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1  Crystal Space Development / Support / smooth polygons on: February 17, 2010, 01:34:35 pm
Hi all.

It's possible to use any kind of "smooth polygons" like in blender?
2  Associate Projects / CEL Discussion / Change behaviours in game on: September 27, 2009, 05:52:25 pm
Hi all.

Is it possible to change behaviours when are in game?
I want to select other entity and bring its behaviour to the other entity with its property classes.
Exchange the behaviours of two entities. I've tried with iCelEntity->SetBehaviour() without succes.
CS and CEL trunk versions 2 months ago aprox.

Thanks.
3  Crystal Space Development / Support / Re: Blender plugin linux on: September 01, 2009, 04:09:08 pm
Hi,
   You can download it from the Svmres project:

               http://www.svmres.org/arxius/CrystalPack.sh

See you...
4  Crystal Space Development / Support / Re: Blender plugin linux on: August 31, 2009, 04:17:15 pm
The ubuntu packages from the repositories are too much old. The best way to install it is from source, the lasts svn trunk and 1.4 works perfectly for me on ubuntu.

1.4:
https://crystal.svn.sourceforge.net/svnroot/crystal/CS/branches/release/V1.4
https://cel.svn.sourceforge.net/svnroot/cel/cel/branches/release/V1.4

trunk:
https://crystal.svn.sourceforge.net/svnroot/crystal/CS/trunk
https://cel.svn.sourceforge.net/svnroot/cel/cel/trunk

B2CS:
https://b2cs.delcorp.org/svn/blender2crystal/branches/release_0_7_0

And remember to declare the variables before launch blender:
CRYSTAL=/CrystalPath/
CEL=/CELPath/
LD_LIBRARY_PATH=$CRYSTAL;$CEL

If you want a script I found one in the internet to download and compile all automatically.

See you...
5  Crystal Space Development / Support / Re: pure virtual method called on: August 08, 2009, 10:40:35 am
Sorry, Vincent.

CS trunk revision 32697.
CEL trunk revision 3929.

See you.
6  Crystal Space Development / Support / Re: pure virtual method called on: August 08, 2009, 01:54:44 am
Hi Vincent.

Svn:
https://opensvn.csie.org/svmres/trunk/

There is much code.
Look for world_Estabulari, at "Debug/data/level1/" directory.
The problem is when the zonemanager unloads the world_Estabulari region.

All is managed by the Zonemanager.
Is better to manage them manually?
I'm thinking to make it all whithout the zonemanager.

Thanks.

7  Crystal Space Development / Support / Re: pure virtual method called on: August 03, 2009, 04:43:23 pm
Ok.
I attached all the entities and the "pure virtual method called" error has disappeared.
Now it crashes in:

Program received signal SIGSEGV, Segmentation fault.
[Switching to Thread 0x7ff54c6fb730 (LWP 10508)]
csEngine::GetNearbyMeshList (this=0x7ff54c6e2fc0, sector=0x7ff53950a978,
    pos=@0x7ff540041ee8, radius=2, list=@0x7ff5381de000,
    visited_sectors=@0x7fff54820b60, crossPortals=true)
    at /home/zamme/src/crystal/CS/plugins/engine/3d/engine.cpp:2819
2819     iVisibilityCuller* culler = sector->GetVisibilityCuller ();
(gdb) bt
#0  csEngine::GetNearbyMeshList (this=0x7ff54c6e2fc0, sector=0x7ff53950a978,
    pos=@0x7ff540041ee8, radius=2, list=@0x7ff5381de000,
    visited_sectors=@0x7fff54820b60, crossPortals=true)
    at /home/zamme/src/crystal/CS/plugins/engine/3d/engine.cpp:2819
#1  0x00007ff545d98dfc in csEngine::GetNearbyMeshes (this=0x7ff54c6e2fc0,
    sector=0x7ff53950a978, pos=@0x7ff540041ee8, radius=2, crossPortals=true)
    at /home/zamme/src/crystal/CS/plugins/engine/3d/engine.cpp:2908

I haven't included iengine/viscull.h. iVisibilityCuller depends on it. Is it the problem?
8  Crystal Space Development / Support / Re: pure virtual method called on: August 03, 2009, 03:52:18 pm
Hi Vincent.

