PlaneShift

Support => Technical Help: Problems BEFORE entering the game => Topic started by: Ginga on November 23, 2004, 10:55:48 pm

Title: any GNU/Linux successful builds? (cvs head, CB)
Post by: Ginga on November 23, 2004, 10:55:48 pm
hi all, this is my first post!

I tried the game some months ago (first GNU/Linux, windows later) but it didn\'t work quite well for me: with Linux dind\'t even got to the the town itself, with windows randomly crashed minutes later. so I tried to compile from the current development version but seemed too difficult, and with very unstable sources.

I came along again these days and I could manage to compile everything (well, several tries later ;)), but when launching the programs I had some problems again (I don\'t know how to create an account, if created from the server (newacct command) the client sends a different random key each time; but I could got into with Vengeance/keith, etc).

but I ended my journey when loading the world (both them, podium and npcroom), in the client it talks about linkdead with the server, and switching to the terminal of the server says that segfaulted. there are also \"small\" errors everywhere, like \"couldn\'t load race X\", \"bad names in the DB\", warnings loading the maps, etc.

did anybody succesfully compiled this and get the game working at least for minutes, or it\'s simply absolutely unusable till some future release?

I also sent an email a couple of days ago to the info@ address offering my help to debug some of this problems but they dind\'t reply me, I suppose that they\'re mainly focusing on getting a playable version :)

the recruitment web seems a bit outdated too, if I recall correctly I saw names in the changelogs and forums of the PS team that doesn\'t appear there, so people doesn\'t know where is needed more help an so, I think.

and btw, it would be great some sort of drupal or another Content Management System, with integrated forums, a wiki for user contributed doc, etc; I think that many volunteers could help to make a great site :)


so well, hello everybody and [hope to] see you around (specially if it\'s around the town, in the final release ;)).
Title:
Post by: daecarne on November 24, 2004, 12:21:08 am
Hi!, and first all, Welcome to PlaneShift!

These pair of URLs (acraig\'s pages) could help you:

Building Molecular Blue (http://www16.brinkster.com/acraig/planeshift/buildmb.html) (better with gcc 2.96 and swig 1.1 build 883)

Building Crystal Blue (CVS) (http://www16.brinkster.com/acraig/planeshift/building.html) (ok with gcc version > 3.3 and latest swig)
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Post by: Ginga on November 24, 2004, 12:44:50 am
thanks, but as I said the programs were apparently succesfully compiled, I can start them and get trouble with accounts or so. there\'re errors and warnings in the compilation about doubles casted to integers and so (errors of the program), but no missing libraries and such things (= my fault), so that URLs are note very useful -- and I already knew it, I couldn\'t get so far without acraig\'s guide ;)

so I was mainly asking if anybody could get a working copy of the repository, compiled the game and is playing successfully. otherwise I\'ll forget about checking out the repository and compile it every day, knowing that will not work in a few weeks  ;)

anyway, as I said in the beggining, thanks for your help :)

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Originally posted by daecarne
Hi!, and first all, Welcome to PlaneShift!

These pair of URLs (acraig\'s pages) could help you:

Building Molecular Blue (http://www16.brinkster.com/acraig/planeshift/buildmb.html) (better with gcc 2.96 and swig 1.1 build 883)

Building Crystal Blue (CVS) (http://www16.brinkster.com/acraig/planeshift/building.html) (ok with gcc version > 3.3 and latest swig)
Title:
Post by: acraig on November 24, 2004, 01:34:23 am
Quote
Originally posted by Ginga
hi all, this is my first post!

I tried the game some months ago (first GNU/Linux, windows later) but it didn\'t work quite well for me: with Linux dind\'t even got to the the town itself, with windows randomly crashed minutes later. so I tried to compile from the current development version but seemed too difficult, and with very unstable sources.

Normally the code base is pretty stable, but the data needed to drive the database often is not.  This is due to the fact that we cannot put all the data into CVS.  Things such as quests and the like do not belong in a public view where everybody can see how to solve them :).

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I came along again these days and I could manage to compile everything (well, several tries later ;)), but when launching the programs I had some problems again (I don\'t know how to create an account, if created from the server (newacct command) the client sends a different random key each time; but I could got into with Vengeance/keith, etc).

We\'ve move \'account\' creation out of the game and to be a web interface now.  There are a couple of default accounts in the database.  Guest/Guest  is pretty common.  

