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Messages - Besh

#1
Critics' Lounge / Re: New AGS logo
Fri 01/07/2022 15:33:35
Here the modified version with the suggested changes (hope to have correctly interpreted your thoughts):

[imgzoom]https://www.talentiautistici.it/ags/logo_besh81_2.svg[/imgzoom]

@cat: thanks for your kind words. Btw you made a great work with the module modifications and a really nice game too.
#2
Critics' Lounge / Re: New AGS logo
Thu 30/06/2022 15:44:59
I really don't remember last time I used AGS (for sure more than 15 years ago) anyway I would like to contribute once again if possible.
I modified one of the posted logos:

[imgzoom]https://www.talentiautistici.it/ags/logo_besh81.svg[/imgzoom]

Ciao
#3
Hello to everyone!
Many years have passed since my last post on the forum, actually I never left the community of AGS, in fact I've enjoyed your great adventures, but, for various reasons, I decided to stay to observe the development of the project from behind a curtain without taking part.

If you remember my plugins with which I tried (without much success) to bring the third dimension within AGS you can understand that for me the inadequacy of the engine was obvious for a long time.
Since CJ has released the sources I began to analyze the code and try to modify it to use Irrlicht library as graphics engine. In this long process I dealt (more or less in depth) with most of the themes that I see now in this post.
My conclusion was:
    create a new engine able to "run” the current games but at the same time that offers the opportunity to create something modern with 3D graphics, ecc...

Also, I believe that in parallel to this discussion / brainstorming, which is necessary and I hope conclusive, we must necessarily complete the work begun by Crimson (thank you for your efforts):
    make the source code completely modular, separating the logic fron the implementation

This activity will not be a waste of time because, whatever the road that will be taken, in thousands of lines of code behind AGS there are many discussions on how and why that will be useful for future programmers to avoid to commit again the same mistakes.

However, since I got tired of watching from behind the curtains, I put at the disposal of this new adventure a bit of my free time.
#4
thanks guys!

celticafro I'm sorry for that... I just download and extract the 7z files from several computers (xp, 7 and ubuntu - all 32bit) without any problem. I don't have any 64bit os to check with.
I'm using PeaZip (it's free).
If you want, I'll send you an e-mail with zip or rar files so you can check out. Let me know.
#5
New vesion uploaded, see the main post for details.

@ShonenAiGuy
Thank you very much, I appreciate your help. I'll work at "bugs/limitation" on the next release.

CIAO
#6
Hi Marodex
if yuo choose to run the game from within the AGS editor you also need to copy the media folder to cd3d_demo folder (media folder is in cd3d_demo/compiled folder)
#7
Sorry for that... You are right, it isn't clear at all...

This version needs:
- an empty room (eg. room #1) to init the plugin (where empty means without any CD3D functions) (anyway you can ask for shadows or display a logo or... )
- chage room (eg. room2)
- write CD3D code in this second room
- change room ... and so on

I don't remember exactly why I choose this orrible solution but I'll try to find a better one in next release.
#8
Again thanks for the feedback!

I just upload a new vesion (0.2) that include the first release of the .NET editor.
Please let me know what do you think about it...

CIAO
#9
OK, thank you so much....

Irrlicht supports that kind of solution, so it should be easy to implement also into CD3D... Added to TODO list.
I'll see to add also the following methods (from Irrlicht docs):
http://irrlicht.sourceforge.net/docu/namespaceirr_1_1video.html#ac8e9b6c66f7cebabd1a6d30cbc5430f1

Yes CD3D uses Recast-Detour as nav-mesh path-finding solution... anyway there's still some work to do to achieve good results.
#10
Thank you so much, I'll save the script it's a pretty good solution.

Edit:
I'm not using AddAtTop because I need the script generated by the API plugin, so I have to move up/down my scripts and put them after the API plugin's script.
#11
no :-( sorry
I'm not an expert of lightmaps and if you are interested in or you think that lightmaps are a good improvement for this plugin please tell me where to find some documentations or sample.
#12
Hi, I don't understand how to create an " internally generated and not stored on disk" script.

the doc reports:
Quote
public Script(System.String fileName, System.String text, System.Boolean isHeader)
    Member of AGS.Types.Script

Summary:
Creates a new Script which can be compiled with the AGS Script Compiler.


Parameters:
fileName: The script filename. If the script is internally
generated and not stored on disk, make up a name and prefix it with
an underscore.
text: The script itself.
isHeader: Is this a script header or an actual script?

Inside my plugin I use this code:
Quote
Script^ myasc = gcnew Script( "_CharacterD3D.asc", "function on_event( EventType event, int data ) { if( event == eEventEnterRoomBeforeFadein ) player.x = 10; }", false );
_editor->CurrentGame->Scripts->Add( myasc );

Build the game, test it (everything works fine) and save it.

When I reopen the game, it looks for "_CharacterD3D.asc" script and says that it isn't on disk.

