Re: Irrlicht Port

#81
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

#82
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

#83
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

#84
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

#85
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.

Re: Irrlicht Port

#86
Alright, with the new video I have to note this, the walking animation is not in sync with the footsteps, and doesn't even make sense. First off, who would ever sway that much while walking? A simple head bob and a veerrrry slight sway from side to side would be enough. Also, he walks way to slow for a human. Walking on average has about half a second between footsteps, and sprinting is a quarter. This is pretty funny because when he sprints he basically walks and then after a short time he breaths like he just ran a five mile marathon at 25 miles per hour in a trench coat. So if you are gonna do the whole walking animation thing, please just keep this in mind, you know, for the sake of keeping it at least somewhat realistic.

Or maybe D9341 is some other species, I dunno...
GIVE ME SOME CHEESECAKE DAMMIT.
(Also, for future reference, my name is MagicJackz)

Re: Irrlicht Port

#88
It's alright. The issue is in the original game as well. I'm just super picky when it comes to that kind of stuff. Lol. But yeah, thanks for actually taking that into mind. I'd love to see it happen.
GIVE ME SOME CHEESECAKE DAMMIT.
(Also, for future reference, my name is MagicJackz)

Re: Irrlicht Port

#90
Irontaco wrote:Awesome work, the fact that now the FPS is kept at 60-constant is amazing. Is this expected to change/vary when NPC AI is introduced? If i'm right it was PART of why CB is kinda slow on Blitz3D.
I'm limiting the FPS to 60 to make CPU usage lower (otherwise it runs at nearly 200 FPS). I disable the limit while I'm working on potentially slow stuff, to make sure I can keep it running at 100 FPS at least.

Collision detection is the main reason that the NPCs are slow in Blitz3D, because most (if not all) of them depend on raytracing (all of the NPCs that use waypoints frequently check if they can run straight towards the player using a linepick). If I'm not mistaken, Bullet does a better job at doing this quickly, but I'll still look for more ways to optimize the NPCs.