LINUXGAMES

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.

It’s Monday, Jack In

January 14th, 2013 by Crusader

Good morning! Let’s to it:

  • If you had told me 15, nay, 10 years ago that in 2013 the stars of CES would be a viable Linux game console and a VR headset… well, that’s the position we’re in. The Verge has posted their best of show awards, and Valve walked away with “Biggest Story” honors for their “Steam Box” efforts:

    With nary an announcement (and more of a fortuitous run-in with Gabe Newell), Valve laid out its vision to us for gaming hardware — its own Linux-powered box, a range of branded partner devices, and some rumination on multiple new methods of interaction (e.g. biometrics). It’s a new way of thinking about gaming platforms, and it’s one that Valve really has the leverage to pull off.

    But the strongest praise was reserved for the Oculus Rift Virtual Reality headset, which won their “Best Gaming” and “Best in Show” honors:

    My childhood (at least the formative years) was spent reading novels like Neuromancer and Snow Crash, and poring over stories about a future promised by Mondo 2000 and Wired. Virtual reality has long been the ultimate promise of technology — the magic mandala, a doorway to the infinite. But the thing is: it never happened. We got touchscreens, motion sensors, the tablet revolution, body-hacking… but we never got our cyberdecks. Until now. The Oculus Rift actually delivers on the promise, and then some. It’s really, really amazing. Truly and honestly a revelation, a trip, a rabbit hole. And I’m going in. Forever. Goodbye universe. Hello universe.

    One note: while the initial Kickstarter effort mentioned Linux support (complete with Tux logo), it appears at least the initial SDK will be Windows-only. In any case, I’m sure it won’t be long before we can go FULL GARGOYLE:

    cyberpunk

    Also, for an in-depth discussion of the challenges of presenting “realistic” VR, Valve’s Michael Abrash (who has had a long, illustrious career) has a great blog entry here.

  • It still feels weird writing this, but Team Fortress 2 received an update last week to add promo items and bugfixes.
  • A new version of FTL was made available prior to the start of the new year with a colorblind mode, new hotkeys, and various fixes. The patch is available from the Humble Store (via http://www.ftlgame.com/) or Steam. The game’s complete soundtrack is also available for listening online or purchase now.
  • Phoronix pointed out that there’s a few Linux gaming sessions planned for the Free and Open source Software Developers’ European Meeting, or FOSDEM, which takes place February 2nd and 3rd in Brussels, Belgium.
  • Marlon Drescher mentioned that his indie MMORPG, Forgotten Elements, can now be played, which he created as a single developer (!).
  • Special Unit, a Stargate-themed total conversion (I haven’t typed those words in a while) for Unreal Tournament 2004 (those either) was released.
  • Ensign-1 is a space combat sim (is it just me or are those kinda rare these days?) being updated iteratively on Desura (the price rises as they grow closer to completing the game ).

Tactical Turtleneck Tuesday

February 7th, 2012 by Crusader

Hack, Slash, Loot is a single-player turn-based dungeon crawler.

Defender’s Quest is a tower defense / RPG hybrid that focuses on
story, customization, and tactics.

Frozen Synapse’s upcoming DLC will include Unreal Tournament-style mutators.

Invite-Only Unreal Tournament 3 Beta Leaked

April 1st, 2009 by TimeDoctor

mens-ut3-house

If you’re interested in the best in men’s clothing, you’re interested in Unreal Tournament 3.

Unreal Tournament 3′s fine selection of wares begins and never stops.

It is on.

It is gold.

It is...Unreal Tournament 3.

(I got fired at Happy Penguin and am now working for Men’s Warehouse.)

Unreal Tournament 3 News Buried in Ryan Gordon’s .plan

April 1st, 2009 by TimeDoctor

patches

Ryan “icculus” Gordon has updated his .plan with some information on Unreal Tournament 3. I don’t really know what it is and I don’t care, it is somewhere in there. Honestly this is my last post for LG as of next week I’m writing for Phoronix.

Cedega 7.1

March 4th, 2009 by Crusader

TransGaming sent in notice that they’ve released Cedega version 7.1, an implementation of the Windows OS API on Linux with an emphasis on game compatibility, for their subscribers:

With Cedega 7.1 Cedega Gaming Service Members can play more games on Linux than ever before

F.E.A.R. 2, Unreal Tournament 3 and the newly Cedega Certified Bioshock are playable in Linux with technical support available to Members. With great graphics, high performance and tons of play hours these games are sure to become new favourites.

