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Associate Projects / CEL Discussion / Re: CelStart
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on: October 11, 2006, 02:32:39 am
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oh.. ok now I got the latest of both thru svn and both compiled ok revisions: cs 25594, cel 2305 btw shaders looks really impressive  if it helps... celstart menu only gave segfault to demos. these demos run ok (celstart demofilename.celzip): castle, physicsdemo, shadertest, xmlparticles these gave errors, didnt even open 3D window: bouncy, celdemo, crystaldash and them all exit with segfault. but now I can begin adjustments to my project XD thxyo!
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Associate Projects / CEL Discussion / Re: CelStart
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on: October 10, 2006, 01:09:55 am
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heh kewl I think I will port my compile stuff to jam ^^ ...found 901 target(s)... ...updating 13 target(s)... C++ ./out/linuxx86/optimize/plugins/stdphyslayer/pl.o plugins/stdphyslayer/pl.cpp: In member function `virtual iCelEntityTemplate* celPlLayer::GetEntityTemplate(size_t) const': plugins/stdphyslayer/pl.cpp:331: error: `ConstGlobalIterator' is not a member of `csHash<csRef<celEntityTemplate>, csStrKey, CS::Memory::AllocatorMalloc>' plugins/stdphyslayer/pl.cpp:331: error: expected `;' before "it" plugins/stdphyslayer/pl.cpp:336: error: `it' undeclared (first use this function) plugins/stdphyslayer/pl.cpp:336: error: (Each undeclared identifier is reported only once for each function it appears in.)
g++ -c -o ./out/linuxx86/optimize/plugins/stdphyslayer/pl.o -I. -I./include -I. -O2 -march=i686 -fomit-frame-pointer -pipe -pipe -Wall -O2 -march=i686 -fomit-frame-pointer -pipe -DPACKAGE_NAME=CEL -Wall -O2 -march=i686 -fomit-frame-pointer -pipe -O2 -march=i686 -fomit-frame-pointer -pipe -O3 -fPIC -I/Programs/CrystalSpace/Current/include/crystalspace plugins/stdphyslayer/pl.cpp
...failed C++ ./out/linuxx86/optimize/plugins/stdphyslayer/pl.o ... ...skipped stdphyslayer.so for lack of <plugins!stdphyslayer!>pl.o... ...failed updating 1 target(s)... ...skipped 1 target(s)...
svn checkout command based on labels (set of tested files) could be handy ^^, despite not latest.., unless the problem is here... XD
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Associate Projects / CEL Discussion / Re: CelStart
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on: October 09, 2006, 01:01:35 am
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to make it short, I had this compilation problem after jam: ...failed C++ ./out/linuxx86/optimize/plugins/stdphyslayer/pl.o ... cuz of that this cmd: celstart ./bouncy.celzip complaints about missing physical layer.. as after the cmd: celstart; #if I click at menu I only get segfault I think its due to broken 2303 svn cel revision, cuz of that I wondered about precompiled revision id and a way to fetch that revision  ...
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Associate Projects / CEL Discussion / Re: CelStart
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on: October 09, 2006, 12:45:10 am
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subversion needed the --with-ssl option at ./configure svn worked now with sourceforge and I grabbed latest cel ! ^^ revision 2303 compiled, I am having some trouble to run .celzip but I am still trying to figure out what is happening ^^ Btw, what is the revision of the precompiled CelStart packages for windows/linux at download area? I wonder if I could grab thru svn that revision?... thxyo 
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Associate Projects / CEL Discussion / Re: CelStart
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on: October 08, 2006, 01:30:37 am
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where can I find CelStart source code? I am not being able to find it...  I am still trying to play with "bootstrap" from CEL that doesnt seem to recognize files "*.celzip" I have downloaded, compiled and installed these: - cel-2006-07-29.144115.tar.bz2
- cs-2006-07-29.144228.tgz
that as I understood are the latest packages, btw I am having problems to fetch their sources thru "svn", is there a newer .tar.bz2 of about 23MB (CS) and for CEL somewhere? I cant use the precompiled binaries (celstart-0.99.x86.package) for linux cuz it requires glibc 2.3.4 but my distro only supports 2.3.6, such package have several patches for my distro and I cant figure how to create them.. btw I'd like to add that it was always a big trouble to me to prepare all stuff to make CS work on my project, integrate everything into C++ code made me giveup a couple of times ^^, and now with CelStart I c a new light at the end of the tunnel! XD CelStart "way of life" remembers me about amazing LibGlade for Xwindows GUI easy to manage interfaces!, I mean, as LibGlade have Glade to visually prepare interfaces, I think I can foresee something like "VisualCEL" for the future ^^, and later on "VisualCEL++" with support to "virtual reality gloves" XDDD thxyo! XD
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Crystal Space Development / Support / Say at main CS package what GCC has successfully compiled it (please) :)
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on: December 28, 2005, 12:23:32 am
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I saw several messages about gcc compile problem, tho I think this could help if you said what gcc you use to compile latest CS CVS, even other main packages like kernel etc.., so we could try "again"  I use GoboLinux 012 (kernel 2.6.11.9) and I tryed to compile (none completed compilation) latest CS CVS with these GCC releases: GCC--4.0.2--i686.tar.bz2 GCC--4.0.0--i686.tar.bz2 GCC--3.4.4--i686.tar.bz2 GCC--3.4.3--i686.tar.bz2 GCC--3.4.2--i686.tar.bz2 compilation always freezes here: g++ <...> plugins/video/render3d/software/pixspecifica.cpp I have tryed only that command by removing several of its options like optimization etc tho none worked "fully"... So I have just restored my 0.98 CS compilation backup... where, as I remember, I am not able to use C.E.L. :/
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Crystal Space Development / General Crystal Space Discussion / Re: Software Renderer... Still Needed?
