[Cel-main] -relight and lighter2

2009-05-26 Thread Carlos Diógenes
2009/5/26 Mike Gist 

> 2009/5/26 Carlos Diógenes 
>
>> don't you have to pass the -relight option to it?!?
>>
>
> No, relight is done via lighter2 now and is already done for this map.
>

It's also valid for CS 1.4?!?

Best regards,
Carlos.
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Re: [Cel-main] Walktut Black Screen

2009-05-26 Thread Carlos Diógenes
don't you have to pass the -relight option to it?!?

Best regards,
Carlos.

2009/5/26 

> Hello List.
> As some of you may be aware from the CrystalSpace mailing list I am having
> some trouble getting walktut to function correctly. I now have the latest
> version of CrystalSpace from SVN compiled (with the exception of
> plgcscegui) and the GSOC quest branch of CEL compiled completely in MSVC
> 2008 Express Edition.
>
> I have also merged in the latest walktut_world from trunk to avoid the
> broken map file.
>
> Walktest in CrystalSpace executes correctly and I can see the map and move
> around. However, when walktut loads I get no error messages but a black
> screen. The program is still responding as it closes correctly with the
> escape key. The last message on the command line is:
>
> "crystalspace.graphics3d.shader.fixed:
>  Multitexture units: moderate 4"
>
> If anyone has any suggestions on how to overcome this please let me know.
> Kind Regards, Sam.
>
>
>
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[Cel-main] failed to run celstart demos in CEL 1.4

2009-04-28 Thread Carlos Diógenes
Hi,

I compiled CEL 1.4 from SVN and downloaded three demos from
http://crystalspace3d.org/main/CELstart#Xml_Based_Example_Demos.2FGames

The demos are: ParticleTest, Bouncy and PhysicsDemo.

ParticleTest run giving me cel.pcworld.zonemanager:  PointMesh failed!

After this I can see the particles but I can't move my mouse, only after
close the application, that must be forced to close.

Bouncy run ok!

PysicsDemo: Gives these errors:

crystalspace.syntax.badtoken:  Unexpected token 'polymesh'!
[node: world,sector(name=room),meshobj(name=sky),polymesh]

crystalspace.syntax.badtoken:  Unexpected token 'polymesh'!
[node: world,sector(name=room),meshobj(name=sky),polymesh]

cel.pcworld.zonemanager:  PointMesh failed!

Then the screen get's black and exit when I press ESC.

Is these examples still compatible with CEL 1.4?

Thanks and best regards,
Carlos.
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Re: [Cel-main] CEL really supports libnl?

2009-03-26 Thread Carlos Diógenes
Hi Jörg,

Thanks! Was exactly this, wrong lib. I tried to figure how to change
configure.ac to print 'checking for HawkNL', but without success. I
guess that it's possible, but have to investigate futher how to do
this.

I created a patch to add the information about HawkNL in the documentation.

Best regards,
Carlos.

2009/3/26 Jörg Fischer :
> Hi,
> Carlos Diógenes schrieb:
>> Hi,
>>
>> I'm using linux, the slackware distribution, and in this distros the
>> packages aren't breaked in dev and non-dev. The packages include both
>> files. Here is the file list of the libnl package:
>
>
>>
>> drwxr-xr-x root/root         0 2008-12-24 20:35 ./
>> drwxr-xr-x root/root         0 2008-12-24 20:35 usr/
>> drwxr-xr-x root/root         0 2008-12-24 20:35 usr/doc/
>> drwxr-xr-x root/root         0 2008-12-24 20:35 usr/doc/libnl-1.1/
>> -rw-r--r-- root/root     13891 2008-01-14 13:48 usr/doc/libnl-1.1/ChangeLog
>> -rw-r--r-- root/root     24486 2008-01-14 13:48 usr/doc/libnl-1.1/COPYING
>
> Hmm. I see HawkNL Library normally written as *NL.so. Wrong case...
> wrong lib?
>
>> drwxr-xr-x root/root         0 2008-12-24 20:35 usr/lib/
>> drwxr-xr-x root/root         0 2008-12-24 20:35 usr/lib/pkgconfig/
>> -rw-r--r-- root/root       189 2008-12-24 20:35 usr/lib/pkgconfig/libnl-1.pc
>> -rw-r--r-- root/root    260024 2008-12-24 20:35 usr/lib/libnl.so.1.1
>> drwxr-xr-x root/root         0 2008-12-24 20:35 usr/include/
>> drwxr-xr-x root/root         0 2008-12-24 20:35 usr/include/netlink/
>
> Netlink library is definatly the wrogn lib. CEL uses IIRC HawkNL.
> Note the captial letters!
>
> -- J.F.
>
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Index: docs/html/manual/External-Libraries.html
===
--- docs/html/manual/External-Libraries.html	(revision 3841)
+++ docs/html/manual/External-Libraries.html	(working copy)
@@ -73,6 +73,10 @@
 will need to download Python from:
 http://www.python.org/";>http://www.python.org/
 