Yes. I didn't put code because using the zonemager.
I will try to attach all the entities and meshes to regions before zonemanager unloads them.
Is possible that zonemanager crashes when it try to unload not attached meshes?

Thanks.

P.S.: Do you remember when we talk about uvanim and animated texture, on the IRC?
I've tried uvanim with billboards but it doesn't works. It's only for meshes.
9  Crystal Space Development / Support / pure virtual method called on: August 02, 2009, 01:30:29 pm
Hi all.

A problem with regions unloading.
When the player pass through a portal, CS crashes when it try to unload a region
or load the next one (I don't know exactly when to).

error message:
pure virtual method called
terminate called without an active exception

BT:
Program received signal SIGABRT, Aborted.
[Switching to Thread 0x7f23c0eb6730 (LWP 3918)]
0x00007f23bf821015 in raise () from /lib/libc.so.6
(gdb) bt
#0  0x00007f23bf821015 in raise () from /lib/libc.so.6
#1  0x00007f23bf822b83 in abort () from /lib/libc.so.6
#2  0x00007f23c00c5f94 in __gnu_cxx::__verbose_terminate_handler ()
   from /usr/lib/libstdc++.so.6
#3  0x00007f23c00c4396 in ?? () from /usr/lib/libstdc++.so.6
#4  0x00007f23c00c43c3 in std::terminate () from /usr/lib/libstdc++.so.6
#5  0x00007f23c00c4c6f in __cxa_pure_virtual () from /usr/lib/libstdc++.so.6
#6  0x00007f23ba55332f in csEngine::GetNearbyMeshList (this=0x7f23c0e9dfc0,
    sector=0xf4e, pos=@0x6, radius=2, list=@0xffffffffffffffff,
    visited_sectors=@0xffffff00, crossPortals=true)
    at /home/zamme/src/crystal/CS/plugins/engine/3d/engine.cpp:2819
#7  0x00007f23ba553dfc in csEngine::GetNearbyMeshes (this=0x7f23c0e9dfc0,
    sector=0x7f23aa9331b8, pos=@0x7f23ae24eef8, radius=2, crossPortals=true)
    at /home/zamme/src/crystal/CS/plugins/engine/3d/engine.cpp:2908
#8  0x00007f23b2ab40ae in celPlLayer::FindNearbyEntities (this=0x7f23c0e55810,
    sector=0x7f23aa9331b8, pos=@0x7f23ae24eef8, radius=2, do_invisible=false,
    cls=18446744073709551615)
    at /home/zamme/src/crystal/CEL/plugins/stdphyslayer/pl.cpp:984
#9  0x00007f23aca3b53d in celPcTrigger::TickOnce (this=0x7f23ae24ecc0)
    at /home/zamme/src/crystal/CEL/plugins/propclass/trigger/trigger.cpp:742
#10 0x00007f23b2abf896 in celPlLayer::HandleEvent (this=0x7f23c0e55810,
    ev=<value optimized out>)
    at /home/zamme/src/crystal/CEL/plugins/stdphyslayer/pl.cpp:126
---Type <return> to continue, or q <return> to quit---
#11 0x00007f23c076c281 in csEventTree::Dispatch (this=0x7f23b4006d50,
    e=@0x7f23b0d1ad48)
    at /home/zamme/src/crystal/CS/libs/csutil/cssubscription.cpp:576
#12 0x00007f23c076c688 in csEventTree::Notify (this=0x7f23b4006d50)
    at /home/zamme/src/crystal/CS/libs/csutil/cssubscription.cpp:546
#13 0x00007f23c06fd9e1 in csEventQueue::iTypedFrameEventDispatcher::HandleEvent
    (this=<value optimized out>) at ./include/csutil/cseventq.h:258
#14 0x00007f23c076c281 in csEventTree::Dispatch (this=0x229ab60,
    e=@0x7f23c0dec088)
    at /home/zamme/src/crystal/CS/libs/csutil/cssubscription.cpp:576
#15 0x00007f23c076c688 in csEventTree::Notify (this=0x229ab60)
    at /home/zamme/src/crystal/CS/libs/csutil/cssubscription.cpp:546
#16 0x00007f23c06f953a in csEventQueue::Process (this=0x7f23c0ea2a00)
    at /home/zamme/src/crystal/CS/libs/csutil/cseventq.cpp:285
#17 0x00007f23c077ea96 in csDefaultRunLoop (r=0x7f23c0ea33d0)
    at /home/zamme/src/crystal/CS/libs/csutil/generic/runloop.cpp:99
#18 0x00000000004095f2 in csApplicationFramework::Run ()
    at /home/zamme/src/crystal/CS/include/cstool/csapplicationframework.h:330
#19 0x0000000000406b73 in MainApp::Application (this=0x7fffc8fdce90)
    at ../app.cpp:159
#20 0x00007f23c0819253 in csApplicationFramework::Main (this=0x7fffc8fdce90,
    argc=<value optimized out>, argv=<value optimized out>)
    at /home/zamme/src/crystal/CS/libs/cstool/csapplicationframework.cpp:131
---Type <return> to continue, or q <return> to quit---
#21 0x00000000004326c4 in main (argc=1, argv=0x7fffc8fdd078) at ../main.cpp:9

