GarageGames Torque Engine Linux Beta Client Out 84
Darren Alcorn writes "It appears that the beta client for the GarageGames Torque engine has been released for Linux. The engine retails at $100 for a team and was seen for Tribes 2, just now with added performance. Games such as Legends will be released on the engine, so it is nice to have the Linux compatibility."
Redundant (Score:1)
Re:"Check those URLs!" (Score:3, Funny)
No, you don't understand. This is the new anti-/.-effect defense. See, you type in the link improperly so that people can't just go 'CLICK'...'CLICK CLICK CLICK'...'CLICKCLICKCLICKCLICKCLICK' causing a great disturbance in the source page. This way, people have to take the time to copy and past the correct URL, and it distibutes the load more evenly. It's ingenious!
not quite correct (Score:5, Informative)
The engine has been out for Linux for quite a long time. I'm a mapper for one game project that uses the torque engine, and I know I haven't been hallucinating the past weeks when I was working on my maps on my Linux machine.
What has been released recently (last week or so) was the beta client of Realm Wars, a community-developed game using the torque engine. That's a huge difference, especially since that doesn't mean squat about Legends or any other of the torque-based games currently in development.
thank you! (Score:2)
Well... all the programming anyway, we're doing modeling and mapping in vmware/windows.
I haven't tried Realm Wars yet, because it requires glibc2.2(still running 2.1), is it any good?
I'm not holding out too much hope that people using the Torque engine will build Linux versions of their games, but most seem pretty friendly and I'm sure some can be pursuaded.
Re:thank you! (Score:1)
I tried it just yesterday and its looking promising. Its limited right now but I think given a bit of time it will be a rather fun game.
Take the time to download it if your running Windows or Linux (using Linux myself) and play around with it. Lots of fun with a couple people.
There are lots of games being built with the Torque engine and I hope many of those are released multi OS. I know "my" project will be.
Re:thank you! (Score:2)
Re:not quite correct (Score:2, Insightful)
The final will probably be out in a few weeks once all the beta bugs get squashed.
Re:not quite correct (Score:1)
Re:just what i need (Score:1)
Re:just what i need (Score:3, Funny)
Sorry, I can't seem to cut through this jargon. I could write, "TL gave Windows C5C. Sponge is using GreenBZ. PXP a CRA product." but that doesn't make it useful.
I stand by my original claim, that none of this is necessary except for Linux.
Re:just what i need (Score:1)
Some folks actually care about that, you know.
Maybe you shouldn't be reading Slashdot... (Score:1)
Re:just what i need (Score:2)
-Paul Komarek
Is it just me... (Score:4, Funny)
how about:
"GarageGames releases Torque Engine Beta client for Linux" ?
-c
Re:Is it just me... (Score:1)
Re:Is it just me... (Score:4, Funny)
Re:Is it just me... (Score:2)
Some corrections/more info (Score:5, Informative)
Torque also runs on Windows, Mac OS 9 and Mac OS X. Garage games has a great community, and the improvements are coming fast and furious.
GG also just released a demo of their community produced game, Realm Wars. You can check it out here [garagegames.com]
Twostep
Re:GPL violation! (Score:1)
Unless you're just trolling, you should probably try reading the GPL and understanding what it says.
You can charge whatever you want for GPL'd applications.
Applications running on top of GPL'd software (such as, say, Tribes 2 running on top of Linux) are not subject to the GPL. "Linux" in that case isn't even all GPL; the system referred to by "Linux" incorporates all kinds of extra things covered by different licenses (check out the X license sometime, it's not GPL).
Re:GPL violation! (Score:1)
Software which runs on Linux does not have to be GPLed, never has been, and ws never meant to be. The GPL only covers software which either
1) Uses GPLed code within the actual product, or
2) Is statically linked into GPLed code.
It does not affect an independent program which happens to run on linux; there is no sourcecode used, nor is any code linked in.
There are many many non-gpled bits of software for linux, including many opensource stuff under other licences (e.g. BSD, Artistic, MPL licences), plus much important Commercial 'closed' software; the nearest example to the above is Quake3, Unreal, etc which can be bought for linux.
Check your facts.
Re:Some corrections/more info (Score:2)
Re:Some corrections/more info (Score:4, Informative)
Please note: just saying its $100 per programmer is not the whole story. The $100 doesn't give you full source code rights, if your game is based on Torque you HAVE to publish through Garage Games, period.. Even if your game is great and winds up with a retail publishing deal, it will be with Sierra, through Garage Games. So there are some limitations... Also note: I'm not knocking GG/Torque, even despite the publishing limitations, $100 to access a fairly modern 3D engine is pretty decent...Just wanted to clarify for those thinking they could pay $100, get the code and do whatever they wanted with it.
