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9011 Posts in 2044 Topics by 8828 Members
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31  Crystal Space Development / Support / Re: Missing .dlls when executing 1.4 app outside of CS dir on: April 11, 2010, 02:52:03 pm
This is just how DLLs work on Windows: They have to be in the current directory or a directory in PATH.
So you can either add the CS directory to PATH or copy DLLs (as you did). If more DLLs are reported missing - well, time to copy more files!
32  Crystal Space Development / Support / Re: problem with CS when trying to run walktest on: April 02, 2010, 12:22:48 am
Well, what value _does_ CRYSTAL have?
What platform are you on?
Do you try to run CS out of the build directory or did you install it?
33  Crystal Space Development / General Crystal Space Discussion / Re: 64-bit Building on: March 31, 2010, 02:21:20 pm
CS 1.9 (development version from SVN) builds and is supported for x64 Windows with MSVC.
Prior versions (up to and including 1.4) do _not_ build for Windows x64.

Keep in mind that a CS built for 32-bit will continue to work on 64-bit Windows. And yes, you can still compile for 32-bit on a 64-bit Windows as well Wink
34  Crystal Space Development / Support / Re: building skwtypical on: February 28, 2010, 05:41:02 am
You have the wrong winlibs, both in version and in architecture. The "x64" in winlibs-x64 means "use if targetting x64".

But that whole point is pretty moot anyway as the MSVC Express Editions can't compile to x64. And even if it could, CS 1.4 doesn't support compiling to x64 with MSVC. Thus there is only a 32-bit version of the 1.4 winlibs. Which brings us back to the version: for CS 1.4 use a 1.4 winlibs package. You can find a link to the latest package in the manual.
35  Crystal Space Development / Support / Re: how do you know what dlls the compiled crystal space game needs? on: February 22, 2010, 04:24:39 pm
let me re-frame the question using an example... 
 
What are the bare minimum components you need for example to run the test application simple1 (found in the crystal space installation  directory). such that if i put these components together with the simple1 application in a separate folder, it would run without any qualms.

As Jorrit already said, that's hard to answer. In fact, offhandedly, we don't know the exact list of these plugins ourselves; we would have to find it out first, using the techniques we described in the answers so far.
36  Crystal Space Development / Support / Re: smooth polygons on: February 19, 2010, 07:28:04 pm
CrystalSpace "just" displays triangle meshes using per-vertex normals for lighting.
So how smooth (or not) your geometry looks depends on what you're feeding into it...
37  Crystal Space Development / Support / Re: how do you know what dlls the compiled crystal space game needs? on: February 15, 2010, 07:56:43 pm
There's also a bugplug shortcut (Ctrl+Alt+L) to list the currently loaded plugins.
38  Crystal Space Development / Support / Re: [Gentoo][Installation] glshader_cg on: January 19, 2010, 04:00:48 pm
That is, unfortunately, not all. Since a while now Cg is "broken" on Gentoo insofar it's installed in a non-standard location and not properly detectable without special measures. See http://bugs.gentoo.org/show_bug.cgi?id=261481.
39  Crystal Space Development / Support / Re: walktest build errors on: January 12, 2010, 12:00:52 pm
Probably Windows tries to find that DLL in whatever the working directory is; it may actually be anything... however, you can set it:
In in the project properties you find a section "Debugging". There you have a setting "Working Directory". Set it to the CS directory. That way the current directory when the app starts will be the CS dir and Windows should find the DLL.
40  Crystal Space Development / Support / Re: link error GetGenericID on: January 10, 2010, 09:10:51 pm
What CS version do you use? The latest release, 1.4, is fixed already (in the same way you worked around the issue).

It is probably a compiler bug.
41  Crystal Space Development / Support / Re: cannot build wkstypical on: January 09, 2010, 10:37:45 pm
zlib.lib (and pretty much all other dependendies) are provided by cs-win32libs.

If zlib can't be found when building with VC you probably didn't provide the right "CS directory" during the cs-win32libs setup (if you left all other settings else at their defaults).
42  Crystal Space Development / General Crystal Space Discussion / Re: plgbullet on: January 08, 2010, 04:05:57 am
Well you also need to install the appropriate version of the CS libs for 1.4. And don't forget the "VC support".
43  Crystal Space Development / General Crystal Space Discussion / Re: plgbullet on: January 07, 2010, 05:38:20 am
The winlibs for CS 1.2 provide bullet (and other libs) only built in version for VC 8 (in Visual Studio 2005). You try to use VC 9 (in Visual Studio 2008). Obviously that doesn't work well...
So perhaps eiter use VC8 to build CS. Or update to CS 1.4, which also suports VC 9 (and comes with projects for that).
44  Crystal Space Development / Support / Re: Planar texture mapping on: December 28, 2009, 05:21:07 pm
Lighter2 has to solve the same problem (there for mapping lightmaps); what it does is to take the largest component of the normal of a polygon and using the _other_ two components for the projection.
45  Crystal Space Development / Support / Re: Polygon z-fighting issues on: December 10, 2009, 12:55:59 pm
Z-fighting is a technical limitation you have to work with. CS 1.9 gives you some more flexibility as you can control the perspective matrix with it manually (and hence choose a matrix with a more limited depth range, but better 'separation' at distance) but fundamentally the problem won't go away.
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