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From: Eric S. <sun...@su...> - 2013-08-18 16:11:52
|
On Sun, Aug 18, 2013 at 6:43 AM, Vincent Knecht <vin...@ma...> wrote: > Le mardi 13 août 2013 à 12:09 -0400, Eric Sunshine a écrit : >> (The rest of CEL, on the other hand, has serious build problems on >> Mac. Good chunks of the project won't compile at all, and there are a >> lot of warnings.) > > I see you fixed that, thanks ! > > The python BL needs some update too, I'll see what I can do : > ./out/linux/debug/plugins/behaviourlayer/python/blcel.cpp: In function > ‘PyObject* _wrap_iCelPlLayer_CreateEntityV__SWIG_0(PyObject*, > PyObject*)’: > ./out/linux/debug/plugins/behaviourlayer/python/blcel.cpp:19129:15: > erreur: invalid array assignment > ./out/linux/debug/plugins/behaviourlayer/python/blcel.cpp: In function > ‘PyObject* _wrap_iCelPlLayer_CreateEntityV__SWIG_1(PyObject*, > PyObject*)’: > ./out/linux/debug/plugins/behaviourlayer/python/blcel.cpp:19539:15: > erreur: invalid array assignment I didn't have Swig installed when working on the much larger build problems on Mac, so I was compiling the blcel.cpp generated by jobber, thus it did not reflect the changes I was actively making. My intention all along was to install Swig, but I never got around to it, hence this new problem crept in without my noticing it. It's fixed now by r5135. |
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From: Vincent K. <vin...@ma...> - 2013-08-18 10:44:10
|
Le mardi 13 août 2013 à 12:09 -0400, Eric Sunshine a écrit : > On Mon, Aug 12, 2013 at 6:45 PM, Vincent Knecht > <kne...@gm...> wrote: > > Right now the 'nettest' application is built unconditionally > > (at least on GNU/Linux), while the 'tcpnetwork' plugin on which > > it depends won't get built unless one uncomments its entry in > > $CEL/plugins/Jamfile > > > > My question was "can we now enable tcpnetwork building for everyone > > by uncommenting its Jamfile entry ?" > > Perhaps doing so will encourage people to submit fixes if they > encounter issues with it. > > > Commenting tcpnetwork entry was done after HawkNL library was > > integrated in CEL (which is a good move, imho), but I saw > > after my commit that there could be problems in MinGW. > > And maybe there would be side effects on MSVC project files, too. > > Were there specific MinGW or MSVC issues that were in mind at the time > this was commented out? That's what I understood from the latest commit messages wrt tcpnetwork. I'm updating all CS stuff on my win vista install (new checkouts, more recent MinGW), so I should be able to check soon. > I just tried building tcpnetwork plugin on Mac OS X, and it compiled > successfully after I removed the "#ifdef MACOSX" protecting definition > of fake socklen_t in hawknl/src/sock.c. > > (The rest of CEL, on the other hand, has serious build problems on > Mac. Good chunks of the project won't compile at all, and there are a > lot of warnings.) I see you fixed that, thanks ! The python BL needs some update too, I'll see what I can do : ./out/linux/debug/plugins/behaviourlayer/python/blcel.cpp: In function ‘PyObject* _wrap_iCelPlLayer_CreateEntityV__SWIG_0(PyObject*, PyObject*)’: ./out/linux/debug/plugins/behaviourlayer/python/blcel.cpp:19129:15: erreur: invalid array assignment ./out/linux/debug/plugins/behaviourlayer/python/blcel.cpp: In function ‘PyObject* _wrap_iCelPlLayer_CreateEntityV__SWIG_1(PyObject*, PyObject*)’: ./out/linux/debug/plugins/behaviourlayer/python/blcel.cpp:19539:15: erreur: invalid array assignment > > I suppose I can/should take the time check 'nettest' on MinGW and > > perhaps MSVC too. > > At this point, there seem to be very few non-Linux users of CS/CEL. > Considering how many build problems there are and have been for the > past several years on non-Linux platforms, it might indeed make sense > to enable the plugin by default since that would be most convenient > for the bulk of users. > > > Besides, looking into HawkNL there might be an update some time in > > the future, judging from this not-so-old blog entry from the author > > (compared to how old HawkNL 1.68 is...) > > http://hawksoft.com/blog/2012/status-and-direction-for-hawknl-library-575.shtml > > That post is a year and a half old. Hmm. > > -- ES |
|
From: Eric S. <sun...@su...> - 2013-08-13 16:09:57
|
