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Messages - behemoth

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1
General Discussion /
« on: December 28, 2004, 06:52:10 pm »
Quote
Originally posted by whemyfield
Quote
Originally posted by behemoth
I think it would be a lot more popular if we had a linux client.

There already is a linux version. If you know anything about the OS you using you should know that you can go get the old cvs, use the updater and then get the rest of the important files from the windows version. I don\'t know anything about how to do it, but you are a linux user, and if you going to use the OS you might as well know how to use it correctly.

But indeed this game would be more popular if there was a linux version out. The real question is \"Do we want PS to be more popular?\" The steady stream of newbies and annoying questions and rude comments (I\'m looking at you seytra) has gotten everyone a little tired. Just wait for further information, you can\'t expect this game to be a gem after the 4th day of release.


Maybe you should learn something about linux before questioning my competence. I\'ll refer you to my post here:
http://www.planeshift3d.com/wbboard/thread.php?threadid=11994&boardid=13&styleid=3&sid=a9026e3bc4e220ebcce5a2e765df5eaa&page=4

There *is* linux source code out there, which you can try to compile. There *is not* currently a binary linux client as there is for windows. The developers say they are working on such client now. But I\'m a bit peeved that the windows client was released first, esp. when much of the development was done in linux, and this is an open-source project.

Compiling from source can be very very complicated, and it varies alot by the type of system you have. In my case, I compiled and am getting inexplicable freeze-ups and error messages. No one has so far been able to help me with this.

2
General Discussion /
« on: December 27, 2004, 08:20:08 pm »
I think it would be a lot more popular if we had a linux client.

3
General Discussion / intro screen freezes
« on: December 27, 2004, 05:46:04 pm »
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?

4
General Discussion /
« on: December 27, 2004, 05:19:56 am »
Quote
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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