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[sffoundry games] June 30, 2003

From: <sffoundry-games-txt-mm-admin(at)newsfeed.osdn.com>
Date: Mon Jun 30 2003 - 01:42:02 EDT

  OPEN SOURCE DEVELOPMENT NETWORK                 WEEKLY EDITION * NEWSLETTER

   

June 30, 2003

                  SourceForge.net - Gaming Foundry

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Sponsored by Thinkgeek
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#======= NEWS =======# snip 0.8 has been released
http://gaming.foundries.sourceforge.net/article.pl?sid=02/12/19/229244

    Snip 0.8 is out! Snip is a simple yet perfectly playable and     customizable Tetris implementation that's available under the     conditions of the GPL. It includes a fully-open-source DirectX-wrapper     and an os-independent generic Tetric-class. It's simple but     nevertheless highly addictive - make sure to check it out!

Underworld Adventures - major feature additions http://gaming.foundries.sourceforge.net/article.pl?sid=02/12/19/2213216

    Submitted By- Michael Fink Underworld Adventures is a project to     recreate Ultima Underworld 1 on modern operating systems (e.g., Win32,     Linux, or MacOS), using the original game files.

 Assault Wing 0.4 released - - 2002-Jun-24 2:05:4 http://gaming.foundries.sourceforge.net/article.pl?sid=02/07/08/2329207

    Assault Wing version 0.4 has been released. The new version features     playing over network (this time it really works). There is also a     simple user interface for some basic options. Remember to download both     the source code and the data packages (Check it out)

Do you need help?X

Armies UI coding complete
http://gaming.foundries.sourceforge.net/article.pl?sid=02/07/08/2326234

    Well, finally it's sort of complete and ready to be used. It only lacks     support for ScrollBars and images. The last one is actually quite easy     to do, but I decided to wait on this and continue with more game     related coding. Read more on the Armies webpage A     HREF="http://sourceforge.net/projects/armies/http://sour"here

Arianne's July evaluation report.
http://gaming.foundries.sourceforge.net/article.pl?sid=02/07/08/2324228

