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Cube & Cube 2 FORUM


General Thread

by Aardappel on 01/05/2002 01:55, 15499 messages, last message: 12/08/2021 21:22, 8826840 views, last view: 12/09/2021 06:28

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#4930: error

by mig10k on 09/27/2005 16:07

[mig10k@mig10k cube]$ ./linux_client
init: sdl
init: net
init: world
game mode is ffa/default
init: video: sdl
init: video: mode
init: video: misc
init: gl
init: basetex
init: sound
Fatal signal: Segmentation Fault (SDL Parachute Deployed)

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#4931: error2

by mig10k on 09/27/2005 16:09

sorry i forgot to mention, i use fedora core 4 up2date.

i think is because of SDL_mixer, anyway something about the sound.

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#4932: Re: A Cube utility and patch I wrote

by xoltra on 09/27/2005 16:35, refers to #4927

wasdaplus,

Thanks for your feedback. One problem with incorporating textures into the image is that currently there is only one pixel per cube. So it would be hard to see much detail. But maybe I could make some exceptions, such as using blue for water, or something like that.

Yes, it updates the headers of the output map when the number of entities have changde (because they are deleted).

Note that the color used for the background in the image can be any cube attribute and specified by the '-x' switch. It defaults to floor height.

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#4933: Re: error

by kernowyon on 09/27/2005 20:07, refers to #4930

The problem is sound related. Thats why it segfaults straight after loading sound.
I assume you have SDL_mixer? If not, install that.
If it still complains, try setting the system to hand back the control of the sound card more quickly. E.g if using KDE, go to the KDE control centre, select Sound and Multimedia or whatever its called, then Sound System. In there, set the Auto Suspend to as low as you can - 1 second I think it is. Apply and save.
That should sort it :)

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#4934: !nEw clan! ...:::HyperFrag:::...

by mevsmp on 09/27/2005 20:08

HyperFrag is a new clan!
play with us and enjoy it ^^
check it!

http://www.Hyper-Frag.de.vu

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#4935: Re: error

by mig10k on 09/27/2005 20:49, refers to #4933

that did not work

i run kde

i have disabled artsd, it always crashed most of the time, it should be excluded from kde.

i have 2 sound cards, main: Creative Sound Blaster Live 24 7.1

i have ATi with the fglrx instaled from rpm.livna.org and full working, i play enemy teritory and works perfect.

kernel is 2.6.12-1.1456_FC4

SDL all libs instaled from the distribution.

any ideea?

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#4936: Re: short freezes

by Tommo on 09/27/2005 22:04, refers to #4920

Thanks for the suggestions. Unfortunately when the freeze occurs I cannot reach another terminal window - seems cube has captured mouse and keyboard events. I can only Ctrl-Alt-Bspace to reach a command line but by then the X server is shut down.

Ian

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#4937: Word of Praise

by Dread_nact on 09/28/2005 15:34

Just wanted to say what a great job you guys are doing!

I downloaded an early release of Sauerbraten about a year ago and was definitely intrigued. Today I tried the latest version and I have to say I was completely astounded. Its great. Cube was great, but this is truly great!

The Open source community is truly indebted to you, and you guys should all get a medal. I only wish cube and sauerbraten received more exposure for you hard work. I look forward to more.

Ben

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#4938: Re: error

by kernowyon on 09/28/2005 18:36, refers to #4935

short of double checking you have SDL_mixer - then not really :(
I would certainly check SDL_mixer is there - without it,you would get the error you are describing.
Enemy territory is not likely to use SDL_mixer I would think - it certainly isn't used in RTCW, which is the same engine.

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#4939: Cube crash in Ubuntu

by cubeaholic on 09/29/2005 00:26

I have the latest cube and also the new Breezy Ubuntu. Unfortunately after some time running cube crashes with the following messages:

write /dev/sequencer: Bad file descriptor
write /dev/sequencer: Bad file descriptor
write /dev/sequencer: Bad file descriptor
write /dev/sequencer: Bad file descriptor
write /dev/sequencer: Bad file descriptor
write /dev/sequencer: Bad file descriptor
write /dev/sequencer: Bad file descriptor
Fatal signal: Segmentation Fault (SDL Parachute Deployed)
Xlib: unexpected async reply (sequence 0x92)!

Any ideas on what might be causing this?

