Author Topic: Seg Fault everytime as entering world [RH 9 Linux]  (Read 1056 times)

Bau

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Seg Fault everytime as entering world [RH 9 Linux]
« on: September 23, 2003, 11:44:50 pm »
Everytime I attempt to connect to the world, I am hit with a Segmentation Fault right as I\'m entering the world, I\'m not exactly sure how libraries work under linux so if I need to re-install anything I\'ll need a quick explanation on how to uninstall (if not don\'t worry about it ;) )

This is a \"small\" snippit of the output created in my xterm, Any suggestions would be appreciated, I have to cut out some text due to post limits but let me know if any other information is needed, and I\'ll provide it


------------Begin Snippet------------
.....


cel.persist.classic: Adding PC \'pccharacterdata\' to Entity \'Sease\'
cel.persist.classic: Adding PC \'pcproximitylist\' to Entity \'Sease\'
cel.persist.classic:   Reading entity 31 (\'proxis\')...

CEL is searching for meshfact \'kran\'...Found
cel.persist.classic: Adding PC \'pcmesh\' to Entity \'proxis\'
Initializing CD... InitCD: OK!
cel.persist.classic: Adding PC \'pclinearmovement\' to Entity \'proxis\'
crystalspace.maploader.parse.image: Could not open image file \'/this/art/textures/races/nkran/1.png\' on VFS!
Could not load image /this/art/textures/races/nkran/1.png in psTextureFactory!
Could not get base image in CreateTextureImage.
CustomizeTexture: Could not create custom texture for .

cel.persist.classic: Adding PC \'pccharacterdata\' to Entity \'proxis\'
cel.persist.classic: Adding PC \'pcproximitylist\' to Entity \'proxis\'
cel.persist.classic:   Reading entity 67 (\'Luhta\')...

CEL is searching for meshfact \'maleylian\'...Found
cel.persist.classic: Adding PC \'pcmesh\' to Entity \'Luhta\'
Initializing CD... InitCD: OK!
cel.persist.classic: Adding PC \'pclinearmovement\' to Entity \'Luhta\'
crystalspace.maploader.parse.image: Could not open image file \'/this/art/textures/races/mylian/1.png\' on VFS!
Could not load image /this/art/textures/races/mylian/1.png in psTextureFactory!
Could not get base image in CreateTextureImage.
CustomizeTexture: Could not create custom texture for .

cel.persist.classic: Adding PC \'pccharacterdata\' to Entity \'Luhta\'
cel.persist.classic: Adding PC \'pcproximitylist\' to Entity \'Luhta\'
cel.persist.classic: Adding PC \'pcinventory\' to Entity \'actorlist\'
HandleMessage: Received Player list!

/home/mhollis/bin/pls: line 2:  5922 Segmentation fault      (core dumped) psclient -verbose
----------drop page-------------

Bau

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« Reply #1 on: September 23, 2003, 11:47:34 pm »
Actually now that I mention it  where can I find that art thats supposed to be coppied from the windows version?

acraig

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« Reply #2 on: September 23, 2003, 11:53:40 pm »
( assuming Molecular Blue build here )

http://prdownloads.sourceforge.net/planeshift/planeshift.tar.gz?download

replace the CVS art dir with this one:

tar -xvzf planeshift.tar.gz planeshift/art
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Andrew
"For all I know, she's lying, everyone's lying; welcome to the Internet"

Bau

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« Reply #3 on: September 24, 2003, 04:29:07 pm »
That did the trick, I\'m in the world, now if I can figure out what I did wrong to make it freeze every few seconds for half a second I\'ll be good =)

Thanks for the quick reply

zabeal

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similar
« Reply #4 on: September 26, 2003, 02:36:20 pm »
I have a similar problem, I\'m using debian and I can run the pssetup and the charactor creation, but when I try and load the world it seg faults with thsi:

...
Load TYPE plugin crystalspace.mesh.object.emit
WARNING! Object \'_p_laanx_entrance2hydlaa_plaza\' is not closed!
./psclient: line 6: 19083 Segmentation fault      ./psclient-bin

II searched for debian and seg faults, and libc was blamed, but  Ijust apt-geted version 2.3.2-8 from unstable, so that should be a problem... I also tried complieing from source, but sndogg.so isn\'t made and other problems.

Also, there are a lot of errors saying:
crystalspace.graphic.image.io.jpeg: Not a JPEG file: starts with 0x89 0x50
what could that mean?
oh, and one last thing... aparently on this latest attempt, pssetup isn\'t saving the config, it was before....