On Mon, Aug 12, 2013 at 6:45 PM, Vincent Knecht <kne...@gm...> wrote: > Right now the 'nettest' application is built unconditionally > (at least on GNU/Linux), while the 'tcpnetwork' plugin on which > it depends won't get built unless one uncomments its entry in > $CEL/plugins/Jamfile > > My question was "can we now enable tcpnetwork building for everyone > by uncommenting its Jamfile entry ?" Perhaps doing so will encourage people to submit fixes if they encounter issues with it. > Commenting tcpnetwork entry was done after HawkNL library was > integrated in CEL (which is a good move, imho), but I saw > after my commit that there could be problems in MinGW. > And maybe there would be side effects on MSVC project files, too. Were there specific MinGW or MSVC issues that were in mind at the time this was commented out? I just tried building tcpnetwork plugin on Mac OS X, and it compiled successfully after I removed the "#ifdef MACOSX" protecting definition of fake socklen_t in hawknl/src/sock.c. (The rest of CEL, on the other hand, has serious build problems on Mac. Good chunks of the project won't compile at all, and there are a lot of warnings.) > I suppose I can/should take the time check 'nettest' on MinGW and > perhaps MSVC too. At this point, there seem to be very few non-Linux users of CS/CEL. Considering how many build problems there are and have been for the past several years on non-Linux platforms, it might indeed make sense to enable the plugin by default since that would be most convenient for the bulk of users. > Besides, looking into HawkNL there might be an update some time in > the future, judging from this not-so-old blog entry from the author > (compared to how old HawkNL 1.68 is...) > http://hawksoft.com/blog/2012/status-and-direction-for-hawknl-library-575.shtml That post is a year and a half old. Hmm. -- ES |
|
From: Vincent K. <kne...@gm...> - 2013-08-12 22:46:01
|
Le lundi 12 août 2013 à 17:04 -0400, Eric Sunshine a écrit : > On Mon, Aug 12, 2013 at 1:26 PM, <vk...@us...> wrote: > > Revision: 5107 > > Author: vknecht > > Date: 2013-08-12 17:26:56 +0000 (Mon, 12 Aug 2013) > > - Updated error message about missing 'tcpnetwork' plugin. > > Can we enable it without requiring Jamfile editing ? > > It seems to work fine here on GNU/Linux... > > Can you elaborate your question? Right now the 'nettest' application is built unconditionally (at least on GNU/Linux), while the 'tcpnetwork' plugin on which it depends won't get built unless one uncomments its entry in $CEL/plugins/Jamfile My question was "can we now enable tcpnetwork building for everyone by uncommenting its Jamfile entry ?" Commenting tcpnetwork entry was done after HawkNL library was integrated in CEL (which is a good move, imho), but I saw after my commit that there could be problems in MinGW. And maybe there would be side effects on MSVC project files, too. I suppose I can/should take the time check 'nettest' on MinGW and perhaps MSVC too. Besides, looking into HawkNL there might be an update some time in the future, judging from this not-so-old blog entry from the author (compared to how old HawkNL 1.68 is...) http://hawksoft.com/blog/2012/status-and-direction-for-hawknl-library-575.shtml |
|
From: Eric S. <sun...@su...> - 2013-08-12 21:04:19
|
On Mon, Aug 12, 2013 at 1:26 PM, <vk...@us...> wrote: > Revision: 5107 > Author: vknecht > Date: 2013-08-12 17:26:56 +0000 (Mon, 12 Aug 2013) > - Updated error message about missing 'tcpnetwork' plugin. > Can we enable it without requiring Jamfile editing ? > It seems to work fine here on GNU/Linux... Can you elaborate your question? |
|
From: Sebastian H. <nul...@go...> - 2013-05-15 12:14:29
|
Hi.
Something seems to have gone broken between pycel and the API it uses.
Here's the actual stack trace:
cel.behaviourlayer.python: CrystalScript Error: Error compiling embedded
pycel.py code
Traceback (most recent call last):
File "pycel.py", line 47, in <module>
EntityTemplates = pl.EntityTemplates
File "/home/sh/game/cel/scripts/blcelc.py", line 564, in
GetEntityTemplates
def GetEntityTemplates(self): return iCelEntityTemplatePlFakeArray(self)
NameError: global name 'iCelEntityTemplatePlFakeArray' is not defined
I've dug around a bit and indeed, there's no obvious definition for
iCelEntityTemplatePlFakeArray, but then again I don't quite get how
CEL_FAKE_ARRAY is supposed to work. Here's the complete output of celstart
for completenesses sake:
Start realpath='world.zip' path='/tmp/celstart'
configname='/tmp/celstart/celstart.cfg'
PYTHONPATH:
.:/home/sh/game/CS/out/linux/debug/bindings/python:/home/sh/game/cel/scripts:/home/sh/game/cel/out/linux/debug/bindings/python/:world.zip
crystalspace.sndsys.renderer.software:
Sound System Software Renderer Initializing...
crystalspace.pluginmgr.loadplugin:
could not load plugin ‘cel.persistence.classic’
Warning: You dont seem to have pycegui installed.
