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Messages - Recon

Pages: [1] 2 3
1
Bug Reports / Re: Rev 1154 , runtime segfault
« on: April 30, 2007, 05:47:20 am »
seems there is a problem with ce_gui in the svn, it has not been regenerated or somthing.
I posted it as a bug and it should get fixed soon. Will try precursors again after that. now got to fix my plugins as latested svn just bonked them again.


2
Bug Reports / Rev 1154 , runtime segfault
« on: April 18, 2007, 07:00:09 am »
Hi all,
   well , I'v decided it time I got out of my sandbox and started trying to get to grips with precursors svn. the problems is that the last 3 times I tried to get it compiled and working I have failed. this was not a problem while I was working in my sandbox but now that I want to start working with precursors code base it's a real roadblock.

   I know that everyone is busy with exams and stuff, but it would be so much easier if I could start looking at precursors with a working codebase so I could get the hang of how it's put together.

   Now i'm not sure what is the actual cause of this error but I would guess that since  the last update of precursors svn, cel has changed. Since i dont know what version of CS and cel were in use when precursors svn was last updated I'm stuck with trying to debug a large piece of code that I am totally unfamiliar with.
 
  So, I suggest we start keeping track of the REV# of CS and CEL that where in use when precursors is updated. I think this would be a good improvement as it would help keep the development more accessible by allowing development to continue even if an update to CS or CEL breaks Precursors, development could continue on with the last usable svn's of CEL and CS while the new problem is fixed.   

 going to try revert CS and CEL back to the 13th April versions and see if that will help. but as I am not sure what versions whitelynx was using when he commited his last update that could just be a waste of time.

would welcome some feedback.
 



Precursors Revision: 1154
CS Revision: 26783
CEL Revision: 2703

Precursors and cel compile without errers
CS cant compile cs_cegui.o ( ingnore for the moment ) but no other errors

Error
Code: [Select]
[email protected]:~/development$ cd precursors/
[email protected]:~/development/precursors$ gdb precursors
GNU gdb 6.4-debian
Copyright 2005 Free Software Foundation, Inc.
GDB is free software, covered by the GNU General Public License, and you are
welcome to change it and/or distribute copies of it under certain conditions.
Type "show copying" to see the conditions.
There is absolutely no warranty for GDB.  Type "show warranty" for details.
This GDB was configured as "i486-linux-gnu"...Using host libthread_db library "/lib/tls/i686/cmov/libthread_db.so.1".

(gdb) run
Starting program: /home/mec/development/precursors/precursors
[Thread debugging using libthread_db enabled]
[New Thread -1213936736 (LWP 10075)]
preClient version 0.3.4 Build 1154 by G33X Nexus Entertainment.
Traceback (most recent call last):
  File "<string>", line 1, in ?
ImportError: No module named blcelc
Error running text 'import blcelc'

crystalspace.pluginmgr.loadplugin:
  failed to initialize plugin 'cel.behaviourlayer.python'

crystalspace.canvas.glx2d:
  Opening GLX2D
  Creating Context
  Video driver GL/X version (direct renderer)
  Visual ID: 0x00000023, 24bit TrueColor
  R8:G8:B8:A8,
  level 0, double buffered

crystalspace.canvas.openglcommon.driverdb:
  Applied: Broken ATI point sprites (NV)

crystalspace.canvas.openglcommon:
  OpenGL renderer: GeForce 6600 LE/AGP/SSE2 (vendor: NVIDIA Corporation)
  version 2.1.0 NVIDIA 97.46
  Using windowed mode at resolution 1024x768.
  Pixel format: Color: 24 Alpha: 8 Depth: 24 Stencil: 8 AccumColor: 48
  AccumAlpha: 16 MultiSamples: 0
  Multisample: disabled

crystalspace.graphics3d.opengl:
  Using VBO with 64 MB of VBO memory

gne.Precursors:
  Joystick support enabled. Loading joystick plugin.

crystalspace.device.joystick.linux:
  No operable joystick found


crystalspace.pluginmgr.loadplugin:
  failed to initialize plugin 'crystalspace.device.joystick.linux'

gne.Precursors:
  Attempt to load plugin 'crystalspace.device.joystick.linux' failed

crystalspace.pluginmgr.loadplugin:
  could not load plugin 'precursors.pcfactory.servicemanager'

crystalspace.cel.physicallayer:
  CEL 'precursors.pcfactory.servicemanager' property class factory plugin
  missing!
Warning: Cannot convert string "vlines2" to type Pixmap
Warning: Missing charsets in String to FontSet conversion
Warning: Unable to load any usable fontset
gne.Precursors:  Error loading precursors.pcfactory.servicemanager factory!

crystalspace.pluginmgr.loadplugin:
  could not load plugin 'precursors.pcfactory.consumerproducer'

crystalspace.cel.physicallayer:
  CEL 'precursors.pcfactory.consumerproducer' property class factory plugin
  missing!
Warning: Cannot convert string "vlines2" to type Pixmap
Warning: Missing charsets in String to FontSet conversion
Warning: Unable to load any usable fontset
gne.Precursors:  Error loading precursors.pcfactory.consumerproducer factory!
start BehaviorLaver
end construct BehaviorLaver
Warning: Cannot convert string "vlines2" to type Pixmap
Warning: Missing charsets in String to FontSet conversion
Warning: Unable to load any usable fontset
gne.Precursors:  Couldn't find python behaviour layer!
end init content manager
[New Thread -1270080592 (LWP 10085)]
  Application initialized successfully.
Loading window 'Root'.
Loading window 'Main'.
Adding level 'flightsim'.
Adding level '/precursors/levels/Jamfile'.

crystalspace.bugplug:
  BugPlug loaded...

precursors.addon.window.main:
  Hold on, the hamster is working...
Loading window 'Progress'.
Loading window 'Hud'.

precursors.addon.contentmanager:
  Loading the server.

cel.networklayer.server:
  Starting server on port 60600.
[New Thread -1298941008 (LWP 10088)]

precursors.addon.contentmanager:
  Starting the server.
  Creating level entity...
Startload level
  Loading level '/precursors/levels/flightsim'...

precursors.behaviourlayer.c++.level:
  Start loading level.