Lux perpetua luceat eis

Armisael

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« Reply #5 on: September 28, 2003, 08:41:18 am »
I\'m getting the exact same probelm as zabeal, char creation goes fine, just can\'t load the world, with a segfault.  Same error even.  I got Planeshift from http://osdn.dl.sourceforge.net/sourceforge/planeshift/planeshift.tar.gz

Is there something I\'m missing...?

Fraggy

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« Reply #6 on: October 13, 2003, 01:25:30 am »
First off, thanks to acraig for trying to help me out for getting the ebuild to work (found some other fix which I have explained in the gentoo forums at http://forums.gentoo.org/viewtopic.php?p=582264#582264 )

I don\'t believe my new problem is necessarily similar but it is yet still a segfault.  The game seems to be loading fine but just after it loads the Player List it starts getting a little funky with the crystalspace engine:

crystalspace.engine.warning: Couldn\'t load cached lighting for 2849 object(s):
crystalspace.engine.warning:     _s_walkway_017
crystalspace.engine.warning:     _s_walkway_01
crystalspace.engine.warning:     _s_floor
crystalspace.engine.warning:     _s_street_NEW_02
crystalspace.engine.warning:     ...
crystalspace.engine.warning: Use -relight cmd option to refresh lighting.
The time is now -17 o\'clock.
Light \'crystaljayose_inside\' was not found in lighting setup 17.
Disconnect Message! (\'Pyrator:23\')

Removing ACTOR: from world
Sector crossed.
ReadKeyBindings: Loading Key Bindings...
First Person Mode
GetCameraFirstPos: race (0.00, 1.72, 0.00)
        loading definitions file /planeshift/gui/player.def...
        load successful (1 windows, 0 skins loaded.)
        loading definitions file /planeshift/gui/interact.def...
        load successful (1 windows, 0 skins loaded.)
planeshift.application.client: PSLoader: step 4: success
        loading definitions file /planeshift/gui/comm.def...
        load successful (1 windows, 0 skins loaded.)
        loading definitions file /planeshift/gui/status.def...
        load successful (1 windows, 0 skins loaded.)
        loading definitions file /planeshift/gui/inventory.def...
        load successful (1 windows, 0 skins loaded.)
crystalspace.engine.warning: Lightmaps are not up to date (no \'lm_precalc_info\' found in cache).
crystalspace.engine.warning: Use -relight cmd option to calc lighting.
crystalspace.engine.warning: Couldn\'t load cached lighting for 1 object(s):
crystalspace.engine.warning:     stagewalls
crystalspace.engine.warning: Use -relight cmd option to refresh lighting.
CreateStage: Paper doll Room created
        loading definitions file /planeshift/gui/itemdescription.def...
        load successful (1 windows, 0 skins loaded.)
Segmentation fault

...and then promptly quits.  I\'m not much of a graphics coder myself so I\'m not sure what to really make of this.  acraig you out there? :P

Thephyrr

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« Reply #7 on: February 09, 2004, 09:14:06 pm »
Sorry to bring this up again, but I segfault at exactly the same position. I compiled everything myself and have the newest artwork package from the website. Any suggestions ?

-----------

crystalspace.maploader.parse.image: Could not open image file \'/lib/std/stone4.gif\' on VFS!
crystalspace.maploader.parse.texture: Couldn\'t load image \'/lib/std/stone4.gif\', using checkerboard instead!
crystalspace.engine.warning: Lightmaps are not up to date (no \'lm_precalc_info\' found in cache).
crystalspace.engine.warning: Use -relight cmd option to calc lighting.
crystalspace.engine.warning: Couldn\'t load cached lighting for 1 object(s):
crystalspace.engine.warning:     stagewalls
crystalspace.engine.warning: Use -relight cmd option to refresh lighting.
CreateStage: Paper doll Room created
        loading definitions file /planeshift/gui/itemdescription.def...
        load successful (1 windows, 0 skins loaded.)
Segmentation fault

acraig

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« Reply #8 on: February 09, 2004, 09:45:01 pm »
Make sure you compile in debug mode and try getting a stack trace.  \'Segmentation fault\' does not give me enough to figure this out.   But in reality it is probably not worth the time since the new release will be ( relatively ) soon and we will have a whole new batch of segfaults to deal with :)
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Andrew
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