PlaneShift
Gameplay => General Discussion => Topic started by: hook on December 24, 2004, 03:04:11 pm
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just curious:
- when will the Linux binaries come out?
- when will the (linux) source and art be updated on the download_source page?
...sorry to be a pain in the arse :(
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Yeah, I want the Linux binaries/sources too! Or can I get it from CVS??
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http://www16.brinkster.com/acraig/planeshift/building.html
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Yeah I know. But would that work for the newest version too?
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acording to http://www.linux-gamers.net/modules/news/ yes
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Then I\'m going to build then.
//edit: But I\'ve got an error. That there are missing file ... and also the Jamfiles weren\'t made correctly. The files that are missing are some header files for admin and common things in the console.
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Hey,
Building CB from CVS doesnt work for me, too. Same errors as above.
When will the linux-package be ready? I just cant wait.... it starts to hurt!
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okay I fixed that Jamfile but didn\'t work.
SubDir TOP src tools partview ;
Application ase_2_spr :
[ Wildcard *.cpp *.h ]
;
Just open the editor type that and save it under src/tools/partview/Jamfile that should do the trick. but as i mentioned before when I\'m doing \"jam -aq\" I\'ve got some errors. Here my console output
...patience...
...found 1585 target(s)...
...updating 336 target(s)...
C++ ./out/linuxx86/optimize/src/common/admin/adminmessage.o
In file included from src/common/admin/adminmessage.h:25,
from src/common/admin/adminmessage.cpp:25:
src/common/net/message.h:28:29: csutil/csendian.h: No such file or directory
In file included from src/common/net/message.h:34,
from src/common/admin/adminmessage.h:25,
from src/common/admin/adminmessage.cpp:25:
src/common/util/genqueue.h:28:27: csutil/thread.h: No such file or directory
In file included from src/common/net/message.h:34,
from src/common/admin/adminmessage.h:25,
from src/common/admin/adminmessage.cpp:25:
src/common/util/genqueue.h:94: error: type/value mismatch at argument 1 in
template parameter list for `template class csRef\'
src/common/util/genqueue.h:94: error: expected a type, got `csMutex\'
src/common/util/genqueue.h:94: error: ISO C++ forbids declaration of `mutex\'
with no type
src/common/util/genqueue.h:95: error: type/value mismatch at argument 1 in
template parameter list for `template class csRef\'
src/common/util/genqueue.h:95: error: expected a type, got `csCondition\'
src/common/util/genqueue.h:95: error: ISO C++ forbids declaration of `
datacondition\' with no type
In file included from src/common/admin/adminmessage.h:25,
from src/common/admin/adminmessage.cpp:25:
src/common/net/message.h: In member function `size_t
psMessageBytes::GetTotalSize() const\':
src/common/net/message.h:68: error: `csLittleEndianShort\' undeclared (first use
this function)
src/common/net/message.h:68: error: (Each undeclared identifier is reported
only once for each function it appears in.)
src/common/net/message.h: In member function `size_t psMessageBytes::GetSize()
const\':
src/common/net/message.h:69: error: `csLittleEndianShort\' undeclared (first use
this function)
src/common/net/message.h: In member function `void
psMessageBytes::SetSize(unsigned int)\':
src/common/net/message.h:70: error: `csConvertEndian\' undeclared (first use
this function)
src/common/net/message.h: In member function `void
psMessageBytes::SetTotalSize(unsigned int)\':
src/common/net/message.h:71: error: `csConvertEndian\' undeclared (first use
this function)
src/common/net/message.h: In member function `void MsgEntry::Add(float)\':
src/common/net/message.h:217: error: `csConvertEndian\' undeclared (first use
this function)
src/common/net/message.h: In member function `void MsgEntry::Add(short unsigned
int)\':
src/common/net/message.h:274: error: `csConvertEndian\' undeclared (first use
this function)
src/common/net/message.h: In member function `void MsgEntry::Add(short int)\':
src/common/net/message.h:301: error: `csConvertEndian\' undeclared (first use
this function)
src/common/net/message.h: In member function `void MsgEntry::Add(int)\':
src/common/net/message.h:327: error: `csConvertEndian\' undeclared (first use
this function)
src/common/net/message.h: In member function `void MsgEntry::Add(unsigned int)
\':
src/common/net/message.h:353: error: `csConvertEndian\' undeclared (first use
this function)
src/common/net/message.h: In member function `void MsgEntry::Add(const
csVector3&)\':
src/common/net/message.h:460: error: `csConvertEndian\' undeclared (first use
this function)
src/common/net/message.h: In member function `float MsgEntry::GetFloat()\':
src/common/net/message.h:548: error: `csLittleEndianFloat\' undeclared (first
use this function)
src/common/net/message.h: In member function `int16_t MsgEntry::GetInt16()\':
src/common/net/message.h:566: error: `csLittleEndianShort\' undeclared (first
use this function)
src/common/net/message.h: In member function `uint16_t MsgEntry::GetUInt16()\':
src/common/net/message.h:584: error: `csLittleEndianShort\' undeclared (first
use this function)
src/common/net/message.h: In member function `int32_t MsgEntry::GetInt32()\':
src/common/net/message.h:603: error: `csLittleEndianLong\' undeclared (first use
this function)
src/common/net/message.h: In member function `uint32_t MsgEntry::GetUInt32()\':
src/common/net/message.h:621: error: `csLittleEndianLong\' undeclared (first use
this function)
src/common/net/message.h: In member function `csVector3 MsgEntry::GetVector()\':
src/common/net/message.h:692: error: `csLittleEndianFloat\' undeclared (first
use this function)
In file included from src/common/admin/adminmessage.h:26,
from src/common/admin/adminmessage.cpp:25:
src/common/net/messages.h: In constructor `
psGUIActiveMagicMessage::psGUIActiveMagicMessage(unsigned int,
psGUIActiveMagicMessage::commandType, csArray, bool)\':
src/common/net/messages.h:1806: warning: comparison between signed and unsigned
integer expressions
src/common/net/messages.h:1821: warning: comparison between signed and unsigned
integer expressions
src/common/admin/adminmessage.cpp: In member function `int
psDialogManager::InsertResponseSet(psResponse&)\':
src/common/admin/adminmessage.cpp:810: error: `GetDataSafe\' undeclared (first
use this function)
src/common/admin/adminmessage.cpp: In member function `int
psDialogManager::InsertTrigger(const char*, const char*, int, int, int, int,
int)\':
src/common/admin/adminmessage.cpp:849: error: `Downcase\' undeclared (first use
this function)
g++ -c -o ./out/linuxx86/optimize/src/common/admin/adminmessage.o -I/opt/crystal/include -D__CRYSTAL_SPACE__ -Wall -Wno-unknown-pragmas -fno-exceptions -mcpu=pentiumpro -march=i686 -O3 -fomit-frame-pointer -ffast-math -I/opt/crystal/include -fexceptions -I. -I./include -I./src/common -I./src/client -I./src/server src/common/admin/adminmessage.cpp
...failed C++ ./out/linuxx86/optimize/src/common/admin/adminmessage.o ...
