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Re: New Games possible?
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Do we have any good pokergames on OS4?

http://www.pokerth.net/home.html

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Glest

http://glest.org/en/index.php

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Re: New Games possible?
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@Joeled

Will be cool if you will post screenshots with tumb, or just links, because when they in full size, its a bit broken readability of whole topic :)

Quote:
QT + Boost

Quote:
With all those automake, autoconf + jam. I just tryed yesterday to do all configuring steps on cygwin, and then build on os4, but have "sorry, you need to use JAM as well for building" (need to spend some time for understanding how avoid all of this).


@all
Good progress with AssaultCube: I add some ugly-extended functions to our MiniGL, and it works somehow, there is a video of actual multiplayer in action.

Still there is some bugs and freezes and crashes, but i already trying to kick some asses with multiplaer

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Re: New Games possible?
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@kas1e

The video looks good.

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@kas1e

Good progress !

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Re: New Games possible?
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@kas1e

Sorry for that Any chance to get the last Cube?

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Re: New Games possible?
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@Joeled

Quote:

Any chance to get the last Cube?


It compiles, menu works fine, but when game should starts - heavy crashes, but i think it possible to fix as well.

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Re: New Games possible?
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@samo79

Quote:

samo79 wrote:
@Mrodfr

I tried with WarZone but it need some extra dependences so i can't build without help, maybe i will turn on it when kas1e complete his project


effectively, this project exist on sourceforge.

http://sourceforge.net/projects/warzone2100/

Do you have tried to 3.0 beta or version 2.x ???

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Re: New Games possible?
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@Mrodfr

If i remember correctly it was version 2.3.4 founded on HappyPenguin.org

Sadly server is currently off

http://www.happypenguin.org/

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Re: New Games possible?
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I do not know if it has been suggested or if has been ported yet

http://alientrap.org/nexuiz/index.php

It have a modified Quake I engine so i think it could be easy to port

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Re: New Games possible?
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@Fransexy

Was suggested few pages ago, and AfxGroup already have it ported (but its slow, will need fast enough machine), and he say that will release it after next os4-update (where some warp3d fixes will have place).

@all

A bit bad news: AssaultCube use in end the same glReadPixels with GL_DEPTH_COMPONENT, as in Cube1, which mean, that again that z-buffer/non-normally working-on-warp3d problem is here, which in end give us false chords and unpossible shooting :(

For now the solutions only 2:

1. fix warp3d (yeah, again)

2. write new own code, which will replace glReadPixels.

I trying to talk with some game-developers on some forums for now, about how to fix all of this, but they say "for sure it will be pretty hard". But let's hope someone will help there.

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Re: New Games possible?
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@kas1e

Lets hope we get Epiar out asap then Ddid you check this game? Elite kind of clon.

http://vegastrike.sourceforge.net/

http://www.wcnews.com/newestshots/full/wcuniverse01.jpg

Video:
http://www.youtube.com/watch?v=gp0wi4gScdY

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Re: New Games possible?
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@ALL

The good news ! One of assault cube developers rewrite fucntion for founding the chords for us , and now all works ! I.e. i can kill bots, chords are right, and not more "fire to the air like you fire to the wall". I hope he also will help the same way with Cube1 (there fucntions are very-the-same). Assault cube still have some problems, but i think they will not very hard.

So, soon fixed version of cube1 + assault cube (i hope).

EDIT: build and test assault_cube server - all works. I run in one console server, then run client and connect on 127.0.0.1, and all works fine (what mean, that we can run aos4 only servers later).

