Re: SCP: Containment Breach C++ Conversion

#72
tux3 wrote:Hello everyone !
I'm new to the forum, I discovered this game like 5 days ago, I really loved it but the loading was so painfully slow, and I always wanted to code a game in 3D, so I tryed to make my own C++ conversion.
Well it's not technically a conversion since I dind't looked at the Blitz code, I just rewrote it from scatch. Then I discovered the forums and saw this thread.
Anyway here is what I've done, I hope you'll like it.

https://mega.co.nz/#!HgJEhKrI!ar5pTm7S7 ... McRGOt1Y7M

You don't have to put it in the game folder, it runs as is.
It's made in C++ wih the 3D engine Irrlicht (supports OpenGL, DirectX and software rendering natively).
I've also heard somewhere that Irrlicht could execute some Blitz3D code, but I'm not entirely sure about it.
At the moment the engine, bascic physics and launcher are ready (game reads/save config in config.ini) and the in-game menu is almost finished.
It still lacks AI, random level generation, inventory and save system though.
All the models I used are from the original game, there is one version (SCPP-SB) that just loads the room from the game's intro and another (SCPP-CB-forest) that loads 860's forest map.
PS:Source is not included, I can upload it if someone is interested.
I'm really digging the tree-climbing feature, it feels almost as if I'm walking straight up the trunks.

10/10 better than the original!

Re: SCP: Containment Breach C++ Conversion

#78
So I was thinking, after CB has been ported, can we throw out bump-mapping? I honestly think it looks horrible. Switching it out for high-quality texture filtering would be nice.
Also, for dynamic lighting (Like in places that have light, Gate B for example) there should be low quality shadows, due to the fact that the game should be supported on devices with less processing power. By low quality, I mean like just a round "Circle" shadow that doesn't take much processing to render.
Finally, I think that the blink system should be improved, like if 173 is behind a wall and you can't see him, he can still move but not into your line of site.
Any other ideas?