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Freespace 2

Version: Retail = 1
Author: Dan Olson, Steven Fuller, Charles Mason Published by Volition Inc
Category: Simulation Rate this game yourself!   Average of 7 Ratings:4.504.504.504.504.50

Freespace 2 Screenshot Linux port of the Freespace 2 code released by Volition Inc

This is a port of the Freespace 2 code that was released by Volition Inc in April 2002. From the project web page at Icculus.org:

There is still a lot of work to do, but both the demo and full game run great. If you don't already own the full game, you may have a hard time finding it for sale, as copies of the game are pretty scarce these days. Be sure to apply the 1.2 patch for the full version, if you have not already.

If you don't have the full game, you can download a demo version from the Volition page listed below.

There is much enthusiastic work going on at the Freespaec Source Code Project, including a Babylon 5 total conversion. Their code incorporates the icculus linux SDL/OpenAL code, and compiles under linux.

The Freespace 2 code has also been adapted to work with the Freespace 1 data files, so if you own Freespace: The Great War and/or Silent Threat, you can play it using the linux client at http://icculus.org/~ravage/freespace/

License: free

Additional System Requirements: For multi & network, it's best to use the Source Code Project... ;) Especially when version 3.6.10 comes out (soon, perhaps in a few weeks - October '07?) Go to http://www.hard-light.net/forums, make a user account, and look in the forums for Turey's FreeSpace Open Installer... it gets the entire game + FSPort (FS1 + ST ported to FS2) for you! (And that's not all!) If you search for member jr2, and look in his sig, you will find a link to a Walkthough... although I doubt you'll need one. ;) Also there you will find links to alternative Installers.

Sound: Play in X: Play in Console: Multiplayer: Network Play: 3D Acceleration: Source Available:
yes yes no yes yes yes yes


If you try this software, don't forget to come back to this page and rate it!

Submitted by bobz on 2002-06-24.


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Comments

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[1-10] [11-14

  Freespace 2 posted by trb7 @ 82.154.97.158 on Oct 6 2009 8:56 PM 55555
Nice to see active development, the mods are quite good, lots of extra eye candy work and other improvements added as well (campaigns, etc..). Terribly addictive too.
 
[Reply]

  FreeSpace2 posted by jr2 @ 24.92.40.53 on Sep 16 2007 9:40 PM 55555
This game rocks! Get all the Source Code Project Upgrades! See the forums: Hard Light Productions Forums - Bringing Modders Together
 
[Reply]

  almost pefect posted by ghstdncr @ 83.44.218.223 on Jun 9 2005 3:11 PM 55555
i'm using debian Sarge, just install the libs and dev packages, and compile from the cvs, and its working, great great, i missed in my linux box but no more. great work of all the developers. THANKS
 
[Reply]

  Mutiplayer posted by Anonymous @ 217.187.21.220 on Apr 11 2005 12:23 AM  
I'm having trouble getting multiplayer to work. Wenn trying to get onto fs2net it stops while showing the "validating tables" message. No errormessages or anything, it just sits there till i kill it. The way i have the data setup should be ok, have tested it with the windows version and i can log on. I'm using fs2_open from cvs. Can't get 3.6.5 to build for some reason. Any suggestions?
 
[Reply]

  where are the new binaries for fs2? posted by Anonymous @ 62.178.147.219 on Mar 22 2005 11:12 AM  
where are the new binaries for fs2?
 
[Reply]
  Re: where are the new binaries for fs2? posted by Anonymous @ 62.178.147.219 on Mar 22 2005 11:31 AM  
http://dynamic4.gamespy.com/~freespace/forums/showthread.php?s=&postid=622518#post622518
 
[Reply]
  Re: where are the new binaries for fs2? posted by Anonymous @ 62.178.147.219 on Mar 22 2005 12:08 PM  
http://icculus.org/~taylor/fso/testing/fs2_open-3.6.5-20050206-x86.tar.gz http://icculus.org/~taylor/fso/testing/fs2_open-3.6.5-20050206-x86_64.tar.gz http://icculus.org/~taylor/fso/testing/fs2_open-3.6.5-20050206.tar.gz
 
[Reply]
  Re: where are the new binaries for fs2? posted by Anonymous @ 68.209.122.28 on Mar 23 2005 7:30 PM  
The Linux code is in CVS now for FS2_Open btw. It's pretty much complete, lacking only music & briefing voices, movies, and environment mapping. Otherwise it looks beautiful and works great. The FS2NetD support (PXO replacement) isn't really tested that much but should work on x86 at least if you want a little multi-play action.

The Linux specific forum for FS2_Open is here:
http://dynamic4.gamespy.com/~freespace/forums/forumdisplay.php?s=&forumid=113

  - taylor

 
[Reply]
  Re: where are the new binaries for fs2? posted by Anonymous @ 69.161.22.97 on Mar 29 2005 11:40 AM  
Mac OS X ?
 
