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1  Crystal Space Projects / Project Discussion / Re: Projektfreigabe / project release on: January 19, 2006, 10:04:06 pm
This webpage isn't about the computergame, it's about the Pen&Paper RPG we use for the computer game. Maybe that was mistakeable.
I didn't post a link to the website of the computer game because the computer game doesn't have a website anymore (it was, we called the game "Spheretraveller").
We used the PHP CMS "Mambo" for our webseite and there existed a worm+exploit for Mambo we didn't want on our server, so we erased it completely.

There weren't any in-game screenshots anyway, because some code is still needed to let the game render the map (I wrote that above, 10-50 lines I guess). We only had some screenshots from walktest.
Some of them survived here: (not all of them are recent)

Don't expect too much from the map, it wasn't big. It was a map for a techdemo: we wanted to see how things work, if maploading works, basic movement works etc.

We also wrote (but didn't finish) our own, easy and small GUI-System (before the cegui plugin existed) that works like Java AWT/Swing. We didn't make skins yet, we only colored the GUI elements blue.
Using images instead of the default color is a trivial task that can be done in a later state. We had an artist but the project stopped before he was able to begin with his work. :-/

However, you should not prejudge the game after you have seen the screenshots, because the coders did more than the artists. The real value is within the source and the usable background because we have ~300 pages of gamerules that can be used for the game (or omitted if needed):
-> RPGBS is the base ruleset and Schattenwelten/1.5 is the fantasy-plot with additional information and rules.
Don't worry about the language of the rules, we should talk about the computer game, the license, a new team etc. first.
2  Crystal Space Projects / Project Discussion / Projektfreigabe / project release on: January 19, 2006, 02:14:28 pm
(english text below)


ich habe mit meinem Entwicklerteam vor ein paar Jahren begonnen in unserer Freizeit ein plattformunabhängiges, netzwerkfähiges Fantasy-RPG zu erstellen. Es basiert auf einem freien (deutschsprachigen) Paper&Pen RPG das wir zuvor und parallel entwickelt haben (

Kurz vor der Veröffentlichung nutzbarer Daten Ende letzten Jahres hat aber jeder seine Arbeit an dem Projekt aus verschiedenen Gründen aufgegeben oder vorübergehend eingestellt.

Wir alle wollen das Projekt aber nicht sterben lassen, deshalb wollen wir es freigeben, damit anderen Entwicklern die Möglichkeit gegeben wird, das Projekt fortzusetzen.

Der Status ist momentan: Wir waren ganz kurz davor eine Techdemo zu releasen, also mit einer Map in der man sich bewegen kann (wie walktest). Das ganze wird netzwerktransparent übertragen. Damit man was sieht und sich bewegen kann, fehlen ca. nur 10-50 Zeilen Code.
Wir haben ein paar Sounds und Models, aber das ist ingesamt recht wenig, wir haben hauptsächlich Code (27084 Zeilen komplett), sowie SQL-Daten für die ganzen Spieldaten die wir brauchen (aus dem Schattenwelten-Regelwerk), z.B. Waffentabellen usw.

Die Entwicklung war plattformunabhängig, aber unter Windows gibts diverse Probleme, um die wir uns aber nicht kümmern konnten. Das ist aber in den Griff zu bekommen und stellt kein Problem dar.

In der Lizenzfrage wollten wir bis zum Release völlig frei bleiben, deshalb haben wir uns für folgende Bibliotheken/Programmbestandteile entschieden:
CS (Pseudostable)   03.09.2005               LGPL, kein stat. Linken
cal3d (CVS)      04.08.2005               LGPL, kein stat. Linken
CEL (Pseudostable)   03.09.2005               LGPL, kein stat. Linken
SQLite         3.2.2               Public Domain (keine Einschränkung)
ptypes         2.0.2**            zlib (keine Einschränkung als Binärdistri)
Python         2.3.5***               Python (keine Einschränkung)
GNU gettext      0.14.5   LGPL für libintl, Rest GPL (benutzen wir nicht)

Gegen die GPL haben wir jetzt nichts einzuwenden, aber auch andere Lizenzen sind denkbar.