Please install as pycscegui needs this.
crystalspace.device.joystick.linux:
No operable joystick found
crystalspace.pluginmgr.loadplugin:
failed to initialize plugin ‘crystalspace.device.joystick.linux’
crystalspace.application.joytest:
Attempt to load plugin 'crystalspace.device.joystick.linux' failed
ALERT: cel.behaviourlayer.python: CrystalScript Error: Error compiling
embedded pycel.py code
cel.behaviourlayer.python: CrystalScript Error: Error compiling embedded
pycel.py code
Traceback (most recent call last):
File "pycel.py", line 47, in <module>
EntityTemplates = pl.EntityTemplates
File "/home/sh/game/cel/scripts/blcelc.py", line 564, in
GetEntityTemplates
def GetEntityTemplates(self): return iCelEntityTemplatePlFakeArray(self)
NameError: global name 'iCelEntityTemplatePlFakeArray' is not defined
crystalspace.pluginmgr.loadplugin:
failed to initialize plugin ‘cel.behaviourlayer.python’
ALERT: crystalspace.application.celstart: Can't load behaviour layer
'blpython' with id 'cel.behaviourlayer.python'!
crystalspace.application.celstart: Can't load behaviour layer 'blpython'
with id 'cel.behaviourlayer.python'!
|
|
From: Jorrit T. <jor...@gm...> - 2013-05-02 06:29:24
|
Only a few days remaining! If you want to submit a proposal do so now. Even if it is not finished. You can still edit the proposal later and respond to our questions if we have any. Greetings, -- Project Manager of Crystal Space (http://www.crystalspace3d.org) and CEL (http://cel.crystalspace3d.org) Support Crystal Space. Donate at https://sourceforge.net/donate/index.php?group_id=649 Personal page: http://users.telenet.be/jorritTyberghein/ |
|
From: Jorrit T. <jor...@gm...> - 2013-03-29 13:21:54
|
Hi all, I'm going to start a commercial Indie-style Game Project based on Crystal Space, Crystal Entity Layer, and AresEd. Going commercial isn't easy and always has its risks and that's why I want to do this in a relatively 'safe' way. No commitments are made until we're sure that we will make it. In this mail I'm going to describe how I'd like to proceed with this plan. *The Game* The game I want to make is an atmospheric, story-rich single player game where the focus is on creating the right mood and atmosphere and not on action. Puzzle solving should be an important part of the game. Shooting and other kinds of combat should be rare or non-existant. People who know Amnesia The Dark Descent know what I'm talking about. Three important words I want to associate with this game: creepy, scary and dark. With scary I don't mean monsters chasing you all the time (although that *can* be present in some cases) but more like building up suspense and making the player suspect every corner, every door, ... I don't want a complex game. We're just starting so we're taking this one step at a time. That also means we focus on the game itself and less on advanced graphics and so on. Of course to get the right atmosphere we will need to create good visuals but this is not the most important thing. Sound (both music and ambient noises) are going to be very important in this game to build up the right atmosphere. The setting is not fixed yet. I have several ideas but I'm very open to more suggestions. The game can take place in the past or in the present (which is what I currently prefer). It will probably be mostly indoor with a few small outdoor areas. The interface of this game should be first person. Here we have the possibility to use cinematic camera movement (all the time or perhaps only at key moments to stress an important event). I would like to use physics in the game if possible but if that's not feasable to implement correctly then we can skip this. It is not top priority. *In Practice* I want to assemble a team to make this work. And since the plan for this game is to go commercial everyone involved should be rewarded. Of course this is risky. I don't know in advance if this will work or not so unfortunatelly I cannot promise any money to anyone. At least not in the beginning. Gradually as we progress and start to have more concrete stuff we can perhaps try to get funding and ensure that some income will come. But until that time I'm going to ask everyone involved (including me) to work on this game voluntarily. How we are going to reward people is also not decided yet. I'm open to suggestions in this area. But what if this all doesn't work? To ensure that this project is not wasted even if we don't succeed I want to make sure that all souce and assets remain useful. So basically that means that: - All sources we make for this game are going to be Open Source (most likely MIT license). - All assets (sounds, textures, models, ...) we make for this game will have some kind of Creative Commons license. Which one we pick is also something we should discuss but I would prefer as open as possible. - However: to protect the game itself the actual game logic scripts (this is the logic and construction of the game story as it happens in AresEd) will be restricted in usage. Basically this has the following two implications: - If the game succeeds and we manage to go commercial then that means people will be able to use all our sources and assets to make their own games. However they will not be able to use our story line or expand on our game logic *except* for modding the game itself which will be something that I want to allow. - If we don't manage to go commercial then also the (unfinished, most