crystalspace.graphics3d.shader.fixed:
  Multitexture units: moderate 4

precursors.behaviourlayer.c++.level:
  Loading region 'space2'.
Start Level::LOadEntitiesInReagon:space2
  Loading entities in sector 'Scene', region 'ent_level_space2'.
  Start loading level.
Not Deleted 0xb39456a8 '(null)' ref=1
Not Deleted 0xb341ccf8 'flare_center' ref=1
Not Deleted 0xb341cf78 'flare_spark1' ref=1
Not Deleted 0xb341d278 'flare_spark2' ref=1
Not Deleted 0xb341d488 'flare_spark3' ref=1
Not Deleted 0xb341d708 'flare_spark4' ref=1
Not Deleted 0xb341d988 'flare_spark5' ref=1
Not Deleted 0xb3454718 'Scene' ref=1
Not Deleted 0xb341fd30 'Lamp.011' ref=1
Not Deleted 0xb3420f08 'Lamp.010' ref=1
Not Deleted 0xb3421320 'Lamp.009' ref=1
Not Deleted 0xb3436358 'Lamp.008' ref=1
Not Deleted 0xb3436cf0 'Lamp.007' ref=1
Not Deleted 0xb34376d8 'Lamp.006' ref=1
Not Deleted 0xb34380c0 'Lamp.005' ref=1
Not Deleted 0xb1f0b030 'Lamp.004' ref=1
Not Deleted 0xb1f0b8e8 'Lamp.003' ref=1
Not Deleted 0xb1f0c258 'flare_center' ref=1
Not Deleted 0xb1f0c7d0 'flare_spark1' ref=2
Not Deleted 0xb1f0cd48 'flare_spark2' ref=2
Not Deleted 0xb1f0d2c0 'flare_spark3' ref=4
Not Deleted 0xb1f0d838 'flare_spark4' ref=3
Not Deleted 0xb1f0ddb0 'flare_spark5' ref=3
Not Deleted 0xb1f0e270 'Lamp.002' ref=1
Not Deleted 0xb1f0ec58 'Lamp.001' ref=1
Not Deleted 0xb1f0f640 'Lamp' ref=1
  Loading region 'space2'.
Start Level::LOadEntitiesInReagon:space2
END Level::LOadEntitiesInReagon
  Stop loading level.

Program received signal SIGSEGV, Segmentation fault.
[Switching to Thread -1213936736 (LWP 10075)]
0xb62c6f4f in celEntity::NotifySiblingPropertyClasses (this=0xaf8c83c0) at plugins/stdphyslayer/entity.cpp:77
77          pc->PropertyClassesHaveChanged ();
(gdb) print pc
$1 = (class iCelPropertyClass *) 0x8fc58fc
(gdb) bt
#0  0xb62c6f4f in celEntity::NotifySiblingPropertyClasses (this=0xaf8c83c0)
    at plugins/stdphyslayer/entity.cpp:77
#1  0xb62a8814 in celPropertyClassList::Add (this=0x8f039b8, obj=0x8fc58fc)
    at plugins/stdphyslayer/propclas.cpp:60
#2  0xb62aee72 in celPlLayer::CreatePropertyClass (this=0x827a748, entity=0xaf8c842c,
    propname=0xaf8c3791 "pcnetworkentity") at plugins/stdphyslayer/pl.cpp:825
#3  0xb6247a76 in celAddOnCelEntity::Load (this=0x836f248, node=0xaf8c7d24, mesh=0x0)
    at plugins/addons/celentity/celentity.cpp:539
#4  0x0816bf9f in Precursors::ContentManager::CreateEntity (this=0xb4a3bf30,
    entityname=0xb394566c "Archigos1", params=0x8f89498, activateRegion=true)
    at src/Common/ContentManager/ContentManager.cpp:1009
#5  0xb321adbd in Precursors::Networking::celServerNetworkLayer::CreateEntity (this=0xb4beb6b0, creator=0x0,
    eventID=0, entityName=0xb394566c "Archigos1", params=0x8f89498)
    at plugins/network/celServerNetworkLayer/celServerNetworkLayer.cpp:754
#6  0xb32190d7 in Precursors::Networking::celServerNetworkLayer::CreateEntity (this=0xb4beb6b0, creator=0x0,
    eventID=0, entityName=0xb394566c "Archigos1", sector=0xb3454750, region=0x8eef5b0, params=0x8f89450)
    at plugins/network/celServerNetworkLayer/celServerNetworkLayer.cpp:733
#7  0x0816c496 in Precursors::ContentManager::CreateEntitiesFromMap (this=0xb4a3bf30, sector=0xb3454750,
    region=0x8eef5b0) at src/Common/ContentManager/ContentManager.cpp:1070
#8  0x0815f57d in Precursors::BehaviourLayer::Level::LoadEntitiesInRegion (this=0xb4bec270,
    celRegion=0x8eef5b0) at src/Common/BehaviourLayer/Level.cpp:127
#9  0x0815f749 in Precursors::BehaviourLayer::Level::SendMessage (this=0xb4bec270, msg_id=11, pc=0xb4bec784,
    [email protected], params=0x8e8bae0, arg=0xbfa85e84 "H????^??!\235v?0???????L")
    at src/Common/BehaviourLayer/Level.cpp:153
#10 0x08160e5f in Precursors::BehaviourLayer::Base::SendMessageV (this=0xb4bec270,
    msg_id=0xb47ac40c "pczonemanager_addregion", pc=0xb4bec784, [email protected], params=0x8e8bae0,
    arg=0xbfa85e84 "H????^??!\235v?0???????L") at src/Common/BehaviourLayer/Base.cpp:77
#11 0x08160df7 in Precursors::BehaviourLayer::Base::SendMessage (this=0xb4bec270,
    msg_id=0xb47ac40c "pczonemanager_addregion", pc=0xb4bec784, [email protected], params=0x8e8bae0)
    at src/Common/BehaviourLayer/Base.cpp:68
#12 0xb47307fe in celPcZoneManager::SendZoneMessage (this=0xb4bec770, region=0x8eef5b0,
    msgid=0xb47ac40c "pczonemanager_addregion") at plugins/propclass/zone/zone.cpp:859
#13 0xb47312c6 in celRegion::Load (this=0x8eef5b0, allow_entity_addon=true)
    at plugins/propclass/zone/zone.cpp:292
#14 0xb4733b0c in celPcZoneManager::ActivateRegion (this=0xb4bec770, region=0x0, allow_entity_addon=true)
    at plugins/propclass/zone/zone.cpp:1202
#15 0xb4738f67 in celPcZoneManager::Load (this=0xb4bec770, path=0xbfa86160 "/precursors/levels/flightsim",
    file=0x81b046b "level.xml") at plugins/propclass/zone/zone.cpp:1022
#16 0xb4749d8a in celPcZoneManager::PcZoneManager::Load (this=0xb4bec9d0,
---Type <return> to continue, or q <return> to quit---
    path=0xbfa86160 "/precursors/levels/flightsim", file=0x81b046b "level.xml") at zone.h:423
#17 0x0816cb2c in Precursors::ContentManager::LoadLevel (this=0xb4a3bf30,
    levelName=0xbfa86160 "/precursors/levels/flightsim") at src/Common/ContentManager/ContentManager.cpp:639
#18 0x0816aee6 in Precursors::ContentManager::StartLevel (this=0xb4a3bf30)
    at src/Common/ContentManager/ContentManager.cpp:503
#19 0x0816b645 in Precursors::ContentManager::StartServer (this=0xb4a3bf30, dedicated=false)
    at src/Common/ContentManager/ContentManager.cpp:329
#20 0x08165262 in Precursors::ContentManager::StartServer (this=0xb4a3bf30, listenPort=60600,
    levelDir=0x8465f88 "flightsim", dedicated=false) at src/Common/ContentManager/ContentManager.cpp:382
#21 0x0818cc70 in preWindowMain::Action (this=0xb4bf86c0, windowName[email protected])
    at src/Common/WindowManager/windows/main.cpp:469
#22 0x08191ec5 in preGUIWindow::OnClicked (this=0xb4bf86c0, [email protected])
    at src/Common/util/preGUIWindow.cpp:204
#23 0x0818040f in CEGUI::MemberFunctionSlot<preGUIWindow>::operator() (this=0x8a906f0, [email protected])
    at CEGUIMemberFunctionSlot.h:55
#24 0xb7db5b18 in CEGUI::Event::operator() (this=0xb8, [email protected]) at CEGUISubscriberSlot.h:82
#25 0xb7db6f41 in CEGUI::EventSet::fireEvent_impl (this=0x84dbd64, [email protected], [email protected])
    at CEGUIEventSet.cpp:228
#26 0xb7db6f91 in CEGUI::EventSet::fireEvent (this=0xb8, [email protected], [email protected],
    [email protected]) at CEGUIEventSet.cpp:170
#27 0xb7dfb594 in CEGUI::Window::onMouseClicked (this=0xb8, [email protected]) at CEGUIWindow.cpp:2933
#28 0xb7df2906 in CEGUI::System::injectMouseButtonUp (this=0x8466140, button=CEGUI::LeftButton)
    at CEGUISystem.cpp:854
#29 0xb608ac48 in csCEGUIEventHandler::OnMouseUp (this=0x84513c0, [email protected])
    at plugins/gui/cegui/ceguievthandler.cpp:136
#30 0xb609e9fe in csBaseEventHandler::HandleEvent (this=0x84513c0, [email protected])
    at libs/csutil/csbaseeventh.cpp:146
#31 0xb609edb1 in csBaseEventHandler::EventHandlerImpl::HandleEvent (this=0xb4a3c5b0, [email protected])
    at csbaseeventh.h:87
#32 0x080f6184 in csEventTree::Dispatch (this=0x8b90c50, [email protected]) at libs/csutil/cssubscription.cpp:576
#33 0x080dd41e in csEventQueue::Dispatch (this=0xb7a388d0, [email protected]) at libs/csutil/cseventq.cpp:315
#34 0x080dd52b in csEventQueue::Process (this=0xb7a388d0) at libs/csutil/cseventq.cpp:286

