Phoronix: Warsow 1.0 To Be Released Tomorrow
For those into open-source multi-platform gaming, the Qfusion-engine-powered Warsow game will see its version 1.0 release on Saturday...
http://www.phoronix.com/vr.php?view=MTE0Nzg
Phoronix: Warsow 1.0 To Be Released Tomorrow
For those into open-source multi-platform gaming, the Qfusion-engine-powered Warsow game will see its version 1.0 release on Saturday...
http://www.phoronix.com/vr.php?view=MTE0Nzg
Last time I checked, the content license was proprietary — is this still true?
If so, I'd recommend Xonotic over Warsow any day.
Qfusion, as a stand-alone engine is dead. The last couple updates to Qfusion were basically back-porting Warsow features. That's a bit too bad, because the Warsow team is completely against having a source repo available for those who want it. You must wait for their SDK source drop after their releases. Anyway, here's the source which basically says that Qfusion is dead: http://e4m5.net/archives/34
Hey there
I wanna clear one thing up: Warsow is the Qfusion and Qfusion is far from dead1.0 engine changes are ernomous, making the engine pretty darn modern in many aspects: Hardware rendered skeletal animations, incredibly high map performance with VBO's, octagon hitboxes, nice e-sport features like r_drawflat etc. You can read more about our new engine stuff here.
Secondly we do have our reasons for keeping semi-closed* repository. The engine projects we have are always pretty gigantic, multi-month projects which need big commitment from the guys who do them. For example we're likely first, or at least one of the very first open source engine projects to bring modern-day engine stuff to the open source engines, like hardware rendered models (classic Quake 2/3 engine forks do this in the CPU, being very inefficient in model rendering).
When it comes to the media assets, it's true that they're not open source. To clarify that a bit - we're not an open source project, we're a free game project. There are pros and cons in both ways of development. With fully open projects it's usually easier to find contributors. On the other hand our media is very high quality and professional, which then again is due "closed" nature of the project. People who contribute for us are actual game developers, and usually want something to show in their portfolio and which doesn't get forked around different projects and modified to death by other people.
To put it short, we're just trying to make the best possible free and unique fps.
*) We're actually very open to contributors who actually commit on these projects. But on the other hand having open repository would somehow imply that we're interested in merging every random idea that anyone comes up with. This is not the case - we have our vision what the game should be, and people usually just get mad when we decline their code/features which does not fit in our vision of the game.
For players everything is and will always remain free however. So hopefully you enjoy our release![]()
Hello to you
I guess I would have personally just preferred the game and engine to have been kept separate.
I call BS on this one outright. If you're properly using revision control, that should be in a branch. Honestly, especially if you're not using something terribly like CVS or SVN and using something that isn't brain-dead like Git, Mercurial, or another distributed SCM, you could technically even keep the branch private until you're ready to merge the changes. So, I reject your argument outright on this one.
First, this puts a bit of a burden on anyone accepting patches since the patches have to be against a source drop and can't be brought up-to-date before submitting them. As for the second part, I can't really comment but some kind of documentation on how patches are accepted (including what's acceptable) could be written and included in the engine. That way, there's no confusion as to what's acceptable to ask to be accepted and what's not.
I usually try every release, but I don't have hours of free time for games. And just to be clear, I really do appreciate the work that goes into the game and engine, and my gripes are really quite minor (even if I make them sound like they're not.)
That seems like quite the statement to make. I'm sure the dev's at PlaneShift (which IIRC had their first release three years prior to Warsow's first release) might argue to the contrary. Just saying.
Has anyone attempted to build the executable from source on Precise? (the prefab binary complained about libjpeg15)
"download of demo"? Is it going commercial, or does that just mean timedemos?
Yes, definitively non open source, at least for 0.5: http://changelogs.ubuntu.com/changel...data.copyright
All artwork, musics, dialogues, stories, names, 3d models, etc... are under a proprietary license. This means you cannot reuse those in any way. If you plan to create another game based on our source code, remember you will have to redo all art,music,models,stories,etc...