Select your OS, compiler, target (laanx compatible or developer), and build type:
Building PS:
Source Revisions
Working Directory
Install Tools
Download Sources
Compile Sources
Setup Server (optional)
Mini Scripts (optional)
Mounting External Art (optional)
Getting Help
We have no Mac guide at this time. Check the Linux guide, or refer to PSDocs, a user maintained guide.
Currently compatible with Laanx:
CAL3D SVN revision: CAL3D_SOURCE_REV
CS 1.2 SVN revision: CS_SOURCE_REV
CEL 1.2 SVN revision: CEL_SOURCE_REV
Currently compatible with trunk of PS:
CAL3D SVN revision: CAL3D_SOURCE_REV_HEAD
CS 1.2 SVN revision: CS_SOURCE_REV_HEAD
CEL 1.2 SVN revision: CEL_SOURCE_REV_HEAD
/home/user/development/
Many people get confused here because they copy and paste commands which contain this path. User generally refers to your username. The above path is only useable if you create it manually.C:\development\
/home/user/development
/c/development/
This step is necessary if you are using VC8 Express Edition.
You should download and install the Platform SDK from this location:
http://msdn.microsoft.com/vstudio/express/visualc/usingpsdk/
Remember to follow all the listed steps to get things working: this includes to update the directories for Visual C++ and
edit corewin_express.vsprops as indicated.
If you are using this version of the build environment, you need to update it with the Service Pack 1!
The MinGW package contains the compiler, header and lib files.
The MSYS package contains the shell and make utility.
The MSYSDTK package contains autoconf, automake, libtool, autogen, guile, SVN,
openssl, openssh, inetutils, perl and vim.
Because autoconf and automake will be outdated, we will manually update them.
Also, With MinGW version 4.1.0.0, some of the BinUtils included are broken by default so we're fixing that.
First, we'll get MinGW and a few necessary dependencies.
Note: These are the minimum required packages for the MinGW build.
Go here: http://prdownloads.sourceforge.net/mingw/ and fetch:
MinGW [bin] MinGW-4.1.0.exe
MSYS [bin] MSYS-1.0.10.exe
MSYS DTK [bin] msysDTK-1.0.1.exe
GDB [bin] gdb-5.2.1-1.exe (Optional)
MSYS Autoconf [bin] msys-autoconf-2.59.tar.bz2
MSYS Automake [bin] msys-automake-1.8.2.tar.bz2
BinUtils [bin] binutils-2.16.91-20060119-1.tar.gz
Run the exe files in the order they were downloaded to install the compiler and unzip the conf/make utilities in c:\msys\1.0\.
Then unzip the BinUtils to the c:\mingw directory.
Unzipping the tar.bz2 archives needs to be done through the MSYS
command-line by changing directory with the cd command to where you
downloaded the files. Then, run the following commands:
tar -xjf msys-autoconf-2.59.tar.bz2 -C /c/msys/1.0
tar -xjf msys-automake-1.8.2.tar.bz2 -C /c/msys/1.0
tar -xzf binutils-2.16.91-20060119-1.tar.gz -C /c/MinGW
This allows MSYS to setup the MinGW paths correctly.
The installation program should also add an icon for MSYS to your start menu.
Click the "MSYS" icon and it should open up a shell window. Type "exit" to close the shell window again.
Download the following dependencies from the same site, but do not install these yet. Their install instructions are included.
From explorer, create and place these dependencies into C:\msys\1.0\src. Also, create the C:\msys\1.0\local directory.
freetype-2.1.9-mingwPORT.tar.bz2
jpeg-6b-mingwPORT.tar.bz2
zlib-1.2.3-mingwPORT.tar.bz2
wget-1.9.1-mingwPORT.tar.bz2
The input listed by the mingwPORT.sh script assumes that there is a file
called wget-1.9.1.tar.gz in /usr/src, but the file you do have is
wget-1.9.1-mingwPORT.tar.bz2.
There seems to be two solutions to this problem, you can choose the one your prefer the most:
1)Download the file from
here and put it in
/usr/src before running the mingwPORT.sh script
2)Just copy the prebuilt wget instead of compiling it instead of
typing "mingwPORT.sh" (see the command list below) to run the script type "cp wget.exe /mingw/bin" and then
continue as indicated.