    On our second month project evaluation report I will try to spot the     most important problems and areas of Arianne and we later will show a     list of the achieved goals. First of all I need some input about the     status of Areas of Arianne that I don't manage directly: What happen     with the Websystem, how it is comming? I really expect that there is a     "small" progress in this area soon or I will take care of it. We need     Websystem for ALPHA 2 release, and now we only miss it for the release.     Please whoever manage it contact us on arianne-general and give a     report of the status. What we do with the web page? Really I expected     *Nuke to help us speed up development by: Incrementing project     transparency by publish the biggest possible amount of stories     Incrementing people collaboration as a result of the above Decrementing     time required to design features as a result of people collaboration     Incrementing the number of features as a result of several teams     working on parallel After 500000 of visits and 4 months of test, the     experience is not totally satisfactory. Mainly because to publish news     has been a task centered mainly on me, and that is not the goal of     Nukes. It has been really hard to show people that they SHOULD publish     news of all their advances. Also people collaboration hasn't been as     high as expected mainly I spot here a few problems: Website is extremly     complex and hard to be gathered All the info is there but can't be     found in a simple way People usually works faster with words that with     hands People DON'T read at all So on my side, the Arianne, I compromise     to try to build a clearer website by organizing more the information on     Areas and building newbies area where main themes are explained or     pointed. I also suggest to raise the threehold with which we accept new     people on Arianne, we really should only add people to the team once     proved collaboration. We should keep using Sourceforge to manage our     development, we need to use all its features to manage the project     specially: Bugs Tracker: Only way that we ACCEPT bugs Features Tracker:     Should contain features, also Mailing list is acceptable, but results     should be posted here Support Request: People problems with Arianne     MUST be managed using this tracker. Documentation: We will keep using     Wiki as seems to be simpler that Sourceforge tool. Task Manager: The     task Manager is a bit buggy, doesn't show relations between tasks and     it is really slow. There is no alternative Open Source tool, so I will     keep using Microsoft Project 98 File Manager: We will use it for all     our files release, we should create File Releases for everything on     Arianne project that shoul be downloaded. Mailing lists, Forums and     CVS: They are our OFFICIAL ones. We could work on integrating all that     features into our own website. It could be a really insteresting task.     Does it worth the time? We should rework our organization, actual one     doesn't really works: Coordinators are missing, people is not     organized, Coordinators that exist doesn't update the rest of people     with reports about the status of their task. We should ENFORCE some     kind of organization into all this. Again if things doesn't work, I     will centralize all again on me. I suggest to develop something like a     cluster of coordinators for each task, so there is always someone     willing to coordinate the work and be able to send reports. We need to     create a few guidelines about how do we add people to the developer's     staff and such things. We still need to discuss the LICENSE of Arianne     as actually code is only usable for GPL projects and being an engine     that perhaps is not good, also we need to avoid the GPL 2.0 blackhole     by, perhaps, switching to Affero GPL to disallow service providers to     avoid the GPL restrictions to enforce users rights. Our goals should     be: Open Source Disallow possible ways of close RP, AI or framework of     the Engine Allow creation of close source clients easily Disallow use     of Arianne by Service providers that doesn't collaborate into Open     Source The resulting license and the discussion to reach it should be     done on arianne-general. I WON'T allow any kind of Arianne special     License. We DON'T forbid commercialization of Arianne, we forbid     closing source the application. We need to organize our CVS as Arianne     is growing far beyond the possible way of organizing it into a single     module. So as GuidoJ suggested we need to split in: server client     containing client libraries and the examplatory arianne-client common     containing common libs used by both client and server 2dclient     worldeditor utils containing small utilities that, maybe this needs to     be split up into server-utils and client-utils All this changes should     happen AFTER the release of ALPHA 2. Now let's talk about     documentation, Wiki is really great for collaborative editing, but     really sucks when it is time to read. So from time to time Wiki     documentation should be gathered and a Documentation doc in PDF/PS     should be generated. It is important to have an automatic tool to     create this because this way we can update is as often as desired. IMO     all the documentation should be updated at least twice per month.     That's all about the problems I spot on Arianne right now. It is time     now to talk about features for this new month. First of all we need to     define what are our goals for ALPHA 3. These goals are actually the     next ones: AI RP Net Quest Clients Metaserver There is a draft written     for AI and actually Skyflash is working on the AI. The RP system is     already written, and most of it is already implemented. We need to     document now what it is done to spot inconsistences. Once the system is     done, we should start to add the skill actions as explained on Doggie3     draft. We should refocus the RP Code to a more Object Oriented approach     so we can save lots of checkings. The Network system should be redone     and converted the WHOLE protocol into XML and document it. We should     work on lowering the packages's size to more or less 512 bytes per     package. We should also work on making the packages flow more constant,     instead of making it burst at the begin of each turn. We need to spot     WHY the client looks so jumpy, and fix it, we need to coordinate on a     better way both client and server, perhaps by using a Learning Machine     algorithm to determine the amount of length required to move on each     perception. The Quest system is the jewel of the Arianne Engine and     will determine the usefulness of the engine, we need something really     simple to use, easy to change and scriptable. We should consider Lua to     build the scripts and we could define them on .lua files or directly     contained on a Quests.xml file. The format was explained on the mailing     list and as soon as work begins will be re-explained. About Clients,     just to say that progress on 2D Client is really satisfactory and that     Skyflash will work on 3D Client soon. We will expand LibClient to be     even easier to create a new Client by adding to it all the code parts     that has been spotted on 2D Client as shareable with other clients. It     will means a modification of all the already existing clients, but at     the price of making it easier to write and debug. There is a feature     that should be added to Clients that is to allow a small difference     between actual state and state given by the server so that the     correction doesn't means a little jump. Finally talk about Metaserver,     actuall Andre coded in PHP a metaserver. Servers already send their     data in a HTTP stream to the Metaserver if it is defined. IMO we should     recode the Metaserver into C++ language and perhaps fill a database     with info about logged servers, but I think it is not optimal to use     PHP for this tasks, although Andre work is really excellent. We need to     implement some kind of handshaking protocol to verify that we are     talking with a real Arianne server. About the achieved goals, I have to     point that we have a really working 2D Client that can be playable and     we have a stabler server, also the new Map system is speeding up a lot     the execution of the isInRange operation, as it is now using a BSP     approach to ellaborate it. It is important to add as soon as possible     the possibility of joining two neightbours pieces, as now it is only     possible to split them. Also another great achieved goal is the     introduction of a working RP system thanks to the efforts of many     people but mainly Eugen and Skyflash. The 2D Client is now playing     sounds, just copy the SFX folder into the Bin folder. We still are     looking people that help us on: Creating 3D Objects on 3DS format     Creating SFX sounds for actions on the format     &lt;object&gt;_&lt;action&gt;.[wav|mp3|ogg] Creating binaries and     installers for Arianne Help on coding in general. Generate 2D Kyra     Sprites using 3D Objects or create new 2D Sprites. Help on mantaining     the site and publish news. That's all for now. Soon you will see the     rework of our website and I hope that you this time collaborate on     making the site live and usable. My best regards to you, Miguel - The     project Leader -