...skipped libpsadminnet.a for lack of libpsadminnet.a(adminmessage.o)...
...failed updating 1 target(s)...
...skipped 1 target(s)...
I hope that helps for the dev\'s. I want to play CB now. Why first bring out the Windooze package :-)
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You need to update your Crystal Space to be the latest CVS version ( same with CEL and Cal3d )
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CS and Cal3D are up-to-date ... but got problem with CEL won\'t compile at all ... which version should I have?
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Please, tell me, how long will we have to wait for CB for Linux?
If linux client will be released on January, I\'ll try to build and contrib-release something. If it\'s a matter of day or two, I will not spent my time on downloading and compiling everything to redundant your work.
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okay that CVS Planeshift is nearly to work ... (puh after 12 hours of non-stop compiling :-) )
big question though: are these \"tools\" in \"src/tools\" neccessary? because they do really trouble.
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Also missing the Linux Client binarys :(
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Well, the thought of using CVS to get CB working seems unappealing,
and from the previous posts, cumbersome. I suspect that patience is
key here for a stable Linux client to be released. (This is especially
necessary for distros like Gentoo where Planeshift can be \"emerged\"
through the Portage package manager).
We need some more communication from the developers about WHAT
the holdup is and WHEN we may expect a stable CB for Linux. I have
visited the sourceforge site, and there is absolutely nothing to
download!
The big question I have is why CB was released for Microsucks BEFORE
a stable Linux release! This gives the Microsucks players an unfair
advantage of \"getting ahead\" in CB while we are out of the loop!
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Hey everyone! Just thought I\'d say that I compiled the CVS and got it running under Slackware 10.0. I followed the old build instructions, and after having recompiled everything a couple of times it\'s finally working. Got the art from the windows package. I had some problems with CEL though. Planeshift used the include path /usr/local/cel/include, but it should be /usr/local/include/cel if you install CEL in the default path. Edited Jamconfig and everything worked. I hope this helps someone, because we can\'t allow those windows types to get ahead :) Anyways, thanks devs for a wonderful game!
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I compiled it finally too. But I\'ve got no Server\'s in the Server\'s list :(
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maybe this will work for some people
NOTE: You need jam installed first to make this work.
installation script just put the text below into install.sh and then go into console (go to the correct dir)and put in as command sh install.sh.
HOME_DIR=$1
if [ $HOME_DIR ] && [ $2 ]
then
##Cal 3d
echo \"WARNING: You have to be root to run this script\"
if [ $2 = 0 ]
then
cvs -d:pserver:anonymous:@cvs.sourceforge.net:/cvsroot/cal3d login
fi
cvs -z3 -d:pserver:anonymous@cvs.sourceforge.net:/cvsroot/cal3d co cal3d
cd cal3d
./autogen.sh
./configure --enable-debug --prefix=$HOME_DIR/development/cal3d
make
make install
export LD_LIBRARY_PATH=$HOME_DIR/development/cal3d/lib:$LD_LIBRARY_PATH
cd $HOME_DIR/development
##Crystal Space
if [ $2 = 0 ]
then
cvs -d:pserver:anonymous:@cvs.sourceforge.net:/cvsroot/crystal login
fi
cvs -z3 -d:pserver:anonymous@cvs.sourceforge.net:/cvsroot/crystal co CS
cd CS
./configure --enable-debug --with-libcal3d=$HOME_DIR/development/cal3d --enable-new-renderer
jam
export CRYSTAL=$HOME_DIR/development/CS
#./walktest --recalc --relight
cd $HOME_DIR/development
##CEL
if [ $2 = 0 ]
then
cvs -d:pserver:anonymous:@cvs.sourceforge.net:/cvsroot/cel login
fi
cvs -z3 -d:pserver:anonymous@cvs.sourceforge.net:/cvsroot/cel co cel
cd cel
export CSCONFPATH=$HOME_DIR/development/cel/
./configure --disable-jamtest --enable-debug --enable-new-renderer
jam
export CEL=$HOME_DIR/development/cel/
cd $HOME_DIR/development
##Planeshift
if [ $2 = 0 ]
then
cvs -d:pserver:anonymous:@cvs.sourceforge.net:/cvsroot/planeshift login
fi
cvs -z3 -d:pserver:anonymous@cvs.sourceforge.net:/cvsroot/planeshift co planeshift
cd planeshift
./autogen.sh
./configure --enable-debug --enable-new-renderer
jam -aq
echo \"Installation complete\"
else
echo \"Usage: update.sh url_to_installation_location option_nr\"
echo \"\"
echo \"Option nrs\"
echo \"0 install for first time\"
echo \"1 already installed once\"
echo \"\"
echo \"Reminder: First install Jam before running this script.\"
fi
PS needs variables to know where all the libs are so you need to put this into you console when you run an planeshift program
HOME=\"url to the dir you installed all the file in (not the planeshift dir but the one below)\"
export LD_LIBRARY_PATH=$HOME/development/cal3d/lib:$LD_LIBRARY_PATH
export CRYSTAL=$HOME/development/CS
export CEL=$HOME/development/cel/
ALSO DO THE FOLLOWING THINGS TO MAKE PS WORK
Download
http://laanx.fragnetics.com/updater_hidden/root/updaterconfig.xml
user: psteam
pass: p1ane
replace updaterconfig.xml in your planeshift dir with the downloaded one.
