Warzone 2100 Source Liberated 67
jvm writes "The former game developer Pumpkin Studios has released the source for their 3D real-time strategy game Warzone 2100 under the GNU General Public License. (Direct link to the source archive.) Previously released just for Microsoft Windows and Sony PlayStation, this source release permits this 1999 game to be ported to other platforms, such at GNU/Linux and MacOS. You can join in the developer discussion at the RealTimeStrategies Warzone 2100 Redevelopment Project forum. Note that only the source has been released; an original copy of the game is required to obtain the other parts of the game (graphics, sounds, etc.)"
Very Underrated Game (Score:5, Informative)
Re:Very Underrated Game (Score:2)
Re:Very Underrated Game (Score:2)
As soon as this gets ported to Mac OS X I'm gonna try and dig out my old CD and see if I can play. I'm excited...
Re:Very Underrated Game (Score:1)
Re:Very Underrated Game (Score:2)
Should have included this in the original post (Score:5, Informative)
List of mirrors, please don't link to individual archives! [directgames.net]
Also, I should have clarified that the source and some game assets are included, but music and FMV are missing. Whether the game would work without these, I don't know yet. Sorry.
Re:Should have included this in the original post (Score:2)
Re:Should have included this in the original post (Score:1)
How easy is it to find a copy to buy? I usually buy games a year or two behind the wave, but I think that five years might be pushing it even for the $5 Bargoon Bin places.
I'm GNU to this license thing... *groan* (Score:2)
Re:Wow this is great (Score:2)
The source for DOOM was released years after it was released, and there is a thriving community based on improving the game.
http://www.doomsdayhq.com/ [doomsdayhq.com]
Re:Wow this is great (Score:4, Funny)
Re:Wow this is great (Score:2)
My panties are quite unknotted, I was merely pointing the Doomsday project to the poster who balked at the idea that anyone would care that a 5-year old game becomming GPL'd would be interesting to anyone.
Obviously this is nothing new, but it would certainly make for an exciting project for anyone who likes RTS games.
Re:Wow this is great (Score:1)
Supposedly, it will be, soon. Like maybe still this year soon, though I wouldn't count on it.
At least that's what JC said [slashdot.org] after Doom3 was released.
Slightly offtopic (Score:3, Interesting)
I know certain ones have improved using auto exploring or workers that find work to do, but so many units in thee games would be great except they need hand holding.
For instance the spy in RON, you should be able to tell it find city and spy on the buildings, or patrol this area when a units move through convert on of them and then run away!
Or the queen in starcraft, you should be able to tell the queen to fly around looking for the enemy and parasite them or use the brooding attack, go to home base when energy gets low.
In one player you can constanly pause, but this kind of takes away the real-time, and you can't pause in multiplayer.
Are there any rts games that allow scripts for each unit?
Re:Slightly offtopic (Score:1)
Re:Slightly offtopic (Score:2)
A friend of mine and I are designing an RTS that has all the features we want. It's a hell of an undertaking but I hope that we at least get the basic ideas coded.
Re:Slightly offtopic (Score:2)
If I had time and could program well maybe I would.
Or you could just let me have some input in your game?
Back on topic (Score:2)
Re:Back on topic (Score:2)
Becuase I'm going to use this project as an opportunity to learn OpenGL as well.
Re:Slightly offtopic (Score:3, Interesting)
However, that said, Dark Reign had one of the best opposing AI's in any game that I have seen so far. It tracked where enemy forces were and allocated it's defense based on that information.
It was also highly configurable. Easy to write scripts and change variables for each unit. Unfortunately Activi
Re:Slightly offtopic (Score:1)
Could be wrong.
It was still a great game, I think I have my copy still.
Re:Slightly offtopic (Score:2)
Total Annihilation is basically a 2D game. While there was implementation of altitude, and that the unit models were 3D models, the map was a 2D enviroment with tiles contiaining picutres and height information. IIRC, there was also either limited no perspective done in the rendering.
