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1  Crystal Space Development / Support / Re: "Low-level" Polygon-handling on: May 20, 2006, 01:50:33 pm
I used the bleeding-edge CVS Crystal Space from a couple months ago to make my program.  I don't think that matters though.  I suspect that my dlls are a lot smaller than yours because I built Crystal Space in release mode, instead of debug mode.  However, I am not certain if this is the case.

As for using custom fonts, you can follow the online documentation at http://crystalspace3d.org/docs/online/manual-cvs/cs_4.12.1.php and the following section http://crystalspace3d.org/docs/online/manual-cvs/cs_4.12.2.php#4.12.2

After you make a call to LoadFont(...), make sure that it was successful by checking that the "font" pointer is not NULL.  If it is, then maybe your VFS is not configured correctly.  It probably is, though, since the documentation code just assumes you're using the default VFS.cfg file in the root CS directory.  Another mistake (that seems to be common and that I made as well) is using the wrong font server.  In the section of your code where you request all those plugins, look for

CS_REQUEST_FONTSERVER

and replace it with

CS_REQUEST_PLUGIN("crystalspace.font.server.freetype2", iFontServer)

It turns out that CS_REQUEST_FONTSERVER is a #define for the non-freetype font server, which cannot load ttf files.  I hope this helps!

-yoshi

Thank u this instructions. Smiley
2  Crystal Space Development / General Crystal Space Discussion / Re: That's so beautiful! :O on: May 20, 2006, 01:13:24 am
Hi!

I was stopped using Crystal Space three months ago, because I thought it's outdated.

But I see the new screenshots with the castle, the soft shadow, the new CS GUI and the trees, and the only word I can say: amazing!

When the next release come out with these new features? I want to try out and see how does it works!
Does the castle demo uses CG shaders? (I don't like CG at all. What shader types are supported by the new CS?)

Regards,
Escorter

Nice screenshots really. My favourite picture is aws 2.0. Smiley I hope CS developers will make OpenAL new sound system too!
3  Crystal Space Development / Support / Re: Starting Crystal Space on: May 19, 2006, 08:02:51 pm
How do I start programming in Crystal Space.
Try check apps folder sources and onlie doc. And check sources in this forum. Wink

And check the Cs projects:
web:
http://blocks3d.sourceforge.net/

CVS:
:pserver:anonymous@cvs.sourceforge.net:/cvsroot/crystal        crystalcore
:pserver:anonymous@cvs.sourceforge.net:/cvsroot/planeshift    planeshift
:pserver:anonymous@cvs.sourceforge.net:/cvsroot/erd             erd

4  Crystal Space Development / Support / Re: That I do to construct camera 3 person? on: May 19, 2006, 07:46:04 pm
That I do to construct  camera 3 person?


Thanks for all
Try checking the water demo. Wink Mouse + keyboard events...
5  Crystal Space Development / Support / Re: "Low-level" Polygon-handling on: May 18, 2006, 10:21:07 pm
Quote
how could u separate crystal .dll-s?
I'm not sure what you mean by this.  Are you asking me how I knew which DLLs to include in the folder and which I could leave out?  If so, then the answer is simply that I re-named each one (to something like "engine.dll.bak") one at time and tried running my program to see if anything screwed up.  Then, I deleted the dll if nothing screwed up.  (Note: engine.dll is necessary!)

Though if you notice, after about an hour of doing that, I got pretty tired and left a lot of unneccessary dlls in there anyway Tongue
If I renamed engine.dll, my program did not do anything of course.
Well CS got about 300 .dlls = 310 mb. Your program got 100 dlls = 16 mb. I separated dlls to my program: 77 dlls = 80 mb.
Your .dlls is very small size. For example: my explo.dll 1 mb, and your dll 86 kb etc.. What CS version do u using now?

Last question. I see your program using big size fonts. How could u make the custom fonts exactly?  CSFONT_LARGE etc. is default font, it is very small size. I try this code but it is wrong: fnt = g3d->GetDriver2D()->GetFontServer()->LoadFont("/fonts/ttf/Vera.ttf", 12");

thx
6  Crystal Space Development / Game Content Creation / Re: attaching weapons to camera on: May 17, 2006, 07:30:03 pm
Oops! Thanks!! It is working now Smiley
Hmm interesting code, but this is simple. What any solving this problem? For example parent camera to sprite: sprite follow the camera automatic. I think this is sprite socket in CS, but I don't know it is good way on this problem...
http://www.crystalspace3d.org/tikiwiki/tiki-index.php?page=Using+Sprite+Sockets&highlight=sprite
7  Crystal Space Development / Support / Re: "Low-level" Polygon-handling on: May 14, 2006, 08:48:23 pm
I downloaded this zip... Why do use the very big .bmp picture (fruity.bmp)?
And how could u separate crystal .dll-s? (all .dll-s about 16 mb size)
8  Crystal Space Development / Support / Re: Crash on level load on: April 04, 2006, 07:34:15 pm
U can loading the world file from ZIP for example:

//-----------------------------------------------------------------------------
bool Simple::CreateRoom1()
{
    room = engine->CreateSector ("room");

    //loading the map in .zip file
    csRef<iVFS> VFS (CS_QUERY_REGISTRY (GetObjectRegistry (), iVFS));
    VFS->Mount("simplemap", "data/map.zip");
    VFS->ChDir ("simplemap");               
    if (!loader->LoadMapFile ("world"))
    ReportError("Error couldn't load level!");

    return false;
}

Using vfs.cfg:
(VFS.Mount.lev/flarge   = $@data$/flarge$/)

csRef<iVFS> VFS (CS_QUERY_REGISTRY (GetObjectRegistry (), iVFS));
VFS->ChDir ("/lev/flarge");
loader->LoadMapFile ("world")
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