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31  Crystal Space Development / Support / Re: LINK : fatal error LNK1181: cannot open input file 'libcrystalspace.lib' on: June 04, 2009, 10:34:20 pm
The thing is, one can't build PS until CS has been built correctly.
So you won't have libcrystalspace.lib until that very first step was achieved successfuly.
Build errors with CS tend to be due to not correctly setting up your dev environment
(ie. not following instructions from the manual).
Please try restarting building CS from scratch until there are no errors then, and only after achieving this successfuly,
try to rebuild PS.
You may get more direct help on PS build IRC channel, or #crystalspace (on freenode server too).
32  Crystal Space Development / Support / Re: searched far and wide but still can't compile on: June 04, 2009, 10:29:00 pm
Please open a new discussion thread, stating your environment dev spec (OS, compiler version, CS version & revision),
and the exact errors you get (ie. ./walktest -console -verbose=-scf output).
This thread is so old I'd have locked it if I could wink

33  Crystal Space Development / Support / Re: searched far and wide but still can't compile on: June 04, 2009, 05:26:20 pm
jam install is really optional, and in fact should only be used by packagers.
One problem with it is that there's no uninstall target, so you have to do it by hand,
and may run into problems when you update or run other versions.

jam distclean removes all files produced by compilation, so that only should be
done when you want to restart building from scratch.
Stick to ./configure && jam and you'll be fine.
34  Crystal Space Development / Support / Re: Crystal space?? MinGW and MSYS compline with dev C++ on: June 04, 2009, 05:19:34 pm
You could also provide some instructions about setting up DevC++ right here right now wink
35  Crystal Space Development / Support / Re: LINK : fatal error LNK1181: cannot open input file 'libcrystalspace.lib' on: June 04, 2009, 05:17:05 pm
Hi,

  it seems you're building Planeshift, but you don't mention whether CS was previously built without any error,
nor if the libcrystalspace.lib file exists.
Did you follow instructions (both CS & PS) for MSVC build to the letter ?
Did you try asking in #psbuild (or #planeshift-build, don't remember the exact name) IRC channel on freenode.net ?
Sorry can't help much, I'm definitely not familiar with MSVC...
36  Crystal Space Development / Support / Re: Create Sprite2D from Code on: June 04, 2009, 05:09:57 pm
Hello,

  I can't provide a really detailed answer, since I never used spr2d, but give some pointers.
Everything which is done from XML can be done from code, or how else would CS itself do ? wink
The trick is to check the loader code for this object type, in this case I guess
csSprite2DLoader::Parse() in plugins/mesh/spr2d/persist/standard/spr2dldr.cpp
A quick look there reveals that the material wrapper is to be set using iMeshObject interface
(with 1.4; iirc there was some refactoring a while ago to make spr2d behave more like other meshes).
Good luck, and keep us posted about your progress...
37  Crystal Space Development / Support / Re: swigpyruntime.h error on: May 22, 2009, 05:31:21 pm
I think it may be due to the swig version.
Please try with 1.3.33, which is known to work
(that's what I have with Ubuntu 9.04 64bits and works with 1.4 and trunk/1.9)
38  Crystal Space Project Development / Feature Requests / Re: Mesh-based SplitWithPlane support on: May 21, 2009, 11:35:40 pm
Hello,

  that sounds like a "real world" need wink
Since 1.4, there are CS::Geometry::Triangulate3D functions, maybe those can help you.
I'll point Jorrit and/or Scott to this post when I see them on IRC, but it may be faster if you asked on CS mailing list about this.
39  Crystal Space Development / Support / Re: Could not load crystalspace.kernel.vfs on: May 19, 2009, 07:02:15 pm
Hi,

just started with CS -cvs snapshot of April 16th and winlibs-1.4_001 - and tried to compile walktest. I followed the instructions at the manual (http://www.crystalspace3d.org/docs/online/manual-1.2/HOWTO-Creating-External-MSVC-7-Application.html#0) for creating external applications but receive the warning, that crystalspace.kernel.vfs could not be loaded.

By the way, you really should follow the instructions from the manual matching your CS version.
And maybe you just have to set some "current working directory" setting from MSVC to the path
were all the plugins are.
40  Crystal Space Development / Support / Re: some questiones about cel tutorial on: May 19, 2009, 06:47:57 pm
I'll try to answer, from what I understand in the question... I guess you're talking about walktut ?
Anyway...
In the application (app.cpp) you can see that when an entity is created in CreatePlayer(),
a behaviour is set for it (player_behave) and a set of property classes are attached to the entity.
In the behaviour code (behaviour.cpp), it is said that when 'player_behave' named behaviour is requested,
the BehaviourPlayer class should be used.
Now, this class will receive messages (that is, its SendMessage() member will be called)
depending on the property classes the entity has.
For example, the entity was attached 'pctools.inventory' propclass, so its behaviour will receive all
messages that this propclass sends, namely pcinventory_addchild and pcinventory_removechild upon
addition and removal of inventory elements (other entities).
Each time a propclass sends a message to the player's entity behaviour, BehaviourPlayer::SendMessage()
is called, with a "message ID" (so one can distinguish what message was sent), and possibly a parameter
block, which in case of an inventory message holds the entity which was added or removed.

I hope this clears things up a bit.
Also note that this is with the "old" messaging system, with the newer one one can just subscribe to message,
there's no separate class for behaviour, if I understood it well wink
41  Crystal Space Development / Support / Re: Strange tutorial behaviour - timing glitches? on: May 18, 2009, 08:46:18 pm
Hello,

  could you check if the same happens for you with more recent CS versions
like 1.4 stable branch and 1.9 devel branch ?
There's no plan for any bugfix release of 1.2, and this maybe was fixed already...
42  Associate Projects / CEL Discussion / Re: "bootstrap" seems to be outdated in upcoming 1.4 on: May 18, 2009, 08:25:04 pm
But the 1.4 version really expects 3 parameters. I dont know what it is for.

File a bug or is work in progress?! My fault? Dont know!

PS: I use CS 1.4 and CEL 1.4 branch.

Hello,

  it's most likely an oversight, I'll have a look and file a bug ticket for this.
Thanks, and sorry for the delay...
43  Associate Projects / CEL Discussion / Re: Does CEL include client / server? on: May 18, 2009, 08:22:10 pm
There is a TCP network plugin based on HawkNL in CEL, along with some interfaces.
See the 'nettest' demo app code for an example.
Note the plugin is not finished yet. See this post...
44  Associate Projects / CEL Discussion / Re: checking if CEL SDK is usable... no on: May 18, 2009, 08:17:34 pm
When CS is installed, there should be no need to set CRYSTAL environment variable.
For CEL, I'm not sure, it's been quite a while since I tried.
It would be interesting to check the config.log file, and see the exact reason why the usability check failed...
45  Associate Projects / CEL Discussion / Re: CelStart dies with "Missing Python25.dll" on: May 18, 2009, 08:14:16 pm
Hello,

  yes, you need Python 2.5 since that's what the binaries were linked against.
There should be no problem with having both 2.5 and 2.6 installed on the same machine.
You just may have to create a little scripts which make sure 2.5 is found in PATH before 2.6,
and perhaps also set PYTHONHOME to the 2.5 install directory.
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