Einstieg in das Projekt
Ich war an der Planung und Programmierung hauptsächlich beteiligt und werde neuen Entwicklern gerne helfen in das Projekt einzusteigen.
Der Code ist sauber geschrieben und formatiert und sehr, sehr ausführlich dokumentiert (doxygen), allerdings auf Deutsch, aber mit 99% englischen Klassen- und Funktionsnamen.
Wenn sich ernsthaft interessierte Entwickler melden, dann werde ich auch gerne die Kommentare auf Englisch übersetzen.

Ansonsten steht noch ein 98-seitiges Pflichtenheft zur Verfügung, in dem alles wichtige ausgearbeitet ist (Text, UML-Grafiken, Beispielcode). Dies ist ebenfalls auf Deutsch verfasst.

Wer Interesse hat das Projekt zu übernehmen und wer weitere Fragen hat, der kann hier einfach posten.



I began to create a platform independant, network-able fantasy-RPG with my development-team some years ago. It is based on a free paper&pen RPG created by us before (

We wanted to publish a usable version at the end of last year but all developers momentarily stopped their work on the project because of different reasons.

We don't want our project dying, so we are going to release it so that other developers have the possibility to proceed.

The current state is: We nearly released our techdemo, which is a single map you can walk within (like walktest). This works over the network.
Only 10-50 lines of code are missing for completion of the techdemo.
We created some sounds and models, but not many (we didn't have enough artists). But we have more code (27084 lines alltogether) and SQL-data for our game-data from our RPG rules (e.g. Weapon-tables etc).

Though we developed platformindependent, there are some issues on Windows, but nothing you can't handle.

We wanted to be totally free in our decision which license to use until the release of the game, so we use the following libraries/program parts:
In der Lizenzfrage wollten wir bis zum Release völlig frei bleiben, deshalb haben wir uns für folgende Bibliotheken/Programmbestandteile entschieden:
CS (Pseudostable)   03.09.2005               LGPL, no stat. linking
cal3d (CVS)      04.08.2005               LGPL, no stat. linking
CEL (Pseudostable)   03.09.2005               LGPL, no stat. linking
SQLite         3.2.2               Public Domain (no limits)
ptypes         2.0.2**            zlib (no limits as binary distribution)
Python         2.3.5***               Python (no limits)
GNU gettext      0.14.5   LGPL for libintl, rest GPL (we don't use that)

We don't have a problem with the GPL, but other licenses are also conceivable.

Project introduction
I mainly planned and coded the project and I'm willing to help new developers getting an orientation within the project.
The code is clean and tidy and well documented (doxygen), but the comments are written in german. Classes and methods are 99% english though.
For seriously engaged developers I will translate the comments into english if they want.

We also have a 98-paged specification included, in which we documented the important things with text, UML-graphics, examplecode.
The specification is written in german too.

Whoever is interested to takeover the project or whoever has further questions should post here.

3  Crystal Space Development / Support / Re: User Interface on: October 16, 2005, 05:54:39 pm
I think that AWS is very difficult because you cannot create your GUI with C++ code and me and 2 friends of mine didn't find out how the eventhandling works (better I don't tell how long we tried to figure that out until we gave up).
The we wrote our own window system. If cegui had been in CS before we began to create our WS we would use cegui now.
If you're comfortable with Java AWT/Swing and similar languages/toolkits, you should try cegui which seems to work this way and avoid AWS.
4  Associate Projects / CEL Discussion / How to draw/show an Entity? on: October 12, 2005, 04:15:54 pm
I have a mapfile loaded as an entity and will create a player later. How can I show/draw these entities then?
Do I only need to attach a camera pc to the player and that does all that stuff automatically and I don't have to write code if something like the point of view changes?
I looked into the celtutorial p5, MainApp::CreatePlayer() and hopefully understood that right *g*
5  Crystal Space Development / Support / Re: Question about csDefaultRunLoop on: October 06, 2005, 02:59:38 pm
ok, thanks for the answers.
Out of curiosity: Why is it important to maximize CPU time in action games? Is this only a "trick" to get more ressources from the OS? "Starving out other apps" sounds like increasing the processing priority for the game would do the same thing.
6  Crystal Space Development / Support / Question about csDefaultRunLoop on: October 04, 2005, 01:19:30 pm
The API says
You only need to call this function if your application does not otherwise implement its own run-loop. For example, an existing Microsoft Windows-based application will already have a run-loop which processes the Windows event-queue, among other tasks. Such an application should not call this function, since doing so would interrupt the existing run-loop and prevent it from running.