[Reply]
  Re: where are the new binaries for fs2? posted by Anonymous @ 68.209.122.28 on Mar 30 2005 7:42 PM  
OSX support is on the way. Just a few model related problems to deal with last I checked. Some textures wouldn't show up but that was fixed earlier today. I suspect that tigital will release OSX binaries at some point in the near future. He is already updating the binaries for the OSX version of the icculus.org freespace2 project.

And since I'm here again I'll say that thanks to a guy named Pierre there is now streaming audio in the icculus.org version and in FS2_Open for Linux. That means full music and briefing voice support. For FS2_Open it also supports OGG Vorbis for music, voices and normal sound effects. Also, thanks to Pierre, the movie code in the icculus.org project now has full audio and I updated it with my latest video updates too. It's now quite fast, sounds good and supports all FS1 and FS2 movies. Movie code is built by default now too, no more Makefile option to change. As of this afternoon it also has the ability to scale the 640x480 video to fill a 1024x768 screen so you can watch movies in hi-res FS2 without the massive black borders.

For anyone that has avoided playing this game... you're just about out of excuses. :)

  - taylor

 
[Reply]
  Re: where are the new binaries for fs2? posted by Anonymous @ 69.161.22.97 on Mar 31 2005 2:41 AM  
FYI alGetSourceiv is "/* not defined under Windows and MacOS */", why it is in icculus al_osx I dunno - however that is now unmaintained. Also, how 'tigital' is producing Framework for OSX from icculus al_osx implementation and then not returning end-product is violation of license... so please do so and/or add mve movie include and/or fix implementation in the mveplayer.cpp. THANKS!
 
[Reply]
  Re: where are the new binaries for fs2? posted by Anonymous @ 69.161.22.97 on Mar 31 2005 6:50 AM  
Taylor ?

Just compiled from cvs - had to change alGetSourceiv to alGetSourcei in mveplayer.cpp.

Still no voices in mission briefings and no music in game :(
Did I cvs too soon?
 
[Reply]
  Re: where are the new binaries for fs2? posted by Anonymous @ 68.209.122.28 on Mar 31 2005 1:04 PM  
Oops! Sorry about the alGetSourceiv thing. tigital must have fixed those already but not commited yet. Changes are going in now.

For the no audio problem, what version of the game are you using (FS1/FS2)? Are you using a full retail install of something like the HOTU version? There is a currently unidentified bug that causes some FS1 audio to not work. That's something that I'm trying to track down and fix. I'd guess from the alGetSourceiv thing that you are using OSX so I suppose there could be a swapping issue that I missed somehow. Run a debug build and see if the debug log gives any useful info. On OSX the log should be (for FS2) ~/Library/Preferences/freespace2/Data/fs_debug.log.

Oh and hop on the icculus.org freespace2 mailing list if you aren't already. It's much easier to get things fixed there than it is to do it here. How to get on the mailing list is found here: http://icculus.org/freespace2

  - taylor

 
[Reply]
  Re: where are the new binaries for fs2? posted by Anonymous @ 69.161.22.97 on Apr 1 2005 2:25 PM  
Will do, thanks Taylor. That's correct I am reporting from OSX using Freespace 2 retail version - not some expansion or special version - just vanilla retail.

I should clarify that I get sound in the movies and in game - what I don't get is music in game and voices in briefings. I do get voices in tutorials (as in 'instructor training' sessions), but not in briefings/debriefings (before or after missions). Also, sometimes the voice from the instructor in training doesn't 'kick in' (%33 of time).

There is a bit of corruption along the edges of objects being zoomed/scaled in the movies ATM. I take it that is the issue you are talking about in regards to the movies? It's strange that it happens in this way, maybe it's because those parts of the video are non-static; guess a decoding problem eh?

I will compile a debug build off a new cvs [pull it right now], and report issues with log to mailing list...

Btw it sucks having to use unshield to get those files off my first cd, blech! :)
 
[Reply]

  re: freespace 2? posted by Anonymous @ 83.151.203.84 on Mar 22 2005 10:59 AM  
can this new linux release play the music and movies? as a while back i tried a version but they were'nt supported
 
[Reply]
  Re: freespace 2? posted by Anonymous @ 68.209.122.28 on Mar 23 2005 7:23 PM  
No it still doesn't have music or movies in the icculus.org version or FS2_Open. The movie code just has crackling audio but otherwise works. As soon as the audio gets fixed then I'll put the new code in CVS. The code for music and briefing voices is mostly done and I'm putting other work on FS2_Open on hold until I get that finished for both projects. I've been putting off getting that done for far too long anyway.

  - taylor
 
[Reply]

  Very Playable Demo posted by toobooku @ 209.189.248.211 on Sep 22 2004 7:07 PM 55555
Whew! I finally got the demo to work, but I had to plug through the code and make somes changes to keep it from a "segmentation fault" and some minor function parameter mismatches.

