Re: Irrlicht Port

#241
Uhhhhhh?! :gasp: That thing looks way better than it should. I'm going to need more underwear. :096: I have to say that the new engine looks like it improves the lighting system and graphic detail in general. I also suggest adding a slider for the camera fog.
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History is written by the victor~Winston Churchill
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Re: Irrlicht Port

#242
Juicy wrote:
LORD DEATH wrote:Uhhhhhh?! :gasp: That thing looks way better than it should. I'm going to need more underwear. :096: I have to say that the new engine looks like it improves the lighting system and graphic detail in general. I also suggest adding a slider for the camera fog.

It's more like it looks worse than it should on B3D lol
B3D? What do you mean? Could it look better? Mind you that only one person so far is working on this port.
#Don't forget about that camera fog slider.
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History is written by the victor~Winston Churchill
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Re: Irrlicht Port

#245
InnocentSam wrote:copied SCPCBIrrlicht into "irrlicht-1.8.1\source\Irrlicht" (step 1)
You don't copy the whole project, there are modified files in the "source" and "include" directories within the "Irrlicht" directory. You need to copy those files and overwrite the original ones. I might just publish diffs instead of uploading the whole files, to make things clear.
InnocentSam wrote:You state to "compile in debug mode", but using what compiler?
Any C++11-compliant compiler should work, I use MinGW-w64 with the Code::Blocks IDE.

In the Code::Blocks file that's included with Irrlicht there are several build targets. Compile "Win32 - Debug - dll".

Re: Irrlicht Port

#246
Will we be given a process console so we can see when the game has an error and report it? #Edit: It's good to see that lots of people are still keeping the bug report topic busy. I hope that the majority of the MAVs and bugs will be fixed to make the game playable and the bugs manageable.
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History is written by the victor~Winston Churchill
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Re: Irrlicht Port

#247
juanjpro wrote: You don't copy the whole project, there are modified files in the "source" and "include" directories within the "Irrlicht" directory. You need to copy those files and overwrite the original ones.
Okay, I've done that.
juanjpro wrote: Any C++11-compliant compiler should work, I use MinGW-w64 with the Code::Blocks IDE.
Done.
juanjpro wrote:In the Code::Blocks file that's included with Irrlicht there are several build targets. Compile "Win32 - Debug - dll".
Done.

But when I open Irrlicht-gcc.cbp after configuring everything properly (compiler and build target), and build, it spews out the following error:

Code: Select all

\devenv\source\Irrlicht\..\..\include\leakHunter.h|52|undefined reference to `irr::LeakHunter::ReferenceCountedObjects'|
Tried googling the error but yielded nothing of use.
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Re: Irrlicht Port

#250
Random movement: I feel that this would really benefit the game in the sense of having no control over the situation and making the facility seem more "alive". Giving SCP 173 random paths to follow would be good such as to allow things like hearing him actually move down an adjacent hallway or have him open nearby doors(not important doors such as 914 or heavy blast doors). having the entity lose interest or go away from the players position if locked out of a room (example:914's chamber), Allowing random actions or moving to random locations until the entity detects the player. I.E. SCP 173 is on the opposite end of the light containment zone so the entity activates a random path that runs near the player's position. The entity moves regardless of the players line of sight until SCP 173 goes into it's "hostile" state. If the entity is trapped by a lockroom it has a chance to either go in the lock room or move to the adjacent room and continue it's path. Tell me what you think.

Note: As of right now the current SCP 173 A.I. is creepy enough with it being spawned in random locations on the grid-map. But it would be nice if these changes were implemented. It would increase both immersion and fear factor.
Edit::I saw your new method for pahtfinding so don't worry about that. I still would like to see some random paths and having SCP 173 "roam" the facility.
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