#35 0x080aac1f in csDefaultRunLoop (r=0xb7a38774) at libs/csutil/generic/runloop.cpp:91
#36 0x08099955 in csApplicationFramework::Run () at csapplicationframework.h:330
#37 0x08099074 in Precursors::preClient::Application (this=0xbfa8a260) at src/Client/preClient.cpp:560
#38 0x080ae1c8 in csApplicationFramework::Start () at libs/cstool/csapplicationframework.cpp:71
#39 0x080ae39a in csApplicationFramework::Main (this=0xbfa8a260, argc=1, argv=0xbfa8a3d4)
    at libs/cstool/csapplicationframework.cpp:131
#40 0x080946d0 in csApplicationRunner<Precursors::preClient>::Run (argc=1, argv=0xbfa8a3d4)
---Type <return> to continue, or q <return> to quit---
    at csapplicationframework.h:441
#41 0x0809407d in main (argc=1, argv=0xbfa8a3d4) at src/Client/main.cpp:55
(gdb)






3
Bug Reports / Re: More compile problems
« on: April 16, 2007, 08:19:59 am »
well, I finaly got the svn rev 1153 to compile, unfortinatly it crashes when i start the client :<

Code: [Select]
tarting program: /home/mec/development/precursors/precursors
[Thread debugging using libthread_db enabled]
[New Thread -1213928544 (LWP 13183)]
preClient version 0.3.4 Build 1153 by G33X Nexus Entertainment.

crystalspace.pluginmgr.loadplugin:
  could not load plugin 'cel.behaviourlayer.python'

crystalspace.canvas.glx2d:
  Opening GLX2D
  Creating Context
  Video driver GL/X version (direct renderer)
  Visual ID: 0x00000023, 24bit TrueColor
  R8:G8:B8:A8,
  level 0, double buffered

crystalspace.canvas.openglcommon.driverdb:
  Applied: Broken ATI point sprites (NV)

crystalspace.canvas.openglcommon:
  OpenGL renderer: GeForce 6600 LE/AGP/SSE2 (vendor: NVIDIA Corporation)
  version 2.1.0 NVIDIA 97.46
  Using windowed mode at resolution 1024x768.
  Pixel format: Color: 24 Alpha: 8 Depth: 24 Stencil: 8 AccumColor: 48
  AccumAlpha: 16 MultiSamples: 0
  Multisample: disabled

crystalspace.graphics3d.opengl:
  Using VBO with 64 MB of VBO memory

gne.Precursors:
  Joystick support enabled. Loading joystick plugin.

crystalspace.device.joystick.linux:
  No operable joystick found


crystalspace.pluginmgr.loadplugin:
  failed to initialize plugin 'crystalspace.device.joystick.linux'

gne.Precursors:
  Attempt to load plugin 'crystalspace.device.joystick.linux' failed

crystalspace.pluginmgr.loadplugin:
  could not load plugin 'precursors.pcfactory.servicemanager'

crystalspace.cel.physicallayer:
  CEL 'precursors.pcfactory.servicemanager' property class factory plugin
  missing!
Warning: Cannot convert string "vlines2" to type Pixmap
Warning: Missing charsets in String to FontSet conversion
Warning: Unable to load any usable fontset
gne.Precursors:  Error loading precursors.pcfactory.servicemanager factory!

crystalspace.pluginmgr.loadplugin:
  could not load plugin 'precursors.pcfactory.consumerproducer'

crystalspace.cel.physicallayer:
  CEL 'precursors.pcfactory.consumerproducer' property class factory plugin
  missing!
Warning: Cannot convert string "vlines2" to type Pixmap
Warning: Missing charsets in String to FontSet conversion
Warning: Unable to load any usable fontset
gne.Precursors:  Error loading precursors.pcfactory.consumerproducer factory!
start BehaviorLaver
end construct BehaviorLaver
Warning: Cannot convert string "vlines2" to type Pixmap
Warning: Missing charsets in String to FontSet conversion
Warning: Unable to load any usable fontset
gne.Precursors:  Couldn't find python behaviour layer!
end init content manager
[New Thread -1266287696 (LWP 13192)]
  Application initialized successfully.
Loading window 'Root'.
Loading window 'Main'.
Adding level 'flightsim'.
Adding level '/precursors/levels/Jamfile'.

crystalspace.bugplug:
  BugPlug loaded...

precursors.addon.window.main:
  Hold on, the hamster is working...
Loading window 'Progress'.
Loading window 'Hud'.

precursors.addon.contentmanager:
  Loading the server.

cel.networklayer.server:
  Starting server on port 60600.
[New Thread -1326609488 (LWP 13197)]

precursors.addon.contentmanager:
  Starting the server.
  Creating level entity...
Startload level
  Loading level '/precursors/levels/flightsim'...

precursors.behaviourlayer.c++.level:
  Start loading level.

