Custom Query (5409 matches)
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| #5675 | fixed | " and undefined have won the game" victory chat message when ceasefire ended | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
When starting a game with exactly one player that instantly wins the game (consequest victory) and after that ceasefire running out will trigger first the correct victory chat message, then a broken The bug could be reproduced on a23b. |
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| #5732 | fixed | "0 A.D.app would like to receive keystrokes from any application" | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
On macOS 10.15 Catalina, the new sandboxing and security features are detecting something potentially unsafe in the function calls from the game. When I denied the permission, playing a new game seems to work. So either it is something non-essential or perhaps macOS is automatically making it do the right thing (let the function proceed, but only give it local events). If so, then it is probably a relatively easy fix once we find which function causes it and which one Apple wants us to use instead. |
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| #2293 | fixed | "Agema" helmet. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
You should import a head mesh from the game to get the right size and form to fit. References: |
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| #1319 | fixed | "Are you sure" dialog for deleting entities should accept a return keypress to mean "yes" | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
The "are you sure?" dialog for deleting entities should accept a return keypress to mean "yes". It's annoying to have to reach for your mouse and point and click "Yes" when you want to quickly delete an entity. Alternatively (or additionally), as proposed by Mythos_Ruler, we could also have another press of the Delete key to accept the dialog. |
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| #453 | fixed | "Assertion failed: "hModule" Location: wdlfcn.cpp:55 (dlopen)" when trying to start Atlas | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Assertion failed: "hModule"
Location: wdlfcn.cpp:55 (dlopen)
Call stack:
dlopen (wdlfcn.cpp:50)
so_name = 0xCCCCCCCC
flags = 1244820 (0x0012FE94)
hModule = 0xCCCCCCCC
pathname =
m_path = (error -100500 while analyzing string<td::char_traits<char> >)
DllLoader::LoadDLL (dllloader.cpp:70)
this = 0x00BAD56B ->
m_Name = 0x0824548B -> (unavailable - internal error)
m_Handle = 0x8B0C428D
ATLAS_Run (atlas.cpp:41)
args = 0x0012FEC8 ->
m_Args = (error -100500 while analyzing vector<pair<CStr8,CStr8> >)
m_Arg0 = { (error -100500 while analyzing string<td::char_traits<char> >) }
flags = 3017173665 (0xB3D66AA1)
ATLAS_RunIfOnCmdLine (atlas.cpp:70)
args = 0x00000002
RunGameOrAtlas (main.cpp:379)
argc = 2 (0x00000002)
argv = 0x01F17690 -> 0x01F1769C -> "h:\0ad\binaries\system\pyrogenesis_dbg.exe"
ran_atlas = true
args =
m_Args = (error -100500 while analyzing vector<pair<CStr8,CStr8> >)
m_Arg0 = { (error -100500 while analyzing string<td::char_traits<char> >) }
res = 2.63516e-299 (0x01F1A5C0CCCCCCCC)
main (main.cpp:416)
argc = 1245112 (0x0012FFB8)
argv = 0x00506C74 -> 0xC7E04589 -> (unavailable - internal error)
__tmainCRTStartup (crtexe.c:410)
mainCRTStartup (crtexe.c:393)
CallStartupWithinTryBlock (wseh.cpp:352)
ret = 1245060 (0x0012FF84)
00000000
ret = 2147328000 (0x7FFDA000)
errno = 0 (?)
OS error = 0 (no error code was set)
After I click continue I get the following error message: The Atlas UI was not successfully loaded and therefore cannot be started as requested.
Location: Atlas.cpp:46 (ATLAS_Run)
Call stack:
ATLAS_Run (atlas.cpp:41)
args = 0x0012FEC8 ->
m_Args = (error -100500 while analyzing vector<pair<CStr8,CStr8> >)
m_Arg0 = { (error -100500 while analyzing string<td::char_traits<char> >) }
flags = 3017173665 (0xB3D66AA1)
ATLAS_RunIfOnCmdLine (atlas.cpp:70)
args = 0x00000002
RunGameOrAtlas (main.cpp:379)
argc = 2 (0x00000002)
argv = 0x01F17690 -> 0x01F1769C -> "h:\0ad\binaries\system\pyrogenesis_dbg.exe"
ran_atlas = true
args =
m_Args = (error -100500 while analyzing vector<pair<CStr8,CStr8> >)
m_Arg0 = { (error -100500 while analyzing string<td::char_traits<char> >) }
res = 2.63516e-299 (0x01F1A5C0CCCCCCCC)
main (main.cpp:416)
argc = 1245112 (0x0012FFB8)
argv = 0x00506C74 -> 0xC7E04589 -> (unavailable - internal error)
__tmainCRTStartup (crtexe.c:410)
mainCRTStartup (crtexe.c:393)
CallStartupWithinTryBlock (wseh.cpp:352)
ret = 1245060 (0x0012FF84)
00000000
ret = 2147328000 (0x7FFDA000)
errno = 0 (?)
OS error = 0 (no error code was set)
And if it's useful here's the output, perhaps it can provide some clues{{{ 'pyrogenesis_dbg.exe': Loaded 'H:\0ad\binaries\system\pyrogenesis_dbg.exe', Symbols loaded. 'pyrogenesis_dbg.exe': Loaded 'C:\WINDOWS\system32\ntdll.dll' 'pyrogenesis_dbg.exe': Loaded 'C:\WINDOWS\system32\kernel32.dll' 'pyrogenesis_dbg.exe': Loaded 'C:\WINDOWS\system32\opengl32.dll' 'pyrogenesis_dbg.exe': Loaded 'C:\WINDOWS\system32\msvcrt.dll' 'pyrogenesis_dbg.exe': Loaded 'C:\WINDOWS\system32\advapi32.dll' 'pyrogenesis_dbg.exe': Loaded 'C:\WINDOWS\system32\rpcrt4.dll' 'pyrogenesis_dbg.exe': Loaded 'C:\WINDOWS\system32\secur32.dll' 'pyrogenesis_dbg.exe': Loaded 'C:\WINDOWS\system32\gdi32.dll' 'pyrogenesis_dbg.exe': Loaded 'C:\WINDOWS\system32\user32.dll' 'pyrogenesis_dbg.exe': Loaded 'C:\WINDOWS\system32\glu32.dll' 'pyrogenesis_dbg.exe': Loaded 'C:\WINDOWS\system32\ddraw.dll' 'pyrogenesis_dbg.exe': Loaded 'C:\WINDOWS\system32\dciman32.dll' 'pyrogenesis_dbg.exe': Loaded 'H:\0ad\binaries\system\libxml2.dll', Binary was not built with debug information. 'pyrogenesis_dbg.exe': Loaded 'C:\WINDOWS\system32\wsock32.dll' 'pyrogenesis_dbg.exe': Loaded 'C:\WINDOWS\system32\ws2_32.dll' 'pyrogenesis_dbg.exe': Loaded 'C:\WINDOWS\system32\ws2help.dll' 'pyrogenesis_dbg.exe': Loaded 'H:\0ad\binaries\system\iconv.dll', Binary was not built with debug information. 'pyrogenesis_dbg.exe': Loaded 'H:\0ad\binaries\system\zlib1.dll', Binary was not built with debug information. 'pyrogenesis_dbg.exe': Loaded 'C:\WINDOWS\WinSxS\x86_Microsoft.VC80.CRT_1fc8b3b9a1e18e3b_8.0.50727.4053_x-ww_e6967989\msvcr80.dll' 'pyrogenesis_dbg.exe': Loaded 'H:\0ad\binaries\system\OpenAL32.dll', Binary was not built with debug information. 'pyrogenesis_dbg.exe': Loaded 'C:\WINDOWS\system32\shell32.dll' 'pyrogenesis_dbg.exe': Loaded 'C:\WINDOWS\system32\shlwapi.dll' 'pyrogenesis_dbg.exe': Loaded 'C:\WINDOWS\system32\winmm.dll' 'pyrogenesis_dbg.exe': Loaded 'C:\WINDOWS\system32\ole32.dll' 'pyrogenesis_dbg.exe': Loaded 'C:\WINDOWS\system32\oleaut32.dll' 'pyrogenesis_dbg.exe': Loaded 'C:\WINDOWS\WinSxS\x86_Microsoft.VC90.DebugCRT_1fc8b3b9a1e18e3b_9.0.30729.1_x-ww_f863c71f\msvcp90d.dll' 'pyrogenesis_dbg.exe': Loaded 'C:\WINDOWS\WinSxS\x86_Microsoft.VC90.DebugCRT_1fc8b3b9a1e18e3b_9.0.30729.1_x-ww_f863c71f\msvcr90d.dll' 'pyrogenesis_dbg.exe': Loaded 'C:\WINDOWS\WinSxS\x86_Microsoft.Windows.Common-Controls_6595b64144ccf1df_6.0.2600.5512_x-ww_35d4ce83\comctl32.dll' 'pyrogenesis_dbg.exe': Loaded 'C:\WINDOWS\system32\dsound.dll' 'pyrogenesis_dbg.exe': Loaded 'C:\WINDOWS\system32\version.dll' 'pyrogenesis_dbg.exe': Loaded 'C:\WINDOWS\system32\setupapi.dll' 'pyrogenesis_dbg.exe': Loaded 'C:\WINDOWS\system32\wintrust.dll' 'pyrogenesis_dbg.exe': Loaded 'C:\WINDOWS\system32\crypt32.dll' 'pyrogenesis_dbg.exe': Loaded 'C:\WINDOWS\system32\msasn1.dll' 'pyrogenesis_dbg.exe': Loaded 'C:\WINDOWS\system32\imagehlp.dll' 'pyrogenesis_dbg.exe': Unloaded 'C:\WINDOWS\system32\setupapi.dll' 'pyrogenesis_dbg.exe': Loaded 'C:\WINDOWS\system32\setupapi.dll' 'pyrogenesis_dbg.exe': Unloaded 'C:\WINDOWS\system32\setupapi.dll' 'pyrogenesis_dbg.exe': Loaded 'C:\WINDOWS\system32\wdmaud.drv' 'pyrogenesis_dbg.exe': Loaded 'C:\WINDOWS\system32\setupapi.dll' 'pyrogenesis_dbg.exe': Unloaded 'C:\WINDOWS\system32\setupapi.dll' 'pyrogenesis_dbg.exe': Unloaded 'C:\WINDOWS\system32\wdmaud.drv' 'pyrogenesis_dbg.exe': Loaded 'C:\WINDOWS\system32\wdmaud.drv' 'pyrogenesis_dbg.exe': Loaded 'C:\WINDOWS\system32\setupapi.dll' 'pyrogenesis_dbg.exe': Unloaded 'C:\WINDOWS\system32\setupapi.dll' 'pyrogenesis_dbg.exe': Loaded 'C:\WINDOWS\system32\msacm32.drv' 'pyrogenesis_dbg.exe': Loaded 'C:\WINDOWS\system32\msacm32.dll' 'pyrogenesis_dbg.exe': Loaded 'C:\WINDOWS\system32\midimap.dll' 'pyrogenesis_dbg.exe': Loaded 'C:\WINDOWS\system32\setupapi.dll' 'pyrogenesis_dbg.exe': Unloaded 'C:\WINDOWS\system32\setupapi.dll' HPET: rev=1 vendor=8086 bits=64 period=429B17F freq=1.43182e+007 wdlfcn.cpp(55): Assertion failed: "hModule" 'pyrogenesis_dbg.exe': Loaded 'H:\0ad\binaries\system\dbghelp.dll' First-chance exception at 0x0052471b in pyrogenesis_dbg.exe: 0xC0000005: Access violation reading location 0x0824548b. First-chance exception at 0x0052471b in pyrogenesis_dbg.exe: 0xC0000005: Access violation reading location 0xc7e04589. 'pyrogenesis_dbg.exe': Loaded 'C:\WINDOWS\system32\uxtheme.dll' 'pyrogenesis_dbg.exe': Loaded 'C:\Program Files\RocketDock\RocketDock.dll', Binary was not built with debug information. 'pyrogenesis_dbg.exe': Loaded 'C:\WINDOWS\system32\psapi.dll' 'pyrogenesis_dbg.exe': Loaded 'C:\WINDOWS\system32\MSCTF.dll' Atlas.cpp(46): The Atlas UI was not successfully loaded and therefore cannot be started as requested. First-chance exception at 0x0052471b in pyrogenesis_dbg.exe: 0xC0000005: Access violation reading location 0xc7e04589. The thread 'whrt_UpdateThread' (0x2be7c) has exited with code 0 (0x0). The thread 'Win32 Thread' (0x2c1d0) has exited with code 0 (0x0). The program '[180652] pyrogenesis_dbg.exe: Native' has exited with code 0 (0x0). }}} mainlog.html is not updated, I've attached system_info.txt |
