Daggerfall Remake Demo 2

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elander
Posts: 193
Joined: Tue Oct 05, 2004 11:37 am

Daggerfall Remake Demo 2

Post by elander »

Check it here:

http://institute.no.sapo.pt/RoomDemov2.rar

Check the data/startup/Game_Options.txt file for some options you can tweek, like modifying particle textures, music, turning off parallax maping and stuff like that.

Project details can be found in the first thread:

http://irrlicht.sourceforge.net/phpBB2/ ... php?t=8510

We can still have more help mostly for remaking Daggerfall models and textures, and making dungeon layout sketches acording to the old game.

For for programming we desperatly need shaders programmers. We use the OpenGL device and mingw with codeblocks.

See the forums, if you want to participate:

http://forums.dfworkshop.net/viewforum.php?f=6
cpprules
Posts: 148
Joined: Wed Jul 27, 2005 8:37 pm
Location: on the Pedastal

Post by cpprules »

Cool demo, so how did you worked out that texture problem?
It's cool that your using FMod.
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bami
Posts: 20
Joined: Fri Apr 08, 2005 4:11 pm
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Post by bami »

It's cool that your using FMod.
Not really, the sound hangs when you quit, or whats the proper way to quit it?
elander
Posts: 193
Joined: Tue Oct 05, 2004 11:37 am

Post by elander »

bami wrote: Not really, the sound hangs when you quit, or whats the proper way to quit it?
The way you quit in almost all Irrlicht demos. Press alt-tab to show the dos console then close it or do control-c.
cpprules wrote: Cool demo, so how did you worked out that texture problem?
It's cool that your using FMod.
Thanks. Actualy i couldn't fix. I had to build up the entire scene and assign textures by hand to be able to use parallax textures. I also had a problem with not being able to show more than two lights with parallax textures activated. Don't know if it is my bug or something with Irrlicht. Anyway i guess a good dose of shaders and a x3d loader will solve all these problems. ;)
Quall
Posts: 154
Joined: Mon Mar 07, 2005 10:16 pm

Post by Quall »

bami wrote:Not really, the sound hangs when you quit, or whats the proper way to quit it?
bind "device->closeDevice()" to a escape or something. I never used fmod, but there is probably a way to close the audio device too.
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