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Making Counter-Strike

Posted: Sun Aug 01, 2004 11:37 am
by MessiaH
Finally!!!
Directx with help loaded! :P
Now,i am going to start coding my new game-CS with net support(direct play)
Is it possible?Or i ll lose my time trying to do it?
Thanks.

Posted: Sun Aug 01, 2004 11:38 am
by niko
I recommend to start smaller. Try to do it without network first. :)

Making Counter-Strike

Posted: Sun Aug 01, 2004 11:50 am
by MessiaH
I know that it sounds a bit strange.
But developing 3d bots with waypoint system would be even more difficult.
But you havent answered my question:has irrlicht enough 3d abilities to make CS?
And more.Should i make 3d sound using DirectSound,or its better to do this another way??? :?:

Posted: Sun Aug 01, 2004 11:54 am
by Peter Müller
No, bots, using waypoints are _very_ easy, compared with network.
You can create with Irrlicht much more than an CS clone.

But one question from me: How wants to play CS? :roll:

Posted: Sun Aug 01, 2004 12:34 pm
by blayde
yep, irr' is fine to make a CS clone with.

i'd recommend something openal or fmod for the sound though.

Making Counter-Strike

Posted: Sun Aug 01, 2004 1:11 pm
by MessiaH
Thank you.
And dont you know smth about ready net-play libraries for vc++???
I am not very keen on the idea of making net-play with DirectPlay directly :cry:

Making Counter-Strike

Posted: Sun Aug 01, 2004 2:09 pm
by MessiaH
And how do you,experienced Irrlicht users,think:is it enough to use built-in fisics of Irrlicht,or its better to use external fisics library(Tokamak?).
And more.Couldnt you email me some simple 3d sound code plese?!
Thanks
:)
nikitamoryakov@mail.ru

Posted: Mon Aug 02, 2004 1:52 am
by xhrit
internal physics are not as advanced as others.

Posted: Mon Aug 02, 2004 4:21 am
by brcolow
Unfortunatley MessiaH, you are going to have to do some of the work yourself. It looks as if you have zero C++ knowledge. So instead of making a counter-strike (and why would you, when there already IS one ;)), sit back, read a book and then mabye try tetris.

Posted: Mon Aug 02, 2004 5:23 am
by Guest
here's what i've found
sound :
fmod
openal
( i can't even compile openal, missing eax.h. try fmod first )

physics :
newton
tokomak
ode
( i'm going with ode, it's the only one able to work on more than just windows )

network :
raknet
hawknl
( there are others, but just use raknet. it was a commerical product a month ago, now it's free to help get more advertising :) - plus it's easy like irr' )

hope that helps

Making Counter Strike

Posted: Tue Aug 10, 2004 10:33 am
by MessiaH
Wow!
Is it REALLY possible to create netplay with DirectPlay?
???

Making CS

Posted: Tue Aug 10, 2004 10:42 am
by MessiaH
Wow!
Is it really possible to create net play with Direct PLay???

Making GAME (cs for EXAMPLE)

Posted: Tue Aug 10, 2004 10:48 am
by MessiaH
Fortunatelly,i have some C++ knowledge.
:lol: Tetris-not interesting at ALL(why should it be interesting if i did it in delphi and usual c++ with dx(but i dont say its playeble :? ))
I ll try now to make 3d sound with DirectSound and netplay with one of the libraries.
Thanks. :D

Posted: Wed Aug 18, 2004 7:29 pm
by Guest
OpenTNL - http://www.opentnl.org <-- the Tribes 2 netcode gone opensource... might wanna check that out as well

rustedmind : http://www.rustedmind.com

Posted: Thu Aug 19, 2004 2:19 am
by Domarius
If you're gonna make a CS clone, why don't you use the graphics engine CS was made with - Half Life? Half Life is already geared towards FPS games, so it will be easier, look better, and run faster.

Irrlicht is an all-round graphics engine. You can make ANYTHING with it, but your type of game (say, an FPS) won't run as fast as the same type of game made with a specialised engine.

Like Peter Müller said, Irrlicht is for a lot more than a game like CS.