Re: Irrlicht Port

#71
I''m not really keen on the idea of falling off the railing. But maybe a way to stop random accidental slips (Once someone gets used to it) is if they had to be running at the railing with their stamina near 0 so they kinda trip.

Wouldn't it just be the meanest thing if this game actually had tripping?

Re: Irrlicht Port

#72
Spoiler
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T̶h̶i̶s̶ ̶i̶s̶ ̶n̶o̶t̶ ̶r̶a̶n̶d̶o̶m̶l̶y̶ ̶g̶e̶n̶e̶r̶a̶t̶e̶d̶ ̶y̶e̶t̶,̶ ̶b̶u̶t̶ ̶t̶h̶e̶ ̶c̶o̶r̶e̶ ̶o̶f̶ ̶t̶h̶e̶ ̶r̶o̶o̶m̶s̶ ̶s̶y̶s̶t̶e̶m̶ ̶i̶s̶ ̶p̶r̶e̶t̶t̶y̶ ̶m̶u̶c̶h̶ ̶d̶o̶n̶e̶.̶
Spoiler
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Each smiley face equals a room that spawns.

Re: Irrlicht Port

#73
I'm curious as to what your plan is for event implementation. Cause honestly, the best idea I can come up with right now is giving each room a function pointer corresponding to its event's update function. Either that, or someone spends an agonizing amount of time wrapping everything in this game and using a Lua interpreter. But this game doesn't have the modding community to warrant that kind of masochism IMO.
M-x dingus-mode

Re: Irrlicht Port

#74
MonocleBios wrote:I'm curious as to what your plan is for event implementation.
I was planning on using a virtual member function called room::update() that has a different implementation depending on each room. For rooms with several possible events, I could use a switch in the function.

I think this is a better choice than implementing the events with separate classes, because they don't actually need objects for themselves. Also, if two events do similar things, the switch would only be for things that are different.

The only disadvantage that I can imagine is that all rooms would be hard-coded into the game, but it doesn't matter anyway because the events already are.

Re: Irrlicht Port

#75
juanjpro wrote:I was planning on using a virtual member function called room::update() that has a different implementation depending on each room. For rooms with several possible events, I could use a switch in the function.
So each room is its own class with hard coded event/fill data, right?
I think this is a better choice than implementing the events with separate classes, because they don't actually need objects for themselves. Also, if two events do similar things, the switch would only be for things that are different.
Events in this game aren't designed to contain much more than a timer and a state machine, making a struct is just for readability at this point.
The only disadvantage that I can imagine is that all rooms would be hard-coded into the game, but it doesn't matter anyway because the events already are.
As I said earlier, the modding community for this game isn't nearly large enough to warrant working on a wrapper in order to load event/room data from a script.
M-x dingus-mode

Re: Irrlicht Port

#76
MonocleBios wrote:So each room is its own class with hard coded event/fill data, right?
Yep.
As I said earlier, the modding community for this game isn't nearly large enough to warrant working on a wrapper in order to load event/room data from a script.
Maybe when the features from the Blitz3D version are fully ported, I'll take a look into this.

Now createMap creates separate zones, and every room from the game has its own subclass.

https://www.mediafire.com/?l93uju55cbdcppd

Re: Irrlicht Port

#77
This is really nice so far!
I have looked in the files and noticed textures from Box of Horrors, does that mean it will be directly included in the port?
And if yes, will there be an option to activate/deactivate it or will it be always activated by default?

Is it hard to work with Irrlicht? I'm interested in programming and I'm looking forward to learn C++ in the future.
Member of the FunnyLetsPlayTeam (french Let's Plays channel) | Creator of SCP - Doom Experiment

Re: Irrlicht Port

#78
Feguelion wrote:I have looked in the files and noticed textures from Box of Horrors, does that mean it will be directly included in the port?
No, I just copied all the textures from my game directory. I will release a port for the mod separately after vanilla is done.
Feguelion wrote:Is it hard to work with Irrlicht? I'm interested in programming and I'm looking forward to learn C++ in the future.
Most game programmers shouldn't have a hard time learning how to use Irrlicht. It has some limits, but it's open-source so you can change whatever you want to.

I'm working on sound now; I got rid of ALURE because it has some things I don't really like. I'll create a simple OpenAL wrapper instead.
Edit: beethoven.ogg
Last edited by juanjp600 on Sat Aug 08, 2015 3:57 pm, edited 1 time in total.

Re: Irrlicht Port

#79
This is cool. I really hope to see this evolve to a more popular, user friendly format. It will help the game gain more reputation. I was just wondering? How much more experience do you have with coding and working with new engines than the last guys that tried this? (I have noticed you supply A LOT of the bug fixes for the game)
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History is written by the victor~Winston Churchill
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Re: Irrlicht Port

#80
LORD DEATH wrote:How much more experience do you have with coding and working with new engines than the last guys that tried this?
It should be enough to actually finish the port. Things don't usually change much when it comes to learning new programming languages and game engines.

Here's a new video:
[youtube]wAYj2QBi3Gc[/youtube]

I should learn how to edit and convert videos better.
cron