PlaneShift
Support => Technical Help: Problems BEFORE entering the game => Topic started by: Daimoni on April 15, 2003, 09:55:56 am
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I\'m trying to run Linux client; character creation goes fine, but when
clicking upload on char creation or trying to connect
game crashes with error:
Load TYPE plugin crystalspace.mesh.object.emit
WARNING! Object \'_p_laanx_entrance2hydlaa_plaza\' is not closed!
./psclient: line 6: 16981 Segmentation fault ./psclient-bin
bash-2.05b$
Is this a known bug or does anybody know fix for it?
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It does not happen on my computer. Since the release is new, I guess it is our first bug :)
Can you give me more details about your Computer/OS please ?
Also did you try to run the game in software mode? OpenGL mode ?
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OpenGL mode, char creation goes fine, until connecting...
os is Mandrake 9.1,
machine is 750duron with 384mb ram & Geforce2 mx.
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oh yeah, software mode doesn\'t work either, tested it too
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Can you try Software mode ?
Also you may try different resolutions... start with 640*480.
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hmm okay.
I guess we have our first bug X(
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lets say too that md5sum was correct ;-)
chmods are correct, i\'ve turned firewall off too,
just crashes when connecting :( i\'ve tried
softwaremode through etc... and yes, i do have opengl working.
i have latest drivers from nvidia etc.
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I heard some people had their client crash at connect when it could not connect to the server... We need to determine if it\'s the same bug or not.
Which servers did you try to connect to?
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i tried:
planeshift.fragnetics.com
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oh yeah, i also tried removing updaterregistry and rerunning ./updater.
no help :(
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okay... so far, there is not any problem with it...
Now I am wondering if I should build PS from sources on your computer. WOuld you mind creating me an account on your computer so that I could build PS there and see if it\'s still crashing ?
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unfortunatly not really possible, i\'m behind nat... ssh connections work only to my server. but i\'ll try compiling source.
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just throw me a link to correct source package :) or shall i try cvs one?
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you can try CVS... but don\'t use the HEAD branch!!! it\'s including next release functions and could create troubles...
use the MB branch...
Also you will need Crystal Space and CEL...
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ooh yeah, just came to my mind....
could this be glibc-related bug? since mandrake 9.1 is using
new glibc with posix threads on, just like red hat 9... some apps
like wine (got fixed already tho) and winex won\'t work with
new glibc...
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Good question... So far, the problem will cause a dynamic linking problem when you launch the program using the wrong version of glibc. I mean that \'I\' have never seen seen any seg fault (yet) but error while loading libs or errors at linking.
The game is not crashing on my comp, the one from which I compiled the package and is running 2.3.2
Anyway, you won\'t loose anything if you try to compile it by yourself :)
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yeah, i\'m compiling cvs stuff at the moment... will let you know then.
glibc problems are pretty annoying... slackware for example
does not have threads on with 2.3.2 glibc, tho mandrake and
redhat has...
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Yes I know about that. But anyway, all distribs will have to use it at end...
I waiting for news from you now... call me when you got everything compiled.
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got it compiled... now, gotta just download art data...
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it can be done easily... from my package.. just get the files you need there.
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yeah well.. with CVS version fullscreen worked...
but still crashes after \"inizialing the world..\"
with error:
CEL is searching for meshfact \'maleylian\'...Found
cel.persist.classic: Adding PC \'pcmesh\' to Entity \'Jayose\'
./planeshift: line 5: 28651 Segmentation fault ./psclient
bash-2.05b$
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Did you download the HEAD CVS Branch or the or the MB Branch ?
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well... this one:
cvs -z3 -d:pserver:anonymous@cvs.sourceforge.net:/cvsroot/planeshift co -rMB planeshift
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okay it should be the good one. Now I wonder if this bug is Linux only...
you know a bit of debuggers?
you could recompile everything in debug mode, in order to analyse the core file and see where it did crash...
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yea well, not much, i write perl only .. ;-)
but you mean ./configure --enable-debug ?
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yes, usually that\'s enough :)
you will need the gnu debugger then (gdb) in order to analyse the core file. or send me the core file by mail; dash@ionblast.net
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ookay, will do that
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Just a note in between, I\'m trying to compile from CVS at the moment. I found out what went wrong last time, old cel version....
I\'ll keep you posted.
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Okay :)
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Atanor, I get a nice error when trying to compile PS from CVS, mind if I mail it to you?
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no problem, but you can put here if you want...
Anyway I am preparing a source package with good snapshots of PS/CEL and CS...
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After compiling with --enable-debug it won\'t even start...
crashes with error:
WARNING: could not load plugin \'planeshift.gui.dialogmanager\'
crystalspace.canvas.glx2d: Opening GLX2D
crystalspace.canvas.glx2d: Creating Context
crystalspace.canvas.glx2d: Video driver GL/X version (direct renderer)
crystalspace.canvas.glx2d: Visual ID: 21, 24bit TrueColorn
crystalspace.canvas.glx2d: Frame buffer: 32bit
crystalspace.canvas.glx2d: R8:G8:B8:A0,
crystalspace.canvas.glx2d: level 0, double buffered
crystalspace.canvas.glx2d: Depth buffer: 24bit
Entering fullscreen: win 800, 600 to fs_mode 800, 600
crystalspace.window.x.extf86vm: FULL SCREEN: 800, 600
crystalspace.canvas.openglcommon: OpenGL renderer: GeForce2 MX/AGP/3DNOW! (vendor: NVIDIA Corporation) version 1.4.0 NVIDIA 43.49
crystalspace.canvas.openglcommon: Using full screen mode at resolution 800x600.
