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Re: XC_Engine version 23 full
Posted: Sat Mar 09, 2019 2:33 am
by Higor
Cacus.so is the one you need to test (for missing links, imports, etc).
If that loads, everything else loads.
Re: XC_Engine version 23 full
Posted: Sat Mar 09, 2019 3:02 am
by Deepu
I copied all files from XC_Engine_Full_23.7z to my server. No missing files.
Re: XC_Engine version 23 full
Posted: Sat Mar 09, 2019 5:01 am
by Higor
I will rephrase my reply:
You need to test Cacus.so for unresolved external symbols, that library (being unable to load) is the one that's likely preventing XC from starting up.
Re: XC_Engine version 23 full
Posted: Sat Mar 09, 2019 11:05 am
by Deepu
Code: Select all
-sh-4.2$ cd System
-sh: cd: System: No such file or directory
-sh-4.2$ cd ..
-sh-4.2$ cd System
-sh-4.2$ ./XC_Enable_nohome.sh
Status previous to installation:
WARNING: Not using preference directory
Signal: SIGIOT [iot trap]
Aborting.
Enabling all components:
WARNING: Not using preference directory
Signal: SIGIOT [iot trap]
Aborting.
Re: XC_Engine version 23 full
Posted: Sat Sep 14, 2019 7:15 pm
by Swanky
I'm a bit lost at what XC-Engine does at this point and what it actually is - but one of my friends from Caustic Creative (the Deus Ex Revision modding team) gave word that their resident Coder han has fixed a longwithstanding engine rendering issue where sometimes surfaces on the side of the FOV would vanish into thin air. Think something could be done to UT as well?