PlaneShift

Support => Technical Help: Problems BEFORE entering the game => Topic started by: Bau on September 23, 2003, 11:44:50 pm

Title: Seg Fault everytime as entering world [RH 9 Linux]
Post by: Bau on September 23, 2003, 11:44:50 pm
Everytime I attempt to connect to the world, I am hit with a Segmentation Fault right as I\'m entering the world, I\'m not exactly sure how libraries work under linux so if I need to re-install anything I\'ll need a quick explanation on how to uninstall (if not don\'t worry about it ;) )

This is a \"small\" snippit of the output created in my xterm, Any suggestions would be appreciated, I have to cut out some text due to post limits but let me know if any other information is needed, and I\'ll provide it


------------Begin Snippet------------
.....


cel.persist.classic: Adding PC \'pccharacterdata\' to Entity \'Sease\'
cel.persist.classic: Adding PC \'pcproximitylist\' to Entity \'Sease\'
cel.persist.classic:   Reading entity 31 (\'proxis\')...

CEL is searching for meshfact \'kran\'...Found
cel.persist.classic: Adding PC \'pcmesh\' to Entity \'proxis\'
Initializing CD... InitCD: OK!
cel.persist.classic: Adding PC \'pclinearmovement\' to Entity \'proxis\'
crystalspace.maploader.parse.image: Could not open image file \'/this/art/textures/races/nkran/1.png\' on VFS!
Could not load image /this/art/textures/races/nkran/1.png in psTextureFactory!
Could not get base image in CreateTextureImage.
CustomizeTexture: Could not create custom texture for .

cel.persist.classic: Adding PC \'pccharacterdata\' to Entity \'proxis\'
cel.persist.classic: Adding PC \'pcproximitylist\' to Entity \'proxis\'
cel.persist.classic:   Reading entity 67 (\'Luhta\')...

CEL is searching for meshfact \'maleylian\'...Found
cel.persist.classic: Adding PC \'pcmesh\' to Entity \'Luhta\'
Initializing CD... InitCD: OK!
cel.persist.classic: Adding PC \'pclinearmovement\' to Entity \'Luhta\'
crystalspace.maploader.parse.image: Could not open image file \'/this/art/textures/races/mylian/1.png\' on VFS!
Could not load image /this/art/textures/races/mylian/1.png in psTextureFactory!
Could not get base image in CreateTextureImage.
CustomizeTexture: Could not create custom texture for .

cel.persist.classic: Adding PC \'pccharacterdata\' to Entity \'Luhta\'
cel.persist.classic: Adding PC \'pcproximitylist\' to Entity \'Luhta\'
cel.persist.classic: Adding PC \'pcinventory\' to Entity \'actorlist\'
HandleMessage: Received Player list!

/home/mhollis/bin/pls: line 2:  5922 Segmentation fault      (core dumped) psclient -verbose
----------drop page-------------
Title:
Post by: Bau on September 23, 2003, 11:47:34 pm
Actually now that I mention it  where can I find that art thats supposed to be coppied from the windows version?
Title:
Post by: acraig on September 23, 2003, 11:53:40 pm
( assuming Molecular Blue build here )

http://prdownloads.sourceforge.net/planeshift/planeshift.tar.gz?download

replace the CVS art dir with this one:

tar -xvzf planeshift.tar.gz planeshift/art
Title:
Post by: Bau on September 24, 2003, 04:29:07 pm
That did the trick, I\'m in the world, now if I can figure out what I did wrong to make it freeze every few seconds for half a second I\'ll be good =)

Thanks for the quick reply
Title: similar
Post by: zabeal on September 26, 2003, 02:36:20 pm
I have a similar problem, I\'m using debian and I can run the pssetup and the charactor creation, but when I try and load the world it seg faults with thsi:

...
Load TYPE plugin crystalspace.mesh.object.emit
WARNING! Object \'_p_laanx_entrance2hydlaa_plaza\' is not closed!
./psclient: line 6: 19083 Segmentation fault      ./psclient-bin

II searched for debian and seg faults, and libc was blamed, but  Ijust apt-geted version 2.3.2-8 from unstable, so that should be a problem... I also tried complieing from source, but sndogg.so isn\'t made and other problems.

