Tag Archives: code

Quadrilateral Cowboy released open-source

Quadrilateral Cowboy released open-source code linux mac pc

Quadrilateral Cowboy is built on the Doom 3 engine, which was released a while ago under the GNU General Public License, which states that derivative works must be released under the GPL. Voila, Quadrilateral Cowboy is now open source for the #firstperson #hack-and-heist #simulator.

The QC FAQ now includes download links to the source code, which is written in C++ “and includes the solution files for Microsoft Visual C++ 2010.”

Quadrilateral Cowboy released on Steam with Workshop support, allowing users to make their own maps, but now the source code opens up more options for people looking to extend their gameplay. Developer Brendon Chung is already planning to release a ‘deleted scenes‘ cut sometime in the next couple of weeks.
And according to Blendo Games, “Quadrilateral Cowboy will be available for Linux in September 2016.”

Quadrilateral Cowboy is a single-player adventure in a cyberpunk world. Tread lightly through security systems with your hacking deck and grey-market equipment. With top-of-the-line hardware like this, it means just one thing: you answer only to the highest bidder.

This is a good sign, Quadrilateral Cowboy is certainly moving forward, which also extend the gameplay further. That is if people can make new reasons to return to the hacker world?

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CRYENGINE Source Code released on Github as pay-what-you-want

cryengine-now-available-on-github-as-paywhatyouwant

#Crytek has #released the engine source code for the latest CRYENGINE on GitHub.

Back at GDC in March, Crytek made an #announcement the company would release the full engine source code under a “Pay What You Want” model.

The source code release, a marketing manager for CRYENGINE to clear any speculation and answer questions about the release:

  • “Some clarifications, as I see a lot of misinformation ads speculation here:

  • We have today released engine source code of CRYENGINE (latest build being last week’s 5.1) on GitHub

  • The GitHub release today is new, but we announced at GDC back in March that we would release full engine source code under our new “Pay What You Want” business model

  • Commercial games: If you so chose, you can take the engine and make a full commercial game for free, yes. There are no royalties or obligations towards CRYENGINE, though contributions to the engine’s development and/ or our Indie Development Fund are more than welcome

  • EULA: I usually give ESRB ratings as an example. If your game would get a “M” (or 18 in Europe), it is fine. If there is content that would require it to be rated “Adult’s Only”, chances are it violates our EULA.

  • Licensees: There are more indie developers than ever using CE for their games these days, and also some unannounced titles from larger companies…

I hope this clears it up. Shoot if you have any questions :)”

CRYENGINE was originally developed by Crytek as a tech demo for Nvidia. When the company realized the potential of the engine, Crytek turned it into the first Far Cry video game.

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The early ID Software game engines now open sourced

The source code for id Software’s first games, produced for disks-by-mail company #Softdisk, has been released under an open-source licence for the first time.

Gaming giant id Software has extended its practice of releasing previous-generation game engines under open source licences, going right back to the founding of the company and the titles it released under the Softdisk label.

Now owned by Bethesda, many of the co-founders and early employees of id Software – including John Romero, John Carmack, Kevin Cloud, Jay Wilbur, Tom Hall and Adrian Carmack – got their start working for a disks-by-mail organisation called Softdisk. Their biggest success was a 3D ray-casting game engine created by John Carmack and used to create a range of games that would presage id Software’s hit Wolfenstein 3D.

In recent years, id Software has got into the habit of releasing the source code to its game engines under the GNU Public Licence – allowing coders to take the engine and make their own games, or port existing games to new platforms, without having to pay royalties or suffer restrictions on the code’s use. Its very early games, however, were created while under Softdisk’s direct employ – meaning id Software has been previously unable to distribute the source code.

Thanks to [current copyright holder] Flat Rock Software,‘ John Carmack wrote in a Twitter post late last week, ‘the early code I wrote for Softdisk is going GPL.‘ The code itself is available on the company’s official GitHub repository, with the sources of the Catacomb series – Catacomb, Catacomb II, Catacomb Abyss, Catacomb Armageddon, Catacomb 3D – and Hovertank 3D – currently available.

As with id Software’s direct engine release, the source code does not come with the still-copyright game assets such as graphics and audio; in other words, you can’t just clone the repository, compile and have ready-to-play versions of the games at your fingertips. The code does, however, provide an insight into the early careers of some of gaming’s biggest names – and the potential for some clever hacks and mods to come.

Reblogged from: bit-tech.net

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Epic releases Unreal Engine 4.1 including SteamOS, Linux, PlayStation 4, and Xbox One support

For the first time since the company first made it available by subscription last month, Epic Games has released an Unreal Engine 4 #update.

