It might be because you do not clear the engine before loading the level,
hence it doesnt like the duplicates.

On 5/28/07, Nagy József <[EMAIL PROTECTED]> wrote:


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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