Of course everything I'm talking about could miss the point of the project and the contributors are just doing this for fun because they like writing code for games but can't create game art on their own.
Of course everything I'm talking about could miss the point of the project and the contributors are just doing this for fun because they like writing code for games but can't create game art on their own.
> This means that OpenRA is not restricted by the technical limitations of the original closed-source games: it includes native support for modern operating systems and screen resolutions...
I think this is the most compelling reason - it opens up features that would be way harder to realize in the original engine.
noteworthy
- OpenXcom https://openxcom.org/about/
- OpenRA https://www.openra.net/about/
- OpenTTD https://www.openttd.org/about.html
Yup, if you play Sacred Gold or Disciples II using open frameworks you get a game that looks much newer. But more importantly, perpetually playable.
Disciples II has an edit that uses OpenGL that makes the game much faster and more playable, and gives widescreen.
Sacred has numerous mods, such as giving 1080p HD (and more).
The next question is going to be: "But why do you play those games?" To this I will ask, honestly, what is Fortnight anyway?
It's been a while, but I sure would go look for my old disks to give it a try in FHD!
1) I used this [1] guide to get it working on Windows 10.
2) This [2] is a more detailed version with a lot of comments.
The bugs don't bother me that much to be honest, unless you want to complete all quests in a city, then you should have a look at them.
The tools one uses for configuration like dgVoodoo generally work, but I guess anyone could slip in malicious code if they really wanted to.
One final tip, the Hero Editor is a great way to edit your characters if you want to turn a fire mage into a wind one or stuff like that. Since multiplayer is not common these days, I reckon it's not cheating as you've lost all the benefits of multiplayer anyway. (I think the tool is just in German, not sure.) [3]
In terms of the open frameworks, it's not my area of specialty, but there is Sacred ReBorn, and there is even a Diablo 2 mod to Sacred. I believe even dgVoodoo does edit some files to use newer (open) frameworks.
[1] https://steamcommunity.com/sharedfiles/filedetails/?id=84319...
[2] https://steamcommunity.com/sharedfiles/filedetails/?id=20187...
[3] http://www.sacredvault.org/forum/index.php?action=tpmod;dl=i...
In the early days we did have a lengthy back-and-forth with a tenacious lawyer from LucasLegal but they backed off when we convinced them that we didn't support piracy.
It is not uncommon for rereleases of older games to use the ScummVM engine instead of the original engine, see for instance the recent rerelease of Westwood's Blade Runner on GOG.com, which wouldn't have happened without ScummVM.
This feels like people who are passionate about the base game and would like to see it being open-sourced but they don't own the source code, so they do the equivalent
Many people starting out in games development often want to make games like RPGs to emulate a favorite game they play, but want to experiment with their own rules/mechanics
If you've got a passion for software and the game in question, it's a rewarding activity in its own right, in addition to being an excellent avenue for learning new languages and tools.
Not every instance of human effort needs to push the world forward in a way that's immediately economically rewarding.
https://github.com/diasurgical/devilution#introduction
it is a faithful reconstruction of original Diablo source code from various debug builds leaked over the years.