Author Topic: CEL test prog error  (Read 1595 times)

kronon

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CEL test prog error
« on: February 09, 2004, 11:51:46 am »
Hello I\'m a linux user (Gentoo) and have followed the cvs compile guide (not that I didn\'t know what to do by now).
When I compile CEL I get \"failed updating 1 target(s)\"
probably related to

/development/CS/include/inetwork/socket2.h:26:3: warning: #warning This file is deprecated please use iNetworkSocket
plugins/behaviourlayer/python/blcel.cpp: In function `PyObject*
   _wrap_iClipper2D_Clip__SWIG_0(PyObject*, PyObject*)\':
plugins/behaviourlayer/python/blcel.cpp:40286: warning: unused variable `
   csVector2*ptr3\'

Any way, the rest compiles and I can start celtst. But it quits with the following error:

crystalspace.maploader.parse.map:  Could not open map file \'world\' on VFS!
ALERT: crystalspace.maploader.parse.map:  Could not open map file \'world\' on VFS!
cel.persistance:  Could not load map file \'world\'.
ALERT: cel.persistance:  Could not load map file \'world\'.

This not that bad, but I know from previous compiling experiances that PS won\'t work either.

P.S. Is it normal that CS uses Mesa instead of direct rendering?

acraig

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« Reply #1 on: February 09, 2004, 12:17:34 pm »
The python layer in CEL is almost always broken but since we don\'t use that in PlaneShift it is not a big deal.  I get the same problems in celtst but I don\'t care because it built the required plugins ( .so\'s )

As for PS problems I would need a bit more information there to give any good advice.
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Andrew
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kronon

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« Reply #2 on: February 09, 2004, 01:14:05 pm »
I get this error
\"cal 3d is missing in the cvs howto\"

Seriously it complains about a dwarf that misses his cal3d lib

crystalspace.pluginmgr.loadplugin:
  WARNING: could not load plugin
  \'crystalspace.mesh.loader.factory.sprite.cal3d\'

crystalspace.maploader.parse.meshfact:
  Error loading plugin \'crystalspace.mesh.loader.factory.sprite.cal3d\'!
[node:
  meshfact(dwarf.cal3d),plugin]
planeshift: line 3:  2545 Segmentation fault      ./psclient

and I read somwhere (some posts down) that I need to install it.
So could the howto be updated?

acraig

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« Reply #3 on: February 09, 2004, 01:55:29 pm »
planeshift/docs/Compiling.txt

Should have the correct info.
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Andrew
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kronon

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« Reply #4 on: February 10, 2004, 11:53:19 am »
Okey, it\'s running now. But what I get is.
- A blocky dwarf(?, at least should be but it doesn\'t look like a dwarf) with numbers numbering the blocks.
- Indirect gl while I have direct 3D rendering enabled (not d3d)
- Veeeerrrry slow frame rate, very shocky cursor.

This is all in Linux.

Commando

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« Reply #5 on: February 10, 2004, 05:32:35 pm »
The dwarf isn\'t in the CVS. The nice little figure you have is the dummy. Think about it, Every game lags if you run the server AND client at the same time right? Especally for a MMORPG
Commando R-I-P

kronon

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« Reply #6 on: February 11, 2004, 07:59:00 am »
Well at first the cvs version worked MUCH better than MB. But now it\'s much worse:(.

P.S. worked in the sence of speed.

kronon

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« Reply #7 on: February 13, 2004, 11:22:47 am »
I feel so nobiesch ;(.
The game whas so slow because:
1) Processor whas clocked back  X( (laptop)
2) Direct render didn\'t work

Both are corrected now and the game launched, there is on bug though.
When I have entered the world the system get\'s busy doing \"something\" stopid. To help the dev\'s, I\'ll post what I get.

crystalspace.font.freefont2:
  Could not open fontfile /planeshift/data/ttf/cupandtalon.ttf!

crystalspace.font.csfont:
  Could not read font file /planeshift/data/ttf/cupandtalon.ttf.

And it keeps putting this in my console again and again. The game it self doesn\'t respond at all.
« Last Edit: February 14, 2004, 08:09:26 am by kronon »