LINUXGAMES

X2 Gold and Demo!

April 30th, 2006 by Crusader

Linux Game Publishing sentin the following announcement:

X2: The Threathas gone gold! The game iscurrently in production and is expected in stock in 2-3 weeks. We are nowaccepting preorders for X2 in ourstore. If you want to try it out, a demo is available for you to download here.

X2: TheThreat is a space sim originally developed by Egosoft. LGP’s page mentions a projected releasedate of May 19th; here are the sys reqs:

  • Operating System: 2.2.x or better Linux kernel with glibc-2.1 or later andX-Windows (XFree86 3.3.x or later)
  • Processor: x86 1.2 GHz
  • Memory: 256 MB
  • Disk Space: 1.4 GB
  • DVD-ROM Required
  • Graphics Card: Hardware-accelerated 3D graphics card with 64MB videomemory
  • Sound Card: OSS or ALSA Compatible

Screenshots: [ View ]Download X2: The Threat: [ 3D Downloads | LGP ]

Glest 2.0.0

April 30th, 2006 by Crusader

Version 2.0.0 of Glest,an award-winningopen-source 3D RTS project, is out. New features are delineated in thisforum post;there’s also a dedicated Linux forum.

Screenshots: [ View ] Download: [Glest2.0.0 ]

Helherron 2.04

April 30th, 2006 by Crusader

Version 2.04 of Helherron, afantasy-themed tactical RPG, was released for x86 Linux systems.

Screenshots: [ View ]Download: [ Helherron 2.04 ]

GP2X 2.0.0 Firmware

April 29th, 2006 by TimeDoctor

The GP2X open-source Linux-based gaming handheld with a dash of SDL and some Star Truckers (which is one of the finest open-source games I’ve played in months) has a new firmware version 2.0.0 out. I got mine a few days ago and have been loving it since, mainly due to the fact that I can play my old NES games without having to deal with the rickety cartridge system. Changes in wonderful engrish:

  • Booting time is shortened.
  • Mounting speed is shortened due to the file system exchange.
  • Loading speed of boot loader and kernels are shortened.
  • We reduced unnecessary process of initiation
  • You can copy, delete and move files in NAND Memory when connecting USB through PC.
  • We extended battery life using time by blocking USB 2.0 power consumption and reducing power consumption when you don’t use USB
  • Addition of system menu.
  • We added settings function for high level users.
  • We added volume limit: When you use headphone, you can adjust volume limitation.However if you want to maintain this settings, sound volume of exterior speaker is get to lowered.
  • Addition of automatic execution: you can execute file at the same time of inserting SD card in the case of executing certain files.
  • USB connection is so much improved by correcting USB driver.
  • It also has a cute theme song when it turns on now :-)
GP2X Firmware Version 2.0.0 Download: [ gp2x.com ]

Ultimate Basketball Challenge 0.5.0 Alpha 1

April 29th, 2006 by Marv

Alpha version 1 of Ultimate Basketball Challenge version 0.5.0, a 5 on 5 basketball simulation, has been released. Changes include:

  • Rewritten in C++
  • Rewritten to use SDL instead of Allegro
  • The start of a menu system has been added

Download: [ Ultimate Basketball Challenge 0.5.0 Alpha 1 ]

Phoronix on ATI’s PowerPlay

April 29th, 2006 by Crusader

Phoronix has posted a new review of ATI’s PowerPlay functionality:

Last year we had taken an in-depth look at ATI’s PowerPlay technology upon the support within the Linux fglrx display drivers. Now that Fedora Core 5 has been out for some time, and there have been quite a few monthly releases since that point, we are now back today as we re-examine ATI’s PowerPlay using once again the Mobility RADEON X300. In this examination, we will also be using additional benchmarks beyond what was done in our original benchmarking fiesta, and we will be examining its power consumption when using the AC adapter and simply not the battery. Continue as we examine this technology once more, and get a better understanding if this implementation is for all mobile users.

