Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Beheaded

Pages: [1]
1
Linux Specific Issues / Re: PsClient not loading
« on: August 12, 2008, 07:52:50 pm »
Either the trunk on sourceforge is seriously screwed. Or somehow miraculously they implemented some sort of other entity/zone (aka Sector in CS terms) manager that uses the name CEL.

Code: [Select]
bool psCelClient::Initialize(iObjectRegistry* object_reg,
        MsgHandler* newmsghandler,
        ZoneHandler *zonehndlr)
{
    this->object_reg = object_reg;
    entityLabels = new psEntityLabels();
    entityLabels->Initialize(object_reg, this);

    shadowManager = new psShadowManager();
   
    vfs =  csQueryRegistry<iVFS> (object_reg);
    if (!vfs)
    {
        return false;
    }       

    zonehandler = zonehndlr;

    msghandler = newmsghandler;
    msghandler->Subscribe( this, MSGTYPE_CELPERSIST);
    msghandler->Subscribe( this, MSGTYPE_PERSIST_WORLD );
    msghandler->Subscribe( this, MSGTYPE_PERSIST_ACTOR );
    msghandler->Subscribe( this, MSGTYPE_PERSIST_ITEM );
    msghandler->Subscribe( this, MSGTYPE_PERSIST_ACTIONLOCATION );
    msghandler->Subscribe( this, MSGTYPE_REMOVE_OBJECT );
    msghandler->Subscribe( this, MSGTYPE_NAMECHANGE );
    msghandler->Subscribe( this, MSGTYPE_GUILDCHANGE );
    msghandler->Subscribe( this, MSGTYPE_GROUPCHANGE );
    msghandler->Subscribe( this, MSGTYPE_STATS );
                           
    clientdr = new psClientDR;
    if (!clientdr->Initialize(object_reg, this, msghandler ))
    {
        delete clientdr;
        clientdr = NULL;
        return false;
    }

CEL is what handles 90% of the functionality of PS... CS is just the rendering engine...

That is unless your including the CEL libraries and using its functions for no general purpose what so ever O_O

And btw...
Code: [Select]
void psClientDR::HandleStatsUpdate( MsgEntry* me )
{
    psStatDRMessage statdrmsg(me);
    GEMClientActor* gemObject  = (GEMClientActor*)psengine->GetCelClient()->FindObject( statdrmsg.entityid );
    if (!gemObject)
    {
        Error2("Stat request failed because CelClient not ready for %d",statdrmsg.entityid);
        return;
    }
Its calling a DR because something got corrupted (most likely a map file since i was getting the same sort of message when i was making maps for PS a while back).

2
Linux Specific Issues / Re: PsClient not loading
« on: August 12, 2008, 06:51:57 pm »
example: minor updates can sometimes screw with permissions in a f'ed up sort of way. so for example if they ran the updater as sudo and it installs the files yet they run PS as a normal user, PS will fail to load the file simply because it was denied permission to it.

Rough example, but happens to the best of us in the programming/scripting world. A previous fix was posted (uninstalling and reinstalling), have you tried this yet?

Also Winblows doesnt use virtual memory, is uses a page file. And (atleast last time i did anything with memory allocation with windows) the page file handles the low priority memory hooks and puts the more active ones in memory.

Either way, the error definately does not sound like a memory issue. "Stat request failed because CelClient not ready for 17       625" sounds like either a)The server is sending OOS packets and doesnt do sanity checking, or b)the CS engine isnt doing something that Cel wants.

All in all, just try reinstalling. Ill look into the Cel fault code later (i need to redownload CS and Cel for my personal project anyways >_<)


3
Linux Specific Issues / Re: Really Laggy Graphics
« on: August 12, 2008, 06:42:42 pm »
Do you play wow in windows and have ubuntu dual booting? or are you using wine//cedega to run it?

Sounds like you dont have the proprietary drivers installed. to test this open up a terminal and use glxinfo and post that here.

