UPDATE x2: Engine repository is now live, contains an mdl asset decompiler and ship model viewer
https://github.com/Factoid/alleg-core
https://github.com/Factoid/free-allegiance
About 2 months ago I started missing Allegiance a lot, even though I still don't have a lot of time to fly regulairly. I work and game mostly in Ubuntu these days, so the lack of a linux client also hurts a little. So what started out as a though experement and a little bit of exploratory hacking has turned into what I hope will be the start of a new chapter for the software. To date I have written an asset decompiler which converts the allegiance mdl files into open formats (obj, png, json, etc..) for use by a yet unwritten client, though I also have an MDL viewer which renders the results of my decompiler app, it's proof of concept, but it works.
Right now I'm in the process of updating the IGC libraries to C++11. So I'm about half way done resolving the syntax issues of moving the code away from MS centric stuff, but once it actually compiles into a dll I'll have build a testing framework to make sure it actually still works the same as the classic allegiance.
At that point, we'll have a cross-platform version of the game's mechanics and physics engine. The next step would be to build a new network layer, which if done right, might allow us to replace the dplay libraries from alleg and get the current clients talking to a cross platform server, while development on an openGL based client continues.
The end goal is to build a GPL engine that can play classic alleg, making use of modern tools and frameworks to reduce the amount of stuff we have to manage, and to hopefully make the project easier for new developers to get inovlved in. If we ever got around to implementing "allegiance 2" from the ground up using that engine, we'd have a completely free allegiance at that point. But this is all about two weeks worth of two weeks worth of work.
I plan to get what I have properly split up and licenced so that my modified IGC code (MSR-SSL) and everything else (GPL or LGPL) can live in separate repositories, but once that's done I'll get them on github so that people can get involved or watch the train wreck unfold.
I ultimately want the work I'm doing to complement what's been done by the community thus far, but I think many of us know that the dependance on DirectX 9, COM, and ATL really makes the project a royal pain to work with. These technologies won't be around much longer, so I would like to bring the source into the modern age while we have the chance.
Also, C++11 is so damn awesome. Takes so much of the pain out of type safety.



