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Sauerbraten Open Source Project?

by Aardappel on 01/21/2004 04:40, 94 messages, last message: 03/18/2004 20:41, 43897 views, last view: 05/18/2024 21:37

This discussion is for determining whether there is interest, skill, and determination available in the Cube community to make Sauerbraten an Open Source project... as in, one with many contributors.

You probably all have seen Sauerbraten on my main page, if not: http://wouter.fov120.com/sauerbraten/index.html

It really is a wonderful concept if I may dare say so myself. It also requires quite a bit more work than cube did and involves significantly more complex algorithms. I have been torn what to do with it for quite a while. Between Cube (which I want to continue) and my new gamedesign projects and my job, I am not sure whether there will be enough time for me completing it entirely on my own.

Normally I simply write software, and then open source it once I am finished, with sauerbraten I will consider a new direction, and make it a open source project all along. If this is succesful I may even consider making cube an open project, though I don't know how yet.

I would like to hear everybodies input, especially that of serious potential contributors. And here lies a problem, as you are all aware of the many projects that have people apply to do great amounts of work for and then absolutely nothing happens. I don't want to have to deal with that. Not everyone will be able to commit to the project, only very serious, committed and qualified people. If no such people are available, Sauerbraten will remain closed.

Also I still am an arrogant bastard, and will expect those working on the project to follow my guidelines for the design of sauerbraten closely. It will thus be more of an open cathedral rather than a bazaar :) But hopefully those who see the quality of Cube & Sauerbraten see that as a good thing.

let the ideas flow...

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#55: Re: ..

by Aardappel on 02/28/2004 06:05, refers to #54

sorry, should have included the right dll.

So what card and what FPS? Sauerbraten's rendering is way more efficient than Cube, but it currently just renders everything, so the potential to go A LOT faster is there. Also that warning is important, it means that you're rendering out of system memory which is very slow.

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#56: Whoah

by pushplay on 02/28/2004 07:31

That's crazy.

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#57: ..

by staffy02 on 02/28/2004 09:13

i'm getting 45-70 fps in 800 by 600 mode on the less complex maps and about 20-30 in the complex ones. my graphics card is an intel 810 which has 16mb of video ram.

cube only ever got over 20 fps in 640 by 480 mode.

and btw my card doesn't support 32 bit colours or 1024 by 768 mode thats how old it is.

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#58: Nice

by SirLiveAlot. on 02/28/2004 09:58

That is one nice engine. Once the next version is out with being able to change textures and hopefully an undo button I would be able to make some maps. As it is I was ably to make a 2 story building http://www.deathillustrated.com/sirlivealot/sla-town.zip .

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#59: Cube and Sauerbraten

by fsmunoz on 02/28/2004 16:52

After reading about the FPS's above something poped to mind: in the long run what's to keep people using Cube? All the I've red describes Sauerbraten as "Cube 2", with many new possibilities and, to my knowledge, without any shortcoming compared to vannila Cube. If Sauerbraten will do everything that Cube can do, but apparently "better", is there any reason to stick with Cube?
Mind you, I really love Cube, just wondering what "feature" will make Cube more appropriate than Sauerbraten for some things.

cheers,

fsmunoz

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#60: Linux binary

by fsmunoz on 02/28/2004 17:58

BTW, when someone compiles the binary Linux version be sure to post it somewhere :)

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#61: Compiled and running!

by fsmunoz on 02/28/2004 18:42

Since the errors while building Sauerbraten seemed rather small (and indeed they are, since it's mainly thr Makefile that still uses some Cube references) I made some changes and it compiled and runned. To GNU/Linux users that want to compile but are getting errors:

o Some CLIENT_OBJS are missing or incorrect; some of them need to be altered to the new cpp name (e.g. cuberender -> octarender) and some of them are missing (e.g. octa.o). Just add them there.
o G++ barks at 2 lines in one of the files (renderparticles.cpp); what I did was to change the vec(...) that is passed to newparticles by creating a vec tmp = vec(...) and passing tmp in that function.

After that it compiled and runed; and I can only add that if the mapmaking capabilities of Cube are awesome, in Sauerbraten they are absolutly genial.

Best Regards,

fsmunoz

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#62: ..

by [BZRO]Pathegreat on 02/28/2004 18:57

sweet Aard i love it!

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#63: ..

by Aardappel on 02/28/2004 19:29

staffv02: its good to hear sauerbraten even does well on ancient machines. For those who do get bad performance on sauerbraten however, it will get a LOT better

fsmunoz: of course, eventually once sauerbraten matures, it will kick cubes ass and make it obsolete. But we're quite some time away from that moment. Right now cube has a lot going for it that sauerbraten doesn't have yet :)

email me the new make file and other linux changes required, and I will put them in CVS

sirlivealot: congratulations, you just made the first user-made sauerbraten map ;) But I think more can be done...

