Most important news for me: real Linux support out of the box now ;)
But there are also a few other nice changes, like additional tileset and units etc. The game also has its own master-server now, thus not depending on the Megaglest one any longer.
EvolutionRTS, a nice looking (but sadly CC-by-NC-ND licensed) game based on the SpringRTS engine also saw an update to version 1.3 this month (check out this gameplay video).
So, to all those familiar with the Glest project...
Not familiar? Glest is a popular 3D RTS that wowed the Free gaming scene with it's high quality graphics and polished gameplay back when it was released in 2006.
...it has evolved into 3 distinct codebases, with differing features:
For some good videas of both forks, go to player UltiFD's youtube channel.
My impression of the different development approaches for MegaGlest and GlestAE is that MegaGlest development is driven by a "whatever works" mentality to make rapid improvements and bring more features to players. GlestAE development seems to be based on a much longer term outlook, with most work being fairly significant in nature and few basic improvements.
Both MegaGlest and GlestAE have remained much lower profile than perhaps the efforts of the developers have deserved. Whilst Glest remains popular, and enjoys many downloads due to high Internet profile, there is no mention of MegaGlest and GlestAE on the homepage and only people diving into the forum will discover them.
Lacking features and stability, players who fall away after trying Glest may have stuck around if they encounter MegaGlest or GlestAE, but they are unlikely to ever try them. Hopefully this will change now MegaGlest has an amazing website and will start to gain an Internet profile of its own.
Another issue is the increasing amount of time spent porting improvements between the two forks.
A further issue is that, since GlestAE has features that MegaGlest doesn't (and, to a lesser degree, vice versa), there is an increasing divergence in the modding communities.
Well, the story may yet have a happy ending. After a brutal conflict, with bloodshed, riots, toppled dictators, eathquakes and... wait, I'm looking at the wrong screen...
After much pressing by Internet trolls and well wishers, it seems that a joining of efforts is in the offing.
Even if the efforts do merge, they may still remain separate entities. Reading through the post, there's talk of official liasons between the projects and all sorts. It seems a bit more complicated than you might expect.
There's even a distant hope that the resultant efforts of the GlestAE/MegaGlest merger may result in Glest 4.0 if the community finally takes over the now-abandoned Glest project.
Glest forks (MegaGlest, at leasT) now can have cliffs! This opens up a lot of possibilities when it comes to map design and gives the game a bit of vertical depth, making it look cooler (in my opinion - and I am incredibly cool).
Somebody with a peculiar middle name is making a fully-3D Glest-inspired game called GlestNG - it will use Glest assets but otherwise be completed written from scratch using Ogre3D. Will it ever become playable? Who knows, but it's intriguing nonetheless. So just when two forks merge, another project arises to take the spare seat. Hah!
A completely cool mod Annex Conquer The World (moddb) has been teasingly dangled in front of us, with acclaims already including: "Easily the best Glest mod since the original Magitech!!"
Let's hope it gets released as Free software! ;-)
One, I really like to come back to is Glest! The previously featured version/fork of that game, Megaglest (Edit: Now links to their awesome new webpage, how did I miss this ;) ), just released another version (3.4.0) with quite a lot of new features.

