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Messages - nelliott

Pages: [1] 2
1
Technical Help: Problems BEFORE entering the game /
« on: March 12, 2005, 10:08:07 pm »
Have you tried changing the sound options in the setup?  I had this problem when I started, and had to mess with the settings to get it to run without crashing.

2
Technical Help: Problems BEFORE entering the game /
« on: March 12, 2005, 04:58:59 am »
I fixed it!!!  I ran psclient again and logged all the output, there are more errors, see this one in particular:

  Failed to load image list \'/planeshift/data/gui/releaselist.xml\'

I copied the releaselist.xml from the linux binary directory, and this fixed  the problem.  Apparently the instructions on Laanx instructing us to use this file don\'t apply in this situation.

3
Technical Help: Problems BEFORE entering the game /
« on: March 11, 2005, 09:54:52 am »
I ran the updater (edited to only download the art files) and it downloaded a ton of art.  I re-ran the updater again, just to be sure it didn\'t miss anything the first time.

Would the little check boxes and the mouse cursor be considered \"art\"??

4
Technical Help: Problems BEFORE entering the game /
« on: March 11, 2005, 06:42:22 am »
If your experience with SiS ends up being anything like my past ones, you\'re just out of luck.  I did find this page that might be of some assistance:

http://www.winischhofer.at/linuxsisvga.shtml

5
I have the Linux binary of PS installed and working OK - no opengl issues or severe errors, it just runs choppier than if I boot the exact same PC into Windoze and use the win client.

So I wanted to build from CVS to see if it would help things at all.  I followed the instructions on laanx:  cal3d, CS, cel, then PS.

cal3d, CS and cel all build fine.  I can run the CS walktest and it looks beautiful and running around the little demo room is very smooth.

PS builds fine, with a few warnings:
---------------------------------------------------------
src/common/paws/pawsmanager.cpp: In member function `int PAWSData::GetInt()\':
src/common/paws/pawsmanager.cpp:928: warning: converting to `int\' from `float\'
src/common/paws/pawsobjectview.cpp: In constructor `pawsObjectView::pawsObjectView(PawsManager*)\':
src/common/paws/pawsobjectview.cpp:41: warning: converting to `int\' from `float\'
src/server/combatmanager.cpp: In member function `void psCombatManager::ApplyCombatEvent(psCombatGameEvent*, int)\':
src/server/combatmanager.cpp:534: warning: passing negative value `-0x000000001\' for converting 8 of `psCombatEventMessage::psCombatEventMessage(ui
nt32_t, int, uint32_t, uint32_t, int, float, csStringID, csStringID)\'
src/server/combatmanager.cpp:553: warning: passing negative value `-0x000000001\' for converting 8 of `psCombatEventMessage::psCombatEventMessage(ui
nt32_t, int, uint32_t, uint32_t, int, float, csStringID, csStringID)\'
src/server/combatmanager.cpp:572: warning: passing negative value `-0x000000001\' for converting 8 of `psCombatEventMessage::psCombatEventMessage(ui
nt32_t, int, uint32_t, uint32_t, int, float, csStringID, csStringID)\'
src/server/combatmanager.cpp: In member function `void psCombatManager::HandleDeathEvent(MsgEntry*)\':
src/server/combatmanager.cpp:764: warning: passing negative value `-0x000000001\' for converting 7 of `psCombatEventMessage::psCombatEventMessage(ui
nt32_t, int, uint32_t, uint32_t, int, float, csStringID, csStringID)\'
./src/common/net/netbase.h:174: warning: inline function `int NetBase::SendTo(sockaddr_in*, const void*, unsigned int)\' used but never defined
src/server/bulkobjects/pscharacter.cpp: In member function `unsigned int StatSet::GetStat(PSITEMSTATS_STAT, bool)\':
src/server/bulkobjects/pscharacter.cpp:3220: warning: comparison is always false due to limited range of data type
src/server/bulkobjects/pscharacter.cpp: In member function `void StatSet::BuffStat(PSITEMSTATS_STAT, int)\':
src/server/bulkobjects/pscharacter.cpp:3231: warning: comparison is always false due to limited range of data type
src/server/bulkobjects/pscharacter.cpp: In member function `void StatSet::SetStat(PSITEMSTATS_STAT, unsigned int)\':
src/server/bulkobjects/pscharacter.cpp:3245: warning: comparison is always false due to limited range of data type
src/server/bulkobjects/pscharacter.cpp: In member function `void StatSet::AddToStat(PSITEMSTATS_STAT, unsigned int)\':
src/server/bulkobjects/pscharacter.cpp:3256: warning: comparison is always false due to limited range of data type
src/server/bulkobjects/psraceinfo.cpp: In member function `float psRaceInfo::GetBaseAttribute(PSITEMSTATS_STAT)\':
src/server/bulkobjects/psraceinfo.cpp:150: warning: comparison is always false due to limited range of data type
src/server/bulkobjects/psraceinfo.cpp: In member function `void psRaceInfo::SetBaseAttribute(PSITEMSTATS_STAT, float)\':
src/server/bulkobjects/psraceinfo.cpp:158: warning: comparison is always false due to limited range of data type
------------------------------------------------------------
None of these seemed like critical errors to me, but I consider myself still very green linux-wise.