To get the laanx server into the server list do the following:
Go to your planeshift dir.
Edit the data/servers.xml file with a texteditor
change the file to the following
Run the updater before playing the game (yes it will take alot of time. so take some coffee). Withouth this the game has no picture, music, models, world maps, everything.
P.S. Please run planeshift in a debugger so that when the game crashes you can send the devs a backtraces
a good debugger is gdb.
start client with
1). gdb psclient
2). run
stop client with
3).quit
backtrace client with
4).backtrace (backtrace if able will be dumped into your console)
P.S.S. Post a message if this didn\'t work.
UPDATES:
1). Removed the stuff about mysql that isn\'t needed
2). Added the server file so you get the correct server
3). Posted request to run planeshift in debugger for better feedback to the devs.
4). Forgot to tell that you need to run the updater for game content.
5). Changed stuff a bit so that you don\'t have to get back to your computer to press enter a couple of times.
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Hello there!
Nice Post. It\'s really good. It works nicely but the only error I get is, that I\'ve got no Servers in the Server\'s List. (only the localhost thingy)
btw: why should I make a mysql_Database when there\'s no server?
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You shouldn\'t.
I thought that maybe the client wouldn\'t run for some kind of strainge compiler reason when you didn\'t have mysql. I mentioned mysql so that if things didn\'t work people could find out why:).
Any ways I\'ll mod my post with info on how to get the laanx server into your list:).
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yeah thx that would be cool. please can you PM me the that too. I\'m off to friends now and i will be back on my computer tomorrow, so i will not be able to test it today.
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ok guys.
i just started to download and compile the whole stuff.
i\'m planning to creat a loki-installer for PS:CB using the loki-setup-tools. maybe the devs could make it available on the homepage when its done.
well, lets see...
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that would be cool 8)
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The update server must be swamped today; it\'s positively crawling along. :(
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Is anyone else having problems getting that updaterconfig.xml file, or am I just typing the password in wrong?
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If it realy doesn\'t work (I must confess that it\'s an real securerty issue) Than I\'m willing to include the file into my howto:).
clawtros: It always whas. Max I got whas 33kbs (My cable max is 400kbs).
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any one got it to work under mandrake 10.1?
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Makes sense. I can wait for it. ;D
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@ Asraniel: I\'m trying to get it to run under 10.0, but no succes.
I installed cal3d (cvs) and the Crystal Space (& devel) rpm, but after I do \"jam\" I get a lot of output, but no ps-client in my dir. I tried the cvs CS version, but planeshift configure keeps saying the CS isn\'t set up correctly.
I hope they fix linux support soon, VERY soon....
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hey guys.
i downloaded and compiled planeshift completly from CVS. i am using the art-dir from a windows-installation.
CS\'s walktest runs fine.
When i start psclient graphics are very deformed. my mouse draws a trace when i move it an all graphics seem to \"overlap\".
i\'m missing the psupdater too.
any hints?
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Originally posted by Kepto
The big question I have is why CB was released for Microsucks BEFORE a stable Linux release! This gives the Microsucks players an unfair advantage of \"getting ahead\" in CB while we are out of the loop!
yes, it\'s not fair, specially when you use free software to discriminate free software users, I agree with you X(
anyway, I got the source compiled and the data via updater tool, could play for a while but goes slooooow with my pentium 1\'8GHz, 384MB RAM system, and it\'s not very playable. graphics are nice, though.. I tried to play again today but the servers are down, so I\'m writing here to fill my spare time...
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peeg: install CURL, its needed for the updater, then recompile planeshift
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Does anyone know if the updater supports \'resuming\' as the server is swamped right now and I\'d like to come back to it later.
Does it restart from scratch or resume?
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resume
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Originally posted by Asraniel
resume
Thanks :)
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I have CURL installed, do i also need curl-devel ?
There is no updater in the directory
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yes you need curl-devel
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I installed curl-devel and configured again. Now i am recompiling PS. Is it possible to compile it without the server-files ? Dont need them really, do i ?
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No, you don\'t need the server files, but you might as well leave them there, if you have a lot of space. And no, I believe that you can\'t take those off.
