Project Declension 2008 (Yes! Crepuscular rays)

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jingquan
Posts: 222
Joined: Sun Aug 20, 2006 4:10 am
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Post by jingquan »

A mini update:
Brought the plants back
Light tweaks
Option for objects to cast shadows
My blog/website

Known issues:
You'll have problem if you use generic_trans material on your map.
All my postprocessing effects are plague with +-0.1 texcoord shift.
You can't get rid of the companion cube or the map'll crash. :wink:

Get it at the same link.
Nicholas
Posts: 8
Joined: Sun Nov 27, 2005 1:16 am

Post by Nicholas »

Will you make a release build for me to try running? You don't have to re-upload the whole package, just the release binary.
If you won't port your game to X platform, release the source code and let someone else do it. There is no reason to have only Windows support when all the libraries you need for your game are cross-platform.
jingquan
Posts: 222
Joined: Sun Aug 20, 2006 4:10 am
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Post by jingquan »

Here's it, with the new lightmapped map: http://www.orandysoftware.com/user_file ... 2008_b.zip

Finally I discovered a workflow for mapping. Cinema4D -> .3ds -> Giles -> b3d. Perfect, I used to avoid using 3ds as much as possible but it's the only way importing into giles as all other formats are corrupted when I load it in.

I had disabled postprocessing in this build. If it works, it's probably due to the shaders. I've noticed a small reduction in graphics quality on nvidia cards, but it's minor.
dlangdev
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Post by dlangdev »

looks pretty good from here.

i found an artifact near the orange cube.

Image
Image
Nicholas
Posts: 8
Joined: Sun Nov 27, 2005 1:16 am

Post by Nicholas »

jingquan wrote:I had disabled postprocessing in this build. If it works, it's probably due to the shaders. I've noticed a small reduction in graphics quality on nvidia cards, but it's minor.
Still doesn't work. Perhaps it's a problem related to 64-bit? So far, Windows has ran all 32-bit games and programs flawlessly.
If you won't port your game to X platform, release the source code and let someone else do it. There is no reason to have only Windows support when all the libraries you need for your game are cross-platform.
Dark_Kilauea
Posts: 368
Joined: Tue Aug 21, 2007 1:43 am
Location: The Middle of Nowhere

Post by Dark_Kilauea »

I had to reinstall the DirectX 9 runtime to be able to get this to work.

Nice job.
rogerborg wrote:Every time someone learns to use a debugger, an angel gets their wings.
christianclavet
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Location: Montreal, CANADA
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Hi downloaded your 2008 version and it crahs on Vista.

Post by christianclavet »

Hi downloaded your 2008 version and it crahs on Vista.

Here is the output of the window:
Declension Engine initialized
Irrlicht.NET CP v0.9.0.0 running
System.BadImageFormatException: Tentative de chargement d'un programme de format
incorrect. (Exception de HRESULT : 0x8007000B)
à IrrlichtNETCP.IrrlichtDevice.CreateDevice(DriverType type, Int32[] dim, Int
32 bits, Boolean full, Boolean stencil, Boolean vsync, Boolean antialias)
à IrrlichtNETCP.IrrlichtDevice..ctor(DriverType type, Dimension2D dim, Int32
bits, Boolean fullscreen, Boolean stencil, Boolean vsync, Boolean antialias)
à Project_Declension.Engine..ctor() dans C:\Users\Jing Quan\Documents\Visual
Studio 2008\Projects\Project Declension 2008\Project Declension 2008\Engine.cs:l
igne 93
Youre using IrrlichtNETCP? For the project?
I think this could surely be related that my new machine is running Vista 64bit...

Seem to want to load an "program" image format but on my system it's not valid. (System.BadImageFormatException)
jingquan
Posts: 222
Joined: Sun Aug 20, 2006 4:10 am
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Post by jingquan »

Yes, I can confirm it's not compatable with 64-bit computers. It worked on my Vista32. Could this be IrrCP not supporting 64bits?

dlangdev, looks like the cube is missing from the screenshot, thought it casts a stencil shadow. It shouldn't be invisible...

I'll see what I can do with those bugs. Thanks for testing.
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