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but I ended my journey when loading the world (both them, podium and npcroom), in the client it talks about linkdead with the server, and switching to the terminal of the server says that segfaulted. there are also \"small\" errors everywhere, like \"couldn\'t load race X\", \"bad names in the DB\", warnings loading the maps, etc.

Yes, this could be a result of missing data.  We don\'t even have all the data yet ourselves :).  But if you have specific problems with CB I can give a good indication if they are data problems or something more serious.

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did anybody succesfully compiled this and get the game working at least for minutes, or it\'s simply absolutely unusable till some future release?

I also sent an email a couple of days ago to the info@ address offering my help to debug some of this problems but they dind\'t reply me, I suppose that they\'re mainly focusing on getting a playable version :)

Well, Talad get\'s many ( 100\'s? ) of emails on that account a day so it takes him a while to sort out and figure which are the most important to reply to.  Please don\'t take it as lack of a responsive team.  We ( at least I ) hope to have the release out soon and we will have a \'data\' package for linux people to download that should fix some of the issues you are having.  

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the recruitment web seems a bit outdated too, if I recall correctly I saw names in the changelogs and forums of the PS team that doesn\'t appear there, so people doesn\'t know where is needed more help an so, I think.

Yes, we have let the webpage slide a bit but Talad and Vengeance have been very focused on talking to new prospect ( mostly artists ) so eventually the main site will be updated.

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and btw, it would be great some sort of drupal or another Content Management System, with integrated forums, a wiki for user contributed doc, etc; I think that many volunteers could help to make a great site :)

Yes, we need some system there. Not sure if a wiki is the best solution for that. I would rather just have somebody be the webmaster that can design a nice site and we just upload it to the right place.
Title:
Post by: Ginga on November 24, 2004, 03:05:59 am
Quote
Originally posted by acraig

Normally the code base is pretty stable, but the data needed to drive the database often is not.  This is due to the fact that we cannot put all the data into CVS.  Things such as quests and the like do not belong in a public view where everybody can see how to solve them :).
[...]
Yes, this could be a result of missing data.  We don\'t even have all the data yet ourselves :).  But if you have specific problems with CB I can give a good indication if they are data problems or something more serious.
[...]
We ( at least I ) hope to have the release out soon and we will have a \'data\' package for linux people to download that should fix some of the issues you are having.


for example, compiled right now:

---------------------------

C++ ./out/linuxx86/optimize/src/server/gem.o src/server/gem.cpp: In member function `void gemActor:: DoDamage(gemActor*, float)\':
src/server/gem.cpp:1297: warning: converting to `int\' from `float\'
src/server/gem.cpp: In member function `int gemActor::AddSpellCategory(const   csString& )\':
src/server/gem.cpp:1953: error: `psGUIActiveMagicMessage::commandType\' is not an aggregate type
src/server/gem.cpp: In member function `void    gemActor::RemoveSpellCategory(const csString& )\': src/server/gem.cpp:1970: error: `psGUIActiveMagicMessage::commandType\' is not  an aggregate type

---------------------------

so these are not data problems. some of them are due to continuous updates, that leave some parts not working for a few hours, but in the last days I could compile at least both client and server several times.

I think that some problems with maps and server crashing it\'s because of data problem, yes. but if you\'re not going to release the data till the final CB release there\'s no point in me for trying to get the game runnig (except for testing purposes, if you want to), that was what I want to know, thanks :)

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and btw, it would be great some sort of drupal or another Content Management System, with integrated forums, a wiki for user contributed doc, etc; I think that many volunteers could help to make a great site :)

Yes, we need some system there. Not sure if a wiki is the best solution for that. I would rather just have somebody be the webmaster that can design a nice site and we just upload it to the right place.


oh, I dind\'t want to say \"wiki for all\", I don\'t like very much wikis either. I mean a global system that allowed usrs to register and post in forums, help with the doc and so on. the staff could then publish information (news, edit \"static\" pages as the organization, ...) in an easy way; usrs participate in the forums and documenting the program in the wiki.

example site: http://www.linuxquestions.org/ (forums, news, tutorials, ...)

and the wiki: http://wiki.linuxquestions.org/wiki/Mmorpg (that has PlaneShift listed, by the way ;))

the wiki would hold information like this: http://info.atitd.net/tech_res_view.php?id=41 (describing types of items, utility, professions, classes, ...)

that would be a way of getting the community involved and doing something useful while devels are coding :)

just my 2 (euro)cents.
Title:
Post by: acraig on November 24, 2004, 03:46:09 am
Quote
Originally posted by Ginga