Beware traveller. I am here to slay your computer. Unstable fun awaits, betas with bits that may break your bit cruncher. That's what open source is about. Blowing up people's PCs with untested, untried, untrustworthy alpha and beta amateur programmer software! Well, perhaps some of the programmers are not amateurs...
Good news, settlers of the new world! (Or those who feel like settling new worlds but were born in the wrong period of history.) FreeCol 0.10-alpha has been released. Get it from the unstable version download area of their website (the current stable version is 0.9.5).
Speaking of Free* games, did the latest FreeCiv beta get a mention? FreeCiv 2.3.0-beta1 supports gigantic maps and over a hundred simultaneous players.
Development of VDrift is, as ever, ongoing. You can test out build 3030 put together on the 25th Jan. After a period of suffering regressions, some changes have been sidelined to bring the main development branch back to a more stable, playable state. It plays well, although - after the being seeing the deforming crashes on Rigs of Rods - I'd like to see the cars sustain damage. I know, I know, lots of work, little gameplay gain. I'm fickle.
OpenTTD is ramping up to another major release with 1.1.0 beta4. OpenTTD 1.1.0 seems to be really focusing on a combination of network play enhancements and compatibility with the Transport Tycoon Deluxe modding community. Free free to correct me if I am wrong.
MegaGlest continues to enjoy rapid development with 3.4.0 beta2. They embody the, "Release early, release often!" philosophy that I like to parrot.
Cool websites for projects? MegaGlest has one coming. UFO2000 has a sweet homepage. Peragro Tempus too. What are your favourites?
P.S. no screenshots or videos today, sorry!
Today I have some assorted news of projects previously featured and one new one. Lets start with the latter:
ArcanumAlive or OpenArcanum is a engine re-implemention and assets replacement project for the game Arcanum. It somewhat recently also got a Linux port, and seems to be progressing nicely so far/again.
A new version of MegaGlest will be released sometime today! Once it is head over here to download it! A short changelog can be found here.
MegaGlest is a relatively recent fork of the quite well known FOSS Game Glest, which ceased development some time back. Now that Megaglest has taken up the development, things have advanced quite quickly (in contrast to the other promising Glest fork GAE) and Glest now finally has the long deserved cross platform multiplayer and a proper master-server with a games lobby! Furthermore Megaglest includes all the factions known from the Megapack before, bumping the total number up to 6.
And believe it or not, qudobup and me tried to play a round (extreme n00b alert :D ), which we recored and commented here:
All done with Free software by the way :D (MegaGlest, glc, Audacity, PiTiVi and Mumble)!
For this Megaglest special we are also lucky to had the chance to make a short interview with the two main heads behind this Glest fork.
titi: Well teamstructure is... I started and Softcoder joined :) I have been working on glest mods for 2 years now because I like the game and there was so little content available back then. For Megaglest I also do some programming, but Softcoder writes more of the code than me.
Softcoder: But we also have contributions from time to time from others (like the GAE team).
titi: Concerning our motivation, I think we both work on glest because our kids like it :) Right from the start my children were involved in Glest modding. For example my son made nice tileset and helped me with my first mods; especially the Indians (as in native north Americans / the editor ;) ) we made as a coop production!
Softcoder: Yes titi & family are the heart of the community! But my boys also made a number of factions. Elimnator and Tiger are big into mods, and call their mods vbros packs :)
titi: I think we both don't even know Warcraft3 :) I didn't played many RTS games up to now... well I think I played something called Dune2 on the Amiga before ;) Actually I'm more a FPS player.
Softcoder: I'm not a gamer at all. But yeah, the forums are filled with people who ask for features from those games. In short we will therefore likely bring lots of features that people like from there into MG.
titi: Personally however, I don't like all this special hero feature people talk about. Things get too complicated with this, and I think these heroes kill the usual RTS fun. But there are some fun ideas we will follow for sure :) But I see Glest as its own game; I don't want to build a Warcraft clone.
Concerning DOTA, well I guess HON is much better then we can ever be :) But there are mods who do this and when they grow we will support them if it fits to the game itself. Right now we have the current RTS game type in focus, however.
Softcoder: I think the answer is a challenge of the community and the age groups. Many young people are working on techs, factions, maps etc, but we might need to be more careful to keep "themes" together. So we try to only allow consistent content as part of the shipped product.
titi: Well there are the Tech and Magic factions from the original glest, but the rest was basically made by me. It is something what I called Megapack before. But I learned more while doing this and so they look a bit different :)
titi: I think the balancing is quite good! Ok, some are better some are not so good, but thats like the players. It is meant like that, good players choose bad factions bad players choose good factions. But what's good or bad depends on the map too!
But I discuss with others in the forums and hear what they say... especially beginners always say this or that faction is too good, but after a while they often come to the conclusion thats its not as they thought :p
Softcoder: I also think the base MG install has that, e.g. a core game-play with good balancing. It is the add-ons etc... that create the "playground".
titi: But for me competitive game-play is also not really the focus. I want to make a game thats fun to play, not competitive! Especially coop gaming against the computer is a big part of the fun playing MG.
titi: Well for me the next focus are graphical improvements. We need better terrain splatting (made by the gfx card), more lights and so on. And we will start to put in lots of new features once we proofed to be stable in multiplayer :)
Softcoder: I think its hard to answer! There are TONS of great ideas in the community, we will talk with our community and see what things are most desired. My focus is more for making my boys happy :) We want MG to be 'mega-fun'!
titi: I wrote so many wiki entries , made so many forum posts to let people know how to mod glest, I think its quite easy now. The special unit abilities not implemented yet however, but when we think it is fun we will think how hard it is to do and then we do it :)
Softcoder: We plan to add many things like this, but slowly so that we don't lose stability and keep people happy. One example... we added better network play, masterserver AND cross platform play all in this last round of beta! That was TOO MUCH! But things will get done (faster if we have more help) just at its proper pace.
Softcoder: Yikes! We agree with you! But I think we have to give hats off to Martino and the rest of the original Glest team that a game written in 2005 still is acceptable today!
titi: We need more speed and many of these features will bring us better speed and better graphics, since the GPU will do alot of the work.
titi: Normal maps are not the main priority, there are other more needed features. And normal maps need new textures, and that is really a lot of work :) So for now we are looking into things that can be done with mostly code which is easier to do.
titi: Both :) But we try to make small steps.
Softcoder: Game development is totally new for me (and Linux programming is fairly new), so priority also depends on how long it takes to learn and do it right! MG is my first graphics code ever, and also and my first Linux open source project.
titi: It is all new for us, no one of us did something like this before. I even learned C++ in the beginning of this year for this project! Same with php, the masterserver is the first thing I ever wrote in php.
Softcoder: Yes, our #1 goal for MegaGlest is 'FUN'!
titi: Please come and play MegaGlest ;)
(Mega)Glest has an incredibly easy modding setup. Almost everything in the game can be easily changed with simple XML files, and the 2D map editor is very easy to grasp. Especially with the recent usability improvements in Megaglest (and included Linux editor binaries) it is possible to create a simple but nice map in a matter of minutes!
Edit: I was made aware that those editor improvements come mostly from the GAE project. Very good additions!

(Ok this was not done in minutes :p It's one of the new 8 player maps that come with MegaGlest)
But luckily all these editing features are also very well documented in the Glest wiki.
Last but not least, all single-player and co-op scenarios can be fully scripted right in the XML files with lua, a pretty powerful yet easy scripting language commonly used in computer games. Sadly it is not possible to create full singleplayer campaigns yet, but lets hope that gets added soon too!

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