Search found 71 matches

by Mancuso Raffaele
Tue Sep 12, 2006 9:56 am
Forum: Project Announcements
Topic: Ares 0.3 release
Replies: 13
Views: 3772

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 (maybe f...
by Mancuso Raffaele
Mon Sep 11, 2006 3:30 pm
Forum: Project Announcements
Topic: Ares 0.3 release
Replies: 13
Views: 3772

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 of ene...
by Mancuso Raffaele
Sat Sep 09, 2006 10:00 pm
Forum: Advanced Help
Topic: collision problems
Replies: 0
Views: 401

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
by Mancuso Raffaele
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: 517

"Version 1.2.3 eliminates potential security vulnerabilities in zlib 1.2.1 and 1.2.2, so all users of those versions should upgrade immediately. The following important fixes are provided in zlib 1.2.3 over 1.2.1 and 1.2.2"
so?
by Mancuso Raffaele
Thu Aug 24, 2006 4:32 pm
Forum: Open Discussion and Dev Announcements
Topic: next irrlicht release requestes
Replies: 71
Views: 8101

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...
by Mancuso Raffaele
Sun Aug 20, 2006 3:57 pm
Forum: Open Discussion and Dev Announcements
Topic: next irrlicht release requestes
Replies: 71
Views: 8101

I also request better collision detection and better createCollisionResponseAnimator 'cause in some case the collision is not calculate correctly and the objs can trought the walls (on my computer hightprecisionFPU set to true attenuates but it doesn't eliminate the problem)
by Mancuso Raffaele
Sat Aug 19, 2006 2:24 pm
Forum: Open Discussion and Dev Announcements
Topic: support for multi-pass shader
Replies: 17
Views: 6823

support for multi-pass shader

is irrlicht able to process multi-pass shader?
by Mancuso Raffaele
Sat Aug 19, 2006 1:53 pm
Forum: Advanced Help
Topic: 3d objs resolution indipendent
Replies: 0
Views: 275

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)(rapport/...
by Mancuso Raffaele
Tue Aug 15, 2006 4:42 pm
Forum: Advanced Help
Topic: Texts are visible trought the walls
Replies: 8
Views: 896

I've made something similar using billboards.
but I use text to show life,armour and munitions. For life and armour I "just" create 100 image file (because life is between 0 and 100), but the munitinos can be 9999999999999. So? Is there noway to enable zbuffer test on a text scene node?
by Mancuso Raffaele
Mon Aug 14, 2006 3:31 pm
Forum: Advanced Help
Topic: Texts are visible trought the walls
Replies: 8
Views: 896

You'll have to stop using addTextSceneNode. The existing version draws the text to the screen at the appropriate 2d position. It does not take object occlusion into account.
so.......how to make text invisible trought the walls?
by Mancuso Raffaele
Mon Aug 14, 2006 2:48 pm
Forum: Code Snippets
Topic: (C++) HealthBarSceneNode ( health bar above player)
Replies: 16
Views: 16727

i have a prob with this code. if the bar is set to 100%, there is a small red rectangle, the bar is not all green (I use default colours)
by Mancuso Raffaele
Mon Aug 14, 2006 2:40 pm
Forum: Bug reports
Topic: (C#) SetFrameLoop causes model distortion
Replies: 3
Views: 510

I also use the same model and i had the same problem.it is caused by the fact that the first frme of the model is that. use setframeloop with the first value >2
by Mancuso Raffaele
Mon Aug 14, 2006 2:37 pm
Forum: Bug reports
Topic: DirectX FPU Precision Fix
Replies: 12
Views: 12407

in fact in the next ver I allow to choose the value of HightPrecisionFPU, but if the user set it to false, the weapon can trought the walls when he jumps. in the actual ver the weapon can always trought the walls when he jumps :cry:
by Mancuso Raffaele
Mon Aug 14, 2006 2:32 pm
Forum: Advanced Help
Topic: Texts are visible trought the walls
Replies: 8
Views: 896

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