

B3D? What do you mean? Could it look better? Mind you that only one person so far is working on this port.Juicy wrote:LORD DEATH wrote:Uhhhhhh?!That thing looks way better than it should. I'm going to need more underwear.
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
The game already has a gamma slider. If the fog is too close to the player then I'll change it until it looks right.LORD DEATH wrote:Don't forget about that camera fog slider.
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:copied SCPCBIrrlicht into "irrlicht-1.8.1\source\Irrlicht" (step 1)
Any C++11-compliant compiler should work, I use MinGW-w64 with the Code::Blocks IDE.InnocentSam wrote:You state to "compile in debug mode", but using what compiler?
Okay, I've done that.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.
Done.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".
Code: Select all
\devenv\source\Irrlicht\..\..\include\leakHunter.h|52|undefined reference to `irr::LeakHunter::ReferenceCountedObjects'|