Search found 24 matches

by x4861
Wed Aug 12, 2009 11:30 pm
Forum: Project Announcements
Topic: Source for Alpha Foundation
Replies: 44
Views: 32401

In case anyone is interested in such an old project, here's the download with source.

http://renars.m6.net/games/

A small note: the engine was compiled into the executable directly, therefore no .dll file was used.

Cheers! 8)
by x4861
Mon Mar 19, 2007 6:37 pm
Forum: Project Announcements
Topic: Source for Alpha Foundation
Replies: 44
Views: 32401

LOL! Yes, it uses old Irrlicht! But guess what.... once you start to change core files (which is quite needed to get MDL format recognized and somewhat incorporated to Irrlicht itself; for one, it has quite unique texture format where user can change colors during runtime - like skin colors) it is n...
by x4861
Fri Mar 16, 2007 7:33 pm
Forum: Project Announcements
Topic: Source for Alpha Foundation
Replies: 44
Views: 32401

Hey guys, every animation in my game is framerate independent! It would indeed be silly to be otherwise... The thing is, that all animations are coming from MDL models themselves, and if door is opening too slow, then just change the model to open it faster (running speed is not animation, but the l...
by x4861
Thu Mar 15, 2007 12:23 am
Forum: Project Announcements
Topic: Source for Alpha Foundation
Replies: 44
Views: 32401

You can ignore the "Could not open file of texture mesh1156" message... one of the models has reference to such texture, but it is never shown on the screen; most probably one of the parent-models. This is how NWN .mdl format works: there is a parent model for all human models, which is us...
by x4861
Sun Mar 11, 2007 8:21 am
Forum: Project Announcements
Topic: Source for Alpha Foundation
Replies: 44
Views: 32401

Source for Alpha Foundation

Due to popular demand, I'm releasing the source code for my game Alpha Foundation. Unfortunately I no longer have time to work on this project... although, from the functional point of view, most of the game mechanics are finished. The development of story line does take A LOT of time :) Anyway, loo...
by x4861
Fri Jan 20, 2006 9:39 am
Forum: Project Announcements
Topic: Alpha Foundation chapter 1 released
Replies: 16
Views: 2853

@Guest: such things could happend if you get low FPS... it hasn't been tested much :oops: About MDL: there is no known way (for me) to convert NWN .mdl into .3ds or .x; There are tools that converts the model itself, but NWN has a hierarchical animations defined in many files and I haven't seen a co...
by x4861
Thu Jan 19, 2006 1:06 am
Forum: Project Announcements
Topic: Alpha Foundation chapter 1 released
Replies: 16
Views: 2853

Thanks for the great comments!

@genesisrage: thanks, my mistake. Didn't include healing model in the final relese files. I'm re-uploading the corrected version
by x4861
Wed Jan 18, 2006 9:46 pm
Forum: Project Announcements
Topic: Alpha Foundation chapter 1 released
Replies: 16
Views: 2853

Alpha Foundation chapter 1 released

Greetings! After a long period of silence I finally have the first playable game version. Currently the first chapter only (30-60 minutes play time), but almost all functionality is finished (shops, battles, magic, save game, etc.) Only exception - no sound effects :roll: I was too lazy to do that. ...
by x4861
Wed Jan 04, 2006 4:30 am
Forum: Open Discussion and Dev Announcements
Topic: How are people implementing "pause" menus?
Replies: 18
Views: 4552

You might want to check "os.h" header. In particular: //! stops the virtual (game) timer static void stopTimer(); //! starts the game timer static void startTimer(); I would assume that all animations are using "os::getTime()" to calculate timing. Then you can operate with your g...
by x4861
Wed Dec 28, 2005 7:30 pm
Forum: Project Announcements
Topic: My first project
Replies: 6
Views: 1596

This is quite cool!!!
Can you move yourself around to change the point of view?
by x4861
Thu Dec 22, 2005 7:00 pm
Forum: Advanced Help
Topic: Polygon and Color
Replies: 1
Views: 262

There are ways to triangulate your polygon and draw it as a set of triangles. If your polygon is convex, it is very simple:
Image

Otherwise you can look at following page:
http://www.vterrain.org/Implementation/ ... ulate.html
by x4861
Thu May 26, 2005 4:58 pm
Forum: Project Announcements
Topic: Irrlicht 0.10.0
Replies: 44
Views: 10448

Yoo, this is great!!! I did encounter one problem.. Specifically function: CSceneManager::registerNodeForRendering starts with: if (isCulled(node)) return; And some far-away lights were culled because of this :) Also, by rewriting isCulled to be more precise, I got my camera culled out as well :D Ho...
by x4861
Sat Apr 16, 2005 7:56 pm
Forum: Project Announcements
Topic: Penguin, the Treasure Hunter! (complete)
Replies: 9
Views: 4525

Thanks for great comments!! All models that I am using are from Neverwinter Nights (a PC RPG game). They have lots of animations for characters, however not as many as Squaresoft FF-series... they don't have such things as climbing ladders, jumping, or other action (they do have fighting and spell-c...
by x4861
Fri Apr 15, 2005 10:52 pm
Forum: Project Announcements
Topic: Penguin, the Treasure Hunter! (complete)
Replies: 9
Views: 4525

Penguin, the Treasure Hunter! (complete)

Hello!

Introducing my latest mini-game:

Image

You can download it from http://home.comcast.net/~evitarenars/
(there are also some instructions in readme.txt)

Hope you like it!
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