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Crystal Space Development / Support / Cal + CS + CEL in Knoppix Live-CD
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on: April 24, 2006, 11:46:47 pm
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Hello! I'm experiencing some problems while trying to compile CS in a Knoppix distribution (in fact, I'll remaster the dist's live CD to open my app as X goes up...). The main problem here is that we've already tried compiling and/or dlownloading cal3d lib but none of theses trys succeded, as CS configure script didn't find the lib. Anybody has already tried something like that and could help me in this issue?? Thanks in advance. System Specs: Linux Knoppix 4.0 CS pseudo-stable September-3rd CEL same date We've tried: - Cal3d 0.10 stable download (Source) - Cal3d CVS snapshot of last october, I think (Source) - Cal3d 0.10 from apt-get repositories (last stable) (Binaries) - Cal3d 0.11a2c (  ) from apt-get repositories (testing/unstable) (Binaries)
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Crystal Space Development / Support / Indirect Rendering
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on: March 29, 2006, 08:12:02 pm
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Hello; I tried to install some Intel's specific driver in my Fedora Core 3 machine but, since then, I only get this message and a waaaaaay to slow rendering.... bfd@halflife:~/erd$ ./erd Estrada Real Digital v0.04 Indirect rendering may indicate a flawed OpenGL setup if you run on a local X server.I'm trying to get bacj to my previous driver but I'm not having any success... Any ideas? My sys: bfd@halflife:~/erd$ uname -a Linux halflife 2.6.12-1.1381_FC3 #1 Fri Oct 21 03:46:55 EDT 2005 i686 i686 i386 GNU/Linux
CS pseudo-stable September-3rd Video: Intel i845 Onboard Regards
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7
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Crystal Space Development / Support / Re: Problem initializing a csRef
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on: March 15, 2006, 12:19:33 am
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Well; Probably is that the value of the pointer 'levelmeshes' is not set when you try to acess it from outside the function. 1) Is 'levelmeshes' an attribute of a class or just a variable? If yes, try to initialize it in your class's constructor function. 2) If not, try to add this code before using the 'levelmeshes' for the first time in any block: if (!levelmeshes) \\ initialize 'levelmeshes'
\\ uses 'levelmeshes'
I hope this helped. Regards
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Crystal Space Development / Support / Re: Build simple application
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on: March 07, 2006, 04:12:49 pm
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well that's one of my problems. I can't find a configure file to excecute it, anywhere in the directory generated from createproject.sh . Should I create it myself?
Did you run the createproject.sh script right? It creates a directory with all base files for a project build, including the configure script. This is my directory created by createproject.sh: bfd@halflife:~/csApp/erd/erd-v0.01$ ls AppErd.cfg config.h.in configure Jamfile.in map msvc src vfs.cfg autogen.sh config-msvc.h configure.ac Jamrules mk README Note: Erd is my project name supplied in the script's query "Short Project Name". And what about jam itself? I guess I should run jam from /simple not from /simple/src
Yes... After configuring the build, just type jam in the top-level dir of your project. Regards...
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9
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Associate Projects / CEL Discussion / NPC Movement
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on: March 06, 2006, 09:45:07 pm
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Hello!
I must animate my NPC's to walk in the scenario with a pre-defined (or dinamically defined) path. I have a propertie iPcLinearMove, but this makes the mesh just to fly around. I want to make my NPCs to walk facing the right direction with CD and gravity.
I've researched a little and I found a few possible ways: 1) I saw a method in the iPcMesh property class, called Move(iSector*, csVector3), that I think it works just like the csColliderActor::Move(csVector3).
2) CEL haves a iPcNPCMove property class but it is not implemented.
3) Use the iPcLinearMove with the right parameters (in last case only).
Which one do you guys think its the easiest/faster way to implement this? Maybe other suggestions?
Regards!
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Crystal Space Development / Support / Re: Build simple application
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on: March 06, 2006, 08:17:25 pm
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Well; If your simple.cpp have the main function implemented, just erase all files generated by createproject.sh and put your source file in the place, and type jam in the previous directory. (Don't forget to run ./configure before...). If not, edit the main.cpp file to look like something like this: #include "simple.h" #include <csutil/sysfunc.h> // Provides csPrintf()
CS_IMPLEMENT_APPLICATION
int main(int argc, char** argv) { csPrintf ("Simple App\n");
return csApplicationRunner<Simple>::Run (argc, argv); }
Note: You may change some names to fit your code's. Compile it all and test... This shall work... Regards
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Associate Projects / CEL Discussion / Re: Migration Sep/3rd -> Jan/27th CS+CEL
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on: February 23, 2006, 09:00:50 pm
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Yes... I know... hehe  Well, there goes: Output: Estrada Real Digital v0.04
crystalspace.canvas.glx2d: Opening GLX2D Creating Context Video driver GL/X version (direct renderer) Visual ID: 0x00000025, 24bit TrueColor R8:G8:B8:A8, level 0, double buffered
crystalspace.canvas.openglcommon: OpenGL renderer: Mesa DRI Intel(R) 845G 20040919 x86/MMX/SSE2 (vendor: Tungsten Graphics, Inc) version 1.3 Mesa 6.2.1 Using windowed mode at resolution 640x480. Pixel format: Color: 24 Alpha: 8 Depth: 24 Stencil: 8 AccumColor: 0 AccumAlpha: 0 MultiSamples: 0 Multisample: disabled
crystalspace.mesh.loader.factory.sprite.cal3d: Material definitions in meshes is not considered good style, if you need to define a mesh and material at the same time use libraries. [node: meshfact(name=padre),params,material(name=padre_skin)] WARNING! Object 'Object04' is not closed! WARNING! Object 'Museu_Mes0' is not closed! WARNING! Object 'monkey' is not closed! WARNING! Object 'Museu_Portas_3' is not closed! WARNING! Object 'Estatua_Co' is not closed! WARNING! Object 'monkey' is not closed! ...
