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Sauerbraten Fork

Sauerbraten Fork is a fork of the quake-like fps Sauerbraten/Cube2. It is compatible to the current Sauerbraten/Cube 2 release.

Game Features

  • see wiki for actual list of game features

Engine Features

  • see wiki for actual list of engine features

Sauerbraten Features

  • Oldskool fast & intense gameplay (read: similar to Doom 2 / Quake 1).
  • Many multiplayer gameplay modes, most in teamplay variants as well: deathmatch, instagib, efficiency, tactics, capture (domination/battlefield style), CTF (capture the flag), coop edit (!).
  • 7 weapons: double barrelled shogun, rocket launcher, machine gun, rifle, grenade launcher, pistol, fist.

Cube 2 Engine Features

  • 6 directional heightfield in octree world structure allowing for instant easy in-game geometry editing (even in multiplayer, coop edit).
  • Rendering engine optimized for high geometry throughput, supporting hardware occlusion culling and software precomputed conservative PVS with occluder fusion.
  • Lightmap based lighting with accurate shadows from everything including mapmodels, smooth lighting for faceted geometry, and fast compiles. Soft shadowmap based shadows for dynamic entities.
  • Pixel and vertex shader support, each model and world texture can have its own shader assigned. Supports normal and parallax mapping, specular and dynamic lighting with bloom and glow, environment-mapped and planar reflections/refractions, and post-process effects.
  • Loading of md2/md3/md5/obj/smd/iqm models for skeletal and vertex animated characters, weapons, items, and world objects. Supports animation blending, procedural pitch animation, and ragdoll physics for skeletally-animated characters.
  • Simple stereo positional sound system.
  • Particle engine, supporting text particles, volumetric explosions, soft particles, and decals.
  • 3d menu/gui system, for in-world representation of choices.

Resources

Credits

Sauerbraten Fork

  • see wiki for the actual list of developers and content designers

Sauerbraten/Cube2

  • Wouter "Aardappel" van Oortmerssen: A lot of the general code, and the original concept and design. (website)
  • Lee "eihrul" Salzman: ENet networking library, nix ports, and a lot of the general code, especially rendering/lightmaps/physics related. (website)
  • Mike "Gilt" Dysart: General programming, especially editing/physics related.
  • Robert "baby-rabbit" Pointon: GUI, particle rendering, and movie recording code, MacOSX porting. (website)
  • Quinton "quin" Reeves: Bots/AI code. Asissts with community management, documentation/wiki, and development. (website)

with contributions from:

  • Adrian "driAn" Henke: MD3 code.
  • Jerry Siebe: Geometry rendering optimisations.

Level Design

  • Kurt "kdoom" Kessler: A bunch of DM/capture maps, k_rpg1.
  • Shane Nieb: academy, authentic, autumn, bt_falls, c_valley, complex, curvy_castle, flagstone, garden, hallo, hashi, island, justice, nevil_c, nmp4, nmp8, nmp9, ot, park, shipwreck, turbine
  • John "metlslime" fitzgibbons: metl maps.
  • MitaMan: singleplayer episodes
  • With additional maps by: Aardappel, driAn, Gilt, voot, Bryan "KillHour" Shalke, staffy, sparr, JCDPC, ZappaZ, RatBoy, Fanatic, rocknrol, KaiserTodretter, BlikjeBier, wurfel, aftasardem, Lazy [HUN], Gregor Koch, Junebug, Gabriele "Blindabuser" Magurno, MeatROme, TUX, Mayhem, mIscreant, schmutzwurst, Kal, DairyKing, Hero, WahnFred, jonlimle, and others.

Art / Content

  • John "Geartrooper" Siar: Mr. Fixit, Ironsnout, RPG characters, monsters, new hudguns and vweps.
  • Gabriele "Blindabuser" Magurno: Logos, loading screen, announcer voices.
  • MakkE: Mapmodels, old hudguns, items.
  • Dietmar "dcp" Pier: Mapmodels, old hudguns.
  • DarthVim: Old hudguns.
  • Shane Nieb: Textures, Mapmodels, Skyboxes.
  • Sock: The egyptian & tech texture sets (website).
  • Iikka "Fingers" Keranen: The ikbase ik2k texture sets (website).
  • Lunaran, Gibbie, Gregor Koch, Jésus "aftasardem" Maia, MitaMan, and philipk: Normalmapped texture sets.
  • Additional art by: metlslime (textures), Than (textures), Remedy Entertainment Ltd (textures), Seth & Ulrich Galbraith (GPL models), Brian "EvilBastard" Collins, Conrad, Magarnigal, Psionic, James Green, Andreas Möller, Ryan Butts & Jeramy Cooke (md2 models), KaiserTodretter (items), Tentus (mapmodels), Kurt Kessler (mapmodels), Philip Klevestav (textures), leileilol/OpenArena (GPL bullet hole decal).

Sound / Music

  • Marc "Fanatic" A. Pullen: Soundtrack.

Other

  • Kristian "sleepwalkr" Duske: website / messageboard, hosting, master server.
  • Pushplay: Documentation help.
  • The SDL team: For their libraries (website).

Copyright

The Sauerbraten Fork source code, the Sauerbraten Fork source code, and Sauerbraten Fork files are provided under the terms of the ZLIB license:

http://www.opensource.org/licenses/zlib-license.php (very similar to the BSD license):

Notes

The license covers the source code found in the "src" directory of this archive as well as the .cfg files under the "data" directory and content provided by the Sauerbraten Fork project. The included ENet network library which Sauerbraten Fork uses is covered by an MIT-style license, which is however compatible with the above license for all practical purposes.

Game media included in the game (maps, textures, sounds, models etc.) are NOT covered by this license, and may have individual copyrights and distribution restrictions (see individual readmes).

Sauerbraten Fork

Sauerbraten Fork/game engine.

Copyright (C) 2011-2014 TODO

This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software.

Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions:

  1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
  2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
  3. This notice may not be removed or altered from any source distribution.

Sauerbraten

Sauerbraten game engine source code, any release.

Copyright (C) 2001-2011 Wouter van Oortmerssen, Lee Salzman, Mike Dysart, Robert Pointon, and Quinton Reeves

This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software.

Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions:

  1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
  2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
  3. This notice may not be removed or altered from any source distribution.

Logo

The following Logo is the provisional logo. It is more or less based on the original logo and simplified.

Logo

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