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Real Time Strategy (Games) Open Source PC Games (Games) Games

FOSS RTS Game Glest Gets Revival — Enter Mega-Glest 103

Posted by Soulskill
from the strategic-fork dept.
Softhaus writes "Many readers here are likely familiar with the popular, open source RTS game Glest, which comes packaged with nearly every Linux distro. Unfortunately, all development ceased on the original game back in 2008, disappointing many around the world. During the past year, a new fork (called Mega-Glest) has endeavored to take this great game and bring it to the masses. This new fork can provide hours of fun at your next LAN party, as it supports up to eight players in real-time (with or without CPU AI players), and the newly released v3.3.5 offers Internet play via a master server lobby. Cross-platform network play is now a reality, which could help bridge the gap between Linux and Windows users in a cohesive manner. One of the best features of Mega-Glest (and indeed Glest itself) is the ease with which new 'factions' and mods may be produced via a Map editor, model viewer, Blender plugins, XML files describing your unit traits, particles, weapons, and LUA scripting for scenarios and AI. Full installers for Windows, Linux 32-bit and 64-bit are available on SourceForge, promising hours of fun. But one warning: the game can become highly addictive. You can provide feedback for the game through the official forums."
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FOSS RTS Game Glest Gets Revival — Enter Mega-Glest

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  • Re:Just in time! (Score:5, Insightful)

    by MachDelta (704883) on Thursday August 12, 2010 @03:35AM (#33225918)

    Good idea. I was actually kind of disappointed with SC2. They basically took 10 years to do a graphics overhaul and... well that's about it. Oh and they also managed to ruin Bnet, remove LAN play, and make it so you can never ever sell the game. Otherwise it's pretty much the same game from 1998.

    My only saving grace is that I traded in 3 old games and got it for 'free'. Meh.

  • by silanea (1241518) on Thursday August 12, 2010 @05:27AM (#33226294)

    Not that I think this game would hit any 32 bit architecture limitations, but why is there no 64 bit build for Windows provided? I have seen this with many projects. OpenOffice, Inkscape and Mozilla do this, Eclipse only recently began to offer all of its preassembled packages for both Windows platforms. Developers of proprietary consumer software, with the partial exception of Adobe, seem to be largely oblivious of the existance of 64 bit platforms, probably because switching will not reap them more cash. But why do OSS developers opt to ignore this platform? The Steam Hardware Survey [steampowered.com] has Windows 7 x64 at 28%, double that of its 32 bit version and following closely to the 32% of XP 32 bit. 64 bit is not any more the domain of nerds or early adopters, it is becoming the dominating platform in the Windows ecosystem.

    So my question is: Why is it ignored? Would it really be hard to provide 64 bit builds? Would this require a lot of additional development work?

  • by Gaygirlie (1657131) <gaygirlie@hotmaiLIONl.com minus cat> on Thursday August 12, 2010 @06:09AM (#33226450) Homepage

    One thing I've noticed over and over again is that F/OSS games always look horrible, have seriously outdated graphics and usually even sound effects are annoying enough to make me want to completely disable sounds. And another thing that seems very common for F/OSS is that they're always aimed for playing against other human players or a skirmish against AI players; there's never any actually interesting, multi-faceted single-player campaign with any worthwhile storyline. Why? Do we have no skilled artists to create graphics for games, or is it lack of coding skills? Or why no interest in developing a game enjoyable solo, only multiplayer games? Hell, not even co-operative campaigns with storylines! I'd give almost anything to find a recent, good-looking game with interesting storyline and which could be played co-op; none of the commercial games anymore these days seem to offer that so that'd be a great niche for F/OSS games to fill.

    Of course, I haven't tried every single F/OSS game out there, but I've come across and tried quite a large selection and checked out gameplay videos etc on even more games than I have actually played. I _might_ have missed some really good ones but given the overwhelming evidence as to the quality of F/OSS games I doubt it. And no, I don't count remakes of old commercial games, they're not new games even if they happen to be from scratch with a different license scheme..

    Makes me kinda sad. I am a F/OSS supporter, I've got several computers running Linux 24/7, and hell, even my phone has already 2 different Linux distros installed on it. But I am and have always been a gamer and I just can't use Linux for my gaming needs; I always run into issues when trying to run Windows-games via Wine, and there's no worthwhile Linux-games available...

  • by Anonymous Coward on Thursday August 12, 2010 @06:13AM (#33226466)

    Why? Do we have no skilled artists to create graphics for games, or is it lack of coding skills?

    It's pretty simple.

    Anyone who has graphical skills doesn't want some "programmer" dictating to them what art to make. Especially if they are not getting paid. They would rather make the art for their own game idea.
    Anyone who has programming skills doesn't want some "artist" dictating to them what type of game to make. Especially if they are not getting paid. They would rather create the design for their own game idea.

  • by zwei2stein (782480) on Thursday August 12, 2010 @06:58AM (#33226686) Homepage

    1) Multiplayer foss gmes are more common because it is easier to get into touch with other people who like to play (and) code multiplayer games. Which is blessing as they can agree on game design and mechanics because they usually want to clone one specific game (which is good thing because project where developers can not agree on basic mechanics die fast.).

    2) Decent detailed 3D model of one humanoid creature can take month or more. Skilled artists simply do not have enough free time to do it as hobby. At best, you either end up with quickly made models of low quality by someone experienced.

    3) Storyline is major pain and i frankly prefer f/oss games without story because if they have one, it is pretty terrible thanks to internal group dynamics where plot is decided by comitee (where everyone wants to have "his" contribution, especially people who do not know much about to how to create good story but which were nursed by whatever crap paperbacks local game store had). You really need able writer and devs that do not mess it up.

    4) It is very hard to dismiss submissions as low quality. Hurt feelings, vendetas, splintering of groups. Game eventually end up being mess of assets that you can not get rid of without major political struggle.

    But hey, sites like this: http://opengameart.org/ [opengameart.org] exist and they are awesome!

  • by ildon (413912) on Thursday August 12, 2010 @10:10AM (#33228460)

    64 bit is perfectly backwards compatible with 32 bit. If there's no advantage to making a 64 bit build, why bother? It's just more QA time for no reason, and possibly more support time later on.

  • Re:Just in time! (Score:2, Insightful)

    by Cinder6 (894572) on Thursday August 12, 2010 @10:47AM (#33228886)

    The people who like the game are too busy enjoying it to even read the hater comments.

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