crystalspace.graphics3d.shader.fixed:
  Multitexture units: moderate 4

precursors.behaviourlayer.c++.level:
  Loading region 'space2'.
Start Level::LOadEntitiesInReagon:space2
  Loading entities in sector 'Scene', region 'ent_level_space2'.
  Start loading level.
Not Deleted 0xb4f8fcb0 '(null)' ref=1
Not Deleted 0xb3851200 'flare_center' ref=1
Not Deleted 0xb3851480 'flare_spark1' ref=1
Not Deleted 0xb3851780 'flare_spark2' ref=1
Not Deleted 0xb3851990 'flare_spark3' ref=1
Not Deleted 0xb3851c10 'flare_spark4' ref=1
Not Deleted 0xb3851e90 'flare_spark5' ref=1
Not Deleted 0xb4f8cc30 'Scene' ref=1
Not Deleted 0xb3854468 'Lamp.011' ref=1
Not Deleted 0xb3d78928 'Lamp.010' ref=1
Not Deleted 0xb3d79150 'Lamp.009' ref=1
Not Deleted 0xb3d79ae8 'Lamp.008' ref=1
Not Deleted 0xb3d7a4d0 'Lamp.007' ref=1
Not Deleted 0xb3d7ae28 'Lamp.006' ref=1
Not Deleted 0xb3222c20 'Lamp.005' ref=1
Not Deleted 0xb32234d8 'Lamp.004' ref=1
Not Deleted 0xb3223e20 'Lamp.003' ref=1
Not Deleted 0xb32248c0 'flare_center' ref=1
Not Deleted 0xb3224e78 'flare_spark1' ref=2
Not Deleted 0xb32253f0 'flare_spark2' ref=2
Not Deleted 0xb3225968 'flare_spark3' ref=4
Not Deleted 0xb3225ee0 'flare_spark4' ref=3
Not Deleted 0xb3226458 'flare_spark5' ref=3
Not Deleted 0xb3226918 'Lamp.002' ref=1
Not Deleted 0xb3227390 'Lamp.001' ref=1
Not Deleted 0xb3227d30 'Lamp' ref=1
  Loading region 'space2'.
Start Level::LOadEntitiesInReagon:space2
END Level::LOadEntitiesInReagon
  Stop loading level.

Program received signal SIGSEGV, Segmentation fault.
[Switching to Thread -1213928544 (LWP 13183)]
0xb62cff87 in celEntity::NotifySiblingPropertyClasses (this=0xb2e6e7b8) at plugins/stdphyslayer/entity.cpp:77
77          pc->PropertyClassesHaveChanged ();
(gdb) Quit
(gdb)




Code: [Select]
Not Deleted 0xb3227d30 'Lamp' ref=1
  Loading region 'space2'.
Start Level::LOadEntitiesInReagon:space2
END Level::LOadEntitiesInReagon
  Stop loading level.

Program received signal SIGSEGV, Segmentation fault.
[Switching to Thread -1213928544 (LWP 13183)]
0xb62cff87 in celEntity::NotifySiblingPropertyClasses (this=0xb2e6e7b8) at plugins/stdphyslayer/entity.cpp:77
77          pc->PropertyClassesHaveChanged ();
(gdb) Quit
(gdb) bt
#0  0xb62cff87 in celEntity::NotifySiblingPropertyClasses (this=0xb2e6e7b8)
    at plugins/stdphyslayer/entity.cpp:77
#1  0xb62b184c in celPropertyClassList::Add (this=0x950fca8, obj=0x9511ca4)
    at plugins/stdphyslayer/propclas.cpp:60
#2  0xb62b7eaa in celPlLayer::CreatePropertyClass (this=0x827a550, entity=0xb2e6e824,
    propname=0xb2e69da1 "pcnetworkentity") at plugins/stdphyslayer/pl.cpp:825
#3  0xb621aaae in celAddOnCelEntity::Load (this=0x8276590, node=0xb352567c, mesh=0x0)
    at plugins/addons/celentity/celentity.cpp:539
#4  0x0816c01f in Precursors::ContentManager::CreateEntity (this=0xb4dd8ea0,
    entityname=0xb321c9c4 "Archigos1", params=0x8e59ea0, activateRegion=true)
    at src/Common/ContentManager/ContentManager.cpp:1009
#5  0xb35cadf5 in Precursors::Networking::celServerNetworkLayer::CreateEntity (this=0xb367cbc8, creator=0x0,
    eventID=0, entityName=0xb321c9c4 "Archigos1", params=0x8e59ea0)
    at plugins/network/celServerNetworkLayer/celServerNetworkLayer.cpp:754
#6  0xb35c910f in Precursors::Networking::celServerNetworkLayer::CreateEntity (this=0xb367cbc8, creator=0x0,
    eventID=0, entityName=0xb321c9c4 "Archigos1", sector=0xb4f8cc68, region=0x8e59a50, params=0x8e59e58)
    at plugins/network/celServerNetworkLayer/celServerNetworkLayer.cpp:733
#7  0x0816c516 in Precursors::ContentManager::CreateEntitiesFromMap (this=0xb4dd8ea0, sector=0xb4f8cc68,
    region=0x8e59a50) at src/Common/ContentManager/ContentManager.cpp:1070
#8  0x0815f5fd in Precursors::BehaviourLayer::Level::LoadEntitiesInRegion (this=0xb367d788,
    celRegion=0x8e59a50) at src/Common/BehaviourLayer/Level.cpp:127
#9  0x0815f7c9 in Precursors::BehaviourLayer::Level::SendMessage (this=0xb367d788, msg_id=11, pc=0xb367dc9c,
    [email protected], params=0x8df5f80, arg=0xbfd87874 "\204????x?7|??l????\203\"?L")
    at src/Common/BehaviourLayer/Level.cpp:153
#10 0x08160edf in Precursors::BehaviourLayer::Base::SendMessageV (this=0xb367d788,
    msg_id=0xb4b4a32c "pczonemanager_addregion", pc=0xb367dc9c, [email protected], params=0x8df5f80,
    arg=0xbfd87874 "\204????x?7|??l????\203\"?L") at src/Common/BehaviourLayer/Base.cpp:77
#11 0x08160e77 in Precursors::BehaviourLayer::Base::SendMessage (this=0xb367d788,
    msg_id=0xb4b4a32c "pczonemanager_addregion", pc=0xb367dc9c, [email protected], params=0x8df5f80)
    at src/Common/BehaviourLayer/Base.cpp:68
#12 0xb4ace836 in celPcZoneManager::SendZoneMessage (this=0xb367dc88, region=0x8e59a50,
    msgid=0xb4b4a32c "pczonemanager_addregion") at plugins/propclass/zone/zone.cpp:859
#13 0xb4acf2fe in celRegion::Load (this=0x8e59a50, allow_entity_addon=true)
    at plugins/propclass/zone/zone.cpp:292
#14 0xb4ad1b44 in celPcZoneManager::ActivateRegion (this=0xb367dc88, region=0x0, allow_entity_addon=true)
    at plugins/propclass/zone/zone.cpp:1202
#15 0xb4ad6f9f in celPcZoneManager::Load (this=0xb367dc88, path=0xbfd87b50 "/precursors/levels/flightsim",
    file=0x81b04eb "level.xml") at plugins/propclass/zone/zone.cpp:1022
#16 0xb4ae7dc2 in celPcZoneManager::PcZoneManager::Load (this=0xb367dee8,


4
Wallpapers / star and planets
« on: April 11, 2007, 08:11:20 pm »
just some pictures from my generator







everything is generated from code except the planet textures. planets orbit and rotate. Still got some artifacts from certian distances. lots of stuff still to do. but really should get precursors compiled and try intergrate the two.

comments welcome.

