Parsec To Be Released As Open Source 224
Mark Bainter writes "The Parsec creators have announced today that they are going to release the Parsec project source code early next month. From the site: 'The source release will include platform support for Win32, MacOS X, and Linux, and contain both OpenGL and Glide rendering code. It will include almost everything that has been part of the earlier LAN-Test releases, as well as our new client/server code that is already far along in development. However, it is our hope that this release will be picked up by the Parsec community for further development, supported by members of the original Parsec Project. This release will be the last official release of the original Parsec Project. It had been our intention to achieve a full-featured release including Internet game play in 2002. However, we were always doing this in our spare time, and since it is taking us too long to reach our original goal, we do not want to keep the Parsec community waiting any longer and have thus decided that it is time to change Parsec's development model to an open source approach.'"
woah! (Score:4, Funny)
Re:woah! (Score:5, Funny)
So, what about it, 3D Realms? Open the code, we'll finish the game for you ;)
*ducks and runs away*
Re:woah! (Score:1)
The only problem with this idea is that there is no code!
Top Secret 3D Realms business plan:
1: Make kick ass game
2: Announce even more kick ass sequel
3: ???
4: Profit!
(Psst Mr. Broussard, replace ??? with 'Write the code')
Thankx... (Score:2)
Spilled my nightly "have-it-so-i-can-hack-a-few-more-hours" cup of coffee from laughing so hard. Funny shit. :)
Re:woah! (Score:5, Funny)
Somewhat ironic.. I read that as "Did Not Finish" (as in failed to reach the end of a race).. then a moment later realised it's Duke Nukem Forever.
Perhaps a little too convenient of a coincidence?
Re:woah! (Score:1)
Bring back Hunt the Wumpus!!!
My name is Chris, my first computer was a Ti 99/4A, and I am old.
Re:woah! (Score:2)
Glide? (Score:4, Interesting)
Not with XP. (Score:1)
But I believe there are official Windows 2000 drivers.
I own a Voodoo 5 5000 (Score:1)
I had my Voodoo 5 in my Red Hat Linux box until lately, when I decided I wanted dual head and got a Matrox G450 cheap from eBay (not too bad, it works, but the drivers could use some refinement!).
This isn't Parsec (Score:5, Funny)
Re:This isn't Parsec (Score:2)
I want my parsec!
Re:This isn't Parsec (Score:5, Informative)
You can get emulators here (there is even a Linux version):
http://www.ricks-graphics.co.uk/area99/links.ht
Re:This isn't Parsec (Score:3, Funny)
Schweet!
Re:This isn't Parsec (Score:1)
I've just downloaded the emulator, and compiled it successfully, but I've been to a number of TI99 sites and haven't found any of the needed files.
Tape data (Score:2)
Re:This isn't Parsec (Score:2)
Re:This isn't Parsec (Score:2, Funny)
There I go, getting all excited that the classic TI99/4a sideways scrolling shoot-em up is going to made open source.
Yeah, me too. The only reason I still have my old TI99/4A is so I can play that game! Got the voice module too, so I can hear the female robot voice telling me, "Alien craft advancing... nice shot, pilot!"
Can you buy those anywhere? I looked on ebay a while ago, but came up empty.
I want my parsec!
Not from me! You can have my Parsec when you unwrap my cold, dead fingers from around it....
Your offer is... (Score:5, Funny)
...acceptable...
Re:This isn't Parsec (Score:1)
Re:This isn't Parsec (Score:1)
Re:This isn't Parsec (Score:2)
Darn, I miss my TI computer. Though I can gladly say I'd finished all of the first twelve Scott Adams' Adventure games, and made quite a few of my own.
Re:This isn't Parsec (Score:2)
Great game though, The woman's voice in the game was pretty smooth and clear. Ruined many a good joystick playing *that* hot little number...:)
Re:This isn't Parsec (Score:1)
Scoff... TI99
I remember back in the day, when I had to cross country ski to get to school. We used these things called abacus's. Ah well, what to do with the youth.
Re:This isn't Parsec (Score:2)
Please, kiddies, don't use the name of such classic games for your little open source projects.
Re:This isn't Parsec (Score:2)
Yeah, I killed a lot of hours playing the TI99/4a Parsec. I've never seen nor heard of the game since that time though. Like some others here, I've never met anyone else who has played it either. Now I know I'm not alone. Thank you Slashdot!
