Torque Network Gaming Library Released Open Source 183
An anonymous user writes "GarageGames launched the Torque Networking Library under the GPL today - this is the PC game networking technology behind Tribes and Tribes 2. It's also available under indie and commercial licenses for closed source projects, but OpenTNL.org is the home for the open source release, which also has an official FAQ online. Along with the library itself is a master server implementation for game tracking, a graphical test app, Zap and a retro-styled space shooter."
Re:Linux Games (Score:3, Informative)
Nice try though
I've been working with Torque (Score:5, Informative)
I imagine it's par for the course in the game industry, where code is written to be abandoned within a few years.
Re:Other good network layers (Score:5, Informative)
I meant to say:
Other network layers to look at are OpenPlay [sourceforge.net] and SDL net [libsdl.org], both of which are also also free and OpenSource.
Re:Linux Games (Score:2, Informative)
Re:Other good network layers (Score:2, Informative)
I think not. T2 could handle 128 players, and I'm sure they've made even more improvements over the past 3 years.
And the part about weak security... maybe you haven't checked out their page yet, but from what I can see, it looks like they've put a lot of work into making it very secure. Check out the sections on encryption and client puzzles.
I'm impressed they'd actually GPL this. Cool stuff.
Re:Awesome news! (Score:2, Informative)
Re:Awesome news! (Score:4, Informative)
IGN Article here [ign.com].
Re:Linux Games (Score:3, Informative)
Re:Awesome news! (Score:5, Informative)
Re:Awesome news! (Score:3, Informative)
Tribes3 (Vengence) should be pretty impressive using the Unreal2K(4?) engine.
So, now that the games are free, will we see an emergence of new servers and players? If you run a lan party, make it a tribes lan party, share the game. (Legally!)
Re:Will the for sale version differ from the gpl (Score:2, Informative)
Re:Multi-platform, what about languages? (Score:2, Informative)
Game based on torque (Score:3, Informative)
Legends: The Comming of a New Age is comming along nicely. It's free, and can be downloaded from here [tribalwar.com]. It's made with torque's entire engine, and is enjoying a moderately good following so far.
Good game, but, I've been too distracted by UT2004 to play. I need to make a point to play legends more.
~Will
Re:Awesome news! (Score:3, Informative)
I still play as no one has quite made a game that captures all the aspects of Tribes 2.
Onslaught mode on Unreal 2004 is as close as it comes now a days.
There is a mod in development which captures the original Tribes play style and this mod is currently in development on Unreal 2k engine (I suspect it will be moved to 2004 when the resources are availble (now maybe?).
If the mod is developed well enough it might be offered in an upgraded Tribes 3 package. Much like TFC and Half-Life were packaged after the initial release of Half-Life.
Still, nothing quite matches 64 player Tribes 2 matches.
Re:OSS MMORPG (Score:1, Informative)
Stay tuned for more info when 0.3 (aka "Crystal Blue) is released.
Re:Awesome news! (Score:3, Informative)
These guys just rule.
Re:Used to be non-free *STILL IS $100* (Score:2, Informative)
Re:OSS MMORPG (Score:3, Informative)
Mod parent funny all you like, but there was a post [slashdot.org] on Slashdot recently bitching about how he couldn't get funding to develop this kind of user interface...
Hmm... I feel an inspiration coming in. An adventure web browser ! It reads HTML pages and renders rooms based on them, with links as doors (and one for "back"), shaped by keywords (so for each occurence of the string "troll" in the page, make one troll appear in the room). Bigger pages make bigger rooms, and the general theme and shape of he room are decided by analyzing the text somehow.
And yes, I'm serious.
Re:Awesome news! (Score:4, Informative)
Quakeworld also was the testing grounds for other improvements/features such as radiosity in maps, improved score boards, a global ranking system, extended server settings and gameplay modes (deathmatch 3, deathmatch 4), etc...
I am not sure how beefy the server was that was running the 64+ players, but I was there. The problem was that everyone started to meet in the same room. It brought clients to a crawl as back then everyone only had 28.8 dialup. It was also killing everyone's framerate to have to draw 60+ player models.
Re:Two thumbs Up (Score:2, Informative)
Plus we beat torque feature-for-feature for graphical rendering quality and ease-of-use.
The rest of the game industry IS doing similar things - just no one on slashdot seems to be inclined to check anything out outside the familiar box of 'garage games == everything indie'