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 Post subject:Re: Onlink Rewrite Development Blog
PostPosted:Fri Sep 18, 2009 5:27 pm 
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Umm, any news on this? Miah and Tycho were suppose to discuss licensing two weeks ago... :\

And getting the piggy flu is NOT an excuse, sorry.

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 Post subject:Re: Onlink Rewrite Development Blog
PostPosted:Fri Sep 18, 2009 7:28 pm 
Literally Nine
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We did discuss licensing. We ended up choosing a BSD-style license. We're just not certain about practicality right now. We want to make the engine available, but we don't want to make our game content or ideas visible yet. At least not until the game is ready for public viewing. Since we don't have much content yet (and the content we do have isn't in the repo), I could put Cerberus source up for public read access. I think I'll put it on GitHub for easy forking, etc.

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 Post subject:Re: Onlink Rewrite Development Blog
PostPosted:Fri Sep 18, 2009 7:43 pm 
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Quote:
We did discuss licensing. We ended up choosing a BSD-style license. We're just not certain about practicality right now. We want to make the engine available, but we don't want to make our game content or ideas visible yet. At least not until the game is ready for public viewing. Since we don't have much content yet (and the content we do have isn't in the repo), I could put Cerberus source up for public read access. I think I'll put it on GitHub for easy forking, etc.
I only really want the base engine, not any game-specific code. ;-)

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 Post subject:Re: Onlink Rewrite Development Blog
PostPosted:Fri Sep 18, 2009 10:45 pm 
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This reminded of one thing... sometimes, fully allowing modifications might spoil the game to some players (like people who use mods on the GTA series to make things easier). Just a suggestion - maybe something like those games where you must have beaten the game (or in the case of Cerberus, getting to a certain point, OR doing whatever needs doing to unlock modding :) ) coulda make things more interesting. I'm not sure about it, but I think Fallout 3 uses this system (you must have beaten the game in order for the mods to work)

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 Post subject:Re: Onlink Rewrite Development Blog
PostPosted:Sat Sep 19, 2009 1:52 am 
Literally Nine
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Okay, the code will be available shortly. I'm going to change the configuration in a moment and then repair permissions and it should be publicly accessible.

You can use Git to clone it.
Code:
git clone git://git.uplinklabs.net/pub/scm/git/tycho/cerberus.git
Once it's cloned, you need the contributing libraries (CrissCross, SDL, etc). To get these, do this right after your clone:
Code:
cd cerberus git submodule update --init
Apologies for how slow Nicias (the server running git.uplinklabs.net) is. It's unavoidable right now. We really do need to replace that sucker.

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 Post subject:Re: Onlink Rewrite Development Blog
PostPosted:Sat Sep 19, 2009 2:05 am 
Literally Nine
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Oh, I'll also put a copy on GitHub so people can fork it.

http://github.com/tycho/cerberus

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 Post subject:Re: Onlink Rewrite Development Blog
PostPosted:Sat Sep 19, 2009 9:06 am 
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Oh, I'll also put a copy on GitHub so people can fork it.

http://github.com/tycho/cerberus
Hooray!

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 Post subject:Re: Onlink Rewrite Development Blog
PostPosted:Sat Sep 19, 2009 3:08 pm 
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Quote:
This reminded of one thing... sometimes, fully allowing modifications might spoil the game to some players (like people who use mods on the GTA series to make things easier).
They chose to use mods, they chose to alter their gameplay experience and if that spoils the game for them, too damn bad. They chose their fate.
Quote:
Just a suggestion - maybe something like those games where you must have beaten the game (or in the case of Cerberus, getting to a certain point, OR doing whatever needs doing to unlock modding :) ) coulda make things more interesting. I'm not sure about it, but I think Fallout 3 uses this system (you must have beaten the game in order for the mods to work)
What.

The day after I got Fallout 3 PC I started modding it and playing with mods.