Cedega 7.1 offers much more than new games. Improvements have been made across the board that will improve performance and stability for almost every game under Cedega with specific enhancements for:

Glimmer of Unreal Tournament 3

September 18th, 2008 by Crusader

After a lengthy hiatus, Ryan “icculus” Gordon updated his .plan with a screenshot of Unreal Tournament 3, Epic Games’ latest multiplayer-oriented first-person shooter, running in Linux:

Seriously, there’s no conspiracy.

…so stop sending me email suggesting that Microsoft is paying to block this.

Unreal Tournament III Update

July 11th, 2008 by Crusader

Phoronix has been investigating the continued absence of the Unreal Tournament 3 Linux client, pointing out forum posts from Epic’s Jeff Morris stating that the port is ongoing:

Hi guys. Work on the UT3 linux client most defintely is progressing, albeit a lot slower than we anticipated. We don’t discuss the status of patches until we know they’re ready to be released. No conspiracy, just challenging work.

Lesser Known Linux Games

April 25th, 2008 by Crusader

Many thanks to Nemoder, who took the time to produce this article looking at enjoyable Linux games that you may have overlooked before now.

gamebanner

Top 10 Lesser Known Linux Games

We’ve all heard of open source games like Tuxracer and Wesnoth, and of commercial games like Quake and Unreal Tournament but there are a number of lesser known Linux games that deserve some more attention. Not all these games have the latest 3D graphics but what they lack in state of the art visuals they more than make up for in depth of gameplay and replayability. If you’re looking for something a bit different to play you definitely want to check out these:

Read the rest of this entry »

DM-HillyMcBillyFarm

April 25th, 2008 by Crusader

BeyondUnreal mentioned a new deathmatch map for Unreal Tournament 2004:

Alex Luong has released a really cool looking deathmatch map for UT2004 called DM-HillyMcBillyFarm. It obviously takes its visual cues from the Team Fortress 2 CTF map, 2Fort, but also makes a nod to Teddie T’s map KillBillyBarn.

Screenshots: [ View ] Download: [ beyondunreal.com ]

No Linux UT3 Update

April 23rd, 2008 by Svartalf

A reader pointed out an article at Phoronix discussing the continued unexplained absence of the Unreal Tournament 3 Linux port, which points out that Epic Games is dissuading inquiries or forum discussion on the topic:

Lastly, this administrator then locked this Linux thread to prevent any further communication, even though that FAQ thread didn’t answer my original question of providing an updated status.

Danger! ZOMBIES!

April 16th, 2008 by Crusader

What games that pit the player against the ravenous undead hordes do you enjoy? Here are a few off the top of my head:

Edit: Thanks to the readers who pointed out these titles I missed.

Crusader of the Dead

Squad Commander

April 1st, 2008 by Crusader

ModDB pointed out a new Unreal Tournament 2004 total conversion: Squad Commander. A real-time strategy game, it includes the following features:

  • Class based, squad combat featuring a verity of units including ‘Sarge’ ‘Ranged’, ‘Armour Piercing Ranged’, ‘Assault’ and ‘Defenders’.
  • Level up your units to veteran status to improve their stats and skills.
  • Lasersights fitted on all ranged weapons change colour to show who you troops are targeting and their chance of hitting the target.
  • Receive reinforcements on the fly to replenish your squad mid mission.
  • Fight through 6, story driven, missions, featuring a range of environments a locations.
  • Customisable HUD

My UT2004 install is knackered at the moment, so I wasn’t able to test it fully under Linux, but it should work alright for you if you run

./ucc-bin UModUnpack -x SquadCommander.ut4mod

to install it.

Download: [ moddb.com ]

UT3 Dedicated Server 1.2

February 27th, 2008 by ThOR27

Version 1.2 of the Unreal Tournament 3 dedicated server has been released for Linux by Ryan “icculus” Gordon:

The GNU/Linux server for Unreal Tournament 3, version 1.2, is now available.

PLEASE NOTE:

This is NOT a complete package, only a patch. You do not need a retail copy of UT3 to host games, but you will need the full server installation and a GameSpy login, as discussed here.

There’s still no news on the client; at last report, it was being held up by the replacement of middleware. UT3 is a single player and multiplayer first-person shooter developed by Epic Games. Thanks to ThOR27 for the news.

Download: [ icculus.org ]

Heroes of Might and Magic 3

January 21st, 2008 by jvm

Title: Heroes of Might and Magic III

Platform: Red Hat Linux 6.1

Publisher: Loki Entertainment Software

Test System:

Return to Linux Games, Matt’s Reviews, Linux Adventures, Games, or Home.

Email: Matt Matthews

Introduction

Defender of the Crown
Allow me to reminisce for a minute…

Defender of the Crown by Cinemaware was easily one of the most memorable and original games released in the halcyon era of the Commodore 64. As an Anglo-Saxon lord, you travel about Britain on horseback gaining control of land and castles and armies in an attempt to unify the isle under one leader. With some of the best 8-bit graphics and sound of that era, this unique game blended strategy and action was deemed, at the time, one of the most beautiful games ever created.

