IrrWizard?

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Quack
Posts: 4
Joined: Thu Feb 16, 2006 8:49 am

Post by Quack »

No, nowhere in GameSoundState.cpp or GamesoundState.h stays "= 0" or "=0".
All the functions are empty except:

Code: Select all

void CGameSoundState::BackMusic()
{
	stream = OpenSound(audiereDevice, "media/win.mp3", true);
		if (!stream) 
			return;
	stream->setRepeat(true); //Loop
    stream->setVolume(0.5f); // 50% volume
    stream->play();
}
The code of the init function:

Code: Select all

void CGameSoundState::Init(CGameSoundState * pManager)
{
	audiereDevice = OpenDevice();
	
		if (!audiereDevice) 
     		return;
}
Update and clear are empty functions.
area51
Posts: 338
Joined: Thu Mar 18, 2004 10:20 pm
Location: UK
Contact:

Post by area51 »

I am pleased to announce DarkChrono has joined the team.

This will give a big boost to the project, and will enable future development of some pretty cool things to come.

He has been tirelessly working behind the scenes on some new features planned for next release.

...So stay tuned
________
Zx14 Vs Hayabusa
Last edited by area51 on Thu Feb 24, 2011 11:57 pm, edited 1 time in total.
Tintin

Post by Tintin »

Report us about the new characteristics of the project plz
What about newton ? etc etc

We are very interesting in your work
Darkchrono
Posts: 7
Joined: Fri Oct 17, 2003 8:29 pm
Location: If you need me there, I'll be there

Post by Darkchrono »

I am pleased to announce DarkChrono has joined the team.

This will give a big boost to the project, and will enable future development of some pretty cool things to come.

He has been tirelessly working behind the scenes on some new features planned for next release.

...So stay tuned
that will be me :wink: if you what know more about
the features you can see my blog at
http://chrono.blogthing.com/
for now i can tell you that is now a CVS copy at sourceforge page with a brand new config manager :D
area51
Posts: 338
Joined: Thu Mar 18, 2004 10:20 pm
Location: UK
Contact:

Post by area51 »

The plan is to add Newton using a phased approach, possibly as part of a 'core' system. ie physics, sound, scripting, config.xml, AI etc, and stripping out weapons, health bars, pickups etc.

It's broken up in a similar fashion in the CVS now (game specific stuff in the 'game' folder, like health bars and the like) Just need to do a tiny bit more re-organizing though.

Anyway, to do Newton well will require a fair amount of effort, so the answer would be, it is planned, but not in the short term.

If someone already has a clean Irrwizard/Newton implementation and would like to share it, then I would be more than willing to add it with immediate effect :D
________
Drug Tests
Last edited by area51 on Thu Feb 24, 2011 11:57 pm, edited 1 time in total.
Guest

Post by Guest »

Code: Select all

main.obj : error LNK2001: unresolved external symbol "public: bool __thiscall CGame::run(void)" (?run@CGame@@QAE_NXZ)
main.obj : error LNK2001: unresolved external symbol "public: __thiscall CGame::CGame(void)" (??0CGame@@QAE@XZ)
main.obj : error LNK2001: unresolved external symbol "public: virtual __thiscall CGameManager::~CGameManager(void)" (??1CGameManager@@UAE@XZ)
Debug/main.exe : fatal error LNK1120: 3 unresolved externals
Any ideas? Im stumped by these errors.

Thanks
area51
Posts: 338
Joined: Thu Mar 18, 2004 10:20 pm
Location: UK
Contact:

Post by area51 »

The error looks as if you have defined a prototype for function run() in CGame, but not implemented it. Then in Main your trying to call the un-implemented run() function (which isn't really there).

