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1  Crystal Space Development / Support / Re: A few A's to help me start on: September 15, 2006, 06:26:53 pm
Quote
Code:
>>> a=1
>>> if a:
print "What??"


What??
How does this "if" statment work if there's no condition?

Basically what it does is print "What??" because a=1, and the if statement checks to see if the value of 'a' is non zero or not by default without a condition statement. If you were to replace a=1 with a=0 you wouldn't get anything printed.

That if statement is equivalent to:
     if a==1:
but it is shorthand. The same thing is able to be done with most other modern programming languages as well.

Hope this helps,
Shaitan.
2  Crystal Space Development / Support / Re: A few A's to help me start on: September 12, 2006, 09:40:32 pm
Okay, sorry, I must have skipped that part where it says its available... silly me. The torrent they list is dead, and the PDF seems to load okay for me (some 209 pages of it). I have emailed it to you at the address you posted above.

Regards,
Shaitan.
3  Crystal Space Development / Support / Re: A few A's to help me start on: September 11, 2006, 09:04:19 pm
As far as I'm aware, that Wiki book is only available online in its current format. The only way to get a copy of it would be to save all the pages manually.

Regards,
Shaitan.
4  Associate Projects / CEL Discussion / Re: CEL Rev 2217 Compilation Problem on: September 11, 2006, 05:56:58 am
Hi Jorrit,

Yeah, I know it's a weird problem, and yes, I did check with my CS release, and found the definition of the function. I checked that before I posted my query here. Also, yes, I have the CRYSTAL environment variable pointing to the correct location for the SVN revision.

What I will try is to delete both the SVN revisions for CS and CEL and download them again, and try it all again, just in case something happened that I wasn't aware of when I first got them. I shall keep you posted.

Regards,

Shaitan.

Edit:
I have CS Rev 25323, and CEL Rev 2222, and I am still getting the same errors. *shrug* I don't know. I guess I'll have to resort to just using CS for now, or revert back to using the pseudo-stable releases.
5  Associate Projects / CEL Discussion / Re: CEL Rev 2217 Compilation Problem on: September 10, 2006, 08:02:18 pm
Hey Darek,

  Thanks for linking that pasteboard. Here is the url of the paste http://www.rafb.net/paste/results/A9z2Z616.html. If you can't read it before it expires I'll try again.

Quote
Make sure that your CrystalSpace is updated to lastest too, and clean builded (jam clean).
Yes, I know this, as I said in my initial post that I have the latest revision of CS as well as the latest for CEL. I have no problem compiling the latest revisions of CS, and getting things to run with it, it is just CEL that is causing me problems.

Regards,
Shaitan.
6  Crystal Space Development / Support / Re: A few A's to help me start on: September 10, 2006, 08:00:09 pm
I was just going to post the same information that darek posted, but he beat me to it, aah well... hehe.

Regards,
Shaitan.
7  Crystal Space Development / Support / Re: A few A's to help me start on: September 10, 2006, 11:54:21 am
Quote
Q1: What exactly is an engine? I know that when i push a button engine says which action it's relayed to but, what is it exactly?
A1: An engine is another name for the part of a game that generally has (and displays) the game to the player. It usually contains a graphics engine (to display things), a interface/control engine (to handle input from the player, like key presses, mouse movements, etc), and many other things, like game physics, etc. It all depends on what the particular Engine offers to it's overall functionality and features. Crystal Space is a Gaming engine (though it can be used for many other things other than just games) which has plugins, or modules that add functionality to the core part of the system. [Sorry, trying to keep this short and simple isn't the easiest thing to do].
Quote
Q2: Why, when I start Blender, it says that application failed to because MSVCR71.dll was not found but then starts. I think It has something to do with Python since it first appers when compiling with it. It appers again just after "OK" but this time it's because "'import site'" failed. -?
A2: I am not exactly sure what could be causing this problem, sorry.
Quote
Q3: Am I supposed to import characters in the engine? If yes, how can i remove them from there?
A3: Generally you need to program, or script what you want the engine to do. It can be as simple or as complicated as you want your game (or whatever) to be. Generally to get anything to display in Crystal Space you need to import your characters, the world they're in, and pretty much everything else thats needed. Usually this importing is done from your program (or script) and you would also need to write the code for removing, or deleting them, and other things from the engine (or your game).
Quote
Q4: When I unpack blender2crystal all files are just - files. Even readme is not .txt. So what should I do with it?
A4: Firstly, what you can do is click on the readme file, press F2 on your keyboard, and type in 'readme.txt' and press enter. This will make the readme file a .txt file. From there you may want to do a similar thing for the 'install' file, (to make it 'install.txt') as it the instructions on how to install the blender2crystal files into blender.
Quote
Q5: How do I make a character move in game? I don't understand linking code and models. So if someone will explain..
A5: If the character is the player then you will need to code that into your program / game, so that, for example, the up arrow moves you forward, the down arrow moves you backwards, and the left and right arrows turn you left and right respectively. If you take a look at the documentation it has some of the examples on the basic setup for simple player movement.
Now, if you are meaning getting other characters to move with-in the game/program, then you need to also code that into the game. There is an addition that is available for using with Crystal Space called Cal3d, it can allow you to manipulate, and animate characters within Crystal Space. It allows skeleton (and joint) movement information to be used, and animated within the engine.


