LINUXGAMES

Descent 3

December 12th, 2007 by TimeDoctor

For those who haven’t heard of it before, the Descent series of games seemed to be the first popularization of true 6 axis of freedom. Your protagonist is of the lone space-cowboy set. Along with various ships (3 to choose from by game’s end), one guidebot to aid your navigation, and at times, your offense upon the unruly forces of a computer virus which enables a destructive nature in a horde of bots.

Descent 3 single player is somewhat linear, and the levels are often similar to the find key for a door adventures of older shooters (e.g. Wolfenstein 3D). Usually it feels more like you are doing something pressing the nature of the character, in tune with whatever storyline the designers provide you with at any moment. Regards to the cut-scenes should be made as the voice acting in these is pretty good, however the animation of the characters appears a bit inhuman/non-skeletal. Outrage clearly spent some time on them to ensure they fit with the story provided in-game. Each level has some personality to its own; in one for instance you couldn’t spend too much time in the sun or else you’d burn up your shields so you would end up darting from shadow to shadow towards your final destination. Another has you darting around in a subway system trying to avoid various trains on route to the goal. These things keep dispensing tension to the gamer. Your guidebot does what it should do, guide you, rarely getting in the
way. the only odd things it seems to do is pass through some objects On one set of levels, the designers included a few cliches
in the game, including “dodge the x while proceeding to y”, “neo-futuristic city in which you must destroy your enemy”, and the ever-popular “sewers of love”. These cliches are quite fun as long as you take them for what they are. This is the way Descent was meant to be: A fun filled romp through more varied locations than you can shake a GL-pointy-stick at. It’s not the most cerebral of games but it will have you thinking at times.

Joysticks are recommended as you have to move in true three-dimensional space with a mishmash of physics familiar to the Descent pilot of previous showdowns. The enemy robots are some of the most creative ever seen, as they will attack you from all sides in some of the later levels, while some of the earlier ones (including the first level) seem to contain an unlimited supply of baddies being created on the spot. The plot, is just as engaging as any space shooter fan could hope. You will never feel out of sync with the actions of the universe your character resides in. Some annoying parts of the single player game exist in puzzles; one particular not-fun part of Descent 3 was when I had to find an item (the builders icon) to open a door. Completing this task has you walking through a set of columns in a particular order with the objective of lowering a forcefield or be forced to start back at the beginning. This kind of puzzle is not new to an experienced gamer; however, it can frustrate even them at their task. As with most any game, walk-throughs and cheats can help, but should probably be used sparing as it’s plenty of fun on most missions. Ending Descent 3 is a huge boss battle and a
large cut-scene that brought my 8x CD-ROM drive to it’s cache-ing knees, fixed by replacing it with a 40x drive. There were some problems with Descent 3; most of these were fixed in the latest patch Loki released. They also released a
launcher for easily setting up the game before you run it, which is useful for people who are having problems with their graphics drivers. The music and sounds in Descent 3 are fantastic; I have never heard such an ear pleasing game before. The only time it wasn’t right was if you were caught in between solid objects, this is very easy to understand and obviously not a problem with Loki’s excellent OpenAL. I had one fatal bug with Descent 3 and it seemed to be due to some very obscure phsyics bug; to solve this I just skipped the level by applying the MORECLANG cheat.

Overall, Descent 3 should handle well for all experienced pilots but may frustrate folks new to this type of shooter. Persistence and perhaps a walkthrough will help anyone prevail in the face of uncanny evil. My multiplayer experience was far too limited to provide more than a glancing opinion. This however I will say, the multiplayer is very unique; you will not play this type of fight out in Quake 3 or Unreal Tournament. Also, the Descent 3: Mercenary Pack wasn’t available to play with, but I’m sure it’s fun. The graphics, the sound effects, the music, and the gameplay all add up to a special experience you should not miss out on. I’d like to thank Ryan “icculus” Gordon for answering all my questions, Loki for doing a great port, and Outrage for making it in the first place.
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-zakk

UT3 Server Update

December 8th, 2007 by Crusader

Ryan “icculus” Gordon posted an update on the Unreal Tournament 3 dedicated server to the UT3 Linux mailing list:

Very very soon for the server. We’re ironing out last-minute things, and will probably ship in sync with the Windows patch.