The same applied to TA:K, even though it allowed support for a 3D-Accellerator for better graphic quali
Re:Slightly offtopic (Score:2)
Re:Slightly offtopic (Score:4, Interesting)
A lot of the 'intelligence' had to do with giving them simple automatic behaviors that would've required intense micromanagement for a player to do. For example, Solar Collectors would automatically close their panels to prevent damage if an enemy started firing on them. If a defensive battery was fired upon, it could back-calculate the trajectory and return fire automatically, even if the enemy was outside of visual range (provided it was within firing range, obviously). A construction unit on patrol would focus on repairing other units, unless you were very low on metal or energy, in which case it would instead try to recover the metal or energy left over in wreckage or rocks or trees or whatever is available.
Like you suggest, the units and buildings did each have an individual script, but I don't think it's quite the same as what you're asking for, as it was only accessible by editing the data files. Besides, the process of writing one is arcane and not very well understood.
But TA was still a fantastic game.
Re:Slightly offtopic (Score:2)
I was very heavily into TA. Back when Kali and TEN were the only two real TA communities, I occasionally held #1 on the ladder. My "real" rank would be more like 3-5.
The thing you are talking about, firing back at the unit, was a hole in TA's "ai". It didn't "backtrack" and hit the spot at which the a
Re:Slightly offtopic (Score:1)
Re:Slightly offtopic (Score:2)
Honestly, I doubt it. The prerequisites for even basic intellegence aren't met in most games.
Total Annihilation got it right a bit by having engagement orders and movement tolerance orders. TA had problems with this - for example, if you had a boat try to attack an underwater metal extrator, it wouldn't fire at all (unless you typed "+shootall"). In addition, the TA units are relativly simple - if you start including spells in auto-cast or a
Warzone scripting (Score:2, Interesting)
Re:Slightly offtopic (Score:2)
Re:Slightly offtopic (Score:2)
Re:Slightly offtopic (Score:1)
Dark Reign IIRC (it's been a few years since I played it) had programmable options for each unit.
What I'd like is an RTS where you could write short programs for each unit's AI. The programs could be modified in between games and would persist in each machine.
That way the game would be a double challenge. Writ
Getting in tuch with the community. (Score:4, Informative)
I'm a member on RTS.net, the gaming community that fought and hoped so long for this moment.
I have just one thing to say: If you wan't to work with this source in a serious project, then join RTS.net - old NEWST folks are around at this site if you wonder where they went.
You can go to the forum with this handy link:
http://www.realtimestrategies.net/forums/index.ph
You can also get an overview of just about all webpages in warzone context by following this link:
http://wzlinkturret.1go.dk/ [1go.dk]
Re:More Info (Score:1)
Re:More Info (Score:2)
You meant to say "don't".
Sorry, couldn't help it.
Re:RAR?; how about tar.bz2 (Score:1)
-Kevin, realtimestrategies.net member
How about adapting this to an RPG? (Score:2)
Have that on my desk by Wednesday, please. ;-)
Re:Sad (Score:2, Interesting)
-Kevin, realtimestrategies.net admin
Re:Sad (Score:1)
Re:Sad (Score:1)
Re:Sad (Score:1)
http://www.realtimestrategies.net/forums/index.php ?showtopic=343&st=0/ [realtimestrategies.net]
Example Quote:
We should look and see if there are any clauses that differentiate between whether or not the source included with the .exe has to be the .exe's CURRENT version, or the ORIGINAL version released by Pivotal.
Amazing (Score:5, Interesting)
Some of the levels for this game was brilliant. I particularly like the one where the computer program had found the second base in the urban levels. You had to EVAC the base while at the same time defend it in order to get every last troop out of there. I remember stashing the highest ranking troops in the Airships first and leaving the newbs to defend the base. But the problem was, the newbs were the most advanced troops (if you hadn't already recycled the higher ranking ones). I love playing that level over and over again.
Amazingly, nobody on Slashdot thought it was even worthy of a mention back early this year when Slashdot featured the greatest RTS of all time. Of course TA was mentioned and Warzone 2100 never was.Those 2 games were simply the best for game playing and sheer fun.
Lets not forget the small expansion packs for Warzone 2100, they offered even more units, super troops and those huge Red Dragon Tanks which you knew you had won if you had built them. Then there was the small downloadable campaigns which featured even more unique units. Tanks with 2 gun turrets and such, so powerful they took out nearly everything with one or two shots.
It pissed me right off when I switched to the mac and this game wasn't available. I'd play it again in a heartbeat.
comparison to other 3D RTS games? (Score:1)