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Posts by Sindwiller

  • Open Source Game development?

    • Sindwiller
    • September 16, 2007 at 11:37 AM
    Quote from Steppenwolf

    What are actual succesfull open source games? I have no knowledge about this scene.

    Nexuiz, Sauerbraten, Planeshift (not completely open source though - the content is closed), Tremulous, OpenArena, and the best example is actually Wesnoth

  • Open Source Game development?

    • Sindwiller
    • September 16, 2007 at 10:24 AM
    Quote

    Audience is the second problem. There simply isn't a large audience.

    That's partially true. Sure, mods do gain popularity through the initial game community. But since a FOS game doesn't need to run with a commercial game, plus it's free, a FOS game would theoretically have a bigger audience than a mod. You just need to know how to advertise your game, and how to make a good and funny game (as leilei said). The main problem here is in my opinion, that most FOS games are clones of other games, or simply haven't got a clear and decent organisation and game design.

    Quote

    - I wanted to contribute to the Quake 3 Remapping Scene (XReal) but a) theyr build sucked balls and b) theyr editiors and documents where not accesable on one click.

    Not only that. Quake3's mapping tools are the horror. A huge pain in the ass. And neither Tr3b nor someone else have tried to change that in the past 2-3 years (when Q3 was GPL'd and stuff). That's a big problem in FOS game development imho. Most tools are simply outdated or aren't well programmed or aren't well designed (or a mix of those).

    Quote

    Components of the game engine (renderer, physics, plugins, etc), but as for the entire game being FOS, I don't think it works very well.

    Hey, leave us dreaming

    Quote

    The target community is usually also contributing community. FOS games don't share that efficiency as their target is dmuch wider than their contributing source.

    That's why, in my opinion, free games should encourage artists, and of course other people, too, as much as they can.

  • Before they were famous: A Mikezilla Story

    • Sindwiller
    • September 15, 2007 at 10:14 PM

    I've imagined mikezilla somehow..... different

  • Open Source Game development?

    • Sindwiller
    • September 15, 2007 at 9:57 PM
    Quote from Psycho

    So, it's like Google Sketchup but the same principle has been applied to an open-source engine?

    Well, I think so... though I don't exactly know what Google Sketchup has to do with open source? :S

  • Open Source Game development?

    • Sindwiller
    • September 15, 2007 at 9:08 PM

    Hello everyone!

    I didn't know where to post this, since there isn't specific Game development (or whatever) category, so I posted it in here.

    I had a discussion with some open source game developers, which was initially about if open source games are actually targeting lower end hardware, since newer, commercial games need more and more resources, then turned into a discussion about what is actually crucial in game development, what are doing the FOS (free/open source) gamedevs wrong and so on. I stated, that FOS gamedevelopers especially ignore the needs of artists, since there are no decent FOS game engines/toolchains in my opinion.

    Now, I'd like to know your relation and experience with free/open source software and especially games. Do you use free software? How's your opinion on free software? But the main question is: Did you ever contribute to a open source game? Or have you used an open source game engine before?

    Now, to explain what open source games actually are...

    They appear in lots of different forms. But their main aspect is, that their code and all their art assets, such as maps, models, textures, sounds and so on, are freely available. That means that everyone is allowed to use those assets in his project, edit them as he likes and redistribute them in every form - as long as he redistributes with the same licensing terms (CC-by-SA, GPL). That's the basic philosophy of free software.

    The organisation can differ from project to project. Some projects keep their development closed and release everything when they're done (pretty much like a mod team). Others keep in touch with the community by making specific stuff (like the game design doc or the codebase) public, but still having the main development closed until release. The most common way of "organisation" is a very open model. There's a TODO-list, SVN, and probably a style quide and a design document. And everyone who's able to and wants to contribute can do that.

    Discuss.

  • EU Game Funding Announced

    • Sindwiller
    • September 14, 2007 at 11:46 AM
    Quote from Thrik

    It might not be massive, but hell, it's a step towards games getting the same kind of non-publisher funding that movies have enjoyed for ages. With the budgets of games getting so immense it's about time.

    Indeed.

  • [WIP] German Styled Halftimber wall

    • Sindwiller
    • September 14, 2007 at 11:45 AM

    Looks nice, although I think that the WIP texture thread is a better place for that...

  • The random model thread!

    • Sindwiller
    • September 13, 2007 at 3:26 PM
    Quote

    anyone wanna make a racing game?

    You could contribute to Ecksdee, they'd be very glad, I think

  • Be a part of video game history!!!1~

    • Sindwiller
    • September 12, 2007 at 8:36 PM

    Can someone send those guys the link to this thread..? Hilarious xD

  • Be a part of video game history!!!1~

    • Sindwiller
    • September 12, 2007 at 4:56 PM
    Quote from Erratic

    They aren't looking for level designers

    Ya I'd really like to join them.

  • God of War: Chains of Olympus

    • Sindwiller
    • September 11, 2007 at 1:06 PM

    TOTALLY cool

  • Euro mutt

    • Sindwiller
    • September 9, 2007 at 10:54 AM
    Quote from sk3tch

    heh...though you woulda been Japanese.

    He's a weeaboo for crying out loud

    100% Bulgarian here

  • September's Mini Contest - Go Kart

    • Sindwiller
    • September 9, 2007 at 10:35 AM

    ng.aniki TOTALLY hardcore

  • Spider Tank

    • Sindwiller
    • September 8, 2007 at 3:18 PM

    How will you actually do a low poly version out of it? Making the lowpoly model first and then the high poly one seems easier to me.

  • Be a part of video game history!!!1~

    • Sindwiller
    • September 8, 2007 at 12:56 PM
    Quote from Psycho

    Does anybody think that these guys have never touched an editor, an IDE, a compiler, a design doc or a modeller in their entire life?

    Fixed.

  • Spider Tank

    • Sindwiller
    • September 8, 2007 at 11:32 AM

    Totally hardcore

  • Be a part of video game history!!!1~

    • Sindwiller
    • September 8, 2007 at 11:29 AM

    Wow, wannabe open sourcer... :wink: The studio name is cool, though LETS BE A PART OF VIDEO GMAE HISTORIY~~ lol

  • September's Mini Contest - Go Kart

    • Sindwiller
    • September 7, 2007 at 10:06 PM

    That would indeed look hilarious (in a positive way).

  • New Image Resizing

    • Sindwiller
    • September 6, 2007 at 4:54 PM
    Quote from dux

    Well deserved!

    Awesome!

  • WIP in WIP, post your level screenshots!

    • Sindwiller
    • September 5, 2007 at 5:25 PM
    Quote from SnipaMasta

    Why shocking?

    Are you shocked that no one sucked your dick with praise?

    honestly, you could be less abrasive. i dont get why you have to insult people or give them a hard time; this is the second time i see you doing this.

    Assuming that dux meant "shocking" in a negative way (that's how I interpret it), how is it any less abrasive than what he said? He offered no crticisism, but rather just said "hey that sucks". How is that not giving someone a hard time? Frankly, he was defending someone's work from just being pissed on - and people who just like dismissing people's work deserve to be given a hard time.

    (Once again, if that is not how "shocking" was meant, I apologise)

    Wait a minute. He was shocked on his own work? This doesn't make any sense...

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