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Calling all artists, mappers and programmers, Warsow needs y

Posted: Sun Jun 28, 2009 6:18 pm
by lawenforcer
Hi there!

Let me start by introducing to you what Warsow is and what its about.

Warsow started off with two concepts, one pertaining to gameplay, the other to visuals.

The gameplay concept is simple. We have the standard WASD movement of any FPS but we have also added the ability to dash left/right along horizontal surfaces, and also the ability to walljump off vertical walls. These tricks are very intuitive to perform, just press the 'special' key! There is also the ability to perform double jumps off ledges, and slides along ramps. All together, these movement capabilities make moving around in warsow very fun and pleasant with the added bonus of being relatively easy to use.

For the Visuals, we went for celshaded flashy and shiny design. This comes across most obviously on our maps and its easier for me to post some pics rather than try and describe it :P
Image

Image

Image

As you can see, the visual style is quite pronounced.

The game uses a modified version of the Qfusion Engine which is based on the Quake2 source code. The current feature list is quite lengthy already.

Code: Select all

Rendering:
- Support of Q1, Q2, Q3 and Raven BSP formats.
- Support of (md2,) md3 and skm model formats.
- GLSL shading support.
- Static per-pixel lighting, offsetmapping, reliefmapping and distortions.
- Planar stencil shadows and soft shadow mapping on models.
- Extended Q3 shader support, with added templates and GLSL materials.
- Optional hardware outlines and normal-mapped cellshading.
- Bloom effect

Engine:
- Pure filesystem configurable per pack, with support for Q1, Q2 and Q3 packs.
- Web and server downloading.
- Configurable input cmd generation ratio independent of cmd transmission and of rendering ticks.
- Zlib compressed network protocol with support for packet fragmentation.
- openAL and software backend sound support, with consistent sound falloff algorithms.
- Powerful demo support, with demo jumping and optional multiview format.
- Registrable bitmap fonts support, with optional UTF8 encoding.
- Configurable server snapshot tick ratio.
- Configurable server game tick ratio.
- AngelScript support for scripts.
- Demo dumping for avi recording of images and sound.
- Server side recording of multiview demos.
- Server autoupdate via web.
- Skeletal animation blending.
- FPS independent animations system.

Game:
- Antilag system using backwards reconciliation as integral part of collision tracing.
- Optimized movement and player weapon prediction.
- Extrapolated linear projectiles.
- Powerful gametype scripting.
- integrated AI with A* pathfinding.

Other:
- HUD scripting.
- Demo recaming support.
- TV server with demo recording and playback capabilities.
- Stress tested by real use.
Now i'll give you a rundown of what we would like to see in future versions:

Stats and Matchmaking system.
Increased characterisation of the ingame effects; weapon effects, player effects etc.
Introduction of new Gametypes.

What we will need in terms of manpower to achieve this will be 2D/3D artists, mappers and programmers with knowledge of C/C++ and anyone else that would like to help out.

Our development style is pretty loose, we dont have strict deadlines or anything strict really. This is purely a hobbyist project and you will have considerable freedom in terms of what you do and how you do it. All we ask is that you are skilled, mature and dedicated.

If your interested in helping out, drop me a line at thelawenforcer@hotmail.com or register on our forums and send me a pm via the boards. If you have examples of any work you’ve done in the past that would be great.

Thanks in advance

Lawrence 'thelawenforcer' McCurrach

http://www.warsow.net

Re: Calling all artists, mappers and programmers, Warsow needs y

Posted: Mon Jun 29, 2009 2:15 am
by bitWISE
Looks pretty. I'd love to help with programming but I don't know when I'd have the time :S

Re: Calling all artists, mappers and programmers, Warsow needs y

Posted: Mon Jun 29, 2009 2:33 am
by obsidian
You already have a post in the Level Editing section, you don't need to/shouldn't post this in General Discussions.

Re: Calling all artists, mappers and programmers, Warsow needs y

Posted: Mon Jun 29, 2009 2:35 am
by Fender
^ fuck off, it looks cool

Re: Calling all artists, mappers and programmers, Warsow needs y

Posted: Mon Jun 29, 2009 3:20 am
by xer0s
I agree. I hope someone here can lend a hand to get this thing going. I'd like to see more...

Re: Calling all artists, mappers and programmers, Warsow needs y

Posted: Mon Jun 29, 2009 11:31 am
by lawenforcer
hi again.

im sorry, i didnt realise i had posted it to the level editting section. :S

@bitwise

perhaps coding the gametypes would suit you then. with the gametype scripts, they are relatively easy and fast to code. You can go at your own pace aswell. Let me know if your still interested. send me an email or come by our irc channel on quakenet #warsow.

cheers,

law

Re: Calling all artists, mappers and programmers, Warsow needs y

Posted: Thu Jul 02, 2009 10:52 am
by lawenforcer
bump

Re: Calling all artists, mappers and programmers, Warsow needs y

Posted: Thu Jul 02, 2009 5:20 pm
by Dark Metal
Ok we get it. It looks cool, but there's no need to bump it yourself in GD.

Re: Calling all artists, mappers and programmers, Warsow needs y

Posted: Thu Jul 02, 2009 11:51 pm
by DooMer
HAHA, I actually covertly copied it there, because you'd get a better response. Sorry, forgot to post about it.