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Messages - Bereror

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1
Technical Help: Problems BEFORE entering the game / Re: Email issues
« on: March 27, 2009, 01:37:23 pm »
In this world full of spam service providers do their best to fight against spammers. Some take it to the extremes where they accept emails from a limited number of senders only. Apparently neither fragnetics.com nor hydlaaplaza.com belong to the list of trusted senders for your service provider.

2
The Hydlaa Plaza / Re: Some greetings after many months
« on: March 23, 2009, 03:16:38 pm »
Good to see you around Arianna!

3
General Discussion / Re: Facing a new Era.
« on: March 23, 2009, 03:10:06 pm »
Tremulous is also based on the GPL Quake 3 engine : http://tremulous.net/faq/

Eternal Lands has its own license, which is not GPL. For art it says the following: "You are NOT allowed to take our art (2d/3d files), and use it for your own devious purpose, either commercial or not."

4
What you need is the UDP port 7777 opened in the firewall. Some routers may have specific settings to allow bidirectional UDP communication and otherwise permit only outgoing traffic on that port. Do not confuse it with the TCP/IP communication, which is not the same. The whatsmyip site seems to test only TCP/IP ports and not UDP.

5
Linux Specific Issues / Re: Still no luck with PCLinuxOS2007
« on: February 10, 2009, 05:39:32 am »
Nothing wrong with the sound system, these debug messages are normal.

Code: [Select]
X Error of failed request:  BadMatch (invalid parameter attributes)
  Major opcode of failed request:  145 (GLX)
  Minor opcode of failed request:  5 (X_GLXMakeCurrent)
  Serial number of failed request:  108
  Current serial number in output stream:  108
This seems to be the real cause of the trouble and indicates that X is not happy.

Are nvidia drivers installed?
Does "glxinfo | grep direct" say "direct rendering: Yes"?

6
Development Deliberation / Re: Planeshift API
« on: November 07, 2008, 01:22:00 pm »
There was a dev that hosted docs on his site a while back, but I don't think they are kept up to date.
If you mean http://www.vaikene.net/planeshift/api/, then this should be now updated every night at 3 am GMT if my cron job works properly.

7
Complaint Department / Re: MOB Problems & Resting
« on: April 25, 2008, 03:53:25 pm »
@ MustangMR
http://planeshift.svn.sourceforge.net/viewvc/planeshift/trunk/

I'm serious, if you are a developer and have some free time to spare, take a look and help this project.

About nightly resets ... Would you reset your test server every night just to make sure that it keeps running? Or perhaps you would keep it running as long as possible to see what else goes wrong? By resetting it you may actually miss a lot of bugs that otherwise would show up.

Keep in mind that the server that you use for playing is not a production server. It is a test server and there is actually no production server at this time. When the number of online players reaches couple of thousands, it might make sense to create a production server for players who prefer a stable environment and keep the test server for those who like to try the latest and greatest, but right now there is only one server and it is the test server.

Without the critical mass of players, test servers don't give the necessary information. Players are just so creative finding new ways of crashing the server, or abusing bugs.

8
Linux Specific Issues / Re: nvidia-cg-toolkit 2.0
« on: April 25, 2008, 02:05:30 pm »
Thanks Induane, seems that I have to keep the old Cg Toolkit 1.5 version around. But I have another question that you might be able to give some light.

Long time ago when I built my first PlaneShift client, I didn't have the Cg toolkit installed at all. The client still worked fine and if I rename my current Cg toolkit 2.0 libraries, it works as well as it works with 1.5 libraries. Only if my 2.0 libraries are around, it stops working properly.

So what's the point of having it installed at all? Sure, it gives me a warning at startup, but I really can't see any visible differences. Well, I didn't spend too much time looking around for things that don't work, but it loaded and there wasn't anything wrong on the Hydlaa Plaza map.