And now, back to the subject at hand…

HOMM3 Title Screen
Having spent most of my free time over the past two weeks with Loki Entertainment’s Linux port of Heroes of Might and Magic III, I can’t help but feel that this series of games is the natural evolution of Defender of the Crown. The basic ideas are all there, along with a giant bag of new tricks, each adding its own flavor to the already rich gameplay. And like Defender of the Crown before it, HOMM3 provides an unforgettable experience, filled with lush graphics and striking music. Further, the Heroes games stand in stark contrast to the seemingly endless flow of high-profile 3D games that grab the headlines in today’s game market. Can a hardcore gamer, one used to the heated, bloody battles of Quake 3 Arena and the heart-pounding car races of Gran Turismo and the button-thrashing brawls of Soul Blade, actually be drawn completely into the world of a game that require neither a Pentium II nor a 3D accelerator? Read on, brave reader!

Game Overview

World Map View
For those not familiar with the world of Heroes of Might and Magic, let me convey the view I’ve gained in my brief experience. You command a group of “heroes”, each of which controls an army of smaller units. Heroes move about on a world map, from city to city, gathering resources and artifacts along the way. Each city you control garners gold, resources, and troops for you; the gold and resources can, in turn, be turned into city improvements and the ability to produce more and better troops. Conflict occurs between AI controlled heroes and your own, between a hero and a city garrison, or between a hero and groups of creatures scattered about the world map. All movement and combat is turn-based, so you can take as much time as you want planning out your strategy.

(Rich) City View
Strategy is really the root of this game. Anyone attempting to play this game haphazardly will eventually find their cities overrun and their heroes summarily destroyed by an efficient enemy AI. Success is dependent upon a player’s ability to manage simultaneously multiple cities and varied heroes towards an array of goals. Initially, the game will seem frustrating for the sheer amount of information that must be assimilated; there are enough town types, creature types, heroes, artifacts, and spells, each with a handful of critical statistics, to make a first game (and perhaps even a second and third game) more of a vehicle for reading the manual than a vehicle for entertainment. Fortunately, the game is accessible and appealing enough to motivate you above this initially steep learning curve. Veteran users will no doubt need some time to
acclimate to the changes made since HOMM2, but should find most of the game and the strategies required a comfortable fit right from the start.

Defending a City...Poorly
Despite a flamboyant, cartoonish appearance, HOMM3 offers gamers plenty of strategy and gameplay to while away the hours. At the highest level, a good player will move heroes around the world map efficiently and choose to fight battles only when they are ready. At a finer level, cities must be managed, balancing money and resource generation with amassing troops for your armies. At a still finer level, decisions about skill specialization must be made for each hero, and artifacts (which bestow special bonuses to abilities) must be distributed to maximize their potency. At what I see as the finest level, battles must be managed to use troops, terrain, and spells to guarantee a victory. So while a single piece of this complex game, like building a powerful army, may be easy to conquer, that one piece alone will likely not be enough to quash your foes’ forces.

Single Player – Scenarios

For a lone player, HOMM3 provides more than enough single player scenarios to take up the a good month for a moderately determined player. To keep the gameplay fresh, each scenario takes place on a different map (of varying sizes) and may provide a single or several computer opponents with which to compete. Since progess can be saved at any point during a turn, a player is free to freeze the gamestate and try different tactics and strategies. For those players enjoying the quest for a “perfect” strategy, these scenarios provide a fertile ground for cultivating ideas and plans.

The computer AI is an able opponent, and I found that watching him closely provided me not only with vital information of his whereabouts and and army strengths, but also with a good example of how to manage several cities and heroes efficiently. While there are times when the AI seems too efficient, riding the fine line between challenging and annoying, in the end I appreciated the level of skill it pushed me to achieve.

Here I’ll lodge my biggest complaint with the game’s structure: The tutorial scenario is a terrible example and, while bolstering a new player’s confidence may seem good in theory, in practice it fails utterly. It serves merely as a tour of the objectives in this game’s world but fails to introduce any of the real relationships between them or explain the work that a real scenario will require to acquire those objectives. The rest of HOMM3 is so polished that playing the tutorial leaves one with the definite feeling that it was tacked on at the last minute.

Despite the great number and variety of these scenarios, this mode is my least favorite. This isn’t to say that single player scenarios aren’t fun and entertaining; they can be great fun. Rather, the campaign and multiplayer modes are, quite simply, even better!