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#64: Haven't looked at it yet ...

by spentron-postcrash2 on 02/28/2004 20:48

... but sounds like everyone else is, must be ready for a look. Some thoughts simmer already ...

Cube vs. Sauer -- Cube works better than anything else for certain things, it's just we've already seen basically what that is. For example, a grid-grained complexity such as a "cubic cave" like the puddly one in Conundrum would be all but impractical in some engines.

Cube emphasizes simplicity and relies on it on a certain cerebral level for its appeal. I don't think adding a bunch of complex widgets to it would make sense. Another advantage is expediency. I have said I go through maps like food, so this originally appealled greatly to me. However, Cube doesn't happen in a gaming vacuum, and we mappers all tend to obsess over our creations, so this advantage is in fact limited.

Sauerbraten is, philosophically, a shift from that. Compared to existing full-featured engines, there is a slight limitation in creating geometry in exchange for an increase in directness of creation. The difference is far smaller. As long as added widgets have a certain "sauerbraten" flavor of also being not over-complex or indirect, adding complex features does not conflict with the character of it.

Now this "RPG" thing sort of bugs me. Saying "like Morrowind or Gothic" tells me nothing, I haven't played those games and don't plan to. I don't think this is bad if it added in the spirit of the philosophy I just stated -- this new engine is less about limitation and therefore no old feature, if still useful, must be given up in exchange for new.

staffy: I just told someone Cube wouldn't run on 810, find out something new ...

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#65: Re: Haven't looked at it yet ...

by Aardappel on 02/28/2004 21:15, refers to #64

I think you have the wrong impression of sauerbraten... its both simpler and more powerful than cube at the same time. It isn't complex at all. You will find that what you appreciate in mapping for cube to be even more so the case in sauerbraten.

The RPG is just an idea I have. The order of things is first an engine, then getting the base old cube gameplay working again, then looking forward to a new game. So there will definitely be a place for those preferring to stick with FPS gameplay.

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#66: Re: Haven't looked at it yet ...

by spentron-postcrash2 on 02/28/2004 22:59, refers to #65

Maybe I should have said Cube does just fine on some things. Also I agree the game aspect expansion is appropriate and shouldn't be considered a replacement, my point was expansion makes more sense for it than for Cube. And even that is sort of a misconception, possibly some RPGers could see Cube as ideal for limiting the 3D world (some sort of text/2D graft?).

Anyway looked at it, interesting.

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#67: sf cvs

by hungerburg on 02/29/2004 16:09

is missing enet/include directory.

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#68: linux patch

by hungerburg on 02/29/2004 16:31


fsmunoz hints to compile sauerbraten on linux as a patch: download it from http://arton.cunst.net/cube/sauerbraten-init-linux.patch

to apply, change to project root directory - where eg. the src dir is - and then patch -p1 </path/to/patchfile

the patch is made on files via cvs, with unix linefeeds - so it may mess up the files extracted from archive...

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#69: ..

by >driAn<. on 02/29/2004 20:55

looks great!

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#70: Re: linux patch

by D.plomat on 03/01/2004 09:52, refers to #68

Congrats fsmunoz and hungerburg, you were faster than me having it work on Linux ;)

The speed of the engine is good, and the overall aspect excellent

Looking at the test maps, this shows that this engine'll allow for immense maps and much more "vertical" ones :)

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#71: I like!

by Lethedethius on 03/08/2004 02:41

I like it, when you release this aard, what else do you plan on releasing? :), perhaps give cube it's own format for skins & weaponz ;), make it more unique :D

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#72: Re: I like!

by dcp on 03/08/2004 05:31, refers to #71

if he gives cube an unique model format, no one will be able to make models for cube anymore.

imho the .md2 format is absolutely sufficient, as there are some good modeling apps which support this format.

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#73: large maps

by lurch on 03/08/2004 23:26

Will sauerbraten be able to have large maps(like sidewinder in halo)? I get the idea that would be inpractical in cube.

Also I don\'t think you will get much work on the engine out of the open source comunity, Most open source fans are shitty programers, but are quite good at modding/map making/etc. So if you want us to help, finish the engine yourself and make it modable.

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#74: large maps

by lurch on 03/08/2004 23:26

Will sauerbraten be able to have large maps(like sidewinder in halo)? I get the idea that would be inpractical in cube.

Also I don't think you will get much work on the engine out of the open source comunity, Most open source fans are shitty programers, but are quite good at modding/map making/etc. So if you want us to help, finish the engine yourself and make it modable.

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