Right-Click My Computer on your desktop and choose Properties. Under Advanced choose Environmental Variables. Click New under either User or System variables depending on how you want it setup. If you choose System, you will have to log off to make the changes.
Variable Name: CRYSTAL (all caps)
Variable Value: C:\development\cs
Variable Name: CEL (all caps)
Variable Value: C:\development\cel
Before compiling each time in MinGW, you will also need to enter at the MSYS prompt:
You will need a tool called Jam. Jam is a replacement for make. It's a bit easier to maintain and create custom builds. If you do not already have Jam, you can find it at ftp://ftp.perforce.com/pub/jam/ - install it system wide. You can also use your distro's package manager to install it.
CS, CEL and PlaneShift use SVN for their source repositories, so you'll need that too.
You can find the software at: http://subversion.tigris.org/
A GUI is available at: http://esvn.umputun.com/ You can also use your distro's package manger to install it.
PS, CS and CEL use SVN for their source repositories, so you will need an SVN client.
The SVN client for Windows is TortoiseSVN.
Note: This section is incomplete and untested, but contains the Gentoo specific build information that was previously in the manual.
Due to the number of dependencies needed, if you wish to read the homepage listing, or dependency description please select Linux's generic dropdown selection.
via portage: #emerge jam
Note: This section is incomplete and untested, but contains the Slackware specific build information that was previously in the manual.
Due to the number of dependencies needed, if you wish to read the homepage listing, or dependency description please select Linux's generic dropdown selection.
BOTH of these above commands are assuming you do not need a server, if you do please follow directions in the mysql section for installing other required packages before moving on to building to save you time.The instructions here are tested using Ubuntu Feisty Fawn and Ubunty Gutsy Gibbons.
Since Feisty Fawn and Gutsy Gibbons are installed by default with minimal packages, many required packages for this project are not available.
To correct this, you will first need to enable the universe and multiverse repositories.
To enable these, do the following:
# sudo gedit /etc/apt/sources.list
Delete everything in the file that you have not added yourself. If you are not running Gutsy Gubbons, replace each instance of the word "gutsy" with the name of the distro you are using, i.e. hoary, warty, dapper, or edgy. Got that? Ok, Paste the following into the file and save it. Be sure to make the necessary changes if you are running a different version than Gutsy:# gpg --keyserver hkp://subkeys.pgp.net --recv-keys 437D05B5 && gpg --export --armor 437D05B5 | sudo apt-key add -
After that we need to refresh our sources.list file like so:# sudo apt-get update
Once that is complete, we can fetch all the required packages using the following command:# sudo apt-get --assume-yes install libjpeg62-dev x11proto-gl-dev autoconf jam bison flex-old automake1.9 libmng-dev libmikmod2-dev libogg-dev libvorbis-dev zlib1g-dev libpng12-dev build-essential libtool libglu1-mesa-dev xserver-xorg-dev libxt-dev libopenal0a libopenal-dev subversion zlibc libttf2 libfreetype6-dev libfreetype6 libasound2-dev alsa-oss libxxf86vm-dev libxext-dev x11proto-xext-dev
If you are on Gutsy use this command
# sudo apt-get --assume-yes install libjpeg62-dev x11proto-gl-dev autoconf jam bison flex-old automake1.9 libmng-dev libmikmod2-dev libogg-dev libvorbis-dev zlib1g-dev libpng12-dev build-essential libtool libglu1-mesa-dev libglu1-xorg-dev xserver-xorg-dev libxt-dev libopenal0a libopenal-dev subversion zlibc libttf2 libfreetype6-dev libfreetype6 libasound2-dev alsa-oss libxxf86vm-dev libxext-dev x11proto-xext-dev
BOTH of these above commands are assuming you do not need a server if you do please follow directions in the mysql section for installing other required packagesNote: This section is incomplete and untested, but contains the Debian specific build information that was previously in the manual.
Due to the number of dependencies needed, if you wish to read the homepage listing, or dependency description please select Linux's generic dropdown selection.
via apt-get: #apt-get install jam svn build-essentials libfreetype6-dev libasound2-dev
If you are using Debian testing (which uses X.Org), then you need xlibmesa-gl-dev instead of xlibmesa-glu-dev.
Debian: #apt-get install xlibmesa-glu-dev
Testing: #apt-get install xlibmesa-gl-dev
Also, if you have flex, bison or automake other than automake1.8 installed, they should be uninstalled. They would conflict with the older versions flex-old, bison1.35 and automake1.8 needed to compile PlaneShift.