Single Player – Campaign

Campaign Selection Screen
A step up in complexity from the single scenario mod is the Campaign. Here several scenarios are strung together, with cut scenes and narrative inbetween, to form a more elaborate experience. Beyond the overall story, though, scenarios are linked further: a player’s performance in one scenario affects how he starts the next. Together with the story, this strategy adds a critical edge to the Campaign mode, making it a more compelling game experience.

As an added incentive, not all campaigns included in the game are accessible at the outset. To gain access to these extra campaigns, one must first complete those few campaigns initially offered.

Multiplayer – Internet/LAN/Hotseat

Not to be left out of the multiplayer obsession in today’s game market, HOMM3 provides two modes with which you can challenge your friends to a game of hero-coaching wits. The scenarios are similar to what you’ll encounter in a single player scenario, but you play against human opponents (or a mix of human and computer AI opponents).

The first mode is Hotseat and it allows several users to play a multiplayer scenario from one computer by taking turns. This mode is a bit awkward since a crucial aspect of the multiplayer gameplay stems from not knowing what your opponents are doing. So keeping your friends (i.e. opponents) from looking while you make your moves could be a potential problem. Still, almost all the fun that can be had playing over a LAN or over the Internet is part of the Hotseat mode, and it’s a great option when only one person owns the game.

Hosting a Multiplayer Game
The other mode is TCP/IP which allows you to play over the Internet or over a LAN. For this review, I was able to try out both methods and can report that they work remarkably well. Over a LAN, as you would expect, there is no lag and arranging a game is relatively easy as players can agree verbally upon a scenario and settings. At our test session, once everyone was connected we experienced no problems for well over two hours of gameplay. The only hitch we encountered
was a hang while trying to connect; subsequently, we weren’t able to reproduce that situation, so it probably was a configuration error on our part. Later, I played a one-on-one game via our dialup Internet accounts; with the use of GAIM to arrange the details, setting up anInternet game was nearly as easy as setting up a LAN game. At the beginning of such a game, a reasonable amount of network traffic takes place and over a slow modem connection this phase may take as long as a minute. But past that initial traffic, only chat messages and turn
updates are swapped, using only a tiny fraction of your bandwidth.

We encountered some very neat features in HOMM3 while playing multiplayer games on our LAN. First, when a user drops from the game a computer-controlled opponent takes its place. This is handy for times when not everyone in your group can stay for the entire game. Second, the multiplayer game can actually be saved, providing some interesting benefits. Notably for us, we had the opportunity to take a break for lunch and return to our machines without worrying about losing our place. Next, for those who like honing your strategy skills, any user can save the position of the game and go back later to replay
that portion of the game (against CPU opponents, of course) to experiment with a different strategy.

Graphics &amp Sound

Excellent Video Clips!
At first, I’ll admit, I was a little turned off by the cartoonish graphics of HOMM3. But upon closer inspection, I realize that this is probably just the effect that the designers were shooting for. My only gripe, then, is that the excellent in-game video sequences seems a bit incongruous next to the in-game graphics as the videos depict what can only be called “more realistic” creatures and persons. All of that aside, the artists have done their duty well and created clearly recognizable, colorful, and detailed graphics for all creatures, cities, artifacts, and dozens of other items that populate the world of HOMM3. Perhaps the only point real complaint one could have about the graphics is that the game runs at only one resolution, 800×600. (Check the Linux-specific Issues section for more on this.)

The music in HOMM3 was a pleasant surprise for me. While some game music is the kind that you listen to once and immediately turn down, I find that the music here is quite well-done. The most impressive part, in my mind, is the dynamic way in which the music mirrors the current hero’s surroundings. The varied background sounds are fantastic as well, adding just the right atmosphere without being overly noticeable.

Linux Specific Issues

I’ve tried installing HOMM3 on three separate machines (all running some variant of Red Hat) and it installed easily on all of them. Loki gave the whole Linux gaming community an invaluable gift when they wrote the famous installer that now accompanies all of their games. Even with the minimal install (only 5Mb of HDD space), the game runs well, provided your CD-ROM drive is up to the task.

The K6-2/300 and Celeron 300A (at 450MHz) machines ran HOMM3 beautifully, and are well within the recommended system requirements. I had hoped that, given that the simple demands of the interface, this game would run well off of a laptop and so one of the test systems was a Pentium 166MHz laptop with 32Mb of RAM. As the system requirements implied that a “Pentium class processor” and 32Mb of RAM would be enough to run the game, this seemed a reasonable proposition, esp. since the 800×600 fixed resolution within the game would fit well on a laptop screen. However, even with a full install, the animations and music were choppy and degraded the gameplay and enjoyment significantly. My suspicion is that the limitation was really in the low RAM and laptop video card, but I’m not confident of that.