Following the old CVS instructions, Planeshift is now compiling. I will report on that later.
Current Status: Updater is running!
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After recompiling the whole package (i did that 6 times!) i finally can start the psclient -now without exessive graphicerror- and am able to connect to the laanx-server.
when i start to choose a race ps tells me \"Couldn\'t find the mesh! Please run the updater\".... but the updater tells me that all files are up2date.
Any idea?
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For gentoo users, Acraig has kindly put up a page:
http://laanx.fragnetics.com/gentoo.html
Thank you Acraig :)
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This is the error printed by the \"Couldn\'t find Mesh libary! Run updater\" problem:
View:
Failed to load mesh factory from file /planeshift/models/dermm/dermm.cal3d
I am starting to suspect cal3d/CS isn\'t working correctly, but the walktest for CS worked, so I\'ll try recompiling cal3d.
crystalspace.graphics3d.shader.fixed:
Multitexture units: acceptable 6
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(name=dermm),plugin]
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Xortran: The cal3d lib isn\'t installed properly, CS didn\'t install correctly with cal3d or you libpath to cal3d lib files isn\'t correct when you start the client.
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Originally posted by kronon
Xortran: The cal3d lib isn\'t installed properly, CS didn\'t install correctly with cal3d or you libpath to cal3d lib files isn\'t correct when you start the client.
As I suspected. Thank you, I will try to reinstall CS and cal3d.
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dont mean to be a pest but would some one please answer my question? in this thread on the first page
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Originally posted by Kepto
dont mean to be a pest but would some one please answer my question? in this thread on the first page
i do not know when a \"stable\" linux client will be out, i am guessing that they released a windows binary before a linux one is because well windows does have a larger mindshare and marketshare than linux. also installing from CVS is not that bad, the instructions posted by karakth are fairly straight forward and easy to follow, in fact they should work for distros other than gentoo, the only thing you would need to do is make sure you have jam, cvs, and automake/autoconf installed and you shouldn\'t have too much trouble.
*OPINION*Generally people who complain about unfair advantages are the ones that will try to make it hard for other players to get in because it would be unfair to themselves to help*END OPINION*
disclaimer:
any and all opinions are subject to the interpretation of the author and may or may not be the expressed opinions of said author
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BALEETED.
EDIT, EDIT: All fixed, just found that I somehow broke OpenGL.
How nice, hmm?
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Originally posted by Darkblade
This is all fine and well, except that apparently Crystal Space ./configure is not able to find my openGL driver.
Of course, on my computer, it\'s in a different place than usual,
ala /usr/lib/opengl/nvidia/lib/
Just to note, I\'ve followed the instructions on the webpage, etc...
EDIT: Yes, I\'m using Gentoo. Yes, I\'m not familiar with this. Yes, I will ask my dad about this.
have root do the command
opengl-update nvidia
then configure
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Originally posted by simcop2387
Originally posted by Kepto
dont mean to be a pest but would some one please answer my question? in this thread on the first page
in fact they should work for distros other than gentoo
The old CVS instructions + karath\'s info worked fine for me in Gentoo, except for that little problem with Cal3D, what do you mean?
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I seem to be getting the same character creation problems on my linux client as well similar to Xortran and peep. But i don\'t get the mesh error. I get an error saying \"The server sent an invalid model filename, please run the updater\". Then when i press OK the window closes and boots me back to my shell terminal.
I also can\'t get the updater installed. I\'ve replaced the .xml file and recompiled planeshift by using:
planeshift$ jam -a
result is no psupdater. With no psupdater I can\'t go any further.
Edit: I\'ve also noted that this error from my shell terminal seems to be common:
Couldn\'t create Resource \'charcreation\'
Segmentation Fault
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you need the curl-devel package. And run the updater with jam -aq, dont know fi it changes anything...
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Well, most things worked fine for me now. Updater fetched everything. But now i have the mesh Problem, too. Will try to reconfigure cal3d and cel.
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Originally posted by larrydag
I seem to be getting the same character creation problems on my linux client as well similar to Xortran and peep. But i don\'t get the mesh error. I get an error saying \"The server sent an invalid model filename, please run the updater\". Then when i press OK the window closes and boots me back to my shell terminal.
I also can\'t get the updater installed. I\'ve replaced the .xml file and recompiled planeshift by using:
planeshift$ jam -a
result is no psupdater. With no psupdater I can\'t go any further.
Edit: I\'ve also noted that this error from my shell terminal seems to be common:
Couldn\'t create Resource \'charcreation\'
Segmentation Fault
Back up your PlaneShift directory-in this case, don\'t, if you haven\'t run the updater, and run jam clean . After words, run jam -aq and run ./updater , not ./psupdater.
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Originally posted by Isegrimm
Well, most things worked fine for me now. Updater fetched everything. But now i have the mesh Problem, too. Will try to reconfigure cal3d and cel.
No, reconfigure Cal3D, then CS with...
./configure --prefix=[where you are saving these eg: /usr/local] --with-libcal3d=[where you placed the cal3d libaries e.g: /usr/local , /home/chris/development/cal3d] --enable-debug --enable-new-renderer
Then recompile Cel. Recompiling PlaneShift is unnecessary.