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| #306 | wontfix | "Call stack" when starting the game | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Whenever I start the game I get the following "Call stack": test@test-desktop:~/0ad/trunk/binaries/system$ ./pyrogenesis_dbg TIMER| InitVfs: 1.50002 ms TIMER| InitScripting: 4.83857 ms TIMER| CONFIG_Init: 9.17923 ms TIMER| write_sys_info: 1.14488 ms ogl_tex.cpp(699): Performance warning: your graphics card does not support compressed textures. The game will try to continue anyway, but may be slower than expected. Please try updating your graphics drivers; if that doesn't help, please try upgrading your hardware. udbg_bfd_init: loading symbols from /home/test/0ad/trunk/binaries/system/pyrogenesis_dbg. Performance warning: your graphics card does not support compressed textures. The game will try to continue anyway, but may be slower than expected. Please try updating your graphics drivers; if that doesn't help, please try upgrading your hardware. Location: ogl_tex.cpp:699 (detect_gl_upload_caps) Call stack: (0x0848cf8f) ldbg.cpp:101 debug_DumpStack(wchar_t*, unsigned int, void*, char const*) (0x0846237c) debug.cpp:341 debug_BuildErrorMessage(wchar_t const*, char const*, int, char const*, void*, char const*, ErrorMessageMem*) (0x084626fc) debug.cpp:499 debug_DisplayError(wchar_t const*, unsigned int, void*, char const*, char const*, int, char const*, unsigned char*) (0x0847c7bd) ogl_tex.cpp:700 detect_gl_upload_caps (0x0847ca93) ogl_tex.cpp:824 ogl_tex_upload(long long, unsigned int, int, int) (0x08478afe) unifont.cpp:167 UniFont_reload (0x0847440e) h_mgr.cpp:506 call_init_and_reload (0x084745b8) h_mgr.cpp:545 alloc_new_handle (0x084746ec) h_mgr.cpp:580 h_alloc(H_VTbl*, boost::filesystem::basic_path<std::string, VfsPathTraits> const&, unsigned int, ...) (0x08478e5c) unifont.cpp:210 unifont_load(boost::filesystem::basic_path<std::string, VfsPathTraits> const&, unsigned int) (0x0832b29e) Font.cpp:46 CFont (0x0828b29d) GameSetup.cpp:593 InitPs (0x0828c2fd) GameSetup.cpp:991 Init(CmdLineArgs const&, int) (0x081f4ede) main.cpp:395 RunGameOrAtlas (0x081f4f6c) main.cpp:412 main (0xb7664b56) /lib/tls/i686/cmov/libc.so.6:0 __libc_start_main errno = 0 (?) OS error = ? (C)ontinue, (B)reak, Launch (D)ebugger, or (E)xit? c TIMER| ps_console: 5.90886 s TIMER| ps_lang_hotkeys: 78.3303 ms TIMER| ps_gui_init: 28.764 us TIMER| ps_gui_setup_xml: 49.5266 ms TIMER| ps_gui_styles_xml: 3.53965 ms TIMER| ps_gui_sprite1_xml: 140.085 ms TIMER| ps_gui_1: 285.18 ms TIMER| ps_gui_2: 197.208 ms TIMER| ps_gui_3: 19.1116 ms TIMER| ps_gui_4: 89.5402 ms TIMER| ps_gui_6: 6.90189 ms TIMER| ps_gui_6_1: 6.51875 ms TIMER| ps_gui_6_2: 3.16295 ms TIMER| ps_gui_7: 4.9403 ms TIMER| ps_gui_9: 18.0156 ms TIMER| InitRenderer: 233.514 ms TIMER| SimulationInit: 76.6375 ms TIMER| Init_miscgamesection: 489.637 ms TIMER| Init_guiload: 270.561 ms bt_audio_service_open: connect() failed: Connection refused (111) bt_audio_service_open: connect() failed: Connection refused (111) bt_audio_service_open: connect() failed: Connection refused (111) bt_audio_service_open: connect() failed: Connection refused (111) TIMER| shutdown Scheduler: 5.764 us TIMER| shutdown mouse stuff: 43.42 us TIMER| shutdown Pathfinder: 140.929 us TIMER| shutdown game scripting stuff: 1.47416 ms TIMER| shutdown actor stuff: 3.02 us TIMER| shutdown TexMan: 3.624 us TIMER| shutdown Renderer: 54.107 us TIMER| shutdown ScriptingHost: 9.21426 ms TIMER| shutdown ConfigDB: 2.547 us TIMER| shutdown CSocketBase: 3.6605 ms TIMER| shutdown CNetLogManager: 6.614 us TIMER| shutdown I18N: 8.153 us TIMER| resource modules: 45.8587 ms TIMER TOTALS (5 clients) ----------------------------------------------------- tc_2: 0 c (0x) tc_1: 0 c (0x) tc_transform: 1333.43 Mc (49x) tc_plain_transform: 4312.04 kc (12x) tc_png_decode: 0 c (0x) ----------------------------------------------------- TIMER| shutdown misc: 1.77964 ms test@test-desktop:~/0ad/trunk/binaries/system$ Pressing 'C' let however the game start. I am using r7139 on a Ubuntu karmic. Let me know if I should provide more infos. |
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| #2289 | fixed | "Cataphract" helmet | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
"Cataphract" helmet for Seleucids. This will be used for Seleucid cataphracts and a variation adding feathers to the sides for Antiochus the Great. These can probably just be "whole head" models instead of separate from the head. You should import a head mesh from the game to get the right size and form to fit. Reference: |
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| #3749 | fixed | "Conquest structures" victory condition fails when a player never builds a structure at all. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
You can end up with a game that never meets victory condition if one player does not ever manage to build a structure and does not start with one (such as the random nomad maps) when victory condition is "conquest structures"
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| #454 | fixed | "Debug Assertion Failed!" in VC++ Express 2008 when clicking on "Copy" button in pyrogenesis error dialog box | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
When pressing the Copy button in the Program Error window when running the game (with -editor) in VC++ Express 2008, I get an error message from VC++:
So I do, another dialog box:
I press break, and below is the call stack: > pyrogenesis_dbg.exe!SetClipboardText(const wchar_t * text=0x02e90068, void * * hMem=0x0012f400) Line 35 + 0x14 bytes C++
pyrogenesis_dbg.exe!sys_clipboard_set(const wchar_t * text=0x02e90068) Line 55 + 0xd bytes C++
pyrogenesis_dbg.exe!error_dialog_proc(HWND__ * hDlg=0x00090978, unsigned int msg=273, unsigned int wParam=1002, long lParam=395626) Line 183 + 0x9 bytes C++
user32.dll!7e418734()
user32.dll!7e423ce4()
user32.dll!7e423b30()
user32.dll!7e43e577()
user32.dll!7e418734()
user32.dll!7e418734()
user32.dll!7e43e577()
user32.dll!7e43e577()
user32.dll!7e43e18a()
MSCTF.dll!747313d4()
MSCTF.dll!747313d9()
MSCTF.dll!7473057a()
user32.dll!7e418734()
user32.dll!7e418816()
user32.dll!7e4189cd()
user32.dll!7e4193e9()
user32.dll!7e4193a8()
user32.dll!7e431b7c()
user32.dll!7e4249c4()
user32.dll!7e424a06()
user32.dll!7e43b190()
pyrogenesis_dbg.exe!sys_display_error(const wchar_t * text=0x02040000, unsigned int flags=6) Line 265 + 0x1d bytes C++
pyrogenesis_dbg.exe!CallDisplayError(const wchar_t * text=0x02040000, unsigned int flags=6) Line 405 + 0xd bytes C++
pyrogenesis_dbg.exe!debug_DisplayError(const wchar_t * description=0x0012f9bc, unsigned int flags=6, void * context=0x00000000, const wchar_t * lastFuncToSkip=0x01f1a640, const wchar_t * pathname=0x00c1b0a0, int line=55, const char * func=0x00c1b098, unsigned char * suppress=0x00d48993) Line 480 + 0xd bytes C++
pyrogenesis_dbg.exe!debug_OnAssertionFailure(const wchar_t * expr=0x00c1b108, unsigned char * suppress=0x00d48993, const wchar_t * file=0x00c1b0a0, int line=55, const char * func=0x00c1b098) Line 565 + 0x35 bytes C++
pyrogenesis_dbg.exe!dlopen(const char * so_name=0x0012fe48, int flags=10) Line 55 + 0x21 bytes C++
pyrogenesis_dbg.exe!DllLoader::LoadDLL() Line 82 + 0x10 bytes C++
pyrogenesis_dbg.exe!ATLAS_Run(const CmdLineArgs & args={...}, int flags=1) Line 43 + 0xa bytes C++
pyrogenesis_dbg.exe!ATLAS_RunIfOnCmdLine(const CmdLineArgs & args={...}) Line 73 + 0xb bytes C++
pyrogenesis_dbg.exe!RunGameOrAtlas(int argc=2, const char * * argv=0x01f17690) Line 393 + 0x9 bytes C++
pyrogenesis_dbg.exe!main(int argc=2, char * * argv=0x01f17690) Line 419 + 0xd bytes C++
pyrogenesis_dbg.exe!__tmainCRTStartup() Line 586 + 0x19 bytes C
pyrogenesis_dbg.exe!mainCRTStartup() Line 403 C
pyrogenesis_dbg.exe!CallStartupWithinTryBlock() Line 356 + 0x5 bytes C++
pyrogenesis_dbg.exe!wseh_EntryPoint() Line 384 C++
kernel32.dll!7c817077()
pyrogenesis_dbg.exe!std::_Tree<std::_Tmap_traits<void const *,CModelDefRPrivate *,std::less<void const *>,std::allocator<std::pair<void const * const,CModelDefRPrivate *> >,0> >::insert(std::_Tree<std::_Tmap_traits<void const *,CModelDefRPrivate *,std::less<void const *>,std::allocator<std::pair<void const * const,CModelDefRPrivate *> >,0> >::const_iterator _Where=(...,..., const std::pair<void const * const,CModelDefRPrivate *> & _Val=(...,...) Line 691 + 0x1f bytes C++
e04d8d52()
The output seems to be the same as the other error (and I assume at least some of the above information is at least as much related to that error as this error :P If nothing else it was that error that caused the error box to appear in the first place.) http://trac.wildfiregames.com/attachment/ticket/453 <-- the other error, am getting too tired to make nicer link =) Please tell me if I've missed some information and I'll try to include it. |
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| #2295 | fixed | "Heavy Infantry" Seleucid helmet | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
You should import a head mesh from the game to get the right size and form to fit. References: http://weaponsandwarfare.com/wp-content/uploads/2013/08/srhthrthrst.jpg |
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| #4311 | fixed | "I am too busy" cheat code and tooltips | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
The I am too busy cheat code is sometimes taken into account in the tooltips and sometimes not. As that code is mostly use for debbuging, perhaps not showing it can be good (I have no opinion on that). Or not. |
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| #1188 | fixed | "Idle warrior button" doesn't get all idle warriors | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
When I press the idle warrior button to cycle through the idle warriors I only seem to be able to get to some of the idle warriors. As far as I can tell from some quick testing it could have something to do with the naming change from super units to champion units? I'll investigate further, but someone with more knowledge of the code could probably find out if that is indeed the case pretty quickly :) (And thus fix it if it indeed is the case ;) ) |
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| #1994 | fixed | "Illegal instruction" when running binaries/system/test on amd64 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Forwarded from Debian's BTS: #712956 0ad fails to build on one of Debian's amd64 build machines, because it errors out when running binaries/system/test ("Illegal instruction"); see build log here. Is it possible that premake (or something else) is injecting certain flags or causing gcc to build 0ad with certain optimizations not universally supported on amd64? I see -msse in the build log, but that should be fine on amd64 (AFAIK amd64 guarantees at least SSE2 support). Could premake be hiding some of the compiler output (even though verbose build is enabled)? FWIW, the amd64 build machine on which this occurred is barber.debian.org (Dell PowerEdge 1855). On another note, the i386 build log shows that 0ad is being built with -msse and -march=i686, but that's problematic for Debian given that Debian's "i386" architecture targets i486, not i686. Is it possible for 0ad to be built and run on i486 and without -msse? |
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| #243 | fixed | "Non boned" Collada meshes should support multiple prop/attachment points | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
It is imperative to the game as designed that the game engine supports "static" "non-boned" Collada files, such as those created for ships and buildings, that include multiple prop-points. This is mainly for unit garrisoning purposes (units garrisoned on walls, battlements, towers, and on the decks of ships). I am slating this for Beta, because for Alpha we could conceivably get by with just simple garrisoning capability without the propping. But for any public beta this feature should be implemented, as it is a major stated feature of the project. |
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| #2288 | fixed | "Officer Helmet" | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Officer helmet for ptolemies/seleucids. You should import a head mesh from the game to get the right size and form to fit. Bottom left and bottom right helmets from this reference: |
