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Messages - awalker

Pages: [1]
1
Never mind I think I got it. Strange, that never happen before, is it something new ?

2
Pops up then out, try reinstalling and repair but no go. Use to work fine before the new server went up.

Quote
anthony@debian:/opt/PlaneShift$ ./pslaunch
WARNING: could not load plugin 'crystalspace.syntax.loader.service.text'
ERROR: Couldn't load plugin with class 'crystalspace.syntax.loader.service.text'!
WARNING: failed to initialize plugin 'crystalspace.graphics3d.shadercompiler.xmlshader'
WARNING: failed to initialize plugin 'crystalspace.graphics3d.shadercompiler.weaver'
WARNING: could not load plugin 'crystalspace.syntax.loader.service.text'
ERROR: Couldn't load plugin with class 'crystalspace.syntax.loader.service.text'!
WARNING: failed to initialize plugin 'crystalspace.graphics3d.shadercompiler.xmlshader'
WARNING: could not load plugin 'crystalspace.level.loader'
WARNING: could not load plugin 'crystalspace.level.loader'
WARNING: Can not load default shader vars, no iSyntaxService available
Opening GLX2D
Checking for updates to the updater: Using mirror http://planeshift.clevertech.net/Updates/ for updaterinfo.xml
Creating Context
Video driver GL/X version (direct renderer)
Visual ID: 0x00000024, 24bit TrueColor
R8:G8:B8:A8,
level 0, double buffered
WARNING: could not load plugin 'crystalspace.syntax.loader.service.text'
ERROR: Couldn't load plugin with class 'crystalspace.syntax.loader.service.text'!
NOTIFY: Applied: NVidia: GENERATE_MIPMAPS does not generate last level
NOTIFY: OpenGL renderer: GeForce 6800/AGP/SSE/3DNOW! (vendor: NVIDIA Corporation) version 2.1.2 NVIDIA 195.36.08
NOTIFY: Using windowed mode at resolution 1024x768.
NOTIFY: Pixel format: Color: 24 Alpha: 8 Depth: 24 Stencil: 8 AccumColor: 48 AccumAlpha: 16 MultiSamples: 0
NOTIFY: Multisample: disabled
NOTIFY: Using VBO with 64 MB of VBO memory
Default shader /shader/std_lighting.xml not available
/shader/std_lighting_portal.xml: 'xmlshader' shader compiler not available
Default shader /shader/std_lighting_portal.xml not available
WARNING: could not load plugin 'crystalspace.renderloop.step.generic.type'
Failed to load plugin crystalspace.renderloop.step.generic.type; pandemonium will ensue.
WARNING: could not load plugin 'crystalspace.rendermanager.unshadowed'
No rendermanager set!
Mounting skin: /planeshift/art/pslaunch.zip
Texture Manager parsing /paws/launcher/imagelist.xml
Tue Jul 27 16:20:57 2010, <src/common/paws/pawsimagedrawable.cpp:66 PreparePixmap SEVERE>
Tue Jul 27 16:20:57 2010, Could not open image: >/paws/base/maps/leather/top_left_1.png<
Tue Jul 27 16:20:57 2010, <src/common/paws/pawsimagedrawable.cpp:66 PreparePixmap SEVERE>
Tue Jul 27 16:20:57 2010, Could not open image: >/paws/base/maps/leather/top_right_1.png<
Tue Jul 27 16:20:57 2010, <src/common/paws/pawsimagedrawable.cpp:66 PreparePixmap SEVERE>
Tue Jul 27 16:20:57 2010, Could not open image: >/paws/base/maps/leather/bottom_left_1.png<
Tue Jul 27 16:20:57 2010, <src/common/paws/pawsimagedrawable.cpp:66 PreparePixmap SEVERE>
Tue Jul 27 16:20:57 2010, Could not open image: >/paws/base/maps/leather/bottom_right_1.png<
Tue Jul 27 16:20:57 2010, <src/common/paws/pawsimagedrawable.cpp:66 PreparePixmap SEVERE>
Tue Jul 27 16:20:57 2010, Could not open image: >/paws/base/maps/leather/left_1.png<
Tue Jul 27 16:20:57 2010, <src/common/paws/pawsimagedrawable.cpp:66 PreparePixmap SEVERE>
Tue Jul 27 16:20:57 2010, Could not open image: >/paws/base/maps/leather/right_1.png<
Tue Jul 27 16:20:57 2010, <src/common/paws/pawsimagedrawable.cpp:66 PreparePixmap SEVERE>
Tue Jul 27 16:20:57 2010, Could not open image: >/paws/base/maps/leather/top_1.png<
Tue Jul 27 16:20:57 2010, <src/common/paws/pawsimagedrawable.cpp:66 PreparePixmap SEVERE>
Tue Jul 27 16:20:57 2010, Could not open image: >/paws/base/maps/leather/bottom_1.png<
Tue Jul 27 16:20:57 2010, <src/common/sound/system.cpp:36 Initialize SEVERE>
Tue Jul 27 16:20:57 2010, Failed to locate Sound renderer!
DEBUG: Initializing OpenAL sound system
DEBUG: Retrieving available devices.
DEBUG: Available OpenAL device: PulseAudio Default
DEBUG: Available OpenAL device: ALSA Default
DEBUG: Available OpenAL device: OSS Default
DEBUG: Available OpenAL device: Null Output
DEBUG: Default OpenAL device: PulseAudio Default
DEBUG: No device specified
DEBUG: Falling back on default device
E: pstream-util.c: Assertion 'p' failed at pulsecore/pstream-util.c:38, function pa_pstream_send_tagstruct_with_creds(). Aborting.
Aborted

3
Wish list / Re: Weapons from animals parts (Example Rendering)
« on: July 10, 2010, 12:54:23 am »
I know, I take a screen shot of it. I'll get started if you think it can be implemented.

4
Wish list / Re: Weapons from animals parts (Example Rendering)
« on: July 09, 2010, 08:59:18 am »
Sorry about the big picture, I'm new to this  :whistling: I made some more that looks represent a closer copy to the clackers I think they will go great with goblets and have a bronze door feel to them http://img27.imageshack.us/img27/7674/club2w.png

I struggle to find the source of the models and textures, but I can't seem to locate them and the source code is no longer available. If I can get my hands on the model I'm sure I can come up with a bunch of ways to use and combine materials to make new items.

Sorry if I can't help you with the rules, Don't know much about coding, but if you like it I hope someone is willing to help.

5
Wish list / Weapons from animals parts (Example Rendering)
« on: July 08, 2010, 05:55:33 am »
http://img713.imageshack.us/img713/4631/club.png

I spend most of my time digging up things and selling animal parts and I thought why not make it possible to make weapons out of animal parts, because if its effective against the characters then it surely be good enough against the creators that battle one another. If the material gets duel then they can be replace with new ones. Learn a few skills, like leather working, carpentry and you have something like the image above. Which is a pole with clacker claws in it.

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