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9009 Posts in 2043 Topics by 8372 Members
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1  Crystal Space Development / Support / Re: Quick Question.. on: April 21, 2006, 05:36:49 pm
what exactly are you doing to launch the program?
2  Crystal Space Development / Support / Re: Quick Question.. on: April 21, 2006, 03:43:37 am
read this thread,  and make sure all the stuff is set correctly (as described there):
http://community.crystalspace3d.org/forum/index.php/topic,999.0/topicseen.html
3  Crystal Space Development / Support / Re: Quick Question.. on: April 18, 2006, 11:21:04 pm
that means "I like my way better".
4  Crystal Space Development / Support / Re: Compiling issue on: April 18, 2006, 11:12:09 pm
Just put quotes around paths with spaces.
5  Crystal Space Development / Support / Re: Quick Question.. on: April 18, 2006, 11:08:58 pm
i find my way easier when testing a map.  Since the name and parameters of the executable are persistant (they stay there), one only has to go start->run and hit enter after typing it in the first time.  For other purposes, the cmd.exe way works better; i would agree.
6  Crystal Space Development / Support / Re: Quick Question.. on: April 18, 2006, 03:18:54 am
If you have windows, go start->run, and type in C:\(crystalspace instal dir)\walktest.exe (name of level) 
for example: C:\Libs\CS\walktest.exe terrainf
7  Crystal Space Development / General Crystal Space Discussion / Re: Crystal Space ready for RTS? on: April 11, 2006, 02:15:30 am
Ogre is actually just a rendering engine, but CS is a complete game-ready engine that includes sound, network(I think - Jorrit, whats the update on this?), and rendering.  CS is also has many more features than ogre or irrlicht.  One of the few genuine problems with CS is the slightly steep learning curve, but there is a documentation effort underway to correct this. Everything that you mentioned on the features list is supported by CS.
8  Crystal Space Development / Support / Re: Capturing input and displaying it back to the user... on: April 11, 2006, 02:09:07 am
Don't try to use the console for that.  Use the AWS or CEGUI textbox objects (or ones with similar functions).  This will make the whole thing much nicer. 
9  Crystal Space Project Development / Bug Reports / Re: Experts, Help Me To adjust VC++ 7 please ! on: April 07, 2006, 02:04:02 am
The _d part means the debug version.  You must also tell the compiler where those libraries are.  consult section 2.4.3 in the documentation for how to do this. 
10  Crystal Space Development / General Crystal Space Discussion / Re: Best file format for models, maps, skeletal animation, etc. on: April 07, 2006, 01:56:00 am
There is the most support in CS for Blender (blender3d.org), and CS has its on map format.  Skeletal animation is best done with Cal3D.  Look that up in the documentation.  I also seriously doubt that there is any direct converter from x3d to any formats that CS can read. 
11  Crystal Space Development / General Crystal Space Discussion / Re: VC8 prevent console from closing. on: March 30, 2006, 09:22:53 pm
try starting it in debug mode (F5)
12  Crystal Space Development / Game Content Creation / Re: Attaching a model(gun) to a cal3d model(badguy) for FPS on: March 24, 2006, 12:51:24 am
look up sockets in the documentation.
13  Crystal Space Development / Support / Re: Walktest suddenly very slow... on: March 22, 2006, 04:04:44 am
I haven't had any problems, but I am guessing that it is just a hardware defficiency on your part (no offense - your card is a *little* bit out of date)  Right now, CS doesn't do very much lessening of the AGP traffic (comparatived to top end engines) and with an AGP1x (I'm assuming?) port, this will tie up the connection to NO END. 
14  Crystal Space Project Development / Feature Requests / Re: Upcomming AutoLoader pluggin on: March 17, 2006, 01:20:30 am
I was reading the developers whiteboard, and I noticed that you (jorrit) have posted a "dynamic loading" project.  Does what I am doing fit the specs for that?  It doesn't seem to. 
15  Crystal Space Project Development / Feature Requests / Re: Upcomming AutoLoader pluggin on: February 25, 2006, 05:05:22 am
There have simply been a whole host of #include errors, the most recent, and the one that I am currently stuck on is that, for some reason I am getting a "cannot open include file" error in csplatform.h on the "#include <csconfig.h>" line.  Note that I havent modified any CS files : only added two.  Jorrit: i'd like an official concensus on this:  what progress metering technique should I use (see the pole)?  Maybe support several for various coding styles?
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