#apt-get install libtool bison-1.35 flex-old autoconf automake1.8
#apt-get install libmng-dev libmikmod2-dev libogg-dev libvorbis-dev zlib1g-dev libpng3-dev libjpeg62-dev python2.3-dev
BOTH of these above commands are assuming you do not need a server if you do please follow directions in the mysql section for installing other required packagesSince Crystal Space needs it (independently from your graphic card, so even if you have an ATI card), you should download from www.nvidia.com the nvidia-toolkit. Download the appropriate version for your architecture—either x86 or x86-64. Make sure to use the appropriate file based on your chipset. To install the file, place it in the root directory and use the following command, then delete the tar.gz file.
# sudo apt-get install nvidia-cg-toolkit
Otherwise you MUST do this
# wget -c http://developer.download.nvidia.com/cg/Cg_1.5/1.5.0/Cg-1.5_x86.tar.gz
# sudo mv Cg-1.5_x86*.tar.gz /
# cd /
# sudo tar -zxvf Cg-1.5_x86*.tar.gz
# sudo rm Cg-1.5_x86*.tar.gz
Via portage: # emerge nvidia-cg-toolkit
MySQL:
If you have the intentions to run the server you have to install MySQL as well.
PlaneShift uses MySQL version 5.0.
For your distro install the mysql package and the -dev package, It might be named mysql-dev or libmysqlclient-dev or something similar.
If after building if you see that mysql was not found when running the server and you get the following error: WARNING: could not load plugin 'planeshift.database.mysql' make sure you have the dev package installed, if it was not installed, ./autogen.sh, ./configure, and recompile the server again, according to the documentation below.
for Feisty via apt-get: # sudo apt-get --assume-yes install libdbd-mysql-perl libdbi-perl libnet-daemon-perl libplrpc-perl mysql-client-5.0 mysql-server-5.0 libmysqlclient15-dev libmysqlclient15off
for Gutsy via apt-get: # sudo apt-get --assume-yes install libdbd-mysql-perl libdbi-perl libnet-daemon-perl libplrpc-perl mysql-client-5.0 mysql-server-5.0 libmysqlclient15-dev libmysqlclient15off
If after building if you see that mysql was not found when running the server and you get the following error: WARNING: could not load plugin 'planeshift.database.mysql' make sure you have libmysqlclient15-dev installed, if it was not installed, ./autogen.sh, ./configure, and recompile the server again, according to the documentation below.
via portage: #emerge mysql
If after building if you see that mysql was not found when running the server and you get the following error: WARNING: could not load plugin 'planeshift.database.mysql' make sure you have libmysqlclient-dev installed, if it was not installed, ./autogen.sh, ./configure, and recompile the server again, according to the documentation below.
From the download page, select the Community Server option. You will end up in another page where you should select one of the available Windows downloads between Windows (x86) ZIP/Setup.EXE and the Without Installer version. It is recommend to select the "Without Installer version", since you have just to unzip the file in c:\ and rename the folder (which should resemble mysql-5.0.xx) to simply mysql. At the end of these steps, you should have: c:\mysql\
Also, we need to create MinGW compatible libraries from the standard
Microsoft compatible libraries that ship with MySQL. Read the
FAQ for mingw32
under the section "How can an MSVC program call a MinGW DLL, and vice versa?"
You will find reimp here: http://wyw.dcweb.cn/reimp_new.zip
Copy the reimp.exe file to your /c/mingw/bin directory.
Open an msys prompt, cd to the /c/mysql/lib/debug directory and do the following:
via apt-get: # sudo apt-get --assume-yes install wordnet-base wordnet
We need to build cal3d from source before we can start on Crystal Space. Cal3d is a library that is used for handling skeleton systems. This is a very nice system and can allow for fluid transformations between animations. This needs to be built/installed first because when we configure Crystal Space it has to find the cal3d libraries so it can know to build the sprcal3d plugin. Cal3D doesn't change much, so just download latest stable or checkout latest from svn:
/home/user/development$ svn co -r CAL3D_SOURCE_REV svn://svn.gna.org/svn/cal3d/trunk/cal3d cal3d
Crystal Space 3D SDK is the engine that we use for rendering and sound.
