PlaneShift
Support => Linux Specific Issues => Topic started by: Jannis on December 29, 2005, 12:46:21 am
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Hi there,
I wanted to ask when the next release is planned. I can\'t wait to get a new version because my one is a bit slow (though playable) and building from source allways ends up giving me these lines:
planeshift.application.client:
PlaneShift Crystal Blue
This game uses Crystal Space Engine created by Jorrit and others
0.99 r0 [Unix-x86-GCC]
All LOGS are off.
Mounting skin: /this/art/skins/default.zip
Mounting skin: /planeshift/art/skins/base/client_base.zip
psEngine initialized.
Creating psnetconnection 0x86eec28!
Using fontsize 16 for resolution 1024x768
crystalspace.engine.warning:
Lightmaps are not up to date (lightmap format changed).
Use -relight cmd option to calc lighting.
*** glibc detected *** free(): invalid pointer: 0x084a72b0 ***
Aborted
so I\'m forced to use the binary version. (-relight didn\'t help btw).
I heard a new binary release will be made with a better toolchain, that\'s why I\'m interested in it.
Just in case you\'re interested in helping me fixing the error, here is my emerge info (only the interesting part of it):
Portage 2.1_pre2 (default-linux/x86/2005.0, gcc-3.4.4, glibc-2.3.5-r3, 2.6.13.2-nitro1 i686)
=================================================================
System uname: 2.6.13.2-nitro1 i686 AMD Athlon(tm) XP 2000+
Gentoo Base System version 1.12.0_pre12
distcc 2.18.3 i686-pc-linux-gnu (protocols 1 and 2) (default port 3632) [disabled]
dev-lang/python: 2.3.5, 2.4.2
sys-apps/sandbox: 1.2.17
sys-devel/autoconf: 2.13, 2.59-r7
sys-devel/automake: 1.4_p6, 1.5, 1.6.3, 1.7.9-r1, 1.8.5-r3, 1.9.6-r1
sys-devel/binutils: 2.16.1-r1
sys-devel/libtool: 1.5.22
virtual/os-headers: 2.6.11-r3
ACCEPT_KEYWORDS=\"x86 ~x86\"
I have an ATI Radeon 9000 Pro and didn\'t encounter any problems related to the device or it\'s driver, 3D support works flawlessly.
Looking forward to get some info =D
*UPDATE*:
I just browsed the forums a bit and there are some things I would like to say:
I read very often: \"Fixed here, will work in next client release\". Please DO release it if it works. I\'m a dev myself and I DO know that making a release is a good piece of work to do (all the cleanup and packaging and building and such) but your release-time is a bit long for me.
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New versions are usually released once a month. The current version is from November 30th, so we can expect a new release soon(tm). And believe me, soon you will start complaining that new versions are released too often ;) Especially when you realize that Linux and Mac released are usually delayed, there are hundreds of new problems with the new version etc. :P
When you build from sources, make sure that you use the right version of CrystalSpace. Also make sure that you use the right version when running Planeshift. I have built everything from sources and by using a wrong CrystalSpace version I can crash my game immediately.
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Yeah, I hope tel release will come soon. Ok there was christmas that is an excuse.
The fact that Linux/MacOSX are delayed is just annoying, nothing more to say about that.
The source-built-problem:
I followed the guide here:
http://laanx.fragnetics.com/index.php?page=build_gentoo . So I think I have the right dates.
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We are admittedly long past when we originally wanted to release 0.3.013. Crystal Space just recently overhauled their event system, and we\'re still adapting to it. (example events: key press, mouse move, beginning of a frame render, end of a frame render, etc.) There are a few key bugs we want to fix first, and in addition to that the holidays are slowing things down, because not everyone is around. I know, lots of things have been fixed and not yet released, but you\'re just going to have to bear with us.
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Yes, these dates are right. My Planeshift client is built from CVS sources with the same dates and works fine. Make sure that you have CRYSTAL, CEL, CSCONFPATH and LD_LIBRARY_PATH environment variables exported with proper paths. These are needed both when building and when running Planeshift. I have made my own build guide that you can see here (http://www.vaikene.net/planeshift/cvs.htm).
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Doublechecked everything but still the same error. I mad a backtrace with gdb (I used windowed mode, so the res is quite low):
planeshift.application.client:
PlaneShift Crystal Blue
This game uses Crystal Space Engine created by Jorrit and others
0.99 r0 [Unix-x86-GCC]
All LOGS are off.
Mounting skin: /this/art/skins/default.zip
[New Thread -1390376016 (LWP 20218)]
Mounting skin: /planeshift/art/skins/base/client_base.zip
psEngine initialized.
Creating psnetconnection 0x86ee328!