New Release of the Lost Realm of Anoria engine SDK http://gaming.foundries.sourceforge.net/article.pl?sid=02/07/08/2323253

    The new Alpha03 (A03) Release of the Lost Realm of Anoria online     multiuser world engine SDK and demos is now available for download at     The Lost Realm of Anoria This latest version of the sourceforge hosted     open source project offers many improvements and new features: - more     API functions now available to scripts - improved keyboard support -     engine objects support customizable userAttribute sets - userAttribute     set templates for easy creation of user defined engine objects - many     new, instructive demonstration scripts included - demo client supports     full screen display modes - the demo zone is much larger now (inluding     some outdoor terrain) Have Fun! - Gsk

PPTactical Engine 0.8.6
http://gaming.foundries.sourceforge.net/article.pl?sid=02/07/08/2323231

    The 0.8.6 isn't visually impressive. Instead, several useful features     were added: advanced terrain: now it has support for water and shores     serialization/deserialization for almost all classes in the engine map     editor was rewritten using engine classes tile editor become mapchunk     editor compiles with both MSVC and C++Builder infantry script to deal     with terrain types changed directory structure For your convenience,     0.8.6 now comes packed in one big archive containing sources, binaries,     data, docs and project files. Along side the release, we launched a web     page dedicated to the engine:
    http://aspc.cs.utt.ro/~karg/ppt/index.html The project page is:     http://sf.net/projects/pptactical

Do you need more help?X

Palm OS gaming framework Razor! released. http://gaming.foundries.sourceforge.net/article.pl?sid=02/06/24/2134201

    Hello! I have released a Palm OS gaming framework, called Razor!. It     offers sprites three voice music sfx blinding speed input control     timing and flow control. So all the building blocks for a mobile game     should be there. All it takes is some basic C++ knowledge, and some     Palm experience with PRC-Tools or Codewarrior. Being a former game     developer myself, I am always looking for people to share the fun,     discuss with me, make improvements, develop small games with it, etc.     The Razor! homepage is at http://www.tilo-christ.de/razor The Razor!     presence on SourceForge is at
    http://sourceforge.net/projects/razor-engine Cheers, Tilo --teacy

phpRPG 0.5 Released!
http://gaming.foundries.sourceforge.net/article.pl?sid=02/06/24/2133212

    phpRPG 0.5 is now available for download. This release includes some     major changes: - Reviewed code and tidied up to comply with the coding     standards - Eliminated the need of cookies - Changed all pics to .png     or .jpg format (NO MORE .gif!) - Dynamic hexagonal grid image is now     replaced by image tiles - Incorporated JavaScript to provide better     player control - Implemented event processor - Advanced the map editor     and reorganised database structures - Improved chat system (but     disabled emotions for the moment) - Items-related functions such as     take, drop, identify, equip - A rough but functional and playable     combat system --ttschung

 Announcing Copter-Commander.org
http://gaming.foundries.sourceforge.net/article.pl?sid=02/06/13/2310224

    Copter commander's web pages have moved to here. The content is the     same as always. Thanks to all who donated DNS services to make this     happen. You're the man ... er ... the men! : ) If you haven't seen this     game, it is way fun. (chris)

ph'@ntasy - Now Playable!
http://gaming.foundries.sourceforge.net/article.pl?sid=02/05/27/048243

    Yes, we are getting there! Our first phpRPG project - ph'@ntasy -     although may not be the best game, it is finally playable!! The source     of phpRPG 0.5 is yet to be released, with much improved changes: -     Cookies are no longer required! :) - Dynamic hexagonal grid image is     now replaced by image tiles - JavaScript to allow keyboard control -     Implemented event processor - Items-related functions such as take,     drop, identify, equip - A rough combat system Register an account and     try and get a feel of where phpRPG is heading! More information can be     found within the game. phpRPG website: http://phprpg.org/ phpRPG     project: http://sourceforge.net/projects/phprpg/ --Timothy Chung

