Marble_Test
Marble_Test
Hi all,
i hope my post is right here:
I found this:
http://realitychess.altervista.org/physics/ (The Marble thing)
i get the demo to work and i can change the size of the BALL with milkshape and actor studio.
But what worldedditor can i use to make maps for that?
the rfedit and rfeditpro seems not to work. May be there is a little more info for me!?
I love games like that, i am also the founder of http://www.q3geoball.quakeit.de but we have no physics
I want to make a puzzle game with the RF engine.... push some boxes.... building bridges... etc.
Like Marble Madness Gold or Ballance. But for that i need more info to make levels for the Marble sample.
Anybody?
May be somebody is interested to work with me? Feel free to get in contact with me.
Thx for reading my 1. post
i hope my post is right here:
I found this:
http://realitychess.altervista.org/physics/ (The Marble thing)
i get the demo to work and i can change the size of the BALL with milkshape and actor studio.
But what worldedditor can i use to make maps for that?
the rfedit and rfeditpro seems not to work. May be there is a little more info for me!?
I love games like that, i am also the founder of http://www.q3geoball.quakeit.de but we have no physics
I want to make a puzzle game with the RF engine.... push some boxes.... building bridges... etc.
Like Marble Madness Gold or Ballance. But for that i need more info to make levels for the Marble sample.
Anybody?
May be somebody is interested to work with me? Feel free to get in contact with me.
Thx for reading my 1. post
Ok, you are on a hot spot. That RF version is a discontinued modification made by Nout, a community member, and revised by me in several aspect. The project was abandoned for several reasons. The integration is difficult because Genesis3d is a complex machine and it's quite easy slow all down and make it unusable. We got some basic result then we got crash we were not able to solve. Tokamak, the physics engine we used, is closed-source and the bugs in the toka source were amplified by our integration. Tokamak was the easiest engine we know but it's still to complex for an old ngine like Genesis3d.
I'm still planning to try a new integration using another simpler or faster engine, but it's a project I'm probably not able to complete by myself and it's something far in the future.
So... I think you need some programming knowledge to finish a game with physics in RF. I'm explicity not encouraging to follow this way though I think you can get a lot of fun development time, playing with these toys.
Here's some extra info:
Post Scriptum: Can you convert some of these Q3 levels in RF format?
I'm still planning to try a new integration using another simpler or faster engine, but it's a project I'm probably not able to complete by myself and it's something far in the future.
So... I think you need some programming knowledge to finish a game with physics in RF. I'm explicity not encouraging to follow this way though I think you can get a lot of fun development time, playing with these toys.
Here's some extra info:
- you can get the latest source here:
http://files.filefront.com/new_physics_ ... einfo.html
it won't work with the marble test prototype, some commands are changed. please look at the commands contained in the CPhysicsManager.cpp file and modify the scripts if needed.
- In the source you will find a GameEntityDataTypes.h file place it in the source directory of your RF workfolder. In this way the physics entity will be recognized by the editor.
Post Scriptum: Can you convert some of these Q3 levels in RF format?
thx for the fast reply.
I will take a look in the source, but i am not really a coder.
when i got something ready, i can try to convert the q3 bsp files.
Making from bsp quake 3 to *.MAP is no problem.
But the BSP Version is important i think!?
What ever, i will try it out, later.
Thx for helping me out.
I will take a look in the source, but i am not really a coder.
when i got something ready, i can try to convert the q3 bsp files.
Making from bsp quake 3 to *.MAP is no problem.
But the BSP Version is important i think!?
What ever, i will try it out, later.
Thx for helping me out.
Hmm the LINK runs me into an error, but i think this a filefront fault, i load it later.
I have build a txt so i do not must put here 2000 lines
here the txt link!
http://www.q3geoball.quakeit.de/files/errors.txt
a sample here:
I use VC++ 6 with SP 6
Any ideas?
here the txt link!
http://www.q3geoball.quakeit.de/files/errors.txt
a sample here:
Code: Select all
--------------------Configuration: RGF - Win32 Debug--------------------
Compiling...