Where's the error? Should I remove the script before closing the plugin? Or the way I use to add the script is not the correct one?
#13
Thanks for the feedback!

@GarageGothic:
No I haven't but I think the fps matter isn't related to "how big is the environments" only but also to the hardware. As our friends say, the got fps from 3 to 200 with or without shadows with the same polygons on screen.

@DavidCB:
If you try to run the demo from within the AGS editor you have to copy Irrlicht.dll to cd3d_demo folder (Irrlicht.dll is in cd3d_demo/compiled folder).

@abstauber:
Yes but... thinking... about 2.5D games... there's no walkbehind and.. I have to try ;)


By the way playing around with .NET plugin I rewrite the sample in managed C++ (feel free to add to download page):
.NET plugin sample
#14
CharacterD3D is a new 3D plugin for AGS. It's based on the old Character3D plugin and uses the powerful Irrlicht Engine to create a realtime 3D world in your game with animated characters and objects, lights, shadows, special effects, ecc..

Current version: 0.3 (31 Oct 2010)

Requires AGS v3.1



The plugin: my idea isn't make an Irllicht's interface to AGS but make something useful in adventures creation. Ideas for next release: improve talk system, add spot light, particle system, ...

The editor: besides the plugin there's a new .NET editor plugin. Now includes the "Walk Area Builder" utility.

At the moment the editor supports only two rooms! The #1 is for the plugin initialization and the #2 is for the game.

The demo: need some free time...


From 0.2 to 0.3:
   * (Plugin) - Added light billboard.
   * (Editor) - Added preview control.
   * (Editor) - Added "Walk Area Builder" utility.
   * (Editor) - Added room object (supports only one room).

From 0.1 to 0.2:
   * Update to Irrlicht 1.7.1
   * (Plugin) - Fixed bug in function CD3DPlugin::GetObjectAt that in window mode returns wrong cursor coordinates.
   * (Editor) - Added CD3DEditor COM plugin.


Downloads (files are in 7z format) :


About version: the first number will be zero untill someone (maybe you) will say: "Hey man! This is ready to make some nice game!" or even better it will be used to make a game. The second number is the revision of the plugin.


Please reports any bugs, suggestions or comments ;)

Again: if someone is interested in this project (demo, documentation, also fixing English mistakes, ... ) please contact me:
besh81@virgilio.it
http://www.webalice.it/besh81

Have fun!
#15
It works also for me...  :-[
I messed up the code.

Ok, now I'm able to use the AutoStencilBuffer and to render Irrlicht object on AGS.

See you in the next days for some Character_D3D news :)
Thank you
#16
 ;D thanks so much... I'll test it as soon as possible.

EDIT:

I use the new event AGS_EngineInitGfx in the same way as the event AGS_EngineStartup.
Build the game with new RC2 version, start it and... :(

In file agsplugin.h there isn't the line:
Code: ags
 DLLEXPORT void AGS_EngineInitGfx(const char* driverID, void *data); 


I try to put it and rebuild but the result is the same, the event isn't called by the engine.

#17
OK. It would be great...  ;D
#18
Quote from: Pumaman on Fri 12/12/2008 15:47:56
Can you not do this yourself in the plugin code by calling something like:

direct3ddevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);

or does that not work?

No, that doesn't work!

I'm not sure ( I don't know Direct3D very well  :( ) but I think that in D3DPRESENT_PARAMETERS the following members should be set:
   EnableAutoDepthStencil (= TRUE ? )
   AutoDepthStencilFormat (= D3DFMT_D16 or D3DFMT_D32 ? )

and also that the Z-buffer should be clean every new frame using the flag D3DCLEAR_ZBUFFER in function Clear(...).

#19
Ciaoooooooooooo

Finally, after a pretty long time, my life reachs a RSP (relative stability point)... now I'm free to come back to my hobbies: play guitar and (of course) use AGS.

I'm very happy to see that in these past months (...mmmhhh... years !?!) the community grown up, the number near our favourite editor become a 3 and also that you made a lot of great games  ;D so... let me say:

THANKS CJ AND THANKS TO ALL OF YOU TO KEEP THE AGS DREAM ALIVE... YOU ALL ALWAYS MADE AND AMAZING WORK !!!


I write this post to introduce my new plugin:

                       Charater_D3D

The main idea behind this new work is to extend the functionalities of the old Character_3D using the D3D driver capabilities since now AGS directly supports it.

The glorious Allegro lib has been replaced with the powerfull Irrlich Engine.
What I'm trying to do is something really useful in 3D avdenture development.

Unfortunately I have a problem, I cannot render 3D object in the right way because there something wrong with the ZBuffer (I think...).
Hey CJ could you tell me if AGS (with D3D Driver) enables the ZBUFFER? ???
And if no, is it possible to enable it?

Thanks in advance
#20
Really nice  game.
Waiting for the next act.
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