5
Precursors / Re: just some screen shots of what i been doing!
« on: March 27, 2007, 07:11:36 pm »
Well , starting to make it a bit nicer looking, but I fear I am killing the fps. Well, here is the latested.



going to try get some sort of halo plugin working as the one in CS is lacking some basic features I need. 

I also was in touch with kiolakin and got access to the cvs of his planetmesh plugin, now just got to figure out how to compile it ( he using msvc ). but from what i saw its seems perfect for precursors ( he is looking for a svn repository to keep his development files so I pointed him in your direction, hope you dont mind, think it would be a good idea to give him as much support as possible ).

and on a final note the reson I trying to get precursors compiled is i think it's time    I started trying to intergrate my solar plugin to see how that would work (with regard to scale and fps) . bit of a shame i dont have as much time as i did but that the way it goes.
   

regards
 

6
Bug Reports / More compile problems
« on: March 26, 2007, 07:17:34 pm »

7
Precursors / Re: Just dropping a line to update everyone!!
« on: March 22, 2007, 07:45:39 am »
Yaa, Fixed my Hdd, no data loss.

Happy camper


8
Precursors / Re: Just dropping a line to update everyone!!
« on: March 15, 2007, 07:50:55 am »
hi,
   Just want to let you all know the reason I'v not been about lately, I been having computer problems. First my DVD drive stopped working , when i was trying to see what was wrong with that the HDD drive that holds my "home" dir got a bad superblock, and to cap it all my telephone company decided it was a good time to disconect my phone for a week. so been having a bad 2 weeks regarding computers.
   Hopefully I will be able to recover my HDD as I have a lot of stuff setup on that drive and would be a real pain to set it all up again. luckly the code i been working on is on the svn server so that should be ok. anyway, I should be back up and running sometime next week(when I get the time to fix my ubuntu setup).

Regards

9
Precursors / Just dropping a line to update everyone!!
« on: February 28, 2007, 09:26:46 am »
Hi all,
   Just to let everyone know that I am still around.Been working on a star background, I got a plugin that draws the stars from the catalog for each frame but have had no success getting it to look good. Seem like there is a shortage of graphic functions that I can use in CS. Also this is very expensive in FPS.
   So I am planning on tring to get imagemagick working and create a normal skybox using 6 meterials. 
   I started a job so I dont have nearly as much time to spend on this as I did but I am still plugging away. Anyway , would be interested in hearing what everyone else is up to and any suggestions on how to make stars look good. 

Regards

10
Precursors Artwork / Re: Photoshop tutorials for making planets and stars
« on: February 11, 2007, 07:23:16 am »
well, I did a little bit of work on this



http://img178.imageshack.us/img178/1448/screenshotwd9.png

still got a few issues, The stars are generated from the star catalog and draw each frame. The stars are currently rendered last due to a bug with taking screen shots while window was resizing. Will have to ask jorrit if anything has been done about that. I had this working the right ( stars in background) but had that bug crashing app, will have to see if it's a CS bug or somthing i was doing.

Unfortunitly I dont have as much time as I used to code so things going much slower. I need to make this star thing it's own plugin as it currently in the same plugin as stargen which is GPL (Used that pluging as it already loaded the star catalog). and need to work out how to use effects to sharpen and blur the image to make it look better. but it's a start on a dymanic star's.

Basicly it just draws a point for each star on the screen. Things to add
 
   Different colours for different star types
   Different brightness different luminisoties
   Taking faraway stars, drawing them and then bluring them to give shades of space

Comments welcome, is this the direction we want to go with skybox?

Regards

11
Precursors / Router busted
« on: January 03, 2007, 01:56:34 pm »
Hi all, If you where wondering what happened to me my router died a couple of days ago, while I got my internet connection working again it's on a USB modem that wont work in linux. So going to be a bit before you hear from me, Hopefully it wont take to long to sort out. Till then everyone have a good new year.

regards

12
Precursors / Re: A few game design questions!! and a bit more :)
« on: December 27, 2006, 07:49:44 am »
I was thinking 1 CS unit is 1 meter

 100000 (around where CS stops working )  /  (1 m X 1,000 ) = 100km 

while 100km would be ok with things moving at 320m/s , we going to require 3 seperate scales to track all this. A large scale to cover out to about 60AU , a medium scale to handle out to about 100,000 km , and the the small scale for everthing less than a 100km. Only way I can see it working. On a positave note I got it rendering a 2d background, the dark cloud is that it seg faults when the screen get to a certian size :(. so currently I'm looking at doing 4 render passes per frame. Will be interesting what FPS we get with that. Only good thing is that most of the passes will have very little to render.

regards


 

13
Bug Reports / Re: Cant get current precursors to run
« on: December 24, 2006, 09:32:17 am »
well I give up, cant get it to run after many many rebuilds of everthing. I will give it another try after CSv1 is released.

versions
CS    :26113
CEL   :2505
CEGUI :1462
PRE   :1084

Code: [Select]
(gdb) run
Starting program: /home/mec/development/precursors/precursors
[Thread debugging using libthread_db enabled]
[New Thread -1213892928 (LWP 28318)]
preClient version 0.3.4 Build 1084 by G33X Nexus Entertainment.
created PreClient
Start PreClient
WARNING: could not load plugin 'crystalspace.sound.render.software'
WARNING: could not load plugin 'crystalspace.sound.loader.multiplexer'
WARNING: could not load plugin 'crystalspace.modelconverter.multiplexer'
WARNING: could not load plugin 'crystalspace.mesh.crossbuilder'
 end preclient
Star preClient::Application ()

crystalspace.canvas.glx2d:
  Opening GLX2D
  Creating Context
  Video driver GL/X version (direct renderer)
  Visual ID: 0x00000023, 24bit TrueColor
  R8:G8:B8:A8,
  level 0, double buffered

crystalspace.canvas.openglcommon.driverdb:
  Applied: Broken ATI point sprites (NV)

crystalspace.canvas.openglcommon:
  OpenGL renderer: GeForce 6600 LE/AGP/SSE2 (vendor: NVIDIA Corporation)
  version 2.0.2 NVIDIA 87.62
  Using windowed mode at resolution 1024x768.
  Pixel format: Color: 24 Alpha: 8 Depth: 24 Stencil: 8 AccumColor: 48
  AccumAlpha: 16 MultiSamples: 0
  Multisample: disabled

gne.Precursors:
  Joystick support enabled. Loading joystick plugin.