There was no additional word on the client however; 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 EpicGames which shipped for Windows last month; previous entries in the series had Linux ports as well.

Interview with Icculus

December 4th, 2007 by Marv

Interview with the Icculus

13 May 2007 by JVM

It’s helpful for us, as a community, to have an idea where our system stands now, where we can see changes in the near future, and our
prospects for future growth. To that end, we’ve asked Ryan “icculusGordon to rate various companies and technologies and their impact on GNU/Linux gaming. Ryan has been essential to the development of several important games on GNU/Linux, including Unreal Tournament 2003, America’s Army,Descent 3, and Serious Sam. He has also ported some applications, like Google Earth and the Second Life client from Linden Labs.

LinuxGames: On a scale of 0-10, where 0 is no effect at all and 10 is metaphysical transmogrification, how will the following affect the future of GNU/Linux gaming? We’ll start with SDL.

Ryan: 8. It’s already the defacto standard for game development on Linux, and the next version more or less removes all the current limitations. I don’t see it going away.

Very few game titles, commercial or open source, use anything but SDL on Linux, and I don’t see this changing for a long time. More titles will use OpenGL for video instead of the 2D interfaces, but they’re still going to use
SDL to get that done.

LG: Ok, so OpenGL itself is a…?

Ryan: 10. Everything will be using it sooner than later, even things that don’t know they are, much like how Quartz
turned out on the Mac. Even SDL hides OpenGL behind the basic 2D video interfaces in the next major version.

2D framebuffers are a dead end, and having to write pixels manually is going to become a slower and slower path. Everything doing video, games or otherwise, will be using high level graphics APIs, like OpenGL or Cairo, that eventually talk
3D primitives and shader programs to the hardware. Cute things like wobbly windows or Apple’s Expose’ or Microsoft’s Flip3D are just side effects and bonuses of that transition.

LG: And on the audio side, how important is OpenAL ?

Ryan: As much as I like OpenAL, last year I would have said 3…a novelty that has a small fanbase that like the API and a majority of developers treating it like OpenGL vs. Direct3D…it’s what “everyone else” uses, but it’s not something they care deeply about on Windows.

Windows Vista removing hardware acceleration from DirectSound made OpenAL more like a 7, though. I wouldn’t be surprised if it becomes the defacto standard for game audio on Windows, and thus everywhere else, too. Creative’s Alchemy project shows that there was a real demand for this, and crippling DirectSound was a baffling mistake on Microsoft’s part. Mac OS X game developers rejoiced when OpenAL shipped in the default 10.4 install, since CoreAudio was really painful to program. Linux, of course, has had OpenAL easily available for years.

It’s nice to not be swimming upstream for once. :)

I don’t think anyone thinks of audio being as important as video…we probably won’t use OpenAL for the bleeps and bloops a system makes when new email arrives like we’ll use OpenGL to render basic window system controls…so it lands around 7 instead of 10. Important for Linux gaming, not so important for Linux in general.

LG: These are always controversial, but we need to cover them. How about WINE, Transgaming & Cedega, and CodeWeavers & CrossOver?

Ryan: They’re a 2.
I think they’ll always be around, and as long as Windows is dominant, they’ll definitely have a use, but I just never manage to find anything that works with them, game or otherwise. Most things I’ve tried tend to crash on startup, but I don’t really put much effort into it, and to be fair, I’ve never really tried to use them for the things they want you to: Microsoft Office, World of Warcraft, etc, so my results aren’t really surprising. Usually it’s more like data wrapped in a Windows installer .exe that I need to extract and can’t.

But if you can only use it for a handful of apps, I’m not sure it justifies the man-years of development going into them. It seems like implementing the entire win32 API to run iTunes is a long way around just to be able to buy stuff from the iTunes Store. That’s just my opinion, though.

