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Cube & Cube 2 FORUM
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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, 49764 views, last view: 12/09/2021 02:34 |
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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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Board Index

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#22: Re: Mmm Mmm!!!!!!!!!!1 |
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by kripken
on 07/08/2009 09:11, refers to #21
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Singleplayer would be very interesting to do, but generally it takes a lot more work than multiplayer. So I am focused on MP for now.
But if anyone wants to do a SP campaign, I'd certainly help. A lot of neat stuff can be done with this engine in SP.
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#23: Re: Mmm Mmm!!!!!!!!!!1 |
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by )FC($k!llz_
on 07/09/2009 05:21, refers to #22
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You may want to check out Iron Fist mod which is being developed for sauerbrate. This engine may be more sutable than sauerbraten.
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#24: Re: Mmm Mmm!!!!!!!!!!1 |
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by )FC($k!llz_
on 07/09/2009 05:22, refers to #23
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o yes, is scripting possible for aAI and cutscenes?
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#25: Re: Mmm Mmm!!!!!!!!!!1 |
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by kripken
on 07/09/2009 06:43, refers to #24
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You can script AI behavior. For example the gun turrets in the video are controlled by a simple script that tries to aim at the closest player. I didn't test anything very CPU intensive, though (even though Google V8 is used, this is JavaScript, so pathfinding and so forth might be slow).
There isn't a special API for cutscenes, but most of what you'd need already exists. If someone wants this I can implement it in a day or so.
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#26: .. |
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by blarg
on 07/13/2009 02:09
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How about a Team Fortress type game?
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#27: Re: .. |
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by kripken
on 07/13/2009 08:28, refers to #26
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That's a good idea, and the coding part wouldn't be a problem. But it would require someone to create models for the different classes, though, which I suspect would be an issue.
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#28: Re: .. |
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by Quin
on 07/13/2009 23:29, refers to #27
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Create first, and art will come later as people get interested. Try having simple colour variations on one model to start with maybe.
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#29: Re: .. |
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by kripken
on 07/14/2009 06:18, refers to #28
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Well, I've already created as much as I possibly can - all the code is ready, and there are enough models (but more would be nice). What I can't do myself is map... :)
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#30: maps |
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by Marwo
on 07/14/2009 18:21
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Hi, is there anything i need to download or anything i need to do to make maps for this engine? Im working on a large and detailed map in Sauerbraten now that i have no other plans with, so maybe it could fit in to this engine? but i gues i cant use sauerbratens textures then?
Anyway, im good at designing and being creative, but im not good at scripting and programing. I can do some maping for this engine if you would like.
If you want to se some of my work, then look at "Gothic" and "Gothic2" on quadropolis.
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#31: Re: maps |
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by kripken
on 07/14/2009 21:17, refers to #30
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@Marwo:
You would need to use this engine to map, not sauer, as things are a little different (from how mapping is done to the map format itself). At this point this involves compiling the engine as well, as every few days the code changes (so it doesn't make sense to release binary versions yet).
You can't use Sauerbraten textures I'm afraid, many/most of them are non-free. So just porting an existing sauer map is problematic, I've tried to do it myself once or twice, but re-texturing entire maps is kind of hard.
But with those issues in mind, I'd be really happy if you still want to do some mapping in this engine, as I like Gothic2 a lot :)
I would of course help with all the scripting stuff, and also if you want to try to port an existing map, I can do my best to help with the retexturing process.
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#32: Re: maps |
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by )FC($k!llz_
on 07/15/2009 03:06, refers to #31
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hey can u give me some tips on how to compile??
i downloaded all the neccesary stuff, ive read compile.txt, but i cant fugure is out
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#33: Re: maps |
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by kripken
on 07/15/2009 09:53, refers to #32
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@)FC($k!llz_:
Basically,
1. Get the source code using bazaar (get bazaar itself, and then 'bzr branch lp:intensityengine')
2. Get the dependencies (how depends on your operating system)
3. Run 'scons' to compile
Tell me what problem you ran into, during what stage of this process, and what operating system are you on, and I'll try to help.
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#34: Re: maps |
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by Marwo
on 07/15/2009 20:21, refers to #33
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I saw in the first post that its possible to somehow inport maps from sauerbraten to intensity.. its not possible anymore or..?
I have some nice map projects in sauer, so if i could get them in to intensity and retexture them there, it would be nice.
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#35: Re: maps |
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by kripken
on 07/15/2009 21:05, refers to #34
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@Marwo:
Oh, sorry if I misunderstood you before. Importing existing sauer maps is possible, but it requires some manual work.
The simplest way is to tell me what map you want to import and I'll do the importing for you. (After that you can retexture and so forth.)
Or, if you want to do it yourself, see the wiki: http://intensityengine.wikia.com/wiki/Content_Creation_(Mapping)#Importing_maps_from_Cube_2.2FSauerbraten - but really, it's best if you just let me do the importing for you ;)
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#36: Re: maps |
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by SheeEttin
on 07/15/2009 21:43, refers to #35
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Perhaps you could make an import command?
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#37: Re: maps |
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by Marwo
on 07/15/2009 23:22, refers to #35
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Sounds good!
The map im working on is a bit large and maybe a bit too detailed tho, so i wonder how it will run with textures that is higher resolution than in sauerbraten. And i didnt add any beta or anything of this map on quadropolis yet, cause im in china at the moment and the ".us" sites are all banned here. So i need to get back home to enter quad again!
But i can send the map to you somehow maybe (if the network here doesnt go nuts again XD)
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#38: Re: maps |
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by SheeEttin
on 07/16/2009 00:14, refers to #37
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I don't think texture resolution should affect FPS... Mostly just the amount of memory consumed.
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#39: .. |
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by Aspartame
on 07/16/2009 06:02
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o my god, this is the only good mod of sauerbraten i've seen (meaning the only one that has a chance against sauerbraten)! From the videos, screens and descriptions, I'm really excited now!!! I wonder why sauerbraten couldn't get as high-res textures and shadows.. Nice work!!! And if its not as great as i've made it out to be, good job for being extremely convincing!!
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#40: Re: maps |
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by kripken
on 07/16/2009 06:15, refers to #36
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@SheeEttin:
Yeah, I'll make the import process more automatic in the future, right now it's still a little experimental.
Basically the cube geometry can be imported as-is, but the entities use a very different system in the Intensity Engine, so that's where it's a little tricky.
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#41: Re: maps |
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by kripken
on 07/16/2009 06:18, refers to #37
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@Marwo:
Ok, you can send me the map by email (kripkensteiner - AT - gmail.com).
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