Re:This isn't Parsec (Score:2)
I think I was 6 years old, back in '82, when I got to the impossible level 24. Had the whole family in watching... I wish I would have beat it by the time it got sold, but oh well.
It's kind of funny the parallels you see even in the latest generation of kids. I mean, my kid is 2 and he can pass levels on Super Mario. What's next? Kids out of the womb playing Quake?
Re:This isn't Parsec (Score:2)
Re:This isn't Parsec (Score:2)
Re:TI99/4A Forever! Re:This isn't Parsec (Score:2)
Actually the voice in Parsec wasn't synthesized. It was a recording of a Texas Tech co-ed. (I remember reading a brief interview with her in "99er" magazine.) However, it did require the Speech Synthesizer module to play the voice.
Anybody else have the Milton-Bradley Expansion system - keypad, uber-joystick, and voice recognition system? Had a lot of fun playing Baseball and speaking aloud the positions to which I wanted the ball thrown...
finally! (Score:5, Interesting)
So yeah. Yay! Maybe we'll see a finished game finally. It definately has the potential to be a kickass game.
Re:finally! (Score:5, Interesting)
Clearly, they both haven't got the time to maintain it, and they don't want to see the project die. Open sourcing it is the natural choice to let it live forever.
We should thank these guys, they gave us (the OSS community) a very cool and spiffy looking 3D space engine to muck with. I'll sure be mucking with it.
Re:finally! (Score:2)
sure the have no fear of third party open-source
If they really feared open source, they wouldn't have made linux binaries available at all
hmm.... I didn't know that releasing a binary for an OSS OS unleashes the sources ... maybe someone should tell this to Larry Elisson.
Announcement (Score:4, Informative)
January 28, 2003 -- We are currently preparing the entire code base of Parsec for a full source release in early May 2003, which will mark a major change in the structure of the Parsec Project.
The source release will include platform support for Win32, MacOS X, and Linux, and contain both OpenGL and Glide rendering code. It will include almost everything that has been part of the earlier LAN-Test releases, as well as our new client/server code that is already far along in development. However, it is our hope that this release will be picked up by the Parsec community for further development, supported by members of the original Parsec Project.
This release will be the last official release of the original Parsec Project. It had been our intention to achieve a full-featured release including Internet game play in 2002. However, we were always doing this in our spare time, and since it is taking us too long to reach our original goal, we do not want to keep the Parsec community waiting any longer and have thus decided that it is time to change Parsec's development model to an open source approach.
We intend the official Parsec webpage to become the central hub for playing Parsec and continuing Parsec development. We would like to dedicate the upcoming release to the Parsec community, and hope that Parsec will live on and prosper as an open community project. Enjoy!
The Parsec Project
Parsec is a fast-paced non-commercial network space-shooter that has been in development for several years. It started out in 1996 as a lab project at the Vienna University of Technology, but has transcended its original roots to become what we would like to refer to as commercial-quality freeware (CQF).
The major releases of Parsec up to now were several versions of the Parsec LAN-Test, which were intended to enable players to get a glimpse of the current state of Parsec's development. These releases support Win32, MacOS, MacOS X, and Linux platforms, and 3D hardware acceleration through OpenGL and Glide (for the old 3dfx boards).
The Parsec Project, a term we also use to refer to the people behind Parsec, is the team of game developers that has been working on Parsec since 1996. However, the impending change of Parsec's development model to an open source approach will be closing the original Parsec Project in early May 2003.
Beginning in May 2003, Parsec will be an open community project striving toward a Parsec release that also includes Internet game play. The members of the original Parsec Project would like to dedicate their work to the Parsec community, and hope that the open source version of Parsec will bring lots of fun to even more people around the globe!
But What Licence (Score:5, Interesting)
What if they don't allow people to submit patches? What if they won't let you use the source to fork off your own project because they retain some rights to it? What good is seeing the source then?
Open source just means you can see thier code, and CQF doesn't really mean anything to me. Can someone point me to some info that may make the meaning of this announcement a little clearer to me?