Diamond Crush Pre-Alpha

April 29th, 2006 by Crusader

The first playable release of Diamond Crush is now available for 32-bit and 64-bit x86 Linux systems; Diamond Crush is a Java-based puzzle game:

We, the Diamonds Team (tentative name), are working since last September on Diamond Crush, a puzzle game for one or two players, as the final result of the Diamonds Project, a free didactic collaborative project to learn on the field how a videogame is actually produced and completed, making use of agile programming methodologies, such as Test Driven Development (TDD) and Extreme Programming (XP), still new in the world of game development.

The final product will be released for free later this year. In the meantime, a largely incomplete First Playable Version, with basic offline multiplayer gameplay rules, will be available for download in the Downloads section, for playtesting purposes.

If you’re interested in helping the project, they’re looking for 2D artists and animators.

Download: [ Diamond Crush Pre-Alpha ]

Neverwinter Nights 1.67

April 29th, 2006 by Crusader

BioWare has released version 1.67 of the Dungeons and Dragons CRPG Neverwinter Nights. In addition to the usual bugfixes, BioWare has included a great deal of free content:

This content was originally created for the Pirates of the Sword Coast premium module; it’s also noted in the patch FAQ that the revenue from the premium modules is what made this patch possible.

Another important note: the first files uploaded by BioWare had a build issue; the problem has been corrected, but if you downloaded the patch prior to this evening, you’ll need this fix:

If you’ve downloaded any of the patches for linux 1.67 and you have a problem with SOU (or any NPC’s not spawning), there was an error in the build of the final patches that resulted in a .o file being wrong, which caused problems. This has been fixed, and the patches have been updated. For those who have already downloaded the 1.67 patch, there is a “small” update available to fix the affected files at http://files.bioware.com/neverwinternights/updates/linux/167/linuxclient167fix.tar.gz

If you have the English XP1 or XP2 patch, you should also remove the dialogf.tlk file as it does not belong there either.

Sorry for the confusion.

Download: [ Neverwinter Nights 1.67 ]

Quake 4 1.2.1

April 28th, 2006 by Marv

id Software has released an update to the Linux binaries for Quake 4. This version is fully compatible with the previous v1.2 build. The major new feature is the addition of SMP renderer acceleration; other fixes include:

  • no longer using SDL_ListModes to filter available resolutions ( use +set r_useSDLModes to re-enable, SDL_ListModes returns way too little of the possible resolutions )
  • fix stalls that may happen with DNS resolution ( Linux bug only )
  • fix a download bug: if the server is configured with some of the fs_*path cvars having a trailing slash, they might cut one character when returning download URLs.

Download: [ Quake4 1.2.1 | id Torrent ]

Quetoo 0.3.4

April 28th, 2006 by Marv

A new version of Quetoo, a Quake 2-compatible game engine that focuses on security, stability, and speed has been released. Full changelog:

  • Killed off acinclude.m4, contained paranoid vararg and SDL checks.
  • More cleanups to configure.in #2 #3 and #4.
  • Removed #ifdefs for dlopen. If you don’t have it, Quetoo won’t work.
  • Added MYSQL_LIBS to src/qmass/Makefile.am #5.
  • Merged patches from Eddie to enable profiling.
  • Merged patches from Alexey for FreeBSD support #6.
  • Merged patches from Alexey for configurable railtrail color #7.
  • Added .tga texture loading support for all bmodels to gl renderer.
  • Tga texture loading can be toggled by gl_loadtga, defaults to 1.
  • Removed (unused) .tga loading code from software renderer.
  • Broke PCX and Targa loading/writing into separate source files.

Download: [ Quetoo 0.3.4 ]

Vulture’s Eye/Claw 2.0.0

April 25th, 2006 by Crusader

Vulture’s Eye/Claw,an isometric Nethack and Slash’Em interface based originally on Falcon’s Eye, hasreached version 2.0.0. Changesinclude new tiles, an interface revamp, and 24bpp color support.