While it is easy enough for those running at higher resolutions to Ctrl-Alt-(-) and Ctrl-Alt-(+) to adjust for this, it does get a bit tiresome to do that on a regular basis. Users choosing to run HOMM3 as root on their machine will have access to a more convenient fullscreen mode. Fortunately, Loki has promised that the first patch will introduce a fullscreen mode for all users (not just the superuser) much like the one in the latest patches to Railroad Tycoon II Gold and Civilization: Call to Power.

For those that find multiplayer as compelling as I, be warned that all versions of HOMM3 will network only within a particular platform. That is to say, the game has been released for Win32, MacOS, and Linux but each version can only talk to clients on its respective platform. The Windows version makes use of DirectPlay, a part of Microsoft’s proprietary DirectX. The MacOS version makes use of OpenPlay, an open alternative to DirectPlay. Loki has said that they may incorporate OpenPlay functionality into a future patch to enable interoperability between MacOS and Linux users. I hope that this actually does comes to pass.

Also, those players familiar with the Windows version will tell you that a map editor came as part of the package. While no map editor shipped with HOMM3 for Linux, it is apparently in development and will be released eventually. Incidentally, maps created with the Windows map editor apparently work well with the Linux client.

Finally, there are rumors that the expansion pack that was released for the Windows version will eventually be available for Linux users as well. Nothing official, yet, but there is at least a chance that Loki will release the expansion as well.

Final Words

Campaign Story Clip
Loki seems capable of doing no wrong at this point in its life, and its port of Heroes of Might and Magic III furthers my belief in its ability to deliver great games into the hands of Linux gamers. HOMM3 seems well-chosen to round out Loki’s growing
catalog of games, and it will no doubt lure more casual gamers to Linux as time goes by. Personally, I tend to prefer action games to strategy games, but HOMM3 has been surprisingly enjoyable over the past two weeks. While it certainly won’t replace Quake 3 Arena or Unreal Tournament (especially for gamers like me), it will continue to hold an icon on my desktop because, in the end, I’m hooked on the deep, engrossing strategy and the wildy fun multiplayer component …oh, and that rush you get when you carry a huge army of Arch Angels into battle and decimate your opponent!

Matt Matthews

Review Update (31 January 2000)

After posting my HOMM3 review, Stephane Peter and Scott Draeker from Loki Entertainment contacted me with some additional information and a correction.

First, I was incorrect in stating that the Apple Macintosh version of HOMM3 used OpenPlay. According to Peter, the programmer that did most of the porting work on HOMM3, the Mac and Linux ports share some common code and thus have “the same network backend.” However, the two can’t talk to each other because of the endian difference between the PC and Mac architectures. There are no plans at this time to implement OpenPlay in any version of HOMM3 on any platform.

On the topic of the map/scenario editor, Scott Draeker notified me that it is “well into development” and should be released when finished. This is good news for current HOMM3 owners and all the more reason for other Linux gamers to give HOMM3 a good long look. Grab the newly released demo and try it out; if it’s your cup of tea, then get out and buy it.

More sales of HOMM3, and other Loki games, will certainly increase the likelihood that more games will get ported. Draeker made it clear that they are talking with 3D0 about bringing the HOMM3 expansion packs to Linux. Also, if their relationship remains strong and the games are in demand, Loki would “like to continue bringing [the Heroes series] to Linux.” If the quality of HOMM3 is any indication, this is great news for Linux gamers.

So there you have it: The editor is definitely on the way and expansion packs are being considered. Given that HOMM3 is a great game already, these just add to its attractiveness. And while I find myself wishing that I could play against my Windows-using, HOMM3-playing friends, that is but a small part of this fine game.

Matt Matthews

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Heavy Gear 2

January 21st, 2008 by jvm


Title: Heavy Gear II

Platform: Red Hat Linux 6.2

Porter/Publisher: Loki

Original Developer: Activision

Test System:

Email: Matt Matthews

Introduction

Heavy Gear II
In the world of Windows gaming, a vast portion of the 3D titles released use Microsoft’s Direct3D API. Only a handful of games, mostly games based on the Quake engines, use OpenGL as their primary renderer. Thus, it is no surprise that the leading games using OpenGL were the first 3D games to make their way onto the Linux platform. Unfortunately, to move past those limits into the world of 3D games that are not first person shooters something will have to change. One option is that Windows game programmers start coding with OpenGL in mind either by using it as an alternative renderer or at least by separating their engine enough from the renderer to allow the easy porting to the OpenGL API. Another option is to give Linux programmers, like the ones at Loki Software, experience porting Direct3D games that may not have had OpenGL in mind when originally created.