Can we help you?X

Arianne is looking for developers, artists and wri http://gaming.foundries.sourceforge.net/article.pl?sid=02/05/27/049251

    We need urgently developers to help us lower the Bug List available at     Sourceforge. Mainly we need people that: have experience with C++ have     read the Arianne Code Book have a few spare hours to spend on Arianne.     Just take a unassigned bug and tell us about it here

New FreeCraft engine and media snapshots available http://gaming.foundries.sourceforge.net/article.pl?sid=02/05/27/049223

    A new snapshot from CVS of the FreeCraft engine and FcMP is available     here. What's new: Bug fixes for multiple viewports support Network     menus are ready FcMP works with the engine snapshot without     modifications The complete changelog This is the first release with     user friendly multiplayer menus. Please test the multiplayer network     support. If no bugs are reported, this will be the next unstable     release. You find the files than in the sourceforge file area. --The     FreeCraft Project

DOEDELS project started
http://gaming.foundries.sourceforge.net/article.pl?sid=02/05/27/0410209

    Who does not know games like settler or warcraft? This will be     "DOEDELS", the final solution for strategy-games. It will be a realtime     peer to peer game written in java. The project has just started take a     look. If you want to join, you are invited.

Lost Realm of Anoria Online World Engine Rel A02 http://gaming.foundries.sourceforge.net/article.pl?sid=02/05/11/1726213

    The Lost Realm of Anoria Project has just released the A02 pre     alpha/demo version of it's online world engine. Click Read More to     learn more..

Can't find what you're looking for?X

#======= TOP TEN MOST ACTIVE =======#
ScummVM
http://sourceforge.net/projects/scummvm

    99.9075%

MAMEoX (MAME on XBOX)
http://sourceforge.net/projects/mameox

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Armagetron - Multiplayer Lightcycle Game http://sourceforge.net/projects/armagetron

    99.7964%

XboxMediaPlayer
http://sourceforge.net/projects/xbplayer

    99.7409%

Don't know where to look next?X

MegaMek
http://sourceforge.net/projects/megamek

    99.7224%

Crystal Space 3D SDK
http://sourceforge.net/projects/crystal

    99.6113%

BZFlag
http://sourceforge.net/projects/bzflag

    99.5928%

Planeshift: a 3D MMORPG
http://sourceforge.net/projects/planeshift

    99.4818%

Confused? Frustrated?X

ai.planet
http://sourceforge.net/projects/aiplanet

    99.4633%

Step Mania
http://sourceforge.net/projects/stepmania

    99.3152%

PCGen -- An RPG Character Generator
http://sourceforge.net/projects/pcgen

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Deadly Rooms of Death (Caravel DROD)
http://sourceforge.net/projects/drod

    99.0006%

Call Pantek today for Open Source Technical Support at 1-877-546-8934 - 24/7/365X

Marathon: Aleph One
http://sourceforge.net/projects/marathon

    98.834%

Glass Flight Deck
http://sourceforge.net/projects/glassflightdeck

    98.8155%

Celestia
http://sourceforge.net/projects/celestia

    97.9826%

DooM Legacy
http://sourceforge.net/projects/doomlegacy

    97.9086%

Do you need help?X

monopd
http://sourceforge.net/projects/monopd

    97.8716%

FreeDoko
http://sourceforge.net/projects/free-doko

    97.853%

gltron
http://sourceforge.net/projects/gltron

    97.742%

zmatrix
http://sourceforge.net/projects/zmatrix

    97.4829%

Do you need more help?X

#======= TOP TEN DOWNLOADS =======#
ZSNES
http://sourceforge.net/projects/zsnes

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Planeshift: a 3D MMORPG
http://sourceforge.net/projects/planeshift

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Celestia
http://sourceforge.net/projects/celestia

    1820

XboxMediaPlayer
http://sourceforge.net/projects/xbplayer

    1336

Can we help you?X

ai.planet
http://sourceforge.net/projects/aiplanet

    913

Armagetron - Multiplayer Lightcycle Game http://sourceforge.net/projects/armagetron

    600

BZFlag
http://sourceforge.net/projects/bzflag

    564

Decal
http://sourceforge.net/projects/decaldev

    505

Can't find what you're looking for?X

Tux Racer
http://sourceforge.net/projects/tuxracer

    440

Vexed
http://sourceforge.net/projects/vexed

    421




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Copyright (c)1999-2002 Open Source Development Network. All rights reserved. Received on Mon Jun 30 05:13:06 2003

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