Subscribers can download version 4.1 today, which includes support for SteamOS and Linux, as well as its “Elemental” #demo reel now included — and refactored to work with the current version of the engine. It also includes new templates for both C++ and Blueprint visual scripting projects, refinements to Android and iOS workflows, and a number of other, smaller improvements.

Console Update

Bigger news is that, starting with version 4.1, registered PlayStation and [email protected] developers will be able to directly download the engine code to allow them to develop their games on the PlayStation 4 and Xbox One. This was not possible in the initial release due to restrictions set by the console manufacturers.

On the Xbox side, this code is “the same as Black Tusk is using to build the next Gears of War,” says Epic’s technical director Mike Fricker.

While the company still has to verify that developers are authorized before releasing the code, “we continue to work with those guys at Microsoft and Sony to make that a completely automated process,” says Unreal Engine general manager Ray Davis.

The engine has also gone through certification on the PlayStation side, Davis tells Gamasutra: “Developers that are on Unreal Engine 4, when they do a test pass, they know they don’t have to worry about compliance on the underlying technology.” The engine is still in testing with Microsoft but the company hopes to have completed its certification soon, too.

Epic also hopes to fully integrate the console build options for the engine into future releases, Davis says. Right now what developers for those consoles download is “the same version of the engine,” he says. “It’s just a little bits that sit on top of that, and in our future releases we want to make it the same.”

“It’s really important to us that there’s just one version of the engine,” says Fricker.

Live Source Access

Epic is also launching Live Source Access, which means that developers will be able to download even the most up-to-the-minute, “bleeding edge” code from the GitHub repository, says Fricker.

Developers will be able to choose between several versions of the engine. There’s the “official” release — 4.1, in this case — which is “what we recommend for any serious development,” says Fricker. There are “QA smoke-tested” preview builds of new versions, which are guaranteed to “for the most part, work.” But you can also grab “the latest code” from GitHub and compile it yourself, Fricker says, starting today.

The engine’s launcher allows you to select which versions of the engine you work with, so developers can “experiment,” says Davis. The option will help prevent it from “breaking their existing projects,” he says, while offering flexibility.

Fricker also notes that Epic is “blown away” by “how quickly and how many people have jumped in” and started modifying the engine since its source code initially became available to subscribers.

The company’s goal, he says, is to “keep our discussions out in the open, keep all our code out in the open,” so Epic and developers “can be in perfect sync.” His hope is that developers will “contribute to our discussions and contribute code back to us.”

The full list of changes in 4.1 can be found at Epic’s site.

Reblogged from: gamasutra.com

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OpenGL debugger support for Unreal Engine 4

 

Valve just announced that they have updated their github repository of their OpenGL debugger or #VOGL for short, to support Unreal Engine 4. The new updated version which is available for anyone to #download and implement will now support Unreal Engine’s implementation of OpenGL, since #Epicgames have announced that they will be supporting both Linux and SteamOS with their Engine.

The latest code version on github now supports full-stream tracing/replaying and trimming of UE4 call streams in either GL3 or GL4 mode. Though the User Interface for VOGL still is a work in progress, it is almost near completion, now that the code can snapshot and restore Unreal Engine 4 and playback the call stream without any diverging.

According to Valve, “UE4′s OpenGL renderer is the most advanced we’ve worked with so far. It has provided us with valuable real-world test cases for several modern GPU features we’ve not had traces to validate our code against, such as compute shaders and cubemap arrays. We’ll be making UE4 GL callstreams part of our regression test suite going forward.”

But like any other software in early stages of development this one too comes with some problems. Some of the known problems are according to Valve:

“UI: Peter Lohrmann just added a dropdown that lets you select which context’s state to view. This code is hot off the presses and is a bit fiddly at the moment. Also, UE4 uses several texture formats that the vogl UI can’t display right now (LunarG is helping us fix this, see below.)

Snapshotting UE4 during tracing is currently unsupported (but snapshotting during replaying works), because the tracer can’t snapshot state while any buffers are mapped. (We also have this problem with the Steam Big Picture renderer.) We have a fix in the works.

We’re seeing several query related warnings/errors while snapshotting and replaying UE4 callstreams. (This problem is in vogl’s replayer, not UE4.) These need to be investigated, but they don’t seem to cause the replayer to diverge.

There are several “zombie” buffer objects that have been deleted on one context but remain bound on another, which causes the snapshot system to report handle remapping errors on these objects during snapshotting. These buffers don’t appear to be actually referenced after they are deleted, so this doesn’t cause the replay to diverge. We’ve got some ideas on how to improve vogl’s handling of this scenario (which is unfortunately very easy to do by accident in GL).”

Reblogged from:  muktware.com

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