---------------------------

C++ ./out/linuxx86/optimize/src/server/gem.o src/server/gem.cpp: In member function `void gemActor:: DoDamage(gemActor*, float)\':
src/server/gem.cpp:1297: warning: converting to `int\' from `float\'
src/server/gem.cpp: In member function `int gemActor::AddSpellCategory(const   csString& )\':
src/server/gem.cpp:1953: error: `psGUIActiveMagicMessage::commandType\' is not an aggregate type
src/server/gem.cpp: In member function `void    gemActor::RemoveSpellCategory(const csString& )\': src/server/gem.cpp:1970: error: `psGUIActiveMagicMessage::commandType\' is not  an aggregate type

---------------------------

Ah, opps, yes. I hit that as well.  Just bad timing on your part. I\'ve fixed that now and commited that fix.  Sometimes people forget to commit a file so things are broken.  But this is normally never longer then a day or so.  There is an advisor problem as well and waiting for that guy to log in to hit him with the \"don\'t break the build stick\".


Quote

I think that some problems with maps and server crashing it\'s because of data problem, yes. but if you\'re not going to release the data till the final CB release there\'s no point in me for trying to get the game runnig (except for testing purposes, if you want to), that was what I want to know, thanks :)


Yes, we are still adjusting some of the resources so don\'t want people to have \'tainted\' resource out there that could cause even more problems.

We have a wiki set up on sourceforge but nobody ( including us ) don\'t really use it. http://planeshift.sourceforge.net/wiki/

But I\'m all ears for different ideas for a site.
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Post by: Myrtl on November 24, 2004, 04:16:01 am
When Crystal Blue comes out alot of problems will be fixed, and then we will be faced with newer not as big ones. But luckiliy in CB there wont be alot of that graphical lag stuff anymore  :))

And wow do i not understand  any of this  :P

Honestly someone please explain to me how people can understand this stuff.




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C++ ./out/linuxx86/optimize/src/server/gem.o src/server/gem.cpp: In member function `void gemActor:: DoDamage(gemActor*, float)\':
src/server/gem.cpp:1297: warning: converting to `int\' from `float\'
src/server/gem.cpp: In member function `int gemActor::AddSpellCategory(const csString& )\':
src/server/gem.cpp:1953: error: `psGUIActiveMagicMessage::commandType\' is not an aggregate type
src/server/gem.cpp: In member function `void gemActor::RemoveSpellCategory(const csString& )\': src/server/gem.cpp:1970: error: `psGUIActiveMagicMessage::commandType\' is not an aggregate type
 :P
Title:
Post by: Seytra on November 24, 2004, 05:44:00 am
Quote
Originally posted by Myrtl
Honestly someone please explain to me how people can understand this stuff.

I will (though this question probably was rhetorical :P), by the example of two lines. I don\'t take responsibility if anybody uses this info and loses their job in case I messed up something, though! :)

Code: [Select]

C++ ./out/linuxx86/optimize/src/server/gem.o src/server/gem.cpp: In member function `void gemActor:: DoDamage(gemActor*, float)\':

This is the line that tells where the error(s) occured.
\"C++\" is the program that found the error, the compiler in this case.
\"./out/linuxx86/optimize/src/server/gem.o\" is the file that was about to be generated when the error(s) occured, an object file called \"gem.o\" in this case.
\"src/server/gem.cpp\" is the file that tries to use the offending code, the c++ source file called \"gem.cpp\" in this case.
\"In member function `void gemActor:: DoDamage(gemActor*, float)\'\" is where in this file the error(s) occured. In this case, inside a member function called \"DoDamage\" of the class called \"gemActor\", that returns nothing (void) and takes two arguments, one being a pointer to an instance of the class gemActor ( indicated as \"gemActor*\" ) and a floating point value, ( indicated as \"float\" ).
Code: [Select]

src/server/gem.cpp:1297: warning: converting to `int\' from `float\'

This is the line that tells where exactly an error occured and what the error is:
\"src/server/gem.cpp\" is the filename the offending code is actually located in (which may differ from the location of it\'s usage, which most commonly happens if the error is in a header file), in this case the same file, \"gem.cpp\".
\"1297\" is the line number at which the error occured.
\"warning\" is the severety level of the error, in this case it\'s just a warning that something that is not desired may be happening.
\"converting to `int\' from `float\'\" is what is happening, in this case there is an implicit conversion of a floating point value to an integer value.

