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Free (as in freedom) open source clone of the Age of Empires II engine 🚀
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TheJJ Merge pull request #1264 from simonsan/buildsystem/Bump-CMake-Version
Bump CMake version to 3.16, buildsystem update to Python search
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run.py.in buildsystem: move `run.py` to build directory Feb 27, 2019

README.md

openage

openage: a volunteer project to create a free engine clone of the Genie Engine used by Age of Empires, Age of Empires II (HD) and Star Wars: Galactic Battlegrounds, comparable to projects like OpenMW, OpenRA, OpenSAGE, OpenTTD and OpenRCT2. At the moment we focus our efforts on the integration of Age of Empires II, while being primarily aimed at POSIX platforms such as GNU/Linux.

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 or AoE II: HD installation (via Wine or Steam-Linux).

github stars #sfttech on Freenode #sfttech on matrix.org quality badge

Contact

Contact Where?
Issue Tracker SFTtech/openage
Development Blog blog.openage.sft.mx
Forum reddit /r/openage
Matrix Chat #sfttech:matrix.org
IRC Chat irc.freenode.net #sfttech
Money Sink money sink

Technical foundation

Technology Component
C++17 Engine core
Python3 Scripting, media conversion, in-game console, code generation
Qt5 Graphical user interface
Cython Glue code
CMake Build system
OpenGL3.3 Rendering, shaders
SDL2 Cross-platform Audio/Input/Window handling
Opus Audio codec
nyan Content Configuration and Modding
Humans Mixing together all of the above

Goals

  • 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

Installation Packages

Supported Platforms: Linux, Windows 10, MacOS X 10.14

  • For Linux check at repology if your distribution has any packages available or here for any future updates on *.deb and AppImage packages.

  • For Windows check our release page for the latest installer or here for nightly builds.

    NOTE: If you have any problems starting conversion or starting openage take a look into the package instructions and our troubleshooting guide.

    NOTE: For MacOSX we currently don't have any packages.

Dependencies, Building and Running

Operating System Build status
Debian Sid Todo: Kevin #11
MacOSX 10.14 Build Status
Windows 10 - x64 Build status
  • 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 our troubleshooting guide, the contact section or the bug tracker.

Contributing

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

Guidelines:

  • No bug reports 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.

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 get outdated when code changes.

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.

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