People talk about Wine and company like it’s going to kill Linux, but I just don’t see that happening.

I still say that Transgaming’s SwiftShader is way more impressive than Cedega, but that’s just me…the tech behind that is like Geek Porn to me, I can’t lie.

LG: A newer entry in this market is Falling
Leaf
and their product, Alky.

Ryan: 1? I don’t know much about these guys, except they have some sort of wine-like tech. But if they are just starting now, they are never going to get far, considering how long wine itself took to get where it is. Even focused on just gaming tech, I think they’d have trouble competing with Transgaming, who has a solid pile of really smart people building on top of wine’s foundation.

LG: What about id Software and Epic MegaGames, both of whom are known for making native GNU/Linux versions of their games.

Ryan: 8. Add
Valve in there, too, since id, Epic and Valve supply the tech that powers most triple-A titles, and that’s not likely to change in the next 5 years.

It almost doesn’t matter if we see Half-Life 3 on Linux, so long as we get the Source Engine ported. Same for Quake 5 (Doom 4? Whatever) and UT3 and such. That id and Epic see value in Linux ports of their games is great, because it adds a ton of legitimacy to the platform, but that their engines are available is what’s important, because then you can lobby to their licensees. And boy, there’s lots of licensees now. You really can’t build a game from scratch in 2007…most things are building on top ofsomething, and usually it’s UnrealEngine3.

This proved to be a win with UnrealEngine1, UnrealEngine2, and I’m sure it will with UnrealEngine3, too. I’m sure TTimo [Timothee Besset] at id would say the same for Doom and Quake tech, and the other Linux titles they spawned.

LG: What about Tux Games and the related company, Linux Game Publishing ?

Ryan: 3. I don’t see Tux Games building an empire. Loki was too aggressive about obtaining titles, LGP is not aggressive enough. I’m sort of the opinion that the Loki/LGP model isn’t the right way to go, though. I think we need more ports on the same disc as the Windows version, or freely downloadable for use with the Windows retail disc…it’s a serious problem not being able to get the product to consumers trivially…I think it would be hard to make a profit within those bounds with a third-party porting house.

Then again, that assumes a brick-and-mortar retail store. If everyone moves to the Steam /iTunes/whatever model of consuming content, it’s possible they could really thrive, but I think physical distribution is always going to be an albatross around Michael Simms’s neck.

LG: And the traditional nemesis, Microsoft.

Ryan: 1. I’m surprised you asked about Microsoft. Really, they’re the status quo. Even with something as controversial as Vista, people don’t really move to or from Windows in any significant quantities.

The real threat to Linux adoption is Apple, not Microsoft. If you didn’t know, now you know.

LG: And how about Google?

Ryan: 6. Maybe 5 or 4. They’ve definitely been enthusiastic about Linux versions of their desktop apps–heck, they paid me to port some of them–but with the exception of companies they acquired, like Keyhole for Google Earth, they just simply don’t DO many desktop apps.

There is some belief that they’ll deliver the world into a new era of AJAX‘d web 2.0 applications, and while I’m down with that, I’m not sure that actually helps Linux…if it doesn’t matter what desktop you run Firefox on, why change desktops?

LG: Finally, on a scale of 0 to 10, where 0 is the moribundity of Windows NT on PowerPC and 10 is akin to the virus-like spread of World of Warcraft, what is the future of GNU/Linux gaming going to be like in the next couple of years?

Ryan: It’s hard to say, of course. I think we’ve passed the usual also-ran bar at this point, and that’s almost as good as critical mass. Every alternate operating system declares desktop legitimacy as soon as a commercial title arrives, but the real test is what happens afterwards…Civilization: Call to Power had a BeOS version, too, after all.

Ultimately, I don’t think it’s entirely a social issue when one of these OSes fails; it’s actually largely technical. OS/2 added whole driver layers, DIVE and DART, because they found out that Doom 1 couldn’t move pixels to video RAM fast enough, but never really gave the system the rich APIs it needed. Neither OS/2 nor BeOS really provided robust OpenGL support, etc. Driver support in general starts to slip, and sooner than later, the technology of games marched on without them.

