Hmmm, what is your CS version? And, why do you try go from castle to castle?


2007/5/28, Jim Sager <[EMAIL PROTECTED]>:

I was able to go from flarge to castle using this code. Thank you.  I
should be set to use this code in my game.

However, if I tried to go from castle to castle, I got some errors:
Popup error:crystalspace.maploader.parse.trigger: Duplicate sequence '
LaIpoLamp.014' ! [node:world,sequences(name=LaIpoLamp.014)]
I click OK
I get another popup error: CrystalSpace.SimpleMap: Error couldn't load
level!
The above error comes from the code error given in the bottom code.
Console errors:
crystalspace.renderloop.loop.loader:
  Couldn't register render loop 'std_rloop_diffuse'. Maybe a loop of the
same
  name already exists?
  [node: params]
Warning: Missing charsets in String to FontSet conversion
crystalspace.maploader.parse.trigger:  Duplicate sequence 'LaIpoLamp.014'!
crystalspace.maploader.parse.trigger:  [node:
world,sequences,sequence(name=LaIpoLamp.014)]
Warning: Missing charsets in String to FontSet conversion
CrystalSpace.SimpleMap:  Error couldn't load level!


If I tried to go from flarge to flarge, I got some errors:
 Popup error: crystalspace.maploader.parse.trigger: Duplicate sequence
'fogloop'! [node: world,sequences,sequence(name=fogloop)]
I click OK
I get another popup error: CrystalSpace.SimpleMap: Error couldn't load
level!
The above error comes from the code error given in the bottom code.
Console errors:
crystalspace.renderloop.loop.loader:
  Couldn't register render loop 'std_rloop_diffuse'. Maybe a loop of the
same
  name already exists?
  [node: params]
Warning: Missing charsets in String to FontSet conversion
crystalspace.maploader.parse.trigger:  Duplicate sequence 'fogloop'!
crystalspace.maploader.parse.trigger:  [node:
world,sequences,sequence(name=fogloop)]
Warning: Missing charsets in String to FontSet conversion
CrystalSpace.SimpleMap:  Error couldn't load level!







*Nagy József <[EMAIL PROTECTED]>* wrote:

I used this code to load new levels:

bool cimGame::LoadMap (const char* mapname)
{
    //Delete the engine's content.
    engine->DeleteAll();

    // Set VFS current directory to the level we want to load.

    csRef<iVFS> VFS (CS_QUERY_REGISTRY (GetObjectRegistry (), iVFS));
    VFS->ChDir (mapname);
    // Load the level file which is called 'world'.
    if (!loader->LoadMapFile ("world"))

        ReportError("Error couldn't load level!");

    // Initialize collision objects for all loaded objects.
    csColliderHelper::InitializeCollisionWrappers (cdsys, engine);

    // Let the engine prepare all lightmaps for use and also free all images

    // that were
 loaded for the texture manager.
    engine->Prepare ();

    // Find the starting position in this level.
    csVector3 pos (0);
    if (engine->GetCameraPositions ()->GetCount () > 0)

    {
        // There is a valid starting position defined in the level file.
        iCameraPosition* campos = engine->GetCameraPositions ()->Get (0);
        room = engine->GetSectors ()->FindByName (campos->GetSector ());

        pos = campos->GetPosition ();
    }
    else
    {
        // We didn't find a valid starting position. So we default
        // to going to room called 'room' at position (0,0,0).

        room = engine->GetSectors ()->FindByName ("room");
        pos = csVector3 (0, 0, 0);
    }
    if (!room)
        ReportError("Can't find a valid starting position!");


    // Now we need to position the camera in our world.
    view->GetCamera
 ()->SetSector (room);
    view->GetCamera ()->GetTransform ().SetOrigin (pos);

    // Initialize our collider actor.

    collider_actor.SetCollideSystem (cdsys);
    collider_actor.SetEngine (engine);
    csVector3 legs (.2f, .3f, .2f);
    csVector3 body (.2f, 1.2f, .2f);
    csVector3 shift (0, -1, 0);
    collider_actor.InitializeColliders (view->GetCamera (),

   legs, body, shift);

    return true;
}



2007/5/28, Jim Sager <[EMAIL PROTECTED]>:
>
> Using the application simpmap, I would like to be able to hit the
> downarrow key and unload "flarge", and load up "castle"
>
> I tried the code:
>     if (kbd->GetKeyState (CSKEY_DOWN))
>  {
>  csRef<iVFS> VFS (CS_QUERY_REGISTRY (GetObjectRegistry (), iVFS));
>  VFS->ChDir ("/lev/castle");
> loader->LoadMapFile ("world");
> }
>


  Also is there a way to unload "EVERYTHING" in the engine and start from
> scratch?


Yes, use the IEngine->DeleteAll() function.


If not, I'll have to take careful measure to deallocate all the memory
> before loading the new world.
>
> ,CrazyJim
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