a bit suprised to see
that Splash Damage would go with Subversion for assets instead of with
Perforce because Subversion is really good, it’s a really good project for
source code but for assets we are kind of wading through a brand new path
because the files are a lot bigger and Subversion still has a few hiccups on
really large files. The Subversion repository for Quake Wars is about 20GB,
and the main repository is in the UK office of Splash Damage and we run a
mirror at id that mirrors out exactly what is on Splash Damage’s repository.
We have synchronization scripts which are based on SVK, which is a Perl
extension to SVN functionality, and we use a SVK mirror to synchronize both
and so we have id and Nerve working in Dallas, and they can check in to a
Subversion repository and it goes back to Splash Damage. I think we really
have a good setup, especially based on open source tools and on a product that
is still primarily designed for source code and shows how flexible it is. It
wouldn’t be possible if Subversion was not open source, because the SVK guys
have been digging in the SVN source and working with the Subversion people to
get some extensions in there and tweak a few things so they could do their own
extensions on top of that, so it’s really good how the project has turned out.

Are there any plans to release the source code to the id-produced
Quake 3-derived games Return to Castle Wolfenstein and Wolfenstein: Enemy Territory?

That would be nice, I guess we have to talk it through in the company
internally, and decide. It’s usually mostly an issue of spotting where we
might have a few days we can spare on going through that source and putting it
together for a GPL release. It would be nice, I’m sure eventually it’ll
happen, at least for Enemy Territory and Wolfenstein. The thing is, Enemy
Territory is still doing really good online, and really we see it a lot on the
competition scene, so I would assume there’s going to be a bit of resistance
as far as releasing the source right now, because it’s still doing so great on
competition. I love watching those ET matches.

Does id and/or Raven plan on releasing additional level packs or alternate
gameplay modes for Quake 4?

We’ve released a lot already. If you try to count how many extra maps we’ve
put out… 1.3, the patch is around 250 or 300 megabytes, the full patch. In
there you have, I think about 10-15 new maps, something like that. I think we
got a really strong extra content base at this point. I can’t really tell if
there are plans to put new maps out, but that’s really a lot to play through
already. We will see through the keynote and everything if we decide
to announce more things on Quake 4. The company is still looking at product
and looking at if we plan on any server updates and what’s going to go in the
new updates but I really can’t comment much on that.

Are there any outstanding issues/planned features that are slotted for future
point releases?

I think in 1.3 we really covered a lot of the current things. At this point,
it’s probably up to whether we decide to push the game further.

Any comments on the state of NVIDIA and ATI’s OpenGL drivers in Linux? Are
there any missing features which would aid in development/porting?

I still mostly do my development with NVIDIA cards. It’s been working
really good even for our internal project. I just fix the gcc compiling issues
and bring it up, and usually the NVIDIA drivers will work just the same as
they do on Windows. ATI is obviously doing some very good work on putting out
new updates and been very responsive to users on Linux. I’m really expecting
that their drivers are going to be really up to par with the NVIDIA ones
within a few months I think. I moved my development system to a 64-bit
machine, but I still compile 32-bit binaries and running 32-bit binaries on
64-bit machines I had to stick to NVIDIA because I couldn’t really get it
going with an ATI card. But still, I’m always ready to swap it out and try
ATI. We haven’t been really in a situation where we’ve had to test new
rendering on both cards yet.

Are hobbyist mod projects viable with modern first-person shooters, especially
with the rising cost of producing professional-quality assets (models,
textures, sounds)?

I don’t know. I’ve seen the amount of work that has to go into doing content
for mods, it has gone way up since the Quake 3 days. Maybe it’s just me not
looking with that much attention anymore at the websites and everything, but I
remember in the Quake 2/Quake 3 days there were Rust and Gamedesign, there
were a lot of websites with custom home-made maps, there was the Polycount
website, and all of those websites were really big. I’m not seeing the same
kind of thing anymore, maybe it’s just me, but I think it’s been toned down a
bit because it’s just a lot more work to put content together nowadays. We
still see a number of mods, you gotta have artists, textures, level design,
you gotta put everything together now a lot more; it used to be a very
individual thing. One guy could make character models, one guy could make
levels, it’s no longer true. Modding’s still doing pretty good on DOOM 3
technology, including Quake 4 though.

Epic sponsored UT2004 mod development with a contest – has id ever looked at
doing anything similar?

I don’t know actually, I don’t know if it’s been something that’s been
discussed or planned. We have an approach where we let people come to us and
we give them some technical advice. I think it’d be mostly up to the sponsors
we work with for events such as QuakeCon. I guess if they would ever come
forward to us and say we want to sponsor some event, then I guess the QuakeCon
guys would probably look into it.

I know Human Head and 3D Realms are only licensees, but are you aware of any
plans for a Prey Linux client port?

I’m really not involved with the Linux aspect. Obviously Ryan Gordon is
working on the dedicated server, so that’d really be a question for him. I’d
love seeing a Linux client, I’ve been holding off getting the game, waiting to
see if there’s a Linux client showing up. I know if I buy the Windows version
I’m going to play the Windows version and I’m not going to play it on Linux,
so I’m just waiting it out.

Any comments on the state of 64-bit architecture support in Linux? Will ET:QW
ship with 32-bit and 64-bit binaries?

I don’t know yet. My main problem with 64-bit binary is that it’s one extra
compile to do every time you want to release binaries, so you have to maintain
one build system for your 64-bit binary and then every time you have to make a
build you have to make sure you get both the 32-bit and 64. Really honestly,
there’s not any kind of significant performance increase. If you have good
compatibility you’re able to run 32-bit binaries on a 64-bit machine, that’s
the performance you get. If you run a 64-bit binary, it’s not going to make
much difference. The technology is cool, but there’s really not that much
point for doing it. We do use 64-bit internally, we do use some 64-bit
binaries on Windows for the extra memory, because we are hitting the limits
where we need to address more than two gigabytes of memory at the same time
for a single process. That’s really one of the main advantages, but I don’t
expect any of our games anytime soon to require a machine that has more than
4GB of RAM, that would be stretching it.

In the past year or so, the Ubuntu Linux distribution has made major strides
in community acceptance with their emphasis on ease-of-use; do you feel that
Linux in general has reached the point to where it’s a viable alternative to
Windows and OSX for the average computer user?

It seems to be really happening. I mean, my parents are using Linux. The setup
is still the tricky point, but I set the machine up last time I was in France
and they’ve been actually catching on and start to use it. They like
OpenOffice, they like having GAIM and Firefox, they’re really happy with that.
My brother-in-law, who’s really a Windows guy, just decided to install Linux
because he was tired of his machine being slow and spyware and everything. He
really didn’t need that much help from me to get his stuff running, doing mail
and chatting and all that basic web stuff, so I guess it’s really picking up.


I’d like to thank TTimo for taking the time to address these queries, and id Software for putting on another fantastic event! If you want to read more about how TTimo became id’s Linux guy, check out our QuakeCon 2004 interview.

-Dustin “Crusader” Reyes

Graeme Devine on Persistant Game Worlds

January 28th, 2000 by Crusader

id Software lead designer Graeme Devine has posted the newest entry in Gamespy’s Developer Week series of articles. Graeme’s article covers flaws in the gameplay structure of current generation persistant game worlds (i.e. Ultima Online), including the oft-discussed problem of preying on newbie players, or Player-Killing.