+You can also install the optional library HawkNL that is used if 
+network support is desired, then you will need to download it from:
+http://www.hawksoft.com/hawknl/";>http://www.hawksoft.com/hawknl/
+
 
 
  
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Re: [Cel-main] CEL really supports libnl?

2009-03-26 Thread Carlos Diógenes
k/object.h
-rw-r--r-- root/root  1944 2008-12-24 20:35 usr/include/netlink/utils.h
-rw-r--r-- root/root  5170 2008-12-24 20:35 usr/include/netlink/cache-api.h
-rw-r--r-- root/root  4100 2008-12-24 20:35 usr/include/netlink/cache.h
-rw-r--r-- root/root  9591 2008-12-24 20:35 usr/include/netlink/object-api.h
-rw-r--r-- root/root  1997 2008-12-24 20:35 usr/include/netlink/socket.h

As you can see, no nl.h header. I don't know if this is a packagement
specific problem or is a libnl version incompatibility. If someone can
point me to the sources of this libraries I will be very thankful.

Best regards,
Carlos.

2009/3/26 Eric Sunshine 
>
> What platform are you using? Linux, Windows, Mac OS X? If you are
> using Linux, you should be able to use the Linux package manager to
> install the "libnl-dev" package. This is distinct from the non-dev
> "libnl" package.
>
> -- ES
>
>
> On Wed, Mar 25, 2009 at 11:12 AM, Carlos Diógenes  
> wrote:
> > Hi,
> >
> > I'm compiling CEL (1.4) and whant to have libnl support in it. I have the
> > package for libnl 1.1, but CEL configure script can't detect it. I open the
> > config.log and see that it's looking for the nl.h header that's no included
> > with my libnl package. I also saw that the compile programa to test the
> > existence of libnl cal nlOpen, but I search in all my includes and this
> > function is not present in any header. I also downloaded the libnl version
> > 1.0.6 and this package also don't include the nl.h header and also don't
> > delcare the nlOpen function.
> >
> > Find libnl sources is not an easy task. I find this link
> > http://people.suug.ch/~tgr/libnl/ but it's not opening here.
> >
> > What can I do?
> >
> > Best regards,
> > Carlos.
> >
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[Cel-main] CEL really supports libnl?

2009-03-25 Thread Carlos Diógenes
Hi,

I'm compiling CEL (1.4) and whant to have libnl support in it. I have the
package for libnl 1.1, but CEL configure script can't detect it. I open the
config.log and see that it's looking for the nl.h header that's no included
with my libnl package. I also saw that the compile programa to test the
existence of libnl cal nlOpen, but I search in all my includes and this
function is not present in any header. I also downloaded the libnl version
1.0.6 and this package also don't include the nl.h header and also don't
delcare the nlOpen function.

Find libnl sources is not an easy task. I find this link
http://people.suug.ch/~tgr/libnl/ but it's not opening here.

What can I do?

Best regards,
Carlos.
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Re: [Cel-main] AI Project For GSoC

2009-03-20 Thread Carlos Diógenes
Hi Sam,

Is there anyway to follow, and maybe contribute, in your development?

Best regards,
Carlos.

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Re: [Cel-main] AI Project For GSoC

2009-03-20 Thread Carlos Diógenes
Hi Sam,

I'm very interested in what you plan to develop. I'm already reading
about AI for games and soon I pretend to use some techniques with
CS/CEL.

How do you plan to develop what you have in mind and how do you think
to integrate this in CS/CEL?

Best regards,
Carlos.

