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Welcome to Libre Vidya, Video Games in Freedom.

Rules: http://endchan.xyz/lv/rules.html
Guide: https://a.safe.moe/rtavo.png

Check out Libre Game Night: http://libregamenight.xyz/

This thread is stickied so comments can act as a list of games that won't get bumped off.
Edited last time by lordlibrevidya on 10/16/2017 (Mon) 17:59:42.
12 posts and 7 images omitted.

lamer 09/10/2017 (Sun) 10:22:44 [Preview] No. 348 del
3rd person arcade style racing:

Bomberman clone:

lamer 10/11/2017 (Wed) 12:55:46 [Preview] No. 359 del

lamer 10/16/2017 (Mon) 17:05:14 [Preview] No. 366 del

lamer 10/20/2017 (Fri) 13:46:26 [Preview] No. 378 del
Abuse 20th anniversary edition (2016)

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Last Outpost: Star Trek Voyager Elite Force Holomatch lamer 01/17/2018 (Wed) 20:02:09 [Preview] No. 401 [Reply] [Last 50 Posts]
1.1 Download: https://mega.nz/#!NSgjRQQS!ca0L4yw4nW3T8xox4Y3pkTQgCtabDuM1o781-Yg_J38

To change resolution, edit ~/.stvef/baseEF/hmconfig.cfg "r_customheight" and "r_customwidth"

If you never played Holomatch, you missed out and should probably get playing right now. It's Star Trek Q3 Arena and it's good.

Some little annoyances:
For those who wish to get this thing running by themselves you are going to have to jump a few hoops. First is the initial release, which is "windows only" which I found very strange because I know this mod and it most certainly isn't. That said you need to downlaod the installer and install it under windows to extract it, it's not an inno or cab/zip, then apply the 1.1 patch.

Then comes the really annoying part. The initial mod is called IOEF https://ioquake3.org/extras/derivative-games/ by Thilo. The IOEF is written as a diff patch against an old version if ioquake3. Now we get to the Last Outpost and their version. https://github.com/UberGames/ioef If you read the commits, they patched the old version of ioquake3 with the IOEF diff then merged the latest ioquake3 version on top of that, which has left things fucking broken with nothing done to fix it since 2016. Needless to say, it doesn't compile post merge. Also, helpful hint, if you want to compile you will need to adjust the make file. If anyone gets this thing working, please let me know. I also notice from their release post two things:
>No official support for Linux or OS X operating systems.
>The original mod author has been contacted for consultation.
Well thankfully, the original author still offer source and even binaries. http://thilo.kickchat.com/efport-progress/bin/linux/

And so the download provided is the extracted game data with the x86_64 binary. No CD-Key required as long as you play the Last Outpost servers:

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lamer 01/17/2018 (Wed) 20:29:37 [Preview] No.402 del
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Are any of the servers even populated anymore?

Last time I tried (probably 2-3 years ago now) every server was either empty or full of bots. As a rather experienced Quake 3 player I always liked EF for its different and yet familiar gameplay, but never really got to play online and the offline bots are far too easy. The single player storyline mode is pretty solid though (Unlike Elite Force 2 which is total trash).

lamer 01/17/2018 (Wed) 21:19:02 [Preview] No.403 del
Yeah, I found some people playing CTF the other day on TLO servers. They have brought it back a little.

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The problem with Doom3 lamer 01/13/2018 (Sat) 11:12:36 [Preview] No. 400 [Reply] [Last 50 Posts]
Doom3 is such a fucking terrible mess, it hurts. For a start there are three projects to choose from:
ioDoom3 - https://github.com/iodoom/iod3
Literally fucking nothing, a complete false start with zero work done, not even 64bit port, pathetic.

dhewm3 - https://github.com/dhewm/dhewm3
Updated but completely breaks compatibility with the SDK and thus existing soft mods. In particular the mods that made the game look half way decent like sikkmod and dentons's enhanced doom. What's more a complete lack of interest in implementing comparable advanced graphics features of their own.

