Ursus, a funny platform game
Updated Ursus to version 1.2.0
Now all textures are power of two, and you can also unactivate mip map texture generation in options menu.
If it still doesn't work, please give me here the full console history (to do this, you must be in windowed mode, and select the console contents with right button).
Now all textures are power of two, and you can also unactivate mip map texture generation in options menu.
If it still doesn't work, please give me here the full console history (to do this, you must be in windowed mode, and select the console contents with right button).
Just downloaded, game locks up for me as well.
Console :
Happened right after selecting level 1
Happens with DirectX or OpenGL as well.
Console :
Code: Select all
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Ursus engine build 8, made by phrounz
Projet1.exe
Irrlicht Engine version 0.12.0
Professional Service Pack 1 (Build 3790)
Loaded texture: #DefaultFont
Getting settings from file config.xml
Irrlicht Engine version 0.12.0
Professional Service Pack 1 (Build 3790)
Using renderer: OpenGL 1.5
GeForce 6800 GT/PCI/SSE2: NVIDIA Corporation
OpenGL driver version is 1.2 or better.
Loaded texture: #DefaultFont
Lauching application 800x600 in windowed mode
Loading sounds ...
Loaded texture: fontcourier.bmp
Preloading menu ...
Loading title texture ...
Loaded texture: title.bmp
Loading textback textures ...
Loaded texture: textback.bmp
Loaded texture: textback2.bmp
Loaded texture: honeysmall.bmp
Loading mouse texture ...
Loaded texture: mouse.bmp
Preloading finished.
Preloading world ...
Loaded texture: fonthaettenschweiler.bmp
Loaded texture: balloon.bmp
Init animated water mesh...
Loading textures...
Loaded texture: magickey_rendered.bmp
Loaded texture: honey_rendered.bmp
Loaded texture: light.bmp
Preloading done.
Loading main menu ...
Loading main menu mesh mainmenu.3ds...
Loaded texture: grass.bmp
Loaded texture: bottom.bmp
Loaded texture: skin.bmp
Loaded texture: eye1.bmp
Loaded texture: eye2.bmp
Loaded texture: clothes1.bmp
Loaded mesh: mainmenu.3ds
Needed 9ms to create OctTree SceneNode.(108 nodes, 2300 polys)
Loading skybox...
Loaded texture: skybox/day/sunny/back.jpg
Loaded texture: skybox/day/sunny/front.jpg
Loaded texture: skybox/day/sunny/right.jpg
Loaded texture: skybox/day/sunny/left.jpg
Loaded texture: skybox/day/sunny/bottom.jpg
Loaded texture: skybox/day/sunny/top.jpg
Loading camera ...
Loading saves ...
Loading finished.
Writing settings in file config.xml
Clearing main menu ...
End clearing main menu.
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Ursus engine build 8, made by phrounz
Projet1.exe
Irrlicht Engine version 0.12.0
Professional Service Pack 1 (Build 3790)
Loaded texture: #DefaultFont
Getting settings from file config.xml
Irrlicht Engine version 0.12.0
Professional Service Pack 1 (Build 3790)
Using renderer: Direct3D 9.0
NVIDIA GeForce 6800 Series GPU nv4_disp.dll 6.14.10.7777
Loaded texture: #DefaultFont
Lauching application 1024x768 in windowed mode
Loading sounds ...
Loaded texture: fontcourier.bmp
Preloading menu ...
Loading title texture ...
Loaded texture: title.bmp
Loading textback textures ...
Loaded texture: textback.bmp
Loaded texture: textback2.bmp
Loaded texture: honeysmall.bmp
Loading mouse texture ...
Loaded texture: mouse.bmp
Preloading finished.
Preloading world ...
Loaded texture: fonthaettenschweiler.bmp
Loaded texture: balloon.bmp
Init animated water mesh...
Loading textures...
Loaded texture: magickey_rendered.bmp
Loaded texture: honey_rendered.bmp
Loaded texture: light.bmp
Preloading done.
Loading main menu ...
Loading main menu mesh mainmenu.3ds...
Loaded texture: grass.bmp
Loaded texture: bottom.bmp
Loaded texture: skin.bmp
Loaded texture: eye1.bmp
Loaded texture: eye2.bmp
Loaded texture: clothes1.bmp
Loaded mesh: mainmenu.3ds
Needed 8ms to create OctTree SceneNode.(106 nodes, 2300 polys)
Loading skybox...
Loaded texture: skybox/day/sunny/back.jpg
Loaded texture: skybox/day/sunny/front.jpg
Loaded texture: skybox/day/sunny/right.jpg
Loaded texture: skybox/day/sunny/left.jpg
Loaded texture: skybox/day/sunny/bottom.jpg
Loaded texture: skybox/day/sunny/top.jpg
Loading camera ...
Loading saves ...
Loading finished.
Clearing main menu ...