/home/user/development$ svn co -r CS_SOURCE_REV https://crystal.svn.sourceforge.net/svnroot/crystal/CS/branches/release/V1.2 cs
/home/user/development$ svn co -r CS_SOURCE_REV_HEAD https://crystal.svn.sourceforge.net/svnroot/crystal/CS/branches/release/V1.2 cs
CEL is a layer on top of Crystal Space that is used for entity and behavior control.
/home/user/development$ svn co -r CEL_SOURCE_REV https://cel.svn.sourceforge.net/svnroot/cel/cel/branches/release/V1.2 cel
/home/user/development$ svn co -r CEL_SOURCE_REV_HEAD https://cel.svn.sourceforge.net/svnroot/cel/cel/branches/release/V1.2 cel
Lastly, download our source:
/home/user/development$ svn co https://planeshift.svn.sourceforge.net/svnroot/planeshift/stable planeshift
/home/user/development$ svn co https://planeshift.svn.sourceforge.net/svnroot/planeshift/trunk planeshift
From time to time, newer PlaneShift revisions will require you to upgrade your cal3d, CS, and CEL repositories to a newer revision as well. To update your supporting libraries, always be certain that you use the "-r" option keep from updating to the latest revision:
If you want to update to a new revision replace REVISON with the number of the revision you want to use:Unlike the supporting libraries, you will generally want to use the latest PlaneShift source (or the HEAD) rather than an intermediate revision. In this case, you will omit the "-r" option like so:
Crystal Space is the 3D Software Development Kit (SDK) that is used in PlaneShift mainly for rendering and sound.
Right-click on the development directory and select "SVN Checkout". Specify the URL as:
https://crystal.svn.sourceforge.net/svnroot/crystal/CS/branches/release/V1.2
Specify the checkout directory as "C:\development\CS", select "Revision", and paste the current CS revision number: CS_SOURCE_REV_HEADRather than having to install CS dependant components manually, Microsoft Visual C++, MinGW/MSYS and Cygwin users can download a single package which contains all common headers, pre-built library files, and dynamic link libraries in pre-compiled form from the Crystal Space website, http://www.crystalspace3d.org/.
The latest version of such libraries is available at:
The currently used CS revision needs version LIBS_VER. Don't mix up with other versions!Run the program and install the libraries. The Default name is fine.
Run the program and install the libraries in C:\CSLibs.
This helps to
trim down the length of the CEL linker flag list.
When it asks you for the CS directory, enter
C:\development\CS.
When you have to select the components, you can select the options you prefer through the check boxes.
You should now copy your CS Win Libs DLLs over to your new CS directory, if you haven't done that earlier, during the installation of the CS Winlibs. Goto the start menu, go to Programs and then to CrystalSpace Win32 libraries. Select "Copy DLLs to a CS directory". Set the directory to C:\development\CS when prompted.
CEL is a layer on top of Crystal Space that is used for entity and behaviour control.
Right-click on the development directory and select "SVN Checkout". Specify the URL as:
https://cel.svn.sourceforge.net/svnroot/cel/cel/branches/release/V1.2
Specify the checkout directory as "C:\development\cel", select "Revision", and paste the current CEL revision number: CEL_SOURCE_REV_HEADLastly, download PlaneShift source code:
Right-click on the development directory and select "SVN Checkout".
Enter the following as the URL:
https://planeshift.svn.sourceforge.net/svnroot/planeshift/stable
https://planeshift.svn.sourceforge.net/svnroot/planeshift/trunk
If in the future you have the intentions to update cal3d, CS, CEL or PS because the team has decided to use another revision or because you feel like you want to update it, instead of doing a checkout you have simply to update. Please, remember that CS, and CEL must be the exact revision specified above (or near the top of this guide) while PS can be newer.
CS and CEL SVNs:
Right-click on the folder of the module you want and goto TortoiseSVN->"Update to Revision".
Enter a new revsion number or select HEAD to get latest, there is a possibility that HEAD may not work with with PS so keep that in mind. Click ok, and the files will be updated.
PlaneShift
Right-click on the PlaneShift folder and click "SVN Update".
Since cal3d is a library in development we probably don't want to 'install' this one as root since there is a good possibility it will change in the future. Instead we will 'install' it into our working directory. This is done by using the --prefix option when we configure it.
