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Syntensity: Razanak

by kripken on 01/09/2010 12:43, 48 messages, last message: 01/19/2010 03:31, 5896 views, last view: 05/05/2024 01:25

We just launched a new game on Syntensity, called Razanak.

Features:
* Co-op gameplay, players vs. the enemies
* Robotic spiders that crawl on the walls
* Doors and keycards, with a semi-nonlinear plot
* 1 huge map
* Boss at the end of the level that is (hopefully) not too easy to kill
* Special areas with unique effects
* New textures, HUD images, cutscenes, etc.

YouTube Video: http://www.youtube.com/watch?v=1M80DN-5Xgk

Screenshot: http://www.syntensity.com/static/screenshot_226138.jpg (more screenshots here: http://www.syntensity.com/toplevel/screenshots/ )

You can get to Razanak from the Syntensity lobby. (Note that you need a recent build, which you can get here: http://www.syntensity.com/toplevel/download/ - btw, better installers are coming soon).

Like all games on Syntensity, you can mod Razanak - make other versions of the existing map, with small or big changes, or make entirely new maps. (If you want to do some modding and need help, I am on IRC, #sauerbraten on QuakeNet, or #syntensity on FreeNode.)

- kripken

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#29: Re: Kripken

by LeftClicker on 01/16/2010 21:02

I don't know what 10.6 comes with; I have the developer tools from Apple's website installed and have a directory on my computer called /Developer/Applications/Utilities/Python 2.6. I assume this IS indeed Python 2.6; it only contains and application called Build Applet.app though. I'm checking the wikis out.
@Matt: I'll try that.

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#30: Python

by LeftClicker on 01/16/2010 21:07

I just checked (type "python" in /Applications/Utilities/Terminal.app) and it gave me 2.6.1. Huh.

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#31: ..

by abs1nth on 01/16/2010 23:26

hm i got it to compile, but not run, quite easily. the cmake system really works better than scons last time.

1.) thirdparty/boost/boost misses "cast.hpp" and "numeric/"

2.) turn around the condition in CMakeLists.txt so that the linux path picks up mac too (instead of windows picking up mac)

3.) somehow add "/usr/X11/include" to the include path list (obviously this will not work for people who don't have X11 installed, but the standard glext doesn't work cause it doesn't have the weird PFNGL* stuff used all over the place)

4.) remove -Werror so that the warnings don't break the build

5.) somehow the path to the v8 dir with the library get fucked up and have ../../../ in front of them...

6.) add the files macutils.mm and SDLMain.h/m from sauerbraten

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#32: ..

by abs1nth on 01/16/2010 23:34

change

OSX = sys.platform.find("osx") != -1 # ??? FIXME


to

OSX = sys.platform.find("darwin") != -1

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#33: ..

by abs1nth on 01/16/2010 23:36

ok change in get_home_subdir() the relevant line to

if 'linux' in sys.platform or 'darwin' in sys.platform:


it launches now

reply to this message

#34: ..

by abs1nth on 01/16/2010 23:42

http://img42.imageshack.us/img42/590/bildschirmfoto20100116uf.png

reply to this message

#35: Compiling

by LeftClicker on 01/17/2010 02:14

Wow, sweet! What OS version, specs, etc are you using?

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#36: Re: ..

by kripken on 01/17/2010 09:31, refers to #34

@abs1nth:

Wow, great! :)

I committed the changes you mentioned, so it should work from git now.

About the X11 issue: This should also be an issue in sauer. Maybe they have a better solution for people without X11 installed? (which is optional in OS X?) Anyhow meanwhile I added it to the path as you said.

And I put the macutils.mm etc. files in src/osx_dev

- kripken

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#37: Re: Compiling

by abs1nth on 01/17/2010 14:11, refers to #35

>What OS version, specs, etc are you using?

10.6.2

>I committed the changes you mentioned, so it should work from git now.

i'll have a look.

>About the X11 issue: This should also be an issue in sauer.
>Maybe they have a better solution for people without X11 installed?
well they ship the necessary glext.h themselves.

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#38: Re: Compiling

by Quin on 01/17/2010 15:39, refers to #37

Also, you can't have OpenGL without being in X.

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#39: Re: Compiling

by kripken on 01/17/2010 15:53, refers to #37

@abs1nth:

Ok, I added the glext.h to src/include, and told CMake to look there for includes, so it should work now without putting X11 in the include path.

- kripken

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#40: ..

by abs1nth on 01/17/2010 17:11

>Also, you can't have OpenGL without being in X.

nah you must be confusing mac with linux


@ kripken
ok thx
i'll have more fixes soon, some things still aren't allright

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#41: Re: ..

by Quin on 01/17/2010 17:20, refers to #40

Yeah, that's what I was talking about. I'm not in any place to comment on OSX :P

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#42: ..

by abs1nth on 01/17/2010 17:47

0.) move include/glext.h to include/GL/glext.h so it actually is picked up

1.) please add
set(CMAKE_OSX_ARCHITECTURES "i386")
to the darwin path in CMakeLists.txt

2.) it still doesn't find the v8 lib. the root CMakeLists.txt adds -L"src/thirdparty/v8" but when the current directory is "src/server" for linking the server or "src/client" for linking the client the path isn't correct. the CMakeLists in server and client add "link_directories(../../../src/thirdparty/v8)" but this has one "../" to many to actually work.

3.) the files in osx_dev somehow must be added to the client and server targets...

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#43: Re: ..

by kripken on 01/17/2010 19:19, refers to #42

@abs1nth:

Ok, I made those changes.

Weird about the v8 lib, it works on Linux and Windows with ../../../. But anyhow, I added ../../ as well, so hopefully it will work everywhere now.

- kripken

reply to this message

#44: ..

by abs1nth on 01/17/2010 20:32

ok client builds now, server not since it also needs the files in osx_dev.

short rundown:
0.) this works on snow leopard, don't know about leopard.
1.) install SDL.framework, SDL_mixer.frameworks and SDL_image.framework in /Library/Frameworks
2.) install scons and cmake probably using MacPorts or Fink
3.) then just follow the linux build instructions
4.) the built file "Intensity_CClient" ends up in src/client/ . either copy it to "cbuild/src/client/" or start it directly


please remember while it compiles and runs now generating proper mac-like user-friendly binaries would be a lot more work.

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#45: Re: ..

by kripken on 01/18/2010 08:29, refers to #44

@abs1nth:

Thanks, that's great! :)

Ok, I added those instructions to the COMPILE.txt file. Also I added the osx_dev files to the server, so maybe it should build now too (but really the client is the critical thing, the server and master server are less important).

Btw, I guess you used 'make' here, and not a generated Xcode project file (just to be sure what I wrote in COMPILE.txt is correct)?

- kripken

reply to this message

#46: ..

by abs1nth on 01/18/2010 13:30

yes i used make now.

you could probably add to the instructions as first step:

1.) install the developer tools which are an optional install from the (snow) leopard dvd

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#47: Re: ..

by kripken on 01/18/2010 14:44, refers to #46

@abs1nth:

Added, thanks.

- kripken

reply to this message

#48: Developer Tools Download

by LeftClicker on 01/19/2010 03:31

> 1) Install the developer tools from the 10.5 and 1.6 install DVDs.
The developer tools and much more are also available at http://developer.apple.com/mac/ , for those who do not have their install DVDs.

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