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Posts with tag open-source

Open-source MMO engine updated

Filed under: Business models, Game mechanics, MMO industry

The Torque MMO kit, first published last year by Prairie Games and GarageGames, has recently announced their newest version of the open-source engine which developer TalentRaspel describes as "completely revised". In this version 1.1 SP3 of the engine, TalentRaspel is proving that their continued support of this product since they took it over late last year promises a step in the right direction for independent game developers.

Not only that, but this could be good news for those smaller companies looking to spend more resources on other aspects of running an MMO, and kicking it off with an established, well-maintained engine. The Torque MMO kit engine was first responsible for powering Minions of Mirth, which is said to have 70,000+ users. Plus, with a price tag of $199 to $999 (depending on sales expectations) for the kit combined with Faust Logic's Arcade FX effects library, you just can't beat that.

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A look at METAbolt -- a non-graphical Second Life viewer

Filed under: At a glance, Reviews, Second Life, Virtual worlds


Ever log in to Second Life, run around awhile, and then shake your head and think, "this place is nothing but a glorified chat room! And that's what I like! I don't care about all this graphics stuff!" Well, frustrated, graphics-hating Second Life user, METAbolt has what you crave. When we heard someone had written a text-based Second Life client for computers that just couldn't hack the graphics, we were sort of expecting something like a regular graphical client, except where all the images were made of tiny little text characters... like the picture above, which is not from METAbolt, alas. (It's Second Life on Linux run through the aalib graphics-to-text library)

As a chat room, though, METAbolt has some good points and some not so good points. For one, every time you log in, you are placed in the Welcome area. While this may be the fastest way to put you with potential chat-mates, it's not really the sort of thing you expect. Gone were all saved landmarks as well. You will arrive in the Welcome Area, and you will enjoy your time there.

Continue reading A look at METAbolt -- a non-graphical Second Life viewer

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Studio Shiny's Q2 viewer roadmap

Filed under: Second Life

Steve Linden, director of Linden Lab's 'Studio Shiny' development group has weighed in with the plans for the Second Life viewer for Q2 2008.

Everything planned focuses on one (or both) of two goals: Making the viewer more stable, and making the viewer more usable. Most Second Life users can agree that these two goals are quite laudable.

Continue reading Studio Shiny's Q2 viewer roadmap

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Mad Patcher's final fling

Filed under: Patches, News items, Second Life

Nicholaz Beresford has released one final viewer. The EC-e "Eye candy" release is designed to run against 1.19.1(4). This version plugs a key memory and changes the viewer icon.

As one happy user said to us today, "The worst edition of the Nicholaz viewer is better than the best viewer Linden Lab has ever released." -- Many would find that hard to disagree with, including a few Linden Lab employees.

Continue reading Mad Patcher's final fling

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Second Life's best viewer ceases development. The "mad patcher" has had it.

Filed under: Patches, News items, Opinion, Second Life

Nicholaz "the mad patcher" Beresford who maintains a modification of the Second Life viewer (which, we believe, can pretty much no longer be called a Second Life viewer if Linden Lab's policies go ahead) is widely regarded to produce the best Second Life viewer experience to be had.

Now that seems to be over. Beresford is pulling the plug on his much lauded (even by Linden Lab) viewer project.

Continue reading Second Life's best viewer ceases development. The "mad patcher" has had it.

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New open source voice project

Filed under: News items, Second Life, Virtual worlds

Ryan McDougall has announced the formation of a new Sourceforge project, called VoIP for Virtual Worlds. The long-term goal is to create an interoperable open-source standard for all virtual worlds.

To help the project find its feet, the initial short-term goal is to create an open-source replacement for the existing Vivox component (SLvoice) that is used for voice in Second Life that can communicate with a SIP-based backend server. Developers who are interested in the effort can start with the project's new mailing list.

We don't presently know if an open-source solution could be fully compatible with the existing voice system in Second Life as the existing system relies heavily on Vivox servers and backend software.

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llMozlib2 source code now available

Filed under: News items, Second Life

The source code for llMozlib2 (an essential piece of glue library enabling in-world and in-viewer HTML rendering for Second Life) is now available on Linden Lab's public subversion version control system, and is now the single source of the code, rather than having a second (possibly divergent) version tucked away in an internal repository.

Linden Lab so far is continuing to release source code for both viewer and server-side components progressively (a process initially announced in late 2005 and given an expected timeline of several years), despite some fears that the process might suddenly cease after the departure of Linden Lab CTO Cory Ondrejka. While only a few server-side components have so far been released, there is no sign yet that that process will be or is being stemmed.

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RealXtend viewer now on Sourceforge

Filed under: MMO industry, News items, Second Life, Virtual worlds

Sourceforge - billed as the largest open source website in the world -- is now host to the source code project for the RealXTend viewer (rexviewer) for Second Life. RealXtend claims to have replaced all of the license encumbered portions of the viewer with GPL-friendly alternatives, though they are still having some issues decoupling FMOD from their VoIP solution.

The project website remains at rexviewer.org, while the project page and source code (available via subversion) is now on Sourceforge. Rexviewer is only in alpha at present, but has a number of distinctly interesting technological features, and more planned.

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Cinemassively: Zebra Presenter

Filed under: Video, Second Life, Cinemassively, Machinima

Clever Zebra has released another product, aimed at businesses and educators, to their lineup. I'll admit to being a total gadget geek in Second Life, so I've researched products like this quite a bit, yet I've never seen anything as sleek or advanced as this. The best part is that it's released under the GPL 3 license, so it's totally free!

I'm not here to talk about the product, though. The machinima is so beautiful that it makes me weepy. Skribe Forti is one talented machinimator, and it shows. The smooth transitions, lipsyncing, tutorial style, and lack of user interface all add up to form a magnificent video. Please make more of these product highlight videos, Skribe!

