Tell us more about the team and that script thing?
We are currently allowing everyone to help with the script (we are still putting all the info we have written onto the wikispace). We decided that we will write a script for each suspect that makes them end up being the killer. We will then close ...
The whole reason we started developing this game is because we were disappointed with mystery games and how linear and predictable they were -- offering no replay value whatsoever. That's why we decided to make the game a sandbox game. Sure, it won't end up exactly how we want it, but it's the ...
Flames of Redfield Idea Birth Announces New Investigative Mystery Game, Flames of Redfield
Idea Birth is proud to announce that it will begin development of Flames of Redfield. The game will be an investigative mystery first person shooter, taking elements of successful games such as Condemned ...
When running my application, I get 'unhadled exception at 0x6967b197 in Project.exe: 0xC0000005: ....' The line it stops at is 'screenrtt = driver->addrendertargettexture(screenrttsize)' in effecthandler.cpp. ScreenRTTSize, when i try to check its value says: 'error:expression cannot be ...
Not to say your way doesn't work, but i use another way with my custom camera. I add the front/back vector with the right/left vector, then normalize that vector and multiply by a movement_speed constant.
I'm currently getting a 'unhandled exception/access violation' when running the current build with the code in the first post. I had to add two #pragma lines since im using vc++, but other than that, I'm using the code you posted.
How do I create a per pixel spot light? I created a spot light by using light->setType(ELT_SPOT), but it doesn't seem to work on materials using parrallax mapping.
How do I have per pixel lighting for an imported .irr file (made with coppercube) with loadscene()? The file was exported with dynamic lighting if that makes a difference.