State of the art features in this fps

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omaremad

State of the art features in this fps

Post by omaremad »

i have finnaly got my ai to work on other computers

i have also added bump maping

a new random muzzle flash

3d surround sound using audihere (yes its possible) :o

working ai

and a nice gui

enemies can talk

5mb demo

http://uk.geocities.com/omar.emad@btinternet.com/

if the server is down come back in 1 hour when the bandwidth limit is reset
omaremad

Post by omaremad »

i put i t on a better server

http://www.savefile.com/files/2888391
Guest

Post by Guest »

reply if u download
bish
Posts: 3
Joined: Sat May 28, 2005 11:49 am
Location: United Kingdom
Contact:

Post by bish »

Well im downloading it now it will take a while though i have a 56k. i will comment on it in a short while.

-edit-
I have played your demo now which is great. I like the sound effects they are done well. However the enemy texture only displays correctly when i am close to him in both opengl and directx. When i am far away they are displayed white.

Also i would suggest that you render the gun in prioity to the level, however i dont know how to do this as i am new to irrlicht. This way it wont poke through the walls.

Otherwise it seams that you have made a great start on a fps and i cannot wait to see more.
Last edited by bish on Sat Jun 25, 2005 9:30 pm, edited 2 times in total.
omaremad

Post by omaremad »

if u cant move recompile
omaremad

Post by omaremad »

if any 1 is intereted join the project
(Emil halim teach us how 2 implement timers to the guns)
dawasw
Posts: 357
Joined: Tue Aug 10, 2004 4:39 pm
Location: Poland

GREAT!!

Post by dawasw »

Omaremad that is it ! It is Wonderful ! Exacly what I was looking for, a great 'framework' in which i could test my models , it has some AI, a simple menu, i just wanted to ask if you don't mind, if i use ur project as a workspace to test my models ? (of course i would change a lot, i mean i would change that what you have made to my fps theme i would like to create)

Also can you tell me , what compiler are you using ? (if dev -c++ , what version of it ? )

Really BEST fps project i have seen so far :D
omaremad

Post by omaremad »

thnx for ur reply

can u do me a favour can u give me some good models for it in exchange u can use my source

ive made a good model in blender but i cant animate it

so if u want 2 u can get it from here

http://irrlicht.sourceforge.net/phpBB2/ ... php?t=7422

u can also join the project if u want
Guest

Post by Guest »

yeah its devcpp ver 4.9 (i think)
Electron
Posts: 874
Joined: Sun Mar 14, 2004 12:05 am
Location: Massachusetts USA

Post by Electron »

pretty impressive, especially considering the fairly small amount of code. My fps project currently has 32 source files and 37 header files, yet really doesn't do anything yet. If you're planning to make a full fps though, I would really advise adding some more structure to your project. For one thing, I'm not sure wht you did with your spacing and indentations, but I found ur code almost unreadable because the indentation went all over the place. You also don't want so much code i nthe header files. While some people cosider even putting short 1 or 2 line member function in the .h, inside the class definition, to be bad form, just about every programmer will agree that long functions should be in a separate .cpp file with merely the function declarations in the .h file.
You do a lot of programming? Really? I try to get some in, but the debugging keeps me pretty busy.

Crucible of Stars
dawasw
Posts: 357
Joined: Tue Aug 10, 2004 4:39 pm
Location: Poland

Post by dawasw »

I tried to compile your project omaremad , but unfortunately dev-c++ is giving me some funny errors (so far i am addicted of microsoft's compilers , never used dev c++ ;() , please can you tell me if u used any special libraries or some special options for dev c++ in your project ? =]
bakkdoor
Posts: 49
Joined: Fri May 07, 2004 4:31 pm
Location: home

Post by bakkdoor »

hey, omaremad
ive been starting to write a fps too, with a little team (2 programmers including me (although the other one might be inactive, weve paused the project over the last month because of rl issues) and 2 leveldesigners.
im still looking for more people, especially programmers. maybe we could talk and work together somehow, since it seems like we've got the same goals.
write me an email/pm or answer here :)
email: bakkdoor@ewetel.net
omaremad

Post by omaremad »

@daw

i used audihere devpak 4 devcpp

@bak door
i agree only if we combine our projects rather tthan start a new 1
bakkdoor
Posts: 49
Joined: Fri May 07, 2004 4:31 pm
Location: home

Post by bakkdoor »

@omaremad:
i agree with that. since i havent really done that much yet anyways, we can think about how to put the code together and how to go on in the structure.
we've started to use fmod, but its ok for me to use audiere instead.
howbout we meet on irc/icq or write emails?
oh, and ive got a cvs repository as well, we can use.
tell me what you think.
Emil_halim
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Location: Alex,Egypt
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Post by Emil_halim »

viry nice,and good work Omar. :D

i have some notes for you, try to make it general and public,i mean the CEnemy class, so that
you could attach it to any AnimNode that you will create it outside the CEnemy class , so you first load your AnimNode then attach it to CEnemy
instance class,also for audio stuff.

if i have some times i will try to make it and send it to you.

Keep Up a good work.
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