My problem:  When I run pssetup or psclient  the graphics are missing.

pssetup loads, and I can see all of the text, but there are no \"check boxes\" and the mouse cursor disappears when I move my mouse into the window.

psclient behaves simliarily - the loading bar progresses along the bottom of a dark screen.  Once I get to the login screen I can see text on a black background.  Agian no mouse.

psclient spits out some possibly usefull stuff:

--------------------------------
WARNING: could not load plugin \'crystalspace.sound.render.openal\'
NOTIFY: Could not get sound driver
NOTIFY: Could not get model converter
NOTIFY: Could not get model crossbuilder
---------------------------------
and later...
---------------------------------
  Failed to load image list \'/planeshift/data/gui/releaselist.xml\'
Couldn\'t create Resource \'sound.standardButtonClick\'
Couldn\'t create Resource \'gui.toolbar\'
Couldn\'t create Resource \'gui.cancel\'
Couldn\'t create Resource \'gui.ok\'
Couldn\'t create Resource \'gui.scrolldown\'
Couldn\'t create Resource \'gui.scrollup\'
Couldn\'t create Resource \'gui.shortcut\'
Couldn\'t create Resource \'gui.quit\'
LoadAttributes
:
  GUI image \'Splash Background\' not found.
  GUI image \'YesNo\' not found.
  GUI image \'YesNo\' not found.
----------------------

Any ideas?  I\'ve re-run configure and jam for CS, cel and PS looking for any other errors, but can\'t find any...

Thanks.

6
Technical Help: IN GAME bugs (after loading world) /
« on: March 10, 2005, 12:00:44 pm »
This problem is only with my CVS build, the downloaded binary version renders properly.  I\'ve been trying to roll my own to see if it helps with a stuttering problem I\'ve been having.

7
Technical Help: IN GAME bugs (after loading world) /
« on: March 10, 2005, 06:51:08 am »
In reference to the Oja road bug:  It won\'t be hard to find - just try to go to Ojaveda with a windows client, you won\'t make it.  =)

One thing I thought might be helpful is that I tried logging in with my Linux client, and ran down the road and up to the top of the hill (there used to be some Tefusang here) and exited the game.  I then tried logging in under the Windows client and immediately fell to my death \"under\" the ground.  

Hope that provides some measure of help.

8
Technical Help: IN GAME bugs (after loading world) /
« on: March 10, 2005, 04:57:08 am »
psclient shows the progress bar - no graphics, no mouse cursor.  When it gets to the login screen I can see the text, but still no graphics and no mouse cursor.

I feel like I must have missed some small error in the build process...?  Since \'walktest\' works, it seems to suggest CS is ok??

9
Technical Help: IN GAME bugs (after loading world) /
« on: March 10, 2005, 04:11:55 am »
OK disregard that last post - that didn\'t fix it.  I had a few odd messages when I ran \'walktest\' - it fixed those problems...but not the PS probs.

I have libjpeg-devel installed as well, fwiw.  I don\'t see any weird error messages...I\'m stumped.   When I run pssetup there are no check boxes, and the mouse point is gone.

I still suspect that the \"DISTANCE\" function in the linux client is not fully functional or maybe bugged.  I\'ll keep messing with it and report results.

Thanks...