crystalspace.collisiondetection.opcode: OPCODE WARNING: found 2 degenerate faces in model! Collision might report wrong results! OPCODE WARNING: found 2 degenerate faces in model! Collision might report wrong results! OPCODE WARNING: found 2 degenerate faces in model! Collision might report wrong results! OPCODE WARNING: found 2 degenerate faces in model! Collision might report wrong results! OPCODE WARNING: found 2 degenerate faces in model! Collision might report wrong results! OPCODE WARNING: found 2 degenerate faces in model! Collision might report wrong results! OPCODE WARNING: found 2 degenerate faces in model! Collision might report wrong results! OPCODE WARNING: found 2 degenerate faces in model! Collision might report wrong results! OPCODE WARNING: found 2 degenerate faces in model! Collision might report wrong results! OPCODE WARNING: found 2 degenerate faces in model! Collision might report wrong results! OPCODE WARNING: found 2 degenerate faces in model! Collision might report wrong results! OPCODE WARNING: found 2 degenerate faces in model! Collision might report wrong results! OPCODE WARNING: found 6 degenerate faces in model! Collision might report wrong results! OPCODE WARNING: found 1 degenerate faces in model! Collision might report wrong results! OPCODE WARNING: found 3 degenerate faces in model! Collision might report wrong results! OPCODE WARNING: found 2 degenerate faces in model! Collision might report wrong results! OPCODE WARNING: found 82 degenerate faces in model! Collision might report wrong results! OPCODE WARNING: found 1 degenerate faces in model! Collision might report wrong results! OPCODE WARNING: found 1 degenerate faces in model! Collision might report wrong results! OPCODE WARNING: found 2 degenerate faces in model! Collision might report wrong results! OPCODE WARNING: found 1 degenerate faces in model! Collision might report wrong results! OPCODE WARNING: found 2 degenerate faces in model! Collision might report wrong results! OPCODE WARNING: found 1 degenerate faces in model! Collision might report wrong results! OPCODE WARNING: found 1 degenerate faces in model! Collision might report wrong results! OPCODE WARNING: found 1 degenerate faces in model! Collision might report wrong results! OPCODE WARNING: found 2 degenerate faces in model! Collision might report wrong results! loading definitions file /this/aws/awserd.def... load successful (2 windows, 1 skins loaded.) aws-debug: setting up global AWS palette... aws-debug: finished palette setup.
crystalspace.pluginmgr.loadplugin: could not load plugin 'crystalspace.graphics3d.shader.glcg'
crystalspace.graphics3d.shader.fixed: Multitexture units: moderate 4
crystalspace.pluginmgr.loadplugin: could not load plugin 'crystalspace.graphics3d.shader.glcg'
The CEL code is in the CVS of www.sf.net/projects/erd, files erdBehaviour*.* . The CS code (apperd.*) is outdated... Regards
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Associate Projects / CEL Discussion / Migration Sep/3rd -> Jan/27th CS+CEL
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on: February 23, 2006, 07:58:49 pm
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Hello;
I'm trying to migrate my code from CS+CEL pseudo stable September 3rd to January 27th version. There's no errors in the compiling process, but I've had several problems when running the app.
1) My mouselook made in CEL (thanks to muffinpeddler's code) isn't working anymore 2) The skybox is missing. 3) The CS Reporter made a LOT of warnings, must of them saying something about OPCODE adn degenerate faces (things that never happened in previous versions).
Any help? I use Linux FC3.
Best Regards P.S. I've posted this here because my problems affect CEL too...
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Associate Projects / CEL Discussion / Minor problem using iPcActorMove->Run(bool) method
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on: February 15, 2006, 05:36:09 pm
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Hello guys; I'm using this 'pièce' of code to enable running in my app: . . . else if (msg_id == id_pccommandinput_run1) pcactormove->Run(true); else if (msg_id == id_pccommandinput_run0) pcactormove->Run(false); . . .
I've bind "shift" for running. The problem is: when you stop (i.e. release 'shift' and the movement key at the same time) while running, the player keeps moving in the same direction that it was moving before stopping with no keys pressed, although without running. I've tried adding some boolean variables to try to control the run; tried to disable movement when the run key is released too, both without success. I've just tried binding other key for running (here, 'z' key) and it worked fine. Why shouldn't the shift key work well? Thanks in advance... P.S. Offtopic -> We're soon going to release a little preview of our project. We're thinking in release a source package (only if the user have CS and CEL compiled it will work) and a windows binary (with all pre-compiled dlls). News soon... P.S. 2 -> I'm using CS and CEL PseudoStable-09-03 in Linux.
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Crystal Space Development / Support / Re: Playing an opening video
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on: February 02, 2006, 09:24:46 pm
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Well, sad to hear that... But is there any way to play a video through CS? Or I would have to make a call to a player (example, call mplayer)?
In fact, in pseudo-stable september-3rd it still have the structures to video playing (iVideoStream, and etcs...)
Thanks and Regards
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