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Posted: Mon Apr 07, 2014 4:23 am
by Dome
I would be remiss if I didn't highlight two Allegiance 2 projects as well as a current attempt to make Allegiance cross platform compatible. Meaning you wouldn't need to be running windows to play.

This project in particular is open to anyone who wants to contribute.

Backstory:
factoid wrote:QUOTE (factoid @ Mar 4 2014, 05:24 PM) About 2 months ago I started missing Allegiance a lot, even though I still don't have a lot of time to fly regularly. 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 experiment 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.
Most recent post of Factoid's:
factoid wrote:QUOTE (factoid @ Apr 6 2014, 08:53 PM) Windows binary works! Woot!

https://www.dropbox.com/s/meomslx4a5x1wtq/FreeAlleg.zip

If you want to give this a run, please be aware that it's setup to crash if the code encounters something I haven't yet delt with, so docking, hitting an aleph or a rock will take it down. However, now that I know the build process works on both OSes I can go back to focusing on adding functionality back in. I can provide the build environment for VS2013 if anyone is actually interested in jumping in.
This project is awesome and potentially opens up new avenues for growth. If you're interested, please get in contact with Factoid for more details!

The two other "Allegiance 2" projects are being worked on simultaneously, both taking different approaches. This just goes to show how strong and valuable Allegiance development is.

Marketing for and getting new players for the current Allegiance will add interested and talented people to our development team, allow more testing to be done, and inspire further development and growth.

It is critical that the Allegiance community take this opportunity to do something positive for the game, and take some ownership over what happens now. We are the stewards of this game and there are opportunities to help it grow, so we must take them.

For how you can help get new players to the game: Click here

Posted: Mon Apr 07, 2014 4:38 am
by factoid
Linux client is here. I would like feedback as to if it actually runs, there may be issues with missing dependencies.

https://www.dropbox.com/s/2ri0imrubgwc8 ... nce.tar.gz

Posted: Mon Apr 07, 2014 9:06 am
by _xJammer_
I'll give a bit of background on the other 2 projects (what I know) :

2) Djole (+ a bit of help from me), starting from clean approach, using bullet physics with OGRE render and gameplay to be coded in LUA scripting language (which means that anyone can edit the game code in text file, and it goes far beyond the capabilities of the current cores).

The progress so far consists of flying around a sector, having an aleph to transition to a different sector, collisions, etc. Each sector can be theoretically ran on different servers if one desires so.

Some rudimentary networking, but not anywhere near complete yet.

People interested are welcome to join, but at the moment the source code will not be publicly released. The project is very modular, so it could support a different render if needed.


3) KGJV (sorry if I misspelled) works on a "secretive" :P project that aims to replicate alleg as a proof of concept for a larger project of his. I am not certain whether they accept new team members. I also do not know of the actual state/progress of the project.

Posted: Mon Apr 07, 2014 10:04 am
by Djole88
xj is modest, he has helped a lot, but he forgot to mention the main thing... We haz bullets :cool:
I've been very busy with my job last two weeks (or was it 3? Or 4? Time just flies by :P ) but I'm expecting to be able to continue the work on alleg2 somewhere around Wednesday this week.

Posted: Mon Apr 07, 2014 5:45 pm
by factoid
Built a release version of the binary that I confirmed worked on a clean system, provided you install the vcredist_x86.exe package below. The client is here:

https://www.dropbox.com/s/meomslx4a5x1wtq/FreeAlleg.zip

You'll need the VC++ 2013 Redistributable. I could include this, but then you wouldn't get updates for it from Microsoft, the final game would grab this as part of the install procedure.
http://www.microsoft.com/en-ca/download/de...s.aspx?id=40784

The 32 bit version is the one you'll want (does not matter if your os is 64bit Windows). It should be called vcredist_x86.exe
Once that is installed, the game should just run when unzipped into a folder.

Please try it and let me know if it works.
- / = for throttle down/up
spacebar - toggle virtual joystick on/off
mouse - pitch/roll when virtual joystick is on (no cursor on screen)

Posted: Tue Apr 08, 2014 9:00 am
by SpaceJunk
factoid wrote:QUOTE (factoid @ Apr 7 2014, 05:38 AM) Linux client is here. I would like feedback as to if it actually runs, there may be issues with missing dependencies.

https://www.dropbox.com/s/2ri0imrubgwc8 ... nce.tar.gz
Out of the box on Ubuntu 13.10, it's asking for the .so files with .100 appended to them.



After renaming those, it's asking for libosgText.so.100, which isn't in the zip.

Posted: Tue Apr 08, 2014 5:30 pm
by factoid
I uninstalled my osg libraries so that I don't assume they're available in the ld.so.cache, updated system seems to work, just run ./fa.sh

https://www.dropbox.com/s/2ri0imrubgwc8 ... nce.tar.gz

You're the first person to try out the linux build on a non developer machine. So far I have two confirmed working clients on Windows OSes. So if this works I'll disappear for awhile until I have something more substantial to demonstrate, ideally something close to a functional single player combat trainer (minus hud).

If anyone is interested in helping me update the artwork, please let me know. The old alleg engine used baked in lighting, we have an opportunity to change this to dynamic lighting and even potentially add things like specular and bumpmapping textures. The asteroid textures have some pretty terrible seams too.

Posted: Tue Apr 08, 2014 8:19 pm
by SpaceJunk
Ok, now it runs and shows a few rotating asteroids.

Console log:

http://pastebin.com/Df8VJuua

Screenshot (with the blank aleph):

http://i.imgur.com/nm9ESlV.png

Graphic card is AMD 8970M using Catalyst drivers (13.101-13etc.)

Posted: Tue Apr 08, 2014 8:38 pm
by factoid
Good, controls are earlier in the thread.

Posted: Wed Apr 09, 2014 8:37 am
by SpaceJunk
Spacebar/Mouse worked, - and = did nothing (maybe because of the Spanish keyboard, to type = I have to use Shift + 0)