Quote:


9/0.Work:ac_test> ac_server
logging started: console(INFO), file(INFO, "serverlog_20101116_13.50.35_local#28763.txt"), syslog(DISABLED), timestamp(DISABLED)
logging local AssaultCube server (version 1103, protocol 1132/104) now..
read 58 map rotation entries from 'config/maprot.cfg'
read 0 admin passwords from 'config/serverpwd.cfg'
read 0 (0) blacklist entries from 'config/serverblacklist.cfg', 0 errors
read 0 + 0 entries from nickname blacklist file 'config/nicknameblacklist.cfg', 0 errors
dedicated server started, waiting for clients...
Ctrl-C to exit
looking up assault.cubers.net...
WARNING: master server registration failed: failed pinging server
[127.0.0.1] client connected
[127.0.0.1] omega12001 logged in (default), AC: 1103|1384
Map height density information for ac_scaffold: H = 16.06 V = 158291, A = 9858 and MA = 665

Game start: deathmatch on ac_scaffold, 1 players, 8 minutes, mastermode 0, (map rev 2/9934, official, 'getmap' not prepared)
Demo recording started.

Game status: deathmatch on ac_scaffold, 8 minutes remaining, open, 1 clients
cn name score frag death ping role host
0 omega12001 0 0 0 48 normal 127.0.0.1

Status at 16-11-2010 13:52:36: 1 remote clients, 0.1 send, 0.2 rec (K/sec); Ping: #0|0|0; CSL: #0|0|0 (bytes)
[127.0.0.1] disconnected client omega12001 cn 0, 50 seconds played, score saved
Demo "Tue Nov 16 13:52:50 2010: deathmatch, ac_scaffold, 6.73kB, 8 mr" recorded.


Edited by kas1e on 2010/11/16 10:57:15
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Re: New Games possible?
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@kas1e

Coolio...

do you have some news regarding my project?

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@Raziel

Quote:

do you have some news regarding my project?


Nope at moment (just want to make cube/assault cube playable, because they rokz, so trying to boring about it).

@joeled
About vega-strike there was some topics/talks back in the times. If i remember right, vega-strike use PLIB .. Anyway, that all need to test later (after all those cubes).

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Re: New Games possible?
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@kas1e

Looking forward to seeing your efforts with the Cube saga, good luck with getting all 3 of them too work. :)

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@kas1e

Ok thanks! I hope its possible to port after all Cubes Looks really good. Hope you get assaultcube to work.

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@Joeled

In general assault cube already works, but:

1. Pistols not fire. Automat works, knife works, grenades works, but pistolets are not. I think there is some unset-default-settings somethere, should be not hard to fix.

2. Game sometime just freezes (very possible that only in window mode, dunno, need to test it deeper of course). I think by the same reassons why for example quake3 freezes sometimes. Or maybe not. I have not crash-log, just DSI to memguard output, without any interesting information. So that one will be not so easy imho.

3. When you load some times (more than 2-3) different maps (for example for multiplayer) : then it start "blinking" at some stage, textures start to blinks, all start to be slow. I think its because of not-enough memory on gfx card , and because we not have graphic-swap or kind, we have such problems. Maybe it also because that when i load new maps, old ones not removes from memory (need to detect why all of this happens as well).

4. When you play multiplayer, and then exit from assault cube, its not exits normally, but going to 100% busy loop.

5. For now local-maps with bots crashes.

So, there is 5 problems which need to fix. But in others, you already can run game, choice any server, connect, and start to kick asses. If someone have interest in current version, i can upload binary somethere.

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Re: New Games possible?
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@kas1e

Well release it when you decide its good enough. I rather wait a little bit more if you can release in better shape.

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Re: New Games possible?
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@Joeled

boring at job. Somed reaming for you

http://www.gamingonlinux.info/item_search.php

or

http://www.moddb.com/games

Need to found opensources games on the link (indie ?)

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Re: New Games possible?
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@Mrodfr

Quote:

Mrodfr wrote:
@all

spring 1944:

http://spring1944.net/index.php



For this you need the spring engine, so if the engine would be ported we can not only play spring 1944 but other games aswell

http://springrts.com/wiki/About

I think that almost all dependencies have been ported to OS4 (except GLEW and streflop?):

Written in C++, using OpenGL, OpenAL, FreeType2, DevIL, SDL, GLEW, boost, 7zip, Lua and streflop


So maybe a port is posible?

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