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#4940: Spawning new items-- am I doing it right?

by SunDog on 09/29/2005 17:50

I'm trying to modify Cube so that some monsters drop ammo, health, or armor when they die. At first, I thought it would be a simple matter of calling "newentity" when the monster died. When I did that, I found that the objects would appear, and that I could pick them up and they would disappear, but they wouldn't do anything. For example, picking up rockets would give me any additional rocket ammo, picking up armor wouldn't boost my armor or change its color, etc.

After a few hours of digging, I figured out that the object was being spawned client-side, but not server-side. After some trial and error, I found a solution that worked: Called "newentity", then set both "notgotitems" and "senditemstoserver" to "true". Once I did that, it worked fine.

Although it's working now, I can't help but feel that I'm "programming by coincidence" here, so I thought I'd ask the Cube community for a sanity check. My main question is, are there any hidden "gotchas" from this approach? In particular, would this approach slow down multiplayer? (I'm thinking of implementing something similar for players killed during MP games.) Would it be a good idea to implement a new server message that spawns single items server-side, in order to conserve bandwidth? Or is sending the whole list of items to the server a relatively cheap operation?

Any information and/or advice is appreciated. Thanks!

Sun Dog

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#4941: cube freezes

by player on 10/01/2005 17:38

Cube freezes randomly while playing on Linux 2.6.13.2. specs: Radeon 9250se, Open Source drivers, sound over esd daemon, xorg 6.8.2, sound card on board Intel 82801BA-ICH2 with AD1885. I can switch to console with ctrl+alt+f1 and kill Xserver.
result of strace -p pid_of_linux_client:
futex ...

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#4942: Building on Mac

by macdonag on 10/04/2005 08:18

Hi all - I'm trying to set up an Xcode project for sauerbraten cvs. I've got it building libenet, but when I try to link that with the server app, it fails:

/usr/bin/ld: Undefined symbols:
_enet_list_clear
_enet_list_insert
_enet_list_remove

Now this is a bit weird, since they do seem to be in enet. Even if I link with libenet build from the makefile, I have the same issue. This may be a bit esoteric, but cheers in advance for any help.

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#4943: Re: Building on Mac

by macdonag on 10/04/2005 08:39, refers to #4942

I'd like to add, I have got the whole thing building via makefiles (and it runs really fast!), but I'm still interested in getting it going thru Xcode - anyone done that (using proper Xcode projects - not just having it build the makefile - that's cheating!

Cheers

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#4944: Need help, reports fast fps but runs slow

by dtzWill on 10/06/2005 00:34

Hopefully this is a simple fix and i'm a dumba$$. Here's the deal--i'm using a p3 500mhz, 128mb ram, w/a rage pro mobility p/m vid card. The game runs, and reports 29 fps while running at default res, which isn't really my problem--bc if i actually GOT 29 fps i'd be happy. What my problem is is that despite it SAYING it's running at 29 fps, any movements/keypresses aren't noticed for abt 5 secs, which is usu the case when it runs w/slow fps. But why does it report inaccurate fps? or am i having a problem w/input? thanx in advance.

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#4945: ..

by >_< Sauceofallevils >_< on 10/07/2005 02:39

Im surprised, cube mods are actually starting to have releases with new code in it. Cube has had mod releases but they never have changed code, so im liking this attitude.

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#4946: Re: Building on Mac

by macdonag on 10/08/2005 00:09, refers to #4944

Ok, it took a bit of fiddling, but I've got a half way house setup in Xcode - sauerbraten compiles via a normal Xcode project (so I can debug, etc), but I link in the libenet build with the Makefile provided. I can't be bothered figuring out which single compile flag/switch makes the difference, so I'll take this. Oh, and adding an Xcode-built libenet to the link phase seems to screw up the project permanently - even a clean all and the 'good' libenet don't fix it....

There's something funky going on.

So if anyone wants a recent Xcode proj file, I can provide.

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#4947: Animating Monsters in Cube/Sauer

by FatMike on 10/08/2005 07:22

How the hell do you animate monsters in cube/sauer? I\'ve been using milkshape3d to mod the various elements in cube and I can\'t seem to get the animation parts to work right...if anyone could lend some advise?

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#4948: How many polys can Cube take?

by Devron6 on 10/08/2005 16:59

I have made a model for the game because I am doing a mod and the character is 1320 i see him fine but when i kill him the game crashes, is it to much polys for the game to handle?

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#4949: perlin combiners...

by Aardappel_ on 10/09/2005 08:21

some people may enjoy this: http://strlen.com/perlincombiners/

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