Also, there are a lot of errors saying:
crystalspace.graphic.image.io.jpeg: Not a JPEG file: starts with 0x89 0x50
what could that mean?
oh, and one last thing... aparently on this latest attempt, pssetup isn\'t saving the config, it was before....
Title:
Post by: Armisael on September 28, 2003, 08:41:18 am
I\'m getting the exact same probelm as zabeal, char creation goes fine, just can\'t load the world, with a segfault.  Same error even.  I got Planeshift from http://osdn.dl.sourceforge.net/sourceforge/planeshift/planeshift.tar.gz

Is there something I\'m missing...?
Title:
Post by: Fraggy on October 13, 2003, 01:25:30 am
First off, thanks to acraig for trying to help me out for getting the ebuild to work (found some other fix which I have explained in the gentoo forums at http://forums.gentoo.org/viewtopic.php?p=582264#582264 )

I don\'t believe my new problem is necessarily similar but it is yet still a segfault.  The game seems to be loading fine but just after it loads the Player List it starts getting a little funky with the crystalspace engine:

crystalspace.engine.warning: Couldn\'t load cached lighting for 2849 object(s):
crystalspace.engine.warning:     _s_walkway_017
crystalspace.engine.warning:     _s_walkway_01
crystalspace.engine.warning:     _s_floor
crystalspace.engine.warning:     _s_street_NEW_02
crystalspace.engine.warning:     ...
crystalspace.engine.warning: Use -relight cmd option to refresh lighting.
The time is now -17 o\'clock.
Light \'crystaljayose_inside\' was not found in lighting setup 17.
Disconnect Message! (\'Pyrator:23\')

Removing ACTOR: from world
Sector crossed.
ReadKeyBindings: Loading Key Bindings...
First Person Mode
GetCameraFirstPos: race (0.00, 1.72, 0.00)
        loading definitions file /planeshift/gui/player.def...
        load successful (1 windows, 0 skins loaded.)
        loading definitions file /planeshift/gui/interact.def...
        load successful (1 windows, 0 skins loaded.)
planeshift.application.client: PSLoader: step 4: success
        loading definitions file /planeshift/gui/comm.def...
        load successful (1 windows, 0 skins loaded.)
        loading definitions file /planeshift/gui/status.def...
        load successful (1 windows, 0 skins loaded.)
        loading definitions file /planeshift/gui/inventory.def...
        load successful (1 windows, 0 skins loaded.)
crystalspace.engine.warning: Lightmaps are not up to date (no \'lm_precalc_info\' found in cache).
crystalspace.engine.warning: Use -relight cmd option to calc lighting.
crystalspace.engine.warning: Couldn\'t load cached lighting for 1 object(s):
crystalspace.engine.warning:     stagewalls
crystalspace.engine.warning: Use -relight cmd option to refresh lighting.
CreateStage: Paper doll Room created
        loading definitions file /planeshift/gui/itemdescription.def...
        load successful (1 windows, 0 skins loaded.)
Segmentation fault

...and then promptly quits.  I\'m not much of a graphics coder myself so I\'m not sure what to really make of this.  acraig you out there? :P
Title:
Post by: Thephyrr on February 09, 2004, 09:14:06 pm
Sorry to bring this up again, but I segfault at exactly the same position. I compiled everything myself and have the newest artwork package from the website. Any suggestions ?

-----------

crystalspace.maploader.parse.image: Could not open image file \'/lib/std/stone4.gif\' on VFS!
crystalspace.maploader.parse.texture: Couldn\'t load image \'/lib/std/stone4.gif\', using checkerboard instead!
crystalspace.engine.warning: Lightmaps are not up to date (no \'lm_precalc_info\' found in cache).
crystalspace.engine.warning: Use -relight cmd option to calc lighting.
crystalspace.engine.warning: Couldn\'t load cached lighting for 1 object(s):
crystalspace.engine.warning:     stagewalls
crystalspace.engine.warning: Use -relight cmd option to refresh lighting.
CreateStage: Paper doll Room created
        loading definitions file /planeshift/gui/itemdescription.def...
        load successful (1 windows, 0 skins loaded.)
Segmentation fault
Title:
Post by: acraig on February 09, 2004, 09:45:01 pm
Make sure you compile in debug mode and try getting a stack trace.  \'Segmentation fault\' does not give me enough to figure this out.   But in reality it is probably not worth the time since the new release will be ( relatively ) soon and we will have a whole new batch of segfaults to deal with :)