RBDoom3BFG - https://github.com/RobertBeckebans/RBDOOM-3-BFG
A fork of the updated Doom3 release. All the added engine features are a pile of fucking crap that just make the game brighter. It also cannot be played online without Steam, yuck. Robert has added new shadow rendering which is cool. However they also completely couldn't give a fuck about maintaining compatibility with mods, they fuck with settings without a care for compatibility.

What really fucking kills me is that users are better off with an original version of the game with soft mods like sikkmod and a texture pack. It's like all this work has just been to make doom3 worse.

It's not fucking rocket science. All you need is a port with:
Backwards SDK compatibility

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ChaosEsque Anthology Anonymous 06/02/2016 (Thu) 14:36:57 [Preview] No. 42 [Reply] [Last 50 Posts]
ChaosEsque Anthology is a first person shooter. It is a standalone modification of Xonotic which includes extended weapons, maps, vehicles, buildable buildings, mounted weapons, spell casting, monsters, player characters, textures, and game modes.

It has over 100 maps. Some are futuristic, some are ancient, and some are medieval. A few evoke platform games such as sonic, others follow a style more akin to diablo. Some are static maps, others are randomly connected.

There is something to fit your mood. There are mutators that can add mounted weapons in any map, buildings, monsters, foliage, hazards, and even balloons and bumpers. You can fight with futuristic weapons, medieval weapons, and /or hand to hand combat (over 100 weapons). There are also many vehicles (and a mutator to spawn them in maps that do not have them, as is tradition (as you can see)).

You can also set each team to start with different specific weapons if you want to test a theory that you could defeat a well equipped military force with your bolt action rifle or crossbow. Same with vehicles and mounted weapons spawning (you can set which spawn near which team in CTF etc). You can drink wine, potions, learn magic, read scrolls, so on and so forth.

The goal, and much of this has been reached, is to not limit the player.
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lamer 11/19/2017 (Sun) 11:39:31 [Preview] No.384 del
> It might be nice to see more mod stuff go into single player.

One way to get a single-player experience from even DM maps is to enable "quest-spawns" (in Create>Advanced), this option either: has you spawn at a author-set single player starting point, or (if that doesn't exist), one random area, for the duration of the map.

One map that has a set location set is Darkhold. if you enable quest spawns in this, and start with a medeval weaponset, and perhaps enable weapon dropping for medeval monsters (Create>Mutators>firstcolumn under weapons) you'll have a diablo-1-esque experience.

The map-editor entities are often updated when new capabilities are added (like piercable pipes, trees, etc). It's in /mapping/netradiant on DVD1.

Glad you like the game :D

lamer 12/01/2017 (Fri) 17:12:02 [Preview] No.387 del
Release117zd: Huge update! New melee and arrow damage system! Different weapons hitting different areas of the body follow different damage models. Arrows/axes/spears to the legs slow movement! New weapons! Updates for mappers: suggested oil/water/chem/etc flooding happens immediatly. New entities for mappers if they wish to supply their own tree/bush models: foliage_map_treemodel foliage_map_bushmodel
New Weapons include: Bowie knife (wooo), Arkansas Toofpiq!(WWOOOOOOO!!!1111(Murricans go crazy ready to "deal" with all them daughta-starer-atter-preverts. Millstone! Better!111nn Causes u 2 sin cut oofff!111 wooo! Murrica!)) Military Flail, Infantry Staff, Kriegs Hamminar, Battle Axe

lamer 12/08/2017 (Fri) 13:48:55 [Preview] No.395 del
Release117zf: Updates for mappers: now there exists trigger_oilreactarea, trigger_methanereactarea, and trigger_chemreactarea: allowing a mapper to specify where oil fires, chem plasma bursts, or methane explosions will happen in the presence of flame etc (energy in the case of chem). Additionally item_money_coin_tin etc have been added to the ent list so mappers know they exist (gems, bullion bars, counterfiat coins too)

Volume2 has been updated to Version 5b with a new map: oil archipelago.

