Mmm, tasty explosions :-)
Can you play the single-player campaign with this mod? Haven't played the good 'ol single-player through in ages, hoping to test this, looks wonderful :-)
Please let us know if there are any bugs, we're working on 1.3 now but we'll put out another patch if we need to!
The Linux Demo's up, btw. Please let us know how it works for you :-)
Yup, sure is. It's part of the World Builder content. Cremuss's work is Public Domain :-)
You can use the arrow keys, pageup / pagedown zooms, middle-mouse on minimap moves to location, etc.
It's all in the manual :-)
Oh, and it might... barely... work on a EEE, depending on which EEE. But that's a "barely", and you won't get the OpenGL 2.0 shader goodness.
It's probably that the other camera settings aren't available to end-users unless they have read the Spring guides.
My Options Menu gets around that problem by providing a simple UI for these things.
To add further to this... let's put it into perspective, guys.
If you have a job anywhere in the First World, $20 isn't a big deal. I admit, it's totally out of the reach of folks in really poor countries, but they don't have computers that can run the game anyhow.
After I pay distributors / credit-card processors and taxes, that $20 is more like $10.
So, if I sell 1,000 copies, on a game that took 2 years to build, and make $10, I made $5,000 a year. This math is just how things work, folks. Game designers have to eat and pay the rent just like anybody else.
The camera system is really flexible, and all of the major options are supported- traditional RTS camera, free camera, and "Total War" camera views.
Find me any full-fledged RTS game that sells for $5 and doesn't suck, and I'll show you a RTS by a major game company that has hit rock-bottom bargain-bin pricing, and it's 5 years old.
Thanks :-)
Oh, and btw, the Linux version will be offered for $14.95. We're going to have the e-commerce stuff finalized over the next few days.
Awesome. Sounds like a real improvement to the system!
Those have been deleted. However, the Demo is essentially the same thing with further bug-fixes and improvements, and a new Demo will be available fairly soon :-)
That is really incredible tech, moving the projection around like that from world-mesh to the placed stuff so seamlessly. Very cool :-)
We'll have some good news about that very soon. We think we're going to be available to Linux customers on Friday.
I've been in crunch for the the last month and a half, and resources in terms of time have been scarce. I'm borrowing a test machine soon, to test our new GLSL stuff with, which will also be suitable for making new FMVs.
Probably something like that, yes. We just don't have delivery set up, instructions on how to get various Linux builds of the Spring Engine, etc.
We're working on it. This will happen. We're just not there yet.
It's fraps + my development box isn't exactly state-of-the-art. I barely meet my own minimum specs, lol. One of the many hazards of indie dev.
Hey, we totally understand the "no money to spend thing". The Demo's fun, and has several hours of single-player gameplay and full working multiplayer, though.
You can build the engine from source, yes, but we haven't decided how to deliver a Linux version of the commercial package yet.
*most* of P.U.R.E. is GPL. The content is not.
Nope. Our video guy had issues, unfortunately :-P Maybe next time.
Oh, those are shots of players for the most part. I think Eman's in a shot or two. Overall it was a great event, given the incredibly short notice, and we were somewhat surprised (and happy) with the attendance. No giant crowds of adoring fanbois, though- we'll have to work on that ;-)
Our source code always has been and always will be GPL. Our EULA only applies to our content.
We know that a lot of people believe the GPL means, "you can't make money", but that's absolutely not the case. You just have to follow the license. What we're doing is no different than taking Quake 3's source and making a commercial FPS.
You can destroy just about everything you see. The engine supports terrain morphs, but we do not use that feature, because it's a performance hog if you use it for anything but infrequent events. We may have things that can "dig" or "raise hills" in a later release.
Heh! Don't watch, come play- open betas are available right here on ModDB :-)
We have normalmap / depthmap stuff coming (i.e., 100% state-of-the-art) but we're waiting on the next official build of the Spring Engine before we deploy it :-)
xenoargh
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