End clearing main menu.
Loading level 1 with 3 lifes...
Saving ...
Loading data and artifacts from file data.xml ...
Opening xml file...
Found informations in data.xml :
level1.3ds
sunny
Loaded texture: metal.bmp
Loaded mesh: book.3ds
Loaded texture: end.bmp
Loaded mesh: end.3ds
Loaded texture: gold.bmp
Loaded mesh: magickey.3ds
Adding light 500.000000 at (300.000000,-50.000000,0.000000)...
Adding light 1000.000000 at (0.000000,500.000000,0.000000)...
3 artifact(s) found (1 magickeys).
Loading world mesh level1.3ds...
Loaded mesh: level1.3ds
Needed 36ms to create OctTree SceneNode.(201 nodes, 4924 polys)
Loading animated water ...
Loaded texture: water.bmp
Loading skybox ...
Creating selector ...
Needed 106ms to create OctTreeTriangleSelector.(121 nodes, 4924 polys)
Loading player ...
Happens with DirectX or OpenGL as well.
I uploaded a debug version available here :
http://www.fopen-studios.net/zip/ursus6_debug.zip
where I replaced player meshes by book mesh, in case it would be a problem in the meshes "playerX.3ds". Please say me what it does.
http://www.fopen-studios.net/zip/ursus6_debug.zip
where I replaced player meshes by book mesh, in case it would be a problem in the meshes "playerX.3ds". Please say me what it does.
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- Posts: 93
- Joined: Tue Feb 08, 2005 12:19 pm
Since it seems to be a player mesh problem, I removed debug version, and updated Ursus to version 1.4.0 :
http://www.fopen-studios.net/index.php? ... ursus6.txt
You can now select in options between :
- player high quality mesh (previous mesh, do not work on some computers)
- player normal mesh (a new mesh, I hope it works)
- choose the book mesh as player mesh, like in the debug version (failsafe solution, a bit strange to play )
DirectX loading bug has also been removed, but there is no more text in balloons in DirectX mode, so OpenGL is more advised.
http://www.fopen-studios.net/index.php? ... ursus6.txt
You can now select in options between :
- player high quality mesh (previous mesh, do not work on some computers)
- player normal mesh (a new mesh, I hope it works)
- choose the book mesh as player mesh, like in the debug version (failsafe solution, a bit strange to play )
DirectX loading bug has also been removed, but there is no more text in balloons in DirectX mode, so OpenGL is more advised.
I'm not sure to understand you question, but in my game :
- The projectile is a particular type of "Artifact" class.
But, in your game, you can for example create a "Bullet" class which will contain the bullet mesh, the bullet node (with animators), the radius of the bullet, the bullet type if there are differents weapons, etc ... and then create an array of Bullets.
- I didn't managed the collision between projectiles and world mesh because of laziness (you could see in the game that projectiles cross walls). I suppose that if I wanted to do so , I would use "smgr->getSceneCollisionManager()->getCollisionPoint" function.
- The collision between projectiles and player is calculated using the 3d distance between them, like that :
- To destroy the projectile node, I do {nodeProjectile->remove();nodeProjectile=NULL;}
- The projectile is a particular type of "Artifact" class.
But, in your game, you can for example create a "Bullet" class which will contain the bullet mesh, the bullet node (with animators), the radius of the bullet, the bullet type if there are differents weapons, etc ... and then create an array of Bullets.
- I didn't managed the collision between projectiles and world mesh because of laziness (you could see in the game that projectiles cross walls). I suppose that if I wanted to do so , I would use "smgr->getSceneCollisionManager()->getCollisionPoint" function.
- The collision between projectiles and player is calculated using the 3d distance between them, like that :
Code: Select all
core::vector3df vect = posPlayer-posProjectile;
if (fabs(sqrt(vect.X*vect.X)+sqrt(vect.Y*vect.Y)+sqrt(vect.Z*vect.Z)) < radiusPlayer+radiusProjectile) { <collision detected> }
Sorry for replying this late.
When you change device parameters, it should reload all the game (The parameters are saved in config.xml, and the execvp function is called). So you cannot really change parameters without rebooting game.
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Another useful information : Irrsimple 2.1.0 is released. It is a part of the Ursus engine, which have been rewritten to be more object-oriented.
Available at :
http://fopen-studios.net/other.php?lang=
or directly http://fopen-studios.net/zip/irrsimple.zip
(see at the bottom of the page)
When you change device parameters, it should reload all the game (The parameters are saved in config.xml, and the execvp function is called). So you cannot really change parameters without rebooting game.
-----------------------
Another useful information : Irrsimple 2.1.0 is released. It is a part of the Ursus engine, which have been rewritten to be more object-oriented.
Available at :
http://fopen-studios.net/other.php?lang=
or directly http://fopen-studios.net/zip/irrsimple.zip
(see at the bottom of the page)