Check to see if you have a run() function in CGame, and it has something in it, ie it's doing something.
________
The Apprentice Dicussion
Last edited by area51 on Thu Feb 24, 2011 11:57 pm, edited 1 time in total.
Guest

Post by Guest »

Can u make multiplayer games with this?
area51
Posts: 338
Joined: Thu Mar 18, 2004 10:20 pm
Location: UK
Contact:

Post by area51 »

No, not without adding it yourself. Sorry
________
Stocks to buy now
Last edited by area51 on Thu Feb 24, 2011 11:58 pm, edited 1 time in total.
LOL
Posts: 4
Joined: Wed Apr 19, 2006 12:47 pm

Post by LOL »

Just like to say, great work guys! :wink:

I wanted to know when the new Version of IrrWizard will be out? since Irrlicht 1.0 has been released.
area51
Posts: 338
Joined: Thu Mar 18, 2004 10:20 pm
Location: UK
Contact:

Post by area51 »

Yes, very soon.
________
Weed news
Last edited by area51 on Thu Feb 24, 2011 11:59 pm, edited 1 time in total.
jclins
Posts: 86
Joined: Thu Jan 01, 2004 10:29 pm
Location: Texas, USA

Post by jclins »

area51 wrote:Yes, very soon.
I can't wait! BTW, if you already have an irrWizard project generated, rebuilding it for irrlicht 1.0 works without any issues. So, don't let that stop you. :)
area51
Posts: 338
Joined: Thu Mar 18, 2004 10:20 pm
Location: UK
Contact:

IrrWizard 1.0 released

Post by area51 »

IrrWizard 1.0 released
  • Re-structured framework into the folowing folders: core, engine,
    ai, sound, config and game.

    Re-designed wizard to make development easier to integrate
    and simpler to use.

    config.xml support added, game options can be edited externaly
    and read back in via xml at runtime.

    Sound support added for both Audiere and FMOD. Configuarable
    via the config.xml.

    Game weapon manager added to allow the changing of animated weapons
    using mouse wheel, similar to Quake etc .

    GFX manager added to make adding particle effects easier.

    Various minor bug fixes.

    Sound Manager tutorial/documentation added.
    Config Manager tutorial/documentation added
I would like to thank Dark Chrono for his help in making this release possible.
________
Justin bieber fans
Last edited by area51 on Thu Feb 24, 2011 11:59 pm, edited 1 time in total.
LordNaikon
Posts: 164
Joined: Wed May 05, 2004 5:34 pm
Location: Germany Berlin
Contact:

Post by LordNaikon »

NICE ... :shock:

i am allready downloading it :P

/EDIT/

first cursorily feedback

in the credist screen i get this contrast difference .. my monitor is very bright.

Image

maybe its caused by wrong usage of my visual studio .. but when i try to start o project .. this error occurs
"Run-Time Check Failure #0 - The value of ESP was not properly saved across a function call. This is usually a result of
calling a function declared with one calling convention with a function pointer declared with a different calling
convention." int the CGameIntroState::Update function. if i start the program out of the ide it works fine .

now i dive into the code :roll:


btw: i was abstinent from irrlicht for awhile ... why do i get those blurry font and blurry textures ? i think it appears in irr 0.14 till now 1.0
q|^.^|p beeing every time friendly to everyone
sys: 2500+Barton 512MB 6600GT WinXP
area51
Posts: 338
Joined: Thu Mar 18, 2004 10:20 pm
Location: UK
Contact:

Post by area51 »

Thanks LordNaikon for testing it out. The credits screen is my mistake, I must have removed the credits.jpg when pruning the zip file prior to uploading. The version on my harddrive is fine.

I've uploaded a newer version of the zip file with the missing resource now so others wont have the same problem.

Since my main computer blew up a few weeks ago, I wont be able to get to a machine with Visual Studio on until tomorrow (.NET 2003, not Express 2005). I will watch out for the error you are getting and report back.

Again, thank you for taking the time to download and test this release.
________
ENTOURAGE ADVICE
Last edited by area51 on Thu Feb 24, 2011 11:59 pm, edited 1 time in total.
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