Since your success rate may vary with mileage from platform to hardware differences with mine, here's my setup (and, hopefully you can expect good results if your's is similiar, or it may just work even if you differ):

xorg-6.8.1
NVIDIA 6111 driver
nvidia Ti-4600
Here's what you will need to do (or at least I had to) from the current CVS repository on Icculus's website:

BASIC SETUP:

1. Download the CVS version of the source from the Icculus website, you do not need the installer but just the source.

2. Download the 'fs2demo.exe'. Hopefully, if you have the latest version of Wine and everything is setup, just run "wine fs2demo.exe". That will basically install everything in your wine directory where you told it during the install process.

SOURCE MODIFICATION:

3. gzip/untar the source somewhere. Change to the toplevel directory where the 'Makefile' is. Change the 6th line where it say "DEMO=false" to "DEMO=true".

4. In 'src/graphics/gropengl.cpp', comment out the line that says "mprintf(( "Extensions : %s\n", glGetString(GL_EXTENSIONS) ));" (which is around line 2859). * For some reason, the "glGetString()" call when showing extensions causes a segmentation fault for me. I don't know why since I don't believe the game uses any GL extensions that my NVIDIA driver lists.

5. Then, go back to the root level directory and do 'make' where the 'Makefile" is located. You will get compile errors, but here is what you do:

Basically, I think there are about 4 instances where the compile will fail on "invalid number of arguments" for the function "gr_set_bitmap()". Make the following changes at the lines in these files:

src/menuui/playermenu.cpp:606:
change "gr_set_bitmap(Demo_title_bitmap);" to
"gr_set_bitmap(Demo_title_bitmap,GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);"

src/freespace2/freespace.cpp:8372:
change "gr_set_bitmap(Demo_upsell_bitmaps[gr_screen.res][Demo_upsell_screen_number]);" to
"gr_set_bitmap(Demo_upsell_bitmaps[gr_screen.res][Demo_upsell_screen_number],GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);"

src/freespace2/freespace.cpp:9176:
change "gr_set_bitmap(title_bitmap);" to
" gr_set_bitmap(title_bitmap,GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);"

FINAL SETUP:

6. copy the 'freespace2_demo' to root level directory where you installed the demo usind wine (from above). Basically, this file needs to be in the same directory as the files ending in ".vp".

The Demo should work fine. enjoy.
 
[Reply]
  Re: Very Playable Demo posted by toobooku @ 209.189.248.211 on Sep 22 2004 7:21 PM 55555
oops! a few other things.

1. Make sure you download the latest version of "openal" libraries from CVS, and install them first.

2. I downloaded/installed the demo patch file with Wine anyway. I don't know if it's necessary for this to work but I did it.

3. I tried just running the demo files using Wine at first before modding the source and trying to get Icculus's stuff to work. However, everything works fine with the latest version of Wine except when you try to enter your name, you get no keyboard response at all and cannot continue forward. A newer version of Wine may fix that.
 
[Reply]

  Freespace 2 posted by Anonymous @ 80.133.50.92 on Jun 17 2003 8:52 AM  
Compiling failes here on Mandrake 9.1 and newest OpenAL from cvs: code.a(ds.o)(.text+0xcf5): In function `ds_close()': /home/pi/freespace2/src/sound/ds.cpp:1898: undefined reference to `alcGetContextsDevice' collect2: ld returned 1 exit status make: *** [freespace2_demo] Fehler 1
 
[Reply]
  Re: Freespace 2 posted by Anonymous @ 80.186.28.216 on Jun 18 2003 3:50 AM  
You need the latest CVS version of OpenAL
 
[Reply]
  Re: Freespace 2 posted by Anonymous @ 81.57.208.69 on Jun 29 2003 5:08 PM  
and newest OpenAL from cvs
 
[Reply]
  Re: Freespace 2 posted by Anonymous @ 62.134.92.147 on Feb 6 2004 1:03 AM  
- and don't forget to check out bleeding edge OpenAL from the cvs !!! ;-)
 
[Reply]

  joystick problems? posted by Anonymous @ 24.234.153.199 on Aug 26 2002 8:34 PM  
I had problems getting my joystick to work, turns out the really badly written SDL lib was at fault. So I re-wrote the joy-unix.cpp code to use the linux input interface for joysticks (ie, the RIGHT way). works pretty good. If you're interested, just email me at verin@lvcm.com, and I'll send it to you.
 
[Reply]
  Re: joystick problems? posted by Anonymous @ 194.185.248.130 on Aug 27 2002 9:24 AM  
Why don't you submit your patch to the SDL guys, instead of writing comments like these
 
[Reply]

  freespace 2 posted by Anonymous @ 67.2.1.131 on Aug 16 2002 12:07 AM  
Its a great game. It hard but after you are done playing other simulator games will be childs play.
 
[Reply]

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