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It got extended beta testing and the development seems to be maturing a bit as well. It is also - Macintosh users rejoice - finally available on all three platforms! This release includes a lot of new content, and a lot of bugs have been squashed. To quote the homepage on what 2.6.8 brings us:
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Download it from here.Įgoboo 2.6.8 has been released (see 2nd post in that thread for the impressive changelog). It's a good balance for the standard resolutions today and fun to play - a better experience IMHO than standard OpenTTD or Simutrans. Also it's bigger than the oft-tiny-looking standard pak64 graphics (equivalent to OpenTTD's 8bpp graphics) whilst not oversized like the pak128 (equivalent to OpenTTD's 32bpp graphics) can appear. There are different climates zones and architectures. The simplistic style has meant they have been able to rapidly create a large number of graphics with minimal deviation in style. Clean, clear, and consistent graphics mean you can focus on gameplay rather than get distracted by artifacts or areas that are difficult to visually parse.
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He's the next-gen Free Gamer dude because he actually does stuff like create videos rather than just linkify interesting things. I'm a bit off-radar at the moment with work. I hope the next release they at least provide a tar.gz download alternative. * As if web browsers weren't already overburdened, apparently now they should be installers for things too.
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The game? Well, the BGE version (which came with 0documentation and meant I had to ask in irc how to actually start the game since the Yo Frankie website gives as much info as the 0documentation) performance was terrible and the Crystal Space version I couldn't play because 0launch* is just about the worst way of distributing a game I have ever encountered. Yo Frankie! Or yo, what's the deal Frankie? I guess when something gets so much hype, the expectations are high. Oops, forgot to link to the counterpart video which shows how a bit of Python generates the above. I think I started it 40 minutes ago.Ĭube on the iPhone? No, really. I'm going to give the SVN version a go, but the vdrift-data check out takes a while. Most features are now back and working better than before. Talking about optimizations, VDrift is getting back on track after a ground-up rewrite to address key weaknesses in the codebase.
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A new model format (they are looking at assimp for 0.22) and some better character models (think Glestimals, some JCRPG models, and a few of their own) and Scourge will offer some real immersion as well as a platform for creating new Free Software 3D isometric RPGs. Until a year or so ago, Scourge development was mainly a 1 man effort, but 4 people put a lot of work into this release. Each release of Scourge gets closer to being a really good game - there are still a few issues that need addressing such as the character models - and that is reflected in the increasing activity of contributors.
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It's been optimized and stabilized considerably and now has a full 12 chapter storyline. Are there any other impressive screenshots you guys have seen lately? Any other projects looking promising for nice 2009 releases? I don't monitor nearly as many projects as I used to. There was a bump with the 0.21 release, which got pulled and replaced by 0.21.1, but now that's sorted out development momentum has returned and already 0.22 looks promising. Scourge is getting nicer lighting, there's a poor quality video on vimeo of it in its infancy (the effects have since improved). Yes, that is rumour-mongering, and I'm proud of it! Whilst core development seems a little cool at the moment, the community contributions are as active as ever and I predict an explosive release sometime in 2009 that makes people go, "Wow, that's what open source can do." I also mined this nugget from the Ogre forums when procrastinating the other day (hellcatv is a lead VS dev, VS is prospectively getting ported to OGRE, and that thread is about a feature that looks particularly useful for transitions between space and planetscapes). I'm sure this will make the next release of the game more atmospheric.

To preview them you'll have to head on over to the VS forums (sorry, no direct links). Vega Strike has had a lot of speech packs contributed in the last few weeks. I'm looking forward to 2.3 which should be another impressive release for the project. I really liked this UFO:AI "Starchaser" interceptor (right).