Screenshots: [ View ]Download: [ Vulture'sEye/Claw 2.0.0 ]

Vendetta Online 1.5.8

April 25th, 2006 by Crusader

Version 1.5.8 of Vendetta Onlinehas been released tosubscribers of the space combat MMORPG.Changes include theaddition of the Teradon, acapital ship.

Screenshots: [ View ]

Python Kye 0.8

April 25th, 2006 by Crusader

Python Kye is a Python-based version ofthe puzzle game Kye; the playermust dodge obstacles and traps as a green blob while collecting diamonds. Theauthor has also released original levels for thegame.

Download: [ Python Kye 0.8 ]

Viability of Linux Gaming

April 25th, 2006 by Crusader

Hackenslash posted an examinationof Linux gaming, which includes comments from LinuxGames contributorZachary “not the guy from Saved by the Bell” Slater and Jermome Gotangco ofthe Ubuntu Linux distribution.

LGP Publishing Cold War

April 25th, 2006 by Crusader

Linux Game Publishing has announced that they will be publishing Mindware Studios’ stealth-oriented action title Cold War:

Cold War follows the story of a freelance journalist who finds himself in the midst of an international conspiracy that aims to control the U.S.S.R. Twelve hours after arriving in Moscow for a routine story, he has been stripped of all possessions, beaten unconscious and thrown into the KGB`s political prison. Using only recovered weapons and improvised gadgets, he must now evade or overcome elite Soviet forces and defeat the conspiracy before he is sent to a Siberian prison camp or killed.

Additional information on the game can be found at http://www.coldwar-game.com/; LGP has listed June 15th, 2006 as the anticipated release date. System requirements:

  • Operating System: 2.2.x or better Linux kernel with glibc-2.1 or later and X-Windows (XFree86 4.3.x or later)
  • x86 Processor: 1.7 GHz
  • Memory: 384 MB
  • Disc Space: 1.6 GB
  • CD-ROM: 1 x DVD Rom
  • Graphics Card: Hardware Accelerated 3D Graphics card with 128 MB video memory
  • Sound Card: OSS Compatible

Cold War was ported to Linux by the original developer, but copy protection requirements prevented its release until now. There was also a Linux demo released last fall.

Defcon in Testing

April 24th, 2006 by Crusader

Introversion Software’s newesttitle, Defcon,is now in privatetesting:

Today we kicked off the Defcon beta test – we are nowin the final phases of this games development. 100 Testers have been chosenfrom the list of applicants, and emailed instructions on how to download thefirst alpha.

We have developed a ton of new networking technology for this game (servermatching, authentication, lan play etc) so the first builds will be designedto test just that. This means they are unplayable. Testers can start games andjoin games, via internet or LAN, but once the game starts their team iscontrolled by AI and they can only watch. This will enable us to safely testthe new networking systems before (eventually) moving on to the full game.

Defcon is a real-time strategy game inspired by Cold War strategic nuclearwarfare scenarios.

Eternal Lands

April 24th, 2006 by Crusader

There have been some client updates recently for Eternal Lands, a free MMORPG currently in a beta development phase; features include combat, spellcasting,and crafting. Additional info can be found in the online manual and FAQ.

Download: [ Eternal Lands ]

X-Moto 0.1.12

April 24th, 2006 by Crusader

Version 0.1.12 of X-Motowas made available earlier this month; X-Moto is a 2D motocross platform gamewith physics-focused gameplay. The changelog notes thatnew levels among other fixes/additions.

Download: [ X-Moto0.1.12 ]

America’s Army 2.6 SITREP

April 24th, 2006 by TimeDoctor

Ryan “Gears of Poor” Gordon updated his .plan today with the sad news that America’s Army for Linux will be on an indefinite hiatus after 2.6, if 2.6 gets a release at all.:

Yeah, so a lot of people are emailing me about this news.

It’s actually true.