So, as you can see, there is a lot that you need to learn to do to get things working as you want. I myself am still trying to learn Crystal Space so I can use it for a personal project, and by looking over my answers I supplied above, you can see that it can be quite an undertaking to get something that you want. But that is all part of the fun of this, it challenges you (and me).

With some of my answers, I could have gone into more detail, but it could well have lasted pages. But I just hope that what I have provided will help you out in some way. If you still want me to try and help further, just post them here, and I'll see what I can do.

Best of luck,

Shaitan.
8  Associate Projects / CEL Discussion / Re: CEL Rev 2217 Compilation Problem on: September 10, 2006, 11:05:24 am
Okay, I thought it would be simpler to upload a small zip file to a free hosting site so you'd get my entire build log, but I guess I'll have to do this the hard way. *sigh*

Project: libceltool
initapp.cpp
h:\CrystalSpace3d\cel_svn\libs\celtool\initapp.cpp(43) : error C2039: 'GetSize' : is not a member of 'csPathsList'
        h:\CrystalSpace3d\CS\include\csutil\syspath.h(63) : see declaration of 'csPathsList'
h:\CrystalSpace3d\cel_svn\libs\celtool\initapp.cpp(44) : error C2678: binary '=' : no operator found which takes a left-hand operand of type 'const csString' (or there is no acceptable conversion)
h:\CrystalSpace3d\cel_svn\libs\celtool\initapp.cpp(46) : error C2440: 'type cast' : cannot convert from 'const char *const [4]' to 'csPathsList'
        No constructor could take the source type, or constructor overload resolution was ambiguous
libceltool - 3 error(s), 0 warning(s)

I have several other errors with other differing projects from within CEL, and posting all the errors / warnings / etc that I get for them seems excessive, as the total length of them is some 900+ lines long. (As to why I posted them to rapidshare, but anyway).

Hopefully you may be able to figure out what could be causing this weird problem.

Regards,
Shaitan.

P.S. with my rapidshare link, simply click on the Free button to proceed to the download page where you need to enter a confirmation key then click on the Download from "server-name" button to get the file.
9  Associate Projects / CEL Discussion / Re: CEL Rev 2217 Compilation Problem on: September 09, 2006, 09:00:14 pm
Hi Jorrit,

I have uploaded my build log to rapidshare if you want to take a look at it, this initial post was just one of many errors I seem to get on a clean build.

The link is http://rapidshare.de/files/32539070/CelBuild.zip. I will continue looking through the code on my side, and see if I can locate anything that might be causing these problems.

Thanks in advance,

Shaitan.
10  Associate Projects / CEL Discussion / CEL Rev 2217 Compilation Problem on: September 08, 2006, 11:06:49 pm
Hi, I checked out CEL again today from the SVN and I seem to be getting the same error for a while, initially in initapp.cpp I'm getting a "GetSize() is not a member of 'csPathsList'" error (line 43) for some reason, when it is a member of the csPathsList class. Also, in that particular block of code there are other errors I get with the csPathsList (like operator=[line 44], and type casting[line 46]). Is there a problem with compiling the recent CEL revisions, or is it just an issue my side?

I am using VS2003 with the 0.99r0_022 winlibs, and the latest Revision of CS on WinXP Pro SP1.

Additionally, I have no issue compiling/running the pseudoStable releases of both CS and CEL, I was just hoping to test out some of the updated features in the SVN.

Thanks in advance,

Shaitan.

Edit: I have also updated any environment and VS path variables to correspond to the SVN releases, and had it changed prior to doing any building of the release.
11  Miscellaneous / Article/Tutorial Discussion / Re: Is the tutorials in the documentation under the LGPL? on: July 11, 2006, 04:40:49 am
At most, you would only need to leave a section in the comment block of the file as to where you got it from, or what your code was based upon.

Something along the lines of:
Code:
/*
  Parts of this code were initially taken from the CrystalSpace (http://www.crystalspace3d.org/) documentation, but modified for my own needs.
*/

or however else you feel you might want to leave credit for the basic part of your game.

But this is just something that I'd normally do in my coding, just to cover IP issues Smiley

Regards,
Shaitan.
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