9
Complaint Department / Re: MOB Problems & Resting
« on: April 25, 2008, 01:58:31 pm »
People seem to have an impression that there is a large number of developers behind this game and they can be thrown into a specific issue to fix it quicker. In a fact, the number of developers is actually very small and the number of active developers even smaller. What you see is actually a work of a small group of developers, who have somehow managed to make a great game.

I haven't been around for a while, but I believe there is only one guy who knows how the NPC client code works and there aren't any other resources available to put on that issue. Asking four prospect coders to work on the NPC client doesn't solve the problem any faster, perhaps the opposite.

This is a hobby project and people work on it only after they have done with all their real life work, families and everything else including playing some games. New developers come from the current player base and if you are a software developer, take a look at the sources and perhaps you are the extra resource that can be put on this issue ;)

Without knowing the details, I guess the current issue is the change that made NPCs impervious when they get stuck to avoid people to lead NPCs to places where they can be easily killed. Might be that the code is too sensitive and makes NPCs impervious a little bit too early.

10
Linux Specific Issues / nvidia-cg-toolkit 2.0
« on: April 18, 2008, 12:41:06 pm »
Tried to start up my self-built PlaneShift client over a long time and ran into an issue that I seem to have no solution yet. The client was built when 0.4 came out and worked fine back then. Now the result is as seen on the screenshot here:



My first thought was that my new NVidia 173.08 beta drivers are to blame, but switching back to the original 169.12 version made no difference. Further investigations show that walktest from Crystal Space works fine as well as does the Xordan's binary. Using Xordan's binary as the reference, I managed to narrow the problem down to nvidia-cg-toolkit libraries, which I have the version 2.0 installed now.

Removing libCgGL.so and libCg.so from the libs directory in the Xordan's binary install makes the official binary to behave the same way. Making these two libraries from the Xordan's install available for my own build fixes the issue. So the problem seems to be that I have the nvidia-cg-toolki version 2.0 installed. Re-configuring and re-building CS, CEL and PS didn't make any difference.

Is there something that I'm missing? Or has somebody seen the same issue when self-building the PlaneShift client with the nvidia-cg-toolkit version 2.0?

11
DeadSomething has a point. It is not that you click on a person and anything you type on the main tab goes to tells. He wants to target a person and then switch to the tells tab assuming that from now he can send tells to the targeted person.

12
General Discussion / Re: How much PS do you play?
« on: October 25, 2007, 09:39:52 am »
Shame on you, Xordan, and all Zeroers. :P Especially developers must play. How else should they feel if they do something valuable?
If players complain, we have done something valuable. If they complain a lot, we have done something really valuable. If they don't complain, we should really start working on something valuable :P

One of the zeroers.

13
Linux Specific Issues / Re: Problems with Screen Resolution
« on: October 20, 2007, 10:46:27 am »
Well, the reason for the error seems that X server simply can't handle the requested resolution. It is not a fault of Planeshift, but something wrong with the X server configuration. Google for these error codes and you will find that many people have similar problems, especially with games in fullscreen mode and a resolution different from the normal one. People with LCD screens seems to affected mostly. One suggestion was to make HSync and VRefresh values larger than you would normally have for resolutions that are not native for the LCD screen.

14
General Discussion / Re: New Chat Bubbles = R.I.P. HAGS?
« on: October 11, 2007, 03:40:41 pm »
To be honest, I found chat bubbles always to have been a replacement for sound. The bubbles would be a visual equivalent of hearing from which direction a sound came.
I like the idea of chat bubbles being equal to the sound. Then it also makes sense that you see them through the walls :)

15
Complaint Department / Re: Confusling
« on: October 10, 2007, 04:14:10 am »
You have the privilege to talk directly to every member of the team and not all of them are experts in public relationships. Many organizations limit the number of people you can talk to and make sure that you always get a nice answer, usually without any real information.

Not every answer you get from our team members is a nice one, but at least all the answers contain some useful information (at least I hope so) ;)

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