----------------------------------------------------------------------------------------------------------------------------------

Can it be from not attached meshes?


Thank you.
10  Associate Projects / CEL Discussion / Re: Where are the changes of 1.9? on: May 09, 2009, 01:20:39 pm
I solved it.
I assigned the entity name to a csString getting it from the behaviour constructor.

BehaviourMenu::BehaviourMenu( iCelEntity* entity, BehaviourLayer* bl, iCelPlLayer* pl) : BehaviourCommon (entity, bl, pl)
{
  id_pcbillboard_select = pl->FetchStringID ("pcbillboard_select");
  this->entity_clicked = this->entity->GetName();
}

bool BehaviourMenu::SendMessage (csStringID msg_id, iCelPropertyClass* pc, celData& ret, iCelParameterBlock* params, va_list arg) {
  if (msg_id == id_pcbillboard_select) {
     printf("billboard clicked: ");
     printf(this->entity_clicked);
      return true;

  } else
    return BehaviourCommon::SendMessage (msg_id, pc, ret, params, arg);

  return true;
}

See you.

P.D.: Are you thinking about updating the CS/CEL tutorials? There are a lot of problems with. Walktut, waterdemo, etc are outdated. If you need help with I'm documenting all the problems that I find learning CS/CEL, from compiling it in linux(within and without IDE) to develope an application with.
11  Associate Projects / CEL Discussion / Re: Where are the changes of 1.9? on: May 09, 2009, 12:39:51 pm
Hi jorrit.

I'm making a menu with billboards. I made a behaviour class for all the billboards of the menu.
I want that by pcbillboard_select(mouse) can get the name of the billboard I selected to define the actions to do after. Now I can get the name of the behaviour that I clicked but not the name of the entity of this behaviour. Can I solve it with a billboardmanager?

For example:

BehaviourMenu::BehaviourMenu( iCelEntity* entity, BehaviourLayer* bl, iCelPlLayer* pl) : BehaviourCommon (entity, bl, pl)
{
  id_pcbillboard_select = pl->FetchStringID ("pcbillboard_select");
}

bool BehaviourMenu::SendMessage (csStringID msg_id, iCelPropertyClass* pc, celData& ret, iCelParameterBlock* params, va_list arg) {
  if (msg_id == id_pcbillboard_select) {
// Where I want to know what billboard clicked
     printf("billboard clicked");
      return true;

  } else
    return BehaviourCommon::SendMessage (msg_id, pc, ret, params, arg);

  return true;
}

Thanks.
12  Associate Projects / CEL Discussion / Where are the changes of 1.9? on: May 08, 2009, 08:07:54 pm
Hi all!

