irrAI 0.50 - AI module for Irrlicht [Updated 28/11/09]
Right chaps, new bit of IrrAI released. I've made a WaypointLinker which is an expansion of the Mesh Viewer example to deal with creating and linking together waypoints. It works a lot better than my initial IrrEdit attempts and is much more safer and straighforward!
Check the original post for info and a download link, please do give it a go and let me know how you get on, i really appreciate your feedback so i can make it work as well as possible!
Check the original post for info and a download link, please do give it a go and let me know how you get on, i really appreciate your feedback so i can make it work as well as possible!
Ahhh, thanks for pointing that out. I should think i've made some important changes to those .irr files so that they match up with the new internal workings of waypoints and the scene so here's the updated .irr files:
http://rapidshare.com/files/119784863/U ... s.zip.html
Just overwrite your old ones with those and it should be fine. I'll have a look at the code and see if i can prevent the crash from happening and put up an error instead.
http://rapidshare.com/files/119784863/U ... s.zip.html
Just overwrite your old ones with those and it should be fine. I'll have a look at the code and see if i can prevent the crash from happening and put up an error instead.
yes i use 1.3.1.
backtrace say the program crash at line 206 of main.cpp
backtrace say the program crash at line 206 of main.cpp
Code: Select all
smgr->loadScene("G:/Develop/irrAI_v0.3/Media/rpg_scene.irr");
Ahh yes... well.. bit of a compatability problem here..
For the examples you'll have to use the old .irr files but for the waypoint linker you'll have to use the new .irr files... nice eh?
Obviously this is just because the waypoint linker uses a newer version of IrrAI than the examples and in the newer versions the .irr files have to be structured differently, sorry for the inconvenience there!
For the examples you'll have to use the old .irr files but for the waypoint linker you'll have to use the new .irr files... nice eh?
Obviously this is just because the waypoint linker uses a newer version of IrrAI than the examples and in the newer versions the .irr files have to be structured differently, sorry for the inconvenience there!
orly?
but then it's smgr->loadScene which is crashing (apparently) so that shouldn't really be anything to do with my code i imagine...
can you try recompiling IrrAI and make sure the example is completely recompiled too (clean then compile or just rebuild).... that could cause some problems, i think i've found that causes some strange errors when i've switched between my work and home PCs and parts of the projects have been compiled on a different PC.
but then it's smgr->loadScene which is crashing (apparently) so that shouldn't really be anything to do with my code i imagine...
can you try recompiling IrrAI and make sure the example is completely recompiled too (clean then compile or just rebuild).... that could cause some problems, i think i've found that causes some strange errors when i've switched between my work and home PCs and parts of the projects have been compiled on a different PC.
No problem! Thanks for spotting the problems so i could warn others!
tbh i think dev-cpp may not be such a good IDE as i used to think... I keep getting issues with developing a library and apps using that library which i haven't come across in MSVC but then i've not done exactly the same things in MSVC so the problems could be apparent there as well....
tbh i think dev-cpp may not be such a good IDE as i used to think... I keep getting issues with developing a library and apps using that library which i haven't come across in MSVC but then i've not done exactly the same things in MSVC so the problems could be apparent there as well....
Hi JP, since I use tiled terrain scene node, is there any way to use your AI library?
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Project Forum URL: http://forum.gamedev.vn/index.php?showforum=74
Project Google Group: http://groups.google.com/group/fosproject
Engine Project: http://code.google.com/p/fosengine/