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Posted: Thu Jul 06, 2006 7:24 am
by area51
@Human Shield I havn't done much with the mouse wheel, although there is a topic here that might help:
http://irrlicht.sourceforge.net/phpBB2/ ... ouse+wheel
@dawasw There are some minor fixes in the CVS to do with release and debug mode. It works much better in debug mode basically.
You're problem is that Dev C++ dosen't like the 'assert' statement found in the IGameEntity::SetID function, you can comment this out toget around your problem. (or use debug mode)
Code: Select all
assert ( (val >= m_iNextValidID) && "<BaseGameEntity::SetID>: invalid ID");
@jaymel6 The easiest way is to set the speed of each enemy to a different value, then they wont bunch so much.
A better way would be to write a function that offsets the final position if an enemy already occupies the spot.
It's possible that I will implement this as Im going through the process of creating a game in anger and will probably encounter the same problems as yourself, and others.
Hope this helps, good luck
________
Montana Medical Marijuana Dispensary
pathfinding
Posted: Mon Jul 10, 2006 6:35 pm
by jaymel6
Area 51
thanks
I already change the speed of the enemy but at some point they still goes in the same spot, I guess i had to change the way point of each enemy. or create a new function that offset the enemy position.
my new question are if you have a new tutorial for finding the path for a new level. I loaded a new quake level (bsp) on a game but the enemy are floating all over the place, I think it still using the old path from the 20-map.
I check your tutorial in A* pathfinding but i'm still confuse. hopefully you have a detail or code sniplets or post a step by step tutorial how can implement a new path for a game.
thank you
Posted: Tue Jul 11, 2006 10:54 am
by area51
Hi jaymel6,
I have updated the A* tutorial on the site to include a top down diagram and code of the navgraph.
http://irrwizard.sourceforge.net/tut09.html
This may make it a little clearer.
If not then get back to me with the specific area you're stuck on, and I'll try to help.
btw, the diagram is part of a random dungeon that automaticaly generates the A* Navgraphs for each level.
________
Arizona medical marijuana
Posted: Sun Aug 06, 2006 7:32 pm
by Overlord
Hi,
I don't know if this was asked already but would it be possible to have IrrWizard output C# code and to support #Develop2 IDE?
Posted: Tue Aug 08, 2006 7:01 am
by area51
I don't know if this was asked already but would it be possible to have IrrWizard output C# code and to support #Develop2 IDE?
Not without a complete re-write unfortunatly.
Even using something like code2code.net would be a major task.
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ZX14 VS HAYABUSA
Posted: Tue Aug 08, 2006 2:39 pm
by Overlord
Argh, too bad.
Posted: Wed Aug 09, 2006 1:04 pm
by BattleElf
Has anyone got .irr files loading properly in irrWizard? I've got a loader going but am having trouble getting collisions activated for the scenes meshes.
Posted: Wed Aug 09, 2006 1:52 pm
by area51
Umm, we might need an ISceneManager::getMetaTriangleSelector() to be able to use the .irr files.
I can have a play around tonight, but in the back of my mind, there seems to be something missing
________
Scientology Advice
IrrWizard 1.1
Posted: Wed Aug 09, 2006 7:34 pm
by area51
IrrWizard 1.1 now released!
This is considered a minor compatability release, here are the following changes:
- Compatability with Irrlicht 1.1
Modified shooting code to handle multiple enemies.
Added multiple enemies to Level 1
Added createWaterEffect function to GameGFXManager that allows
a 'cheap water' node to be added
Added createBumpMapNode function to GameGFXManager that allows
a bump mapped node to be added.
Changed explosion effect when shooting water
Moved createExplosion() function from GameWeaponManager to GameFXManager
Level NavGraph for A* pathfinding can now be loaded from an
external XML file.If the file doesn't exist, then it will be
loaded from the hard coded level data as normal.