Linux has been keeping up better, in that the base system evolves to meet modern needs better, and for now closed-source video drivers give you all the same functionality you’d expect on Windows, so we’re not just flat-out locked out. You’d be surprised, that’s half the battle.

From there, keeping a few engines portable and aggressively lobbying for the right titles can make a big difference.

The problem recently is that we’ve been going through a dry spell, so everything seems a little bleak right now…for me, this is largely due to downtime between UnrealEngine2 and UnrealEngine3. After UT2003 shipped, I couldn’t sleep for all the porting work to be done, but now, there’s not much going on while people are preparing next-gen titles on next-gen tech. I expect 2008 will blow up again like 2003 did.

In the meantime, I’m following the smarter points of Loki’s plans, and continuing to build infrastructure I’ll need instead of wishing it would show up…SDL is moving towards the new 1.3 API, I just announced my next-gen loki_setup replacement today…and other things.

I guess you’re asking what Linux gaming will look like in five years and, in a roundabout way, I’m answering: whatever we make it look like.

LG: Thank you Ryan, for taking the time to answer our questions and giving usyour perspective. More importantly, thanks for all the hard work you’ve doneimproving the infrastructure for games on GNU/Linux.

Unreal Tournament 3 and Gears of War Linux Status

November 22nd, 2007 by Crusader

Augustus of LinuxHardware.org recently obtained new information regarding the Linux port of Unreal Tournament 3, the first-person shooter sequel developed by Epic Games:

While hanging out on IRC, I asked the big question of the day, “Has anyone heard from Icculus (ed: Ryan Gordon) on the UT3 server or client?” Here’s the dialog with Icculus that resulted from that question. And, while I had his attention, I had to ask: “Are you doing a Gears of War port?” Included in this post is the answer to that question as well.

icculus replied that UT3′s port has been delayed by middleware legal issues that necessitate code replacement, and that there is no client ETA at present. As for Gears of War, icculus noted that Microsoft (the publisher) didn’t seem interested in a port.

Troopers v6

November 19th, 2007 by Crusader

Version 6 of Troopers: Dawn ofDestiny, a StarWars-themed total conversion for Unreal Tournament2004 which adds starfighter and class-based multiplayer combat, is now available:

Featuring all new weapons, and aiming system (say good bye to cross hairs).New vehicles, both ground and space, and new maps bringing you excitementright out of the movies. We’ll be seeing you on the front lines of a galacticcivil war, in a galaxy far far away…. over the barrel of a burning hotblaster rifle.

Download: [ ut2004troopers.com]

Cross-Platform Game Tools

October 17th, 2007 by Crusader

Gamasutrareported that LucasFilm will be usingTrollTech’s Qt widget toolkit for, among otherthings, to create cross-platform game development tools at LucasArts:

Steve Sullivan, director of R&D at Lucasfilm, said, “We used Qt for a fewsmall projects and were impressed with its ease-of-use and support forcross-platform development. We were convinced our company could leverage thison a larger scale in our mainstream artist tools.”

While this probably will have no impact on LucasArts’ lack of interest inLinux game ports (there was some brief noise about a StarWars: Battlefrontport way back when), between this and Unreal Tournament III’s editorbeing wxWidgets-based, I think stepsin the right direction are being made.

UT3 Beta Demo Server

October 14th, 2007 by Crusader

Ryan Gordon has released a dedicated server for theUnreal Tournament 3 betademo:

- This is a BETA build. If something looks buggy, it probably is. Somebugs are Linux-specific, some happen on Windows, too. We are interestedin hearing about them all.
- Please be sure to keep the crash data from your server’s logs if youexperience a crash. You may send it to me directly (not the mailinglist, unless you want to discuss it).
- This build does not have optimizations enabled, since I want to trackdown real bugs first. If you want to gauge what sort of hardware it willneed, expect it to take less for final builds.
- Most of the admin guides for the Windows server apply here, so look tothem for HOWTOs and documentation. These mailing lists are already fullof good advice, too.