Heavy Gear II is a first step towards this latter solution. Originally coded with Direct3D, it is the first conversion of such a title to OpenGL under Linux. (Note that other conversions on other platforms have achieved the same goal. A prime example is the Tomb Raider series ported to MacOS by Aspyr Media.) While not completely a step away from the first person shooter, HG2 at least widens the range of titles available for Linux gamers and hopefully
demonstrates more the viability of Linux as a gaming platform.

In this regard, Heavy Gear II is a success: it recreates under Linux the original experience that Windows gamers. From a technical standpoint then, Loki has won that battle. At the end of the day, however, people still ask: “What’s the game like? How does the game play? Is it worth my hard earned cash?”

Read on for the answers to these questions…and more.

Game Overview

As a Gear pilot amidst a war to save Terra Nova, you must guide your Gear, and those of your teammates, through several missions ranging across several terrains, past various hazards, and even into the depths of space. Each mission presents a unique range of objectives leading towards the completion of the level and victory. The way in which those
objectives must be obtained is, for the most part, up to your individual strategy and strengths. A plot unfolds piecemeal as a natural part of the pre-mission briefings, radio chatter during the missions, and post-mission debriefings. In addition, Heavy Gear II provides a series of historical missions whose story lines flesh out the fictional background of the Heavy Gear II universe.

Victory!
In addition to these mission-based gameplay options, Heavy Gear II provides two modes that concentrate purely on combat: Multiplayer and Instant Action. Multiplayer is exactly what we have come to expect from today’s combat games, with a few differences, mainly in the client and server model. In addition, if you are unable to get online or are cursed with a laggy modem connection, the Instant Action is an addictive substitute. True to its name, it provides a slick and quick interface to jump into a game of your favorite configuration and blast away some CPU controlled Gears. (Do not try this late at night when you need to get up at a reasonable hour the next day. Trust me. You will find yourself saying “Just one more game!” hour after hour. Evil stuff, I tell ya.)

The Lone Gear Pilot

As I have mentioned, the single player mode is a string of missions tied together with a bit of narrative. Normally, I find this kind of brief/fight/debrief style formulaic and, in fact, felt rather lukewarm about this portion of the game when the beta test began. However, after banging through the first few missions, the story actually began to grow on me. Do not get me wrong: great science fiction it is not (although there is a level here that remind me of the great Ender’s Game). But the bits of story do seem
to flow with the levels, and the goals are varied enough to mix up the action and force you to adjust your strategy to each situation.

For me, getting to the point that I could think about strategy was a struggle in itself. I am a first person shooter veteran, of sorts, and I feel that controlling a Gear is a level of complexity higher than what the normal point-and-shoot Quaker is used to. I recommend really spending some time on the tutorial missions included as part of the single player game, and familiarizing yourself with the various controls. Further, do not be afraid to experiment with different key bindings; my suspicion is that real
Gear players do not use the default keyset. Alternatively, I am told that a few dollars invested in a good PC joystick can make a big difference. Unfortunately, I have not had the pleasure of trying that method of control. (Yes, the Linux version supports joysticks!)

Tiny men with guns
Once you have mastered the controls, there is still the matter of arming and outfitting your Gear. Here, a good bit of planning that can make an upcoming mission as easy or as difficult as you’d like it. While each mission sets limits for how powerful you can make your Gear, within those limits is a great deal of flexibility, allowing users to take completely different approaches to each situation. My personal strategy is to stay as far back with as much cover as possible and snipe enemies whenever possible. Yet, on levels for which I chose to play the role of the sneaky sniper, a heavily armored and armed Gear (in the hands of a more skilled pilot than this writer) could just as easily waltz through like a swarthy metal Rambo. All of this to say that if you choose the default equipment for your gear, you are really missing out on half the fun the designers intended for you.

[Tip: On the beta testers list, Andreas Reichl gave many tips while playing through the game. One weapons configuration that worked well for me, based solely on his suggestion, was: Very Heavy Autocannon (VHAC), Gatling Laser Cannon (HGLC), Medium Anti-aircraft Cannon (MAAC), and perhaps a Heavy Laser Cannon (HLC) for space missions. Thanks Andreas!]

There are some striking levels scattered throughout HG2, but the quality does vary a great deal over the course of the game. On a planet surface, we are treated some some special effects like gently falling snow and pelting rain. Further, bodies of water, buildings, hills, valleys, and even fairly well-detailed trees bring these alien landscapes to life. Yet, even these are not enough to overcome my instinct to yawn when the occasional “follow a valley, meet waves of foes, and have a big ol’ fight at the end” mission pops up. That kind of mission might have been novel years ago, but most game players have moved on by now. For some really interesting combat, however, try some of the missions set in outer space. Besides taxing your Gear controlling skills to the maximum, the clever twist of giving you a full six degrees of freedom in which to maneuver opens up the door to wildly
different strategies on these levels.