The Game has over 150 weapons.
Everything is Free and Opensource.
Get it now!

(Note: Game spans 2 DVDs, Download both!)

Download: http://sourceforge.net/projects/chaosesqueanthology/files/latest/download
Volume2: http://sourceforge.net/projects/chaosesqueanthologyvolume2/files/latest/download

lamer 12/27/2017 (Wed) 00:11:12 [Preview] No.398 del
More spells, more weapons. 117ZL

lamer 12/27/2017 (Wed) 00:15:07 [Preview] No.399 del
Release117zl: More spells (we now have more spells than the original Diablo), More weapons. More fun to be had! Merry Christmas to those who have self-will or a desire to study! NOTHING to those golems who simply work for their controler: be it some boss or "muh white wuman"

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Minetest mod lamer 12/07/2017 (Thu) 09:21:32 [Preview] No. 390 [Reply] [Last 50 Posts]
So, I decided I would like to make a minetest mod and host a cyberpunk minetest game. Truth be told I already took a stab at this but made lots of mistakes and it was such an ugly mess I scrapped the whole thing. I think to do this right I need to take a more serious approach. I have a clear idea of what the mod should be in my head but it's a lot of work. I hope to add advertising in at some point (not paid lol), leading people to here and other endchan boards, that's if it comes to anything at all. The mod will be called "Little_Chiba" and follow closely to a shadowrun theme. If development begins now it could be ready for the 0.5 minetest release next year, maybe, probably not. Here are some notes I have:

wood crafts to shiv
harmless mobs carry nuyen
nuyen buy from merchants
merchants sell ammo, boxes, guns, tools and vanity items in that price order
tools can be used to open locked doors and locked boxes

map is fixed size city scape
tree leaves are cyan/blue and glow like torch instead of street lamps

future development:
endchan billboards
credsticks to store nuyen, locked and unlocked with hacking tool to unlock
upgradable door and box software (crafting) requiring upgraded tools to unlock
cyberdecks instead of tools with upgradable software to unlock upgraded boxes and doors
clubs with music loop (hong kong express - dreaming?)

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lamer 12/07/2017 (Thu) 09:56:58 [Preview] No.392 del
>tree leaves are cyan/blue and glow like torch instead of street lamps
also this might be a problem, the current engine cannot get entities to emit light and I think leaves are entities, not fixed objects. If that's the case, then street lamps is the only option.

lamer 12/07/2017 (Thu) 10:02:08 [Preview] No.393 del
never messed with minetest but if it has those glow blocks like in minecraft can't you use those? there seems to be at lest one existing mod for it.

lamer 12/07/2017 (Thu) 10:16:33 [Preview] No.394 del
>if it has those glow blocks like in minecraft can't you use those?
Yeah, glow is capable on any static object, the problem with the minetest engine is the difference between an entity and a static object. So in my mind the leaves on the trees should be static objects, but something like grass is apparently an entity so I'm not sure.

lamer 12/08/2017 (Fri) 21:05:38 [Preview] No.396 del
colours are done

lamer 12/09/2017 (Sat) 14:51:23 [Preview] No.397 del
Working on the map now. In time I think the HUD and base game would need modding too.

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Quadrilateral cowboy lamer 12/01/2017 (Fri) 10:28:18 [Preview] No. 385 [Reply] [Last 50 Posts]
Anyone tried to compile this fucking game? I think the code released doesn't include the linux and mac ports which are being sold. That's a GPL violation if true, right?

lamer 12/01/2017 (Fri) 10:40:08 [Preview] No.386 del
I've sent an e-mail, no telling if I'll get a reply.

lamer 12/06/2017 (Wed) 14:31:00 [Preview] No.388 del
Still no reply. Going to ask around and see how to approach this.

lamer 12/06/2017 (Wed) 15:38:41 [Preview] No.389 del
Okay, apparently it's in there, just no way to compile the thing other than visual studio. The date on the source release still makes me think it's not up-to-date but I can't check it without compiling it so... this thing really needs cmake.

