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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, 49761 views, last view: 12/09/2021 02:34

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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#35: Re: maps

by kripken on 07/15/2009 21:05, refers to #34

@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

by SheeEttin on 07/15/2009 21:43, refers to #35

Perhaps you could make an import command?

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#37: Re: maps

by Marwo on 07/15/2009 23:22, refers to #35

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

by SheeEttin on 07/16/2009 00:14, refers to #37

I don't think texture resolution should affect FPS... Mostly just the amount of memory consumed.

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#39: ..

by Aspartame on 07/16/2009 06:02

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

by kripken on 07/16/2009 06:15, refers to #36

@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

by kripken on 07/16/2009 06:18, refers to #37

@Marwo:

Ok, you can send me the map by email (kripkensteiner - AT - gmail.com).

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#42: Re: maps

by Marwo on 07/16/2009 20:05, refers to #41

I tryed to email you the map, but the map file is to big and the zip only comprimized it 1 kb for some reason i dont know.
but il try to finish a bit more of the geometrical work in sauer and then upload it somewhere when im back home in some days.

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#43: Syntensity Mapping

by Redon2 on 07/21/2009 22:24

I'm surprised I didn't really notice this project before, what you did looks really nice!
I'd love to help you with this project in mapping, I think the new possibilities will give me tons of inspiration for maps! You can take a look at some of my maps on quadropolis if you're interested, I have much experience at both mapping and cube-scripting.
Did I understand you right, that all the "API" platforms, triggers and doors work in multiplayer? Then I also have some ideas (,as requested in you initial post,) what the mp gameplay could look like: Something based on Objectives like Wolfenstein ET, to make it a bit diffrent from Sauer. So instead of only team death matches or always CTF, there will be certain conditions that need to be fulfilled to win the game.

Please tell me if you think I can help you with Syntensity. :)

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#44: Re: Syntensity Mapping

by kripken on 07/22/2009 09:27, refers to #43

@Redon2:

Yes, everything here works in multiplayer, the entire API (including everything in the screenshots and videos). In fact there is only one 'mode', which is multiplayer: A 'singleplayer' game would be a normal game that only lets one person connect ;)

It would be great if you could work on a map/game with this engine! I've seen your earlier maps and I think they are very good.

I'm not familiar with Wolfenstein ET, but definitely new gameplay rules, like objectives, sounds like an interesting thing to try out.

We can talk here or on IRC about ideas, whichever is convenient.

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#45: ..

by SheeEttin on 07/28/2009 03:54

I'd like to try playing with the engine, but it seems to crash when trying to load the map ("could not read map packages/base/storming/map.ogz")...

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#46: Re: ..

by kripken on 07/28/2009 07:15, refers to #45

@SheeEttin: How are you trying to load the map? If you are following the instructions in README-standalone.txt, then I guess there's a bug (which is strange, it works over here).

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#47: Re: ..

by SheeEttin on 07/28/2009 07:32, refers to #46

Here's the full game output, plus GDB backtrace: http://pastebin.com/f2781121e
(This is BZR rev 459, the latest as of writing.)

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#48: Re: ..

by kripken on 07/28/2009 13:14, refers to #47

@SheeEttin:

Ok, and what exactly did you do in the client? I see that you got an incorrect username/password error, so how did you try to load the map?

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#49: Re: ..

by SheeEttin on 07/29/2009 08:16, refers to #48

Same way it's described in README-standalone.txt. Bring up the servers, log in (the incorrect password you see was me entering an incorrect password :P), and hit local connection. This is where it crashes, every time.

I tried changing the map in the server console (to storming), and, after figuring out the arguments to set_map(), the server loaded it fine:

>>> set_map("storming", "tar.gz")
[[WARNING]] - Not using master session on server! FIXME
Saving metadata to:local/server/metadata/base/storming.tar.gz
[[WARNING]] - (init) ApplicationManager.setApplicationClass was not called, this is the DummyApplication running.
[[WARNING]] - Application.init: You should override this, and there is no need to call the ancestor. This should never run.
[[ERROR]] - Invalid class: AIBase
[[ERROR]] - Invalid class: GamePlayer
[[WARNING]] - Application.init: You should override this, and there is no need to call the ancestor. This should never run.
|----------| recalculating geometry...

[[MAP LOADING]] - Success.
True
>>>

...and then I tried connecting, and the client crashed. ("Retrieving asset info..." is the last thing I see the loading bar say.)

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#50: Re: ..

by kripken on 07/29/2009 15:34, refers to #49

@SheeEttin:

Weird. Can you change the logging level to DEBUG (in local/client/settings.cfg, by default it is WARNING), then try to enter the map with the client, and show me the output? The DEBUG messages might help me figure out what's going on.

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#51: Re: ..

by SheeEttin on 07/29/2009 23:26, refers to #50

http://pastebin.com/f1d42aae5

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#52: ..

by Aspartame on 07/30/2009 03:26

how come i cannot access the website anymore?

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#53: Re: ..

by kripken on 07/30/2009 06:42, refers to #51

@SheeEttin:

From the beginning of the log, it seems you ran the client using the '-q' parameter, or in some other way differently than what the README-standalone.txt file says, which is

./intensityengine_client.sh local/client/

If that is the case, then it might explain the problem: It can't find the right home directory, local/client, which contains the files.

@Aspartame:

Yeah, there was a problem with the hosting company for a few hours. It is back up now.

reply to this message

#54: ..

by WakeField on 08/12/2009 04:32

i see that a map was created for the game, so does that mean the release is near? Or will it be a while longer?

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