I have compiled from cvs CS, cel and planeshift (HEAD) and I was pleasantly surprised. CristalSpace is faster. And I mean FASTER. A great leap forward, indeed. But there are some problems with planeshift. It loads faster, with lower resources demand, but ...
I run Slackware Linux 9.1. One year ago I had a Slack 9.0 and I was playing a compiled from cvs version of planeshift. When I made the upgrade to 9.1 I was not able to play the same version because no text was shown and images were corrupted. The error is described above, on this topic, by Xargon. His solution does not work. I\'ve hoped the new version will solve this, but I see it won\'t. Crystal Blue has the same problem.
So, who\'s guilty? My system upgrade? What am I missing? I only ask for a suggestion, because I\'ve tried everything that crossed my mind. What should be the clue?
Here are the messages.
$ ./psclient
planeshift.application.client:
Planeshift Molecular Blue
This game uses Crystal Space Engine created by Jorrit and others
0.97 rdev [Unix-x86-GCC]
psEngine initialized.
crystalspace.fountloader.parse.unknownmaterial:
Couldn\'t find material \'explo.jpg\'!
[node: effects,effect(fountain of
death),effectobj(fountain),params,material]
crystalspace.ballloader.parse.unknownmaterial:
Couldn\'t find material \'explo.jpg\'!
[node: effects,effect(spiral of
flames),effectobj(spiral),params,material]
crystalspace.pluginmgr.loadplugin:
WARNING: could not load plugin
\'crystalspace.mesh.loader.factory.sprite.cal3d\'
crystalspace.maploader.parse.meshfact:
Error loading plugin \'crystalspace.mesh.loader.factory.sprite.cal3d\'!
[node:
meshfact(dwarf.cal3d),plugin]
PreloadModels:
Could not load model: /planeshift/models/dwarf.cal3d!
NetBase:
Total bytes sent out was 0.
NetBase:
Total bytes received was 0.
crystalspace.graphics3d.opengl:
Peak GL texture cache size: 6.06 MB