How can I clear the engine?
2007/5/28, Ross Brackstone <[EMAIL PROTECTED]>:
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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