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Doom Thread Anonymous 05/20/2016 (Fri) 16:44:24 [Preview] No. 27 [Reply] [Last 50 Posts]
All versions, mods, tweaks, textures, pk3s and wads
30 posts and 10 images omitted.

Anonymous 04/27/2017 (Thu) 19:59:53 [Preview] No. 312 del
I only say that because of that line that plays, "you bitch ass nigga, me and my dindus are gonna make you join the NAACP" at the end.

Are you the anon that made the metropolitan breach? If I recall, it was originally intended to be in the moonman mod.

Yeah, slade is the only real choice. Doom builder also apparently runs well in wine. Neither have the 3d display stuff though. I haven't edited levels so I don't know how much of an advantage that is.

Anonymous 04/27/2017 (Thu) 20:05:07 [Preview] No. 313 del
Not sure if this means it supports zdoom maps now?

Anonymous 05/04/2017 (Thu) 17:56:01 [Preview] No. 317 del
It's a week old news, but gzdoom officially went GPL.

This is a major fucking game changer. It means Zandronum being under a GPL compatible license can can be used to play GZDoom. http://zandronum.com/
For the free culture enthusiast you could even use freedoom and the libre licensed mods.

Anonymous 05/05/2017 (Fri) 21:00:30 [Preview] No. 318 del
On 2nd thought well fug it, continue anyway with dat sprites and I will add it.

New test version 1.4.0 Test7, same link as before
-Added some new particle effects
-Hitler Gas projectiles is changed
-All Chaingun like weapons accuracy got buffed
-Hitler chaingun does 8 damage now instead of 5
-Hitler flamethrower behavior is changed a bit
Sorry for the weirdly formatted changlog this time I will correct it on the next version.

But Skullcrap always used some code for GZDoom? Also I am wondering if Graf is ever going to bother adding additional shading stuff for Models since they dont right now.

Anonymous 05/07/2017 (Sun) 07:49:03 [Preview] No. 319 del
>But Skullcrap always used some code for GZDoom?
No sorry, I got a little excited/carried away when I saw the news. For a start, it "could", not "can" but they have their own code base so it's not as easy as I thought.

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Mr Boom - bomberman clone lamer 09/10/2017 (Sun) 10:02:59 [Preview] No. 346 [Reply] [Last 50 Posts]
Fresh code, reverse engineered, all MIT.

Includes standard gameplay, up to 8 players, AI and netplay. Available as libretro addon or standalone.


lamer 09/10/2017 (Sun) 10:13:38 [Preview] No. 347 del
i miss play that game :(

lamer 09/10/2017 (Sun) 10:37:38 [Preview] No. 350 del
I remember having friends and we would all play bomberman on the sega.

lamer 10/08/2017 (Sun) 06:16:31 [Preview] No. 357 del
Straight in the trash.

lamer 10/09/2017 (Mon) 21:27:56 [Preview] No. 358 del
Haha, calm down

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Captain Holetooth lamer 09/30/2017 (Sat) 11:12:56 [Preview] No. 355 [Reply] [Last 50 Posts]
Exploration platformer using GoDot, currently porting to GoDot 3


lamer 09/30/2017 (Sat) 11:47:03 [Preview] No. 356 del
Seems cool. Thanks for sharing.

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Yorg lamer 09/10/2017 (Sun) 10:23:40 [Preview] No. 349 [Reply] [Last 50 Posts]
Yorg is FLOSS: the code of the game is released under GPLv3. Ya2’s art assets are released under CC BY-SA.

third person visual perspective;
8 different pilots;
7 different cars;
4 different tracks;

Not seen this one before, maybe very early in development. Nice to see real progress on projects like these.