View Full Version : OpenDungeons

April 4th, 2010, 19:00

OpenDungeons Official Forum

April 13th, 2010, 17:39
right 'information'
Links would be a better name

information would be like
"OpenDungeons in an open source remake of dungeon keeper"
but all i know of it is the name so i can't give information

A New Room
April 13th, 2010, 17:41
Links to places where you can get information?

May 27th, 2010, 02:55
Perhaps this?


The file I downloaded had only a map editor executable and didn't seem to work very well... :|

September 18th, 2010, 16:52
The trick is, you need to press `/~ (tilde) key, to open console, then type `nick your-nickname` and then `host` (without these quotation marks) to run something playable (with ability of digging, collecting gold, building rooms and some other already implemented features).

And, by the way, hello folks. I'm Dungeon Keeper fan from Poland, not engaged in OD project, but I (successfully) tried compiling and playing with it on my desktop yesterday, so when I saw this post I needed to answer ;-).

Oh, and there is a little guide to the controls on their wiki page: http://opendungeons.sourceforge.net/index.php/Game_controls

April 22nd, 2013, 08:59
114011411142I try to refresh this thread,

So far , so long we have made some progress with OpenDungeons --improving the controls , the Editor, the Console , adding new models , new terrain layout , and new traps.

Yet , still there is much to do , and even small task are lagging because of lack of developers and artists . So if you are small / big developer just pop into our forum for some tasks :) -- there are things as simple as splitting class into smaller functions , or model conversion from blender to ogre format .

For building try the current development branch :) .

Metal Gear Rex
April 22nd, 2013, 09:07
Little late for that. Missed the bus by a year or so. All the potential developers who were here have already moved to Subterranean Games following War for the Overworld.

April 22nd, 2013, 09:25
That's very bad after all , but a year or so I wasn't much involved in OD.
Maybe you can handle one spare developer :).

April 22nd, 2013, 11:10
Yeah badluck. You already missed the train. There will be a new one coming in a couple years if WFTOW gets abandoned.

April 22nd, 2013, 11:45
Not gonna happen. WftO is actually well-funded, has a large team and a critical mass in supporters. It is a much surer bet than any of these other projects built on wishful thinking which died before they started.

April 23rd, 2013, 04:52
WFTO has a history of 4 years of wishful thinking. just sayin'.

April 23rd, 2013, 04:54
Four years of wishful thinking whereby its future was far from certain. The fact that it eventuated is irrelevant.

The idea of WftO being casually abandoned today is laughable in contrast to then, and especially, to every other doom-fated attempt.

April 24th, 2013, 05:09
I'm saying that wfto could, or could not have happened, and the fact that it did is a mere chance. I don't understand why you bash this guy's attempt to start something.

And again, you miss the moint completely. WFTO was a doom-fated attempt. For 4 years. Then it evolved. Nothing holds this project to evolve. Nothing.

April 24th, 2013, 06:39
WFTO was doom-fated, and I followed it none-the-less. I acknowledge this and said as much just then - twice. I'm not bashing that or OpenDungeons which is why you don't understand why I am, because I'm not. Savvy?

What I'm getting at is that it has indeed evolved - and it should no longer be equated to a project which may or may not collapse at any point - or already has long ago - by treating it with the same fleeting or temporary disregard that KSS shows it. It has moved beyond that. It is happening. Read my first post as a reply to KSS, not paul.

Dark_Omega MK2
April 24th, 2013, 06:44
Yeah badluck. You already missed the train. There will be a new one coming in a couple years if WFTOW gets abandoned.

You are kidding, right?

April 24th, 2013, 08:06
Maybe I didn't make myself clear enough. WFTOW will get abandoned if all the developers die instantly the project gets unfunded and half of the fans leave. My way of saying, WFTOW won't die and if you miss the train you permantly missed the train.

April 24th, 2013, 12:51
Hey skarok. Wanna hear a story? One apon a time you died. the end. *sniffles* so touching everytime. OH and my contribution to this topic is I hope wtfo comes out. In australia. It probly will. none knows. Atleast I havn't bothered to check. Indeed.

May 2nd, 2013, 07:54
The fact that WFTO looks real doesn't make all other projects "missed" in any way.

I'd be happy to hear about OpenDungeons progress.
Even a single person could push an open-source project to a release. That's only the matter of motivation, and maybe little free time.

April 7th, 2016, 20:52

I am posting on this old thread to say that if some of you are interested, the OpenDungeons project is alive again
A new version 0.7.0 is about to be released and the game is already playable (in single player or multiplayer). The campaign has yet to be implemented but the main features are there with some playable levels.

If you are fan from Dungeon Keeper, it is worth a try ^^

April 7th, 2016, 21:42
You could have mentioned you are now on a different website: http://opendungeons.github.io/

April 7th, 2016, 22:44
Yes, indeed.
The website is:

The forum (feedback is always welcome):

If you want to have a look at the sources:

If you want to give a try, I recommend downloading the latest snapshot as last stable is a bit old since we are near a new one (and the snapshots are usually pretty stable):

September 6th, 2016, 09:17
Version 0.7 is released. (http://opendungeons.github.io/index.html)

Download here (http://opendungeons.github.io/downloads.html)or here (ftp://download.tuxfamily.org/opendungeons/).

Release notes here (https://github.com/OpenDungeons/OpenDungeons/blob/0.7.0/RELEASE-NOTES.md), highlights are:
Multiplayer lobby using a master server, to find other players all over the world
Animated main menu with scripted events!
Play voice-overs on some game events
Vastly improved creatures behaviour, including support for spell casting, elemental damage, better ranged behaviour, and many customisation features
New rooms: Arena, Bridges, Casino, Prison, Torture room
New creatures: Cultist, Elf, Dark Elf, Lava Spawn; Lich, Monk, Nature Monster, Rat, Roach, Skeleton
New spells: Defense, Eye of Evil, Slow, Strength, Weak