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9063 Posts in 2051 Topics by 77077 Members
Latest Member: Rudolfnwakae221
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61  Crystal Space Development / Support / Re: Need help compiling CS for the first time. on: February 15, 2009, 08:14:50 pm
Most likely the cswin32libs package is not correctly installed, or you didn't install the version suited for CS 1.2.1.
Try reinstalling it, either from scratch or perhaps using the Start menu entry.
It could also be that you missed some step when setting MSVC up.
62  Crystal Space Development / Game Content Creation / Re: Terraforming? on: January 12, 2009, 07:33:12 pm

  as far as I know, modifying terrain2 mesh at run time is not so easy (since it uses heightmaps), but might be feasible.
Try catching thebolt on IRC (#crystalspace @, he should know better wink
63  Crystal Space Development / Support / Re: Triangulate on Crystal 1.4 on: January 12, 2009, 07:09:30 pm

  I think iPolygonMesh was deprecated then removed in favor of iTriangleMesh.
You'll find some new triangulate stuff in include/csgeom/triangulate3d.h.
See apps/tests/tri3dtest/ for code using it.
For some more informations about this, try catching Scott Johnson (alias jwir3)
on IRC or write to CS user mailing list...
64  Crystal Space Development / Support / Re: simple1 weird error on: January 12, 2009, 06:57:14 pm
I guess there's a space character in CS path which is not correctly handled...
Try moving CS somewhere like C:\dev\CS (any path without space in it).
65  Crystal Space Projects / Project Discussion / Re: Assertion failed on: December 19, 2008, 11:40:07 pm
Just a guess, maybe there's some invalid object, and/or a bug in dynavis.
If you're using CS 1.2, try with a more recent version like 1.4 SVN branch
(see ).
If you're using 1.4 or trunk/1.9 already, please create a ticket on CS Trac,
and it's best if you can provide code+map so that the problem can be reproduced...
66  Crystal Space Development / Support / Re: Qt and Crystal Space on: December 19, 2008, 11:25:54 pm
You should have a look at the (old, unmaintained) QT plugins from CSExtra repository,
which I think do about the same as the wxWidget plugin which is included in CS (see wxtest),
but for QT:
67  Crystal Space Development / Support / Re: How to get the player's position and camera's position in walktut? on: December 19, 2008, 11:19:00 pm
Generally speaking, you need to use the appropriate method from the propertyclass used
for the camera and/or actor movement. In the case of walktut, it's iPcLinearMovement,
and you'd need to use GetPosition() or GetFullPosition().
For the camera, it would be iPcCamera::GetCamera() then iCamera::GetTransform ().GetOrigin ()
68  Crystal Space Development / Support / Re: Playing music from XML map file.. help! on: December 19, 2008, 11:04:29 pm

  does that work better ?

    <sound name="tada.wav" file="/std/data/tada.wav" />

Note that doesn't "play" the sound, it only loads it and assign it a name, so you can find and play it from code (no need to load the file beforehand)...
If you use CEL and pcsound property class, you might be able to play it, but then it all depends on how your entity is set up (behaviour, etc.).
69  Crystal Space Development / Support / Re: Multiple cameras and non-continuous rendering on: December 19, 2008, 10:53:52 pm

  to disable automatic rendering and trigger it yourself, you'd have to use iPcCamera::SetAutoDraw(false)
then call iPcCamera::Draw() when you want.

To switch cameras, mmm, maybe look at iPcZoneManager::PointCamera(). That's just a guess tho, never tried that....

70  Crystal Space Development / Support / Re: Runtime error on: December 19, 2008, 10:40:12 pm
Could you check if the problem still happens with CS 1.4 branch ? ( )
Because it's unlikely that any fix is devised/integrated into 1.2 now...
In case it still happens, make sure you build in debug mode, to give the the debugger a chance to provide more  informations,
and consider creating a ticket on CS Track
(you should be able to log in with same account as for this forum)
71  Crystal Space Development / Support / Re: Migrating from csCollider to iDynamics on: December 01, 2008, 09:01:48 pm

  I think the equivalent would be iRigidBody::AttachColliderMesh().
But if you really have many of them, a few thoughts:
  • try to use more simple shapes like box or sphere collider when possible
  • consider using Bullet plugin instead of ODE
Also, check $CRYSTAL/apps/tutorial/phystut/phystut.cpp for some physics objects creation examples...
72  Crystal Space Development / Support / Re: Hey guys i am sorry but can you please help me? on: November 24, 2008, 08:45:23 pm
I used the folder msvc8 and i have Visual C++ 2008
What do i do wrong?

Exactly that wink
MSVC 2008 is MSVC 9, while MSVC 2005 is MSVC 8.
CS 1.2[.1] has no support for MSVC 9.
Either use MSVC 2005/8 with CS 1.2.1, or use CS trunk/1.9 or the 1.4-future-stable-not-yet-released SVN branch.
You can find more informations about 1.4 SVN branch here.
73  Miscellaneous / Article/Tutorial Requests / Re: how to create a "loading level" sequence on: November 24, 2008, 07:36:37 pm
As far as I know, the only way to customize graphical output when "loading"
is to pass an iProgressMeter to the iEngine::Prepare() call.
You can see an example of that in the now deprecated cslight application code,
which you can find in CS/apps/tools/cslight/ (CS version < 1.9).
Or you can browse it on Trac.
74  Miscellaneous / Article/Tutorial Requests / Re: Changing the API documentation to a wiki on: November 24, 2008, 07:27:40 pm
I think that topic was discussed in the past already, and the weak point of the wiki is keeping it up-to-date.
Even without API, some of the tutorials on the actual wiki are sometimes quite outdated,
and/or the CS version they cover is not even mentioned, thus leading to confusion.
Maybe some automation could be done, but I'm not sure anyone has time for that.
But the point remains, more examples, and more practictal ones, would be good...
75  Miscellaneous / Article/Tutorial Requests / Re: Getting Started on a Mac. on: November 24, 2008, 07:21:08 pm
This manual chapter would be it wink
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