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Messages - Chetty

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1
Development Deliberation / Re: Has anyone compiled a static client?
« on: October 06, 2013, 07:18:26 am »
Well I am back at trying to get a static client

it pretty much ends the compile with some version of
...failed Archive ./out/linux/optimize/libs/libplaneshift_database_staticplugins-0.0.a ...
...skipped client_static for lack of planeshift_database_staticplugins...
...failed updating 1 target(s)...

looking back through the compiler output I find:
./out/linux/optimize/src/plugins/common/bgloader/static/bgloader_loader_objects.o: No such file or directory
./out/linux/optimize/src/plugins/common/bgloader/static/bgloader_loader_objects.o

Since regular compiles work fine I assume there is a problem somewhere in the jam files but I have no clue how to find/fix it.


2
Development Deliberation / Re: Has anyone compiled a static client?
« on: July 18, 2013, 04:57:57 am »
But a static client is for (or should be) using by users - not everyone who wants to play a game like PS is going to be installing crystalspace.

3
Development Deliberation / Re: Has anyone compiled a static client?
« on: July 17, 2013, 06:25:43 pm »
My most recent attemp, the static build actually completed with the new instructions on
https://planeshift.svn.sf.net/svnroot/planeshift/trunk/docs/compiling.html
for compiling static
Still client wouldnt run, I set up bash as suggested here and copied the libs it wanted from crystalspace then it

SCF_NOTIFY: scanning plugin directory: /compile/planeshift (context ‘{none}’; recursive no)
SCF_NOTIFY: scanning plugin directory: /compile/planeshift/lib (context ‘{none}’; recursive no)
NOTIFY: loading plugin instance for crystalspace.kernel.vfs
WARNING: could not load plugin ‘crystalspace.kernel.vfs’
 * This likely means that the plugins could not be found.
 If you're a user: Check the working directory the application starts from -
  usually, it is the same as the directory with the executable.
  If in doubt, contact the vendor.
 If you're a developer: Check if the CRYSTAL environment var points to the
  correct location - usually the directory CS was built in.
  You can also use the ‘--verbose’ command line switch to troubleshoot
  where CS looks for plugins.
ERROR: csInitializer::SetupConfigManager failed!
Is your CRYSTAL environment variable set?

4
Development Deliberation / Re: Has anyone compiled a static client?
« on: July 09, 2013, 08:13:41 am »
Seriously folks how can you compile a client and get it to run on another system that has not done a full up install of crystalspace?
I have been trying to come up with some ways to just include libraries but no joy so far. :(

5
Development Deliberation / Re: Has anyone compiled a static client?
« on: July 08, 2013, 10:13:31 am »
jam client_static got me that far but first I had to compile crystalspace with jam staticplugins

there is also a jam staticplugins for planeshift but that fails about the same place the client does. I thought it might be lack of mysql statci libraries but as far as I can tell they are there in the normal path /usr/lib/libmysqlclient.a


6
Development Deliberation / Re: Has anyone compiled a static client?
« on: July 07, 2013, 03:50:37 pm »
Yes I have asked on the build channel and I will certainly post any progress I make, if I do. I have for the moment run out of things to try.

7
Development Deliberation / Has anyone compiled a static client?
« on: July 07, 2013, 01:54:56 pm »
I am out of ideas on this, what am I missing?
---------------------------------------
./out/linux/optimize/src/plugins/database/mysql/static/dbmysql_dal.o ./out/linux/optimize/src/plugins/database/_dbmysql_static_reg.o

...failed Archive ./out/linux/optimize/libs/libplaneshift_database_staticplugins-0.5.a ...
...skipped psclient_static for lack of planeshift_database_staticplugins...
----------------------------------------
I thought it was mysql but you can see with the last couple of lines of the compile has done that (or at least some of it).
Any ideas appreciated.

8
Development Deliberation / possible bug with mesh loading?
« on: July 01, 2013, 06:23:02 am »
crystalspace.maploader.parse.meshgen:
  Can't find mesh factory ‘GrassLow’ for mesh generator!
  [node:
  world,sector(name=Island),meshgen(name=grass),geometry,factory(name=GrassLow)
  ]
I have put the mesh file in question in a number of different locations and added paths in VFS but whatever I do it cant seem to locate a mesh that is called inside <geometry>
All suggestions appreciated.

9
PlaneShift Mods / Re: Adding new assets to a server
« on: June 20, 2013, 05:55:55 am »
Thanks for the help both here and on irc I am making progress. Didn't mean to complain, I know documentation is way down on the list. I am sumbling my way thru, and its is on my list to go back and contribute to the documentation when I am sure I have enough figured out for it to be useful. (haha maybe a diary of my adventures)

10
PlaneShift Mods / Re: Adding new assets to a server
« on: June 14, 2013, 11:02:04 am »
Well if the engine is public the formats for the art should be public ... if for instance someone wants to throw out all the proprietary parts (art and rules) and replace it - otherwise its not really public.
The rules and quests and stuff are pretty clear in the database but some of the art is not defined anywhere I can find.

11
PlaneShift Mods / Re: Adding new assets to a server
« on: June 14, 2013, 05:56:05 am »
Yes I used that some, but its for crystalspace and planeshift seems to have done something more.

12
PlaneShift Mods / Re: Adding new assets to a server
« on: June 13, 2013, 05:42:04 pm »
I am pretty much in the same boat trying to figure out how to add things to planeshift. The database doesn't seem too difficult, phpmyadmin helps to look around and see how the tables work but graphics are a mystery. Blender makes files that are useable in crystalspace (at least with viewmesh) but planeshift file format for a lot of things is not at all clear (no extensions) for meshes and other things in the world.zip and meshes.zip files.

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