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The Osirion Project - README
This is the Osirion project. I wrote it to get a better grasp on
game design with OpenGL and to get some C++ practice.
Maybe someday, it will be a real game.
Read INSTALL for instructions on building, installing and udpating.
Client
Starting the client will show the loader screen.
To start the game, open the client console with ~ and type 'connect'.
You will join the game as spectator, type 'join' in the console
to join the game. Type 'spectate' to spectate again.
Type 'disconnect' to return to the loader screen.
The client is capable of acting as a networked server. You can enable
the private server by setting 'sv_private 1' before you 'connect'.
This wil allow remote players to connect to your client.
To connect to a dedicated server, type 'connect address', where
adress is the hostname or IP address of the remote server.
In-game, you can purchase a new ship with the 'buy' command.
Keyboard
~: toggle console
space bar: switch camera mode
left/right/up/down arrow keys: rotate camera in free mode
keypad left/right: turn the ship left/right
keypad +/-: increase/decrease forward thruster
T: open the chat window
Console functions
The following commands are available on the console:
connect connect the client to the game module
disconnect disconnect the client from the game module
list_ent list registered entities
list_func list registered functions
list_model list regsitered models
list_var list registered variables
quit exit the application
r_restart restart the video subsystem
The following commands are available when connected to a game:
join join the game
spectate spectate
buy purchase a new ship
who list connected players
To change the video resolution, set the r_width and
r_height variables and execute r_restart.
e.g.: to set the video mode to 1024x768 type:
r_width 1024
r_height 768
r_restart
To switch to fullscreen mode, set the r_fullscreen
variable to 1:
r_fullscreen 1
r_restart
You can set your name and player color through the cl_color
and cl_name variables. Note that the color if your ship
won't change until you buy a new one.
cl_name SpaceCowboy
cl_color 1.0 1.0 0.0
connect
Configuration
Variables marked with the 'A' flag will be archived, their value
will be written to the configuration file on exit. The dedicated
server reads its configuration from server.ini, the client
will use client.ini.
Dedicated server
By default, the dedicated server will accept incoming connections
on UDP port 8042. There is no server console.
If you have trouble connecting, try editing the server configuration
file ~/.osirion/base/server.ini and change the net_server setting to
the server's actual IP address. The default listening port can
be altered by changing the net_port setting.
Organization of the distribution
C++ source code
/src
/math mathematical classes
/sys low-level system functions
/filesystem virtual filesystem library
/core game-independent core library
/game game-specific functions
/server osiriond dedicated server
/render render library
/client osirion client
Data files
/data
/base game data files
/bitmaps essential bitmaps
/ini ini files
/maps .map models
/satellites sattelites
/ships spaceships
/stations space stations
/textures textures
/gtkradiant gtkradiant support files
The game data can be obtained as a seperate distribution.
Refer to the file INSTALLATION for more information.
Editing game data
One of the goals of the Osirion Project, is to create an engine
that makes it very easy to adapt and extend the game world.
At the moment, the game reads the world description from
ini/world.ini and a list of buyable ships from ini/ships.ini.
I recommend you do not edit the original game data, but to make a copy
into your personal osirion folder '~/.osirion'. This directory mimics
the directory structure of the 'data' directory and any file found
there will get precedence over the corresponding file in
the game data directory.
Adding models
The models are basic Quake2 style .map files with custom entities
and can be created with a program like gtkradiant. No map compiler is
necessary, the engine reads the .map files directly. Refer to the file
INSTALL on how to install the support files for gtkradiant 1.5.0.
The textures in the textures/colors/ directory are mapped to RGB colors
when the models are loaded, any real texturing information is ignored.
Unknown textures will be colored hot pink in-game.
Two special textures are supported: any brush faces textures with
common/caulk will be ignored by the engine, similar to the caulk
feature in quake-like engines. Brush faces with the common/entity
texture will get the current game entity color. This makes it possible
to use the current player color on ship models.
Add an info_engine entity to add an engine exhaust to a ship model.
Notes
The built-in TGA reader is rather limited. When saving TGA files with
the Gimp, make sure to disable the option "origion at bottom left".
At the moment, the only TGA files in the game are bitmaps/conchars.tga
and bitmaps/loader.tga.
Project contributors
Thorn[mDc] - Canasta and Sharkan ship models
Alpha testing
Josky=KCT= - Shuttle ship model
IRC
The official Osirion IRC channel is #osirion on irc.soliter.org
Web
Screenshots can be found at
http://ingar.soliter.org/screenshots/osirion
Acknowledgements
This project could not have been possible without the work of others:
Id Software, for releasing the quake source code, which obviously
acted as a example.
Id Software and the GtkRadiant project contributers
The Quake2World community
The Satgnu crew
Thanks to bobke and blaze-x
DVSoftware for bandwidth, diskpace and CPU power
A special thanks to all =KCT= members
License
The program is distributed under the terms and conditions of the
GNU General Public License version 2.
Copyright 2007-2008
Ingar=KCT= <ingar@telenet.be>
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