4
Development Deliberation / Re: Level Creation problem
« on: April 14, 2008, 03:40:11 pm »
OK still no go, compiled the CS client with the lighter2 tool on windows and converted my maps on it. But I still get nothing inside the planeshift client. Still at a loss here still. Can a level designer please post there pipeline they use to make maps? And what basic options they would use when exporting.

5
Development Deliberation / Re: Level Creation problem
« on: April 14, 2008, 04:27:26 am »
ok after talking with the devs apparently your not supposed to use the -relight function ni the client OR use walktest to light the map, your supposed to use the lighter2 tool thats in the crystalspace toolset to light it. After trying to use it though i get a seg fault when its trying to create the lightmaps due to not finding the library files (which i have set in my PATH variable). Gonna try it out on my windows box and see if that version is a bit more stable.

6
Development Deliberation / Level Creation problem
« on: April 13, 2008, 11:15:49 am »
Alright, ive got the server running, i can export b2cs levels out just fine, and when i test it out on walktest (the CS mini engine) the level works fine. Now when i load it in (i have the private server up and running) i get just a black level. Ive matched the XML to other world files and it seems to be the same.
The client error i get is:
Code: [Select]
PSLoader: step 3: success
    8926) <src/common/util/psxmlparser.cpp:282 ParseFile>
    8926) Could not find file: /planeshift/world/room1/sound.xml
  PSLoader: step 4: success
Map room1 loaded successfully in 43ms
    9441) <src/client/psclientdr.cpp:250 HandleStatsUpdate>
    9441) Stat request failed because CelClient not ready for 10000
    9441) <src/client/psclientdr.cpp:250 HandleStatsUpdate>
    9441) Stat request failed because CelClient not ready for 10000
  PSLoader: step 5: success
    9576) <src/common/paws/pawsborder.cpp:60 UseBorder>
    9576) Invalid dimensions on border drawable: >UpperLeftMap<
  PSLoader: step 6: success

and heres the level XML:
Code: [Select]
<?xml version='1.0' encoding='UTF-8'?>
<world>
    <variables>

        <variable name="lightning reset">

            <color red="0" green="0" blue="0" />

        </variable>

        <variable name="LodM" value="-0.00666667" />

        <variable name="LodA" value="1.33333" />

    </variables>
  <plugins>
    <plugin name='genmesh'>crystalspace.mesh.loader.genmesh</plugin>
    <plugin name='genmeshfact'>crystalspace.mesh.loader.factory.genmesh</plugin>
  </plugins>
  <shaders/>
  <textures>
    <texture name='texture.png'>
      <file>textures/texture.png</file>
    </texture>
  </textures>
  <materials>
    <material name='Material'>
      <texture>texture.png</texture>
    </material>
  </materials>
  <sounds/>
  <settings>
    <clearscreen>yes</clearscreen>
    <clearzbuf>yes</clearzbuf>
  </settings>
  <library>factories/Cube</library>
  <triggers/>
  <sector name='room1'>
    <cullerp plugin='crystalspace.culling.frustvis'/>
    <meshobj name='Cube'>
      <plugin>genmesh</plugin>
      <params>
        <factory>Cube</factory>
      </params>
      <zuse/>
      <move>
        <v y='0' x='14.5872' z='0'/>
      </move>
    </meshobj>
    <light name='Lamproom1'>
      <attenuation>linear</attenuation>
      <center y='-11.0394' x='4.0762' z='1.0055'/>
      <color blue='1.0' green='1.0' red='1.0'/>
      <radius>100</radius>
    </light>
  </sector>
  <sequences/>
  <start name='Camera01'>
    <sector>room1</sector>
    <position y='-6.7668' x='7.4811' z='-6.5076'/>
  </start>
</world>

I even run the client with -relight and it still wont give me an inkling of a lighted level. any thoughts?

Pages: [1]