Search found 17 matches

by Mecharius
Thu Aug 17, 2006 2:09 pm
Forum: Project Announcements
Topic: New Project: Space Hulk - Redux
Replies: 7
Views: 1956

Hey TGM - sent you a PM.

Working on AI at the moment. Have got a FSM framework up and running, but its still VERY basic.
by Mecharius
Thu Aug 17, 2006 12:20 pm
Forum: Off-topic
Topic: XNA Framework - Brilliant or Bust?
Replies: 2
Views: 571

XNA Framework - Brilliant or Bust?

Hey guys...
Just noticed this (http://msdn.microsoft.com/directx/xna/) whilst downloading c++ express to put on a mac laptop running windows. :? *

Looks interesting, although you have to pay $99 to play your games (its free to develop them, you just have to pay to play!)

So what do you think?
by Mecharius
Thu Aug 10, 2006 1:11 am
Forum: Project Announcements
Topic: New Project: Space Hulk - Redux
Replies: 7
Views: 1956

Yeah, its a pitty they don't make their old games available - at least id have released the source for Quake. I happened to have an old copy of the game I picked up years ago and I've managed to rig it to work in WinXP. As far as more screens go, well at the moment not a lot has changed from the ori...
by Mecharius
Wed Aug 09, 2006 1:09 pm
Forum: Project Announcements
Topic: New Project: Space Hulk - Redux
Replies: 7
Views: 1956

An update for those who are interested (somebody... anybody? :shock: )

- XML loading of pathfinding waypoints
- 'Spawnpoints' for enemies
by Mecharius
Fri Aug 04, 2006 12:45 pm
Forum: Irrlicht.NET
Topic: Load a 3ds Modle with Texture
Replies: 4
Views: 3429

Umm... forgive me if I'm being stupid, because I haven't looked at any VB code for a while, but do you actually make the call to the SetTexture() sub anywhere?
by Mecharius
Fri Aug 04, 2006 12:30 pm
Forum: Advanced Help
Topic: How to apply newton physics on camera?
Replies: 12
Views: 1674

Not sure, I've got it working ok with the first method (just setting the position of the camera).

Maybe its your Newton settings that are causing the jerky motion?

Are you using an FPS camera?
by Mecharius
Fri Aug 04, 2006 7:18 am
Forum: Advanced Help
Topic: How to apply newton physics on camera?
Replies: 12
Views: 1674

Hey, I can think of two options... Firstly just get the position of the scenenode that the Newton sphere represents every frame and then move the camera to match... core::vector3df location; location = mySceneNode->getAbsolutePosition(); camera->setPosition(location); The second - easier - way to is...
by Mecharius
Wed Aug 02, 2006 2:01 pm
Forum: Project Announcements
Topic: New Project: Space Hulk - Redux
Replies: 7
Views: 1956

Hehehe. The lighting is scary - waaay too bright, and then super dark :)

For anybody who is interested there is a review of the original game Space Hulk: Vengeance of the Blood Angels at the underdogs website.

Its a FPS with a commander element, like in newer games such as BF2.
by Mecharius
Wed Aug 02, 2006 8:38 am
Forum: Project Announcements
Topic: Free Weapon Models avaible!
Replies: 20
Views: 2490

Hey dawasw,
Nice models - not bad for a newbie!!!
:P
by Mecharius
Wed Aug 02, 2006 8:34 am
Forum: Project Announcements
Topic: New Project: Space Hulk - Redux
Replies: 7
Views: 1956

New Project: Space Hulk - Redux

Hi guys, I just thought I'd let you know that I'm starting a new project, my first major project with Irrlicht. Its a remake of one of my favourite old games, Space Hulk. I'm no artist so for the meantime the focus of the game is on AI, and gameplay. If I get it to a point where I think people would...
by Mecharius
Fri Jul 28, 2006 4:36 pm
Forum: Advanced Help
Topic: Pathfinding - 'Dungeon' to 'Node list'
Replies: 7
Views: 973

Yeah, I think I'll use quake style maps - as I said its my first major project in irrlicht - I've only made 2d VB games before :) I've got quake-style maps working for a simple test game I made. Your approach sounds pretty interesting - particularly the self mapping bit, did you get it working in th...
by Mecharius
Fri Jul 28, 2006 1:56 pm
Forum: Advanced Help
Topic: Pathfinding - 'Dungeon' to 'Node list'
Replies: 7
Views: 973

Thanks JP, sounds interesting... One question - how did you represent the dungeon as a grid style? Did you just read from the map mesh, or did you have some other method? As I've mentioned above I can handle the pathfinding algorithm itself with no probs, its just a matter of getting the data from t...
by Mecharius
Fri Jul 28, 2006 2:10 am
Forum: Advanced Help
Topic: Pathfinding - 'Dungeon' to 'Node list'
Replies: 7
Views: 973

Hi Acki, Thanks for that, I'll have a look :) I'm fine with writing a pathfinding algorithm - I've done an A* one for a game I wrote in VB.NET ( :oops: ) ages ago... I was going to do Dijkstra's this time just for something different, and A* if it was too slow. But the small number of nodes should m...
by Mecharius
Thu Jul 27, 2006 1:18 pm
Forum: Advanced Help
Topic: Pathfinding - 'Dungeon' to 'Node list'
Replies: 7
Views: 973

Pathfinding - 'Dungeon' to 'Node list'

Hi guys, As my first major project in irrlicht I'm trying to make a basic FPS. I'm trying to steer clear of things like STL, and AI libraries as I think I'll learn more that way! I have made some data structures to start with (lists, queues etc) and have now moved on to some basic pathfinding. The m...
by Mecharius
Fri Jun 09, 2006 9:25 am
Forum: Beginners Help
Topic: get windowed/fullscreen mode at runtime ?
Replies: 6
Views: 516

I believe this question was already answered in this post
http://irrlicht.sourceforge.net/phpBB2/ ... fullscreen

EDIT: Oops! This was from May, not June :)