Zainstaluj Steam
zaloguj się
|
język
简体中文 (chiński uproszczony)
繁體中文 (chiński tradycyjny)
日本語 (japoński)
한국어 (koreański)
ไทย (tajski)
български (bułgarski)
Čeština (czeski)
Dansk (duński)
Deutsch (niemiecki)
English (angielski)
Español – España (hiszpański)
Español – Latinoamérica (hiszpański latynoamerykański)
Ελληνικά (grecki)
Français (francuski)
Italiano (włoski)
Bahasa Indonesia (indonezyjski)
Magyar (węgierski)
Nederlands (niderlandzki)
Norsk (norweski)
Português (portugalski – Portugalia)
Português – Brasil (portugalski brazylijski)
Română (rumuński)
Русский (rosyjski)
Suomi (fiński)
Svenska (szwedzki)
Türkçe (turecki)
Tiếng Việt (wietnamski)
Українська (ukraiński)
Zgłoś problem z tłumaczeniem
https://www.slant.co/topics/1933/~best-open-source-games
Tell Bossa they need to pay someone better for the astroturf.
Your own link demonstrates exactly what I am talking about. Have you played Xonotic? I have, and also was active for a while with the very similar game - Red Eclipse. This was a few years ago. Getting any sort of updated graphics even with Blender was a real pain. I was specifically looking for importing new character models and animations. There was no straightforward way to import new content into the existing engine. No one was doing anything with it much. Wikipedia literally wiped our Wikipedia page due to lack of any real use or interest, trying to pare back what they consider to be spam or advertizing related posts.
The community was outraged at Wikipedia, but no one has made any progress making the engine easier to mod. What's the point then?
Here's video of Xonotic just to give folks a sense of where it is stuck decades later.
https://www.youtube.com/watch?v=DKvh_IwG7o4
Red Eclipse
https://www.youtube.com/watch?v=oblm6trORBg
If this is as good as it gets for open source, it's not good enough, and you all know it.
Open source proponents don't need Bossa or anyone else to "release the code". The players need to pay some coders to bring an open source game - ANY open source game - into the 21st century.
And I am DEAD SERIOUS about wanting to make this happen, so if there are any non-trolls out there, let's get together and DO SOMETHING for once. I think a nice open world physics based FPS sandbox is COMPLETELY DOABLE open source. But we need to make sure that whatever it is we are using is moddable, and I think making it easy to import all sorts of assets from Blender is job 1.
If that can be done with Irrlicht, fine. I think possibly though that Armory 3d is the answer. Whatever is in Irrlicht that is not in Armory can almost definitely be ported over, but porting over the community of artists from Blender to Irrlicht without the necessary workflows in place is going to prove to be the main problem getting a game together using that engine.
I highlight Irrlicht because it seems to me to be the main engine I am pointed toward when asking what a good open source engine might be.
Not even trying to hide it.... I mean before even attempting to talk about the subject properly you blow your own foot off with two examples of arena shooters. If you have any sort of game development experience you'd know there's a bit of a difference between the types of engines you'd use for what? 64 vs 64 max games and true MMOs? I mean Hells on wheels Star Citizen is a example of not picking the right engine and wasting 2 years reworking a arena engine, with Amazon support, to a more MMO friendly one.
Please if you are earnest don't Dunning Krueger it.
Beside all of that, I didn't suggest ANY engine at first. I ASKED. What's your suggestion? All this blithering nonsensical trolling and not ONE HINT of a useful suggestion. I mean, if not an FPS for a game that is basically an FPS, what open source engine do you think is more suited to an MMO?
I bet NONE. So now what?
Get off your freaking miserable high horse and DO something. You got nothing but random insults. First I am Bossa astroturf, now I am ignorant of game development. Whatever. Hell, one of the earliest steps to getting a serious open source game together would BE educating a community.
So educate away. Or leave me alone to do it without the smack talk from the peanut gallery.
https://pbs.twimg.com/media/DC7ZPQ-XsAAoemT.jpg
A game that doesn't compare well in graphics terms to even more venerable titles that were well taken care of......
http://web.ccpgamescdn.com/newssystem/media/71832/1/Convergence_Nova_for_Mordus_Legion.png
So you have no clue what you're talking about. Gotcha. Learn basic networking and how that works so you can unshit yourself from perspective considerations (Unreal and Crytek do FPS, TPS and strategy games, does that make them 3 engines in one? no, Unity can also do all 3, I dare say you'd be moronic to use Crytek over Unity for online MMOs unless you got a lot of cash to burn).
=)
For your vulgarity, I am afraid I am going to just block you. Too bad your genius cannot be corralled into doing anything productive.
This kids is how inbreeding looks. Thinks he can get the Crytek Engine to do a MMO when the closest anyone's even trying is Star Citizen with instanced bubbles (technically not a MMO due to it).
With the amount of ineptitude demonstrated on the subject, up to and including a assumed engine change for the game should it go open source, it's little wonder the projects he was tied to kinda stalled...
I have never seen a post whether it be here or their official forums discussing the game without petty squabbling and insults.
It would only get even worse if it was the community actually running the game.
It was fun, but we may aswell kiss this games ass goodbye.
