"CDoofus is the class for the enemy guys [...] Started this file from from CDude and modified it to do some enemy logic using the same assets as the sample 2D guy."
"COstrich is the object for the ostriches wandering about in the game. class COstrich : public CDoofus"
Hilarious. Reminds me of CBruce in Tony Hawk's Pro Skater: "Their code [...] originally written for Apocalypse[...] a Playstation game featuring Bruce Willis, which, we learned, is why in Tony Hawk the code for the classes of skaters is called CBruce."
http://www.gamasutra.com/view/feature/131563/postmortem_trey...
"Project: Nostril (aka Postal)"
Any idea what RSPiX Blue, Cyan, Green and Orange layers are?
In summary, blue provides graphics/audio/input functions, cyan is a UI framework (with printer support), and the distinctions between green and orange "become rather blurry at some points."
http://store.steampowered.com/app/401680/
Edit: I think the big "feature" is co-op.
> Okay, I’m going to level with you – don’t buy Postal III. You’d regret it. Hell, you’d regret playing it for free. It’s a sometimes boring, other times frustrating, unfinished, borderline-broken mess, and we can’t do anything about it.
source: http://runningwithscissors.com/?page_id=853
edit: for fun, click on the "(Don't) buy on Steam" link on that page.
It's goofy, and has it's fair share of [sometimes funny] bugs, plus it has first person view.
It's currently on sale for $0.99 on Steam[1]
At one point, it has you protecting the developers of the game from anti-violent video game protestors who want to solve their problems with violence.
You can use cats as suppressors for your weapon.
You can urinate at will, and can discover you're infected with gonorrhea, for which you can get medicine.
Really, a great game for those with an open sense of humor. Postal 2 is a great example of why games shouldn't be censored.
Also, the movie was practically the only movie adaptation of a video game that did not totally suck. (It got there using the same indiscriminate crude humor of the game, but it did not pretend to be anything else.)
Postal 2 is one of my favourite games ever. Had a blast in both single player and online. Me and my friends still talk about it after all these years!
I remember those forums being absolutely relentless... Definitely one of the far corners of the internet!
This, as well as being a fantastic gesture, makes it seem as though RWS understands something that many of its contemporaries don't: Games, or rather, their engines, must be open-sourced for those games to continue to be playable and relevant. You can't update your games forever, and sooner or later, they will be rendered unplayable by the inexorable march of technology. If you open source your engine, that doesn't have to happen.
Take a look at Doom. New content for Doom 1 and Doom 2 is still being released by the community, long after competitors like Duke3D have stopped. Why? Because Doom has a passionate community, and many modern, open source engines that make running the game on new systems a piece of cake.
On a serious note, the thing about Doom and other Id games is that they used to release the complete toolbox along with the game, allowing anybody to create content on-par with the base product.
It looks like it's been available for Linux for a while. Steam has it for Linux, and the compatibility info shows Ubuntu 12.04...so, I would guess the port happened many years ago.
I remember I had some problems with sound in it because of the in-kernel sound driver for my laptop's sound chip didn't deal well with mmap()ed access, which the game required. I used the proprietary OSS audio stack which had a driver that didn't have that problem. Of course it was only an evaluation version and would shut off the sound after some minutes of play.
Kind of glad these things are rarely an issue on the linux desktop anymore :)
I've been searching for years but never found anything that eclipses the classics.
Is an open source game very similar to AoE, I've enjoyed playing it.
One thing I love about Factorio (aside from everything else), is the pricing model. It never goes on sale, and never will. That means the usual agonizing over "should I buy it or wait until a sale?" is non-existent. More developers should adopt that model.
The original Planetary Annihilation was developed by the people that made the classic Total Annihilation RTS. After delivering the Kickstarted game, they further revised it into the "Titans" verison, and gifted the upgrade to the initial backers.
Currently on sale for $6 on Steam too!
Only play the community-maintained version[1], Forged Alliance Forever. Over the years it's improved upon and polished the Steam version in virtually every respect.
PA: Titans is still a good game, different enough to be fun, and a great deal for the money. It's just not quite in the same league as games like SC:FA, Age of Empires II: HD or Factorio.
http://store.steampowered.com/bundle/2148/
To quote a review: I grew up on AoE2, and these expansions have really brought life into the game as a whole.
Planning to finish the campaign by the end of this year and then will probably proceed onto "Tropico 5 - Complete Collection" on Steam.
http://store.steampowered.com/app/251060/
If you're looking for something more sci-fi, Sins of a Solar Empire is pretty good:
Also Majesty and Dungeon Keeper.
I remember when the source code for Descent was released; not only was the code somewhat opaque (unless you were experienced with portal-style engines), but there were hardly any kind of comments to help guide you along.
"Once the game is running, everything is peer-to-peer. The only information the peers send each other is the local players' input data, which is encoded as a 32-bit value (where various bits indicate whether the player is running or walking, which direction, whether the fire button was pressed, etc.). No position, velocity or accelleration data is transmitted. NOTHING else is transmitted."
In order for this to work, they had to make sure all memory was initialized to the same values, so that each client had the same known starting state. They also had to use the same PRNG, initialized to the same state, so that a known, deterministic pattern would be produced. But eventually they ran into a problem that couldn't be solved in software: The FPU of different CPUs would not return the same results for the same inputs:
"However, dispite our best efforts, there was still a serious flaw lurking behind the scenes that eventually caused serious problems that we couldn't work around. It seems that different Floating Point Units return slightly different results given the same values. This was first seen when pitting PC and Mac versions of the game against each other in multiplayer mode. Every once in a while, the two versions would go out of sync with one another. It was eventually tracked down to slightly different floating point results that accumulated over time until eventually they resulted in two different courses of action on each client. For instance, on the PC a character might get hit by a bullet, while on the Mac the same character would be just 1 pixel out of the way and the bullet would miss. Once something like that happens, the two clients would be hopelessly out-of-sync."
0. https://bitbucket.org/gopostal/postal-1-open-source/src/defa...
0. http://fabiensanglard.net/doom3_documentation/The-DOOM-III-N...
1. http://www.gamasutra.com/view/feature/131503/1500_archers_on... 1500 archers is the classic treatment but also see dissenting opinion here: https://medium.com/@treeform/dont-use-lockstep-in-rts-games-...
picture: https://twitter.com/RussellBal/status/814612135150055424
It was a nice late-christmas present ;-)
Counter strike was created as a mod by the community as well as day of defeat.