A 3D (openGL) tank game based loosely on
scorched earth (or the newer
xscorch), but including
a single player element. The goal is to kill the other tanks and as much
terrain as possible. A project goal is to add useless objects in that can
be additionally destroyed, like buildings, alien artifacts and of course,
defenseless baby bunnies.
A long break... Added the plea for help with the Vodoo? bug.
Release 0.2.10, has more efficient and better looking smoke trails. Also improved
pointer and background in start menu.
Arrgh! A nasty typo in 0.2.8, so here's 0.2.9.
Seems I introduced more bugs with that last release... BIG fixes,
segfault when firing multiple projectile weapons, and non-display of destroyed
Released version 0.2.7. Highlights include -- Adding a small tank on the HUD, increases in
framerate due to optimisations in lighting and map code, smoke trails are now solid instead
Released version 0.2.6. Includes better mouse support in the menus, and fixes
a bug that causes natow to crash after the second round.
Released version 0.2.5. Along with loads of bugfixes, notable changes are:
Since this release has taken so long, in the future we'll try to release more frequently.
- AI players now fully working (at a basic level)
- Three textures for each tank
- New logo
- Can select some menus with the mouse
- Game pauses if cursor leaves screen
- Screen fading
- About screen
- Player order now randomized each turn
- Map reshaded between rounds
- Added in foot level
Released version 0.2.4, now has support for GLASS
+ minor bug fixes.
Released 0.2.3, Improved key-config, disabled blast marks (too slow), fixed blast size bug,
added in two new weapons, flea shell, and sparkler shell.
Released 0.2.2, fixes some bugs...
Released version 0.2.1, important changes -- video config bug fixed, tanks can
now move _or_ shoot, optimised projectile code, improved tank physics. Note that
the keyconfig file format has changed, so remove ~/.natow/keyrc.
Released version 0.2.0, Yannick Perret
has joined the team, and we've been doing a lot of work on it. I just hadn't got around to
releasing this version so it's ridiculously different from the previous one! Far
too much to state here, so see the Changelog... Most importantly, you can play a full game!
Released version 0.1.8, added fading smoke trails, fixed bug from debugging code...
Released version 0.1.7, has tank damage, nice looking explosions that cause the camera to
Released version 0.1.6, now with the munitions system, makes creation of weapons easy,
see the munitions file for details.
Released version 0.1.5 (I'm working on NATOW again after taking a break and working on
glote). Many fixes, it's getting much better!
Applied for project at sourceforge, did website. Decided on name...
see the irc session when we came to a decision (reverb
The idea behind n.a.t.o.w is to continue the tradition of mindless
destruction pioneered by games like scorched earth into the twenty-first
century. Sure 2D was fine in the old days, but in 3D there's just more
room for larger explosions! And also in the tradition of scorched earth,
it's not just about blowing the crap out of your friends. The whole
map is destructable, and in the future we'll make use of those annoying
stray shots by giving them something to hit... houses, trees, bunnies...
anything to keep the amusement high.
a.k.a Robert Ancell
Other projects by neutronium are
glass (openGL Articulated
Structure System), and glote
(GLASS Object Three-d Editor).
a.k.a Yannick Perret
a.k.a. Joel Pitt
Other projects by extropy are Biobox (an
alife sim similar to soda constructor).
a.k.a David Crompton
No one really nows what this guy does, and no one knows what mtl stands
for either. He is also refered to as being "very lazy".
Other projects are... not likely! He's too lazy!
It's really important if you've found a bug that you tell us, otherwise
chances are no-one will! Send bug reports the
n.a.t.o.w development list
, that way you're guranteed a reply.
Remeber open-source is a community thing, your feedback is a lot of
help as it's not unknown for us to miss very large bugs!
Include in a bug report as much information as possible, like how the
bug occured, if it's repeatable, and how so, what the (text) output
of natow was etc. The more the better! For those unfamiliar with
programming, "Segmentation fault" is a very common bug, and tells
us nothing on its own, so say how you got it.
Any feedback is welcome, not just bugs. Send us your ideas/questions/comments.
If you get a really good screenshot, send it in to us!
To get n.a.t.o.w going you'll need to get four source packages.
The first is the
you'll then need the
package, which contains the logo textures/fonts etc. You'll then need some
and finally some
(if you're using GLASS). Not all these files will be the same version, as the source code
changes more often than the images.
GLASS is by default enabled in n.a.t.o.w.
To disable GLASS, edit the file in the source code package src/Makefile, and remove the
words -DUSE_GLASS and -lglass from the lines:
CFLAGS = -O2 -Wall -g -DUSE_GLASS
LIBS = -L/usr/lib -lGL -lglut -lGLU -lm -L/usr/X11R6/lib -lXi -lXmu -lglass
Get a version >1.1.2 from glass.sourceforge.net.
Once you've got the packages you need to unpack them. First unpack the source code:
$ tar xfvz natow-VERSION.tar.gz
Unpack the image files:
Note there's an error here, the images and level tarballs will unpack into their
own natow-OLD_VERSION dir, so just copy the contents to the natow-VERSION dir
$ tar xfvz natow-images-VERSION.tar.gz
Unpack the level files:
$ tar xfvz natow-levels-VERSION.tar.gz
Change to the directory it makes:
$ cd natow-VERSION/
Unpack the models:
$ tar xfvz natow-models-VERSION.tar.gz
Compile the game:
And that's all there is to it!
There may be a problem with n.a.t.o.w and the Voodoo3... The problem involves the images
not being correctly loaded/displayed, and instead drawn as white triangles. If you have
a Voodoo and/or are experiencing these problems please send what system you have and any
extra info to the mailing list.
If anyone knows what the problem/solution is please also contact us. Thanks.
Until we get a working version with game elements in it, we probably won't
bother packing n.a.t.o.w. into an .deb/.rpm etc. If anyone wants to package it themselves
then that's great, just mail us and we'll make them availiable here.
Note: there's no gurantee that the above files are the latest so it's best to
check out the availiable versions from the
and tell us if we haven't updated this page.
Also check out our cvs tree
It may be that the version in CVS is much better than the release!
To access CVS anonymously: (Once you have CVS/ssh)
$ cd YOUR_SOURCES_DIR
$ cvs -d:pserver:email@example.com:/cvsroot/natow login
$ cvs -z8 -d:pserver:firstname.lastname@example.org:/cvsroot/natow co natow
An appropriate value for YOUR_SOURCES_DIR is ~/cvs for instance.
When prompted for a password simply hit ENTER.
There's a lot of other good 3D open-source game projects out there, some of which I
got ideas and code from. If you know of another good one, tell us and we'll add it
(descriptions done by Robert)
A snowboarding style game with Tux racing down a mountain on his belley. Lots of work done
on it, very playable. I got the landscape file loading code for n.a.t.o.w. from here.
Requires hardware support
Tuxedo T Penguin - A quest for herring
An openGL adventure game with you as Tux (again). The game seems to be well started, but
not with elaborate levels. Requires hardware support.
A simple lightcycle game from the movie Tron. Only just playable without hardware support
(With all details at minimum).
Another Tron/Lightcycle game. More detailed than glTron. Multiplayer support. More playable
than glTron without hardware support.
A multiplayer tank deathmatch game. Just playable without hardware support.
A space combat game. Has a reasonable single player campaign. The first openGL program I
looked at the source. Semi-playable with no hardware support (set to ultra low detail).
3D chess. One of my projects. Playable without hardware support.
Tank Hill eXtreme
Another 3D scorched earth. A little ugly, but playable. Includes sound. Is
easy on your 3D hardware. Written in C++.