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Posted: Fri Feb 17, 2006 8:05 pm
by Guest
Hiho!

Very cool tool (for me as an programer-n00b/programing-learning). I was searching for an simple game engine for testing my maps made in DeleD. So, ive found the CSPGE and this thing also very interesting. The only problem is that "permission denied" comes when i want to compile it with Dev C++. It seems that the folder is write-protected... and i cannot unlock it. :/

Wfr, Sindwiller

Posted: Fri Feb 17, 2006 10:39 pm
by RapchikProgrammer
Error! Compiled for visual c++ a sample fps game. Tried to compile first in visual c++ 2005 express edition then in vc6. Errors in both. :( Any idea. It said in vc2005 that windows.h was missing and i dont know in which vc but it also showed an error at the string function. And asked me too look at the definition. I dont remember the error and too lazy and sleepy right now to open it so i will just leave it to you guyz to figure it out.

Posted: Sat Feb 18, 2006 2:07 am
by titere
me too:
error in xstring.h

Posted: Sat Feb 18, 2006 9:37 am
by jam
Very nice framework :D

Just an observation but CGameManager::Init() seems to get called twice. It appears you can remove Init(); in the CGameManager::CGameManager() constructor function to prevent the above situation.

Also if you do the above and add the following code to CGameManager::~CGameManager()

Code: Select all

    if(m_pPlayer)
    {
        delete m_pPlayer;
    }
    if(m_pPathManager)
    {
        delete m_pPathManager;
    }
    if(m_pItemManager)
    {
        delete m_pItemManager;
    }
    if(m_pEnemyManager)
    {
        delete m_pEnemyManager;
    }
this stops a memory leak involving those pointers

Posted: Sun Feb 19, 2006 4:46 pm
by Guest
error C2955: 'string' : use of class template requires template argument list

This is what I get when I try to compile under VS6

Posted: Fri Feb 24, 2006 7:37 pm
by area51
Sorry for lack of help, been away for a bit, and now have no time due to the arrival of a 7lb 11oz baby girl, Olivia Paige Rowland.

What i'll be doing is making a full blown game using the framework, and then droping any code back in at a later point. This will iron out a couple of small issues along the way that some people are having.

To overcome the 'string' propblem, just rip all references to it out.

To overcome the 'windows.h' problem, just link it to your project doing a Tools->options->Projects & Solutions->VC++ Directories, select Include Files Dropdown and add an entry similar to this: C:\Program Files\Microsoft SDK\include

Also thanks to Jam and others for providing support.

Watch this space for IrrWizardDemo FPS, comming soon.(or not as the case may be, free time permitting)
________
Oregon Medical Marijuana

Posted: Fri Feb 24, 2006 8:55 pm
by Spintz
Grats on the baby! :D

Posted: Fri Feb 24, 2006 9:24 pm
by afecelis
yup Area, congrats for the new member of the family! :wink:

Posted: Sat Feb 25, 2006 2:48 pm
by titere
very good your work !!! thanks!!!

what about newtown dynamics?
are you work in it? for when? :D


can you put the UML diagram in your tutorial? :lol:

Posted: Sat Feb 25, 2006 4:40 pm
by area51
...thanks guys.

@titere I do plan to integrate Newton, and added a CPhysicsManager to the basic framework option a while ago, although got side tracked and didnt release it. Just need to do a little more work on that, not too sure when it will be finished though.

A UML diagram is a good idea, and can try to do one of those sooner I hope.
________
BMW V3

Posted: Sun Feb 26, 2006 2:53 pm
by TheWorstCoderEver
It's starting to slowly evolve into full-fearture game engine, I can see...

Posted: Fri Mar 03, 2006 8:31 am
by titere
@area51 : thanks for your reply

can you give us us an advance of which characteristics what has the version of irrwizard and Newton? force? collisions? joints? to float?

Posted: Sat Mar 04, 2006 11:24 am
by BattleElf
Hi, nice framework :D

A couple of questions:
1. To extend the menu would you add to the GameMenuState files or create new state files eg GameOptionMenuState.cpp/h

2. Wouldn't it be more practical to have one GameStateLevel file for the whole game and load the extra bits like map name and waypoints from a config file rather than creating new GameStateLevel files for each level?

3. Can you give me any tips on what you would do to implement a pause function and do you think that would be the best way to handle mid-game menu accessing. eg esc key pressed - game pauses - menu displays - click Play - game resumes (unpauses)

Thanks for any help

Posted: Thu Mar 09, 2006 7:13 pm
by Quack
I have tried to put a sound class in it, but i recieve an error.

I'm using VS 2005 (microsoft visual c++ 2005)

Code: Select all

gamesoundstate.cpp  error C2259: 'CGameSoundState' : cannot instantiate abstract class 	

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CGameSoundState CGameSoundState::m_GameSoundState;

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CGameSoundState* CGameSoundState::Instance()
{
	return ( &m_GameSoundState );
}
are in GameSoundState.cpp

Code: Select all

static CGameSoundState m_GameSoundState;
is in GameSoundState.h

The files look almost the same as: IntroState.cpp and IntroState.h.

I hope someone can help me with this...

Posted: Fri Mar 10, 2006 7:12 am
by titere
You has written "=0" in any function of that class . Then that class is abstract and you cant reference it with Instance