#!/bin/bash
cd `dirname $0`
export LD_LIBRARY_PATH=.
./iCE3
... that's what the compilation flag "-rpath ./" does actually, so you don't have to make that kind of script
The original script is only needed when you want to run the game through a symlink (launcher, ...) : "rpath" tells the program to look in the
current directory for shared objects, so you first have to "cd" to the game's directory, and not the launcher/symlink one.
Anyway, it seems that it's not the root of the problem.
What Linux distro are you using (or used, when compiled your game and SFML)?
I compiled the program on a 32bit Ubuntu distribution (11.04), using an Intel Core i3 (2 cores, but Ubuntu sees 4 thanks to hyper threading) with 2.4GHz per core, 2Gb of RAM, and an integrated Intel GMA graphics card (uses system RAM as VRAM), with GCC 4.5.2.
This time, it loaded up without a freeze, and actuall when I've started goind off the hill I've seen a new chunk appearing, but then it stopped loading. So I've tried what you've said, to dig into the empty space (ice3-7.jpg) but as you can see, I only could dig into the loaded chunks. I've also tried to dig *and* go into the empty space, but it keeps blocking my character movement, so the collision works fine
There is a safeguard in the code to prevent the player from stepping into an unloaded chunk, so the collision you see doesn't necessarily comes from the chunk blocks. If you had been able to dig, then the chunk would have been loaded but it's Quad cache wouldn't have been updated...
I've started a system monitor and the game pretty much uses both my CPUs at 100% (ice3-8.jpg) and you can see the graph after I've killed the process (yeah, it has frozen again) on "ice3-9.jpg".
That's an expected behavior if you took the first screen shot only after several seconds of gameplay. Is it still the same after ~20-30secs ?
Note that it did exist, but it has crashed when loading it!
Yes that's not really a crash but an unhandled exception
It happens when the game crashes (or hangs) on exit : the game saves the NewWorld0001.wrld file, which contains a unit lookup list that keeps a list of all units in the world, and information about which chunk it lies in : all the other informations about a unit is stored along with the chunk data. So if the game crashes before saving all chunks, then the unit lookup list may tell the world that a unit "X" is located in chunk "Y", and when the world loads chunk "Y", it may not find unit "X" inside... So it considers the unit lookup list as outdated, and throws an exception.
For now, this exception is not handled, and it kills the progam. Later on, I may try to rebuild the unit list so you can still load "half saved" world.
It seems when you've got 3 empty cubes above and you jump, you can see through the ceiling. I've digged a tunnel for you, when startup just go forward to the bottom of the next hill and you'll find it there. Go until the glass cubes and jump! Ok I've made an asphalt arrow to show where the tunnel starts. So I was climbing up to the start mounting when I've literally fallen through the whole map, see "ice3-10.jpg"!
I'm sorry, the world you provided is missing the *.wrld file, so I can't load it
But I'm being dumb here : since the game crashes on exit for you, you won't be able to save it all...
That said, I managed to reproduce your bug and I confirm it.
Actually the camera is positioned at the very top of the unit's collision mesh (which is a simple cylinder), so there are some rare occasions when the camera is exactly "in" a block face. I'll fix it by moving the camera down a little in the next version, thanks
The rare collision detection bugs I was thinking about are more like the one you experienced when climbing the mountain and fell through it.
Back on the original problem, can you try the Win32 version with wine ? It should work out of the box as well.