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Call for Mappers [Intensity Engine]

by kripken on 06/28/2009 12:41, 104 messages, last message: 09/29/2009 09:14, 60750 views, last view: 05/18/2024 21:46

Hello everyone,

I'm looking for good mappers to work with on maps for the Intensity Engine, an open source project of mine that is based on Sauerbraten. After a year of development, the Intensity Engine code is fairly stable, and almost ready for a 1.0 release, so what I'm focused on now is adding an example game (or games).

Why should you do this? Because cool stuff can be made :) Here are example videos showing some things that are possible in the Intensity Engine:

http://www.youtube.com/watch?v=-7iq3ZxD5hw
http://www.youtube.com/watch?v=1gGe_pIV7cU

The Intensity Engine extends Sauerbraten with a very flexible API. In the first example some scripts use that API to make two automatic gun turrets, which face towards the closest player and shoot at him/her (it would be easy to make it so the turrets can be temporarily disabled when a player clicks a button, etc.). In the second an 'eye' is created by a script that generates some particle effects; the eye is only shown when someone is on top of the tower. A lot of other stuff is possible with the API, like for example doors that are controlled by scripts, special weapons that are only usable in certain areas in the map, etc. etc.

So, as I said above, the engine is almost finished, and now I want to create a game (or games) for the upcoming 1.0 release. The best sort of person to work with me on this would be someone that is both a good mapper and has a good idea for a game, because just one or the other might not get us far: My own mapping skills are poor, and my game ideas aren't much better - currently the top one I have is "insta ctf + automatic gun towers near the flags" ;) In other words, I can do all the coding, but an idea + mapping are really needed.

Here are some relevant things about this project:

- Changes to maps in the Intensity Engine can go live immediately: No need to download and install map files, or to compile anything, or to wait for a new release. When you upload changes to your map (which takes 1 click, well, 2 to click "I'm sure"), immediately after that all games using that map will use that latest version, streamed from the asset servers. This means that whatever maps we create, will immediately be playable by people that have the Intensity Engine client.
- I really want all content to be CC-BY-SA - in other words, no NC or other limitations - so that all content is reusable, both in the Intensity Engine and also in Sauerbraten and other Cube 2 based games. However, if you are absolutely not willing to use this license for your map, talk to me, maybe we can figure something out.
- Due to only using non-limiting content, we have fewer textures, mapmodels, etc., than Sauerbraten. I think we have enough to start with, and more is being added, but do not expect the same stuff as in Sauerbraten.
- In particular, there are currently no hudmodels, and I am thinking about making the first games in thirdperson (simpler for various reasons) - I implemented better thirdperson camera control to make that possible. But, if you want a firstperson game, it's possible, so long as we can find CC-BY-SA licensed hudmodels for it.
- As already mentioned the Intensity Engine is open source. Syntensity, which is the active server infrastructure (running master server + game servers + asset servers) is free to use and open source (everything but part of the master server, but that too will be open sourced soon). As running Syntensity costs me money, I'm looking for ways to make it self sustaining (while remaining free and open source), like getting funding somehow, or showing ads. Very possibly this won't work out anyhow, but I'm mentioning it here so I don't surprise anyone later on in the unlikely event that it does.
- Importing maps from Sauerbraten is possible, if you have a map of yours from there that you want to use as a starting point. The import requires some manual fiddling, but I can do that for you.
- While the Intensity Engine code is fairly stable, it is still changing fast enough that it doesn't make sense to release binary builds. Compiling the engine from source isn't that hard, and I will of course help, but if you aren't comfortable with that then you should probably wait for the 1.0 release.
- The engine currently compiles and runs on Windows and Linux. I haven't been able to test on OS X as I lack a suitable machine. But all the code is cross-platform, so there should be no problem (help is welcome).
- Bugs exist, hopefully not too many at this point, but still.

Some technical features of the Intensity Engine, for those that care:

- Over 30,000 new lines of code, in C++, Python and JavaScript.
- Scripting is done in JavaScript, using Google V8 (the same fast engine used in the Chrome web browser), using a custom object oriented API.
- Scripts (and parts of scripts) can run on both client and server, whichever is best for the map (for example, the automatic gun turrets in the video above are managed on the server, and their projectiles also on the clients).
- Syntensity provides a central user account system, which should be very helpful to prevent cheating (however, you can run your own server infrastructure, if you want - the code is available, and see README-standalone.txt for details on how to do it).

Links:

http://www.intensityengine.com
http://www.syntensity.com
http://syntensity.blogspot.com/

Feel free to ask me any questions, either here, or on IRC (I'm in the sauerbraten channel, and also #intensityengine on FreeNode).

- Kripken

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#1: Question

by WayneX on 06/28/2009 16:57

Will we be able to make episodic single player games with it and maybe even cutscenes?

reply to this message

#2: ..

by Osbios on 06/28/2009 19:54

The v8 java engine won't work on my 64bit ubuntu. It only works with 32bit x86 and arm...

reply to this message

#3: Re: Question

by kripken on 06/28/2009 20:05, refers to #1

WayneX: Single player is possible (as well as cooperative multiplayer), and you can write scripts to do stuff like doors, items (that the player can do stuff with), special notices on the HUD, etc. If you have specific stuff in mind that you'd like for SP, ask me and I'll tell you if its possible or not.

Cutscenes are mostly possible, needs a tiny change or two in the engine itself, but I can do that if there's an interest.