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| #2290 | fixed | "Perseus" hero helmet. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Perseus hero helmet. You should import a head mesh from the game to get the right size and form to fit. Reference: |
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| #2286 | fixed | "Ptolemaic" helmet | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Ptolemaic helmet used by romanized units. You should import a head mesh from the game to get the right size and form to fit. References: |
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| #2291 | fixed | "Pyrrhus" helmet | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Pyrrhus hero helmet. You should import a head mesh from the game to get the right size and form to fit. References: |
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| #6694 | fixed | "Requires Town Phase" and "Requires City Phase" should be in red | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
The text of the lines "Requires Town Phase" and "Requires City Phase" should be in red when warning of unfulfilled requirements, just like the "Insufficient resources" message and others. |
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| #2292 | fixed | "Thracian Cap" helmet | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
This helmet needs horned and non-horned variations. You should import a head mesh from the game to get the right size and form to fit. References: |
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| #2294 | fixed | "Thracian Mercenary" helmet | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
You should import a head mesh from the game to get the right size and form to fit. References: http://img829.imageshack.us/img829/7333/frygijskochalkidyjski.jpg |
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| #5740 | fixed | "Unquoted parameters are not supported" When seeing the terms of use for the user repports | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
I can reproduce at will if needed. edit: it spams the main menu and it's hard to click it until the error notification disapear |
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| #5132 | fixed | "You have been attacked by" hint the location | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
It would be nice if the "You have been attacked by" messages were clickable. On click they would move the camera to the location the attack has taken place. (It often occurs, that a player gets such message, but doesn't know it's origin.) |
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| #440 | duplicate | "libxml2 must have threading support enabled" error | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Building trace:
Running System information:
Attached complete error list in this ticket. Notes: Don't know if this is a bug, but I couldn't find some way of "enabling thread support" to libxml2" and build the game to enter the project. Build with svn updated to revision 7223. Tried "make -j3" and "make" and is the same error.
Thanks. |
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| #3580 | duplicate | #3505Units - in formation stuck frequently Pathfinder | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
#3292: serializationChange.patch Ticket, on this patch, I tested it, found a problem, when I started a new single mode of the game, when the construction workers, found the whole game is lagging behind, my memory is 8G. my operating system is 64bit WIN8.1 |
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| #6648 | fixed | %(resource)s are not translated in AI private messages | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
When AIs make demands in private messages the resources are not translated but use the English terms like "food". PetraAI bot doesn't recognize defeat of competitor, it's trading with (11/Oct/22) possible solution ?
notethe missing space in the dutch text, which can be seen in the image above, is a problem of the translator and is not caused by this patch l10n/nl.public-simulation-other.po
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| #1815 | duplicate | ''cheat'' commands and animation bug :) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
i think it would be helpfull four testing if you implement a cheat wich opens a little menu were you can spawn (ingame!) buildings and troops (like in the stronghold 1 editor) :) then... a cheat wich copys a troop(select then type the command number and then the troop is ..lots of more? XD) then a little animation bug: if i create big armys then some troops slide on the gorund witheout moving :O i realy like this game it reminds me on AOE1 and thats good... and i think its better than age of mythology becose... no monsters? okay goodbye! :) |
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| #6125 | duplicate | 'Infinite loop' of sorts in UnitAI+guarding | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
"INDIVIDUAL.GuardedAttacked' pushes an order to the front when the guarded entity is attacked. Unfortunately, that completely fails to account for infinite loops. As such, an infinite number of orders can be added over sufficient # of turns, which can end up crashing the stack. |
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| #1217 | fixed | 'hele_wall_tower' templates visual entrance differs from drop point | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
The 'hele_wall_tower' entities template has a visual entrance but it is on the opposite side of the drop point (where the units are placed when un-garrisoned). The drop point is placed correct (as fortresses and civil center drop points are) so only the visual part of the template has to be rotated by 180° (or PI). |
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| #6653 | wontfix | (0 A.D) Conflicting and missing files when trying to install OpenSUSE dependencies | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
I was trying to install the dependencies for 0 A.D. on my OpenSUSE Tumbleweed by following the steps in this guide but I got some error messages about not found packages and conflicting files. It would be nice if you could update the dependencies needed or what should I do to get the installation done? Thanks in advance |
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| #3164 | fixed | (De)serialisation fails on nested Map objects | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
An error occurred loading the game, the game crashes. I tested 16528, the game fails to load a saved game, load game again after loading, the game crashes.
See forum for logs: http://wildfiregames.com/forum/index.php?showtopic=19804&hl= |
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| #5877 | fixed | (FR) Added initial support of MCST Elbrus 2000 (e2k) CPU architecture | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
MCST Elbrus 2000 (e2k) - this is VLIW/EPIC architecture, like Intel Itanium (IA-64) architecture. Architecture has half native / half software support of most Intel/AMD SIMD (e.g. MMX/SSE/SSE2/SSE3/SSSE3/SSE4.1/SSE4.2/AES/AVX/AVX2 & 3DNow!/SSE4a/XOP/FMA4) Added defines of e2k architecture to main files and added SSE usage for e2k. |
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| #2297 | fixed | (Seleucid Emblem) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
I was Finish as i was promise. http://www.wildfiregames.com/forum/index.php?showtopic=17735#entry279359 here is my render of Seleucid Emblem. a Work that learn about Seleucids and Blender Basics. I hope enjoy as I. |
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| #5730 | duplicate | (access violation read 0x8C019250) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
To our regret, we must report that the program has encountered an error. Let us know at http://trac.wildfiregames.com/ and attach the files crashlog.txt and crashlog.dmp. Details: Unhandled exception (access violation read 0x8C019250) Location: unknown: 0 (?) Call stack: (stack dump failed: stack frames not found) errno = 0 (No error reported here) Operating system error = 0 (no error code was configured) five |
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| #5258 | invalid | (bug) Ungarrisonable building option doesn't work. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
If you want to create a building and ensure that it can not be garrisonable the parameter "ungarrisonable" doesn't seem to affect it: Example (creating random map): g_Map.placeEntityPassable("undeletable|ungarrisonable|structures/brit_wonder",0,new Vector2D(g_Map.size/2,g_Map.size/2), 0.0); This will make the brit wonder undeletable as expected but not ungarrisonable, meaning units can still get in. |
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| #308 | fixed | (testing the keyword seach feature) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Please ignore. |
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| #6710 | fixed | --with-system-premake is broken | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
As reported on Phab:D3127 A made a mistake was made when adding a the Patch by sera:
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| #766 | fixed | ./update-workspaces.sh fails while linking a dir | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
When running ./update-workspaces.sh from inside the build/workspaces dir, I get the following error: /home/henner/src/0ad/libraries/spidermonkey-tip/src/build-release/config/nsinstall -R system_wrappers_js ../dist /home/henner/src/0ad/libraries/spidermonkey-tip/src/build-release/config/nsinstall: cannot make symbolic link /home/henner/src/0ad/libraries/spidermonkey-tip/src/build-release/dist/system_wrappers_js: File exists make[2]: * [export] Error 1 make[2]: Leaving directory `/home/henner/src/0ad/libraries/spidermonkey-tip/src/build-release/config' make[1]: * [export] Error 2 make[1]: * Waiting for unfinished jobs.... make[1]: Leaving directory `/home/henner/src/0ad/libraries/spidermonkey-tip/src/build-release' make: * [default] Error 2 ERROR: SpiderMonkey build failed Removing the link and running the script again does not solve the problem. Any ideas? |
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| #6637 | fixed | .cargo directory created off user's home dir | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
when building 0ad a .cargo directory containing a zero length .package-cache file is created from the user's home directory. This is being run on a non-debian based system (slackware) so apt is not used or present. Is there a way to prevent this directory being created outside of the extracted source tree? I test the build in an overlayfs chroot and everything else is created in the expected location. the build script is virtually the same as the one at https://slackbuilds.org/slackbuilds/15.0/games/0ad/0ad.SlackBuild updated for v 0.0.26-alpha and also uses https://slackbuilds.org/slackbuilds/15.0/games/0ad/disable-root-check.patch to allow root to create the package (as is standard for slackware packages) |
