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Posted: Tue May 13, 2014 1:59 am
by fuzzylunkin1
peet wrote:QUOTE (peet @ Apr 10 2014, 06:16 AM) Can you play it on a Raspberry PI? That would make an ideal test / experiment platform, runs with a modified version of Debian.
I've been doing some development work targeting the pi, and so far the only real way to get graphics acceleration there is with OpenGLES. As far as I'm aware, there are no hardware accelerated OpenGL libraries on the platform, yet.

I'm not sure if OpenSceneGraph is able to target GLES.

Posted: Tue May 13, 2014 2:54 am
by factoid
It does, that was one of my requirements for choosing it.

Posted: Tue May 13, 2014 6:22 pm
by factoid
Updated wiki article, new binary updates

Latest client:
Fly a scout around, there's a scout outside the opposing base, blow him up and he'll relaunch. If you run out of ammo, dock, and you'll relaunch immediately

mdlviewer application:
Use this to view the art assets, for those of you who want to try upgrading/updating the obj and png files for FA. Instructions available on the wiki.

Posted: Wed May 14, 2014 8:53 am
by _xJammer_
It would be good to have LUA integration + same call outs as the current ICG core has. (or any other scripting language besides LUA).

I also recon it will permit to rewrite ICG functionality in LUA on a function-by-function basis, rather than having to do it all in one go.

Posted: Wed May 14, 2014 11:57 am
by factoid
Scripting engine support would be welcome in the near future. Once the basic engine is up, being able to use the offline client for training missions would be a big help. Lua or python or even js would be helpful. I'm not sure how to proceed there, but your input would be most welcome.

Posted: Wed May 14, 2014 2:10 pm
by Adept
What I suspect would be a very fruitful thing to do in about a year's time would be to re-create Allegiance with modern assets as a mod for Elite: Dangerous. The Cobra engine is state of the art, very efficient (my 3.2 GHz OC Q6600 and 560Ti can support amazing graphics) and it has all the physics needed to recreate Allegiance with more fidelity.

Posted: Wed May 14, 2014 2:17 pm
by _xJammer_
Why bother when it can already be done with currently available technology and without being limited to Elite's audience + success + OS/CPU architechture?

(tbh your post sounds more like ED promotion than a contribution to the thread...)

Posted: Wed May 14, 2014 10:38 pm
by fuzzylunkin1
I think I'm going to have a go at embedding python scripting in to the project.

Posted: Thu May 15, 2014 4:13 am
by factoid
Update : We have a game, a very VERY @#(!ty game, but a game. Download the latest binary update to experience the frustration of scout on scout combat with only guns and no thrusters.

Next little while will be spent iterating on this, re-enabling missiles, shields, mines, chaff, thrusters, and some kind of hud.
Maybe sink some time into AI that might actually teach you something about dogfighting, or move on to the client/server stuff.

Come try it out! It plays just like Allegiance, just a lot less so. :)

http://www.freeallegiance.org/FAW/index.php/FreeAllegiance

Posted: Thu May 15, 2014 6:19 am
by fuzzylunkin1
factoid wrote:QUOTE (factoid @ May 14 2014, 11:13 PM) Update : We have a game, a very VERY @#(!ty game, but a game. Download the latest binary update to experience the frustration of scout on scout combat with only guns and no thrusters.

Next little while will be spent iterating on this, re-enabling missiles, shields, mines, chaff, thrusters, and some kind of hud.
Maybe sink some time into AI that might actually teach you something about dogfighting, or move on to the client/server stuff.

Come try it out! It plays just like Allegiance, just a lot less so. :)

http://www.freeallegiance.org/FAW/index.php/FreeAllegiance
I was just checking it out, looking for the enemy and got podded!

What's new I suppose :lol: :whistle: .