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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, 49767 views, last view: 12/09/2021 04:10

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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#58: Re: WOAH

by Lydi on 09/01/2009 03:47, refers to #57

also can you import characters???

reply to this message

#59: Re: WOAH

by kripken on 09/02/2009 14:16, refers to #58

@Lydi:

You can import the same models as in sauerbraten, basically (but the cfg files are in a different format).

reply to this message

#60: ..

by BuRnItDoWn on 09/02/2009 23:30

Will there be a release soon? I want to try this out, but don't really have much time except for in the first quarter of my school, so...

reply to this message

#61: Re:Re: WOAH

by Lydi on 09/03/2009 07:42, refers to #59

ok..ill try .md2

reply to this message

#62: Re: ..

by kripken on 09/03/2009 10:10, refers to #60

@BuRnItDoWn:

Our plan is for a release candidate near the end of this month. Hopefully things will go ok :)

reply to this message

#63: ..

by BuRnItDoWn on 09/03/2009 13:06

Sweet. I can't wait to try this out. The turrets will be an awesome addition.

reply to this message

#64: ..

by peeler on 09/14/2009 03:43

Would you be interested in making a modern themed shooter, something like what AssaultCube is for Cube?

I have made several hudgun models I am willing to release as CC-BY-SA. A few of them as well as a player model (which is VERY much a WIP) can be viewed here:

http://www.majhost.com/cgi-bin/gallery.cgi?f=211090

All the hudguns are around ~1800 tris which may be over your desired limit.

reply to this message

#65: Re: ..

by kripken on 09/15/2009 11:56, refers to #64

@peeler:

Sure, that sounds like a cool project to do, I'd definitely help out with that.

Those models look great, but yeah, poly counts may be a bit high for most hardware. Anyhow, it would be up to you, if you are ok with only high-end hardware running your mod, the platform won't stand in your way. Our goal is to let everyone make whatever mods they want.

reply to this message

#66: ..

by Lydi on 09/16/2009 21:17

@peeler
wow nice work peeler
that looks really nice...keep up good work

reply to this message

#67: ..

by peeler on 09/19/2009 05:00

Hmm, those were tested out with Blood Frontier, which doesn't differentiate between first person and world models (that I can tell). If I remove backfaces that won't be seen in first person, I can reduce the tri counts a great deal, and then make low LOD meshes for thirdperson use. I'd have to redo the UV maps though to make use of the extra space.

I know a lot more now and can produce better models in less time, with baked normal maps. So I think that I will start brand new models, with an eye towards separate firstperson and thirdperson models, instead of adapting the ones seen there. I expect to be able to reduce triangle counts while increasing visible detail, but it'll take some time.

I can model, map, texture, and make some simple sounds, but can't code any new features which has been my biggest obstacle thus far. I don't want to write a "wishlist", but I do have some features in mind and want to know how feasible they are.
-Crouching,
-Hitboxes for head, arms, and legs,
-Reloading weapons,
Things that would be really great:
-Alternate fire modes (semi, burst, auto)
-Possibly ironsights? This one could be difficult to implement.

reply to this message

#68: Re: ..

by kripken on 09/19/2009 15:31, refers to #67

@peeler:

Probably the trickiest features in that list would be crouching and ironsights. On the other hand reloading and hitboxes should not be a problem for me to implement, and would be a lot of fun.

reply to this message

#69: ..

by BuRnItDoWn on 09/19/2009 18:25

Dang... I love crouching. It maks yout pife a whole lot easier, and if it is a press to crouch, release to stand crouch, you can teabag, possibly the best part of the original Halo.

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#70: Re: Crouching

by tentus_ on 09/19/2009 19:16, refers to #69

I really don't understand that. Is teabagging really that fun? Does ducking behind cover really make the game that much more immersive?

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#71: hey can i help?

by Blarget2 on 09/19/2009 19:20

im really good at gaming.
if you want i can show you my work, and i can change my building style to your needs.

reply to this message

#72: Re: Crouching

by BuRnItDoWn on 09/21/2009 22:24, refers to #70

Teabagging is really fun if someone on your team pisses you off Just TK them and teabag away. But it is good to crouch, because you can hide more easily and pop up from nowhere randomly.

reply to this message

#73: Re: Crouching

by baby~rabbit on 09/21/2009 23:56, refers to #72

Given the general hatred of camping that one experiences in mulitplayer sauerbraten, it's hard to see that crouching would make people happier... imho

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#74: Re: Crouching

by |ice|sub-zero|L on 09/22/2009 06:10, refers to #73

@baby~rabbit: well the whole "i hate campers" deal is kinda simmering down. @BuRnItDoWn: even though your pissed at your teammate (even if he/she accedently TK'ed you) what good does it do when you TK them back, no the idea is to use it for such places that you cannot fit without doing such, and to have a better view of what your shooting without getting shot as easily. as for me, although i like the crouching idea, it has one minor flaw, if you can snipe without crouching then its totaly useless, unless of course when your standing still with the rifle you slightly move from side to side as your standing so you can't shoot as well but when crouching you don't shift at all... anyone agree?

reply to this message

#75: Re: Crouching

by tentus_ on 09/22/2009 06:43, refers to #74

I would say that the anti-camping sect is stronger than ever, with games like metal gear online giving plenty of outlets to people who like that kind of thing. The crouchless competition is extremely slim.

Any change to how you currently shoot the rifle is a terrible idea. It's already an inferior weapon, but plenty fun.

reply to this message

#76: Re: Crouching

by BuRnItDoWn on 09/22/2009 23:02, refers to #74

You people hurt my heart...

reply to this message

#77: can i help?

by Blarget2 on 09/23/2009 00:18

im vary good in this stuff.
i love to make stuff, and i have to much time on my hands.

reply to this message

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