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| #3045 | invalid | .gitignore moz31 folder | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| #5362 | needsinfo | 0 A. D. Crashes at the Beginning | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
If I try to load a new Game singel- or multiplayer the game does everything as expected until game is finished loding when it just crashes and this shows: "Much to our regret we must report the program has encountered an error. Please let us know at http://trac.wildfiregames.com/ and attach the crashlog.txt and crashlog.dmp files. Details: unhandled exception (Access violation writing 0x00000000) Location: unknown:0 (?) Call stack: (error while dumping stack: No stack frames found) errno = 0 (No error reported here) OS error = 487 (Es wurde versucht, auf eine unzulässige Adresse zuzugreifen.)" It always does it and didn't work ever it happens in version 0.23 also happend in 0.22. It dose not happen when I start up the tutorial. It's pobably some setting on my PC, but I don't know what that could be. The same setup data installed on a difrend computer works fine. I'd appreciate if you help me |
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| #3172 | invalid | 0 A.D 18 crashes on startup | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Can't suppress or continue, the error log stays up unlike in 17 when it popped up, I could suppress to continue. In 18 I can not and it won't allow me pass the log pop-up window. |
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| #4835 | needsinfo | 0 A.D. Alpha 22 crash | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| #4454 | needsinfo | 0 A.D. Crash before game launch | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Can you help me fix this please i really want to play this game ! Much to our regret we must report the program has encountered an error. Please let us know at http://trac.wildfiregames.com/ and attach the crashlog.txt and crashlog.dmp files. Details: unhandled exception (Access violation reading 0x00000F83) Location: unknown:0 (?) Call stack: (error while dumping stack: No stack frames found) errno = 0 (No error reported here) OS error = 0 (no error code was set) |
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| #6290 | needsinfo | 0 A.D. crash on Ubuntu 21.04 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
every time , i play the game , it goes smooth until it crashes , when i click on any button it starts to crashing , then i can`t close the window and get stuck , my os is Ubuntu 21.04 ,if you want me to provide more info about my system , i will |
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| #4080 | duplicate | 0 A.D. crashes | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Dear developers, 0 A.D. crashes after playing for a while, and it seems to happen consistently -- around the 10th minute when battles start to happen. Sometimes after the first battle is won the game crashes other times it crashes during a battle. Moody |
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| #5958 | fixed | 0 A.D. crashes at map generation in some cases | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
There is a rare crash when a player starts multiple games in the same "run" of 0 A.D., where the game can crash at map generation. It fails in ComputeDirection because of an OOB access to the terrain height map. |
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| #5560 | needsinfo | 0 A.D. crashes when trying to create account. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Whenever I try to create or login to an account in the multiplayer lobby, the game crashes and my Macbook Pro says that it closed because of "an unexpected error." |
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| #3660 | fixed | 0 A.D. runs with -quickstart but not with any other argument | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
The only recurring error in Windows Event Viewer is: Faulting application name: pyrogenesis.exe, version: 0.0.0.0, time stamp: 0x564f8922 Faulting module name: MSVCR120.dll, version: 12.0.21005.1, time stamp: 0x524f7ce6 Exception code: 0xc0000409 Fault offset: 0x000a46a9 Faulting process id: 0x1204 Faulting application start time: 0x01d12ad02756e986 Faulting application path: C:\0AD\0 A.D. alpha\binaries\system\pyrogenesis.exe Faulting module path: C:\0AD\0 A.D. alpha\binaries\system\MSVCR120.dll Report Id: 98d8be25-ddae-4ef3-902b-69669db350a9 Faulting package full name: Faulting package-relative application ID: I have tried replacing these .dll's with various versions and reinstalling MSVCR itself, both 32 and 64 bit. I am at a loss. I am running Win10 on an AMD cpu with a single Nvidia GTX970 with two displays. Any thoughts or further information? I have searched for posts containing words related to what the problem could be (assuming sound engine/driver?) and I have come up with nothing. |
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| #3723 | invalid | 0 A.D. tutorial stuck at shift-click 5 hoplites | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Hello, I'd like to report a bug regarding the 0 A.D. tutorial. After sending a female worker to gather berries, and a soldier to gather wood, the player is prompted to train 5 Hoplites using the Civic Centre, using shift-click. After shift-clicking the Hoplites icon I indeed begin training 5 hoplites at once, but afterwards the tutorial AI seems to hang and keeps resending the message to continue training 5 Hoplites. I tried training one more, 5 more, then another female worker, an Akontistes and a Prodromos, but all sadly to no avail. Could this be looked into? I'm running Build: 31 Dec 2015 (17298P-release). If I need to provide any more information I'd be happy to do so. Thanks! |
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| #2634 | needsinfo | 0 AD error report | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Much to our regret we must report the program has encountered an error. Please let us know at http://trac.wildfiregames.com/ and attach the crashlog.txt and crashlog.dmp files. Details: unhandled exception (Access violation writing 0x01E69958) Location: unknown:0 (?) Call stack: (error while dumping stack: No stack frames found) errno = 0 (No error reported here) OS error = 487 (Tentativo di accedere ad un indirizzo non valido.) (merging #2633 with this) |
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| #2534 | duplicate | 0 a.d. startup error - running Atlas and the game at the same time on Windows | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
if you open map editor and then open 0.a.d. will be 0.a.d. startup error and dont open. |
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| #5156 | needsinfo | 0 ad game crash | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
My game keeps crashing every time I try to start a single player match, with no known causes. Is there anything I can do to play it without crashing. |
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| #5226 | duplicate | 0 ad wont launch | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
when I am trying to open 0 ad this pops up can you tell me what information you need ?: Much to our regret we must report the program has encountered an error. Please let us know at http://trac.wildfiregames.com/ and attach the crashlog.txt and crashlog.dmp files. Details: unhandled exception (Access violation writing 0x00000000) Location: unknown:0 (?) Call stack: (error while dumping stack: No stack frames found) errno = 0 (No error reported here) OS error = 0 (no error code was set) |
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| #4393 | needsinfo | 0.A.D Alpha 21 not running under Manjaro 16.10 Gnome | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Hello, I've tried to install 0.A.D under Manjaro-Linux 16.10 Gnome, but it does not work. I'm not able to start the game I posted it also in the Manjaro Forum: https://forum.manjaro.org/t/0-a-d-alpha-21-not-working/13143/10 Marvin |
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| #4740 | needsinfo | 0.A.D. User TANKEVIL leveling problem | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Hi guys, listen my rank in 0.A.D. hasn't changed in the last 3 matches and ive actually won all 3. When I check my score and rank after the match it still says the same 1263 score against my TANKEVIL profile? Is this happening to others or just me? Every match ive won the window saying you have won do you want to quit comes up so I'm not quite sure why I'm not ranking up? Thanks guys Bryn |
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| #2453 | fixed | 0AD crashes when Chinese characters are used | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Hi When you set the nickname in multiplayer to something that is in Chinese the game crashes instantly. I am unsure if this is also the case with other non ascii charachters as I have not tested it. This may also happen when attempting to chat in game but I have never tried it. |
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| #2527 | invalid | 0AD ctrl + number notworking | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Hi while playing 0AD, the definition of unit group or buildind with ctrl + a number is not working version Alpha15 on Linux |
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| #5743 | fixed | 0AD does not fill the screen in macOS, or loses text if it does | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Hi, I built 0ad from today from commit 74d5ec0c (HEAD at that time) on macOS Catalina (10.15.4). I applied the changes mentioned in #5729 to the build script to get it working. Now, when I start the game (both windowed and fullscreen) the game view does not fill the screen. However, the mouse still has to reach all the way to the top right corner to reach the menu in game for example. After re-gaining focus (moving to another application temporarily) the main menu and the new game screen resize to cover the available space. However, most of the UI text disappears. After starting a new match the screen goes back to the initially size not covering the screen. I tried adjusting the settings by duplicating the default.cfg, renaming it to local.cfg and hardcoding the screen resolution of 2560 x 1600 with no effect. I just learned about this project today and would be willing to test or fix this problem if someone could point me in the right direction. Cheers, Felix (I hope the pictures got attached as well.)
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| #5131 | needsinfo | 0AD no longer loads on my PC. It did yesterday so what's changed? | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
