Search found 4 matches

by Quack
Fri Mar 10, 2006 9:04 am
Forum: Project Announcements
Topic: IrrWizard?
Replies: 320
Views: 100621

No, nowhere in GameSoundState.cpp or GamesoundState.h stays "= 0" or "=0". All the functions are empty except: void CGameSoundState::BackMusic() { stream = OpenSound(audiereDevice, "media/win.mp3", true); if (!stream) return; stream->setRepeat(true); //Loop stream->setV...
by Quack
Thu Mar 09, 2006 7:13 pm
Forum: Project Announcements
Topic: IrrWizard?
Replies: 320
Views: 100621

I have tried to put a sound class in it, but i recieve an error. I'm using VS 2005 (microsoft visual c++ 2005) gamesoundstate.cpp error C2259: 'CGameSoundState' : cannot instantiate abstract class CGameSoundState CGameSoundState::m_GameSoundState; CGameSoundState* CGameSoundState::Instance() { retur...
by Quack
Thu Feb 16, 2006 1:57 pm
Forum: Project Announcements
Topic: IrrWizard?
Replies: 320
Views: 100621

I tried your solution SenVa. The driver is now called: m_pDriver. i used node = pManager->m_pSceneManager->addAnimatedMeshSceneNode(mesh); and CGamePlayState::LoadMap(pManager, "media/Bal.ms3d", core::vector3df(-1300,-144,-1249)); else i got an error. but when i press play a get an error o...
by Quack
Thu Feb 16, 2006 8:50 am
Forum: Project Announcements
Topic: IrrWizard?
Replies: 320
Views: 100621

I haven't tested this but if you edit the void CGamePlayState::loadMap(CGameManager* pManager, const c8 *map) function in GamePlayState.cpp file you should be able to load any model type. The original function looks like this. void CGamePlayState::loadMap(CGameManager* pManager, const c8 *map) { //...