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i have the same problem on gentoo and CrystalSpace, ./configure doesnt check for opengl and then there is no 3d plugin compiled;
\"... checking for Xaw-config... no
checking for libXaw... yes
checking for int32... no
checking for windows.h... no
checking for OpenGL... no
checking for int32... (cached) no
checking for DirectX... no
checking for waveout... no... \"
i was following the gentoo instructions step by step that says here;
http://laanx.fragnetics.com/gentoo.html
all compiles well except crystalspace that doesnt check nor compile the opengl library and plugin :(
pd: i have opengl running in my machine with nvidia drivers
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Originally posted by larrydag
I seem to be getting the same character creation problems on my linux client as well similar to Xortran and peep. But i don\'t get the mesh error. I get an error saying \"The server sent an invalid model filename, please run the updater\". Then when i press OK the window closes and boots me back to my shell terminal.
I also can\'t get the updater installed. I\'ve replaced the .xml file and recompiled planeshift by using:
planeshift$ jam -a
result is no psupdater. With no psupdater I can\'t go any further.
mmm i seem to be having the same problem as you. no updater
curl devel is installed so i dunno wat the problem is
tried jam -aq and jam -q and both goes smoothly without no errors.
dunno wat the problem is :S
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If you copied the art from windows, make sure you are NOT using imagelist.xml in planeshift.cfg.
You SHOULD NOT have a line like this:
PlaneShift.GUI.Imagefile = /planeshift/data/gui/imagelist.xm
If you have, you HAVE to replace it with:
PlaneShift.GUI.Imagefile = /planeshift/data/gui/releaselist.xml
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Yeah! *JumpingInCircles*
I finally got it running under Debian(Sarge).
I followed the old instructions,recompiled a couple off times, in addition i installed several totally sensless packages... But finally it runs--- im so happy. Thanks to all guys here for their help!
See you at the laanx-temple :)
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:(
ive fixed the problem with gl reinstallin the gentoo nvidia-kernel
but now i recompile the CS from cvs
making:
jam libs
jam plugins
jam cs-config
but in the CS folder hasnt any walktest nor any *.o
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Originally posted by sshadoww
:(
ive fixed the problem with gl reinstallin the gentoo nvidia-kernel
but now i recompile the CS from cvs
making:
jam libs
jam plugins
jam cs-config
but in the CS folder hasnt any walktest nor any *.o
The command is just \'jam\'. jam clean the directory, re-configure and run \'jam\'
Or just jam walktest .
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I got everything compiled ok and used the updater to get the art stuff.
When I run the client the progress bar on the splash screen goes to 99% and after waiting about 5 minutes I see this in the console:
QueueMessage:
*** Input Buffer Full! Dropping packet of type 11!
*** Input Buffer Full! Dropping packet of type 11!
*** Input Buffer Full! Dropping packet of type 7!
*** Input Buffer Full! Dropping packet of type 7!
Then it just sits there printing the buffer full stuff over and over until I kill it.
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Simple(ish) fix for MESH issue:
As it turns out libcal3d was looking for libcal3d named as libcal3d-0.9.1.so
In case your systems are looking for other versions (it may be due to previous cal3d installs) run psclient and watch the console window when you trigger the error (it should show you the not found link)
Now just go to the /lib dir where you installed cal3d and copy libcal3d.so as libcal3d-x.x.x.so (where the x\'s are the version numbers) and all should now be well and you\'ll be loading meshes.
Now I\'ve just got to get past being \'link-dead\' on character verification and all will be well :D
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Parts: I think the linkdead is more a server problem than an client problem.
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While I can see that the Linkdead issue is partly stemming from the servers load-level, I think routing between me (UK) and Singapore is a contributory factor (and an unavoidable on at that).
Incidentally, I discovered that opening port 13331UDP on my h/ware firewall helped a bit.
/EDIT It helped in that I can now play for extended periods in-game without going linkdead. :)
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I\'m running Gentoo so I followed Acraig\'s Howto for Gentoo, worked smoothly. Now I only have a problem with getting http://laanx.fragnetics.com/updater_hidden/repository.zip with the updater, tried to get it manually but their seems to be something wrong with the login, I get an acces denied with user:psteam password:plane. Suggestions?
resolved:
something wrong with the mirror line in Acraig\'s howto don\'t edit the
updaterconfig.xml file, leave it original and it work\'s fine then.
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I\'ve done a little more experimentation....
Ive recompiled cal3d, CS, cel and PS sans --enable-debug (just to guage the performance difference).
Without the debug output from all four, the FPS increase is 400% or more.
Warning: If you try this yourself and hit problems, you should *not* contact the devs about bugs as without the debug output, they would not be able to help you. Your only recourse would be to rebuild cal3d, CS, cel and PS with --enable-debug and then try to reproduce your error.
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Got all the artwork started game, created a character (got errors meshes missing, update, tried that and did not work), tried to log on server but it crashes get a lot of errors like this:
InitMesh:
Mesh Factory dermm not found
GEMClientActor:
Fatal Error: Could not create actor.
Received actor Ryokia Elykin.
RemoveObject:
Removing entity \'Goedel Tordel\'
Removing entity \'Kawan Gelare\'
InitMesh:
Mesh Factory enkim not found
GEMClientActor:
Fatal Error: Could not create actor.
Received actor Prionace Glauca.
InitMesh:
Mesh Factory enkim not found
GEMClientActor:
Fatal Error: Could not create actor.
Received actor Sneakybob Baggins.
Segmentation fault
Suggestions anyone?
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Give the updater *ages* to do its work.
Also make sure you have the mirrors entered in updaterconfig.xml
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Originally posted by Tormented
I got everything compiled ok and used the updater to get the art stuff.