crystalspace.device.joystick.linux:
  No operable joystick found


crystalspace.pluginmgr.loadplugin:
  failed to initialize plugin 'crystalspace.device.joystick.linux'

gne.Precursors:
  Attempt to load plugin 'crystalspace.device.joystick.linux' failed
End plugins preClient::Application ()
Start blcpp preClient::Application ()
start BehaviorLaver
end construct BehaviorLaver
End blcpp preClient::Application ()
Start Content loader preClient::Application ()
end init content manager
contentManager->LoadDefaults ();
                cegui->Initialize ();
Assertion failed: *(CookieType*)p == startCookie
Location:         libs/csutil/ptmalloc_wrap.cpp:127
Message:          Memory block has wrong cookie (was probably allocated in another module)
Call stack:
/home/mec/development/CS/gl3d.so [0xb771c47b]
/home/mec/development/CS/gl3d.so [0xb772e120]
/home/mec/development/CS/gl3d.so [0xb772e184]
/home/mec/development/CS/gl3d.so [0xb772e1fb]
/home/mec/development/CS/gl3d.so [0xb772e21f]
/home/mec/development/CS/gl3d.so [0xb772e3c3]
/home/mec/development/CS/gl3d.so [0xb7723b00]
/home/mec/development/CS/cegui.so [0xb634ed5a]
/home/mec/development/precursors/precursors(Precursors::preClient::Application()+0x1530) [0x80994e4]
/home/mec/development/precursors/precursors [0x80ac69c]
/home/mec/development/precursors/precursors [0x80ac86e]
/home/mec/development/precursors/precursors(csApplicationRunner<Precursors::preClient>::Run(int, char**)+0x34) [0x8095a28]
/home/mec/development/precursors/precursors(main+0x5d) [0x80953d5]
/lib/tls/i686/cmov/libc.so.6(__libc_start_main+0xd2) [0xb7b18ea2]
/home/mec/development/precursors/precursors(__gxx_personality_v0+0x71) [0x80952f9]

Program received signal SIGTRAP, Trace/breakpoint trap.
[Switching to Thread -1213892928 (LWP 28318)]
CS::Debug::AssertMessage (expr=0xb77bc754 "*(CookieType*)p == startCookie",
    filename=0xb77bc735 "libs/csutil/ptmalloc_wrap.cpp", line=127,
    msg=0xb77bc6ec "Memory block has wrong cookie (was probably allocated in another module)")
    at libs/csutil/csassert.cpp:75
75          }
(gdb) bt
#0  CS::Debug::AssertMessage (expr=0xb77bc754 "*(CookieType*)p == startCookie",
    filename=0xb77bc735 "libs/csutil/ptmalloc_wrap.cpp", line=127,
    msg=0xb77bc6ec "Memory block has wrong cookie (was probably allocated in another module)")
    at libs/csutil/csassert.cpp:75
#1  0xb776803b in ptrealloc (P=0x822c060, n=140070240) at libs/csutil/ptmalloc_wrap.cpp:125
#2  0xb771c47b in CS::Memory::AllocatorMalloc::Realloc (this=0xbfaa9cd4, p=0x822c060, newSize=140070240)
    at cssysdef.h:665
#3  0xb772e120 in csArrayElementHandler<csGLSuperLightmap*>::ResizeRegion<CS::Memory::AllocatorPointerWrapper<csGLSuperLightmap*, CS::Memory::AllocatorMalloc> > ([email protected], mem=0x822c060,
    relevantcount=3215629928, oldcount=3215629788, newcount=3256243032) at array.h:136
#4  0xb772e184 in csArray<csGLSuperLightmap*, csArrayElementHandler<csGLSuperLightmap*>, CS::Memory::AllocatorMalloc, csArrayCapacityDefault>::InternalSetCapacity (this=0xbfaa9cc8, n=3256243032) at array.h:410
#5  0xb772e1fb in csArray<csGLSuperLightmap*, csArrayElementHandler<csGLSuperLightmap*>, CS::Memory::AllocatorMalloc, csArrayCapacityDefault>::AdjustCapacity (this=0xbfaa9cc8, n=3215629929) at array.h:423
#6  0xb772e21f in csArray<csGLSuperLightmap*, csArrayElementHandler<csGLSuperLightmap*>, CS::Memory::AllocatorMalloc, csArrayCapacityDefault>::SetSizeUnsafe (this=0xbfaa9cc8, n=3215629929) at array.h:436
#7  0xb772e3c3 in csArray<csGLSuperLightmap*, csArrayElementHandler<csGLSuperLightmap*>, CS::Memory::AllocatorMalloc, csArrayCapacityDefault>::Push (this=0xbfaa9cc8, [email protected]) at array.h:710
#8  0xb7723b00 in csGLTextureManager::CreateSuperLightmap (this=0xbfaa9bb4, w=-1079338044, h=-1079338048)
    at plugins/video/render3d/opengl/gl_txtmgr.cpp:1435
#9  0xb634ed5a in csCEGUIRenderer::Initialize (this=0xb62eb010, script=0x0)
    at plugins/gui/cegui/ceguirenderer.cpp:60
#10 0x080994e4 in Precursors::preClient::Application (this=0xbfaaa810) at src/Client/preClient.cpp:436
#11 0x080ac69c in csApplicationFramework::Start () at libs/cstool/csapplicationframework.cpp:71
#12 0x080ac86e in csApplicationFramework::Main (this=0xbfaaa810, argc=1, argv=0xbfaaa984)
    at libs/cstool/csapplicationframework.cpp:131
#13 0x08095a28 in csApplicationRunner<Precursors::preClient>::Run (argc=1, argv=0xbfaaa984)
    at csapplicationframework.h:441
#14 0x080953d5 in main (argc=1, argv=0xbfaaa984) at src/Client/main.cpp:55
(gdb)




14
Bug Reports / Re: Cant get current precursors to run
« on: December 22, 2006, 08:36:08 pm »
I dont know what is wrong, where is the end of a compile a debug run and an error trace. As far as i can see the call to
  cegui->Initialize ();

is wrong as the api defines

 iCEGUI::Initialize ( iScript * script = 0 )

but then the "= 0 " , I really dont understand. So i was thinking i would try the released version instead of te svn versions and see if i could get that to work.



Code: [Select]

config.status: executing Jamconfig commands
config.status: Jamconfig is unchanged
configure: creating ./config.status
config.status: creating Jamfile
config.status: creating installers/default.apspec
config.status: creating installers/default.nsi
config.status: creating docs/precursors.Doxyfile
config.status: creating config.h
config.status: config.h is unchanged
config.status: executing Jamconfig commands
config.status: Jamconfig is unchanged
configure:

Please note that this project uses Jam as its build tool,
therefore you must type 'jam' to build the project.

Jam home: http://www.perforce.com/jam/jam.html
Jam source: ftp://ftp.perforce.com/jam/

[email protected]:~/development/precursors$ jam Warning: no rules for file type .cpp~ defined (at file <src!Common!BehaviourLaye r>Level.cpp~).
Warning: no rules for file type .cpp~ defined (at file <src!Common!BehaviourLaye r>BehaviourLayer.cpp~).
Warning: no rules for file type .cpp~ defined (at file <src!Common!ContentManage r>ContentManager.cpp~).
...found 749 target(s)...
[email protected]:~/development/precursors$ gdb ./precursors
GNU gdb 6.4-debian
Copyright 2005 Free Software Foundation, Inc.
GDB is free software, covered by the GNU General Public License, and you are
welcome to change it and/or distribute copies of it under certain conditions.
Type "show copying" to see the conditions.
There is absolutely no warranty for GDB.  Type "show warranty" for details.
This GDB was configured as "i486-linux-gnu"...Using host libthread_db library "/ lib/tls/i686/cmov/libthread_db.so.1".

