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Messages - ouch

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Development Deliberation / Re: Can i Build A server with windows?
« on: February 13, 2008, 08:35:21 pm »
keep in mind what they give you is only place holder items...

Because allowing you access to the actual game like every other open source project would go against thier corporate style buisness model apparently...

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Development Deliberation / Re: missing sql headers and menu skins.
« on: February 09, 2008, 09:20:45 pm »
well if thier sole reason is to prevent others from makeing a duplicate server there are other ways of doing that than excludeing 90% of the game.

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Development Deliberation / Re: missing sql headers and menu skins.
« on: February 08, 2008, 05:01:25 pm »
I wish, but no, there is tons of stuff missing. steel, isn't in there, zinc, tin, bronze isn't in there either. armor I believe is completely missing as well as shields.

This file has most of the stuff listed. (80%-90% or so)
http://planeshift.svn.sourceforge.net/viewvc/planeshift/trunk/src/server/database/mysql/item_stats.sql?revision=705&view=markup

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General Discussion / Re: Wipe
« on: February 08, 2008, 02:16:38 pm »
I think the big question here is, if we let you guys wipe the database what will you give us in return? ;)

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Development Deliberation / Re: missing sql headers and menu skins.
« on: February 08, 2008, 01:31:06 pm »
yes I was refering to the table structure .SQL files

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Development Deliberation / Re: missing sql headers and menu skins.
« on: February 08, 2008, 01:09:58 pm »
well see there you go, your doing it too. SQL headers ARE code. And without them a vast majority of planeshifts "engine" will not work or at the very least, never be used.

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Development Deliberation / Re: missing sql headers and menu skins.
« on: February 07, 2008, 11:10:23 pm »
well yeah, that's kinda my whole problem... ::)

Kinda makes you wonder why planeshift is labled open source when it quite clearly isn't once you get the source code up and running...

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Development Deliberation / Re: missing sql headers and menu skins.
« on: February 07, 2008, 06:07:55 pm »
well the compile guide says to copy everything in the data folder but the gui subfolder. Should I not of done that?

isn't the SQL headers code and not art though? according to the licensing section of the website it said all code is available but the art is not. But from what I can see it's just the opposite.

I originally wanted to help out for the experience with SQL databases. So I was going to go through and correct some bug reports dealling with items and stuff in the database (particularly that really old one about the sizes of mugs and things being larger than some swords...) as well as add a few new tranformations. (mainly allowing allready molten ores to be combined to make steel, bronze, etc..)

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Development Deliberation / missing sql headers and menu skins.
« on: February 07, 2008, 02:09:28 pm »
so where are all the current SQL headers? Seems like I'm missing 3/4 of all the game items or more.

I'm also missing some of the menu skins as some menus are missing backgrounds, icons and a bunch of other things. I downloaded the SVN art package and then copied the art directory from my planeshift install to the art directory of the compiled source. Should I not of done that?

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VisualC++ / Re: server crashing at spawn command
« on: February 07, 2008, 12:33:07 pm »
I got it to work compileing the C++ Version 8 of everything as the VC++ version 9 of planeshift seems to have bugs with the compiled VC++ version 9 of crystalspace. Almost everything compiles fine, but planeshift doesn't seem to be able to make the generated crystalspace DLL's work. However the demo apps with crystalspace work just fine reguardless of version so I'm assuming it must be planeshifts problem.

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VisualC++ / Re: server crashing at spawn command
« on: February 07, 2008, 03:57:24 am »
well thanks to the overwhelming support here, I finally figured it out on my own with trial and error... :thumbdown:

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VisualC++ / server crashing at spawn command
« on: February 04, 2008, 10:24:18 pm »
libcal3d-csvc9.dll crashes when you issue the spawn command on the server. I followed the compile guide all the way through up to this point.

note that I'm useing the latest CS,CEL trunkss and the latest CSwin32lib installs as directed in my previous post.

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and if you read around further you will notice the patches to remove the grass which is the sole cause of these low framerates...

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VisualC++ / Re: so what do we need to compile on VC++ 9?
« on: February 04, 2008, 11:54:30 am »
yep, everything but crystalspace's "fancycon" compiles. (takeing that up with the CS support people at the moment) now it's just a matter of getting all the crap planeshift's compiled exe's need to work...

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VisualC++ / so what do we need to compile on VC++ 9?
« on: February 03, 2008, 02:54:13 am »
I read some posts that we need to get a different crystal space version, but I didn't see which one we actually needed. Or if that is all we needed.

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