When I run the client the progress bar on the splash screen goes to 99% and after waiting about 5 minutes I see this in the console:
QueueMessage:
*** Input Buffer Full! Dropping packet of type 11!
*** Input Buffer Full! Dropping packet of type 11!
*** Input Buffer Full! Dropping packet of type 7!
*** Input Buffer Full! Dropping packet of type 7!
Then it just sits there printing the buffer full stuff over and over until I kill it.
I have exactly the same problem. Actually the output is:
*** Input Buffer Full! Dropping packet of type 7!
*** Input Buffer Full! Dropping packet of type 11!
*** Input Buffer Full! Dropping packet of type 7!
*** Input Buffer Full! Dropping packet of type 11!
Happens about 10 minutes after starting client. No other errors. The blue status bar makes about 90% of the way on the intro screen before freezing.
I compiled from CVS on yoper linux 2.1, i686. I followed the directions given at http://icarus.uic.edu/~ssenne1/planeshiftcvs.html
Everything went smoothly until this.
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Mine was dropping packages of type 13.
The buffer probably get\'s full because you client is bussy loading a map and it doesn\'t have time to go truh the buffer.
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Okay, I opened port 13331 to UDP trafic and now the stuff that gets dumped to stdout is a bit diffrent, but the problem is the same:
******************************
Creating psnetconnection a9c3ba8!
Creating psnetconnection a9ab238!
***Warning: NetBase::SendTo() gave up trying to send a packet.
In file src/common/net/netbase.cpp function int NetBase::SendTo(sockaddr_in*, const void*, unsigned int) line 664
SendFinalPacket:
Send error 1: -1 bytes sent and 24 bytes expected to be sent.
***Warning: NetBase::SendTo() gave up trying to send a packet.
In file src/common/net/netbase.cpp function int NetBase::SendTo(sockaddr_in*, const void*, unsigned int) line 664
Send error 1: -1 bytes sent and 24 bytes expected to be sent.
***Warning: NetBase::SendTo() gave up trying to send a packet.
In file src/common/net/netbase.cpp function int NetBase::SendTo(sockaddr_in*, const void*, unsigned int) line 664
Send error 1: -1 bytes sent and 24 bytes expected to be sent.
***Warning: NetBase::SendTo() gave up trying to send a packet.
In file src/common/net/netbase.cpp function int NetBase::SendTo(sockaddr_in*, const void*, unsigned int) line 664
Send error 1: -1 bytes sent and 24 bytes expected to be sent.
***Warning: NetBase::SendTo() gave up trying to send a packet.
In file src/common/net/netbase.cpp function int NetBase::SendTo(sockaddr_in*, const void*, unsigned int) line 664
Send error 1: -1 bytes sent and 24 bytes expected to be sent.
***Warning: NetBase::SendTo() gave up trying to send a packet.
In file src/common/net/netbase.cpp function int NetBase::SendTo(sockaddr_in*, const void*, unsigned int) line 664
Send error 1: -1 bytes sent and 24 bytes expected to be sent.
QueueMessage:
*** Input Buffer Full! Dropping packet of type 11!
*** Input Buffer Full! Dropping packet of type 11!
*** Input Buffer Full! Dropping packet of type 7!
*** Input Buffer Full! Dropping packet of type 7!
*****************************
And on an on until I kill it.
Also, I seem to be missing some images:
*************************
LoadAttributes:
GUI image \'radiooff2\' not found.
GUI image \'radiooff2\' not found.
GUI image \'radiooff2\' not found.
GUI image \'radiooff2\' not found.
crystalspace.maploader.parse.image:
Could not open image file \'smithytable.png\' on VFS!
crystalspace.maploader.parse.texture:
Couldn\'t load image \'smithytable.png\', using checkerboard instead!
crystalspace.maploader.parse.image:
Could not open image file \'glyph_dark_01a.png\' on VFS!
crystalspace.maploader.parse.texture:
Couldn\'t load image \'glyph_dark_01a.png\', using checkerboard instead!
**************************
But someone told me that these should not cause the game to freeze.
These error messages aren\'t very helpful. Someone, please help?
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But for that people that don\'t want to compile for now, there will be a linux realease? and when?
Thanks!!!
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If someone would be kind enough to build some rpms for FC3 I would really be appreciative. Excellent work devs as always.
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Maybe they want to give the linux community a more stable initial release... since linux binaries can\'t use binary patches without being very specific, it\'s possible that they are working to make it more stable before a linux release, until then please bare with the rest who are waiting for a binary...
As the others say.. you can always compile from source. (current size of CB compiled state(sources too) 667MB.)
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Originally posted by behemoth
Okay, I opened port 13331 to UDP trafic
It\'s not 13331 anymore. CB uses UDP port 7354.
Originally posted by behemoth
QueueMessage:
*** Input Buffer Full! Dropping packet of type 11!
*** Input Buffer Full! Dropping packet of type 11!
*** Input Buffer Full! Dropping packet of type 7!
*** Input Buffer Full! Dropping packet of type 7!
*****************************
And on an on until I kill it.
I get those in the log file (psclient.txt) as well (W98). I assume it\'s simply because my system is too slow so it has to drop packets to keep up with what happens. The log file has grown to 7.5 MB already, though I can\'t even do anything in CB,and subsequently I barely run it.
Originally posted by behemoth
Also, I seem to be missing some images:
I\'m not sure about these, but it seems to be a (library) path problem. Maybe the code expects them to be somewhere else than where they actually are on your system. I don\'t know, though.
