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Liero v1.0 – 100lt
IP: 91.156.42.210
Game Mode: Death Match
Lives: 5
Max Kills: 20
Version: OpenLieroX 0.58 rc3
Players:
Cruel Mod by iRod
Cruel v0.96 – 50lt
IP: 69.255.183.244
Game Mode: Death Match
Lives: 5
Max Kills: 0
Version: OpenLieroX 0.58 rc3
Players:
iRod(0 lives, 0 kills)
[CPU]I'm Not A Human(3 lives, 0 kills)
[CPU]I'm Not A Human(5 lives, 0 kills)
HOMO GAME
8-Bit Warfare v1.2 – 100lt
IP: 62.107.189.32
Game Mode: Death Match
Lives: 0
Max Kills: 15
Version: OpenLieroX 0.58 rc3
Players:
Mushroom(0 lives, 6 kills)
SORT LORT(0 lives, 4 kills)
Kartoflen(0 lives, 0 kills)
RJ^^(0 lives, 3 kills)
mortars by lxalliance.net
Modern Warfare1.0 – 20lt
IP: 37.205.11.54
Game Mode: Death Match
Lives: 7
Max Kills: 23
Version: OpenLieroX 0.58 rc3
Players:
the party
Liero v2.0 – 100lt
IP: 120.148.161.212
Game Mode: Death Match
Lives: 10
Max Kills: 15
Version: OpenLieroX 0.58 rc3
Players:
tetsudoKegs(8 lives, 2 kills)
DK(10 lives, 4 kills)
Wazzy(6 lives, 0 kills)
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Author Topic: Liero remake-revival: lierolibre  (Read 1049 times)

arand

Liero remake-revival: lierolibre
« on: May 09, 2012, 07:33:36 pm »
Hello everyone out there using OpenLieroX.

I recently picked up the Liero (OpenLiero) source code (Gliptic & Basro's baby, also known for creating Gusanos) and started poking at it a bit, it has so far resulted in three releases of a reviving project now known as lierolibre.

Since I figured LXA would be a place where Liero lovers lurk, it would be the spot to show it off.

So, for anyone interested in going way back to the roots, here is lierolibre:

               

The project is hosted at Launchpad (bugtracker & downloads):
 https://launchpad.net/lierolibre
And Gitorious (source & wiki):
 https://gitorious.org/lierolibre

Downloads are available for *nix (source), win32 (binary) and Ubuntu (PPA) see:
 https://launchpad.net/lierolibre/+download
And
 https://launchpad.net/~arand/+archive/ppa

The major changes compared to the original Liero remake are:

1. Completely DFSG-free (Debian Free Software Guidelines) content, including game data
2. Game variables in plaintext format, no dependency on .EXE files
3. Scripts to simplify game data modification

For more info see the mini-wiki over at https://gitorious.org/lierolibre/pages/Home

Hope you'll enjoy! Report a bug if something's amiss, poke at the source if you're interested :)
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DarkCharlie

Re: Liero remake-revival: lierolibre
« Reply #1 on: May 10, 2012, 09:52:06 am »
Welcome to LXA!

Just played it and it feels like old Liero days :) Keep up good work and do not forget to add a net play.
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albert

Re: Liero remake-revival: lierolibre
« Reply #2 on: May 10, 2012, 01:23:52 pm »
Just played it and it feels like old Liero days :)

Of course it does. :) Don't you know the history of OpenLiero? It was reverse engineered based on the disassembled original Liero.exe code. It really should be exactly the same. Even Joosa Riekkinen accepted it as the official Liero version -- in fact it is what you are downloading now on the official Liero site.

do not forget to add a net play.

I think I roughly remember Gliptic/Basara talking about this. I think they got to the conclusion that it would be too much effort.

Maybe a better chance would be to import the Liero physics in OLX and just use the OLX network engine.

---

Anyway, I also would like to try this project (but I guess it's pretty much like OpenLiero). Unfortunately I don't have much time right now and compiling doesn't work right out of the box on Mac.
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arand

Re: Liero remake-revival: lierolibre
« Reply #3 on: June 12, 2012, 02:35:44 pm »
I've just released version 0.4, get it from https://launchpad.net/lierolibre/trunk/0.4/

Changes:
* Fixed a bug where the EXE file path would not be set
* Updated CFG file with variable name corrections
  + New CFG files (v1) will be written with correct names
  + Old CFG files (v0) with incorrect names can still be loaded
* Added automatic upgrading of CFG file from v0 to v1
  + Only upgrades if loading from $HOME / settings dir
  + Creates a backup named *_backup_XXXXX
* First binary linux release
  - Uses hard-coded run-time search path and an included set of libs
  - Also includes source code for libs under LGPL
* Include library sources in windows package
  - As required by LGPL (previously in a separate package)

Just played it and it feels like old Liero days :)
Great success! :)

do not forget to add a net play.

I think I roughly remember Gliptic/Basara talking about this. I think they got to the conclusion that it would be too much effort.

Maybe a better chance would be to import the Liero physics in OLX and just use the OLX network engine.
Yes, netplay is very unlikely to happen in lierolibre (gusanos/OLX already does that, and I don't know anything about netcode), there have been rumors about a web-based networked version of Liero, but I know little to nothing about that.

Anyway, I also would like to try this project (but I guess it's pretty much like OpenLiero). Unfortunately I don't have much time right now and compiling doesn't work right out of the box on Mac.
What are the issues on the mac? Is the issue in the autotools preparation (missing build-deps?) or in the compiling step itself?
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Kurko

Re: Liero remake-revival: lierolibre
« Reply #4 on: October 20, 2012, 12:36:20 pm »
Heh, I tried this and it worked just fine. The source package doesn't contain LIERO.SND and LIERO.CHR files although they are still needed. I had to take them from the Openliero package. Missing files gave these errors:

Code: [Select]
EXCEPTION: Could not open file 'data/LIERO.CHR'
Code: [Select]
EXCEPTION: Could not open file 'data/LIERO.SND'
edit: Ok, I should have set execution permissions for the sound/gfx packer scripts. Now those files were properly created but there were other problems... Players were unable to move when using the new graphics file, and the new sound file caused an error:

Code: [Select]
Free XMS memory:  OVER 9000 k  Loading sounds...EXCEPTION: fread failed to read fully
« Last Edit: October 20, 2012, 12:48:23 pm by Kurko »
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arand

Re: Liero remake-revival: lierolibre
« Reply #5 on: October 20, 2012, 02:01:15 pm »
Yeah, the source needs to be "compiled", which goes for both the code and the media content :)

You could always grab the data files from the binary archives (linux/windows) at https://launchpad.net/lierolibre/trunk/0.4/ or like you said, take the original files from some bundle.

The error you're getting with the sound file is fixed in https://gitorious.org/lierolibre/lierolibre/commit/3f3862d765a1450319de6f641dec7194ee46db9c

The broken graphics file should be fixed in https://gitorious.org/lierolibre/lierolibre/commit/272c3f471b992815c9e6805193b979a2238928d8

I've not yet made a new release with these changes, but I'm intending to within a few weeks, hopefully.
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