Although the client isn’t ready yet, it was mentionedon the Linux UT3mailing list that there are nocurrent plansto have a 64-bit nativeexecutable. In the meantime, PlanetUnrealhas posted impressions gleaned from the beta demo’s Windows client.

Edit: A reader pointed out that Gordon also mentioned that the Linux binaries won’t make it in the retail box, and the editor will probably be ported.

Download: [ GoDaddy| Dreamhost]

UT3 Server Soon; Mailing List

October 13th, 2007 by Crusader

Ryan “icculus” Gordon sent a statusreport for the Linux version of Unreal Tournament 3 to BeyondUnreal:

The dedicated server should be along very soon, but the Linux client won’t behere tonight, for those waiting for it. I have set up a mailing list for UT3linux and mac discussion, and I’ll be announcing things there when they becomeavailable. Send a blank email to ut3-subscribe@icculus.org to join the list.

UT3 Impressions

October 11th, 2007 by Crusader

Several sites have posted new hands-on impressions of Unreal Tournament 3 aftervisiting the offices of EpicGames:

Also, Destructoiddiscovered that Unreal Engine 4.0 has started development.

UT3 Beta Demo Update

October 9th, 2007 by Crusader

Epic Games’ Mark Rein announcedat the Unreal Tournament 3forums that a beta demo will be released soon for Windows, which will featureinstant action play with AI-driven bots and online multiplayer. BeyondUnrealexpounded further on the demo’s content: three maps, which will feature thedeathmatch and CTF game modes (Warfare is excluded).

Later in thread, Rein elaborated on the state of the Linux demo:

We’re working on Mac OS X and Linux native versions but I don’t know when thedemos for those will be ready.

Moreover, Ryan “icculus” Gordonupdated his planfilethis week and indicated there would be additional information about Linux UT3″soon”.

Fraghouse Invasion 5

October 4th, 2007 by Crusader

A new version of the FraghouseInvasion mod for Unreal Tournament 2004 is now available; it adds enhancedmonster spawn locations and player fortifications to the base Invasiongametype, where humans have to cooperatively defend themselves against waves of NPC monsters.

Download: [ beyondunreal.com ]

Unreal Tournament 3 Preview

October 4th, 2007 by Crusader

ComputerAndVideoGames.comhas posted a new preview of EpicGames’ upcoming first-person shooter Unreal Tournament 3. While thearticle concerns the PS3 version, the single player campaign and vehicledescriptions apply to our platform as well.

UT3 Linux in Box; No Editor?

September 29th, 2007 by Crusader

BeyondUnrealhas posted an IRC log from a chat they conducted this past week with Epic Games about Unreal Tournament 3; among thequestions and answers was this exchange:

{uX}l`VampyrCeil: Is the Unreal Editor really going to be available for Macand Linux users this time around? Also, will it be able to import/exportfrom/to third-party applications (specifically Blender 3D)?

[Epic]DrSiN: I don’t believe there are plans for a Mac/Linux editor.
[Epic]DrSiN: Jeff?
[Epic]IctusBrucks: the editor imports .ase files for static mesh geometry
[Epic]IctusBrucks: the editor can export static meshes as .obj or .stl, so anyprogram that can read those formats and export .ase can work well withUE3
[EPIC]WarTourist: Dunno…linux game exe in the box and mac version soonafter. Not sure how the editor works

The game’s predecessor, Unreal Tournament 2004, also included the Linuxclient/server binaries on the retail disc.

Moreover, 1up.comhas a new article looking at the first-person shooter’s vehicles.

