Author Topic: Linux client  (Read 19889 times)

Parts

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« Reply #60 on: December 26, 2004, 07:19:37 pm »
Simple(ish) fix for MESH issue:

As it turns out libcal3d was looking for libcal3d named as libcal3d-0.9.1.so

In case your systems are looking for other versions (it may be due to previous cal3d installs) run psclient and watch the console window when you trigger the error (it should show you the not found link)

Now just go to the /lib dir where you installed cal3d and copy libcal3d.so as libcal3d-x.x.x.so (where the x\'s are the version numbers) and all should now be well and you\'ll be loading meshes.

Now I\'ve just got to get past being \'link-dead\' on character verification and all will be well :D
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kronon

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« Reply #61 on: December 26, 2004, 08:54:29 pm »
Parts: I think the linkdead is more a server problem than an client problem.

Parts

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« Reply #62 on: December 26, 2004, 09:01:07 pm »
While I can see that the Linkdead issue is partly stemming from the servers load-level, I think routing between me (UK) and Singapore is a contributory factor (and an unavoidable on at that).

Incidentally, I discovered that opening port 13331UDP on my h/ware firewall helped a bit.

/EDIT It helped in that I can now play for extended periods in-game without going linkdead. :)
« Last Edit: December 26, 2004, 09:04:52 pm by Parts »
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sekhmet

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« Reply #63 on: December 26, 2004, 10:30:26 pm »
I\'m running Gentoo so I followed Acraig\'s Howto for Gentoo, worked smoothly. Now I only have a problem with getting http://laanx.fragnetics.com/updater_hidden/repository.zip with the updater, tried to get it manually but their seems to be something wrong with the login, I get an acces denied with user:psteam password:plane. Suggestions?

resolved:
something wrong with the mirror line in Acraig\'s howto don\'t edit the
updaterconfig.xml file, leave it original and it work\'s fine then.
« Last Edit: December 26, 2004, 10:42:40 pm by sekhmet »

Parts

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« Reply #64 on: December 26, 2004, 10:31:47 pm »
I\'ve done a little more experimentation....

Ive recompiled cal3d, CS, cel and PS sans --enable-debug (just to guage the performance difference).

Without the debug output from all four, the FPS increase is 400% or more.

Warning: If you try this yourself and hit problems, you should *not* contact the devs about bugs as without the debug output, they would not be able to help you. Your only recourse would be to rebuild cal3d, CS, cel and PS with --enable-debug and then try to reproduce your error.
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sekhmet

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« Reply #65 on: December 26, 2004, 11:51:14 pm »
Got all the artwork started game, created a character (got errors meshes missing, update, tried that and did not work), tried to log on server but it crashes get a lot of errors like this:

InitMesh:
  Mesh Factory dermm not found

GEMClientActor:
  Fatal Error: Could not create actor.
Received actor Ryokia Elykin.

RemoveObject:
  Removing entity \'Goedel Tordel\'
  Removing entity \'Kawan Gelare\'

InitMesh:
  Mesh Factory enkim not found

GEMClientActor:
  Fatal Error: Could not create actor.
Received actor Prionace Glauca.

InitMesh:
  Mesh Factory enkim not found

GEMClientActor:
  Fatal Error: Could not create actor.
Received actor Sneakybob Baggins.
Segmentation fault

Suggestions anyone?

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« Reply #66 on: December 27, 2004, 01:23:30 am »
Give the updater *ages* to do its work.

Also make sure you have the mirrors entered in updaterconfig.xml
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behemoth

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« Reply #67 on: December 27, 2004, 05:19:56 am »
Quote
Originally posted by Tormented
I got everything compiled ok and used the updater to get the art stuff.
When I run the client the progress bar on the splash screen goes to 99% and after waiting about 5 minutes I see this in the console:

QueueMessage:
  *** Input Buffer Full! Dropping packet of type 11!
  *** Input Buffer Full! Dropping packet of type 11!
  *** Input Buffer Full! Dropping packet of type 7!
  *** Input Buffer Full! Dropping packet of type 7!

Then it just sits there printing the buffer full stuff over and over until I kill it.


I have exactly the same problem. Actually the output is:
  *** Input Buffer Full! Dropping packet of type 7!
  *** Input Buffer Full! Dropping packet of type 11!
  *** Input Buffer Full! Dropping packet of type 7!
  *** Input Buffer Full! Dropping packet of type 11!

Happens about 10 minutes after starting client. No other errors. The blue status bar makes about 90% of the way on the intro screen before freezing.

I compiled from CVS on yoper linux 2.1, i686. I followed the directions given at http://icarus.uic.edu/~ssenne1/planeshiftcvs.html

Everything went smoothly until this.

kronon

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« Reply #68 on: December 27, 2004, 04:56:09 pm »
Mine was dropping packages of type 13.
The buffer probably get\'s full because you client is bussy loading a map and it doesn\'t have time to go truh the buffer.

behemoth

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intro screen freezes
« Reply #69 on: December 27, 2004, 05:46:04 pm »
Okay, I opened port 13331 to UDP trafic and now the stuff that gets dumped to stdout is a bit diffrent, but the problem is the same:
******************************
Creating psnetconnection a9c3ba8!
Creating psnetconnection a9ab238!
***Warning: NetBase::SendTo() gave up trying to send a packet.
In file src/common/net/netbase.cpp function int NetBase::SendTo(sockaddr_in*, const void*, unsigned int) line 664

SendFinalPacket:
  Send error 1: -1 bytes sent and 24 bytes expected to be sent.

***Warning: NetBase::SendTo() gave up trying to send a packet.
In file src/common/net/netbase.cpp function int NetBase::SendTo(sockaddr_in*, const void*, unsigned int) line 664
  Send error 1: -1 bytes sent and 24 bytes expected to be sent.