Re:But What Licence (Score:3, Interesting)
The original authors will always retain their copyright, no matter how open a license they choose. But I guess that's not what you mean. If they choose GPL, you must make code available if you release anyway, and release that under the GPL license too. So GPL isn't really as free (as in speech) as you think.
Of course if they choose BSD, you can fork and do with the code what you pretty well please (with some caveats though).
We'll see what they'll do.
Re:But What Licence (Score:2)
Perhaps you should take off your anti-GPL blinds? It's rather obvious that you're prejudiced against the GPL for some reason. Do you know how I spotted this? It's because you mention the GPL five times in your post whereas BadlandZ didn't mention it at all!
Re:But What Licence (Score:2)
You'd be surprised how many geeks here vouch for the GPL while not actually knowing what it entails, other than it being free (as in beer (which doesn't _have_ to be the case btw)).
I'm not anti-GPL, but what I do hate is people releasing projects under a license they know little about (except for the obvious). Yes, I do prefer a BSD or LGPL license, but I'm not anti-GPL.
Re:But What Licence (Score:2, Insightful)
Re:But What Licence (Score:2)
The Open version is and will most likely be Vapourware.
It's an exercise for the reader to determine why.
( someone offers them cash for it, Somehow non-releasable code got into the base, etc etc)
What is "Open Source"? (Score:2)
No, that's not what "open source" means. Read the first sentence of the introduction to the definition of the Open Source Definition [opensource.org]. This is ironic considering so many people come away with precisely the same conclusion you did and the Open Source movement was made in part to offer something believed to be clearer than the concept of software freedom (the "Free" in Free Software). You can see the results of other misconceptions about "Open Source" [gnu.org] too.
Re:What is "Open Source"? (Score:2)
Now I just need to Remake Elite (Score:4, Funny)
Then again maybe Christian will get around to releasing his dark-kind source sooner.
Re:Now I just need to Remake Elite (Score:1, Informative)
Re:Now I just need to Remake Elite (Score:2)
Re:Now I just need to Remake Elite (Score:2)
Actually, though, I've been wanting to re-write Yar's Revenge from a first/third person perspective...I think I'll keep the original sound though...it was always pretty spooky and ominous in an amplified-tv-tube sorta way...
Gripe... (Score:5, Informative)
I mean really - how hard would it be to put a one line description about what the Parsec project is in the article body?
Parsec project: Fast-paced multiplayer cross-platform 3D Internet space combat
There... That didn't hurt too much, did it?
Re: Gripe... (Score:3, Insightful)
> I mean really - how hard would it be to put a one line description about what the Parsec project is in the article body?
One of the things that really irks me at Sourceforge is when you pull a list of all the games under development they tend to tell you what language they're programming in and what gee-whiz rendering technology they're going to use, but don't say the first word about what the game is.
Re:Now, now... (Score:1, Troll)
Re:Now, now... (Score:3, Insightful)
You seem to have no other response, lately.
Could you maybe once address your users' concerns? It may be a little difficult for you to grasp, but the real world is not black and white. Liking a site does not mean that a person doesn't have opinions on what's good or bad about how a site is run, just as a person may dislike a site yet still believe it is doing some things right (for example, Kuro5hin -- I dislike the site because of the extreme leftist/socialist viewpoint espoused by both the staff and the readers/contributors, but I think it's a very well-done site and is run much better than Slashdot). Here's a thought -- run a poll along the lines of, "Do you have any gripes with the way we run Slashdot? Yes/No" and see what happens. Now, take the number of "Yes" answers and assume those are users that would leave Slashdot if they followed your implicit advice. Where does that leave your userbase? What about the comments (ie, the lifeblood of Slashdot -- without comments, Slashdot would never have become popular in the first place), since the people who are likely to answer a poll are also likely to post a comment? Can you afford to lose such a large chunk of users (and make no mistake, you will get a large number of "yes" answers so long as the question is worded fairly)?
We're not necessarily asking that you change anything (although I'm sure most of us wouldn't mind if the Slashdot editors would periodically read their own site to avoid duplicates, or run their stories through a spelling checker before posting). Simply acknowledge that you've heard our problems, and explain to us why you're not planning on changing anything if the concerns are valid (and no side-stepping, saying something along the lines of, "Slashdot is just Rob's personal site that happens to enjoy some popularity"). Is that so hard to do? Apparently, because all we get are one-liner comments that insult ("you must be an idiot if you have problems with the management and yet are still here") or ignore the problems.
