Maybe an internal CS bug or restriction.
2007/5/28, Jim Sager <[EMAIL PROTECTED]>:

Crystal Space version 1.0.1, last updated 15 Februari 2007

I went from castle to castle just to test.

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

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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