***Warning: NetBase::SendTo() gave up trying to send a packet.
In file src/common/net/netbase.cpp function int NetBase::SendTo(sockaddr_in*, const void*, unsigned int) line 664
  Send error 1: -1 bytes sent and 24 bytes expected to be sent.

***Warning: NetBase::SendTo() gave up trying to send a packet.
In file src/common/net/netbase.cpp function int NetBase::SendTo(sockaddr_in*, const void*, unsigned int) line 664
  Send error 1: -1 bytes sent and 24 bytes expected to be sent.

***Warning: NetBase::SendTo() gave up trying to send a packet.
In file src/common/net/netbase.cpp function int NetBase::SendTo(sockaddr_in*, const void*, unsigned int) line 664
  Send error 1: -1 bytes sent and 24 bytes expected to be sent.

***Warning: NetBase::SendTo() gave up trying to send a packet.
In file src/common/net/netbase.cpp function int NetBase::SendTo(sockaddr_in*, const void*, unsigned int) line 664
  Send error 1: -1 bytes sent and 24 bytes expected to be sent.


QueueMessage:
  *** Input Buffer Full! Dropping packet of type 11!

  *** Input Buffer Full! Dropping packet of type 11!

  *** Input Buffer Full! Dropping packet of type 7!

  *** Input Buffer Full! Dropping packet of type 7!
*****************************
And on an on until I kill it.


Also, I seem to be missing some images:
*************************
LoadAttributes:
  GUI image \'radiooff2\' not found.

  GUI image \'radiooff2\' not found.

  GUI image \'radiooff2\' not found.

  GUI image \'radiooff2\' not found.


crystalspace.maploader.parse.image:
  Could not open image file \'smithytable.png\' on VFS!

crystalspace.maploader.parse.texture:
  Couldn\'t load image \'smithytable.png\', using checkerboard instead!

crystalspace.maploader.parse.image:
  Could not open image file \'glyph_dark_01a.png\' on VFS!

crystalspace.maploader.parse.texture:
  Couldn\'t load image \'glyph_dark_01a.png\', using checkerboard instead!
**************************
But someone told me that these should not cause the game to freeze.

These error messages aren\'t very helpful. Someone, please help?

Khudsa

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« Reply #70 on: December 27, 2004, 08:39:02 pm »
But for that people that don\'t want to compile for now, there will be a linux realease? and when?

Thanks!!!

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« Reply #71 on: December 29, 2004, 07:33:31 pm »
If someone  would be kind enough to build some rpms for FC3 I would really be appreciative.  Excellent work devs as always.

Diamondcite

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« Reply #72 on: December 29, 2004, 09:00:33 pm »
Maybe they want to give the linux community a more stable initial release... since linux binaries can\'t use binary patches without being very specific, it\'s possible that they are working to make it more stable before a linux release, until then please bare with the rest who are waiting for a binary...
As the others say.. you can always compile from source. (current size of CB compiled state(sources too) 667MB.)
I like taking things literally, going overboard is fun! Now... why do I keep getting odd looks?

Seytra

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« Reply #73 on: December 29, 2004, 09:49:21 pm »
Quote
Originally posted by behemoth
Okay, I opened port 13331 to UDP trafic

It\'s not 13331 anymore. CB uses UDP port 7354.
Quote
Originally posted by behemoth
QueueMessage:
  *** Input Buffer Full! Dropping packet of type 11!

  *** Input Buffer Full! Dropping packet of type 11!

  *** Input Buffer Full! Dropping packet of type 7!

  *** Input Buffer Full! Dropping packet of type 7!
*****************************
And on an on until I kill it.

I get those in the log file (psclient.txt) as well (W98). I assume it\'s simply because my system is too slow so it has to drop packets to keep up with what happens. The log file has grown to 7.5 MB already, though I can\'t even do anything in CB,and subsequently I barely run it.
Quote
Originally posted by behemoth
Also, I seem to be missing some images:

I\'m not sure about these, but it seems to be a (library) path problem. Maybe the code expects them to be somewhere else than where they actually are on your system. I don\'t know, though.

MrKaKe

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« Reply #74 on: December 30, 2004, 03:53:05 pm »
I finally got it running yesterday (unlike MB ;) ), but not without problems I\'m afraid. I followed Acraig\'s gentoo guide - with the notable exception of actually running archlinux instead - and spent a good deal of time banging my head against the wall. CS flat out refused to get the cal3d lib\'s no matter what I tried until I dropped the whole prefix, and put it in /usr/local/lib instead. The updater ran fine (well, the GUI version crashed my computer on a couple of occations, I used the CLI version instead (./updater -auto), which seemed to run a bit faster, probably mainly because less resources spent), and I spent some time tinkering with the options. Still, psclient had a bad habit of crashing too, ended up with disabling the sound, running in 24bit (read somewhere in the forum that 16bit was unstable - is it true?) and in 800x600. Still have rather frequent crashes and horrible swapping (256MB of RAM :/ ), but when it works properly, it\'s a beauty. I did not expect it to be so smooth at all, mostly because of the crappy GFX-card I found lying around here, a 8500LE running the DRI radeon drivers.

As for playing, there was a fair number of glitches, the worst of which was dying without an apparent reason after joining the server, which promptly put me in the DR as a walking corpse - literally.

As long as the stability problems is improved upon, and the swappiness is limited a bit, this can prove to be very nice, especially when I get my new parts, most notably 512MB of RAM and a 6600GT :)

edit: If I may, I will reconsider my statements on crashing - I ran the updater again today, it updated some files, and after that, the crashing has been much less of a hassle than yesterday night :)
Heck, I even helped (though, not so much :) ) kill a rouge!
« Last Edit: December 30, 2004, 06:35:50 pm by MrKaKe »