0AD stopped working yesterday and so I reinstalled it and it seemed fine. However it's back to not working today and reinstalling isn't helping. I get this error message as it crashes out upon loading: Much to our regret we must report the program has encountered an error. Please let us know at http://trac.wildfiregames.com/ and attach the crashlog.txt and crashlog.dmp files. Details: unhandled exception (Access violation reading 0x00000000) Location: unknown:0 (?) Call stack: (error while dumping stack: No stack frames found) errno = 0 (No error reported here) OS error = 0 (no error code was set) |
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| #3139 | invalid | 0ad 18 crashes upon start up | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
$ 0ad Cache: 400 (total: 7910) MiB dir_watch_inotify.cpp(214): Function call failed: return value was -1 (Function failed (no details available)) Function call failed: return value was -1 (Function failed (no details available)) Location: dir_watch_inotify.cpp:214 (dir_watch_Add) Call stack: (0x8ff0ab) /usr/bin/pyrogenesis() [0x8ff0ab] (0x8b8a81) /usr/bin/pyrogenesis() [0x8b8a81] (0x8b9bed) /usr/bin/pyrogenesis() [0x8b9bed] (0x8ffd22) /usr/bin/pyrogenesis() [0x8ffd22] (0x91d855) /usr/bin/pyrogenesis() [0x91d855] (0x8d4eb8) /usr/bin/pyrogenesis() [0x8d4eb8] (0x6386ea) /usr/bin/pyrogenesis() [0x6386ea] (0x63f13c) /usr/bin/pyrogenesis() [0x63f13c] (0x431cdb) /usr/bin/pyrogenesis() [0x431cdb] (0x421a37) /usr/bin/pyrogenesis() [0x421a37] (0x7f685b555800) /usr/lib/libc.so.6(libc_start_main+0xf0) [0x7f685b555800] (0x430b79) /usr/bin/pyrogenesis() [0x430b79] errno = 0 (?) OS error = ? (C)ontinue, (S)uppress, (B)reak, Launch (D)ebugger, or (E)xit? d Sleeping until debugger attaches. Please wait. GNU gdb (GDB) 7.9 Copyright (C) 2015 Free Software Foundation, Inc. License GPLv3+: GNU GPL version 3 or later <http://gnu.org/licenses/gpl.html> This is free software: you are free to change and redistribute it. There is NO WARRANTY, to the extent permitted by law. Type "show copying" and "show warranty" for details. This GDB was configured as "x86_64-unknown-linux-gnu". Type "show configuration" for configuration details. For bug reporting instructions, please see: <http://www.gnu.org/software/gdb/bugs/>. Find the GDB manual and other documentation resources online at: <http://www.gnu.org/software/gdb/documentation/>. For help, type "help". Type "apropos word" to search for commands related to "word". Attaching to process 13881 ptrace: Operation not permitted. (gdb) /usr/bin/0ad: line 9: 13881 Trace/breakpoint trap (core dumped) "$pyrogenesis" "$@" I'm using the bianry package provided by arch: https://www.archlinux.org/packages/community/x86_64/0ad/ |
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| #6410 | fixed | 0ad 25 crash on linux 32 bit | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
I installed 0ad 25 on ubuntu 16.04 i686 (32 bit). It crash at the start: TIMER| InitVfs: 1.19709 ms Writing the mainlog at /home/betea/snap/0ad/250/.config/0ad/logs/mainlog.html TIMER| CONFIG_Init: 37.2796 ms Function call failed: return value was -1 (Function failed (no details available)) Location: file_system.cpp:123 (GetDirectoryEntries) Call stack: (0x9ff275) /snap/0ad/250/binaries/system/pyrogenesis(+0x5c1275) [0x9ff275] (0x9a951d) /snap/0ad/250/binaries/system/pyrogenesis(+0x56b51d) [0x9a951d] (0x9ab91c) /snap/0ad/250/binaries/system/pyrogenesis(+0x56d91c) [0x9ab91c] (0x9bad9a) /snap/0ad/250/binaries/system/pyrogenesis(+0x57cd9a) [0x9bad9a] (0x9cf075) /snap/0ad/250/binaries/system/pyrogenesis(+0x591075) [0x9cf075] (0x9cdd77) /snap/0ad/250/binaries/system/pyrogenesis(+0x58fd77) [0x9cdd77] (0x9c7136) /snap/0ad/250/binaries/system/pyrogenesis(+0x589136) [0x9c7136] (0x699a6f) /snap/0ad/250/binaries/system/pyrogenesis(+0x25ba6f) [0x699a6f] (0x6a3452) /snap/0ad/250/binaries/system/pyrogenesis(+0x265452) [0x6a3452] (0x47c9e7) /snap/0ad/250/binaries/system/pyrogenesis(+0x3e9e7) [0x47c9e7] (0x469166) /snap/0ad/250/binaries/system/pyrogenesis(+0x2b166) [0x469166] (0xb5956f21) /lib/i386-linux-gnu/libc.so.6(libc_start_main+0xf1) [0xb5956f21] (0x47a7ac) /snap/0ad/250/binaries/system/pyrogenesis(+0x3c7ac) [0x47a7ac] errno = 75 (?) OS error = ? (C)ontinue, (S)uppress, (B)reak, Launch (D)ebugger, or (E)xit? |
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| #6528 | duplicate | 0ad 25 no start | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Hello, transplanted windows to a new machine. With 0ad, uninstalled and freshly installed. Game does not start 32bit problem? |
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| #4336 | needsinfo | 0ad alpha 21 Ulysses crashes on startup (mac) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
I recently downloaded the latest version of 0ad (alpha 21). The installation worked fine, but the app quits unexpectedly upon startup. Below please find the crash report: Process: pyrogenesis [310] Path: /Applications/0 A.D..app/Contents/MacOS/pyrogenesis Identifier: com.wildfiregames.0ad Version: 0.0.21 (0.0.21) Code Type: X86-64 (Native) Parent Process: launchd [186] User ID: 501 Date/Time: 2016-11-11 22:13:11.107 +0100 OS Version: Mac OS X 10.8.5 (12F2560) Report Version: 10 Interval Since Last Report: 15839595 sec Crashes Since Last Report: 55 Per-App Interval Since Last Report: 15 sec Per-App Crashes Since Last Report: 7 Anonymous UUID: ABC4A6C3-0D7F-1378-31D3-273EBA72D374 Crashed Thread: 0 Dispatch queue: com.apple.main-thread Exception Type: EXC_BREAKPOINT (SIGTRAP) Exception Codes: 0x0000000000000002, 0x0000000000000000 Dyld Error Message:
Thread 0 Crashed:: Dispatch queue: com.apple.main-thread 0 dyld 0x00007fff6855209d dyld_fatal_error + 1 1 dyld 0x00007fff68555048 dyld::fastBindLazySymbol(ImageLoader, unsigned long) + 139 2 libdyld.dylib 0x00007fff9792f8ee dyld_stub_binder_ + 13 3 ??? 0x000000010c1b7030 0 + 4498092080 4 com.wildfiregames.0ad 0x000000010968ebd5 Cocoa_GL_LoadLibrary + 149 5 com.wildfiregames.0ad 0x00000001096824a4 SDL_GL_LoadLibrary_REAL + 212 6 com.wildfiregames.0ad 0x0000000109682040 SDL_CreateWindow_REAL + 256 7 com.wildfiregames.0ad 0x00000001095bee76 SDL_CreateWindow + 70 8 com.wildfiregames.0ad 0x0000000108b09aed CVideoMode::SetVideoMode(int, int, int, bool) + 173 9 com.wildfiregames.0ad 0x0000000108b0a33e CVideoMode::InitSDL() + 350 10 com.wildfiregames.0ad 0x0000000108b19bcd InitGraphics(CmdLineArgs const&, int) + 301 11 com.wildfiregames.0ad 0x0000000108952dce RunGameOrAtlas(int, char const) + 1614 12 com.wildfiregames.0ad 0x00000001089526b5 main + 53 13 com.wildfiregames.0ad 0x00000001089525c4 start + 52 Thread 1:: Analysis Helper 0 libsystem_kernel.dylib 0x00007fff954720fa psynch_cvwait + 10 1 libsystem_c.dylib 0x00007fff98e06fb9 _pthread_cond_wait + 869 2 com.wildfiregames.0ad 0x0000000108db0415 PR_WaitCondVar + 389 3 com.wildfiregames.0ad 0x0000000108ef9652 js::HelperThread::threadLoop() + 1170 4 com.wildfiregames.0ad 0x0000000108dbb8dd _pt_root + 429 5 libsystem_c.dylib 0x00007fff98e02772 _pthread_start + 327 6 libsystem_c.dylib 0x00007fff98def1a1 thread_start + 13 Thread 2:: Analysis Helper 0 libsystem_kernel.dylib 0x00007fff954720fa psynch_cvwait + 10 1 libsystem_c.dylib 0x00007fff98e06fb9 _pthread_cond_wait + 869 2 com.wildfiregames.0ad 0x0000000108db0415 PR_WaitCondVar + 389 3 com.wildfiregames.0ad 0x0000000108ef9652 js::HelperThread::threadLoop() + 1170 4 com.wildfiregames.0ad 0x0000000108dbb8dd _pt_root + 429 5 libsystem_c.dylib 0x00007fff98e02772 _pthread_start + 327 6 libsystem_c.dylib 0x00007fff98def1a1 thread_start + 13 Thread 3:: Analysis Helper 0 libsystem_kernel.dylib 0x00007fff954720fa psynch_cvwait + 10 1 libsystem_c.dylib 0x00007fff98e06fb9 _pthread_cond_wait + 869 2 com.wildfiregames.0ad 0x0000000108db0415 PR_WaitCondVar + 389 3 com.wildfiregames.0ad 0x0000000108ef9652 js::HelperThread::threadLoop() + 1170 4 com.wildfiregames.0ad 0x0000000108dbb8dd _pt_root + 429 5 libsystem_c.dylib 0x00007fff98e02772 _pthread_start + 327 6 libsystem_c.dylib 0x00007fff98def1a1 thread_start + 13 Thread 4:: Analysis Helper 0 libsystem_kernel.dylib 0x00007fff954720fa psynch_cvwait + 10 1 libsystem_c.dylib 0x00007fff98e06fb9 _pthread_cond_wait + 869 2 com.wildfiregames.0ad 0x0000000108db0415 PR_WaitCondVar + 389 3 com.wildfiregames.0ad 0x0000000108ef9652 js::HelperThread::threadLoop() + 1170 4 com.wildfiregames.0ad 0x0000000108dbb8dd _pt_root + 429 5 libsystem_c.dylib 0x00007fff98e02772 _pthread_start + 327 6 libsystem_c.dylib 0x00007fff98def1a1 thread_start + 13 Thread 5:: Analysis Helper 0 libsystem_kernel.dylib 0x00007fff954720fa psynch_cvwait + 10 1 libsystem_c.dylib 0x00007fff98e06fb9 _pthread_cond_wait + 869 2 com.wildfiregames.0ad 0x0000000108db0415 PR_WaitCondVar + 389 3 com.wildfiregames.0ad 0x0000000108ef9652 js::HelperThread::threadLoop() + 1170 4 com.wildfiregames.0ad 0x0000000108dbb8dd _pt_root + 429 5 libsystem_c.dylib 0x00007fff98e02772 _pthread_start + 327 6 libsystem_c.dylib 0x00007fff98def1a1 thread_start + 13 Thread 6:: Analysis Helper 0 libsystem_kernel.dylib 0x00007fff954720fa psynch_cvwait + 10 1 libsystem_c.dylib 0x00007fff98e06fb9 _pthread_cond_wait + 869 2 com.wildfiregames.0ad 0x0000000108db0415 PR_WaitCondVar + 389 3 com.wildfiregames.0ad 0x0000000108ef9652 js::HelperThread::threadLoop() + 1170 4 com.wildfiregames.0ad 0x0000000108dbb8dd _pt_root + 429 5 libsystem_c.dylib 0x00007fff98e02772 _pthread_start + 327 6 libsystem_c.dylib 0x00007fff98def1a1 thread_start + 13 Thread 7:: Analysis Helper 0 libsystem_kernel.dylib 0x00007fff954720fa psynch_cvwait + 10 1 libsystem_c.dylib 0x00007fff98e06fb9 _pthread_cond_wait + 869 2 com.wildfiregames.0ad 0x0000000108db0415 PR_WaitCondVar + 389 3 com.wildfiregames.0ad 0x0000000108ef9652 js::HelperThread::threadLoop() + 1170 4 com.wildfiregames.0ad 0x0000000108dbb8dd _pt_root + 429 5 libsystem_c.dylib 0x00007fff98e02772 _pthread_start + 327 6 libsystem_c.dylib 0x00007fff98def1a1 thread_start + 13 Thread 8:: Analysis Helper 0 libsystem_kernel.dylib 0x00007fff954720fa psynch_cvwait + 10 1 libsystem_c.dylib 0x00007fff98e06fb9 _pthread_cond_wait + 869 2 com.wildfiregames.0ad 0x0000000108db0415 PR_WaitCondVar + 389 3 com.wildfiregames.0ad 0x0000000108ef9652 js::HelperThread::threadLoop() + 1170 4 com.wildfiregames.0ad 0x0000000108dbb8dd _pt_root + 429 5 libsystem_c.dylib 0x00007fff98e02772 _pthread_start + 327 6 libsystem_c.dylib 0x00007fff98def1a1 thread_start + 13 Thread 9:: Analysis Helper 0 libsystem_kernel.dylib 0x00007fff954720fa psynch_cvwait + 10 1 libsystem_c.dylib 0x00007fff98e06fb9 _pthread_cond_wait + 869 2 com.wildfiregames.0ad 0x0000000108db0415 PR_WaitCondVar + 389 3 com.wildfiregames.0ad 0x0000000108ef9652 js::HelperThread::threadLoop() + 1170 4 com.wildfiregames.0ad 0x0000000108dbb8dd _pt_root + 429 5 libsystem_c.dylib 0x00007fff98e02772 _pthread_start + 327 6 libsystem_c.dylib 0x00007fff98def1a1 thread_start + 13 Thread 10:: Analysis Helper 0 libsystem_kernel.dylib 0x00007fff954720fa psynch_cvwait + 10 1 libsystem_c.dylib 0x00007fff98e06fb9 _pthread_cond_wait + 869 2 com.wildfiregames.0ad 0x0000000108db0415 PR_WaitCondVar + 389 3 com.wildfiregames.0ad 0x0000000108ef9652 js::HelperThread::threadLoop() + 1170 4 com.wildfiregames.0ad 0x0000000108dbb8dd _pt_root + 429 5 libsystem_c.dylib 0x00007fff98e02772 _pthread_start + 327 6 libsystem_c.dylib 0x00007fff98def1a1 thread_start + 13 Thread 11:: Analysis Helper 0 libsystem_kernel.dylib 0x00007fff954720fa psynch_cvwait + 10 1 libsystem_c.dylib 0x00007fff98e06fb9 _pthread_cond_wait + 869 2 com.wildfiregames.0ad 0x0000000108db0415 PR_WaitCondVar + 389 3 com.wildfiregames.0ad 0x0000000108ef9652 js::HelperThread::threadLoop() + 1170 4 com.wildfiregames.0ad 0x0000000108dbb8dd _pt_root + 429 5 libsystem_c.dylib 0x00007fff98e02772 _pthread_start + 327 6 libsystem_c.dylib 0x00007fff98def1a1 thread_start + 13 Thread 12:: Analysis Helper 0 libsystem_kernel.dylib 0x00007fff954720fa psynch_cvwait + 10 1 libsystem_c.dylib 0x00007fff98e06fb9 _pthread_cond_wait + 869 2 com.wildfiregames.0ad 0x0000000108db0415 PR_WaitCondVar + 389 3 com.wildfiregames.0ad 0x0000000108ef9652 js::HelperThread::threadLoop() + 1170 4 com.wildfiregames.0ad 0x0000000108dbb8dd _pt_root + 429 5 libsystem_c.dylib 0x00007fff98e02772 _pthread_start + 327 6 libsystem_c.dylib 0x00007fff98def1a1 thread_start + 13 Thread 13:: Dispatch queue: com.apple.libdispatch-manager 0 libsystem_kernel.dylib 0x00007fff95472d16 kevent + 10 1 libdispatch.dylib 0x00007fff8f19cdea _dispatch_mgr_invoke + 883 2 libdispatch.dylib 0x00007fff8f19c9ee _dispatch_mgr_thread + 54 Thread 14: 0 libsystem_kernel.dylib 0x00007fff954726d6 workq_kernreturn + 10 1 libsystem_c.dylib 0x00007fff98e04f1c _pthread_workq_return + 25 2 libsystem_c.dylib 0x00007fff98e04ce3 _pthread_wqthread + 412 3 libsystem_c.dylib 0x00007fff98def191 start_wqthread + 13 Thread 15: 0 libsystem_kernel.dylib 0x00007fff954726d6 workq_kernreturn + 10 1 libsystem_c.dylib 0x00007fff98e04f1c _pthread_workq_return + 25 2 libsystem_c.dylib 0x00007fff98e04ce3 _pthread_wqthread + 412 3 libsystem_c.dylib 0x00007fff98def191 start_wqthread + 13 Thread 16: 0 libsystem_kernel.dylib 0x00007fff95470686 mach_msg_trap + 10 1 libsystem_kernel.dylib 0x00007fff9546fc42 mach_msg + 70 2 com.wildfiregames.0ad 0x0000000108e1823d AsmJSMachExceptionHandlerThread(void*) + 61 3 com.wildfiregames.0ad 0x0000000108dbb8dd _pt_root + 429 4 libsystem_c.dylib 0x00007fff98e02772 _pthread_start + 327 5 libsystem_c.dylib 0x00007fff98def1a1 thread_start + 13 Thread 17:: com.apple.audio.IOThread.client 0 libsystem_kernel.dylib 0x00007fff95470686 mach_msg_trap + 10 1 libsystem_kernel.dylib 0x00007fff9546fc42 mach_msg + 70 2 com.apple.audio.CoreAudio 0x00007fff8e89270c HALB_MachPort::SendMessageWithReply(unsigned int, unsigned int, unsigned int, unsigned int, mach_msg_header_t*, bool, unsigned int) + 98 3 com.apple.audio.CoreAudio 0x00007fff8e89269a HALB_MachPort::SendSimpleMessageWithSimpleReply(unsigned int, unsigned int, int, int&, bool, unsigned int) + 42 4 com.apple.audio.CoreAudio 0x00007fff8e890ad9 HALC_ProxyIOContext::IOWorkLoop() + 1161 5 com.apple.audio.CoreAudio 0x00007fff8e8905bf HALC_ProxyIOContext::IOThreadEntry(void*) + 83 6 com.apple.audio.CoreAudio 0x00007fff8e890497 HALB_IOThread::Entry(void*) + 75 7 libsystem_c.dylib 0x00007fff98e02772 _pthread_start + 327 8 libsystem_c.dylib 0x00007fff98def1a1 thread_start + 13 Thread 18: 0 libsystem_kernel.dylib 0x00007fff95472386 semwait_signal + 10 1 libsystem_c.dylib 0x00007fff98e8c7c8 nanosleep + 163 2 com.wildfiregames.0ad 0x00000001096a03e6 SDL_Delay_REAL + 102 3 com.wildfiregames.0ad 0x00000001095cbf0c SDL_Delay_DEFAULT + 28 4 com.wildfiregames.0ad 0x00000001095bea27 SDL_Delay + 23 5 com.wildfiregames.0ad 0x0000000108b35737 CSoundManagerWorker::Run() + 71 6 com.wildfiregames.0ad 0x0000000108b356c1 CSoundManagerWorker::RunThread(void*) + 113 7 libsystem_c.dylib 0x00007fff98e02772 _pthread_start + 327 8 libsystem_c.dylib 0x00007fff98def1a1 thread_start + 13 Thread 19: 0 libsystem_kernel.dylib 0x00007fff954720fa psynch_cvwait + 10 1 libsystem_c.dylib 0x00007fff98e06fb9 _pthread_cond_wait + 869 2 com.wildfiregames.0ad 0x000000010969896d SDL_CondWaitTimeout_REAL + 205 3 com.wildfiregames.0ad 0x0000000109698345 SDL_SemWaitTimeout_REAL + 181 4 com.wildfiregames.0ad 0x00000001096983aa SDL_SemWait_REAL + 26 5 com.wildfiregames.0ad 0x00000001095bb834 SDL_SemWait + 36 6 com.wildfiregames.0ad 0x0000000108b048a1 CUserReporterWorker::Run() + 593 7 com.wildfiregames.0ad 0x0000000108b04571 CUserReporterWorker::RunThread(void*) + 113 8 libsystem_c.dylib 0x00007fff98e02772 _pthread_start + 327 9 libsystem_c.dylib 0x00007fff98def1a1 thread_start + 13 Thread 20:: SDLTimer 0 libsystem_kernel.dylib 0x00007fff954720fa psynch_cvwait + 10 1 libsystem_c.dylib 0x00007fff98e06fb9 _pthread_cond_wait + 869 2 com.wildfiregames.0ad 0x000000010969896d SDL_CondWaitTimeout_REAL + 205 3 com.wildfiregames.0ad 0x0000000109698345 SDL_SemWaitTimeout_REAL + 181 4 com.wildfiregames.0ad 0x000000010961e2fe SDL_TimerThread + 574 5 com.wildfiregames.0ad 0x000000010961d9f4 SDL_RunThread + 132 6 com.wildfiregames.0ad 0x0000000109697de5 RunThread + 21 7 libsystem_c.dylib 0x00007fff98e02772 _pthread_start + 327 8 libsystem_c.dylib 0x00007fff98def1a1 thread_start + 13 Thread 21: 0 libsystem_kernel.dylib 0x00007fff954726d6 workq_kernreturn + 10 1 libsystem_c.dylib 0x00007fff98e04f1c _pthread_workq_return + 25 2 libsystem_c.dylib 0x00007fff98e04ce3 _pthread_wqthread + 412 3 libsystem_c.dylib 0x00007fff98def191 start_wqthread + 13 Thread 0 crashed with X86 Thread State (64-bit):
Logical CPU: 4 Binary Images:
External Modification Summary:
VM Region Summary: ReadOnly portion of Libraries: Total=210.9M resident=121.4M(58%) swapped_out_or_unallocated=89.6M(42%) Writable regions: Total=127.3M written=32.8M(26%) resident=34.4M(27%) swapped_out=0K(0%) unallocated=92.9M(73%) REGION TYPE VIRTUAL =========== ======= (null) (reserved) 956K reserved VM address space (unallocated) CG backing stores 196K CG shared images 1184K CoreServices 4912K IOKit 12.5M MALLOC 73.7M MALLOC guard page 48K Memory tag=249 156K STACK GUARD 56.1M Stack 18.7M VM_ALLOCATE 434.1M DATA 11.3M IMAGE 528K LINKEDIT 62.2M TEXT 148.7M UNICODE 544K mapped file 34.8M shared memory 468K =========== ======= TOTAL 860.9M TOTAL, minus reserved VM space 860.0M Model: MacBookPro9,1, BootROM MBP91.00D3.B0B, 4 processors, Intel Core i7, 2.6 GHz, 8 GB, SMC 2.1f175 Graphics: Intel HD Graphics 4000, Intel HD Graphics 4000, Built-In, 384 MB Graphics: NVIDIA GeForce GT 650M, NVIDIA GeForce GT 650M, PCIe, 1024 MB Memory Module: BANK 0/DIMM0, 4 GB, DDR3, 1600 MHz, 0x80AD, 0x484D54333531533643465238432D50422020 Memory Module: BANK 1/DIMM0, 4 GB, DDR3, 1600 MHz, 0x80AD, 0x484D54333531533643465238432D50422020 AirPort: spairport_wireless_card_type_airport_extreme (0x14E4, 0xF5), Broadcom BCM43xx 1.0 (5.106.98.100.17) Bluetooth: Version 6.1.7f5 15859, 3 service, 13 devices, 3 incoming serial ports Network Service: Wi-Fi, AirPort, en1 Serial ATA Device: APPLE HDD HTS727575A9E362, 750.16 GB Serial ATA Device: HL-DT-ST DVDRW GS31N USB Device: hub_device, 0x8087 (Intel Corporation), 0x0024, 0x1a100000 / 2 USB Device: FaceTime HD Camera (Built-in), apple_vendor_id, 0x8509, 0x1a110000 / 3 USB Device: hub_device, 0x8087 (Intel Corporation), 0x0024, 0x1d100000 / 2 USB Device: hub_device, 0x0424 (SMSC), 0x2513, 0x1d180000 / 3 USB Device: Apple Internal Keyboard / Trackpad, apple_vendor_id, 0x0253, 0x1d183000 / 6 USB Device: BRCM20702 Hub, 0x0a5c (Broadcom Corp.), 0x4500, 0x1d181000 / 5 USB Device: Bluetooth USB Host Controller, apple_vendor_id, 0x821d, 0x1d181300 / 7 USB Device: IR Receiver, apple_vendor_id, 0x8242, 0x1d182000 / 4 |
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| #2505 | fixed | 0ad crash on various maps when GLSL is enabled | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
If I set "prefere GLSL" in the settings, and start a map like Acropolis Bay, Bakrier,... 0 A.D. crash and make a memory access error. On other maps, it work without crash. I'm working on Ubuntu 14.04 with an intel graphic card. The Bug appear on the current dev-version |
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| #6586 | fixed | 0ad fails to start if broken symlink is in mods folder | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
This happens on the svn version (maybe on a25, but I haven't tested it). 0ad fails to start if a broken symlink is in the mods folder. The error message doesn't indicate the specific problem. Steps to reproduce:
TIMER| CONFIG_Init: 1.74907 ms Function call failed: return value was -1 (Function failed (no details available)) Location: file_system.cpp:123 (GetDirectoryEntries) Call stack: (0x5613abf648ce) ./pyrogenesis(+0x6438ce) [0x5613abf648ce] (0x5613abf0f2ef) ./pyrogenesis(+0x5ee2ef) [0x5613abf0f2ef] (0x5613abf10ef4) ./pyrogenesis(+0x5efef4) [0x5613abf10ef4] (0x5613abf0f503) ./pyrogenesis(+0x5ee503) [0x5613abf0f503] (0x5613abf266a2) ./pyrogenesis(+0x6056a2) [0x5613abf266a2] (0x5613abc1b2ed) ./pyrogenesis(+0x2fa2ed) [0x5613abc1b2ed] (0x5613abbf71be) ./pyrogenesis(+0x2d61be) [0x5613abbf71be] (0x5613ab9d9296) ./pyrogenesis(+0xb8296) [0x5613ab9d9296] (0x5613ab9c4bc7) ./pyrogenesis(+0xa3bc7) [0x5613ab9c4bc7] (0x7f4993a94290) /usr/lib/libc.so.6(+0x29290) [0x7f4993a94290] (0x7f4993a9434a) /usr/lib/libc.so.6(__libc_start_main+0x8a) [0x7f4993a9434a] (0x5613ab9d5bd5) ./pyrogenesis(+0xb4bd5) [0x5613ab9d5bd5] errno = 40 (?) OS error = ? |
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| #5918 | fixed | 0ad graphics broken with 32-bit color depth under Xorg | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
When running 0ad (a23b) with 32-bit color depth under Xorg, graphics are completely broken. Running with 24-bit color depth works fine. The attached screenshot shows that it's broken, however it fails to visualize how broken it is. In reality it's much worse. Also note that the problems aren't limited to 0ad, but to all other windows as well. To reproduce one has to have a 32-bit capable monitor available and set the following Xorg settings: Section "Screen"
Identifier "Screen"
DefaultDepth 30
EndSection
I encountered this issue while using kwin as window manager and an AMD Ryzen 5 Pro 4650G with the |
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| #4319 | duplicate | 0ad-0.0.21-alpha/build/resources/0ad.desktop: error: key "URL" is present in group "Desktop Entry", but the type is "Application" while this key is only valid for type "Link" | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
[brain@x1carbon 0ad]$ desktop-file-validate 0ad-0.0.21-alpha/build/resources/0ad.desktop 0ad-0.0.21-alpha/build/resources/0ad.desktop: error: key "URL" is present in group "Desktop Entry", but the type is "Application" while this key is only valid for type "Link" |
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| #6799 | duplicate | 0ad: Javascript Error before game settings | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Game shows errors before game settings are made.