qxBinTriTree.cpp
c:\programme\microsoft visual studio\vc98\include\malloc.h(105) : error C2059: syntax error :
'constant'
c:\programme\microsoft visual studio\vc98\include\malloc.h(105) : error C2733: second C
linkage of overloaded function '_calloc_dbg' not allowed
c:\programme\microsoft visual studio\vc98\include\malloc.h(105) : see declaration of
'_calloc_dbg'
c:\programme\microsoft visual studio\vc98\include\malloc.h(106) : error C2059: syntax error :
'constant'
c:\programme\microsoft visual studio\vc98\include\malloc.h(106) : error C2733: second C
linkage of overloaded function '_free_dbg' not allowed
c:\programme\microsoft visual studio\vc98\include\malloc.h(106) : see declaration of
'_free_dbg'
c:\programme\microsoft visual studio\vc98\include\malloc.h(107) : error C2059: syntax error :
'constant'
c:\programme\microsoft visual studio\vc98\include\malloc.h(107) : error C2733: second C
linkage of overloaded function '_malloc_dbg' not allowed
c:\programme\microsoft visual studio\vc98\include\malloc.h(107) : see declaration of
'_malloc_dbg'
c:\programme\microsoft visual studio\vc98\include\malloc.h(108) : error C2059: syntax error :
'constant'
c:\programme\microsoft visual studio\vc98\include\malloc.h(108) : error C2733: second C
linkage of overloaded function '_realloc_dbg' not allowed
c:\programme\microsoft visual studio\vc98\include\malloc.h(108) : see declaration of
'_realloc_dbg'
c:\programme\microsoft visual studio\vc98\include\malloc.h(116) : error C2059: syntax error :
'constant'
c:\programme\microsoft visual studio\vc98\include\malloc.h(116) : error C2733: second C
linkage of overloaded function '_expand_dbg' not allowed
c:\programme\microsoft visual studio\vc98\include\malloc.h(116) : see declaration of
'_expand_dbg'
c:\programme\microsoft visual studio\vc98\include\malloc.h(125) : error C2059: syntax error :
'constant'
c:\programme\microsoft visual studio\vc98\include\malloc.h(125) : error C2733: second C
linkage of overloaded function '_msize_dbg' not allowed
c:\programme\microsoft visual studio\vc98\include\malloc.h(125) : see declaration of
'_msize_dbg'
n:\new_physics_source_august\new_physics_source_august\ccommondata.h(379) : error C2143:
syntax error : missing ';' before '*'
n:\new_physics_source_august\new_physics_source_august\ccommondata.h(379) : error C2501:
'Joystick' : missing storage-class or type specifiers
n:\new_physics_source_august\new_physics_source_august\ccommondata.h(379) : error C2501:
'joysticks' : missing storage-class or type specifiers
Any ideas?
- QuestOfDreams
- Site Admin
- Posts: 1520
- Joined: Sun Jul 03, 2005 11:12 pm
- Location: Austria
- Contact:
My best guess is that your setup is not correct (wrong include paths in VC++). Did you follow exactly the steps described in the docs to setup RF for compilation with VC++ 6? 'Joystick' : missing storage-class or type specifiers indicates that you are missing the joystick.h header file which comes with the genesis lib download ...
Also, do you get the same errors when compiling in release mode (the ones concerning malloc.h)?
Also, do you get the same errors when compiling in release mode (the ones concerning malloc.h)?
I will give it a try later.
I think i do all right, but i will test again all settings
I use VC++ 6.0 Standard Edition!?
Do i need the Prof. for that?
Or what about Visual express 2005?
I think i do all right, but i will test again all settings
I use VC++ 6.0 Standard Edition!?
Do i need the Prof. for that?
Or what about Visual express 2005?
Code: Select all
It is really hard to code a game "Roll the Ball, solve puzzles and move some boxes arround"
- QuestOfDreams
- Site Admin
- Posts: 1520
- Joined: Sun Jul 03, 2005 11:12 pm
- Location: Austria
- Contact:
My suggest is:
1) Carefully follow the setup suggested in the docs.
2) RF with physics uses a modified version of the genesis lib incluing the sirkorgan's geWorld_GetWorldGeometry method. Right now I can't find the archive with the libs but the source should compile anyway commenting out some code. first let's solve the other problems.
3) if you want the DX7 libs they are here:
http://realityfactory.altervista.org/download/index.php
4) In the past I had some troubles compiling with vc++ 6. Then I installed the service pack 5 and 6 for vc++ and most of the problems are gone.
Good luck.
1) Carefully follow the setup suggested in the docs.
2) RF with physics uses a modified version of the genesis lib incluing the sirkorgan's geWorld_GetWorldGeometry method. Right now I can't find the archive with the libs but the source should compile anyway commenting out some code. first let's solve the other problems.
3) if you want the DX7 libs they are here:
http://realityfactory.altervista.org/download/index.php
4) In the past I had some troubles compiling with vc++ 6. Then I installed the service pack 5 and 6 for vc++ and most of the problems are gone.
Good luck.
- QuestOfDreams
- Site Admin
- Posts: 1520
- Joined: Sun Jul 03, 2005 11:12 pm
- Location: Austria
- Contact: