@TheAncientGoat: Warsow's engine is GPL but the content is closed. Open Arena's engine is GPL, but I couldn't find any information on the art content. Same goes for classic Nexuiz and Alien Arena. It turns out Nexuiz is getting forked into a new project called Xonotic because the developers want to use the Nexuiz name for a closed-source console game based on the Crysis engine. According to some folks on IRC, Xonotic is entirely GPL, including assets. Cube uses an entirely different engine, which is licensed under ZLIB, but the art assets are as I said.
It might have to do with how demanding the art content is. Making a decent-looking RTS character doesn't take as much work or skill as making a high-poly FPS character, for example. There are no shortage of FPS, however. Warsow, Alien Arena, Nexuiz, Open Arena. There's a really good looking one in development, called Overdose, but it looks like that one is a long way off and I don't know if they're freely licensing their assets or not. I'm pretty sure that all of the above use various Doom/Quake engines. Cube is an open-source engine, but the art assets of the various games/mods/whatever are under various different terms.
I think it could be interesting to see armor and weapons be more/less effective against different elements, too. For example, plate armor might be resistant to wood and metal but vulnerable to lightning and cold, whereas leather armor wouldn't be as resistant but also wouldn't be so vulnerable. This would require the player to think a little more about his/her gear in a particular situation.
Or even multiple damage types per weapon/effect. A skeleton probably shouldn't care whether you're beating it with a wooden club or a metal mace, but would be more concerned whether it were slashing or impact damage. On the other hand, another creature might be primarily concerned with the elemental nature of the weapon. Thus, a stone axe might be earth/slashing while an arrow might be metal/piercing, for example.
magnet:?xt=urn:btih:7e9b4caf644d21ab93ed0e112d647e8a4ee9a587&dn=Onision
http://www.mediafire.com/file/48oah478rizzi96/Onision.7e9b4caf644d21ab.t...
You can safely skip anything in the "I'm So..." line, unless it's (INS).
Haters gonna hate.
That's because I don't know about Overdose. :) I'll do a little digging and see what I can come up with.
Edit: "The full OverDose source code is released under the terms of the GNU General Public License." [source]
I still couldn't find anything about the content. You could always contact the team if you're dying to know.
@TheAncientGoat: Warsow's engine is GPL but the content is closed. Open Arena's engine is GPL, but I couldn't find any information on the art content. Same goes for classic Nexuiz and Alien Arena. It turns out Nexuiz is getting forked into a new project called Xonotic because the developers want to use the Nexuiz name for a closed-source console game based on the Crysis engine. According to some folks on IRC, Xonotic is entirely GPL, including assets. Cube uses an entirely different engine, which is licensed under ZLIB, but the art assets are as I said.
It might have to do with how demanding the art content is. Making a decent-looking RTS character doesn't take as much work or skill as making a high-poly FPS character, for example. There are no shortage of FPS, however. Warsow, Alien Arena, Nexuiz, Open Arena. There's a really good looking one in development, called Overdose, but it looks like that one is a long way off and I don't know if they're freely licensing their assets or not. I'm pretty sure that all of the above use various Doom/Quake engines. Cube is an open-source engine, but the art assets of the various games/mods/whatever are under various different terms.
Is there a compile guide somewhere, or do I need to figure it out myself?
I think it could be interesting to see armor and weapons be more/less effective against different elements, too. For example, plate armor might be resistant to wood and metal but vulnerable to lightning and cold, whereas leather armor wouldn't be as resistant but also wouldn't be so vulnerable. This would require the player to think a little more about his/her gear in a particular situation.
Or even multiple damage types per weapon/effect. A skeleton probably shouldn't care whether you're beating it with a wooden club or a metal mace, but would be more concerned whether it were slashing or impact damage. On the other hand, another creature might be primarily concerned with the elemental nature of the weapon. Thus, a stone axe might be earth/slashing while an arrow might be metal/piercing, for example.
Yeah, 0 A.D. does look promising. Their water and terrain are especially awesome.
The propellers are a complete mesh, but using a plane with alpha might be a better way of doing it.
Ah, okay. It works fine when I launch it with --enable-webgl. :)
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