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forum topic indicator CopperCube-irrEdit "discovery"
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j9907
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2024-08-04 20:43:05

This is probably known, but I'm sure some of you remember back when CopperCube didn't have irrEdit features out of the box and it instead had a separate release, named "CopperCube-irrEdit", which added the irrlicht material property window which is now in standard CC.

Anyways, I noticed Niko apparently didn't release the irrEdit variant for every minor update, and so I looked, and saw a peculiar file in CopperCube-irrEdit 2.2.0's installation directory named "irredit_extension.cce", and the contents are:

// coppercube extension file
// enables irredit
enableIrrEdit = true

Out of morbid curiosity I pasted that file into 2.5.5's installation directory, and... It worked! It even changed the splash screen.

I can't help but wonder if there's more extensions which exist, but are hidden.

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j9907
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2024-08-05 00:12:20

WOW! On top of this, anisotropic filtering exists in these ancient versions. 1.1.3 is the first to have any irrEdit-related functionality. :)

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j9907
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2024-08-05 00:59:07

Two additional "CCE" extensions exist, at least in 5.7.1:


irr_IKP_hnp.cce
irr_IKP_hnb.cce

I just don't know what the file expects to have present. I'm guessing they're somehow related to IrrKlang in some way.

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just_in_case
Moderator
Quote
2024-08-05 03:51:43

I remember sharing something similar during my early days on the forums but the post was removed by admin maybe sharing these kind of stuff was not allowed in the forums at that time, there used to be a .dll, or some sort of file in the directory for CC version 4 or 5 that enables the irredit_irrlicht properties back then. Coppercube has a lot of hidden things to discover, I am glad that you are still discovering things in CC. I love your experimenttation with CC and it's Predecessors

I would also love to try them, thanks for sharing. Maybe there is still way to somehow create our own customnode just like the irredit.

Keep sharing these wonderful discoveries of your emoji icon_holy

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j9907
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2024-08-05 05:58:50

The old versions are a point of interest to me :)

Have you ever looked into seeing if re-enabling the Squirrel script library / VM is possible in current versions (6 of course)? I'd love to have that available. I'm not sure if Niko would ever re-add it, but maybe if you (or people who are capable of doing such things) can maintain it. The main thing it's really missing is ccbUnregisterOnFrameEvent. You can register them, but not unregister them, which is a massive limitation... Also adding some of the new math-related functions would be useful.

In all honesty, the most usable "old" version for anything is 5.7.1, as boring as that might sound. The reason being is the API is actually very, very close to 6.6's. There's not much difference, minus what you yourself have added. Also, the thing is anything earlier than that is a lot more limited, and in the late 2.x to maybe mid-4.x series of releases, there were massive performance issues which were noticeable. An example - the example CCB with the cube and skybox runs at 40fps on those versions. 1.4.1 up to one of the 2.1.x releases (I need to figure that out) is where things became noticeably laggy.

Niko fixed that of course :)

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j9907
Guest
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2024-08-05 18:18:10

2.2.3 is the last version to not have regressed Win32 performance, it seems. 2.5 (until at LEAST 4.0) perform considerably worse.

Also a technical thing - you know how Niko added directional lights in version 5.0, right? Well, every version which supports the irrEdit extension can properly set point lights to directional ones.

They're wonky, though. Niko definitely improved the implementation a LOT in v5! It's much more clear as to where it's oriented in 5.x.


One other thing - it appears to me that old versions up to (and including) 3.5.1's point lights are per-vertex and NOT per-pixel! This makes for some really ugly shading. Of course with a directional light (or a few!) and some strategic object placements, it wouldn't even be a problem.

Again, there's no reason to ever use these old versions for anything more than experiments, but still, it's amazing to see how capable the engine was even this early in its life!

PS: Normal maps do NOT work! Support seems to be literally non-existent in old versions (even forcing it via the irrEdit options). He got it working starting with version 4.2, so yeah.

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just_in_case
Moderator
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2024-08-05 19:20:26

I never tried enabling the deprecated API features, including Squirrel and support for VR etc. But yeah, I do love to explore the engine and hunting for new findings, Coppercube never bore me. When I get bored of one thing I switch to a totally new source or mode of CC, for example when I get introduced to CC in the beginning I was so mesmerised with it, and created stuff with inbuilt actions and behaviors only, soon I find that part tiresome, so I started understanding javascript, by looking at code examples, All I need to know is the var and if else conditions, and I created my very first extension to have the cheat codes in the games, since then I was more into writing extensions.

Then SWF games, that I never published here and they all got lost since a ransomware attack.

Then cloning games in CC became my new interest, and then writing tutorials for it, then creating demos and samples for it, then creating videos for it.

Then I dived into the advanced part of the shaders, then C++, and then a bit of webGL, now I am in Java in Android Studio, and maybe in the future I will pick up copperlicht or XML, or if the new upcoming update comes as expected.
I will get back to C++, to create my own binaries as an extension.

So Coppercube is a piece of tool that will never bore you because there is a lot more to explore and experiment with and each time you look at it, it will look like a totally new piece of tool. If you just give yourself time to play around with it.

When I will get time, I will try to enable the squirrel engine, to see if it still works, I believe it will work fine. If my memory is right I once tried enabling a few API commands from it and they worked, when I had a chat with @smnMhmdy I made changes to squirrel I think in order to add primitive nodes in the game directly without being in the editor, so that Saman and I can work on our own custom level editor created out of CC, but we dropped that project.

Hopefully you can find a lot of other useful stuff in previous version, that can still be useful till this date.

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