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on: August 20, 2005, 07:06:27 pm
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Is there a way to 'detach' the software renderer of the main Crystal Space development? I mean SR would be just like a 'pluggin' (or a 'patch?' to CS) developed apart.
For ex. when version 0.99 be released, a different package as addon to CS will be released, its name would be SR 0.99. It wouldnt be released at the same time of the CS release but whenever someone is able to update it til it works with CS 0.99. Ex. when CS reaches version 1.02 we may still only have a SR 0.99 working so if someone needs it, just install CS 0.99. I mean SR would be released less often so when CS 1.05 is released then, may be, SR 1.05 be released also.
In other words, SR version means just the matching CS version that it will work with.
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Miscellaneous / Article/Tutorial Discussion / tutorials quality X availability of info to users in despair
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on: May 15, 2005, 01:22:42 am
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hi again  as someone voted for even 'hard to read' ones  , by 'hard to read' I dont mean badly written, just without screenshots and examples  I just uploaded a tutorial to Convert a Blender 3D model to Crystal Space 3D sprite at http://geocities.yahoo.com.br/teikecorp/index.htmif you have any suggestions on it, to improve it cocerning steps and step description, you can mail me there or talk here, may be in PM dunno, up to you  If you liked it and are interested in providing examples/screenshots talk to me also, btw I have an arrow.blend model I will post someday at community free 3D models  , this model I used to prepare and test the tutorial. So I can someday post it at community articles (with the proper aknowledgements to ppl who helped on it  ).
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Miscellaneous / Article/Tutorial Discussion / tutorials quality X availability of info to users in despair
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on: May 01, 2005, 03:14:18 am
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Sometime ago I was looking for info on how to create a CS sprite from a blender 3d model... I searched unsuccessfully for a long time at google and all related crystal space sites  I read the requirements to create a tutorial at community articles, ok the way described will provide somewhat good tutorials to everyone, but to prepare them takes long time, requires us to prepare screenshots and create examples etc, so most ppl that have already studied how things work and are able to prepare a hard to read but reliable tutorial just give up on uploding them I think  May be another person could also help who created that hard to read tutorial with examples and screenshots, I've seen that happen with some other groups so ppl that was helped by the tutorial and think they can improve it to help more other ppl just give their help, but they need at least the hard to read tutorial to work on it at first I mean. What I'd like to suggest is a quallity classification to tutorials, as the best ones that match all requirements described will be shown before other tutorials, but wont leave desperate users to their own to find out how things works... Well I studied for a week or so, trying and failing several times til I was able to prepare to myself at least, a only textual tutorial, very clear to be read but with no screenshots at all. I can now prepare .xml texturized sprites from Blender3D models but I still had no time to prepare examples and take screenshots etc etc. So I'd like to know if I can make it available here or on a new thread as 'Creating CS sprite from Blender3D model', so other desperate users will be able to breath a bit, even if hardly as there is no screenshots on it  What about it?
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Crystal Space Development / Support / ODE pluggin / dynSys->RemoveBody(...), slowing machine
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on: May 01, 2005, 01:51:36 am
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When I create about 50 iRigidBody objects, after I clean them with dynSys->RemoveBody(pRB) they actually dont get deleted. Despite they disappear they are still obstacles to other RB objects and the only way I found to make this work a bit better is pRB->MakeStatic() then move them to outside of map  Tho after I create so much RB objects the machine gets slowed then i need to restart my application Is there nway I could use to really 'delete' them from memory and remove them from dynamics engine?
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