AM_USE_UNITTESTCPP
/home/user/development/cal3d$ autoreconf --install --force
/home/user/development/cal3d$ ./configure --prefix=/home/user/development/cal3d
/home/user/development/cal3d$ make
/home/user/development/cal3d$ make install
AM_USE_UNITTESTCPP
/home/user/development/cal3d$ autoreconf --install --force
/home/user/development/cal3d$ ./configure --prefix=/home/user/development/cal3d
/home/user/development/cal3d$ make
/home/user/development/cal3d$ make install
AM_USE_UNITTESTCPP
/home/user/development/cal3d$ autoreconf --install --force
/home/user/development/cal3d$ ./configure --prefix=/home/user/development/cal3d
/home/user/development/cal3d$ make
/home/user/development/cal3d$ make install
AM_USE_UNITTESTCPP
/home/user/development/cal3d$ autoreconf --install --force
/home/user/development/cal3d$ ./configure --prefix=/home/user/development/cal3d
/home/user/development/cal3d$ make
/home/user/development/cal3d$ make install
AM_USE_UNITTESTCPP
/home/user/development/cal3d$ autoreconf --install --force
/home/user/development/cal3d$ ./configure --prefix=/home/user/development/cal3d
/home/user/development/cal3d$ make
/home/user/development/cal3d$ make install
export LD_LIBRARY_PATH=/home/user/development/cal3d/src/cal3d/.libs/:$LD_LIBRARY_PATH
Now we can build it and use the configure line to tell it where we installed the cal3d libraries. To do this, use the prefix line that was used for Cal3d above.
export CRYSTAL=/home/user/development/cs
export CEL=/home/user/development/cel
/home/user/development/planeshift$ jam -aq server
/home/user/development/planeshift$ jam -aq server_static
Run MSYS from the start menu to open the shell. Be aware that if you have MSYS opened already, you need to restart the console, otherwise many things won't be found during the build process. Make sure you run the export commands to set the environment variables again
Switch to the Crystal Space source dir using 'cd /c/development/cs'. Configure to debug mode and jam. (if you wish to build in optimized mode, just run configure without any arguments) If you chose to build cal3d, rather than use it from the CS win libs, you can specify its location with: --with-cal3d=/c/development/cal3d/
Change your working directory to CEL's, and do:
If you chose to build cal3d, rather than use
it from the CS win libs, you can specify its location after the configure command with: --with-cal3d=/c/development/cal3d/
Change your working directory to PS's,
and do:
Sometimes when compiling with GCC it says the list of linker flags
for CEL is too long. Many of the flags are just duplicates and can be
removed. The box below can be used to do it for you automatically.
You must paste the content of the file Jamconfig
(all of it, no need to find the right line) and click "Fix flags",
then just copy it back to the file.
jam -aq server
jam -aq server_static
If you want to build the extra tools, just do "jam -a".
This should compile PlaneShift.
Note for MSVC 2005 (also known as Visual Studio 8.0, MSVC 8.0 or Visual Studio .NET 2005)
(Full Edition Only): Make sure the "Show all settings" checkbox is checked in
Tools->Options before continuing.
If you have MSVC 2003, you might know it as MSVC 7.1, Visual Studio 7.1 or Visual Studio .NET 2003.
Here we will add all the directories containing all the include and libraries files that we will need to
use for compiling PlaneShift.
Under Tools->Options in you MSVC look on the left hand side for the Projects
folder. Under Projects choose "VC++ Directories". In the "Show Directories for" choose "Include Files".
Click the new folder icon and add the following directories, one by one:
C:\development\CS\include
C:\development\CS\include\csutil\win32
C:\development\cel\include
C:\mysql\include
In the "Show Directories for" choose "Library Files". Click the new folder icon to add the following directories:
C:\mysql\lib\opt
Make sure that your specific 'msvc' folder has the 'read only' box unchecked (right click on the folder and select Properties, 'read only' is one of the attributes in the General tab) before continuing.
Go into the 'Build' menu, and select 'configuration manager'. Change the 'Active Solution Configuration' to 'Release(static libs)'.
Right click on the solution and select 'Build Solution'. To test the build of CS, run walktest.exe in C:\development\CS.
If you encounter any errors, check you have done everything correctly, and then if the problem persists, you can
ask for help in the CS IRC channel:
irc.freenode.net #crystalspace
Make sure that your specific 'msvc' folder has the 'read only' box unchecked before continuing.
