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Waxy
Jun 20th, 2005, 03:07 PM
I'm still trying to get collisions down,
until i do, walking backwords will allow you to walk through
walls (emergency escape if you get stuck)

Any help on collisions is welcome.
Current collision discussion with this program is at :
http://www.vbforums.com/showthread.php?t=346442

I plan to return to the liquid texture movement bug and the Glass bug.
Feel free to tinker.
Source available by request.

Thanks in advance for any feedback, remember it's really early in development.

DOWNLOAD AT: http://members.cox.net/boffing/Waxy1.zip (1.4MB)

NoteMe
Jun 21st, 2005, 02:02 AM
I am more or less only in Linux these days. Care to post some screen shots?



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Waxy
Jun 21st, 2005, 09:27 AM
http://members.cox.net/boffing/shots.zip 5.6mb, 4shots @ 1280x1024 .BMP full color format

half flung pie
Jun 26th, 2005, 10:34 PM
Hey, this is my first time in the 'game demos' forum. Anyways, I was just wondering if there is a reason for this- During your game, if I press Alt-Tab (for example, to switch to this forum's window) I get a run-time error. I still have it open if you need specifics

NoteMe
Jun 27th, 2005, 06:11 AM
I guess he still tries to render. Havn't looked at the code, but the pictures are fantastic. Nice job. Keep us posted on how it works out.


BTW how do you load the walls. One by one, or from a map file?



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Waxy
Jun 27th, 2005, 08:34 AM
I don't have a windowed or a minimized mode coded yet. the error is a
DirectX error because it suddenly loses the surface it's trying to draw to.

NoteMe, i have a 3rd party program that can take Quake1 .Map files and
extract the points of the pollygons. i then wrote a loader for that output file,
added some texture scripting for water animation, ect...

So i build my maps with QuArK1.06 (Quake Army Knife) then manualy build the
texture scripts and cpy over the textures needed into the proper directories.

It doesn't show it, but i also have model loading and model animation working
to a decent extent.