There's been more than a few but we don't need self-professed experts that think all game engines were created equal when it comes to MMO potential (some are just insanely difficult to use for such for even AA or AAA teams and Bossa itself barely ranked as a A grade).
A perfectly poisoned question you mean.
There's more than one open source project based on a somewhat popular franchise which didn't start from 0.
Rig and you sound like people who base the world on your experience not tackle the world to gain more of it, IE deadwood.
His cop out was that you can, given enough resources, work with any engine on a MMO which is true in so much as it is perfectly possible to obtain a functional thanix gun given 2-3 nuclear powerplants worth of power and a barrel life in the second range (if you're lucky).
Yours is what? that my attitude is ♥♥♥♥? Sure is, because I am at the age where diplomacy goes out the window with know-it-alls who ♥♥♥♥ where they're supposedly eating.
Now as for his perfectly poisoned question: No need to change the engine and considering the SpatialOS problem it's not recommended it all to shift away from the engine as any chance of jury rigging something together is more aptly done on Unity than most other engines. You two can have a try at a better looking engine I'll just sit back and watch that dumbster fire in motion.
1. I think the closed source community has a vested interest in resisting easily moddable sandbox game engines. They've abjectly refused to improve on Minecraft by simpley mingling the tech behind, say, Astroneer, in terms of interactive terrain and the kind of character control you see in games like GTA and Assassin's Creed series. It's all sitting right there in front of our faces, and yet game after game fails to deliver the goods, sometimes simply by refusing to allow people to play it solo or on their own personal PC's.
2. People have repeatedly asked within this community why we can't just release the source code. I agree with the consensus that the reason is because the best you could do is release the code as free Unity resources, and that doesn't really achieve a hell of a lot. I don't think developing this kind of project on these platforms makes sense. The whole point of it is to be very open with modding. Closed source engines, no matter how "open" they may be, are still closed source engines, meaning they are not FULLY moddable without legal constraints.
Yes, getting a truly even third rate Open Source engine kitted out with a really nice 3d sandbox that improves on Minecrafts graphics and character control is quite a project, but I have seen the kind of stuff that can be done with Blender in terms of animation, and I do believe that same level of achievement can be brought to video games.
The perfectly poisoned response to this concept is to pretend this is some sort of impossible task and point everyone back to Unity or Unreal.
Programming a game is not nuclear physics. Your metaphor is ridiculous, Reaver.
I'll say again, I think Armory3D is a good choice in terms of work flow. Since the project is starting more or less from scratch anyhow, the primary issue is getting as many people as possible involved. Armory3d makes it easier to leverage the existing and relatively stable Blender community.
Continually trying to reinvent the wheel to attempt to seem reasonable while actually either just trying to pass yourself off as a expert or the initial assumption my part: shilling.
I don't know where you're getting the "they cannot release anything other than unity assets" because it takes quite a bit more than assets and a Spatial OS plugin to get a game. That is unless you really want to suggest the developers have no original work on their game's source beyond the assets as that adds up to a very severe allegation in gaming development circles (asset flipping).
https://store.unity.com/products/unity-personal?button=1 (if or when donations for the private server surpass 100k per year then you can take that up on the team level, before that point I dare say there's a few years of work)
Now if you have something truly useful to say, for a change, do share otherwise... stop suggesting engine changes for any project meant to help WA survive beyond Bossa's greed.
What's odd is you seem to be at least as angry as I am at Bossa. Just addicted to Unity. Whereas the conflict between Unity and Improbable foreshadowed the end of this project. Closed source turf wars and the threat of lawsuits hover over the entire concept of sharing an engine and yet retaining rights to all of its code. Honestly, between Unity and Unreal, I prefer Unreal, but beyond all of that, I believe it is really well past time to break the chains to the closed source coding community broadly, and gaming software seems to be a last bastion of the software economy where there is not even a hint of a competitive open source alternative.
As far as how Bossa might go about releasing their code, even If Bossa released its ENTIRE GAME, it would STILL BE A UNITY RESOURCE. It doesn't work independently of Unity. They could do THAT, or they could release it as a series of assets. Procedural walk/run asset, swinging spiderman sim asset, and ship build asset, etc. etc. etc. The one thing they can never do is release it as a stand alone set of CODE as a huge chunk of the CODE is Unity. They don't have the right to release Unity's CODE apart from the Unity LICENSE.
Do you see now?
This in its turn impinges on just how much a modder can do with the base game. And for that matter, how it is distributed. Unity really does kind of frown on releasing the games for free[answers.unity.com].
For that sort of thing, Unreal is heads and tails better than Unity to work with.
Another thing you seem to be missing is I am not all about making a clone of THIS GAME. There are aspects of this game I like, and aspects I do not, as with many games. What I am interested in is a game engine and a flagship game that has physics and procedural playing field generation, along with decent graphics and a decent character controller. Modders could make it more or less like this game at their pleasure. I'm not head over heals in love with floating island mazes and grinding knowledge for sure.
And yes, it's a years long process. To keep it up to date would be an eternal process, needing a community interested in bringing the entire thing up to date with AAA engines, and then interested enough to keep it abreast of evolving technologies.
I am well aware.
I do appreciate you constantly replying though, as it keeps my post near the top of the list of topics.