2009/3/19  :
> Hello Group,
> This is my first post to the group but I have been following the project
> for the past month or so and have discussed with some of you already the
> potential for this project.
>
> My name is Sam Devlin, and I post in your forum and irc channel as SamD. I
> would like to undergo a project in AI as part of the Google Summer of
> Code. I think this is a great opportunity to begin a development role
> within crystal space.
>
> I believe that a basic AI implementation should provide the following:
>
> 1.) A* Pathfinding
> 2.) A Finite State Machine
> 3.) Steering
>
> With these a good AI developer can produce a vast range of behaviours.
> Please comment if you think anything should be added to this list.
>
> As far as I am aware previous projects have looked to implement A*,
> steering and a navigation mesh. If anyone can provide details on how far
> these projects went I would be very appreciative as I have been advised
> this could be a good place to start work.
>
> To summarise, my questions are:
>
> 1.) What interest does the group have in AI development for CEL?
> 2.) Does anyone want anything not included in this list?
> 3.) Can anyone provide information regarding previous CEL AI work? Source
> code, brief comments and detailed explanations welcome.
>
> Thank you for your time.
> Kind Regards,
> Sam.
>
>
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Re: [Cel-main] [CsMain] error running cel demos

2008-12-15 Thread Carlos Diógenes
Hi Vincent,

Thanks for the reply.

My intention is to create a F1 game and keep improving it to create a F1 sim
(yeah! great ambition :), but since I never developed a game, I guess that
get involved with a community is the best way to learn how to use CS and how
to really write a game (put together, AI, sound, physics, etc).

Thanks for the recommendation about ecksdee, it's appear to be a cool
project with an active community. I will also keep my eyes in
http://sourceforge.net/projects/automanic/ :)

Best regards,
Carlos.

2008/12/13 Vincent Knecht 

> > Hi Vincent,
> >
> > Thanks! Now I was able to run hovertest and evolvecraft. Now I will play
> a
> > little with these examples :)
> >
> > Related to walktut, there is any ticket following the problem?
> >
> > Thanks and best regards,
> > Carlos.
>
> Hi !
>
>  there's one now ;-)
> https://www.crystalspace3d.org/trac/cel/ticket/83
>
> PS: you seem to be interested in hover/craft, check out Ecksdee at
>http://sourceforge.net/projects/ecksdee
>Note that the website at http://ecksdee.sourceforge.net/ is still
> broken...
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Re: [Cel-main] [CsMain] error running cel demos

2008-12-13 Thread Carlos Diógenes
Hi Vincent,

Thanks! Now I was able to run hovertest and evolvecraft. Now I will play a
little with these examples :)

Related to walktut, there is any ticket following the problem?

Thanks and best regards,
Carlos.

2008/12/12 Vincent Knecht 

> > Hi,
> >
> > I downloaded the SVN snapshot of CS and CEL. I compiled and installed CS.
> > Then I compiled CEL and tried to run some demos from it (walktut,
> > evolvecraft and hovertest).
> [...]
>
> Hello !
>
>  the level used by walktut app still needs an update to not use the thing
> plugin which was removed some time ago...
> You'll have to be patient, or run CS 'genmeshify' tool on the map yourself.
>
> > For evolvecraft and hovertest I get the same messages, they are:
> [...]
>
>  there's a sort of bug which prevents loading track4 level, which is
> used by those apps and also wheeledtest (#80 in CEL trac at
> http://www.crystalspace3d.org/trac/cel/timeline).
> I've just commited a change which solves this (CEL revision 3790).
> You can get the modified files here, and replace those of your snapshot:
>
>
> http://cel.svn.sourceforge.net/viewvc/cel/cel/trunk/data/track4.zip?revision=3790&pathrev=3790
>
>
> http://cel.svn.sourceforge.net/viewvc/cel/cel/trunk/data/celcarbody?revision=3790&pathrev=3790
>
>
> http://cel.svn.sourceforge.net/viewvc/cel/cel/trunk/data/orogor?revision=3790&pathrev=3790
>
> (the last two files fix the car/hovercraft darkness)
>
> Have fun :-)
>
> PS: there's a CEL specific discussion mailing list: cel-main, which you
>can subscribe to at http://sourceforge.net/mail/?group_id=31572
>
>
>
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