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181  Crystal Space Development / Support / Re: Problems running wxTest -- How to integrate CS into wxWidgets? on: October 06, 2007, 12:56:00 pm

  can you retry with 1.2 final release, then provide a backtrace if you still get the problem ?
182  Associate Projects / CEL Discussion / Re: CEL wheeltest bug. I think. ODE INTERNAL ERROR 2: Bad argument(s) in dxSpher on: September 06, 2006, 10:09:44 am

  afaik the recommended ODE version to use at the moment with CS from SVN  is latest stable, 0.6.
That one should work, or at least I had no problem running wheeledtest a few days ago...
183  Associate Projects / CEL Discussion / Re: Explanation of iPcCollisionDetection::AdjustForCollisions on: June 05, 2006, 08:44:27 pm
It seems to be just a stub to csColliderActor::AdjustForCollisions(), which
apparently is used compute a new position depending on collision (ie. bounce back if object hits a wall).
vel would be the velocity at which the object is travelling toward newpos
delta would be the elapsed time since you were at oldpos
184  Associate Projects / CEL Discussion / Re: CS/CEL lerning steps. question on: June 05, 2006, 08:25:06 pm
CEL doesn't make some CS parts obsolete, but rather permits a higher-level use.
Therefore, if you really want to use CEL, you've got to kinda learn it.
But one can't ignore totally CS when working with CEL, so I'd say: look at CEL first,
and if you can't find a way to do what you want with it, check how that would be done from CS.
185  Associate Projects / CEL Discussion / Re: LoadPropertyClassFactory can somebody explain me this ?. on: June 05, 2006, 08:16:26 pm
Tagged property classes are useful when you want multiple pc of the same type attached to your entity.
Let's say you want your player's entity to have an inventory for weapons and another one for potions,
tags permit to easily select the one you want to operate on.
Note you can have one non-tagged pc, and multiple tagged ones...
186  Associate Projects / CEL Discussion / Re: Is there any ODE Tutorial Or Docs ..? on: May 26, 2006, 02:25:30 pm

  please be patient for replies wink
if you want quickier help, joining irc channel #crystalspace on freenode server might be better.

As for ODE tutorials, check ODE website:
To get a feeling about how to use ODE in CS apps, check phystut source code in
Now with CEL, there are the pcmechsys and pcmechobject property classes.
Check the mechtest source code in cel/apps/mechtest/.
187  Crystal Space Projects / WIP Projects / Ecksdee (XD) race&destroy on: February 28, 2006, 11:09:19 pm
Hello !

  I'm proud to hereby announce the first public release of Ecksdee, a race&destroy game in early development. Basically the idea is to get a Wipeout clone, and maybe later also get some gameplay of Rogue Squadron.
Technically, the game is a  Crystal Core mod, using CS & CEL, with a strong emphase on Genjix' hovering code which was also added to CEL (pchover and pccraft from the mechanics plugin).
This projects also largely benefits of Crystal Core features, like XML-behavioured menu and source code organisation.
It's under the GPL license, so the sourcecode is available to anyone, as well as CVS access.
Currently the game is limited to alone-single-player, there's no AI nor weapons.

    Many thanks to:
  • Genjix: author of hovering code, and active developer of XD
  • Orogor and Brandano: ships designers
  • Rayden[SFX]: sound effects
  • Jorrit: without him, this project wouldn't even exist
  • and all the contributors to CS & CEL

Sourcecode package, known to work with CS&CEL CVS as of 24 february (12:00)
GNU/Linux static binary package (no need for CS & CEL, unset those env vars if present)
Windows static binary package (idem)

One known problem: if the game is slow or screen remains black, change "Ecksdee.Physics.StepTime" config key in AppEcksdee.cfg to 0.003 (this is the default in CVS now).

Have fun ;-)
188  Miscellaneous / Article/Tutorial Requests / Re: ODE tutorial ? on: August 21, 2005, 10:22:19 pm
There's the phystut application, in CS/apps/tutorial/phystut/ ...
There's also a new chapter about physics in CS manual:
189  Crystal Space Development / Support / Re: Help in heightmap on: August 21, 2005, 10:16:53 pm
  VFS->ChDir ("data/terrain"); // I put this
  loader->LoadMapFile ("world");

Are there best, simple and easy way to use a heigthmap in a very simple application?

Assuming you want to load the existing terrain map provided with CS, you could use
VFS->ChDir ("/lev/terrain");
VFS->ChDir ("/this/data/terrain");
the former being cleaner.
190  Crystal Space Project Development / Feature Requests / Re: Crystal Space Game engine for Blender on: August 21, 2005, 09:52:59 pm
I know that they are probably worlds apart, but let me throw it out there.

We've got the Blender/CS converter (the name escapes me) so I'm wondering how difficult it would be to make a blender plug-in that does a Blender/CS convert and then runs CS in the background.

How different are they?

Well, your dream is becoming reality: the CrystalBlend project was launched a few weeks ago:

For now it's still a pure CS app, integration in Blender will come later...
191  Crystal Space Projects / WIP Projects / Re: WorldBuilder on: August 21, 2005, 09:28:06 pm
If I understood CVS a bit more than I do, I'd test out whether it works on Linux or not; unfortunately, I don't know how.

To retrieve sources from CVS, try something like this:

[vince@golem tmp]$ cvs login
Logging in to
CVS password: just press enter (empty password)
[vince@golem tmp]$ cvs co -P worldbuilder

For general CVS information, take a look at Sourceforge help or CVSHome:

Unfortunately, I can't see Makefiles or Jamfiles so I guess compiling worldbuilder on GNU/Linux is pretty hard at the moment.
One solution would be to use the from CS/scripts/jamtemplate/, then put and re-arrange worldbuilder source and create necessary Jamfiles.
On the other hand, there the CStudio which should already be buildable on GNU/Linux and looks pretty similar to worldbuilder:
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