likely) story will be public. *The Team* So now I'm looking for a team. I want people who understand the issues above and are willing to work with me on an exciting (I think) game project. For an artist I think this would be a good way to expand his/her portfolio and for a programmer it is a good way to get experience in the Indie game dev world. The team will be split in four subteams: Coding, Story, Visual Arts and Audio Arts. I'm going to be project lead of Coding and (at least) co-leader of Story. Possibly I already have someone who will be the lead for Visual Arts but that's not certain yet. Philip Wyett will be the PR and financial lead. I don't want a really big team. Lean and mean is better here. What am I looking for in a potential team member: - Motivation and passion! This is important. Don't do this for the money because it is not even certain you will get anything at all. Do this because you want to do this. Because you like to do this and because you have a passion for what you do. - Sufficient free time. You can have all passion and motivation you want but if you don't have time to work for us then that will not benefit us at all. It is ok to have another job or other commitments alongsides this but I don't want to wait weeks or longer for results. - Professionalism: We aim at a good quality game. Programmer's art is not acceptable! Things should look professional and you shouldn't be ashamed to find your work published next to other big game titles. *Conclusion* Contact me if you're interested. I'm very motivated to make this work. I hope you are too! Greetings, -- Project Manager of Crystal Space (http://www.crystalspace3d.org) and CEL (http://cel.crystalspace3d.org) Support Crystal Space. Donate at https://sourceforge.net/donate/index.php?group_id=649 Personal page: http://users.telenet.be/jorritTyberghein/Hi all, |
|
From: Scott J. <sc...@gl...> - 2012-12-26 01:53:29
|
And to you, Jorrit, as well as everyone else on this list! Jorrit Tyberghein <jor...@gm...> wrote: >A > > >------------------------------------------------------------------------ > >------------------------------------------------------------------------------ >LogMeIn Rescue: Anywhere, Anytime Remote support for IT. Free Trial >Remotely access PCs and mobile devices and provide instant support >Improve your efficiency, and focus on delivering more value-add >services >Discover what IT Professionals Know. Rescue delivers >http://p.sf.net/sfu/logmein_12329d2d > >------------------------------------------------------------------------ > >_______________________________________________ >Cel-main mailing list >Cel...@li... >https://lists.sourceforge.net/lists/listinfo/cel-main -- Sent from my Android phone with K-9 Mail. Please excuse my brevity. |
|
From: Guillaume L. <gli...@si...> - 2012-12-25 13:32:32
|
Merry xmas, CS team. Even if I'm now unfortunetaly far away from the 3D world, I'm still eager to follow and to see CS evolving :-) Best for the project and you all ! Cheers, Guillaume Le 25/12/2012 09:44, Jorrit Tyberghein a écrit : > Ok that went away a bit too soon :-) > > But the subject says it all! > > On Dec 25, 2012 9:43 AM, "Jorrit Tyberghein" > <jor...@gm... <mailto:jor...@gm...>> wrote: > > A > > > > ------------------------------------------------------------------------------ > LogMeIn Rescue: Anywhere, Anytime Remote support for IT. Free Trial > Remotely access PCs and mobile devices and provide instant support > Improve your efficiency, and focus on delivering more value-add services > Discover what IT Professionals Know. Rescue delivers > http://p.sf.net/sfu/logmein_12329d2d > > > > _______________________________________________ > Cel-main mailing list > Cel...@li... > https://lists.sourceforge.net/lists/listinfo/cel-main > |
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From: Jorrit T. <jor...@gm...> - 2012-12-25 08:44:47
|
Ok that went away a bit too soon :-) But the subject says it all! On Dec 25, 2012 9:43 AM, "Jorrit Tyberghein" <jor...@gm...> wrote: > A > |
|
From: Jorrit T. <jor...@gm...> - 2012-12-25 08:44:04
|
A |
|
From: Jorrit T. <jor...@gm...> - 2012-12-07 14:54:22
|
Yesterday Google+ introduced a new communty feature. I created one for Crystal Space. It has a place where you can post videos and images of your work with CS and a place where you can post general stuff. The community can be found here: https://plus.google.com/u/0/communities/105380152825085158376 Greetings, -- Project Manager of Crystal Space (http://www.crystalspace3d.org) and CEL (http://cel.crystalspace3d.org) Support Crystal Space. Donate at https://sourceforge.net/donate/index.php?group_id=649 Personal page: http://users.telenet.be/jorritTyberghein/ |
|
From: Jorrit T. <jor...@gm...> - 2012-12-06 08:00:40
|
The CEL SVN repository has moved so you have to do a new checkout. See for more information here: https://sourceforge.net/p/cel/code/5052/tree/ The CS repository is still being upgraded. I'll let you know when it is ready. Greetings, -- Project Manager of Crystal Space (http://www.crystalspace3d.org) and CEL (http://cel.crystalspace3d.org) Support Crystal Space. Donate at https://sourceforge.net/donate/index.php?group_id=649 Personal page: http://users.telenet.be/jorritTyberghein/ |
|
From: Jorrit T. <jor...@gm...> - 2012-12-05 07:26:00
|