(gdb) run
Starting program: /home/mec/development/precursors/precursors
[Thread debugging using libthread_db enabled]
[New Thread -1214208320 (LWP 13412)]
preClient version 0.3.4 Build 1084 by G33X Nexus Entertainment.
created PreClient
SCF_NOTIFY: class crystalspace.cegui.wrapper (from /home/mec/development/CS/csce gui.so) has already been registered in a different context: '{none}' vs. '{none} ' (from /home/mec/development/CS/cegui.so); this message appears only in debug b uilds
Start PreClient
WARNING: could not load plugin 'crystalspace.sound.render.software'
WARNING: could not load plugin 'crystalspace.sound.loader.multiplexer'
WARNING: could not load plugin 'crystalspace.modelconverter.multiplexer'
WARNING: could not load plugin 'crystalspace.mesh.crossbuilder'
 end preclient
Star preClient::Application ()

crystalspace.canvas.glx2d:
  Opening GLX2D
  Creating Context
  Video driver GL/X version (direct renderer)
  Visual ID: 0x00000023, 24bit TrueColor
  R8:G8:B8:A8,
  level 0, double buffered

crystalspace.canvas.openglcommon.driverdb:
  Applied: Broken ATI point sprites (NV)

crystalspace.canvas.openglcommon:
  OpenGL renderer: GeForce 6600 LE/AGP/SSE2 (vendor: NVIDIA Corporation)
  version 2.0.2 NVIDIA 87.62
  Using windowed mode at resolution 1024x768.
  Pixel format: Color: 24 Alpha: 8 Depth: 24 Stencil: 8 AccumColor: 48
  AccumAlpha: 16 MultiSamples: 0
  Multisample: disabled

gne.Precursors:
  Joystick support enabled. Loading joystick plugin.

crystalspace.device.joystick.linux:
  No operable joystick found


crystalspace.pluginmgr.loadplugin:
  failed to initialize plugin 'crystalspace.device.joystick.linux'

gne.Precursors:
  Attempt to load plugin 'crystalspace.device.joystick.linux' failed
End plugins preClient::Application ()
Start blcpp preClient::Application ()
start BehaviorLaver
end construct BehaviorLaver
End blcpp preClient::Application ()
Start Content loader preClient::Application ()
end init content manager
contentManager->LoadDefaults ();
                cegui->Initialize ();
*** glibc detected *** free(): invalid pointer: 0xbfb5b2f0 ***

Program received signal SIGABRT, Aborted.
[Switching to Thread -1214208320 (LWP 13412)]
0xffffe410 in __kernel_vsyscall ()
(gdb) bt
#0  0xffffe410 in __kernel_vsyscall ()
#1  0xb7adf9a1 in raise () from /lib/tls/i686/cmov/libc.so.6
#2  0xb7ae12b9 in abort () from /lib/tls/i686/cmov/libc.so.6
#3  0xb7b1387a in __fsetlocking () from /lib/tls/i686/cmov/libc.so.6
#4  0xb7b19fd4 in malloc_usable_size () from /lib/tls/i686/cmov/libc.so.6
#5  0xb7b1cca9 in realloc () from /lib/tls/i686/cmov/libc.so.6
#6  0xb772d109 in CS::Memory::AllocatorMalloc::Realloc (this=0xbfb5b2c4,
    p=0xbfb5b2f0, newSize=0) at cssysdef.h:615
#7  0xb773edac in csArrayElementHandler<csGLSuperLightmap*>::ResizeRegion<CS::Me mory::AllocatorPointerWrapper<csGLSuperLightmap*, CS::Memory::AllocatorMalloc> >  ([email protected], mem=0xbfb5b2f0, relevantcount=3216356072,
    oldcount=138682648, newcount=0) at array.h:136
#8  0xb773ee10 in csArray<csGLSuperLightmap*, csArrayElementHandler<csGLSuperLig htmap*>, CS::Memory::AllocatorMalloc, csArrayCapacityDefault>::InternalSetCapaci ty (this=0xbfb5b2b8, n=0) at array.h:410
#9  0xb773ee87 in csArray<csGLSuperLightmap*, csArrayElementHandler<csGLSuperLig htmap*>, CS::Memory::AllocatorMalloc, csArrayCapacityDefault>::AdjustCapacity (
    this=0xbfb5b2b8, n=3216356073) at array.h:423
#10 0xb773eeab in csArray<csGLSuperLightmap*, csArrayElementHandler<csGLSuperLig htmap*>, CS::Memory::AllocatorMalloc, csArrayCapacityDefault>::SetSizeUnsafe (
    this=0xbfb5b2b8, n=3216356073) at array.h:436
#11 0xb773f04f in csArray<csGLSuperLightmap*, csArrayElementHandler<csGLSuperLig htmap*>, CS::Memory::AllocatorMalloc, csArrayCapacityDefault>::Push (
---Type <return> to continue, or q <return> to quit---
    this=0xbfb5b2b8, [email protected]) at array.h:710
#12 0xb773478c in csGLTextureManager::CreateSuperLightmap (this=0xbfb5b1a4,
    w=-1078611532, h=-1078611536)
    at plugins/video/render3d/opengl/gl_txtmgr.cpp:1435
#13 0xb6402d5a in csCEGUIRenderer::Initialize (this=0xb639f010, script=0x0)
    at plugins/gui/cegui/ceguirenderer.cpp:60
#14 0x0806d19f in Precursors::preClient::Application ()
#15 0x0807ca68 in csApplicationFramework::Start ()
    at libs/cstool/csapplicationframework.cpp:71
#16 0x0807cc3a in csApplicationFramework::Main (this=0xbfb5bd90, argc=1,
    argv=0xbfb5bed4) at libs/cstool/csapplicationframework.cpp:131
#17 0x08068abc in main ()
(gdb)

15
Bug Reports / Re: Cant get current precursors to run
« on: December 22, 2006, 11:42:11 am »
I'v run it down to this line in preClient.cpp ( around line 430 )

 cegui->Initialize ();


16
Bug Reports / Re: Cant get current precursors to run
« on: December 22, 2006, 10:42:58 am »
output from precorsorded

Code: [Select]
[email protected]:~/development/precursors$ ./precursorsded
Precursors dedicated server version 0.3.4 Build 1084 by G33X Nexus Entertainment.
SCF_NOTIFY: class crystalspace.cegui.wrapper (from /home/mec/development/CS/cscegui.so) has already been registered in a different context: '{none}' vs. '{none}' (from /home/mec/development/CS/cegui.so); this message appears only in debug builds
WARNING: Canvas driver couldn't find a font server plugin!  This is normal if you don't want one (warning displays only in debug mode)
WARNING: could not load plugin 'crystalspace.modelconverter.multiplexer'
WARNING: could not load plugin 'crystalspace.mesh.crossbuilder'
WARNING: csConsoleOutput: Unable to locate iFontServer
start BehaviorLaver
end construct BehaviorLaver
end init content manager
NOTIFY: Loading the server.
NOTIFY: Starting server on port 60600.
NOTIFY: Starting the server.
NOTIFY: Creating level entity...
NOTIFY: Loading level '/precursors/levels/flightsim'...
NOTIFY: Start loading level.
DLERROR (/home/mec/development/CS/glshader_cg.so): /usr/lib/libCgGL.so: undefined symbol: glVertexPointer
SCF_WARNING: factory returned a null instance for crystalspace.graphics3d.shader.glcg
        if error messages are not self explanatory, recompile CS with CS_DEBUG
WARNING: could not load plugin 'crystalspace.graphics3d.shader.glcg'
NOTIFY: Loading region 'space2'.
NOTIFY: Stop loading level.