Build the solution.
Just ignore any Python errors.
Under Tools->Options in you MSVC look on the left hand side for the Projects folder. Under Projects choose "VC++ Directories". In the Show Directories for: choose "Library Files". Click the new folder icon to add the following directories:
C:\development\CS\out\releaseX\libs
C:\development\cel\out\releaseX\libs
You have to change X (in the path concerning CS and cel libraries) to these values, depending from the version you have of MSVC:
7 for MSVC 7
71 for Visual Studio .NET 2003/MSVC 7.1
8 for Visual Studio .NET 2005/MSVC 8
Do the following if you put mysql somewhere else than C:\mysql:
Right-click plgdbmysql, under properties->linker->general, change the "C:\mysql\lib\opt"
in Additional Library Directories to whatever your location of mysql is.
Build solution.
Note: You might have to copy a few DLL files from other build directories to your PlaneShift directory if you get problems. You usually need to move libz-cs.dll, and libmySQL.dll.
For Mingw you need to copy also these files to the
PlaneShift directory:
C:\msys\1.0\local\bin\libpng12-0.dll
C:\development\cs\cg.dll
C:\development\cs\cgGL.dll
C:\MinGW\bin\libjpeg-62.dll
or by command-line:
cp /c/msys/1.0/local/bin/libpng12-0.dll
cp /c/development/cs/cg.dll
cp /c/development/cs/cgGL.dll
cp /c/MinGW/bin/libjpeg-62.dll
Now before you can debug the programs, you need to change some properties of the project.
For each application you are interested in debugging (e.g. apppsclient):
Right-Click on the project.
Under properties->debugging change:
Command to: C:\development\planeshift\(name).exe
Working directory to: C:\development\planeshift\
You should be good to go now.
You can choose to run your local client and server with the official artwork or with the SVN one.
The SVN artwork is rather incomplete and it doesn't contain any fancy piece of art. It is however necessary to have if you want to run your client. If you want to fetch this art, you need to collect it from SVN and put it in a art subdirectory in your PlaneShift directory.
/home/user/development/planeshift$ svn co https://planeshift.svn.sourceforge.net/svnroot/planeshift/art
https://planeshift.svn.sourceforge.net/svnroot/planeshift/art
The official released artwork for PlaneShift is not included in SVN.
There are two ways to get it: you can either get the data
from a PlaneShift release or use the PlaneShift updater.
It's suggested, if you have a release of
PlaneShift installed, to get the data from it, saving download time and bandwidth.
If you have previously downloaded a release package, you can use it to get the data. The data is in the "art" and "data" directories. The only thing that should not be copied is the "data/gui" directory, because the contents downloaded from the SVN are usually more recent and updated.
Simply copy the dictionary files from your \WordNet\2.1\dict folder to the \planeshift\data\dict folder.
Simply copy the dictionary files from your /usr/share/wordnet folder to the /home/user/development/planeshift/data/dict folder.
Check if MySQL is running.
# chmod 755 /etc/rc.d/rc.mysqld
# /etc/rc.d/rc.mysqld start
Then login to the MySQL client using (default username with no password):$ mysql -u username -ppassword
The default username is root with no password.# /etc/init.d/mysql start
Then login to the MySQL client using (default username with no password):$ mysql -u username -ppassword
The default username is root with no password.# /etc/init.d/mysql start
Then login to the MySQL client using (default username with no password):$ mysql -u username -ppassword
The default username is root with no password.# /etc/init.d/mysql start
Then login to the MySQL client using (default username with no password):$ mysql -u username -ppassword
The default username is root with no password.# /etc/init.d/mysql start
Then login to the MySQL client using (default username with no password):$ mysql -u username -ppassword
The default username is root with no password.Start a command prompt (Start->Run and then type "cmd") and type:
C:\mysql\bin\mysqld --console
Start another command prompt and then login to the MySQL client using (the default username is root with no password):C:\mysql\bin\mysql -u root
Sometimes it is convenient to use another database name, user or password for development. In this case the file psserver.cfg has to be updated with the changed values. To change the database name the file create_all.sql also has to be modified.
NOTE: If you have upgraded MySQL server to 4.1 or superior (while the client is still 4.0) please write this in your MySQL console:
UPDATE planeshift@localhost SET Password = OLD_PASSWORD('planeshift');
Note: If you get any problems with psserver, make sure you have the latest version of MySQL 5.0 and that your libMySQL.dll file in windows\system32 is the same as the one in mysql\lib\opt.