Re:Some corrections/more info (Score:1)
Tribes 2 Patch (Score:1)
Is there any way that with the release of this engine, that:
a) the community can make it's own patches for tribes 2
b) make a game close/identical to tribes 2 for the linux community
I think I already know the answer (no) but thought I'd ask anyway.
Re:Tribes 2 Patch (Score:4, Informative)
Tribes 2 was developed by Sierra. After the game was released, and several patches were released, most of the T2 team was released.
A new patch has been announced [tribalwar.com] - no idea when it will be released.
In addition, Sierra is releasing T2: Fast Attack [tribalwar.com].
With Loki out of business, I don't see these patches or T2:FA being released to Linux. I'm not thrilled about that - T2 runs a touch faster on Linux, but the sound is better on W2K - take your pick. Framerate, or the audio cues.
-- Ravensfire
Re:Tribes 2 Patch (Score:1)
Re:Tribes 2 Patch (Score:1)
I still wonder what is this UE thing that windows tribers talk about.
Re:Tribes 2 Patch (Score:1)
I don't know whether to laugh, cry, or to run away as the internet implodes around me.
Re:Tribes 2 Patch (Score:1)
Tribes 2 was developed by Dynamix. Sierra released Tribes 2 before Dynamix was satisfactorarily finished with it. Once Dynamix got most of the problems out of Tribes 2 (with generous aid from Loki).
Then about 6 months after release, Sierra realized (maybe because of legal problems?) that people who met the minimum requirements were getting unacceptable framerates... thus Dynamix was forced to ruin most of the really cool maps to accomodate the Voodoo (3) people.
[This, of course, is rather amusing because the largest problem that the Voodoo 3 suffered from in Tribes 2 was vehicle smoke... which stayed with the game, i believe]
After the map change fiasco, the Dynamix team was axed and the update they were working on was released... and as of this writing, that's the last of the Tribes 2 updates.
Legend is /.-ed (Score:3, Funny)
Warning: MySQL Connection Failed: Can't connect to local MySQL server through socket '/var/lib/mysql/mysql.sock' (2) in
Error connecting to dblegends
Program:
Database: legends
Error (2002) :
It's a real legend now.
Re:Legend is /.-ed (Score:1)
Re:well i guess (Score:1)
Realm Wars for linux (Score:1)
I'm running debian unstable and using the nvidia drivers for my quadro dcc.
Re:Realm Wars for linux (Score:2, Interesting)
Re:Realm Wars for linux (Score:1)
"You do not have access to this forum thread."
You need to sign up even to read the forums? Doesn't seem very friendly.
Re:Realm Wars for linux (Score:1)
Heh, they should release their ingame GUI toolkit! (Score:2)
-adnans
Static linking glibc? (Score:1)
Very cool! (Score:2, Interesting)
Re:The license (Score:1)
If your product sells well, we will represent it to box publishers. We have been in the industry for a long time and have good connections, so this is esstentially an agency deal. We guarantee to pay you 80% of all revenues received from the publisher. Compare this to standard agency deals at 15% with no technology.
We do not own your IP, or sequel rights. You can make comic books, or T-shirts, or whatever you want with your IP, characters, storyline. Use GarageGames as a launching point for your career.
Aurenjet costs $35,000 and you don't get the source code. That seems pretty much beyond the reach of indies to me. Go for CrystalSpace, it is a good, free option. However, it does not have good networking and does not have the industry proven track record of our engine.
I simply do not understand your point. We are truly working to help the indie game community. We have been working for nearly three years to get GarageGames off the ground. During that time, we have taken no pay and continue to pour investment into this company. There are definitely easier ways to make money.
I STRONGLY advise you to look over our EULA, technology, and features yourself instead of listening to an Anonymous Coward. Talk to people in our extremely active community. They believe in us. If you don't believe now, continue watching what we do and judge us by our actions.
Respectfully,
Re:The license (Score:2)
Forcing developers to sell on your site might be good for complete indie guys, but for guys with slightly more money who just want a commercial engine that works for Linux, it's useless. I would be glad to pay a couple thousand for that engine if I could release my product any way I wanted. In fact I would be ecstatic about the oppurtunity, but for now I'll have to roll my own.
Re:The license (Score:1)
Re:The license (Score:2)