17
Bug Reports / Cant get current precursors to run
« on: December 22, 2006, 05:55:29 am »
Yep still here, have not seen precursors on my machine in a long time.
got current everthing and it all seems to compile ok. I get this when i run it in the debuger.

[email protected]:~/development/precursors$ gdb ./precursors
GNU gdb 6.4-debian
Copyright 2005 Free Software Foundation, Inc.
GDB is free software, covered by the GNU General Public License, and you are
welcome to change it and/or distribute copies of it under certain conditions.
Type "show copying" to see the conditions.
There is absolutely no warranty for GDB.  Type "show warranty" for details.
This GDB was configured as "i486-linux-gnu"...Using host libthread_db library "/lib/tls/i686/cmov/libthread_db.so.1".

(gdb) run
Starting program: /home/mec/development/precursors/precursors
[Thread debugging using libthread_db enabled]
[New Thread -1214236992 (LWP 10464)]
preClient version 0.3.4 Build 1084 by G33X Nexus Entertainment.
SCF_NOTIFY: class crystalspace.cegui.wrapper (from /home/mec/development/CS/cscegui.so) has already been registered in a different context: '{none}' vs. '{none}' (from /home/mec/development/CS/cegui.so); this message appears only in debug builds
WARNING: could not load plugin 'crystalspace.sound.render.software'
WARNING: could not load plugin 'crystalspace.sound.loader.multiplexer'
WARNING: could not load plugin 'crystalspace.modelconverter.multiplexer'
WARNING: could not load plugin 'crystalspace.mesh.crossbuilder'

crystalspace.canvas.glx2d:
  Opening GLX2D
  Creating Context
  Video driver GL/X version (direct renderer)
  Visual ID: 0x00000023, 24bit TrueColor
  R8:G8:B8:A8,
  level 0, double buffered

crystalspace.canvas.openglcommon.driverdb:
  Applied: Broken ATI point sprites (NV)

crystalspace.canvas.openglcommon:
  OpenGL renderer: GeForce 6600 LE/AGP/SSE2 (vendor: NVIDIA Corporation)
  version 2.0.2 NVIDIA 87.62
  Using windowed mode at resolution 1024x768.
  Pixel format: Color: 24 Alpha: 8 Depth: 24 Stencil: 8 AccumColor: 48
  AccumAlpha: 16 MultiSamples: 0
  Multisample: disabled

gne.Precursors:
  Joystick support enabled. Loading joystick plugin.

crystalspace.device.joystick.linux:
  No operable joystick found


crystalspace.pluginmgr.loadplugin:
  failed to initialize plugin 'crystalspace.device.joystick.linux'

gne.Precursors:
  Attempt to load plugin 'crystalspace.device.joystick.linux' failed
start BehaviorLaver
end construct BehaviorLaver

Program received signal SIGSEGV, Segmentation fault.
[Switching to Thread -1214236992 (LWP 10464)]
0xb773319e in csArrayElementHandler<csGLSuperLightmap*>::Construct (address=0xa91f9fe8, [email protected])
    at array.h:114
114     array.h: No such file or directory.
        in array.h
(gdb)

will try hunt this down myself for laughs but not much to go on yet.

So, is this to old array problem that was supposed to be fixed or a new one?
regards and merry chirstmass


18
Precursors Artwork / Re: Photoshop tutorials for making planets and stars
« on: December 21, 2006, 06:28:18 am »
 Hmm, is it just me or are the links missing ?

19
Precursors / A few game design questions!! and a bit more :)
« on: December 20, 2006, 07:37:46 pm »
Just want to toss these out there.

what is precursors basic unit in space going to be, ( ie 1 unit in CS = how many m/km) ?
what is the maximum speed in km/s a ship can travel in normal flight.

think these are pretty basic and hope we have at least some suggestions, I'v being doing some number crunching and I keep coming back to these numbers as being very important.

for example 1 unit cs = 10m gives a max sector size of 1000km , this is not to bad as long as our ships are not travelling 500 km/s. also large planets are over 60,000km raidus , this still going to be a bit of a problem.

think the actual game play needs to be thought out better. If we going to have space battles we need to keep the max speed of the ships low.

My idea at the moment is as follows

Fighter class:
   high acceleration
   medium top speed
   good manoeuvrability
   short range ( can only get around a planet system ).
   good short range weapons.

Trader / Miner :
   low acceleration
   low top speed
   medium manoeuvrability
   long range ( got an in system drive for planet hopping / upgradable to a solar drive  )
   medium short and long range weapons.

Frigate
   medium acceleration
   high top speed
   medium manoeuvrability
   long range ( got an in system drive / and solar drive )
   good short range weapons and medium long range weapons.

Capital Ship
   low acceleration
   high top speed
   low manoeuvrability
   long range ( got an in system drive / and solar drive )
   good short range weapons and good long range weapons.
   can spawn fighters

The idea being that we try to limit the speeds of ships when they fighting. By creating certain assests for people to fight over like bases and space stations we should be able to concentrate groups of people into battles. We use stuff like in system drives to cut out most of the time involved in travel from planet to planet ( use mass of a body and mass of a ship to calculate how close a insystem drive can get you to a planet ).

At a higher level, we got two sides, we start off with a couple of systems with bases/stations. These  are the factories of the game.Only in systems with bases can you spawn, trade/ buy ships or supplies. when a system has a base belonging to one race the other cannot build a base in that system till it has destroyed all enemy bases.

A player may spawn at any base belonging to his race, but ships and inventory will not spawn warp with the player. fighters are free at bases but have to be bought for capital ships, a player can also use the bases defensive weaponry. The person/group who build a base in a system are basicly that systems lord and get a cut of all transactions in that base. Money is created by mining and killing enemy ships ( traders are not considered enemy ).

anyway, I'll stop there as this is getting to long.

So what you think?

20
Precursors / just some screen shots of what i been doing!
« on: December 20, 2006, 06:11:53 pm »
they still pritty rough but going to try figure out some way of getting 2 different scales working at the same time. Then I will try make it look pritty :)





PS, the forums been very quite. anything going on !!!!!


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