(offtopic) (Score:2, Insightful)
If you have tweaks you think would make the moderation system better, or suggestions for better moderation systems altogether, why not suggest them on sourceforge, where the coders can act on them? Rob does read email, too, but the FAQ specifically addresses this
You've probably seen people in bars / clubs / stores / public parks [wherever
I'd like everyone who reads the site to be happy, but I can't enforce that
It's true that Slashdot has a history, that Rob's "site just got popular," etc, but the lengthy diary entry someone posted into this story's comments I think shows how these topics are anything but ignored. Constant tweaking is bound to constantly leave some people upset with any particular change, but the intent is to improve the system, and I certainly think the overall moderation system (loosely speaking -- including, say, the foes / friends aspects of it) has gotten a lot better.
timothy
Re:(offtopic) (Score:2, Insightful)
Who exactly was complaining about moderation issues? I certainly wasn't. I agree this is off-topic, but there is no on-topic place to discuss it. A major gripe that I've had, and that many others have had (play this down as "a vocal minority" if you will, but we're just the people who voice the concerns others have) is that the Slashdot editors seem to not take their jobs seriously. You (collective "you", not necessarily you in particular, though you're as guilty as the rest) have consistently and constantly posted duplicate stories (triplicates sometimes!), poorly written stories that totally miss the point of the target news items, editorials with horrendous spelling and grammatical mistakes (I'm sure I'll make some, so I probably shouldn't talk, but I do make an effort to keep my posts clear of such errors), un-called for editorial additions to stories that don't warrant it, not adding editorial additions to stories that do (how often do you post stories about some new product, toy, or technology where not everybody knows what it is, nor is it obvious from the name, and the site has been taken down due to the Slashdot effect so no-one can figure out what the story was about anyway?), irresponsibly linking to small sites causing them to have outrageous bandwidth bills (blah blah if you don't want to be linked, don't put up a web site blah blah whatever), and more.
These are not things that can be solved with code, a trap many geeks fall into way too often. It's a people issue, and that's exactly what we're complaining about -- people. Most editors refuse to acknowledge that there's a problem (example: Rob's lengthy diary entry goes on and on about moderation issues and changes, without ever once touching on the inability of his editorial staff to keep up to date on what stories have been run so as to avoid duplicating posts), or worse think it's just all a big joke (how many times have we seen something along the lines of "Yeah, yeah, this story's a duplicate, whatever" in an update to a duplicate story?).
Like it or not, "Rob's personal site" is big, and has a huge user base. As an editor of the site, your concerns should lie with making as many users as happy as possible. You can't make everybody happy all of the time, but you can damned well try. When it comes down to it, we're the people that visit the ads and pay for the subscriptions. Without us, Slashdot would be in even more dire financial straits than it already is. (Extrapolating from the financial woes of parent company VA WhateverThey'reCalledNow, and not with any concrete information about Slashdot's financial well-being, save that without a large user base in the first place, VA * would never have been interested in Slashdot to begin with.)
Re:(offtopic) (Score:2)
But let's get realistic for a 'sec--we both know, based on what you've said, that you don't really give a sh*t and neither do any of the other slashdot editors. That's okay, I quite understand. I don't really care much either (obviously) or else I wouldn't keep coming to slashdot.
And, really, how much should I expect from slashdot? How much did I pay slashdot for the service they provide? Nothing. So what sort of quality should I expect? None apparently.
And I'm rarely disappointed. So please, keep up the sloppy grammar, sloppy editing, sloppy posting and all the rest. Thank you timothy-of-Slashdot! Truly and amateur and unprofessional person correctly representing the geeks-in-the-basement attitude that has always been Slashdot's hallmark. Please, keep up the bad work! I'm just glad I'm not paying for the slashdot "service".
I apologize for getting a little flame-y here, I'm just trying to make my point. Please understand: slashdot has provided me with much humor, much weird technology things, and occasionally something useful. For all those things: I thank you.
But the highly unprofessional attitude continually demostrated by the slashdot editors ensures that I never forget that I can't actually *trust* anything I read on slashdot and I *certainly* can't consider it a true News site. Perhaps the gripes you keep reading are an indication that the users would *like* for slashdot to be more professional. (ya think? maybe, just maybe?) I hate the fact that whenever I send a link from a slashdot story to a friend of mine, I have to preface it by saying, "Warning: this is from slashdot, so you can't trust it..."
