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IRR RPG Builder release alpha 0.31

Posted: Sun Mar 04, 2012 12:14 am
by christianclavet
Hi, This is another release of IRR RPG BUILDER:
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What is RPG Builder?:
IrrRPG Builder is a simple and powerful tool designed to help people new to programming and/or players who want to create RPG games without advanced knowledge in programming languages. This tool has a simple interface that enables the creation of 3D environments very quickly. The Lua scripting language is integrated into the system and assists the creation of game logic, artificial intelligence of NPCs and enemies.

Current released version is 0.31 alpha: (Feb 2015)
-Now available for Windows in a setup package!
-Basic projectile system implemented!
-Implemented a experimental shadow mapping system (XEffect) (Still need room for performance improvement, got around 30fps on Intel integrated now)
-Improved the configuration panel GUI and added more options!
-Default player controls can be set via the configuration panel!
-Default format for terrain tiles meshes save can be set via the configuration panel! The user as a format choice between .OBJ (Wavefront), .DAE (Collada) and .B3D (Blitz 3D)
-Default player title picture can be set from the configuration panel
-Default player project can be set from the configuration panel!
-Much more!

version: 0.3 Alpha Windows & Linux (Ubuntu 64Bit) version available
Changes:
December 2014
- Terrain engine reworked, shaders, tile mechanism, saving loading (Thank for Hendu for the B3D saver). Much faster project loading!
- Terrain tools improved, brush more responsive, vegetation tools to reposition trees on the ground, etc.
- Interface improved added new modes and submodes, numeric inputs are available to move/rotate/scale models
- Scaled models will scale their velocity!
- 3D Maya type camera for editing, RTS, FPS or RPG style cameras for ingame (selectable via the GUI or by issuing LUA commands)
- Can redefine materials on model templates, new "Collections" way for the library, easier to add new stuff to the templates.
- Models can use external animations files (models can share animations, the only thing required is that the models share the same skeletons)
- Model can have attachments points (could add/remove stuff to models from LUA), will be useful to use weapons, helmets, etc.
- Can spawn about anything on the map from a LUA command!
- New Loot subsystem, that allow to pick an object (dynamic object), store it in the player inventory, use it or drop it.
- Can create cutscenes via LUA, by moving a static camera and triggering animations on characters and music/sound.
- User manual and lua documentation, some video on the forum/web site (more coming)
- And a lot more!

A few notes about Irrlicht used here:
- All GUI are Irrlicht native, + some added (stretchable windows + mouse pointer shape changes when the windows is scaled), stretchable panels, with button expand feature. Added a more advanced saver/loader GUI (Also can be stretched)
- Irrlicht 1.9 SVN is used with this version + 2 patches (My patch for the file selector list + the Hendu patch for the B3D saver), This patched version of Irrlicht is distributed with the source of the project, so no need to patch if you get the source and want to recompile the library.

Video:
Here is quick video presentation of IRB on Youtube:
https://www.youtube.com/watch?v=1EMOoWE ... uxhclGghdH

Latests screenshots:
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March 2012
- NEW: Updated IRRlicht to 1.7.3
- NEW: Reworked the interface so it mimic the wxWidget prototype we had. (This release is 100% Irrlicht)
- NEW: edit camera, based on the IRRlicht Maya Camera. Editing is much improved.
- NEW: Dynamic object highlighting improve precision when moving and placing objects on the map.
- NEW: All Characters now go to "pause" when the player look it's inventory/status window.
- NEW: Animation transitions! Animations look much better.
- NEW: File selector GUI with windows stretching, drive widget and favorite folders
- NEW: New scripts (Potion vendor, etc.)
- NEW: New example projects (IGDA Demo, big map example etc.)

- Update: Updated the script editor with the version from the IRRext repository
- Update: Restructuration of the project folders so it's easier to edit
- Update: The game camera is now following the player and not directly attached to it. Better feeling of movement now.
- Update: Linux project can build the editor and the player (Release and Debug version)

- Fix: Animation events are properly detected (were missing a lot of event before the fix). Animation is much improved now.
- Fix: Water and terrain shaders have been checked to compile on recent ATI, NVIDIA & INTEL hardware (Intel has clipping issue due to a problematic driver)
- Fix: Animation jitter from player when going from walk to run animation
- Fix: Uppercase/Lowercase typos in filenames for the Linux build
- Fix: Check the for death animation, then if the "despawn" animation is not present, dispose of the character properly.
- Fix: Healthbar was displayed for a split second when the character was put on the map.