I'm using cel 1.9 and I can't find a method to obtain the name of the entity trough the entity behaviour.
Where is the GetEntity function of iCelBehaviour? Can I do it by other way?

Thanks.
13  Crystal Space Development / Support / swigpyruntime.h error on: February 24, 2009, 06:13:14 pm
Running celstart I catched this error:

Starting program: /home/zamme/src/crystal/CEL/celstart
[Thread debugging using libthread_db enabled]
[New Thread 0x7f4ef90a76f0 (LWP 1334)]
Start './prova.zip'!
PYTHONPATH: /home/zamme/src/crystal/CS//out/linux/optimize/bindings/python/:/home/zamme/src/crystal/CEL/:/home/zamme/src/crystal/CEL//scripts/:./prova.zip
DEBUG: Sound System Software Renderer Initializing...
warning: Lowest section in /usr/lib/libicudata.so.38 is .hash at 0000000000000158

crystalspace.pluginmgr.loadplugin:
  failed to initialize plugin 'crystalspace.device.joystick.linux'
[New Thread 0x4155f950 (LWP 1341)]
[Thread 0x4155f950 (LWP 1341) exited]

Program received signal SIGSEGV, Segmentation fault.
[Switching to Thread 0x7f4ef90a76f0 (LWP 1334)]
csWrapTypedObject (objectptr=0x7f4eec67fa80, typetag=0x7f4ee4680202 "iSCF *",
    own=0)
    at /home/zamme/src/crystal/CEL/plugins/behaviourlayer/python/swigpyruntime.h:540
540       if (iter->size) {
(gdb)

Is it a problem from my swig libraries or is from the cspace python scripts?

Ubuntu 8.10 64 bits.
CS 1.4 release branch.
CEL 1.4. release branch.
Swig 1.3.
Python 2.5.

Thanks.
14  Crystal Space Development / Support / failed to initialize plugin 'crystalspace.script.python' on: January 26, 2009, 01:57:29 pm
Hi all.
I have a problem with Celstart.
When I use it with blender2crystal celstart works at all. But when I want to run my world out blender, celstart gets me an error with cspace.py.
I have applied all variables (CS,CEL,PYTHONPATH,LD_LIBRARY_PATH) like in blender but it doesn't work.
Inf:
Crystalspace 1.9
Cel 1.9
b2cs 070
Ubuntu 8.10 64 bits
Error:
zamme@zamme-laptop:~/SvmRes/DefiCrystal$ celstart ./svmres02.zip
Start realpath='./svmres02.zip' path='/tmp/celstart' configname='/tmp/celstart/celstart.cfg'
PYTHONPATH: ./svmres02.zip
WARNING: could not load plugin 'crystalspace.level.loader'
Traceback (most recent call last):
  File "<string>", line 1, in <module>
ImportError: No module named cspace

crystalspace.pluginmgr.loadplugin:
  failed to initialize plugin 'crystalspace.script.python'

crystalspace.pluginmgr.loadplugin:
  failed to initialize plugin 'crystalspace.device.joystick.linux'
Traceback (most recent call last):
  File "<string>", line 1, in <module>
ImportError: No module named cspace

crystalspace.pluginmgr.loadplugin:
  failed to initialize plugin 'crystalspace.script.python'
crystalspace.plugin.load:  Couldn't load plugin with class 'crystalspace.script.python'!
Fatal Python error: Interpreter not initialized (version mismatch?)
Aborted

Thanks.
15  Crystal Space Development / Support / Re: Can't compile CEL on: June 18, 2008, 04:07:11 pm
Thanks a lot.

I will try it with 1.4 stable branch.

See you...
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