Hi, SF is busy upgrading all their projects. I scheduled upgrades for both CEL and CS. This means (for example) that the SVN repository will be moved. I'll let you know the new address when I have it. Greetings, -- Project Manager of Crystal Space (http://www.crystalspace3d.org) and CEL (http://cel.crystalspace3d.org) Support Crystal Space. Donate at https://sourceforge.net/donate/index.php?group_id=649 Personal page: http://users.telenet.be/jorritTyberghein/ |
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From: Jorrit T. <jor...@gm...> - 2012-11-16 09:29:10
|
Hi all, As most of you probably know I'm still looking for people to help me with AresEd. AresEd makes use of Crystal Space and CEL and these are already big projects so to make things easier I created this page: http://code.google.com/p/ares/wiki/DeveloperHelp This guide gives some basic pointers helping new developers to get started. Greetings, -- Project Manager of Crystal Space (http://www.crystalspace3d.org) and CEL (http://cel.crystalspace3d.org) Support Crystal Space. Donate at https://sourceforge.net/donate/index.php?group_id=649 Personal page: http://users.telenet.be/jorritTyberghein/ |
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From: Jorrit T. <jor...@gm...> - 2012-11-12 08:15:34
|
In addition to the links above you can now also download the AresEd binaries from: http://code.google.com/p/ares/ Greetings, On Mon, Nov 12, 2012 at 8:50 AM, Jorrit Tyberghein < jor...@gm...> wrote: > Hi all, > > I'd like to announce the very first release of AresEd. Before getting too > excited however I'd like to warn everyone that this is still an alpha > release. It is far from a finished product and there are many known (and > very likely unknown) bugs. It is also not feature complete. > > Now what is it? AresEd is a 3D game creation kit based on Crystal Space > and CEL (http://www.crystalspace3d.org). It is Open Source (MIT license) > and 100% free software. With AresEd it will be possible to make full > working 3D games without any coding. All from within the AresEd visual > editor. AresEd is *not* a modeller however. Before you can use AresEd you > still have to use Blender (for example) to make your 3D models. AresEd can > import these models and allows the game designer to place them in the world > and additionally the game designer can define game logic. > > Game logic is defined using state machines (the CEL quest concept) and the > CEL message system. Objects in the world can be associated to 'entities' > and entities can react to messages and in return send out other messages. > With associated quests (state machines) you can 'program' the entity to > behave different depending on various situations. In future versions of > AresEd it will also be possible to attach python scripts to entities for > more advanced game logic possibilities but the intention is that as much as > possible can be done using the graphical quest editor. > > As I said earlier, AresEd is not complete. Here is a list of a few major > features that are still lacking: > > - There is as of yet no support for sound > - The actor system is not really powerful yet. For now AresEd is > mostly uses for single player/first person view games. > - The physics actor is not usable right now for real games as it gets > stuck and unstable very easily. It is mainly included for demonstrations > purposes and it needs a lot more work. Note that the simple collision > detection based actor works much better and is suitable for small games. > The latest Google Summer of Code brought a new Bullet based physics plugin > in Crystal Space and this one includes a nice physics based actor. Next > version of AresEd will use that one. > - Support for the CEL AI system and pathfinding. > - Here is the list of known issues: > http://code.google.com/p/ares/issues/list > > But other than that it is actually possible to make simple games using > AresEd. Included with this release there are five examples. Of these > 'mysterygame' is the most game-like example. It includes a puzzle that you > have to solve before a gate can be fully opened. > > In addition to AresEd this package also includes a game player called > Ares. While you can play your game directly from within AresEd, if you want > to distribute your game it will be easier to do that with Ares instead. > > The Ares project page can be found here: http://code.google.com/p/ares/ > > We have provided the following downloads: > > - Win32 installer: > http://www.crystalspace3d.org/downloads/ares/ares_win32_0.0.2_setup.exe > - Win32 zip archive: > http://www.crystalspace3d.org/downloads/ares/ares_win32_0.0.2.zip > - Linux 64-bit archive (made on kubuntu): > http://www.crystalspace3d.org/downloads/ares/ares_linux64_0.0.2.tar.gz > > The linux binary is temporary. It was built on a 64-bit kubuntu and as > such might not be usable on other distributions. In the near future we will > provide more compatible binaries. In the mean time it might be easier to > compile Ares from Source. You can find instructions on how to Build Ares > here: http://code.google.com/p/ares/wiki/AresBuilding > > > After installation there are two executables: AresEd and Ares. Pressing > 'F1' in AresEd will bring up online help. > > Please let me know if you find any issues (that are not already listed in > the list of issues above). Also if you have questions on how to use AresEd > then feel free to ask me. > > I'd like to stress that AresEd is in heavy development. This is an early > version and it is likely that a lot will change in the future still. > > Additionally I'm looking for people who want to help develop on AresEd. I > think it is a very interesting project and there is lots of opportunity for > other people to help with development. > > Greetings, > > -- > Project Manager of Crystal Space (http://www.crystalspace3d.org) > and CEL (http://cel.crystalspace3d.org) > Support Crystal Space. Donate at > https://sourceforge.net/donate/index.php?group_id=649 > Personal page: http://users.telenet.be/jorritTyberghein/ > -- Project Manager of Crystal Space (http://www.crystalspace3d.org) and CEL (http://cel.crystalspace3d.org) Support Crystal Space. Donate at https://sourceforge.net/donate/index.php?group_id=649 Personal page: http://users.telenet.be/jorritTyberghein/ |
