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Linuxulator on FreeBSD 6-STABLE

Polka Pinkdot
Potential Slacker
Join date: 4 Jan 2006
Posts: 144
02-10-2006 15:52
Thus far I've had no joy because Secondlife is compiled against a much newer version of glibc than is installed by default. Right now it's based on a Redhat 8 install, which is uses Glibc 2.1.3.

I'm switching it out for SUSE 9.3 from the ports to see if it's any happier. However, it's going to take awhile to download all of the packages.
Polka Pinkdot
Potential Slacker
Join date: 4 Jan 2006
Posts: 144
02-10-2006 16:30
Update: Suse 9.3 base did the trick.

I had to fiddle a bit though.

To get it to run I had to edit /compat/linux/etc/ld.so.conf and add the "lib" dir from the distribution, then run /compat/linux/sbin/ldconfig

After that it fired right up.

Downside: My Avatar does not want to load. The only way I can tell where I am is from the prim glasses I wear.
Polka Pinkdot
Potential Slacker
Join date: 4 Jan 2006
Posts: 144
02-10-2006 16:55
More observations: Stuff rezzes pretty fast until I get an out of order packet (sadly common for me), then it just stops, and takes several seconds to get started again.

No avatars render. Attachments are fine, but the avatars themselves are invisible.

I get these messages on the console:
2006-02-11T00:54:47Z WARNING: AvatarAppearance msg received without any parameters
Polka Pinkdot
Potential Slacker
Join date: 4 Jan 2006
Posts: 144
02-10-2006 17:00
One more note: Changing the resolution is easy: just uncheck "run in a window" and choose your resolution from the dropdown. You don't even have to restart the client. It still runs in a window though.
Polka Pinkdot
Potential Slacker
Join date: 4 Jan 2006
Posts: 144
02-10-2006 17:06
Here's a screenshot. I think the client has given up trying to get the high rez textures for the trees at this point. :(

I did pull the settings.ini trick to bump the video memory up to 128M, but I don't know if it actually did anything. According to the console messages the memory is set correctly, but the client seems very fickle about loading textures.

I can't get the debug menu to come up either.

Elberg Control
Wandering Loon
Join date: 24 Aug 2005
Posts: 79
02-10-2006 20:02
From: Polka Pinkdot
Update: Suse 9.3 base did the trick.

I had to fiddle a bit though.

To get it to run I had to edit /compat/linux/etc/ld.so.conf and add the "lib" dir from the distribution, then run /compat/linux/sbin/ldconfig

After that it fired right up.

Downside: My Avatar does not want to load. The only way I can tell where I am is from the prim glasses I wear.


Adding the lib dir to your system's library cache shouldn't have been an issue unless you were failing to run secondlife using the script in the top-level directory which sets the LD_LIBRARY_PATH variable appropriately.
Angel Sunset
Linutic
Join date: 7 Apr 2005
Posts: 636
02-11-2006 05:51
Getting Debug up is in the "tips" thread. It gets done directly in settings.ini

I have the same with caches, and trees, and ground too. Caches empty fast and detail rezzes slowly. If you leave it to take it's own sweet time, sometimes it never happens.

However, first rez is LOTS faster than with windows, and my draw distance is HUGE in comparison, though limited by 5 fps. I can run normally with draw distance set to 512, limited by 5 fps, which in Windows gets me an effective draw distance way under 128. In linux, its over 256 for the same fps, and lots less lag.

"mouse hover" often loads details on objects and Avs, but not on trees or texture. (Windows too)

Also starting to edit (without actually editing), by right clicking sometimes forces details to load too. (Windows too)

I am also not 100% convinced that the video memory is being used after setting it in the settings.ini. I any case, it behaves very differently than in windows. On the top line of the texture console, I get, for Linux: GL Tot as 52/-128, MB Bound 41/116 (note the - sign); under windows, GL Tot is 42/232, MB Bound 16/116.
_____________________
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Kubuntu Intrepid 8.10, KDE, linux 2.6.27-11, X.Org 11.0, server glx vendor: NVIDIA Corporation, server glx version: 1.5.2, OpenGL vendor: NVIDIA Corporation, OpenGL renderer: GeForce 9800 GTX+/PCI/SSE2, OpenGL version: 3.0.0 NVIDIA 180.29, glu version: 1.3, NVidia GEForce 9800 GTX+ 512 MB, Intel Core 2 Duo, Mem: 3371368k , Swap: 2570360k
Polka Pinkdot
Potential Slacker
Join date: 4 Jan 2006
Posts: 144
02-11-2006 09:40
Yeah, I tried enabling the debug console and it looks like the game refuses to use more than about 10mb of texture memory, which would explain why it's stuck in low rez mode all of the time.
Polka Pinkdot
Potential Slacker
Join date: 4 Jan 2006
Posts: 144
02-11-2006 13:23
Also, is anybody having the problem with avatars not showing up? I assume that not everybody is a furry or a mecha on the forum.
Polka Pinkdot
Potential Slacker
Join date: 4 Jan 2006
Posts: 144
02-12-2006 20:08
I figured out the problem! Apparently turning on the Avatar Vertex Problem causes all avatars to disappear. Disabling it works around the problem.