-- Griffinhart

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 Post subject:Re: Onlink Rewrite Development Blog
PostPosted:Sat Sep 19, 2009 8:15 pm 
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Joined:Sat Jun 06, 2009 1:21 am
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Quote:
Quote:
This reminded of one thing... sometimes, fully allowing modifications might spoil the game to some players (like people who use mods on the GTA series to make things easier).
They chose to use mods, they chose to alter their gameplay experience and if that spoils the game for them, too damn bad. They chose their fate.
True indeed...
Quote:
Quote:
Just a suggestion - maybe something like those games where you must have beaten the game (or in the case of Cerberus, getting to a certain point, OR doing whatever needs doing to unlock modding :) ) coulda make things more interesting. I'm not sure about it, but I think Fallout 3 uses this system (you must have beaten the game in order for the mods to work)
What.

The day after I got Fallout 3 PC I started modding it and playing with mods.

-- Griffinhart
Must have mistaken it for another game, though... can't remember now. Or maybe this is only valid for "official mods", like the Mothership Zetta. I have no idea.

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 Post subject:Re: Onlink Rewrite Development Blog
PostPosted:Sun Sep 20, 2009 2:54 am 
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The only FO3 mods that I know of that only come into effect after you finish the main story are the Broken Steel DLC (because it literally takes place after the main storyline is completed) and mods that are BS-specific.

-- Griffinhart

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 Post subject:Onlink Rewrite Development Blog
PostPosted:Mon Sep 28, 2009 1:37 pm 
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Wow, Its been for ever since ive wandered back to this page and i just want to say im happily surprised at the amount of work youve done. Keep it up!

And what the hell does Fallout 3 have to do with anything? The whole idea behind a mod is to change the structure of a game to (add/subtract/change/ or otherwise alter the gameplay).


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 Post subject:Re: Onlink Rewrite Development Blog
PostPosted:Wed Oct 28, 2009 10:26 am 
 

Joined:Sun Jan 18, 2009 4:20 am
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Quote:
so people can fork it.
I laughed.


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 Post subject:Re: Onlink Rewrite Development Blog
PostPosted:Mon Nov 02, 2009 3:31 pm 
 

Joined:Wed Oct 21, 2009 4:29 pm
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some things after just compiling and testing cerberus:

1) to actually run cerberus i had to patch it, since it did not find the fonts. see attached patch.

2) is it right that after launching it i see some few lines at the bottom (including fps, version number 0_0_0, etc) and nothing else but a dark background? just to be sure that's how it's supposed to be - or should there be something more?

3) how to close cerberus? i have to kill it by switching to another console and send a sigterm, any other way ingame? some keycombination i did not test? (did not make my way through the code yet to find an answer myself, though)


Attachments:
File comment:check for additional ubuntu-fontpath
fontpath-ubuntu-patch.txt [847Bytes]
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 Post subject:Re: Onlink Rewrite Development Blog
PostPosted:Mon Nov 02, 2009 5:03 pm 
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Joined:Sun Feb 12, 2006 8:56 pm
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Website:http://eddieringle.com
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Quote:
some things after just compiling and testing cerberus:

1) to actually run cerberus i had to patch it, since it did not find the fonts. see attached patch.

2) is it right that after launching it i see some few lines at the bottom (including fps, version number 0_0_0, etc) and nothing else but a dark background? just to be sure that's how it's supposed to be - or should there be something more?

3) how to close cerberus? i have to kill it by switching to another console and send a sigterm, any other way ingame? some keycombination i did not test? (did not make my way through the code yet to find an answer myself, though)
You should fork the repo on github and commit the patch. :-) Unless you want me to commit it for you. (Quick, answer before Tycho sees!)

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 Post subject:Re: Onlink Rewrite Development Blog
PostPosted:Mon Nov 02, 2009 5:12 pm 
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Website:http://eddieringle.com
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Too late: http://github.com/eddieringle/cerberus/ ... ffb802376c

Question, I am not super familiar with non-Debian distros, so would that path work on all Linux installs, or just the Debian-based ones?

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