This can be a good start for a debugging session as it often actually points to the location the error actually is.

Questions? :D

Anyway, I wouldn\'t bother trying to build it with CB being that close. :)

@ Acraig: what\'s wrong with the current site (except that it might be a tad out of date)? Granted, it isn\'t the most flashy sort of thing, but OTOH it works with pure HTML (except the evil flash intro!), and also doesn\'t look bad, so...
Title:
Post by: Ginga on November 24, 2004, 06:52:39 pm
Quote
Originally posted by acraig

Ah, opps, yes. I hit that as well.  Just bad timing on your part. I\'ve fixed that now and commited that fix.  Sometimes people forget to commit a file so things are broken.  But this is normally never longer then a day or so.  There is an advisor problem as well and waiting for that guy to log in to hit him with the \"don\'t break the build stick\".


I compiled it again and this time I could even play the testing maps, not much to do :)

it still gives some nasty warnings (gcc-3.3.5), if you\'re interested I can post them in some forum or mailing list.


Quote

We have a wiki set up on sourceforge but nobody ( including us ) don\'t really use it. http://planeshift.sourceforge.net/wiki/

But I\'m all ears for different ideas for a site.


I think that this site is fine, but with some of these content management systems could be more easily updated, editing in webforms just like this forums. at the moment I would do more visibles the link to this forums, telling that much of the important info is published here. and the user contributed documentation has to be after the release anyway, if you\'re changing almost everything.

if you launch an announcement/thread maybe people could contribute with ideas and eventually compromising to help with that kind of site, users posting in the news the weekly cvs summaries as they do in the forums, etc :)
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Post by: Karosh_Steinkatz on November 24, 2004, 09:47:13 pm
You can ignore the compile warnings, they are not severe. Gcc 3.4.x compiles the client without any warnings and the server with some convo warnings. The only thing it can\'t compile is the npcclient, but that\'s easy to fix (have done this before). I pointed that already out a while ago and it was mostly fixed in the CVS. Although I think that someone brought it back (most likely a dev in windows) ;)

Edit: found the thread: http://www.planeshift3d.com/wbboard/thread.php?threadid=9222&boardid=23&styleid=3
Title: Compiled PS MB cvs on Debian sarge/sid
Post by: rufo on November 30, 2004, 12:44:13 pm
I have compiled right now Paneshift Molecular Blue latest CVS (30/11/2004) with no errors in Debian (Knoppix based) sarge/sid

I compliled first Cal3D, CrystalSpace and Cel.

Thanks to Jorrit, I could make a howto. :)
Title: with no errors? + making the howto
Post by: Ginga on November 30, 2004, 02:45:40 pm
Quote
Originally posted by rufo
I have compiled right now Paneshift Molecular Blue latest CVS (30/11/2004) with no errors in Debian (Knoppix based) sarge/sid


I compiled it a few days ago, too; with help from acraig and his guide: http://www16.brinkster.com/acraig/planeshift/buildmb.html

anyway, I had to fix some things in the code (duplicate entries in files parsed by bison, calls to inexistent functions -that was a bad fix, since I didn\'t know the right functions to use-, etc) and my binary segfaults quite often, but I think that can be because of lack of memory because it uses more than the physical RAM (384MB)..

so you were using other tags in the checkout of the code? or you fixed that errors too?

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I compliled first Cal3D, CrystalSpace and Cel.


I think that MB does not use cal3d.

mmm, were you using one of those guides in the web with no specific tags in the checkout? CB uses cal3d, maybe you compiled CB and not MB :)

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Thanks to Jorrit, I could make a howto. :)


I could help too, but with CB so close (well, maybe not, but... ;)) and with the other guides around I think that might no be very useful.

but I think that is a good idea to make such document for CB, including packages that CrystalSpace depends of (I sent a Request For Package to Debian to include CEL, so this way with the correct versions would be much easier to build PlaneShift), so if you want we can work together in it :)
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Post by: rufo on November 30, 2004, 05:04:41 pm
wget -t0 -c http://heanet.dl.sourceforge.net/sourceforge/planeshift/planeshift.tar.gz

The art files!!  This morning I setup a server and I was trying to create characters from the client.... Art files was missing.. now i have them.  :)

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but I think that is a good idea to make such document for CB, including packages that CrystalSpace depends of (I sent a Request For Package to Debian to include CEL, so this way with the correct versions would be much easier to build PlaneShift), so if you want we can work together in it :)


I have gotten almost from cvs....