Particle Editor (current version: debug 0.2.162)
mandrav, the only output I get is this:
The program doesn't show up, and breakpoints won't work.
So for now I've debugged using the command prompt.
JPulham & Rambus,
Thanks, that helps, now I have a clue what's going on. Strange though, since the program shouldn't be loading the presets until the user does it manually. I'll have a look at it
//EDIT
Ok, I downloaded the version on my site just to see, and in fact I'm getting the same error, so apparently it's a version where I tried implementing preset loading at startup of the program. So I'm uploading a new binary that might actually work.
//EDIT
There, new archive up, I'm sorry for all the hassle
Particle Editor: Download
Irrlicht DLL: Download
I've tested this, downloaded and it ran without problems.
Note that this is also a new version which has basic level loading implemented (works with the pk3 in irrlicht media folder). Not to much use yet though. I've also stripped the dll from the archive, it's now a separate download to make the more frequently updated archive a decent portion smaller.
Code: Select all
Selecting target: default
Compiling: done
Adding source dir: C:\Dev\My Projects\Irrlicht Particle Editor\
Adding source dir: C:\Dev\My Projects\Irrlicht Particle Editor\
Changing directory to: bin
Adding file: bin\Irrlicht Particle Editor.exe
Starting debugger: done
Setting breakpoints
Debugger finished with status 1
So for now I've debugged using the command prompt.
JPulham & Rambus,
Thanks, that helps, now I have a clue what's going on. Strange though, since the program shouldn't be loading the presets until the user does it manually. I'll have a look at it
//EDIT
Ok, I downloaded the version on my site just to see, and in fact I'm getting the same error, so apparently it's a version where I tried implementing preset loading at startup of the program. So I'm uploading a new binary that might actually work.
//EDIT
There, new archive up, I'm sorry for all the hassle
Particle Editor: Download
Irrlicht DLL: Download
I've tested this, downloaded and it ran without problems.
Note that this is also a new version which has basic level loading implemented (works with the pk3 in irrlicht media folder). Not to much use yet though. I've also stripped the dll from the archive, it's now a separate download to make the more frequently updated archive a decent portion smaller.
Played with the editor myself abit, and made a few new presets and textures. And I've made it available here:
Media Update
Including a better fire texture
GlowingBlob should have emitter box values 10, 2, 10. not 10, 21, 10. Apparently a loading bug I'll have to address.
Media Update
Including a better fire texture
GlowingBlob should have emitter box values 10, 2, 10. not 10, 21, 10. Apparently a loading bug I'll have to address.
Hmm...looks cool but when i change settings and press buld emitter nothing happens.....
We're programmers. Programmers are, in their hearts, architects, and the first thing they want to do when they get to a site is to bulldoze the place flat and build something grand. We're not excited by renovation:tinkering,improving,planting flower beds.
That's great Rambus.
I'm currently working on version 0.2, I have already up to four backups of the source just for today
Some of the features currently implemented in 0.2:
Suggestions on what you guys would like to see implemented are welcome
/Edit, a little preview screenshot:
Shows some of the new features, and a smoke emitter added at the same position as the fire emitter
I'm currently working on version 0.2, I have already up to four backups of the source just for today
Some of the features currently implemented in 0.2:
- * Loading environments (still needs more work to support atleast one other format, like dmf), clicking the mouse sets the position in the 3d world where a new particle system will be added.
* Multiple particle systems.
* List window for selecting individual particle systems, bounding box will show for current selection.
* Update emitter added, create new emitter now adds a whole new system at current position instead.
- * Settings window for pos, rot and scaling the environment. (currently working on this)
* Saving of all current particle systems in the world to a c++ style document.
(These are more of wish-list items at the moment) ->
* Deleting individual particle systems.
* Saving & loading a world with already placed systems and environment.
Suggestions on what you guys would like to see implemented are welcome
/Edit, a little preview screenshot:
Shows some of the new features, and a smoke emitter added at the same position as the fire emitter