The only current problem with single player is that to run entirely locally you'd need to run a separate client and server. That can be done by a batch file/shell script, but the issue is that the user would need to tell their firewall to allow the server use its port. The reason this is clunky like that is because I've been focused on multiplayer stuff, eventually I will get around to fixing it.

reply to this message

#4: Re: ..

by kripken on 06/28/2009 20:06, refers to #2

Osbios: That's true, while a lot of work has been done for x64 in V8, it isn't there yet. In the meanwhile 64-bit users can compile using 32-bit libraries (an annoyance, I know, but hopefully not necessary for much longer).

reply to this message

#5: ..

by Osbios on 06/28/2009 20:17

@kripken: And how am I supposed to force ld to link a 32bit to a 64bit programm??
I didn't try to mix up 32 and 64 bit so far...

Thats the error output if I run scons:

...
/usr/bin/ld: skipping incompatible src/thirdparty/v8/libv8.a when searching for -lv8
/usr/bin/ld: cannot find -lv8
collect2: ld returned 1 exit status
scons: *** [build/Intensity_CClient] Error 1
scons: building terminated because of errors.

reply to this message

#6: Re: ..

by kripken on 06/28/2009 20:57, refers to #5

@Osbios: I'm actually not very knowledgeable about this, and I don't have a 64-bit installation to test on - sorry. But from what I have heard, you need to build an entirely 32-bit application. Which means you need to install 32-bit libs (some distros make that easy, I believe), and probably gcc-multilib. Then gcc has a -m32 flag for forcing 32-bit compilation. You might also need link flags to tell it to use the 32-bit libs (maybe a chroot environment?).

Again, I can't test this myself, and I don't really have much 64-bit experience - my apologies.

Maybe someone here that does know this stuff can help?

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#7: Re: ..

by kripken on 06/28/2009 20:59, refers to #5

This looks like a useful guide, particularly the 32/64 bit parts:

https://wiki.ubuntu.com/DebootstrapChroot

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#8: I can design levels.

by BionicCryonic on 06/28/2009 21:45

And get some ideas on the table. But I can only DESIGN the levels, texturing and such is my weak point.

reply to this message

#9: Alright, just installed it on Mac OS X

by BionicCryonic on 06/28/2009 22:06

I typed "bzr ... lp:instensityengine" in and it loaded up, and I've got the folder. Where do I find the thing thatt starts the game?

reply to this message

#10: Re: Alright, just installed it on Mac OS X

by kripken on 06/29/2009 06:46, refers to #9

BionicCryonic:

Ok, maybe we can find someone else that can do texturing.

About OS X, as I said in the original post, I haven't been able to test there (I don't own an Apple machine). So I don't know if it will work, maybe there are some small fixes needed in the code. But basically you can try to do what it says in COMPILE.txt: Install scons, and run 'scons' in the install directory. Probably you will need to get the necessary libraries (on Ubuntu this can be done with "sudo apt-get install bzr scons build-essential libsdl1.2-dev libsdl-image1.2-dev libsdl-mixer1.2-dev python-dev libboost-python1.35-dev zlib1g-dev" for example).

If you do get it to compile, then running it locally for testing can be done as it says in the README-standalone.txt file.

Let me know how it goes on OS X, I'm curious, and of course I'll try to help as much as I can. But I fear it will be hard to do without my having an OS X install myself.

reply to this message

#11: ..

by BuRnItDoWn on 06/29/2009 15:44

When is the expected release for the engine?

reply to this message

#12: Re: ..

by kripken on 06/29/2009 16:42, refers to #11

@BuRnItDoWn:

The 1.0 release will be as soon as there is one good map to play (the engine itself is essentially ready).

So hopefully soon.

reply to this message

#13: Re: ..

by WayneX on 06/29/2009 18:48, refers to #12

Why don't you make a release now and put the downloadable map later?

Is there any problem with that?

reply to this message

#14: Re: ..

by kripken on 06/30/2009 06:08, refers to #13

@WayneX:

One problem with that is if I announce a 1.0 release, then people might download it with high expectations, but once they run it they won't find anything to actually play, and think it sucks.

Also, I am sure that during the process of working on a good map with someone I will find some more bugs in the engine and fix them (which happened with other stuff I've been doing with the engine).

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#15: Re: ..

by WayneX on 06/30/2009 07:34, refers to #14

Yeah, Now I see your point now.

reply to this message

#16: ..

by geartrooper2 on 06/30/2009 21:43

I would like to make a plug for the Intensity engine of my own recognizance. This engine extends Sauerbraten to a mapper's dream. Turrets, people! And the quality of the textures used are very high. Everything is scriptable. EVERYTHING. If you can dream or have dreamt of ideas you wish you had available in Sauer, then I will crush your head if you don't map for Intensity.

reply to this message

#17: ..

by SephoD on 07/01/2009 10:54

Hey Kripken, I just wanted to congratulate you on your milestone. I have been watching your work for some time and I am most impressed. I am currently waiting on new hardware, but as soon as it is up and running, I will start work on an intensity map :)

Keep up the good work :)

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#18: Re: ..

by kripken on 07/01/2009 18:37, refers to #17

Hi SephoD, thanks, and looking forward to seeing your work :) Let me know if I can help in any way.

reply to this message

#19: ..

by marcpullen2 on 07/02/2009 22:42

I wish I had some free time, I'd love to do a map for this like my old Caves map or Crashed.

Caves:

http://www.quadropolis.us/node/715

Crashed:

http://www.quadropolis.us/node/998

I really dig the idea of Javascript type scripting. It gives me some ideas like what I did with my old QDOOM mod for the EDGE engine (DOOM 1 source mod).

Maybe some day. :)

reply to this message

#20: ..

by NDK on 07/04/2009 11:04

Ôèãíÿ

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