[4.461] error: JavaScript error: gamesettings/GameSettings.js line 97 I have already deleted all the data belonging 0ad from the hard drive and uninstalled the game. Reinstalling did not solve the problem. |
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| #5420 | duplicate | 2 bugs | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
2.Les navires se déplacent quand on demande aux troupes de monter a bord |
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| #739 | fixed | 2 tests fail | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Since two days I am getting this tests failure: Running 253 tests........................................................................................
In TestSerializer::test_script_basic:
../../../source/simulation2/tests/../../../source/simulation2/tests/test_Serializer.h:276: Error: Expected (std::string(stream.str()) == std::string("script: ({x:123, y:[1, 1.5, \"2\", \"test\", (void 0), null, true, false]})\n")), found ("script: {\n \"x\": 123,\n \"y\": [\n 1,\n 1.5,\n \"2\",\n \"test\",\n null,\n null,\n true,\n false\n ]\n}\n" != "script: ({x:123, y:[1, 1.5, \"2\", \"test\", (void 0), null, true, false]})\n")
....................................ERROR: JavaScript error: cyclic object value
ERROR: StringifyJSON failed
In TestComponentManager::test_script_serialization:
../../../source/simulation2/tests/../../../source/simulation2/tests/test_ComponentManager.h:677: Error: Expected (std::string(debugStream.str()) == std::string("rng: \"78606\"\n" "entities:\n" "- id: 1\n" " TestScript1_values:\n" " object: ({x:1234, str:\"this is a string\", things:{a:1, b:\"2\", c:[3, \"4\", [5, []]]}})\n" "\n" "- id: 2\n" " TestScript1_entity:\n" " object: ({})\n" "\n" "- id: 3\n" " TestScript1_nontree:\n" " object: ({x:#2=[#1=[2], #1#, #2#, {y:#1#}]})\n" "\n" "- id: 4\n" " TestScript1_custom:\n" " object: ({c:1})\n" "\n")), found ("rng: \"78606\"\nentities:\n- id: 1\n TestScript1_values:\n object: {\n \"x\": 1234,\n \"str\": \"this is a string\",\n \"things\": {\n \"a\": 1,\n \"b\": \"2\",\n \"c\": [\n 3,\n \"4\",\n [\n 5,\n []\n ]\n ]\n }\n}\n\n- id: 2\n TestScript1_entity:\n object: {}\n\n- id: 3\n TestScript1_nontree:\n object: \n\n- id: 4\n TestScript1_custom:\n object: {\n \"c\": 1\n}\n\n" != "rng: \"78606\"\nentities:\n- id: 1\n TestScript1_values:\n object: ({x:1234, str:\"this is a string\", things:{a:1, b:\"2\", c:[3, \"4\", [5, []]]}})\n\n- id: 2\n TestScript1_entity:\n object: ({})\n\n- id: 3\n TestScript1_nontree:\n object: ({x:#2=[#1=[2], #1#, #2#, {y:#1#}]})\n\n- id: 4\n TestScript1_custom:\n object: ({c:1})\n\n")
...............................................................................................................................
Failed 2 of 253 tests
Success rate: 99%
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| #2684 | fixed | 3rd macedinian war scenario gives an error in AuraManager | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
When trying to play this map on svn, there is an JS error just at startup
WARNING: JavaScript warning: simulation/components/AuraManager.js line 133 reference to undefined property this.modificationsCache[valueName][ent] ERROR: JavaScript error: simulation/components/AuraManager.js line 133 TypeError: this.modificationsCache[valueName][ent] is undefined
ERROR: Error calling component script function ScriptCall WARNING: JavaScript warning: gui/session/session.js line 642 reference to undefined property heroState.armour |
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| #660 | worksforme | 64 bits compile fails on OS X | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Apparently libz.dylib and libjpeg.dylib installed from ports are 32 bits. I don't know if there is a way to pull 64 versions. Linking CXX shared library libnvimage.dylib
ld: warning: in /usr/local/lib/libz.dylib, file was built for i386 which is not the architecture being linked (x86_64)
ld: warning: in /usr/local/lib/libjpeg.dylib, file was built for i386 which is not the architecture being linked (x86_64)
Undefined symbols:
"_jpeg_start_decompress", referenced from:
nv::ImageIO::loadJPG(nv::Stream&) in ImageIO.cpp.o
"_jpeg_std_error", referenced from:
nv::ImageIO::loadJPG(nv::Stream&) in ImageIO.cpp.o
"_jpeg_CreateDecompress", referenced from:
nv::ImageIO::loadJPG(nv::Stream&) in ImageIO.cpp.o
"_jpeg_read_header", referenced from:
nv::ImageIO::loadJPG(nv::Stream&) in ImageIO.cpp.o
"_jpeg_destroy_decompress", referenced from:
nv::ImageIO::loadJPG(nv::Stream&) in ImageIO.cpp.o
"_jpeg_finish_decompress", referenced from:
nv::ImageIO::loadJPG(nv::Stream&) in ImageIO.cpp.o
"_jpeg_resync_to_restart", referenced from:
nv::ImageIO::loadJPG(nv::Stream&) in ImageIO.cpp.o
"_jpeg_read_scanlines", referenced from:
nv::ImageIO::loadJPG(nv::Stream&) in ImageIO.cpp.o
ld: symbol(s) not found
collect2: ld returned 1 exit status
make[3]: *** [src/nvimage/libnvimage.dylib] Error 1
make[2]: *** [src/nvimage/CMakeFiles/nvimage.dir/all] Error 2
make[1]: *** [src/nvtt/CMakeFiles/nvtt.dir/rule] Error 2
make: *** [nvtt] Error 2
ERROR: NVTT build failed
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| #1119 | wontfix | 64 bits compile fails on OS X | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
[ 46%] Built target nvmath Linking CXX shared library libnvimage.dylib ld: warning: ignoring file /usr/local/lib/libz.dylib, file was built for unsupported file format which is not the architecture being linked (x86_64) ld: warning: ignoring file /usr/local/lib/libjpeg.dylib, file was built for unsupported file format which is not the architecture being linked (x86_64) Undefined symbols for architecture x86_64:
ld: symbol(s) not found for architecture x86_64 collect2: ld returned 1 exit status make[3]: * [src/nvimage/libnvimage.dylib] Error 1 make[2]: * [src/nvimage/CMakeFiles/nvimage.dir/all] Error 2 make[1]: * [src/nvtt/CMakeFiles/nvtt.dir/rule] Error 2 make: * [nvtt] Error 2 ERROR: NVTT build failed I know this is similar to http://trac.wildfiregames.com/ticket/660, but this ticket has been closed and the problem persists, or reappeared, with alpha 8. |
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| #6826 | worksforme | A 27 mod not replacing the resource upgrades | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
I installed my mod (https://mod.io/g/0ad/m/0-ad-balancing-mod) on a 27 and when it was enabled it does not change the resource types. My mod changes the resource upgrade costs for the resource gathering upgrades. |
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| #5364 | invalid | A few opinions! | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Hello Wildfire games,your game 0 AD is in an amazing state.Here are some of the problems I've had on it: First of all,The game is a bit too harsh on the new players,especially in the mp scene but that's how it is in most games,just I would recommend for the players that firstly open the game,make a somewhat smaller tutorial that is NOT optional,I skipped it at first thinking I would learn as I went,but that took a bit. Secondly,one thing that I thought was kind of annoying was the pathfinding of my troops (while I know the formations are in progress),many of my troops got stuck in some trees and I had to get them out of there micromanaging or just delete them. And also,I do know the game is in Alpha but in the full release I'd love to see more history to the game,not necessarily more nations to play as,but more facts and things to know about the respective nation. And Thank you for reading this,I may be a new player but this was my first impression of the game.I think it has A LOT of potential! |
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| #4687 | invalid | A list of suggestions that could potentially improve the game. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Greetings, Wildfire Games! I grew up with Age of Empires and similar games and I am elated to see the development of a new title to add to the genre! As you have stated multiple times already on the game's webpage, this game is in it's Alpha stages, and I appreciate that. So, in order to make the game better for the future, I am going to make a list of things you may or may not have already heard of throughout the audience criticisms of this game. Firstly, the graphics Basic, nothing impressive and by far the least of your concerns right now. I'd focus more on other things and make it look functional rather than pretty. Although I would like to raise a slight concern. On some of the maps, I see a mountain and I think impassible terrain. However, due to poor texturing, there are sometimes actually paths through the mountain that I can't see, and enemy units can pass behind my walls and lines at any opportunity. Again, small problems that can be solved quickly, however a bit of a hindrance to the experience. Perhaps a dirt road texture to go over the mountain where there are roads? A continuity with units so that you can see what type they are when gathering resources would be appreciated. Secondly, the Units I haven't played too many matches (Not sure if you can tell or not) but I have seen some problems with the units, more specifically the path-finding in formations. It doesn't work in cramped places, which is a real problem in maps like Acropolis where bottlenecks are key! In Age of Empires and Mythology, it was quite easy to solve with an automated switch between column and rank formations, allowing for easy access in the tightest of places. As much as I could do the same, manually, in 0 A.D. I can't because even then they still can't fit through, and as a result I have to come out of formation where my expensive and few hoplites get bogged down and out dps-ed by more numerous and cheap barbarian units. I'm sure you're working on a fix for this right now but it's a bother to say the least. Either make your maps/tight spots bigger or make units cluster a tiny bit more (recommended(?) option). As stated before in the graphics, when military units are gathering supplies, it's impossible to tell which is which due to there only being a single model for them currently. (which can be fixed very simply by using the models of said units in the animation!!) Otherwise, some new units would be much appreciated. I'm not sure what units however so I'll leave that choice to you Thirdly, AI Again, not something to concern yourself too much with for the time being, (imo the units category may be most important) but I'll state it nonetheless. It sucks at fighting. It builds what is essentially a raiding party and sends it off to try and rape you. No strategy, no formations, just a bunch of units to send off in a straight line. Which sucks cause it gets slaughtered by my superior and more disciplined forces using the magic and advanced techniques of formations. (Note that I have only played Medium and below because I am a casual scrub who has no friends and plays games on easy mode to have the illusion of some sort of power. Also I find this game much more difficult than others because of the sudden increase in numbers. So, if you've implemented said formations into the AI in the hard and above, splendid! I'm terrified!) Fourthly, Navy The Naval units in 0 AD are HUGE and the maps feel way too small to fight with them. That's about it really... Last but not least, I'm not trying to put too much on your plate. I know that you are definitely working round the clock to perfect this game, which is especially hard considering you're marketing the game as free! I want to see this game place itself in the high numbers of AoE. All it needs is some more fleshing out, then (and I emphasise then) inputting some additional units to give the game some extra flavour. I admire the work that this team is doing and I hope this game meets amazing success! A final note: If you are able to respond to this, could you please also tell me how the game is patched? Will I need to download the latest version fresh? or is there some way of inputting the files (like WinRAR)? |
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| #6091 | fixed | A mahout for the mauryan worker elephant | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Add a mahout to the mauryan worker elephant and give them back their ability to help building structures. See also the corresponding task on the forums: here |