10
Technical Help: IN GAME bugs (after loading world) /
« on: March 10, 2005, 12:16:03 am »
I installed curl and curl-devel, re-checked out, rebuilt - I have an updater now.  I then saw the message about the updater being broken - modified the updater definition file and reuilt the updater.  Everything updated fine, but I have a new wierd problem:  There are no textures.  If I run the pssetup program, I can see the text, but not the check-boxes or background images.  I poked around for a while and found out about the \"walktest\" function in CS so I went to my CS directory and did \"walktest -relight -nologo -mode=800x600\" everything rendered beautifully and running around in the test world was very smooth.

So I\'m lost again.  =P  I guess this thread has taken a turn in topic too... not sure what should be done about that.

Thanks for your help... if you have any ideas about the no texture thing, it would be great!

---EDIT---
Missing libpng-devel.  DOH!!
----EDIT #2 ----
I was wrong, this didn\'t fix anything...bad assumption on my part from looking at some error meesages.

11
Technical Help: IN GAME bugs (after loading world) /
« on: March 09, 2005, 06:27:49 am »
OK... I was wondering this after my last post:

If I\'m going to \"roll-my-own\" from CVS, then I probably need to re-checkout and re-build when updates come out, and just use the updater for art, correct?

Thanks for the tip on curl - I\'ll retrace my steps.

12
Technical Help: IN GAME bugs (after loading world) /
« on: March 08, 2005, 09:27:10 pm »
I tried building CS from CVS using the slackware guide as reference.  Everything seemed to build fine, but it didn\'t build the updater binary...?  So, I downloaded the updater from mortalsaviour.de, it downloaded some updated binaries but got a crystalspace.kernel.vfs error when it tried to download the art files.

I searched the forum archives and saw some mentions of this error in conjuction with what looked like complete build failures, but nothing that looked like my problem.  I was a bit rushed when I did all this, so I\'ll step through it again when I have a little more time.

Any ideas what I might have done wrong?  I feel sure I had the environment variables (CRYSTAL, CEL, CSCONFPATH) all set properly.

Thanks

13
Technical Help: IN GAME bugs (after loading world) /
« on: March 08, 2005, 06:14:42 am »
The system I am on right now is:

900MHz AMD
GeForce4 MX440 (128M) w/ NVidia 6111 drivers  (The 6629 drivers don\'t work with many MX series cards...)
Mandrake 10.1 (2.6.8.1-24mdk kernel)
640M RAM  
EXT3 Filesystem
I don\'t have any custom kernel patches, and I\'ve disabled pretty much all non-critical services.

From \'top\' right after booting into X:

Mem:    645988k total,   124244k used,   521744k free,     9048k buffers
Swap:  1020116k total,        0k used,  1020116k free,    53324k cached

Window Manager is XFCE 4.2
With the desktop @ 1280x960 glxgears shows a pathetic 220FPS, but if I set the desktop to 1024x768 I get a slightly less embarassing 949FPS.  I\'ve wondered if this has anything at all to do with PS, and have tried running the game both in full-screen and windowed mode with no changes.  I\'m wondering as I type this if I\'ve tried running it with the desktop @ 1024x768, I\'ll make sure and try that this evening.

I\'m running PS @ 800x600, 32bit, Vertex Buffer Object OFF

---Update---
After spending a little time paying attention to testing rather than playing the game, it looks to me like the issue may be linked to the \"distance\" function in the camera section??  Two observations:

    1) The game seems to be ignoring the manual setting and picking it\'s own settings.  I had it set to 30, but I could see everything in the plaza, the towers around it, the temple, everything.
    2) The choppy bug seems to surface if I adjust the distance setting while playing.  Adjusting the setting while playing DOES cause changes in the rendering.

I\'ll pay closer attention to this in the next day or two and post results.

14
Technical Help: IN GAME bugs (after loading world) /
« on: March 08, 2005, 01:19:53 am »
I wonder if it could be related to video memory, rather than system RAM?  Hmm...

Well, I\'m sure the dev\'s have bigger fish to fry right now anyways.

15
Technical Help: IN GAME bugs (after loading world) /
« on: March 07, 2005, 05:38:15 pm »
Interesting - One of my systems has 1G, the other has 640M - both have moderately slow processors (1.4GHz and 900MHz)...both run fine for the first 15 minutes or so.

What processor and video card do you have with that setup?

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