Unreal Tournament 3 CE Details

September 23rd, 2007 by Crusader

GameStophas posted the rundown of bonus content that’ll be in the Unreal Tournament 3 Collector’sEdition for $59.99 US ($10 more than the base package):

Bonus Packaging:

  • Exclusive Collector’s Tin

Bonus Content:

  • Collectible Hard Cover UT3 Art Book

Bonus DVD:

  • 10+ hours of Unreal Engine 3 Toolkit Video Tutorials
  • The History of Unreal Tournament
  • Behind the Scenes of UT3

However, it’s currently unknown if the Linux binaries will be included in theretail package, as they were with Unreal Tournament 2004. Moreover, the toolkit videos may be useless on Linux; traditionally Epic’s editing utilities haven’t been ported.

Unreal Tournament 3 Modes/Weapons Vid

September 19th, 2007 by Crusader

Missed this earlier: Gametrailers.com hasanother video from Leipzig GCshowcasing Unreal Tournament3, the next game in Epic Games’flagship first-person shooter series. Epic’s Mike Capps is interviewed aboutthe weapons and game modes as compared to the previous titles.

UT3 Still Due in November

September 12th, 2007 by Crusader

Epic’s Mark Rein spoke with GameIndustry.bizto clarify his recentstatement on the release date for Unreal Tournament 3:

“Nothing has changed at this point,” Rein said. “We’re working toward aNovember release.”

Addressing forum comments which were reported on earlier, Rein said the pointwas “not to cast doubt on our plans but rather to debunk the countdown timeron a German fan site that listed a specific release date.”

“We don’t know the specific release date yet and I think it is always prudentto remind our fans that we value quality over release date. They’ve come toexpect that from UT and we don’t want them to think we’re handling UT3 anydifferently.”

Unreal Tournament 3 Site Update

September 8th, 2007 by Crusader

The Unreal Tournament 3official website has been completely revamped, and now offers news links,trailers, screenshots, and soundtrack audio.

edit: BeyondUnreal has the site’s audio up in MP3 format.

UT3 Miscellany

August 30th, 2007 by Crusader

Eurogamerhas reported that there will be a PC (which may just mean Windows) demo of Unreal Tournament 3 before thegame ships.

Also, inUnreal.deinterviewed Epic’s Mark Rein about thegame at Leipzig GC.

Gametrailers.com hasalso posted two videos of a developer walkthrough from the GC event whichshowcases the weapons, vehicles, and Warfare game mode.

UT3 Warfare Impressions

August 27th, 2007 by Crusader

BeyondUnrealpointed out these forum posts (one | two) with impressions of Unreal Tournament 3′s new Warfaregametype from the Leipzig GamesConvention:

Today I was able to play two rounds of Warfare and also listen to a litteintroduction of Warfare in Leipzig at the GC. There were two presentations:one at the midway booth and one at the Intel booth. I played one round at eachbooth.

IGN has a new GC-based preview withbrief overviews of the game’s major features. There’s also a videodemonstration of Warfare by Epic’s Mark Rein that runs for seven minutes.

UT3 and Multiple Platforms; Interview

August 19th, 2007 by Crusader

Epic’s Mark Rein made the followingpost at their officialforums to state that Unreal Tournament3 will not be comprimised by shipping for several platforms:

I continue to be disappointed that folks on the internet treat any positivething we say about one platform as some sort of critique of another platform.We’re a multi-platform company folks please come to grips with that. We likethe PC. We like the 360. We like the PS3. We like the Macintosh. We likeLinux. We will deliver UT3 for all of these platforms and it will rock onevery one.[...]In fact the cool thing about our engine is that when you make content for oneplatform it can run on all of them. If history is any indication, the vastmajority of UT3 content won’t even come from Epic – it will come from somevery brilliant end users with lots of cool and innovative ideas.

Also, Gameplayerconducted an interview with Epic’sJeff Morris about UnrealTournament 3; the series’ numbering change, singleplayer campaign (“thenumber of people who go online with our ostensibly “multiplayer” game wasactually pretty small”), the addition of a hoverboard, the Warfare gametype(which combines UT2004′sAssault and Onslaught modes), and the timetable for a demo (a month prior toshipping, which would make it sometime in October), are all discussed.