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I finally got it running yesterday (unlike MB ;) ), but not without problems I\'m afraid. I followed Acraig\'s gentoo guide - with the notable exception of actually running archlinux instead - and spent a good deal of time banging my head against the wall. CS flat out refused to get the cal3d lib\'s no matter what I tried until I dropped the whole prefix, and put it in /usr/local/lib instead. The updater ran fine (well, the GUI version crashed my computer on a couple of occations, I used the CLI version instead (./updater -auto), which seemed to run a bit faster, probably mainly because less resources spent), and I spent some time tinkering with the options. Still, psclient had a bad habit of crashing too, ended up with disabling the sound, running in 24bit (read somewhere in the forum that 16bit was unstable - is it true?) and in 800x600. Still have rather frequent crashes and horrible swapping (256MB of RAM :/ ), but when it works properly, it\'s a beauty. I did not expect it to be so smooth at all, mostly because of the crappy GFX-card I found lying around here, a 8500LE running the DRI radeon drivers.
As for playing, there was a fair number of glitches, the worst of which was dying without an apparent reason after joining the server, which promptly put me in the DR as a walking corpse - literally.
As long as the stability problems is improved upon, and the swappiness is limited a bit, this can prove to be very nice, especially when I get my new parts, most notably 512MB of RAM and a 6600GT :)
edit: If I may, I will reconsider my statements on crashing - I ran the updater again today, it updated some files, and after that, the crashing has been much less of a hassle than yesterday night :)
Heck, I even helped (though, not so much :) ) kill a rouge!
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Has a Linux binary version package been created for Linux users who are not programmers and just want to have some fun.
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no need to be programmer to follow the compile guide and copy paste the commands....
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So the source contains everything (all needed libraries)?
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if the update takes to long, try wget-ing the art from the server.
it\'s MUCH faster.
just place the art manually...
(hope it helps)
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just a quick question would i need to be root user to able to download it? if so i am stuck waiting till a \"more stable client comes along\" because my brother is the root user
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Sure, you can compile everything and play without root access, as long as you have the proper tools already (mainly gcc and cvs, jam can be installed into a home-dir, and pointed to by PATH or absolute path when compiling).
edit: although, if it\'s your brothers machine, and he doesn\'t well appreciate crashes every once in a while, you shouldn\'t do it, since PS is bound to do that at least a couple of times at the moment :p
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The poster above did a great job with the install script, it only has 1 major drawback though...
It\'s very annoying to sit and wait for each piece to fetch and then compile, just so you can hit enter before the CVS server times out when asking for the password.
Here is a slightly modified version of the same script, it is for the most part automagic, just make sure to hit the enter key each time it asks for a password then go watch TV or something while this thing compiles.
HOME_DIR=$1
if [ $HOME_DIR ] && [ $2 ]
then
echo \"WARNING: You have to be root to run this script\"
echo \"Fetching files, please press the ENTER key when prompted for a password\"
cvs -d:pserver:anonymous@cvs.sourceforge.net:/cvsroot/cal3d login
cvs -z3 -d:pserver:anonymous@cvs.sourceforge.net:/cvsroot/cal3d co cal3d
cvs -d:pserver:anonymous@cvs.sourceforge.net:/cvsroot/crystal login
cvs -z3 -d:pserver:anonymous@cvs.sourceforge.net:/cvsroot/crystal co CS
cvs -d:pserver:anonymous@cvs.sourceforge.net:/cvsroot/cel login
cvs -z3 -d:pserver:anonymous@cvs.sourceforge.net:/cvsroot/cel co cel
cvs -d:pserver:anonymous@cvs.sourceforge.net:/cvsroot/planeshift login
cvs -z3 -d:pserver:anonymous@cvs.sourceforge.net:/cvsroot/planeshift co planeshift
echo \"Building, go watch TV or something, this will take some time\"
cd $HOME_DIR/development/cal3d
./autogen.sh
./configure --prefix=$HOME_DIR/development/cal3d
make
make install
export LD_LIBRARY_PATH=$HOME_DIR/development/cal3d/lib:$LD_LIBRARY_PATH
cd $HOME_DIR/development/CS
./configure --with-libcal3d=$HOME_DIR/development/cal3d --enable-new-renderer
jam
export CRYSTAL=$HOME_DIR/development/CS
#./walktest --recalc --relight
cd $HOME_DIR/development/cel
export CSCONFPATH=$HOME_DIR/development/cel/
./configure --disable-jamtest --enable-new-renderer
jam
export CEL=$HOME_DIR/development/cel/
cd $HOME_DIR/development/planeshift
./autogen.sh
./configure --enable-new-renderer
jam -aq
echo \"Installation complete\"
###End cut and paste
else
echo \"Usage: install-ps.sh url_to_installation_location option_nr\"
echo \"\"
echo \"Option nrs\"
echo \"0 install for first time\"
echo \"1 already installed once\"
echo \"\"
echo \"Reminder: First install Jam before running this script.\"
fi
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Nice script, but it has one slight problem. Atm you can\'t be sure where the cvs will be checked out. That\'s what went wrong on my first attempt. I\'d personally add the following two lines just above the cvs commands:
mkdir $HOME_DIR/development
cd $HOME_DIR/development
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Planeshift works with cedega :), but the updater doesn\'t (at last not to me) so i updated on a windows machine then copy it to my linux
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Hello all I just made a script to do 99% of the work for you, for more information click the link http://www.planeshift3d.com/wbboard/thread.php?threadid=12987&boardid=13&styleid=3
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(had problem with cronon\'s script, switched to the new script)
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imho, I strongly doubt the person who said, in short, to live with it, is a linux user.
