Crystal Space
Welcome, Guest. Please login or register.
December 18, 2014, 07:34:49 pm

Login with username, password and session length
Search:     Advanced search
9032 Posts in 2046 Topics by 9288 Members
Latest Member: Lorrainewhite
* Home Help Search Login Register
  Show Posts
Pages: [1] 2
1  Associate Projects / CEL Discussion / Re: celtst fails to run. on: October 16, 2006, 08:42:12 am
I don't think the latest version of cal3d works with the pseudo-stable (without the sprcal3d hack), but it works with the latest svn. This was one of the reasons why I switched to svn. Everything just seems to work better and everyone else is using it. (peer pressure Smiley )

cal3d is definitely needed for celtst. It is the library that supports skeletal animation. As you could probably see from the files, the cally model is in cal3d format.

Did you recompile CS and CEL after installing cal3d? When you run the CS ./configure, does it find cal3d?

You could also try to run the cal3d miniviewer to check if cal3d is working.

(This is just some random guesses. Most of the time I don't know what I'm talking about. Wink If you got everything to work, just ignore all the above.)
2  Crystal Space Development / General Crystal Space Discussion / Re: New Castle level in CS: Testers required on: October 09, 2006, 07:51:01 am
The level looks great. Unfortunately I can only see it as a slideshow (I probably get 2-5 fps).

Ubuntu Dapper
2.4GHz P4
521MB ram
128MB GeForceFX5500

There is a possibility that something might just be wrong with my drivers. I fiddled a lot with it a while ago. Comparing it to other OpenGL apps: Blender seems to run at normal speed, so maybe my graphics card is just too old.
3  Associate Projects / CEL Discussion / Re: segfault with pcspawn on: September 22, 2006, 09:33:11 am
I forgot to mention that I'm using CS revision 25269 and CEL revision 2203.

pcspawn looks like it will be a very handy propclass. I'm only now starting to understand how the CEL property classes work. The more I learn, the more I realise how much thought must have been put into the design. Everything just fits together perfectly.

thanks for the quick reply
4  Associate Projects / CEL Discussion / segfault with pcspawn on: September 22, 2006, 08:58:55 am
I'm trying to edit walktut to make the monkey respawn every couple of seconds. The following code was added to the LoadLevel() function in app.cpp and causes a segfault at the moment the spawn occurs.

Code:
   csRef<iPcSpawn> pcspawn = CEL_QUERY_PROPCLASS_ENT(level_entity, iPcSpawn);
   pcspawn->AddEntityType(0.1,"badone",bl,"badone_behave",0,0);
   csVector3 spawnpos(9,3,8);
   pcspawn->AddSpawnPosition(spawnpos, 0.0, "Scene");
   pcspawn->SetTiming(true, true, 10000, 20000);

I usually like to figure stuff like this out on my own, but it has been a couple of days and I still can't see anything wrong. (should probably mention that although my c++ "skills" are slightly average, I still don't understand most of the crystal space and cel concepts)

Any help would be greatly appreciated

thanks
george
5  Associate Projects / CEL Discussion / beyond walktut on: September 19, 2006, 09:01:18 am
In my "quest" to learn more about Crystal Space and CEL I'm trying to turn the CEL walktut into more of a game (this could maybe end up as a follow-up tutorial to walktut).

My first step was to make the monkey follow the player, instead of flying along a preset path. I got it to work, but it doesn't seem like a very good implementation. I set a pctimer with the wakeup action for about 10 msec. So a couple of times a second the monkey adjusts it rotation and direction to match the player's current position. It works, but it just seems wrong and inefficient. Is there a better way that I just didn't see?
6  Crystal Space Projects / WIP Projects / Re: Herta Principia: Ressurection and Redemption on: September 17, 2006, 06:15:56 pm
Quote
By the way, the textures are being made with MS Paint. (just like my avatar) We're gonna use free software, and for that, i guess photoshop is out of the question, huh?

Take a look at gimp http://www.gimp.org. It is an open-source image editing program with a lot of the same features as Photoshop. The open-source aspect makes it even more powerful, because if something cool is needed, someone will add it.
7  Associate Projects / CEL Discussion / CelStart on: September 01, 2006, 09:22:09 am
I haven't tried CelStart yet (have to wait for our internet costs to become cheaper at 12 tonight), but it looks great. Enabling non-programmers to create their own games is always a good idea.

I'm sure that CelStart will greatly contribute to the popularity of Crystal Space and CEL. Now we have to start and spread the news.