crystalspace.graphics3d.opengl: read config for \'nvGeforce\' from /config/glnvgf.cfg
crystalspace.graphics3d.opengl: Optional Clipping: SNP
crystalspace.graphics3d.opengl: Required Clipping: SP0
crystalspace.graphics3d.opengl: Outer Clipping: ZPS
crystalspace.graphics3d.opengl: ... using GL_ARB_multitexture
crystalspace.graphics3d.opengl: Using multitexture extension with 2 texture units
crystalspace.graphics3d.opengl: ... using GL_ARB_texture_compression
crystalspace.graphics3d.opengl: ... using GL_ARB_texture_env_combine
crystalspace.graphics3d.opengl: ... using GL_ARB_texture_env_dot3
crystalspace.graphics3d.opengl: ... using GL_ARB_vertex_program
crystalspace.graphics3d.opengl: ... not using GL_EXT_texture_env_combine
crystalspace.graphics3d.opengl: ... not using GL_EXT_texture_env_dot3
crystalspace.graphics3d.opengl: ... using GL_EXT_texture_filter_anisotropic
crystalspace.graphics3d.opengl: ... not using GL_NV_vertex_array_range
crystalspace.graphics3d.opengl: ... using GL_NV_vertex_program
crystalspace.graphics3d.opengl: ... using GL_SGIS_generate_mipmap
crystalspace.graphics3d.opengl: Maximum texture size is 2048x2048
crystalspace.graphics3d.opengl: Super lightmaps: max_size=256x256 num=1 16 64 64
crystalspace.sound.software: Software Sound Renderer selected
crystalspace.sound.oss: SoundDriver OSS selected
crystalspace.sound.software: Playing 44100 Hz, 16 bits, Stereo
crystalspace.sound.software: Volume: 1
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Mounting maps: dungeon hydlaa podium temple tower.
planeshift.application.client: Planeshift Molecular Blue
planeshift.application.client: This game uses Crystal Space Engine created by Jorrit and others
planeshift.application.client: 0.97 rdev [Unix-x86-GCC]
crystalspace.font.freefont2: Could not open fontfile /fonts/ttf/arial.ttf!
loading definitions file /planeshift/gui/psgui.def...
load successful (0 windows, 1 skins loaded.)
aws-debug: setting up global AWS palette...
aws-debug: finished palette setup.
planeshift.application.client: No iDialogManager plugin!
planeshift.application.client: Failed to init app!
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Originally posted by Atanor
no problem, but you can put here if you want...
Anyway I am preparing a source package with good snapshots of PS/CEL and CS...
Howdy Atanor,
Any word on this yet? :) I\'m getting the -exact- same message
the original poster was getting.
Specs:
Mandrake 9.1
AMD 1.4 T-Bird
512M DDR
ATI Radeon 7000
I\'m able to run the gear test program fine. Things such as TuxRacer/Stellarium all run fine. So it\'s not a problem with the
video I don\'t believe. I would also be able to set you up with
access to my box if you need a place to compile/test this.
I\'m not too sure how you can test something like this, but any
instructions you can send me I can sure set up for you. Let me
know if\'n your interested and I\'ll set you up ASAP.
Jubelo
*Going mad trying to get this working*
akrios@hotmail.com
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Originally posted by Jubelo
Any word on this yet? :) I\'m getting the -exact- same message
the original poster was getting.
Me too. Debian Sarge. Binary 006 was working. If I compilePS by
myself from CVS it will not run. It just complains about missing iDialogManager. The new Binary is not working on my System,
as described in http://www.planeshift3d.com/forum/thread.php?threadid=3321&boardid=17&styleid=2
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hey folks,
to all those compiling from cvs and getting error messages about cel/cs or missing plugins (like \"No iDialogManager plugin!\")
I\'ve had that problem, too, but the solution is (or at least was for me) to copy the cs-config script from the crystals source directory (after you compiled crystalspace) to the cel dir and compile cel again (it should also work if you copy cs-config to the cel dir at the beginning and build cel only once...;))
Well its described in the cel readme I guess, but since there was a recent post about such problems I just posted it here...
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Originally posted by Kundalf
I\'ve had that problem, too, but the solution is (or at least was for me) to copy the cs-config script from the crystals source directory (after you compiled crystalspace) to the cel dir and compile cel again (it should also work if you copy cs-config to the cel dir at the beginning and build cel only once...;))
Well its described in the cel readme I guess, but since there was a recent post about such problems I just posted it here...
I already tried that one. No success here.
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yeah, i am also getting this message and i am running mandrake 10
Load TYPE plugin crystalspace.mesh.object.emit
WARNING! Object \'_p_laanx_entrance2hydlaa_plaza\' is not closed!
./psclient: line 6: 2518 Segmentation fault ./psclient-bin
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I\'m sorry guys but you really screwed up here! I\'ve read the forum and there are a lot of people here experiencing problems with the same bug on different linux flavours on different boxes.
You really need to fix this and don\'t tell us to compile it ourselves. That\'s the worst excuse I\'ve heard. Just because you can you shouldn\'t have to compile every piece of software on your box! I\'m actually dissapointed.
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1. The MB release is very old now (almost 2 years) and the next one will be out soon. The devs are working hard on it and what\'s the point in maintaining old code that\'s far away from the current?
2. If you want something working out of the box, stick with windows. You should be used to compile something if you are a linux user, and it\'s not that hard, just follow the guide floating around.
3. Who cares about you complaining?
If you expected a better answer you should have written your post in a better way.