Re:Now, now... (Score:2, Insightful)
So because I'm not a "serious" gamer, I shouldn't bother reading this story? Or maybe I am a serious gamer, but I don't often play space simulations? As well, by the time I got to this story (literally less than an hour after it was posted), the site was down. Slashdotted. Great, how am I supposed to figure out what "Parsec" is now?
However, I was not the one with the initial complaint. Mine followed Timothy off-topic as he made a flippant reply to a post criticizing Slashdot's editorial integrity. Try looking at usernames next time so that you don't confuse posters.
Is it really an insult when it's true, though? I found the anonymous coward's post to be witty and insightful, rather than insulting and trollish. Had I any moderation points (and for some reason, it's been a very long while since I have had any ... hrm), I would've moderated the post rather than reply. However, I don't, so I didn't, and did the next best thing -- reply to Timothy's flippant post, voicing my own concerns and issues that are mirrored by both the super-parent of this thread and the anonymous coward that agreed with him.
I never said I was perfect.
Re:Now, now... (Score:2)
please, post it again, so I can be further enlightened
There is no safe distance! (Score:5, Funny)
Re:There is no safe distance! (Score:1)
Re:There is no safe distance! (Score:2)
Good, isn't it? Alas, he hasn't updated his MP3.com web site since 2001. A web search doesn't show up much for him, either. I think he just doesn't use the 'net much.
If anyone finds anything more by him, do let us know...
Which ship made the Kessel run in 12 parsecs. (Score:3, Funny)
Re:Which ship made the Kessel run in 12 parsecs. (Score:1, Offtopic)
Re:Which ship made the Kessel run in 12 parsecs. (Score:3, Funny)
You see, travelling faster than light speed is impossible. What you need to do is warp space somehow so you have less distance to travel. The Millenium Falcon, with its souped up engine, was able to warp space so much that the Kessel run was shortened to 12 parsecs. A lesser spacecraft might have to travel 40.
Re:Which ship made the Kessel run in 12 parsecs. (Score:2, Informative)
Re:Which ship made the Kessel run in 12 parsecs. (Score:2)
The obvious question (Score:5, Insightful)
First thing to be changed now that it's open... (Score:4, Funny)
VegaStrike (Score:5, Informative)
Re:VegaStrike (Score:3, Informative)
Re:VegaStrike (Score:2)
Parser combinators? (Score:1)
You know it's been in development too long when... (Score:4, Funny)
Yay! First Golgotha, now THIS!!! (Score:4, Funny)
Or play nethack. I still have never ascended.
Re:Yay! First Golgotha, now THIS!!! (Score:2)
Yes, it is insane, but it sure would be funny!
wow! (Score:2, Funny)
PRESS FIRE TO BEGIN. (Score:4, Funny)
Dramite Ships attacking!!!
Caution!!! Asteroid belt!!!
Oh, uh, wrong Parsec...
In different news (Score:3, Funny)
In a related story, a spokesperson for God confirmed that a Light Year will remain closed source for the time being.
Oddly similar to terminus? (Score:2, Interesting)
I remember lots of Linux folks drooling over it and babbling about how they'd all buy it as soon as it shipped, because it would have Linux binaries on the CD.
Nobody did, of course. That's probably why nobody remembers the game.
Re:Oddly similar to terminus? (Score:2)
correction (Score:5, Informative)
This is mainly due to some preperation work.
Re:correction (Score:2)
Not completely open (Score:3, Insightful)
I don't get where the line is that something becomes "open source". BSD obviously is open. GPL, okay I understand copyleft. I also understand one liscense I saw where the stuff could not be used for kiddie porn-like exploitation.
But talk about viral, if someone starts hacking with it and develops their own "commercial quality" game, he is doomed to the same problem that the authors had, which is that because he can't sell it, he cannot possibly afford to compete with commercial games!
This seems to be a case of people attempting to foist misguided moral choices on other people whom they somehow still hope (many mysterious cheap hands) will acheive their dream for them.