Congratulations and good job. Smiley
8  Crystal Space Development / Support / Re: Documentation Blues on: August 21, 2006, 12:50:59 pm
I also had a lot of problems with tutorials that do not work. For some of them my version of CS was too new, for others it was too old.

Finally I decided to get the latest SVN versions of both CS and CEL. In the documentation that comes with both of them, there are tutorials that actually work. Where I previously struggled for days without getting anything to work, I was able to complete the first CEL tutorial in a couple of hours.

So I would advise you to get the latest versions. I did and haven't been disappointed yet.
9  Associate Projects / CEL Discussion / finally got something compiled on: August 02, 2006, 10:07:28 am
After a couple of weeks of trying to get all the correct versions of everything together, I finally got my first app to compile. Smiley  (It was only the walktut, but one has to start somewhere.)

I just thought that I should share my small success. This forum is 99% filled with people's problems, so maybe one small victory can motivate those who are thinking about giving up.

I'm actually just so excited that I can finally get started on my game. Now I should just find some spare time.Wink
10  Crystal Space Development / General Crystal Space Discussion / Re: I was spamed gay porn on: August 02, 2006, 09:05:54 am
I think everyone was spammed.

That definately wasn't the first thing that I wanted to see this morning. I haven't even had my coffee yet. Sad

I should have suspected something strange from a guy with "Johnson" as a surname.
11  Crystal Space Development / General Crystal Space Discussion / Re: which version to use on: July 24, 2006, 08:47:44 am
It wasn't one of the links, I used svn. The exact command I used used:

svn co https://svn.sourceforge.net/svnroot/crystal/CS/trunk crystal

I'm not a "master" of svn, but I think (hope) that is the correct way of doing it.


While I'm busy posting, I'll also ask a quick question: With the pseudo-stable version (cs and cel) I had walktest, celtest and mechtest running without any errors. But with the svn version (july 23) walktest and celtest still works, but with mechtest I get a black screen. Everything seems to work fine (no error messages), but you can't see anything. The -relight command also doesn't have any effect. Any advice?
12  Crystal Space Development / General Crystal Space Discussion / which version to use on: July 23, 2006, 10:12:28 am
I've been struggling a bit with getting the code provided in some cel tutorials to compile. According to other threads, the reason for this is that my version of CS is either too old, or too new. Currently I am using the pseudo stable releases for both cel and cs (2006-01-27).

I wanted to try the maze tutorial, but apparently it is only included in the cvs (or svn) version.

Should I switch over to the svn version, or are there some nice step-by-step coding tutorials that is proven to work for the pseudo-stable version?

Just some comments on what version of CS and CEL you are currently using will also be helpful.

thanks


[edit:]
I decided to download the svn CS anyway and I'd like to make a suggestion: It would probably be a good idea to indicate the approximate size of the total download. For people like me (who pay per MB downloaded) it isn't a pleasant surprise to expect around 30MB (about the size of the pseudo-stable .gz.bz2 version) and then getting 240MB (I'm not even done with the download yet). Sad I should probably have tried the .gz.bz2 snapshots. Too late now.
13  Crystal Space Development / Support / Re: Error when trying to run walktest from ubuntu dapper on: July 20, 2006, 08:31:02 am
I'm also using dapper. At first I tried the CS from the dapper repo, but I had too much trouble getting it to work, so I also switched over to the pseudo-stable version.

Installing the freetype2 package should fix the first warning. I'm not so sure about the second warning, but searching the repo for "xf86vm" or  "xf86" brings up some libraries that has to do with graphics and video modes. Maybe you need to install those -dev packages. (?)

I'm still very new to Crystal Space, so please take anything I say as opinion and not fact. Smiley
14  Crystal Space Development / Support / Re: some more n00b questions on: July 20, 2006, 08:05:58 am
Just joking about the "crazy" part. Wink I actually like it that way. I'd much rather struggle for a week and fix my own problems than get the answer within in a day from someone else. Fixing stuff yourself is more of a confidence booster.
15  Crystal Space Development / Support / Re: some more n00b questions on: July 20, 2006, 07:48:13 am
I've finally got the exporting fixed as well. Now I can start coding.

The one good thing about a forum this quiet is that you are forced to fix your own problems. The bad thing is that posting here makes me feel a bit crazy. It is like talking to yourself.
Pages: [1] 2
Powered by MySQL Powered by PHP Powered by SMF 1.1.2 | SMF © 2006-2007, Simple Machines LLC Valid XHTML 1.0! Valid CSS!
Page created in 3.307 seconds with 16 queries.