PlaneShift
Support => Linux Specific Issues => Topic started by: ProzacR on January 13, 2011, 08:56:52 pm
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$ ./psclient.bin
bash: ./psclient.bin: /lib/ld-linux-x86-64.so.2: bad ELF interpreter: No such file or directory
glibc-2.12.90-21.x86_64
?
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as you recognized - to run it from console you should run psclient, not psclient.bin directly.
psclient is a little shell script that'll add the lib dir to LD_LIBRARY_PATH for the client, so it can actually find the required libs.
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I tired too:
$ ./psclient
./psclient: /home/vytautas/Downloads/PS/PlaneShift/psclient.bin: /lib/ld-linux-x86-64.so.2: bad ELF interpreter: No such file or directory
./psclient: line 5: /home/vytautas/Downloads/PS/PlaneShift/psclient.bin: Success
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have you tried this?
http://www.hydlaaplaza.com/smf/index.php?topic=37455.0
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I do not want to try:
$ ln -s /lib64/ld-linux-x86-64.so.2 /lib/ld-linux-x86-64.so.2
Because I have both files and not sure what will happen then. it is ok?
I use Fedora 14.
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What's your output of
uname -a
Did you mix 32 bit and 64 bit by chance?
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64 bit I have. But yes I installed some 32bit stuff.
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I do not want to try:
$ ln -s /lib64/ld-linux-x86-64.so.2 /lib/ld-linux-x86-64.so.2
Because I have both files and not sure what will happen then. it is ok?
I use Fedora 14.
there won't happen anything bad if you do that.
Fedora (or RHEL in general) keeps ld-linux-x86-64.so.2 only in /lib64 while many system also have that symlink in /lib.
(note that you don't have that file in /lib, yet, there's only ld-linux-x86.so.2 (note the missing -64))
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Ahh ty for explanation. I linked and started game. \\o//
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Now lag on quard core CPU and GF9800GTX. Maybe I should disable weather?
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check the load on the single core ps isn't a multithreaded game so quad core will mean almost nothing.
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So maybe GF9800GTX means something? Or this game requires 1Gb video card?
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check the load on the single core ps isn't a multithreaded game so quad core will mean almost nothing.
That's unexpected. Given that most modern CPUs are multicore, are you planning to change that? Or game engine parallelism is intended to be delegated only to GPU cores?
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converting an application to multithreading is not easy to do and requires a lot of rework (even though the most expensive procedures are in cs not in ps)
bgloader is still giving a lot of issues and it's the only multithreaded part. i'd suggest anyway to have at least 2ghz in a core as minimum if you want 60fps in most places. if you want 60fps in all places i'd go even with 3ghz+.
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Does it still mostly depend on GPU? Fermi based cards are pretty powerful.
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cs is cpu bound. gpu use on a 8600M GT is around 25% (check nvidia-smi -a)
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And Crystal Space itself is not designed to utilize multithreading at full potential?
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it's being worked on but nothing which was done earlier than 5 years ago is designed for multithreading