Not that I personally want to use their code, it's just confusing that there are so many "open source" liscenses out there. Hate to say it, but I'd much rather see something like Helixcode, maybe if it is commercial then a royalty can be paid the authors. And where does the line between free and commercial get drawn?
I'm sorry, it sounds like lots of fun and one day maybe I'll try playing it. But I don't get the reasoning behind releasing something to the community while maintaining restrictions on it. We all grow up, I guess these guys did. Grownups often like to get paid for their time, or at least have the illusion of free will. I think this could attract more talented programmers and game people if it didn't have the noncommercial requirement.
Re:Not completely open (Score:3, Informative)
Ultimately its pretty obvious why a non-comercial clause might appear in a license. The original developer doesn't want to have to pay someone else to play the finished game, when they themselves did so very much of the work.
And WTF is Parsec? (Score:2)
sigh.
Space combat (Score:4, Insightful)
I figure space combat will be more similar to submarine combat. Space is huge, the ships will be fragile, weapons will pack a massive punch. These factors will force ships to rely on sensors, hiding and avoidance to achieve their aims.
I imagine that we will have ships hiding in asteriod belts, on moons and near planets, patiently waiting for their prey, unleashing a barrage of missiles and then try to disappear again while the target is busy applying countermeasures to the incoming missile swarm.
Re:Space combat (Score:2)
I agree. Battleship isn't very fun. I am always losing those little plastic pegs and I never seem to be able to hide my ships effectively.
Oh wait, what you're talking about seems terribly boring. Kind of like fishing, only without nature to distract you while waiting for a bite.
Space games are pretty easy to write. It you have an idea for one that is a bit different, maybe you could whip it up yourself and see if it is fun. That is what I did.
Re:Space combat (Score:2)
Maybe not. There's a whole lot of "submarine movies" [imdb.com] about. Some good [imdb.com] and some bad [imdb.com]. But the genre has potential.
I did, for a table-top RPG [sjgames.com]. Never got to playtest it, though. The trick was to get a balance where several different strategies could work. Observe that there are sub sims [subsim.com] about for computers.
Re:Space combat (Score:2)
Star Wars and Star Trek have set a certain expectation for what space combat will be like and that is what people want to see in a video game. I certainly encourage you to try to create something totatlly different, I just don't think it would have wide appeal.
Ah, its a GAME (Score:2)
Re:this article is all wrong. (Score:2)
As with the game Parsec: There is no safe distance.
(if you played it, you'll get it (hint, game music lyrics) :)
Re:Parsec for TI cartridge computer (Score:1)
timothy
Re:Parsec for TI cartridge computer (Score:5, Informative)
I can't find anyplace to download the ROM, and even if I grab my old TI, I'm not sure how to grab the ROM image, anyway.
FOr the curious:
PARSEC: PHM 3112 - Released 3Q/1982 - MSRP $39.95 -- A game cartridge programmed by James E. Dramis with help from TI Summer employee Paul Urbanus (Urbanus also authored or co-authored Jumpy, Jungle Hunt, Pole Position, Disko, PLATO Interpreter, Grand RAM and Line-by-Line Assembler for Mini Memory). Released in August 1982 at a retail price of $39.95. Featured a synthesized voice patterned after that of college student Aubree Anderson. Game consisted of a Space ship traveling through asteroid belts, attacks by Alien ships and other hazards. Perhaps the most popular game ever to come out of the Texas Instruments Consumer Products Division for the 99/4A. Fully bit mapped graphics, excellent joystick control, clear speech synthesis and very challenging.
User Comments: Fly into combat with the starship Parsec. Destroy rebel alien fighters and cruisers by out maneuvering them and laying down withering fire from you laser. Then try to survive the deadly asteroid belt. Parsec is made to work with or without the speech synthesizer. With it, it enhances the game by simulating an onboard computer in your starship. It warns you of oncoming alien craft and refueling tunnels, and it congratulates you for good performance. There are increasing levels of difficulty to challenge your strategy and skills as a starfighter. With great graphics, color, and action this is one of the best modules for the TI. Try it and you're hooked.
(ref: http://timeline.99er.net/id22.htm)
Re:So there you have it (Score:5, Insightful)
Re:So there you have it (Score:4, Insightful)
You can separate the game engine from the graphics, sound, and everything is modular. I've seen a couple interesting [genesis3d.com] open-source [demon.co.uk] 3D engines, [sourceforge.net] and I think it's VERy possible that a good game or several will come out eventually.
