Hi there, this is a copy of a post in the \"Linux: Couldn\'t find mesh error\" thread in the Technical forum. I\'ll posting here since I think is the best place. Here it goes:
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Hi there, this is my first post in this forum, so I\'ll tell the whole story.
I have a gentoo box and after downloading the linux client wich worked alright but witch suffered from the known updater problem (for some reason the updater doesn\'t work as it should and you end up with a different version of planeshift than the server), I tried the gentoo guide in
http://laanx.fragnetics.com/gentoo.phpto build from the source.
Well, when I\'m building the CS (the 3D engine) I get this error when compiling sprcal3d:
C++ ./out/linuxx86/debug/plugins/mesh/sprcal3d/object/sprcal3d.o
plugins/mesh/sprcal3d/object/sprcal3d.cpp: In member function `bool
csSpriteCal3DMeshObjectFactory::LoadCoreSkeleton(iVFS*, const char*)\':
plugins/mesh/sprcal3d/object/sprcal3d.cpp:297: error: cannot convert `
CalCoreSkeletonPtr\' to `CalCoreSkeleton*\' in initialization
plugins/mesh/sprcal3d/object/sprcal3d.cpp: In member function `int
csSpriteCal3DMeshObjectFactory::LoadCoreAnimation(iVFS*, const char*, const
char*, int, float, float, float, int, int, int, bool)\':
plugins/mesh/sprcal3d/object/sprcal3d.cpp:324: error: cannot convert `
CalCoreAnimationPtr\' to `CalCoreAnimation*\' in initialization
plugins/mesh/sprcal3d/object/sprcal3d.cpp: In member function `int
csSpriteCal3DMeshObjectFactory::LoadCoreMesh(iVFS*, const char*, const
char*, bool, iMaterialWrapper*)\':
plugins/mesh/sprcal3d/object/sprcal3d.cpp:365: error: cannot convert `
CalCoreMeshPtr\' to `CalCoreMesh*\' in initialization
plugins/mesh/sprcal3d/object/sprcal3d.cpp: In member function `int
csSpriteCal3DMeshObjectFactory::LoadCoreMorphTarget(iVFS*, int, const char*,
const char*)\':
plugins/mesh/sprcal3d/object/sprcal3d.cpp:404: error: cannot convert `
CalCoreMeshPtr\' to `CalCoreMesh*\' in initialization
g++ -c -o ./out/linuxx86/debug/plugins/mesh/sprcal3d/object/sprcal3d.o -I. -I./include -I./include -Wall -Wno-unknown-pragmas -pipe -march=i586 -I/usr/local/include -fno-exceptions -g3 -DCS_DEBUG -fPIC -I/usr/local/games/planeshift/cal3d/src/cal3d/.libs/ plugins/mesh/sprcal3d/object/sprcal3d.cpp
...failed C++ ./out/linuxx86/debug/plugins/mesh/sprcal3d/object/sprcal3d.o ...
...skipped sprcal3d.so for lack of sprcal3d.o...
Copy sprcal3d.csplugin
As you can see in the first lines, It appears there a real bug in the source. In continues to do the make but you\'ll end without sprcal3d.so wich ultimately results in the \"failed to load crystal.pluging.mesh.loader\" log error when you run psclient.
I would like sugestions as to what to do next. I really want to play this game (it\'s promising).
Are there release dates for a corrected updater so I don\'t need to build everything from CVS source?
I\'ll copy this post in a new topic since this error generates the \"Couldn\'t find mesh error\" but really belongs somewhere else.
Cheers, and sorry for the long post.
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Although it appears to be a CS (Crystal Space) bug and therefore not a CB (Planeshift) bug I think this is the best since it explains some error encountered in the CB.
BTW, when compiling from CVS is it really needed to do it with the --enable-debug flags wich generates slower code?
Cheers,