Liberated Games Launches 168
Crusader writes "Two LinuxGames staff members have launched Liberated Games, a site devoted to cataloguing full commercial titles that have been released for free by the developer or publisher, either with the full source code or without. The current list is available here; the site tracks releases for all major computer platforms (Windows, Mac OSX, Linux), so feel free to submit any missing games to the list."
Two points (Score:4, Insightful)
Most are not fully liberated! (Score:4, Insightful)
Game data is not released under GPL. This is obvisly a mayor flaw, and will render the game unplayable. This includes Doom, Quake 1, 2 etc.
The licence is too restricted. This includes Civ :CTP, where the license will not allow you to fork your own project. Therefore noone is willing to do anything with the new code.
The release of the code happens too late, so the game isn't "interesting" any more. (Eg. Wolf 3d)
Still, by all means, more GPL'ed games is a good thing!
Re:Linux needs games! (Score:5, Insightful)
What exactly would you use the OS for on a console? Drivers are unnecessary since low level access can be compiled into the game binary and anything the game might need can be on the disk. Having an abstraction layer in between would become an issue, for one thing the layer will probably be less flexible (or less efficient) than direct hardware access and for another thing the shipped version would have to be declared as final, they couldn't update it if they discover a bug or need new features, it could break compatibility with older games. Besides, Linux wasn't designed for being used as a games platform.
If a game wanted to use a customized Linux, the dev can customize Linux themselves and come out with exactly the version they want. No dev could complain about the OS lacking some vital feature.
Also, delivering the source code as mandated by the GPL would be a problem, where would you store it?
Linux might help pirates and hobbyists to interact with the hardware, but a console manufacturer wants neither group involved and there wouldn't be an advantage for the commercial developers.
Re:Most are not fully liberated! (Score:2, Insightful)
Re:How much of a geek is the poster... (Score:3, Insightful)
Re:Site is slashdotted, here is an anticipated lis (Score:5, Insightful)
Effect of release? (Score:5, Insightful)
If they had read TFM or played the training missions, they wouldn't be so dumb. But they didn't buy the game, so they feel like they can jump right in and nothing bad can happen because if they get banned, oh well, they can just get another CD-key for free.
Re:Most are not fully liberated! (Score:5, Insightful)
Just because you're too cheap to buy the original game doesn't make this a "flaw" in source code releases.
The "source code release" is just that--source code--not models, or art, or sounds, etc. Port the engine to whatever platform you want and use the data from the original game (that you bought) to play it as is--or better yet create your own damn game data and do something new.
I think that's the biggest problem with the open source community (and I'm not talking about the people who actually do productive things like code and test, I'm talking about the other 90% of the community.) No matter what somebody gives you--for free, no less--people complain that they haven't been given enough.
Re:Linux needs games! (Score:3, Insightful)
Re:Site is slashdotted, here is an anticipated lis (Score:3, Insightful)
Re:Linux needs games! (Score:5, Insightful)
In theory you're right, but there's a couple of reasons why nobody does like this actually
Once upon a time it could be done like this. On some old 8bit console, all you had to do to create a game was to write a short program, under a few thousand instruction, It had only to read input from joy pad, a move 1 or 2 sprites on screen (using hardware sprites) and do some very basic sprite-to-background (hardware assisted) collision detections. This could be done by hand, without using any other library.
Nowadays games are much more complicated : you've got more complexe graphics, you must have realistic physics. Your GFX hardware is much more general purpose (which is good), but that means you must implement everything ("3D mesh of a warrior running on a height-field ground" isn't a single hardware feature). Plus you have internet, savegames hardware (harddisk or memory stick) where files must be shared with other applications (hence the need of a file system) etc...
Still wanna write a full online game, with a robust TCP/IP stack, and everything else including in-game voice-chat with other players ?...
Modern console DO NEED an OS, because it's getting just to much work to re-invent the wheel everytime you write a new game. Yes, the OS adds an overhead, compared to hand-optimized assembler. But it removes a lot of head-ache from developpement process, and moderne consoles have more powerful processors : it's not only to make them run faster, it's also to make the overhead of OS and librairies more negligible.
But any OS could do the job. Actually, some early console of this generation could run multiple OSes. The DreamCast had a minimalist BIOS that could just check and boot watever OS was on the GD-ROM. Most of the games were built using SEGA's proprietary system "Katana". But there were also a few games made using Microsoft's Windows CE (hence the "compatible with..." logo on the front [cheatheaven.co.uk]), most homebrew games are done using KallistiOS [allusion.net], some fans managed to port the penguin to this console [sf.net]. You have the choice of the OS (DreamCast will boot any of them), but you have to use one, because few sane people want to code a 3D application by hand in SuperH assembler....
Yes the "boot whatever customized OS you-like" is cool. But console esigner don't do it. They like to force THEIR proprietary OS because of
Microsoft could have done some "boot your own favorite OS" console like the Dreamcast. But instead they've choosen to design a console with a Windows-2000-based kernel. The user has no other choice than to boot Dashboard, before everything else, and then the Dashboard will decide what the user can and can't do...
And game designer HAVE to pay a license for the constuctor's proprietary OS because they cannot use anything else.
Re:Unreal Tournament (Score:2, Insightful)
Liberated Games? (Score:4, Insightful)
I was just looking at the Liberated Games, and the games I looked at (Aliens v. Predator and Homeworld) both require a purchased version installed in Windows or Wine to function. Further, the "source code" is not the source for the games, it is the source for an addon that allows the game to play in Linux. Being that such addons are not written by the game developers but some third party Linux enthusiast, it is not surpising these bits of code are free, but the games themselves remain proprietary and completely closed source.
So exactly what is "liberated" about this? Are these games "liberated" because you only have to install them in Windows and not play them in Windows? Or is the mere fact that one can play games in Linux a liberating experience in and of itself?
I expected some restrictions, like licencing or some similar unpalatable requirements, but I did not expect this "liberated" software to still be closed source. I am disappointed.
Perhaps the site should create a rating system for types of "liberated" if it is going to define "liberated" so liberally.
Re:Most are not fully liberated! (Score:3, Insightful)
Of *course* users of free software are whiny. Read a user forum for *any* software and you'll see whining!