This confueses me: Does this mean that I must not call csDefaultRunLoop() or csApplicationFramework::Run() in my cs-application on Windows? Or is this for MFC/.net code only?
7  Crystal Space Development / General Crystal Space Discussion / Re: A stupid question on: September 29, 2005, 12:35:35 pm
An operating system consists of a kernel that handles the hardware access via drivers and provides an API for a system library like the gnu C library and system tools.
Unless you want to write everything in hex or assembler you need a C library.
Then you have to write the essential programs that turn your piece of hardware into something useful you can work with, like init the master process, a terminal emulation or shell.
If you created your own executable format you need an own compiler or crosscompiler.
And of course you need a C++ library with compiler because CS is written in C++.
Then, after several years of coding and testing you can write your window system and higher libraries like image or sound libs and then you can port all external languages that CS can use (perl, python, java, ...) to run on your CS-OS.

You see now, CS has nothing to do with an OS. It is a library or abstraction layer and though uses all that stuff I just mentioned but it can't replace it until you wrote the *millions* of codelines needed for that.. Who would want to write a CS-OS anyway? It's dumb/impossible to create one.
8  Crystal Space Development / Game Content Creation / Re: Sound Editor/Maker on: September 26, 2005, 01:34:07 pm
You can't "create" a sound for e.g. doorclosing from nothing. You eiher must record it or code the soundfiles. Since no one codes the waves of soundfiles you have to record them.
9  Crystal Space Development / Support / Re: Compile Errors on: September 23, 2005, 09:24:45 am
yes, the new renderer (which is a graphics renderer, no sound renderer) replaced the old renderer some months ago, so there is only "the" renderer left Wink
10  Crystal Space Development / Support / Re: Newbie -> Unable to compile crystalspace on: September 23, 2005, 09:21:42 am
I had some errors caused by a version mixup once before. Delete the CS-directory and check it out freshly or delete it and unpack the tarball you got from the CS site
11  Crystal Space Development / General Crystal Space Discussion / Re: Rules for posting on: September 22, 2005, 12:32:52 pm Wink
12  Associate Projects / CEL Discussion / Re: How to realize entity-scripting and quest-scripting with Python? on: September 22, 2005, 10:01:03 am
ok, silence means: "forget python and use C++ only" Cheesy
13  Crystal Space Development / General Crystal Space Discussion / Re: Cannot use latest psudo-release on linux (fedora core 4) on: September 21, 2005, 08:33:49 am
which compiler do you use? gcc 3.4.4 works fine, gcc 4.0 is said to be evil with CS
14  Associate Projects / CEL Discussion / Re: Loading map with CEL fails (zonemanager) on: September 20, 2005, 08:01:41 pm
hm, this method makes my application unstable (60% segfaults after starting). Using InitializeSCF instead is ok.
15  Associate Projects / CEL Discussion / Re: Loading map with CEL fails (zonemanager) on: September 20, 2005, 02:26:02 pm
hm, but how do I pass it to the library or use it there?
If I store a global pointer in my lib, how does the zonemanager know that it must use this pointer as SCF replacement (even though it may point to SCF)?
And creating the pointer with the name "SCF" produces a compile error because the name is already in use. (or do I need a namespace for that?)
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