The bad part: it takes forever, because virtually nobody has the time to create a Doom 3 in their free time. Or even a Commander Keen. As one guy says, [librenix.com] You need vision to create a great game, and large open source projects tend not to have that vision. [planetquake.com] Is that why there aren't any great games built by large open source collaboration? Maybe. I think it's more likely attributable to the clone problem [sourceforge.net]
Also check out http://home.t-online.de/home/BuschnicK/
Re:So there you have it (Score:3, Insightful)
Commercial games are made by tons of people too, and they don't suck. What makes original open source games suck is "too many bosses, not enough laborers". In a company one or two guys are responsible for design, everything else is done by the grunts. No arguments, no "hey wouldn't it be better if...", just write the code, write the music, if the designers don't like it, do it again. Most open source programmers don't like being the grunts, because they already do that at work... so they all want to "design".
One of the good things about Linux is you have one guy at the top who is saying what does and doesn't go in. Ditto with OpenBSD. Yeah, there might be some discussion, but at the end of the day the project is being driven by one mind, and everyone is cool to go along with that - if they want it to do something else, they get a custom patch. That's the way open-source games should be developed, but it's hard to drum up enough interest in one to get it working that way. Linus had to go a long time by himself before he got the crowd around him he does now, so did Theo, so did Bill Gates, so did the top game designers.
So yes, i agree that one person's drive makes it happen initially, but in the long run it's having the support of a lot of people who are happy to bow to that one person's wishes that makes a good thing great.
Re:So there you have it (Score:2)
Re: So there you have it (Score:1)
> This is why computer games will NEVER be open-source. How many fiascos, from the rubbish produced from the freeciv project to...
I still play Freeciv. I've quit playing Civ, Civ II, and Civ-CTP, though I still have them all.
I'm curious why you call Freeciv rubbish, if you would care to elaborate.
Yes, most free/open game projects never get their wings. But for those that do, I expect that they will eventually evolve into best-of-breed for their class. Why? Becase they do evolve, rather that being discarded for a startover every year or so to satisfy marketing needs.
Re: So there you have it (Score:2)
I downloaded FreeCiv and deleted it about 20 minutes later. I was appalled by pretty much everything. Ignoring the fact it played differently to Civilization (different units/buildings/etc), my main my beef was the ghastly interface. I can't even begin to describe how much that irked me. Floating GTK windows that didn't resize properly in Windows, a map that didn't scroll/update properly, ten zillion windows for one game, a hugely convoluted hack just to play a single-player game, no music or sound effects...
The way i see it, if you want to make a game, it's supposed to be accessible to gamers, not ubergeeks. What the hell is a DOS console doing in a Windows app? I'm sorry, but that's not good enough, even if all it's there for is debugging. Use a frickin logfile or have a Dialog you can selectively pop up from within the program. I don't fucking care that SDL just returned successfully from a BitBlt() call. Now maybe it works better under Linux, but then why release a half-assed Windows version at all? Normally i love browsing Sourceforge, but aside from those based on commercial source (i.e. the Doom ports and Star Control 2) the games section is positively dire.
Sorry if i sound a bit flame-y here, i was just so, so disappointed when i downloaded FreeCiv after hearing the open source crowd rave on about it for years. Actually... it's probably the most disappointing piece of software i've ever installed :-( I was looking forward to a free version of one of my favorite games.
Re: So there you have it (Score:2)
Arianne, was recently revived from the dead and is updated regularly again. The project is currently moving from 2D to 3D graphics, so it may be a while for a release. Freecraft is pretty stable even using none of the W*rcr*ft or St*rcr*ft files, but the graphics need work (fcmp needs help). Then again, Freecraft is based on commercial software...
The bottom line is that games take a tremendous amount of work to complete and open source developers rarely commit to long term projects. If they find a few dedicated people, it could turn out great.
I was disappointed with the Parsec LAN test, but I'm hoping the game has made a ton of progress since I tried it last (a couple of years ago already). The screenshots certainly look better than back then...
Re:So there you have it (Score:2)
But _I_ know! Hoo-friggin-ray! (Score:2)
Re:I hope this will do us all well! (Score:2)