The Army used to pay me for the Linux and Mac OS X server and clients. I was brought on originally to do just the Linux server, because at the time one of the ArmyGame project’s new game hosting facilities insisted on having a Linux server and recommended me…also, you can make a strong argument that having a Linux server available to the public adds longevity to a title and increases play options for the user looking for an online game to join, both of which are more important to America’s Army than the average multiplayer FPS.

Within a few months, the Army (and SCI, in one case) added some more bullet points to my resume: soon, a Linux client was shipping to the public, a 64-bit Linux version was demo’d at the Athlon64 launch event, and a Mac OS X client was running on some shiny Apple Cinema Displays in the Army’s floorspace at E3.

Literally years have passed since that heyday. I’m now paid for just the Linux server. The Mac and Linux clients were cancelled several versions ago. Let’s say it happened when GameSpy jacked their prices, but the port wasn’t actually cancelled because of the GameSpy fiasco; while it definitely didn’t help, the two events just happened to coincide. I asked that I be permitted to keep shipping the Mac and Linux versions if I wanted to, and was allowed, so long as I understood that it was going to be pro bono work.

I’m never one to shrink from a challenge. I ripped out the GameSpy code, built my own Master Server out of car tires and chicken wire, and shipped another Mac build. The Linux client kept chugging along, too. I like to keep at least one free project going at any time, because sometimes the project is more important than the paycheck. At one point it was Postal 2, or Serious Sam, or Lugaru, but at this moment it sort of became ArmyOps out of necessity, since I didn’t want this game to dry up.

The problem, though, is that I’m a busy, busy guy. There are paying clients that are waiting for me to give them my attention, and my TODO list is continuing to grow. There are clients I work for, too many pro bono ports that I think are important, personal projects and experiments, open source stuff that needs love and care…I really do try to make everyone happy, and spend almost every waking hour in a debugger to do so, but as all the people still emailing me for UTPG updates can tell you, sometimes things just get flat out dropped. There are only so many hours in the day, even when I use each at maximum efficiency.

Sadly, the ArmyGame project is about to teeter into this category.

2.7 is coming soon, and I’m still fighting with the 2.6 clients. Future versions of the game will be adding more middleware that I can’t keep up with and for which no one will be footing the bill. The Army, I think, probably sees these freebie ports as a nuisance, since they’re almost always late, and all they see are complaints from the Mac and Linux users about delays in a project they thought they axed several releases ago.

To be clear, there aren’t plans to abandon the Linux server at this point, but at this time, the non-Windows clients are basically gone.

What you can do: nothing. Please don’t email anyone about this, don’t offer to send money. It’s just how this goes for now. The client may resurface at some point, but don’t hold your breath at this time. 2.6 might still make it out the door, 2.7 probably won’t.

Apple’s Boot Camp had nothing to do with this, either, as some forum people have apparently decided. That being said, lucky you if you have an Intel Mac: you can boot to Windows to keep playing. Linux users can try their luck with Wine, Cedega, or Windows itself.

It’s been a good run, and I thank everyone for their support and passion that made this such a great game for the without-Windows crowd.

TripleA 0.8.1

April 23rd, 2006 by Marv

A new unstable release of TripleA, a turn-based strategy game engine and Axis and Allies clone, has been released. Changes include:

  • add capture the flag map (iron cross)
  • let ai place in places other than the capitol if not all units can be placed in the capitol (sgb)
  • fix move bug when no units are selected with pop up (sgb)
  • fix “Not enough units in starting territory” bug when hitting done (sgb)
  • fix history update bug in multiplayer (sgb)
  • fix bug where if A has 1 carrier and no fighters in a sea zone and is allied to B with 1 carrier and 3 fighters in the saem sea zone, when A moves his carrier out of the sea zone, B’s 1 fighter doesnt move with it (if A moved his carrier in the sea zone after B moved his carrier into the sea zone)
  • show strategic bombing raid casualty notification (sgb)
  • fixed bug where deselecting game-confirm enemy casualties would also stop confirming your own automatically selected casualties (sgb)
  • europe and pacific map fixes (zero pilot)

Download: [ TripleA 0.8.1 ]

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