Using fontsize 10 for resolution 640x480
*** glibc detected *** free(): invalid pointer: 0x084a76f8 ***
Program received signal SIGABRT, Aborted.
[Switching to Thread -1210771792 (LWP 20210)]
0xffffe410 in __kernel_vsyscall ()
(gdb) bt
#0 0xffffe410 in __kernel_vsyscall ()
#1 0xb7d7a391 in raise () from /lib/libc.so.6
#2 0xb7d7bdad in abort () from /lib/libc.so.6
#3 0xb7dad4a7 in __fsetlocking () from /lib/libc.so.6
#4 0xb7db32c7 in malloc_usable_size () from /lib/libc.so.6
#5 0xb7db3d09 in free () from /lib/libc.so.6
#6 0xb7f153f1 in operator delete ()
from /usr/lib/gcc/i686-pc-linux-gnu/3.4.4/libstdc++.so.6
#7 0xaa285ebf in CalLoader::loadCoreAnimation ()
from /home/kripton/planeshift/dev/cal3d/src/cal3d/.libs/libcal3d.so.11
#8 0xaa2863b2 in CalLoader::loadCoreAnimation ()
from /home/kripton/planeshift/dev/cal3d/src/cal3d/.libs/libcal3d.so.11
#9 0xaa4163ce in csSpriteCal3DMeshObjectFactory::LoadCoreAnimation (
this=0xac10ba90, vfs=0x8477bf4, filename=0x8c44a25 \"carkarass_idle.CAF\",
name=0x8c44a45 \"stand\", type=1, base_vel=0, min_vel=0, max_vel=0,
min_interval=10, max_interval=30, idle_pct=0, lock=false)
at sprcal3d.cpp:321
#10 0xaa42ea24 in csSpriteCal3DMeshObjectFactory::SpriteCal3DFactoryState::LoadCoreAnimation (this=0xac10bc5c, vfs=0x8477bf4,
filename=0x8c44a25 \"carkarass_idle.CAF\", name=0x8c44a45 \"stand\", type=1,
base_vel=0, min_vel=0, max_vel=0, min_interval=10, max_interval=30,
idle_pct=0, lock=false) at sprcal3d.h:442
#11 0xaa2c3bc4 in csSpriteCal3DFactoryLoader::Parse (this=0xac12da98,
node=0x8c68060, ldr_context=0x8b1d3d0, context=0x0) at sprcal3dldr.cpp:330
#12 0xb75c6d86 in csLoader::LoadMeshObjectFactory (this=0x8499f10,
ldr_context=0x8b1d3d0, stemp=0xac1097c0, parent=0x0, node=0x8c68580,
transf=0x0, ssource=0x0) at csloader.cpp:2040
#13 0xb75c3b15 in csLoader::LoadLibrary (this=0x8499f10,
ldr_context=0x8b1d3d0, libnode=0x8c68b30, ssource=0x0) at csloader.cpp:1376
#14 0xb75bf323 in csLoader::Load (this=0x8499f10, node=0x8c7e690,
result=@0xbfbeb1e4, region=0x0, curRegOnly=true, checkDupes=false,
ssource=0x0) at csloader.cpp:726
#15 0xb75be9e7 in csLoader::Load (this=0x8499f10,
fname=0x87c17a8 \"/planeshift/models/carkarass/carkarass.cal3d\",
result=@0xbfbeb1e4, region=0x0, curRegOnly=true, checkDupes=false,
ssource=0x0) at csloader.cpp:645
#16 0x08142a48 in ClientCacheManager::LoadNewFactory (this=0x8718ef0,
filename=0x8c7d308 \"/planeshift/models/carkarass/carkarass.cal3d\")
at clientcachemanager.cpp:91
#17 0x08132200 in psEngine::PreloadModels (this=0x8619e78) at psengine.cpp:1281
#18 0x0812fb9e in psEngine::HandleEvent (this=0x8619e78, ev=@0x8499620)
at psengine.cpp:670
#19 0x0813eeea in psEngine::EventHandler::HandleEvent (this=0x86f59c8,
ev=@0x8499620) at psengine.h:240
#20 0x081cb555 in csEventQueue::Notify (this=0x84746d8, pseudo_event=8)
at cseventq.cpp:222
#21 0x081cb597 in csEventQueue::Process (this=0x84746d8) at cseventq.cpp:229
#22 0x0819211d in csDefaultRunLoop (r=0x847e9c8) at runloop.cpp:82
#23 0x081371c5 in main (argc=2, argv=0xbfbeb524) at psengine.cpp:2106
Didn\'t wanna poke with the code right now. Gonna wait for the next release and play the binary so long.
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The CoreAnimation crash is fixed in the latest release. ;)