Crystal Space
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9081 Posts in 2051 Topics by 80507 Members
Latest Member: Nerifhonis63
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1  Crystal Space Development / Support / Re: Problem with integrating "Torque Network Library" on: October 07, 2007, 04:49:04 pm

Maybe this is bad practice... but if you're making a game, why do you care about a crash on exit? Cheesy
2  Crystal Space Development / Support / Re: Creating a fantasy world walkthrough on: October 07, 2007, 04:47:18 pm
IN FACT, you can have an animated character walk around the world, pick items up and do simple quests using NO programming at all- you just need blender and blender2crystal... There is already provided scripts to help you get up and running.
3  Crystal Space Project Development / Feature Requests / Re: Graphics, Sound & Misc on: October 07, 2007, 04:44:48 pm

God spoke.
4  Crystal Space Development / General Crystal Space Discussion / Re: CS vs Ogre3D, NebulaDevice on: October 07, 2007, 04:41:07 pm
Ogre is NOT a game engine. It's a rendering engine.

Crystalspace is also NOT a game engine, that just happens to be one of it's uses.

5  Crystal Space Development / Game Content Creation / Re: need some help with aggro on: October 07, 2007, 04:27:22 pm
Sad Now the only problem is

if (cdsys->Collide(cd1, &trans1, cd2, &trans1))

CHEWS up the frame rate. It doesn't matter if I check every frame or with each step. I'd like to have this kind of real time check for all the enemies in a level.

I'm not sure if I can place this check anywhere else to boost performance??

Maybe check if thats getting like called a thousand times per frame or something?
6  Associate Projects / CEL Discussion / Re: Problems with CEL: physical layer missing on: October 07, 2007, 04:04:25 pm
Looks like a bad compile maybe.
7  Associate Projects / CEL Discussion / Re: Error: appinit is not callable on: October 07, 2007, 04:03:16 pm
from pycel import *

class appinit:
  def __init__(self,celEntity):
     zoneMgr = celZoneManager(celEntity)

It looks for an object that you specified (appinit) in a file of the same name ( and tries to create it. Smiley
8  Associate Projects / CEL Discussion / Re: Binding keyboard events to craft methods on: October 07, 2007, 04:00:05 pm
The xml action script for the craft controller is incomplete. I only see


When I am next at my computer I will fix this! promise Smiley
9  Crystal Space Development / Game Content Creation / Re: VFS, needing help on: October 07, 2007, 03:56:30 pm

-relight is old. You should use lighter2 now. But if you are using blender2crystal, just click [ ] lighter2 and then click Run... Everything should work!
10  Crystal Space Project Development / Development Discussion / Re: Map Editor... on: October 07, 2007, 03:54:42 pm
Also note that you can use the recently completed map editor in CSExtra.
11  Crystal Space Development / General Crystal Space Discussion / Re: 2D game support ? on: October 07, 2007, 03:50:38 pm
in CEL you can find a number of examples and great mini 2D games Smiley try some of the start_... stuff.
12  Crystal Space Development / General Crystal Space Discussion / Re: Can Crystalspace do 2D-3D mix games? on: October 07, 2007, 03:48:02 pm
Afaik there will be some problems though. First of all you would use view aligned billboards and fake an isometric camera (like in isotest). Then when you load the billboards texture, you must match the ratio of the billboard to the loaded texture. Probably you will want to use a custom uvanim shader so that you can use a sprite sheet- this modifies the uv coordinates across an image so that you only display a subset of the image.

Sprite rpgs are the coolest Cheesy but drawing sprites is very hard... Good luck.
13  Crystal Space Development / General Crystal Space Discussion / Re: CSEd on: October 07, 2007, 03:43:18 pm
Not sure, but maybe you want to try out the google summer of code editor for crystalspace in CSExtra?
14  Crystal Space Project Development / Plugins / Re: Crystal Space C# bindings on: October 07, 2007, 03:42:18 pm
Also, the new bindings are no longer monolithic and split into many separate parts. You will most likely have to change your patch to use the new system.
15  Associate Projects / CEL Discussion / Re: Problems with PyCelStartDemo on: October 07, 2007, 03:40:36 pm
It should be there

Important Note: Version 3 of CELstart is the first one that works for python scripts. However there is still a limitation. You have to manually set the PYTHONPATH environment variable to point to the zip file (i.e. not the extracted zip file, just the zip file itself) that you want to run. We will try to fix this limitation in the future.

The next release is coming soon though hopefully and this will be fixed.
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