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From: Jorrit T. <jor...@gm...> - 2012-11-12 07:50:58
|
Hi all, I'd like to announce the very first release of AresEd. Before getting too excited however I'd like to warn everyone that this is still an alpha release. It is far from a finished product and there are many known (and very likely unknown) bugs. It is also not feature complete. Now what is it? AresEd is a 3D game creation kit based on Crystal Space and CEL (http://www.crystalspace3d.org). It is Open Source (MIT license) and 100% free software. With AresEd it will be possible to make full working 3D games without any coding. All from within the AresEd visual editor. AresEd is *not* a modeller however. Before you can use AresEd you still have to use Blender (for example) to make your 3D models. AresEd can import these models and allows the game designer to place them in the world and additionally the game designer can define game logic. Game logic is defined using state machines (the CEL quest concept) and the CEL message system. Objects in the world can be associated to 'entities' and entities can react to messages and in return send out other messages. With associated quests (state machines) you can 'program' the entity to behave different depending on various situations. In future versions of AresEd it will also be possible to attach python scripts to entities for more advanced game logic possibilities but the intention is that as much as possible can be done using the graphical quest editor. As I said earlier, AresEd is not complete. Here is a list of a few major features that are still lacking: - There is as of yet no support for sound - The actor system is not really powerful yet. For now AresEd is mostly uses for single player/first person view games. - The physics actor is not usable right now for real games as it gets stuck and unstable very easily. It is mainly included for demonstrations purposes and it needs a lot more work. Note that the simple collision detection based actor works much better and is suitable for small games. The latest Google Summer of Code brought a new Bullet based physics plugin in Crystal Space and this one includes a nice physics based actor. Next version of AresEd will use that one. - Support for the CEL AI system and pathfinding. - Here is the list of known issues: http://code.google.com/p/ares/issues/list But other than that it is actually possible to make simple games using AresEd. Included with this release there are five examples. Of these 'mysterygame' is the most game-like example. It includes a puzzle that you have to solve before a gate can be fully opened. In addition to AresEd this package also includes a game player called Ares. While you can play your game directly from within AresEd, if you want to distribute your game it will be easier to do that with Ares instead. The Ares project page can be found here: http://code.google.com/p/ares/ We have provided the following downloads: - Win32 installer: http://www.crystalspace3d.org/downloads/ares/ares_win32_0.0.2_setup.exe - Win32 zip archive: http://www.crystalspace3d.org/downloads/ares/ares_win32_0.0.2.zip - Linux 64-bit archive (made on kubuntu): http://www.crystalspace3d.org/downloads/ares/ares_linux64_0.0.2.tar.gz The linux binary is temporary. It was built on a 64-bit kubuntu and as such might not be usable on other distributions. In the near future we will provide more compatible binaries. In the mean time it might be easier to compile Ares from Source. You can find instructions on how to Build Ares here: http://code.google.com/p/ares/wiki/AresBuilding After installation there are two executables: AresEd and Ares. Pressing 'F1' in AresEd will bring up online help. Please let me know if you find any issues (that are not already listed in the list of issues above). Also if you have questions on how to use AresEd then feel free to ask me. I'd like to stress that AresEd is in heavy development. This is an early version and it is likely that a lot will change in the future still. Additionally I'm looking for people who want to help develop on AresEd. I think it is a very interesting project and there is lots of opportunity for other people to help with development. Greetings, -- Project Manager of Crystal Space (http://www.crystalspace3d.org) and CEL (http://cel.crystalspace3d.org) Support Crystal Space. Donate at https://sourceforge.net/donate/index.php?group_id=649 Personal page: http://users.telenet.be/jorritTyberghein/ |
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From: Vincent K. <kne...@gm...> - 2012-08-31 18:26:33