Split GamePlayState::loadMap() into seperate functions, skyMap
keybindings etc
Added Support for Optional FMOD Build this meads is no longer
necessary use Fmod default it will not compile Fmod class,
for compile define USEFMOD options usualy in the project options
under c++ (VS preprosesor definitions, DevCpp)
Added 'Particle Effects' true/false in config.xml
Overloaded loadMap function to allow camera position to be changed.
Added seperate sound effects per weapon. Pistol, shotgun & launcher etc
Fixed crash when falling throuh map and then shooting skybox.
Removed some compile Warings
Cosmetic change, added 'Carlos Ortiz' to in game credits
And as always, good luck
________
IOLITE VAPORIZER REVIEW
Posted: Wed Aug 09, 2006 9:08 pm
by LordNaikon
thx! for the release .. i'll try it out immediately!
god to see that your project is still going on!
Posted: Sat Aug 12, 2006 8:06 am
by area51
Thanks for your continuing support LordNaikon, and others.
The next release will be a major one with at least one big thing added, possibly two.
________
Apple games
Irrwizard restart level
Posted: Tue Aug 22, 2006 11:05 pm
by Dutch
Hi there,
First off all, a great tool. Thanks area51 and all those who contribute to it!
I am new to games programming (background is more 3d modeling and animating)
I'm a bit stuck at the moment. I want the player to restart the level if health is gone and reduce it's live by one.
when i change the gameplaystate.cpp to :
Code: Select all
void CGamePlayState::Update(CGameManager * pManager)
{
// overide in child class
pManager->getDriver()->beginScene(true, true, video::SColor(0,100,100,100));
pManager->getSceneManager()->drawAll();
pManager->getGUIEnvironment()->drawAll();
pManager->getEnemyManager()->Update();
pManager->getWeaponManager()->Update();
pManager->getItemManager()->Update(pManager);
displayCrossHair(pManager);
displayAmmoBar(pManager, pManager->getPlayer()->getAmmo());
displayHealthBar(pManager, pManager->getPlayer()->getHealth());
displayIcons(pManager);
pManager->getDriver()->endScene();
if (pManager->getPlayer()->getHealth() <= 0)
if (pManager->getPlayer()->Death(pManager))
ChangeState(pManager, CGameStateLevel01::Instance());
}
the game crashes. something to do with the weaponstate
Am i on the right track anybody??
Dutch
ref my last
Posted: Wed Aug 23, 2006 6:44 am
by Dutch
got it sorted
Posted: Wed Aug 23, 2006 7:15 am
by area51
Cool.
Im doing modifications to make the full game implementation complete and fully playable at the moment.
Death and respawn needs a little change to go from normal camera to death camera and back. I've added a camera pointer and accessors on the CPlayer class and ReSpawn() and Reset() functions.
Then reseting the camera position to:
pManager->getPathManager()-getRandomWaypoint();
________
Motorcycle tires
sliding door
Posted: Sat Aug 26, 2006 3:21 pm
by Dutch
Hi anyone,
I have put a door in one of my levels like this:
Code: Select all
scene::IAnimatedMeshSceneNode* doorNode;
scene::IAnimatedMesh* door = pManager->getSceneManager()->getMesh("media/door.ms3d");
doorNode = pManager->getSceneManager()->addAnimatedMeshSceneNode(door);
doorNode->setMaterialFlag(EMF_LIGHTING, false);
doorNode->setMaterialTexture( 0, pManager->getDriver()->getTexture("media/stripes.jpg") );
doorNode->setRotation(core::vector3df(0,90,0));
doorNode->setScale(core::vector3df(1.8,1.8,1));
doorNode->setPosition(core::vector3df(890, 510, -10));
irr::scene::ITriangleSelector* doorSelector = pManager->getSceneManager()->createTriangleSelectorFromBoundingBox(doorNode);
if(doorSelector)
pManager->getMetaSelector()->addTriangleSelector(doorSelector);
i have put this under CGamePlayState::Init(pManager);
How do i put an animation on it to be triggered when the player comes close.
thanks
dutch