Flyover
Finally, when you have worked your way through the Campaign and Historical missions, you are left with Instant Action. As I remarked above, this playmode is quite addictive. Comparable to the botmatches found in both Q3A and UT, IA allows you to tweak the settings to find for yourself a fun match with your favorite team of Gears, team of enemy Gears, map, and difficulty.
Once you find a setting that is just right for your skill, away you go for hours and hours of combat.

Playing With the Pros

The cool thing about Heavy Gear II‘s multiplayer component is that if you have a connection to the ‘net you can immediately start chatting with other players. Simply choose an online server and, once connected, you can see other players
online and chat with them. Further, you can see what games are currently in progress and even arrange to start a game of your own. With a little poking around (and hopefully reading the manual) even novice users can find a game to play online in very little time.

Multiplayer
Unfortunately, there are two points about multiplayer that should be noted before you dive right in. First, the server/client structure is different from what most of us know from playing Quake-like games online. Essentially, there are no dedicated servers and all servers are listen servers. The server that I mentioned above is really only a meeting place for players and a gateway to arranging games. When you start your own server, that server is running locally on your machine and the players that join your game will be clients to your machine. So if you are playing with a 33.6 modem connection to the ‘net, all the people connecting to you will probably have horribly laggy connections. Luckily, you can see your ping to a hosted server while at the main multiplayer menu so you will know which games might give you a good connection. The second point I would like to make is that many of the players out there today have been playing these kinds of games for months, if not years. Needless to say, I was a pretty poor player when I tried to join some of their games. I played like a clueless newbie at times and I know that I looked like one to all the other players out there.

Even with my 56k modem, I was able to find games with a low enough ping to make the gameplay reasonably smooth. Occasionally, I would see players warp from place to place (a sign of a temporarily laggy connection) but in all the experience was slick enough to make me think that modem users will probably find it acceptable.

Graphics &amp Sound

In a preview, I commented upon what I felt to be the similarity between the HG2 engine and the Battlezone engine. While I have been assured that they are, indeed, different engines, my initial impression still stands: it looks like Battlezone to me. That is not bad, mind you; I really liked the look of Battlezone, back when it was released. But I am willing to admit that I am spoiled by the detail in first person shooters and I long for the day that an outdoor game can have utterly realistic detail in the buildings, trees, and landscape. I also found the jarring blockiness of the various (non-Gear) vehicles that you see from time to time in game. Transports with hexagonal wheels just are not horribly convincing.

Woohoo!
The Gears, one must remember, are the centerpiece of this game. As such, the lack of detail in the environs is more than made up for by the added detail on the Gears themselves. The variety of types and colorings of Gears is represented well by the HG2 engine, making the identification of friend and foe an easy task. Despite an unrealistic sense of agility in these metal hulks, the animations and intricate polygonal models are enough to convince me that these Gears could actually exist.

Like any good combat game, detail has been paid to weapon effects and, in the case of Gear combat, damage effects during a fight. After rockets are fired, smoke trails hang in the air and drift away as if in a light breeze. Projectile weapons spark off metal exoskeletons, and greasy plumes of smoke effuse from wounded Gears. All of these visual effects are accompanied by an array of aural accents, making easier the task of recognizing the armament of your opponents. While Heavy Gear II uses
OpenAL, the new open 3D audio standard, the effect is rather muted when using two speakers beside your monitor. (The original game supported Aureal’s A3D for 3D sound.) When using headphones, the effects are certainly more apparent and vibrant, but I hesitate to comment on the 3D effect for a lack of experience with 3D audio in general.

Linux Specific Issues

Skating to work...
During the beta test, there were some issues getting all the parts of Heavy Gear II working correctly, but in the end it seems as though most of them were ironed out nicely. In particular, getting HG2 installed and working with OpenGL was a big hurdle for a while. I am happy to report, however, that when the final copy arrived at my door, I was able to safely wipe the beta test from my hard drive, install directly from the CD, and start playing immediately from the shortcut on my desktop.

Normally, in this space of my reviews, I will spend some time talking about issues that the Linux programmers could have fixed to make things better for users. Unfortunately, many of the Linux-specific things I am about to mention
are, for the most part, out of the hands of the Loki coders.