Additional maps can be listed with the "maplist" command, and loaded via the "loadmap" command. To see a list of all available psserver commands, type "help". You can shut down the server with "quit".
You should now be able to start psclient and log in. The server is localhost on port 13331, if your server is located somewhere else or you want to connect to somebody's else server, you need to modify the servers list.
Username | Password | Access Group |
---|---|---|
vengeance | keith | full GM (30) |
acraig | andrew | normal (0) |
guest | guest | full GM (30) |
dev1 | andrew | full GM (30) |
dev2 | andrew | full GM (30) |
gm1 | andrew | GM2 (22) |
gm2 | andrew | GM6 (26) |
player1 | andrew | normal (0) |
player2 | andrew | normal (0) |
player3 | andrew | normal (0) |
player4 | andrew | normal (0) |
To perform server actions while logged in, as a GM character, first execute the /admin command. You will be given the list of available commands for your account's security group. When logged in with this account, you can view the in-game help to obtain the full list of available commands and syntax. If you loaded any maps other than the test map "npcroom", you may teleport to them by using the command: "/teleport me map [mapname]"
You might want to create some script so that you don't have to manually type in the environment variables every time. In this way you can also have multiple versions of CS + CEL coexisting peacefully.
If you plan to do development work, or would just like to not need to copy over most of the art, you can mount the data straight from its existing location. This is highly recommended for developers using the internal SVN art.
Open up the vfs.cfg file in the PlaneShift dir. Find the list of mount points (VFS.Mount.* lines) and add a mount for each custom dir you wish to use. For this example, I will mount a pre-installed package. Using the VFS syntax key at the top, add a mount as follows:
VFS.Mount.bins = $/development$/PSbins$/
I have named the mount "bins" and the dir I am using is at "/development/PSbins/".
On Windows this will be equivalent to C:\development\PSbins\
Open the cfg file of the PS application you want to use a mount. To continue the above example, I can set the SVN build client to use the installed package's maps by editing the PlaneShift.Mount.zipmapdir line in psclient.cfg:
PlaneShift.Mount.zipmapdir = /bins/art/world/
If you wish the server and NPC client to use these as well, modify/add that line to their cfg files too.
You can use the same mount as many times as needed, using different sub-dirs:
PS mounts such as PlaneShift.Mount.characterszip take a VFS path to a ZIP file, as opposed to a dir. If you wish to mount from an uncompressed dir, you need to add a slash to the end of the path:
PlaneShift.Mount.characterszip = /svn/planeshift/art/characters.zip\
PlaneShift.Mount.characterszip = /svn/planeshift/art/characters.zip/
PlaneShift.Mount.characterszip = /svn/planeshift/art/characters.zip/
You can use the above method to easily mount most art. The full list of mounts used is as follows:
Planeshift.Mount.zipmapdir
Planeshift.Mount.characterszip
Planeshift.Mount.npcszip
Planeshift.Mount.weaponzip
Planeshift.Mount.itemzip
Planeshift.Mount.azurezip
Planeshift.Mount.bluezip
Planeshift.Mount.brownzip
Planeshift.Mount.crystalzip
Planeshift.Mount.darkzip
Planeshift.Mount.redzip
Planeshift.Mount.potionszip
Planeshift.Mount.moneyzip
Planeshift.Mount.bookszip
Planeshift.Mount.shieldszip
Planeshift.Mount.toolszip
Planeshift.Mount.naturalreszip
Planeshift.Mount.foodzip
Planeshift.Mount.helmszip
Planeshift.Mount.jewelryzip
Planeshift.GUI.Skin.Base
Planeshift.GUI.Skin.Dir
Note that the first and last mount to a directory, while the others must mount to a ZIP file unless the trailing slash is added as stated above. Also note that this isn't everything; you will still have to copy some files from the package or updater, namely your data dir and all art not mounted. This includes effects, music, sounds, apps.zip, soundlib.xml, etc. However, these things change less often than the above, and mounting the main portion of the art makes keeping things in sync much easier.
If you have trouble getting any of this to work, please feel free to contact us and we will do our best to help.
There is an IRC channel dedicated to providing help with building PlaneShift:
Server: irc.freenode.net
Channel: #PlaneShift-build