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Thanks to you and RlyDontKnow :-) For the interface change : http://www.crystalspace3d.org/trac/cel/changeset/5015 Navmeshtest update : http://www.crystalspace3d.org/trac/cel/changeset/5016 This seem to fix the 'multiple yellow layers' effect in castle at least visually. And gives more FPS... 2012/8/31 Sam Devlin <sam...@gm...> > The patch looks functional to me ( I have not tested it though.) > > A few minor suggestions: > > - You may now be able to return navMesh->GetDebugMeshes(); rather than > iterate through it as before because the previous iteration was to collate > debug meshes from multiple nav meshes. > - Rather than iterate through navMeshes until you find the one that > matches the requested sector, could you not just look up the required > sector's nav mesh in navMeshes given that navMeshes is a hash table with > keys of type iSector? > > Finally, I agree that the csArray<csSimpleRenderMesh*> could be replaced > by a hash table but not sure on which would be better. Perhaps with your > new method for GetDebugMeshes, if the application developer wants a hash > table they can loop through all sectors performing GetDebugMeshes and > constructing the hash table themselves? > > Kind regards, > Sam. > > On Thu, Aug 30, 2012 at 9:07 PM, Vincent Knecht <kne...@gm...>wrote: > >> Hello, >> >> in navmeshtest & pathfindingtest, the drawing of debugmesh using >> csSimpleRenderMesh >> really slows things down, and might be really messed when, I guess, >> distinct sector use >> the same "space" in x/y/z. >> >> The quickest fix I found was to change iCelHNavStruct::GetDebugMeshes() >> to iCelHNavStruct::GetDebugMeshes(iSector* sector = 0) so the application >> can filter >> depending on current sector. The app should prolly use a sector change >> callback to >> update the debug meshes. Does the attached patch look acceptable ? >> >> An other option might be to store them as a hash keyed by sector, instead >> of a >> csArray<csSimpleRenderMesh*> mixing all sectors. Would it be better ? >> > |
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From: Sam D. <sam...@gm...> - 2012-08-31 13:25:20
|
The patch looks functional to me ( I have not tested it though.) A few minor suggestions: - You may now be able to return navMesh->GetDebugMeshes(); rather than iterate through it as before because the previous iteration was to collate debug meshes from multiple nav meshes. - Rather than iterate through navMeshes until you find the one that matches the requested sector, could you not just look up the required sector's nav mesh in navMeshes given that navMeshes is a hash table with keys of type iSector? Finally, I agree that the csArray<csSimpleRenderMesh*> could be replaced by a hash table but not sure on which would be better. Perhaps with your new method for GetDebugMeshes, if the application developer wants a hash table they can loop through all sectors performing GetDebugMeshes and constructing the hash table themselves? Kind regards, Sam. On Thu, Aug 30, 2012 at 9:07 PM, Vincent Knecht <kne...@gm...>wrote: > Hello, > > in navmeshtest & pathfindingtest, the drawing of debugmesh using > csSimpleRenderMesh > really slows things down, and might be really messed when, I guess, > distinct sector use > the same "space" in x/y/z. > > The quickest fix I found was to change iCelHNavStruct::GetDebugMeshes() > to iCelHNavStruct::GetDebugMeshes(iSector* sector = 0) so the application > can filter > depending on current sector. The app should prolly use a sector change > callback to > update the debug meshes. Does the attached patch look acceptable ? > > An other option might be to store them as a hash keyed by sector, instead > of a > csArray<csSimpleRenderMesh*> mixing all sectors. Would it be better ? > > > > > ------------------------------------------------------------------------------ > Live Security Virtual Conference > Exclusive live event will cover all the ways today's security and > threat landscape has changed and how IT managers can respond. Discussions > will include endpoint security, mobile security and the latest in malware > threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ > _______________________________________________ > Cel-main mailing list > Cel...@li... > https://lists.sourceforge.net/lists/listinfo/cel-main > > |
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From: Jorrit T. <jor...@gm...> - 2012-08-28 06:17:14
|
This years Google Summer of Code has been very good. Read about it here: http://projectares.blogspot.be/2012/08/google-summer-of-code.html Greetings, -- Project Manager of Crystal Space (http://www.crystalspace3d.org) and CEL (http://cel.crystalspace3d.org) Support Crystal Space. Donate at https://sourceforge.net/donate/index.php?group_id=649 Personal page: http://users.telenet.be/jorritTyberghein/ |
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From: Jorrit T. <jor...@gm...> - 2012-08-16 08:24:04
|
I just published a new and big blog post on AresEd. With pictures! http://projectares.blogspot.be/2012/08/work-on-aresed.html Greetings and enjoy! -- Project Manager of Crystal Space (http://www.crystalspace3d.org) and CEL (http://cel.crystalspace3d.org) Support Crystal Space. Donate at https://sourceforge.net/donate/index.php?group_id=649 Personal page: http://users.telenet.be/jorritTyberghein/ |
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From: Austin B. <cyb...@gm...> - 2012-08-08 04:13:18
|
Is a camera required to display a billboard?
