Thank you all for testing!!!!
ok the games great but u run way to fast and the mouse look is super sensitive i hve troubles moves around its so fast
yes, I know and i'll fix it
I also agree about the speed thing, i found with my FPS game that different PCs have different mouse sensitivities ...
Search found 71 matches
- Tue Sep 12, 2006 9:56 am
- Forum: Project Announcements
- Topic: Ares 0.3 release
- Replies: 13
- Views: 4549
- Mon Sep 11, 2006 3:30 pm
- Forum: Project Announcements
- Topic: Ares 0.3 release
- Replies: 13
- Views: 4549
Ares 0.3 release
Ares is a opensource FPS and I release version 0.3
here are some screenshots
you can download win32 binary from here (6.06 Mb)
this release include this new features:
-Specular hightlights!!!!
-Improve enemy A.I.
-Improve H.U.D.
-Armour
-Munitions
-2 new weapons (punch and riffle)
-1 new kind ...
here are some screenshots
you can download win32 binary from here (6.06 Mb)
this release include this new features:
-Specular hightlights!!!!
-Improve enemy A.I.
-Improve H.U.D.
-Armour
-Munitions
-2 new weapons (punch and riffle)
-1 new kind ...
- Sat Sep 09, 2006 10:00 pm
- Forum: Advanced Help
- Topic: collision problems
- Replies: 0
- Views: 484
collision problems
hi all.
some times the function getCollisionPoint don't return an evident collision. so my enemies can trought the walls. I try just collision with oct tree scenenodes and meta triangle selector.
Plase help me: how to make a better collision detection also with used resources increase?
Thanks
some times the function getCollisionPoint don't return an evident collision. so my enemies can trought the walls. I try just collision with oct tree scenenodes and meta triangle selector.
Plase help me: how to make a better collision detection also with used resources increase?
Thanks
- Mon Aug 28, 2006 2:56 pm
- Forum: Open Discussion and Dev Announcements
- Topic: zlib version 1.2.3 was Released long ago, July 18, 2005
- Replies: 2
- Views: 736
- Thu Aug 24, 2006 4:32 pm
- Forum: Open Discussion and Dev Announcements
- Topic: next irrlicht release requestes
- Replies: 71
- Views: 12021
i think that irrlicht.dll>2mb is not a problem, 'cause the most important things are speed and features and now we have the ADSL, so size>2mb is not a prob. most compilers (like vc++) can increment binary size and speed or decrement both. I think that the right optimizations is the first. i'm versus ...
- Sun Aug 20, 2006 3:57 pm
- Forum: Open Discussion and Dev Announcements
- Topic: next irrlicht release requestes
- Replies: 71
- Views: 12021
- Sat Aug 19, 2006 2:24 pm
- Forum: Open Discussion and Dev Announcements
- Topic: support for multi-pass shader
- Replies: 17
- Views: 7592
support for multi-pass shader
is irrlicht able to process multi-pass shader?
- Sat Aug 19, 2006 1:53 pm
- Forum: Advanced Help
- Topic: 3d objs resolution indipendent
- Replies: 0
- Views: 370
3d objs resolution indipendent
hi all. I know how to make a 2d obj (button) resolution indipendent, but how about 3d object (text)? I try with this code, but it works with 2d objs and not with text
double SXf(double val) {
double rapport=(double)device->getVideoDriver()->getScreenSize().Width*(double)val;
return (double ...
double SXf(double val) {
double rapport=(double)device->getVideoDriver()->getScreenSize().Width*(double)val;
return (double ...
- Wed Aug 16, 2006 11:32 am
- Forum: Advanced Help
- Topic: Texts are visible trought the walls
- Replies: 8
- Views: 1291
- Tue Aug 15, 2006 4:42 pm
- Forum: Advanced Help
- Topic: Texts are visible trought the walls
- Replies: 8
- Views: 1291
- Mon Aug 14, 2006 3:31 pm
- Forum: Advanced Help
- Topic: Texts are visible trought the walls
- Replies: 8
- Views: 1291
- Mon Aug 14, 2006 2:48 pm
- Forum: Code Snippets
- Topic: (C++) HealthBarSceneNode ( health bar above player)
- Replies: 16
- Views: 17943
- Mon Aug 14, 2006 2:40 pm
- Forum: Bug reports
- Topic: (C#) SetFrameLoop causes model distortion
- Replies: 3
- Views: 716
- Mon Aug 14, 2006 2:37 pm
- Forum: Bug reports
- Topic: DirectX FPU Precision Fix
- Replies: 12
- Views: 13937
- Mon Aug 14, 2006 2:32 pm
- Forum: Advanced Help
- Topic: Texts are visible trought the walls
- Replies: 8
- Views: 1291
Texts are visible trought the walls
I need that the texts aren't visible trought the walls! how to do this?? I try with:
collides_obj[i].text->setMaterialFlag(video::EMF_ZBUFFER,true);
collides_obj[i].text->setMaterialFlag(video::EMF_ZWRITE_ENABLE,true);
but not happens!! thanks.
http://aresfps.sourceforge.net/screenshot35.jpg
collides_obj[i].text->setMaterialFlag(video::EMF_ZBUFFER,true);
collides_obj[i].text->setMaterialFlag(video::EMF_ZWRITE_ENABLE,true);
but not happens!! thanks.
http://aresfps.sourceforge.net/screenshot35.jpg