First up, we have the some graphics issues that affect 3dfx cards and, to a lesser extent, other cards. One quirk that bother me when playing with my Voodoo3 card is that along the edges of some polygons off in the distance a stray bit of color will manifest itself. Sometimes the color is black and it is not hard to ignore; other times it is cyan and it pokes you right in the
eye. The second issue is that the clipping plane is visible since fogging in the distance is not enabled. This means that objects can come into view with disconcerting discreteness. Both of these issues I believe are issues with Mesa and will eventually be remedied. However, fixing Mesa is not the job of Loki’s programmers. These are, I believe, indicative of the growing pains that Linux gamers will have to endure over the coming months, as more and more weaknesses of Linux are ironed out.

The only other major problem, apparently, is when using an NVIDIA card and their recently released closed-source drivers. After each mission, when the game switches out of OpenGL mode, the game will crash. That is certainly a frustrating bug and it will hopefully be ironed out in the next patch of HG2.

Another glitch that occasionally bothered me was a misalignment between the landscape and the sounds associated with it. This can be seen as early as the first campaign level: you can hear the water sounds before you enter it, in some places, and when exiting the water the splashes will end prematurely. A minor issue, and one that is apparently part of the original Windows game, but one that I noticed nonetheless.

Final Words

The Cheese Stands Alone
As has been pointed out before, Heavy Gear II has pushed, further than any other game, the limits of Linux as a gaming platform. It incorporates the hardware video acceleration, joystick support, and cross-platform networking. The result is a very solid conversion, and is in fact the first Direct3D game ported to Linux. From a technical standpoint, the game accomplishes what it sets out to do. If you want an action game that is not a traditional first person shooter, this game may be what you are looking for. If you have played the Gear games under Windows but now use Linux, then you should definitely give this game a look. I enjoyed the campaign and I still enjoy the Instant Action; but in the end, I still prefer more traditional shooters to controlling a Gear.

Matt
Matthews

Linux Games Podcast #11

January 20th, 2008 by TimeDoctor

The latest Linux Games Podcast episode is up. Podcast 11 is our “Hey, We Haven’t Done a Podcast In a While” Episode!

Joining myself on this episode is Dustin “Crusader” Reyes.

URL dump from this episode:

Enemy Territory: Quake Wars
Desktop Tower Defense
Microsoft Sidewinder Mouse
Logitech G9
Hideous New Logitech G5 Mouse
Creative’s Linux Driver Site
Ubuntu Forums Thread for X-Fi Drivers
Abuse
Penumbra Stuff
ET:QW Stats for Crusader
ET:QW Stats for zakk
X3: Reunion
Unreal Tournament 3
Phoronix UT3 Delay Post
Savage 2
Tribes 2
Savage 1
Penny Arcade
…And their game
EVE Online
Vendetta Online
Freeciv
UFO Alien Invasion
NVIDIA Open-Source Rumor
Warsow
Micropolis Source Code Released

iTunes users can click the iTunes Only link below, or drag and drop the feed link to iTunes, or click Advanced – Subscribe to Podcast and copy the feed url there, or just hit update if you’ve already subscribed. The podcast is also in the iTunes Music Store. For any other podcasting programs, you’ll need to insert the feed url into it.

Enjoy, leave feedback here, in the new forum, on iTunes, digg us, and tell your friends!

Linux Games Podcast 11 Download: [ iTunes Only | MP3 RSS Feed | Straight MP3 | Straight Ogg Vorbis ]

TO Crossfire 1.8

January 2nd, 2008 by Crusader

Version 1.8 of Tactical Operations:Crossfire, a counter-terrorism-themed multiplayer modification for Unreal Tournament 2004, was released. The changelog includes new maps, gameplay tweaks, and bugfixes. There are also map fly-throughs at toc-movies.de.to.

Screenshots: [ View ] Download: [ to-crossfire.net ]

2007 Mod of the Year Voting

December 27th, 2007 by Crusader

Mod DB is conducting voting for their 2007 Mod of the Year awards through January 1st; readers are to whittle down a list of 100 mods to the top 5. Here are the Linux titles on the list this year:

UT3 Linux Dedicated Server

December 20th, 2007 by Crusader

After a beta testing period, the Unreal Tournament 3 dedicated server has been released for Linux by Ryan “icculus” Gordon:

This is a complete package. You do not need a retail copy of UT3 to host games. You will need to set up a gamespy login, however.

To install, set the downloaded file to be executable (chmod a+x UT3-linux-server-12172007.bin), and run it like a program; it will unpack itself.

[...]

Bugs and reports go here.

Discussion can go to the mailing list. Send a blank email to ut3-subscribe@icculus.org to get on the list.

Please try to keep bug reports to Bugzilla, so the list can focus on configuration issues, questions, etc.

Still no additional word on the client; at last report, it was being held up by the replacement of middleware. UT3 is a single player and multiplayer first-person shooter developed by Epic Games which has already shipped for Windows.

Download: [ icculus.org ]