Sure, we *can* fallow the instructions and compile it from cvs...
we can also make the windows and macOS users compile thier own damn code.
We can also forbid minority people from riding first class in transportation.
There is no good reason _NOT_ to provide atleast a static biary... its alot cleaner than having to put this mess of a compile into my home directory, and keep track of all this trash, when I could have a clean emerge...
There is no executable ready to download today. The game was developed also under Linux, so it\'s tested and supposed to work well on Linux. Our suggestion is to download the CVS version and compile it, then run the updater to get the art.
then why not just provide a damn source tarball, and let people mirror it and create thier own packeges for thier respective distrobutions?
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I\'d also like to note I\'m trying to install CB the cvs method... and I\'ve been at it for about an hour now, and I don\'t think I\'m even half done >:(
***edited***
Alright, finished the entire install.
Took. two. hours.
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you know what? this is amazing. absolutely worth every god damn second.
This has got to be the most awsome title screen I\'ve ever seen... it would be pretty sweet if it wouldn\'t freeze up upon loading, either!
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I\'m almost ready with a 1 file installer. No other download required. Although it will get the optional (in)famous cvs update function.
It will be finish at the end of this week or begining of next week. Then I\'ll just need the aprovement from Talad to add game content (images music etc).
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Originally posted by Lunpa
then why not just provide a damn source tarball, and let people mirror it and create thier own packeges for thier respective distrobutions?
Linux isn\'t like windows you know.
You need to have the same LIBC and other system libraries as the computer who compiled it (or else we would have to make it like 100 MB bigger), also this is doesn\'t work for people on 64bit, and people who have systems that in any way isn\'t like the standard one.
Linux users should know how to compile source, it\'s not that hard.
If we provide a binary for linux, we would have to update it regualary too, which is yet another factor that may fail, and the updater would need to support linux in it\'s auto self update, which also is a load of work which probably will fail since I don\'t have linux on my development PC.
So, just compile from source, there are even scripts that do that for you!
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I had no problems install cal3d and crystalspace, as they had proper installation makefiles for installing the build files to the specified locations.
It is CEL that does not have a make installation makefile for installing the build files, that is caused me the biggest headache and eventually gave up, opting to use the now available Linux Loki-base PS installer (which actually works rather nicely now).
I have no idea if PS actually has a makefile for installing build and data files to a specified locations, as ./configure failed everytime with CEL not being installed in the specified location.
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After installing CEL, the easiest way to fix the errors PS gave was to run configure with whatever flags (.--enable-new-renderer && || --enable-debug)
Edit config.status once configure has finished, change /usr/local/cel/include to /usr/local/include/cel, re-run config.status and jam away.
I was getting re-def errors..
/usr/local/include/cel/physicallayer/pl.h:41: error: redefinition of `const
size_t csArrayItemNotFound\'
/usr/local/include/crystalspace/csutil/array.h:305: error: `const size_t
csArrayItemNotFound\' previously defined here
My problems were due to not having _the latest_ cel package. fixed with cvs.
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Originally posted by Androgos
Originally posted by Lunpa
then why not just provide a damn source tarball, and let people mirror it and create thier own packeges for thier respective distrobutions?
Linux isn\'t like windows you know.
You need to have the same LIBC and other system libraries as the computer who compiled it (or else we would have to make it like 100 MB bigger), also this is doesn\'t work for people on 64bit, and people who have systems that in any way isn\'t like the standard one.
Linux users should know how to compile source, it\'s not that hard.
If we provide a binary for linux, we would have to update it regualary too, which is yet another factor that may fail, and the updater would need to support linux in it\'s auto self update, which also is a load of work which probably will fail since I don\'t have linux on my development PC.
So, just compile from source, there are even scripts that do that for you!
Your point is taken and to some extent understandable.
BUT you also have to understand that distributions - even source-based cutting-edge like Gentoo - have a thing against putting CVS code in their repersitory. Quite frankly, the only reason why CB isn\'t in Gentoo\'s portage already for weeks (or months) is based solely the fact that the CB source is only available as CVS. And from my personal experience with CVS, I kinda understand the grudge they hold against it.
...so, please, just give us the wretched source tarball - we all know it\'s faaaaar easier to make it then a win32 or osX binary! ...as you said yourself: \"it\'s not that hard.\"
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Tarballs will be made once the client is stable enough. If you don\'t like cvs, use an installer - there are atleast 2 for linux only.
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Originally posted by lynx_lupo
Tarballs will be made once the client is stable enough. If you don\'t like cvs, use an installer - there are atleast 2 for linux only.
that\'s an option ...but i\'m more woried about the UNinstalling CB (and CS-cvs, CEL-cvs) later, then installing it. ~_~ ...if you get my idea.
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rm -r?
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Finally I have built the game following the gento compile guide (the scripts don\'t work fine for me, but are god). Now, I\'m downloading the data throught the updater. But I have a question, all stuff (after built) is about 1.2 GB !!! Can we \"clean\" the installation to decrease these 1.2 GB? Thanks!
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Originally posted by lynx_lupo
rm -r?
*slaps his forehead when checking the install howto* right! --prefix ...stupid, stupid hook :(
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My installer will come out soon. It is a test version. But I think that most people will have an easy installation. All installation problems should be gone then.
But the long compilation period will remain.
>>Art included<<
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Isn\'t there already an installer? ;)
http://www.planeshift3d.com/wbboard/thread.php?threadid=13494&boardid=33&styleid=3
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And it worked like a charm Karosh_Steinkatz thanks!