- Removed: Removed some old meshes and textures that were no longer needed (have already been replaced with better assets)

In this version, we created Linux type archives (tar.gz) and windows (.zip) separate. So it should be easier to try it out on each platforms.
I'll update this thread as the project progress advance.
Check for details on the web site:

Re: IRR RPG Builder release alpha 0.21

Posted: Tue Mar 06, 2012 9:00 pm
by REDDemon

Re: IRR RPG Builder release alpha 0.21

Posted: Wed Mar 07, 2012 12:40 am
by christianclavet
Nothing, Since I'm the current active developper on the project, I opened a new thread so It will easier to update the FIRST post when the changes will occur. For the GFX it's our current banner. It will be updated shorthly showing the current version (as of now, it's show 0.2, when the current version now is 0.21)

Re: IRR RPG Builder release alpha 0.30

Posted: Sun Dec 28, 2014 4:24 am
by christianclavet
Hi! We just released version 0.3 with lots of new stuff for this simple game creation toolkit made with Irrlicht! See the first posts or the web site for details!

Re: IRR RPG Builder release alpha 0.30

Posted: Mon Dec 29, 2014 2:28 pm
by CuteAlien
Glad to see you continue working on that!

Re: IRR RPG Builder release alpha 0.30

Posted: Mon Dec 29, 2014 8:11 pm
by sunnystormy
This is awesome! Looking forward to the Linux version. :)

Re: IRR RPG Builder release alpha 0.30

Posted: Tue Dec 30, 2014 3:18 am
by christianclavet
Thanks CuteAlien & Sunnystormy!

The site is now updated with the Linux version!

Re: IRR RPG Builder release alpha 0.31

Posted: Sun Feb 22, 2015 4:33 am
by christianclavet
Hi, Been releasing 0.31 alpha today.

Current released version is 0.31 alpha: (Feb 2015)
-Now available for Windows in a setup package!
-Basic projectile system implemented!
-Implemented a experimental shadow mapping system (XEffect) (Still need room for performance improvement, got around 30fps on Intel integrated now)
-Improved the configuration panel GUI and added more options!
-Default player controls can be set via the configuration panel!
-Default format for terrain tiles meshes save can be set via the configuration panel! The user as a format choice between .OBJ (Wavefront), .DAE (Collada) and .B3D (Blitz 3D)
-Default player title picture can be set from the configuration panel
-Default player project can be set from the configuration panel!
-Much more!

Here is a screen of the XEffect in action. At first I had 3 FPS on an integrated intel chipset, with some tweak it got around 30 now. But surely a better performance could surely be achieved.
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I improved the particles for RAIN & SNOW FX, the FX volume is following the camera so the particles alway stay visible
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Now IRB, can save the terrain tiles meshes in more format than just B3D (Fastest format out there, but the tiles could be used with other tools, so it make sense to allow to save in more format. I implemented default save of terrain tiles meshes in: B3D, OBJ and Collada

The terrain tiles are generated, and you can define the polygon density for your terrain. So this could be of some use if you want something to create terrain meshes in other applications:
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Here is a tile sculpted at the maximum density (250x250): This generate a mesh of 125,000 polygons!
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Here in 3DS MAX:
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There more stuff that has been added, you can check the details on the IRR RPG Site and forum. I will update this thread at each release of IRB.

Re: IRR RPG Builder release alpha 0.31

Posted: Tue Mar 24, 2015 7:02 am
by BlindSide
Nice! Thanks for including XEffects haha. PM me if you need any support.

EDIT: For an RPG you would ideally want CSM/PSSM sadly not in XEffects currently.

Re: IRR RPG Builder release alpha 0.31

Posted: Wed Apr 01, 2015 2:46 pm
by christianclavet
Hi! Thanks BlindSide! Good to read you!! I used a single directional light to mimic the sun. But as you mentionned there is some limitations because the current directionnal light is not covering the view frustum. I'm simply following the player with it right now. For the resolution and framerate in the long term it could be improved but will need the CSM. Anyway without XEffects there would be NO shadowmapping at all in IRB! :)

Re: IRR RPG Builder release alpha 0.31

Posted: Sat Apr 11, 2015 6:35 pm
by christianclavet
Hi, Done as small update on the Windows version and Linux version. Since it was developed using MSVC 2008 (I was using Msvc express 2008 since I started the project). I converted the Windows project using MSVC 2013 (Community Edition). This will be the used IDE for Window development. (MSVC 2013 Community edition)

We now have installers on the Sourceforge Site, and Andres created a DEBIAN package for Linux. It install without problems in /usr/local
The only thing is to set some of the paths as writeable or save your project inside another path. (They are saved inside /usr/local/irb-3.1/projects/). On Linux these path are owned by the root.

I'm currently evaluating to have these path created in the user Document folder for both Linux and Windows. I will need to find a path to save the config on both these platforms. (Currently the config.xml file is at the same place as the executable)

If you use the tarball, the recommended path for now is to extract them in the "public" folder where you have full access.