Free (as in freedom) open source clone of the Age of Empires II engine :rocket:

Clone this repo:
  1. a7c98af Merge pull request #809 from FolkertVanVerseveld/doc_aoe by Jonas Jelten · 6 years ago master
  2. d4c71b0 doc/reverse_engineering/scoring: Clarified equalities by Folkert van Verseveld · 6 years ago
  3. ede7621 doc/reverse_engineering: AoE I scoring and civilizations by Folkert van Verseveld · 6 years ago
  4. 7a5f478 doc/reverse_engineering/unit_stats: AoE I units (wip) by Folkert van Verseveld · 6 years ago
  5. 277af48 Merge pull request #849 from Vtec234/cvar-pyt by Jonas Jelten · 6 years ago

openage

openage: a volunteer project to create a free engine clone of Age of Empires II, primarily aimed at POSIX platforms such as GNU/Linux, comparable in its goals to projects like OpenMW, OpenRA, OpenTTD and OpenRCT2

openage uses the original game assets (such as sounds and graphics), but (for obvious reasons) doesn't ship them. To play, you require an original AoE II : TC installation or AoE II: HD (installation via Wine or Steam-Linux).

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/r/openage forum

The foundation of openage:

TechnologyComponent
C++14Engine core
Python3Scripting, media conversion, in-game console, code generation
Qt5Graphical user interface
CythonGlue code
CMakeBuild system
OpenGL2.1Rendering, shaders
SDL2Cross-platform Audio/Input/Window handling
OpusAudio codec
HumansMixing together all of the above

Our goals include:

  • Fully authentic look and feel
    • This can only be approximated, since the behaviour of the original game is mostly undocumented, and guessing/experimenting can only get you this close
    • We will not implement useless artificial limitations (max 30 selectable units...)
  • Multiplayer (obviously)
  • Matchmaking and ranking with a haskell masterserver
  • Optionally, improvements over the original game
  • AI scripting in Python, you can use machine learning
  • Re-creating free game assets
  • An easily-moddable content format: nyan yet another notation
  • An integrated Python console and API, comparable to blender
  • Awesome infrastructure such as our own Kevin CI service

But beware, for sanity reasons:

  • No network compatibility with the original game. You really wanna have the same problems again?
  • No binary compatibility with the original game. A one-way script to convert maps/savegames/missions to openage is planned though.

Current State of the Project

Dependencies, Building and Running

  • How do I get this to run on my box?

  • I compiled everything. Now how do I run it?

    • Execute ./run.
    • The convert script will transform original assets into openage formats, which are a lot saner and more moddable.
    • Use your brain and react to the things you'll see.
  • Waaaaaah! It

    • segfaults
    • prints error messages I don't want to read
    • ate my dog

All of those are features, not bugs.

To turn them off, use ./run --dont-segfault --no-errors --dont-eat-dog.

If this still does not help, try the contact section or the bug tracker.

Development Process

What does openage development look like in practice?

Can I help?

All documentation is also in this repo:

  • Code documentation is embedded in the sources for Doxygen (see doc readme).
  • Have a look at the doc directory. This folder tends to outdate when code changes.

OS X Version

Running openage on OS X worked in the past, and might or might not work right now.

Setting up continuous integration for this platform has some complications. Running a hackintosh VM seems to be not so legal, while buying dedicated hardware for it seems to be not so cheap. If you know of a legal and cost-free way of doing so or want to sponsor a semi-recent Mac Mini, please open a ticket in our issue tracker. Until then, PRs untested on OS X will make their way into the master branch und occasional breakage will occur.

Windows Version

None of us uses Windows, so a port has low priority.

However, we're using cross-platform libraries wherever possible, so a port should be "pretty easy" to accomplish.

If you want to beat us to it, go for it!

Contributing

  • Being typical computer science students, we hate people.
  • Please don't contact us.
  • Nobody likes Age of Empires anyway.
  • None of you is interested in making openage more awesome anyway.
  • We don't want a community.
  • Don't even think about trying to help.

Guidelines:

  • No bugreports or feature requests, the game is perfect as is.
  • Don't try to fix any bugs, see above.
  • Don't implement any features, your code is crap.
  • Don't even think about sending a pull request.
  • Please ignore the easy tasks that could just be done.
  • Absolutely never ever participate in this boring community.
  • Don't note the irony, you idiot.

To prevent accidental violation of one of those guidelines, you should never

cheers, happy hecking.

Contact

Most of the developers hang around on our IRC channel (#sfttech on freenode.net). Alternatively, you can join #sfttech:matrix.org, which is bridged to the IRC channel. Do not hesitate to ping us, we might not see your message otherwise.

For all technical discussion (ideas, problems, ...), use the issue tracker! It's like a mailing list.

For all interactive chit-chat, use our /r/openage subreddit!

License

GNU GPLv3 or later; see copying.md and legal/GPLv3.

I know that probably nobody is ever gonna look at the copying.md file, but if you want to contribute code to openage, please take the time to skim through it and add yourself to the authors list.