[Via YouTube]

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RealXtend releases updated software

Filed under: Betas, MMO industry, Patches, News items, Second Life, Virtual worlds

Barely a fortnight after their initial version 0.1 software, Finnish developer RealXtend (in conjunction with OpenSim, Admino Technologies and LudoCraft - I think we might have to just start calling it the 'RealXtend Project' in future to save on typing) has released the next version of their software. An avatar portability system that allows your avatar to be transferred to any compatible world where you have an account is definitely a handy feature now that additional Second Life style grids are starting to spring up all over.

"We have been testing and fixing bugs as much as possible and we have a few new major features. One of the new features is the Avatar system, under RealXtend your avatar has been completely redesigned to support transfer between virtual worlds. Earlier avatar systems used by other virtual worlds have been tied to one world or grid only and could not travel with the user," said RealXtend project manager Jani Pirkola.

RealXtend's viewer is licensed under the GNU GPLv2 (sans quicktime components), and all the server-side code as a part of OpenSim is under the BSD license, which is a very broadly permissive open source license.

GDC08: When Love came to town

Filed under: At a glance, Galleries, Video, Business models, Events, real-world, MMO industry, Previews, MMOFPS, Massively Interviews, Massively Hands-on, Massively Event Coverage, Love

Every once in a while you have one of those unique experiences where you catch a glimpse of inspirational human intelligence. We were lucky enough to have such an experience at GDC in the hour we spent with Eskil Steenberg, the gifted programmer behind the fledgling one-man MMO project, Love. Once you get past the stage of incredulity at the idea that anyone would even attempt to create a massive game as a solo effort in the age of WoW-sized development and content teams, you start to get a window into exactly why this work in progress is unusual, preciously unique and extremely exciting.

Starting with a caveat: Love is not yet in production (indeed, there's no solid guarantee it ever will be), nor is it glossy and polished like most of the blockbuster AAA titles we feature in our list of core titles -- but the latter tends to work in its favor. It's not like any MMO you've ever seen; what we saw shimmering and dancing on Steenberg's laptop was otherworldly, breathing, and dreamy -- more reminiscent of a Van Gogh painting or of Waking Life than of any massive game we've ever played. The video embedded after the break is somewhat crude, having been shot off a laptop display (and occasionally featuring a reflection of Eskil himself, which you can decide for yourself whether it enhances or detracts from the experience), but captures the essence of the strange world in motion with its breathtaking landscape and day/night cycling as you wander about the planet.

Continue reading GDC08: When Love came to town

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Sun entering virtual worlds market, maybe aiming at educators?

Filed under: Events, real-world, MMO industry, News items, Opinion, Second Life, Academic, Education


The Sun Worldwide Education and Research conference, which starts today and runs until Wednesday has an intriguing entry on tomorrow's agenda entitled Project Wonderland, Darkstar and Immersive Education. If you follow the link to their (long) video about the session you will see that it isn't quite ready to roll yet, but they have taken a number of the issues with Second Life (which they identify at the 800lb gorilla in the room) and they are deliberately aiming to circumvent them.

I have to say that, being hard of hearing, I found the video really hard to watch and understand - the audio quality isn't the highest, but I think from what they said, they are working, deliberately, with open source code wherever possible, or code that is going to be open sourced soon. Many will regard this as an improvement on Second Life, although Linden Lab are aiming this way. However, it also appears that there are some high cost outworld tools required - for example outworld modelling is possible, but only in Maya if I understood their too quiet speech.

At first, and second take, this is not yet ready to go live, but it is looking like it could be a real contender, and it does look like they have learnt the lessons from Second Life.

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Peering inside - looking back at 2007 [UPDATED]

Filed under: MMO industry, Opinion, Second Life, Peering Inside

It's been no less a tumultuous year for Second Life in 2007 this year than any previous year, frankly. There are a few standout items though.

This isn't the list that anyone else might make - We might completely skip over one of the things you see as standing out as a huge impact, based solely on that we don't actually think it was that big a deal in the scheme of things.

Continue reading Peering inside - looking back at 2007 [UPDATED]

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Hope for keeping attachments out of where the sun don't shine, even in Second Life

Filed under: News items, Second Life

NicholazI'm sorry, I don't have an amusing picture for this, much though I wish I did. However, most residents of Second Life will be familiar with attachments intermittently leaving their correct point and appearing attached to your derrière instead. Long hair gives an interesting tail look, shoes look positively uncomfortable, and if you wear other attachments, well let's not even go there!

About two weeks ago Nicholaz Beresford, the person who won a Hippo Award (and a new iMac) for his services to fixing bugs in the client code, announced he was of a mind to try and fix this. Today he announced he is 99% certain he has succeeded. I, for one, hope he is right, and his patch is rolled out to the Mac too. Until yesterday I hadn't seen it for a few days, yesterday, it seemed like every other teleport either caused a crash or shoes in the fundament. A big THANK YOU once again!

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IBM's Chet Murphy joins CHTTP team

Filed under: Game mechanics, MMO industry, News items, Second Life

Chet Murphy, experienced distributed systems developer at IBM is to collaborate with Linden Lab and open source developers on the Certified HTTP project, one of the next generation technologies that will underpin the new Second Life architecture, and potentially be incorporated into many virtual worlds and MMOs in future.

IBM has a solid history of participating in and contributing to open source projects of various stripes, and this marks the first direct, practical collaboration between Linden Lab and IBM since the announcement of their collaboration on virtual worlds standards approximately one month ago.

Continue reading IBM's Chet Murphy joins CHTTP team

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