I want to display a menu, and right now I have in my LoadLevel () method
(Copied from Walktut):
if(isMenu)
{
iCelMapFile* mapfile = region->CreateMapFile ();
mapfile->SetSectorName("0");
}
else
{
iCelMapFile* mapfile = region->CreateMapFile ();
mapfile->SetPath (level);
mapfile->SetFile ("world.xml");
}
iCelMapFile* entitiesfile = region->CreateMapFile ();
entitiesfile->SetPath (level);
entitiesfile->SetFile ("entities.xml");
and then I call ShowMenu () from MainApp::Application ():
bool MainApp::ShowMenu (){
csString menu = "/menu/";
if(!LoadLevel (true, menu))
return ReportError ("Error loading menu!");
return true;
}
In my entities file, I have a simple billboard set up (Copied from the CEL
billboard tutorial):
<world>
<addon plugin="cel.addons.celentity" entityname="menu_exit_entity" >
<behaviour layer="thebl" name="menu_behave" />
<propclass name="pc2d.billboard">
<property name="name" string="menu_exit" />
<property name="movable" bool="false" />
<property name="color" vector = "1,0,1" />
<property name ="text" string = "This is a button!" />
<property name="text_fg_color" vector="1,1,1"/>
<property name="clickable" bool="true" />
<property name="restack" bool="false" />
<property name="widthpct" float="3" />
<property name="heightpct" float="3.2" />
<property name="x" long="19000" />
<property name="y" long="76600" />
</propclass>
</addon>
</world>
It compiles and runs without complaint, but I get a black screen. Could
someone please tell me what am I missing?
-Austin Bonander (Technus)
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From: Austin B. <cyb...@gm...> - 2012-08-07 06:04:51
|
So it is. For finding plugins. On Mon, Aug 6, 2012 at 11:02 PM, Jorrit Tyberghein < jor...@gm...> wrote: > Actually you need both. CRYSTAL is also important. > > Greetings, > > On Mon, Aug 6, 2012 at 8:48 PM, Austin Bonander <cyb...@gm...>wrote: > >> So I built the release versions of CS and CEL with MSVC10. I installed >> Winlibs correctly and chose VC support. CEL applications and independent >> applications linking to CS and CEL complain about missing DLLs. My CRYSTAL >> and CEL variables are set. >> >> But I got it working. >> >> You know what I did? I added my CS directory to my PATH variable. That's >> it. >> >> I've only tried "walktut.exe" from CEL so far. I'll probably have to add >> my CEL directory to PATH for independent projects using that. >> >> Long story short: CRYSTAL and CEL environment variables don't work in >> Win7. Use PATH instead. >> >> -Austin Bonander (Technus) >> >> >> ------------------------------------------------------------------------------ >> Live Security Virtual Conference >> Exclusive live event will cover all the ways today's security and >> threat landscape has changed and how IT managers can respond. Discussions >> will include endpoint security, mobile security and the latest in malware >> threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ >> _______________________________________________ >> Cel-main mailing list >> Cel...@li... >> https://lists.sourceforge.net/lists/listinfo/cel-main >> >> > > > -- > Project Manager of Crystal Space (http://www.crystalspace3d.org) > and CEL (http://cel.crystalspace3d.org) > Support Crystal Space. Donate at > https://sourceforge.net/donate/index.php?group_id=649 > Personal page: http://users.telenet.be/jorritTyberghein/ > > > ------------------------------------------------------------------------------ > Live Security Virtual Conference > Exclusive live event will cover all the ways today's security and > threat landscape has changed and how IT managers can respond. Discussions > will include endpoint security, mobile security and the latest in malware > threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ > _______________________________________________ > Cel-main mailing list > Cel...@li... > https://lists.sourceforge.net/lists/listinfo/cel-main > > |
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From: Jorrit T. <jor...@gm...> - 2012-08-07 06:02:32
|
Actually you need both. CRYSTAL is also important. Greetings, On Mon, Aug 6, 2012 at 8:48 PM, Austin Bonander <cyb...@gm...>wrote: > So I built the release versions of CS and CEL with MSVC10. I installed > Winlibs correctly and chose VC support. CEL applications and independent > applications linking to CS and CEL complain about missing DLLs. My CRYSTAL > and CEL variables are set. > > But I got it working. > > You know what I did? I added my CS directory to my PATH variable. That's > it. > > I've only tried "walktut.exe" from CEL so far. I'll probably have to add > my CEL directory to PATH for independent projects using that. > > Long story short: CRYSTAL and CEL environment variables don't work in > Win7. Use PATH instead. > > -Austin Bonander (Technus) > > > ------------------------------------------------------------------------------ > Live Security Virtual Conference > Exclusive live event will cover all the ways today's security and > threat landscape has changed and how IT managers can respond. Discussions > will include endpoint security, mobile security and the latest in malware > threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ > _______________________________________________ > Cel-main mailing list > Cel...@li... > https://lists.sourceforge.net/lists/listinfo/cel-main > > -- Project Manager of Crystal Space (http://www.crystalspace3d.org) and CEL (http://cel.crystalspace3d.org) Support Crystal Space. Donate at https://sourceforge.net/donate/index.php?group_id=649 Personal page: http://users.telenet.be/jorritTyberghein/ |