![Smile :)](./images/smilies/icon_smile.gif)
I just built it, and I must say I'm really sorry about all those IrrLua warnings
![Smile :)](./images/smilies/icon_smile.gif)
When it should be demo1/models/ciudad2.x--Load level mesh
mesh = smgr:getMesh("demo1/models/models/ciudad2.x")
elander wrote: I think i found a bug in your demo. In the level3.lvl script you have:
--Load level mesh
mesh = smgr:getMesh("demo1/models/models/ciudad2.x")
When it should be demo1/models/ciudad2.x
Then it looks for some textures like Windows3.jpg, FOLIAGE.jpg .. i can't find anywhere.
Later it fails to load because it can't find demo1/models/car.obj. I can't find this file in the demo data dir only a micarro.x.
The reason is Audiere/OpenAL are "free" then GameShell stay "free".Eternl Knight wrote: I think the reason for including OpenAL would be the fact that it natively supports 3D sound sources (whereas I do not belive FMOD does, though I may be wrong about that).
Bleh. Well, I tried to get it working, but it's going to take more than 20-30 minutes that I have time to hack tonightMarcoTMP wrote:I)
Irrlicht 0.14
Irrlua 0.6
Audiere 1.9.4
Dusty Engine r9
Newton 1.52
II)
You can include all Audiere .cpp and .h related files to irrlua interpreter and recompile.
Don't know if there is a way to separate packages, but maybe zenaku can give you an answer, he is more expert with lua than me.
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lua.exe
irrlicht.lua.dll <-- new, more proper name for IrrLua
newton.lua.dll
audiere.lua.dll
zip.lua.dll <-- these already exist as LuaZip and LuaSocket
socket.lua.dll
etc...
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#include "../GameShell.h"
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#include "audiere.lua.h" // replace the with name of
// your DLL project header file
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#ifdef __cplusplus
extern "C" {
#endif
AUDIERELUA_API int tolua_Audiere_open (lua_State* tolua_S);
#ifdef __cplusplus
}
#endif