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| #2652 | invalid | A program where nothing is lost on shutdown should not ask if it really should shut down. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
See blender: There is data that can be lost and yet it simply creates a small backup of it as quit.blend (simply saving the modified blender file to quit.blend if ordered to terminate) 0AD asks if it really should shutdown even though the user pressed Exit. As startup time is low and no info can be lost in the main menu anyway, this pop-up is unnecessary. |
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| #6545 | duplicate | A red line from the centre of my screen to top left | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
It is a minor bug which does not affect the gameplay at all. I see a red line from the centre of my screen to the top left corner of the screen. I was playing a tutorial match when I witnessed that. It was present for 90% of the time and I haven't got the time to play it again so cannot confirm on whether it is only present in the tutorial match or all the matches. I am on a M1 MacBook Pro, in case it's an OS problem. |
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| #6199 | fixed | A shining boundary line. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
@vladislavbelov
I tested the latest svn25445 and found a problem: when I rotated the camera, I found a shiny boundary line. The map I used was: Mediterranean Coves (2) |
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| #5106 | fixed | A single unit "dancing" to dodge arrows of dozens of attackers | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
As well demonstrated by Hannibal Barca on the Jebel Barkal mountain, one can set a unit to patrol between two very close points to dodge 100% of dozens of attackers arrows. The attackers shoot at the point where the enemy will be expected to be. But the enemy unit does a turnaround before he reaches that point, so none of the arrows hit it. With patroling it is very easy, one has only to do about three clicks. So we might add a minimum distance to avoid the problem. But the issue also exists without patroling, by manual dancing (originally done by wesono). (I'm not sure how this can be addressed, since one should be able to move units by a short distance.) It can be a very gamebreaking problem if there is a fight of 30 to 100 ranged units where one party misses all arrows and the other party strikes every time. At least the patroling should be disabled for this release if possible. |
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| #3228 | duplicate | A* algorithm thinks that enemy doors can be passed | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
units get stuck before the entrace even though there's a hole in the wall where they could pass. experienced with 0.0.18+r16619-0ubuntu1~15.04~wfg1 |
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| #2633 | duplicate | A0 error reporting | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Much to our regret we must report the program has encountered an error. Please let us know at http://trac.wildfiregames.com/ and attach the crashlog.txt and crashlog.dmp files. Details: unhandled exception (Access violation writing 0x01E69958) Location: unknown:0 (?) Call stack: (error while dumping stack: No stack frames found) errno = 0 (No error reported here) OS error = 487 (Tentativo di accedere ad un indirizzo non valido.) |
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| #2284 | needsinfo | A14: error with Intel graphic card | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Much to our regret we must report the program has encountered an error. Please let us know at http://trac.wildfiregames.com/ and attach the crashlog.txt and crashlog.dmp files. Using the latest Intel graphic driver: 8.15.10.2869 WHQL (4th October 2012) for Intel Q45/Q43 Express Chipset. While starting 0 A.D. A14: --- Details: unhandled exception (Access violation reading 0x00000008) Location: unknown:0 (?) Call stack: (error while dumping stack: No stack frames found) errno = 0 (No error reported here) OS error = 0 (no error code was set) --- Hardware: Dell OptiPlex 760 |
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| #3485 | needsinfo | A18 Crash on Windows | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Today Ptimal reported a crash. |
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| #4790 | wontfix | A23 libraries update | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Reminder for libraries to consider updating for A23, on Windows and OSX: (see also #4362 for OSX) (see also #3004 for Windows) |
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| #6264 | invalid | A24 Maurya civilization impossible build "edict pillar of ashoka" | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Hello, in A24, it is impossible to build an Edict Pillar of Ashoka with the Maurya civilization. It is written in red "current count: 0", "limit:0". Thank you |
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| #6624 | invalid | A26 crashing when started via LinuxMint Cinnamon | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Hello, first of all big thanks for releasing A26 - well done. I would like to share an observation occuring when starting A26 via LinuxMint Cinnamon via the start menu. Observed behaviour:
The window manager crashes and I am being logged out. After loggin in again to LinuxMint I can resume as normal. Surprisingly everything works well, when I start 0ad via the "terminal". Doing this work flawlessly, so my assumtion is that there is an issue between 0ad and the Cinnamon Window Manager. As I am a bit new, please guide me should I have missing to include relevant information for you. |
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| #6538 | fixed | A8 and L8 are unsupported framebuffer formats for some drivers | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
As reported on the forum: https://wildfiregames.com/forum/topic/80452-rev26886-crashes-on-game-start-only-me-closed/ we can't render to A8. |
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| #3402 | fixed | AI - Move boats away from allied docks | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
My bot ally prevents my port from producing boats since his are occupying all the space needed around my port. |
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| #2998 | fixed | AI - Petra: Naval errors | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Occurred on github version. Rev: 0c13394b318b0e0ff1e67483d857e643eb2be1e4 WARNING: PlayerID 4 | Petra: dock constructed without base index 0 ERROR: JavaScript error: simulation/ai/petra/transportPlan.js line 557 ReferenceError: attackPan is not defined m.TransportPlan.prototype.resetUnit@simulation/ai/petra/transportPlan.js:557 m.TransportPlan.prototype.onBoarding/<@simulation/ai/petra/transportPlan.js:295 m.EntityCollection.prototype.forEach@simulation/ai/common-api/entitycollection.js:142 m.TransportPlan.prototype.onBoarding@simulation/ai/petra/transportPlan.js:233 m.TransportPlan.prototype.update@simulation/ai/petra/transportPlan.js:221 m.NavalManager.prototype.update@simulation/ai/petra/navalManager.js:658 m.HQ.prototype.update@simulation/ai/petra/headquarters.js:2081 m.PetraBot.prototype.OnUpdate@simulation/ai/petra/_petrabot.js:121 m.BaseAI.prototype.HandleMessage@simulation/ai/common-api/baseAI.js:83 ERROR: JavaScript error: simulation/ai/petra/transportPlan.js line 283 TypeError: oldPos is undefined m.TransportPlan.prototype.onBoarding/<@simulation/ai/petra/transportPlan.js:283 m.EntityCollection.prototype.forEach@simulation/ai/common-api/entitycollection.js:142 m.TransportPlan.prototype.onBoarding@simulation/ai/petra/transportPlan.js:233 m.TransportPlan.prototype.update@simulation/ai/petra/transportPlan.js:221 m.NavalManager.prototype.update@simulation/ai/petra/navalManager.js:658 m.HQ.prototype.update@simulation/ai/petra/headquarters.js:2081 m.PetraBot.prototype.OnUpdate@simulation/ai/petra/_petrabot.js:121 m.BaseAI.prototype.HandleMessage@simulation/ai/common-api/baseAI.js:83 WARNING: JavaScript warning: simulation/ai/petra/transportPlan.js line 262 reference to undefined property self.boardingPos[shipId] ERROR: JavaScript error: simulation/ai/common-api/utils.js line 32 TypeError: a is undefined m.SquareVectorDistance@simulation/ai/common-api/utils.js:32 m.TransportPlan.prototype.onBoarding/<@simulation/ai/petra/transportPlan.js:262 m.EntityCollection.prototype.forEach@simulation/ai/common-api/entitycollection.js:142 m.TransportPlan.prototype.onBoarding@simulation/ai/petra/transportPlan.js:233 m.TransportPlan.prototype.update@simulation/ai/petra/transportPlan.js:221 m.NavalManager.prototype.update@simulation/ai/petra/navalManager.js:658 m.HQ.prototype.update@simulation/ai/petra/headquarters.js:2081 m.PetraBot.prototype.OnUpdate@simulation/ai/petra/_petrabot.js:121 m.BaseAI.prototype.HandleMessage@simulation/ai/common-api/baseAI.js:83 ERROR: Script message handler OnGarrisonedUnitsChanged failed ERROR: JavaScript error: simulation/components/Trader.js line 56 TypeError: gain is null Trader.prototype.CalculateGain@simulation/components/Trader.js:56 Trader.prototype.OnGarrisonedUnitsChanged@simulation/components/Trader.js:277 GarrisonHolder.prototype.EjectOrKill@simulation/components/GarrisonHolder.js:681 GarrisonHolder.prototype.OnGlobalOwnershipChanged@simulation/components/GarrisonHolder.js:599 ERROR: Script message handler OnGlobalOwnershipChanged failed |
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| #2747 | fixed | AI - Petra: Walking and fighting, targetClasses is undefined | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
ERROR: Error in timer on entity 4852, IID 85, function TimerHandler: TypeError: this.order.data.targetClasses is undefined UnitAI.prototype.FindWalkAndFightTargets@simulation/components/UnitAI.js:5359 UnitAI.prototype.UnitFsmSpec.INDIVIDUAL.WALKINGANDFIGHTING.Timer@simulation/components/UnitAI.js:1500 FSM.prototype.ProcessMessage@simulation/helpers/FSM.js:274 UnitAI.prototype.TimerHandler@simulation/components/UnitAI.js:3773 Timer.prototype.OnUpdate@simulation/components/Timer.js:100 |
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| #2797 | fixed | AI - Petra: tech is not defined | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
ERROR: JavaScript error: simulation/ai/petra/researchManager.js line 171 ReferenceError: tech is not defined m.ResearchManager.prototype.update@simulation/ai/petra/researchManager.js:171 m.HQ.prototype.update@simulation/ai/petra/headquarters.js:1894 m.PetraBot.prototype.OnUpdate@simulation/ai/petra/_petrabot.js:85 m.BaseAI.prototype.HandleMessage@simulation/ai/common-api/baseAI.js:85 |
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| #3418 | fixed | AI Defense Manager - army is undefined | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Hello, Getting this error on some maps, this also causes a huge slowdown past some time (r17021). ERROR: JavaScript error: simulation/ai/petra/defenseManager.js line 401 TypeError: army is undefined m.DefenseManager.prototype.checkEvents@simulation/ai/petra/defenseManager.js:401:1 m.DefenseManager.prototype.update@simulation/ai/petra/defenseManager.js:18:2 m.HQ.prototype.update@simulation/ai/petra/headquarters.js:2039:2 m.PetraBot.prototype.OnUpdate@simulation/ai/petra/_petrabot.js:123:3 m.BaseAI.prototype.HandleMessage@simulation/ai/common-api/baseAI.js:81:2 |
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| #4991 | fixed | AI Error | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Warning Player ID 4 ... The Errors are from me, but the petra bot error warnings not. I added replay. Error comes pretty end of replay. SVN revision r20908. Executing turn 4666 of 6798 WARNING: PlayerID 4 | Petra error in incrementBuilderCounters for structures/spart_outpost with count < 0 WARNING: PlayerID 4 | Petra error in incrementBuilderCounters for structures/spart_barracks with count < 0 WARNING: PlayerID 4 | Petra error in incrementBuilderCounters for structures/spart_blacksmith with count < 0 WARNING: PlayerID 4 | Petra error in incrementBuilderCounters for structures/spart_fortress with count < 0 WARNING: PlayerID 4 | Petra error in incrementBuilderCounters for structures/spart_syssiton with count < 0 WARNING: PlayerID 4 | Petra error in incrementBuilderCounters for structures/spart_theatron with count < 0 WARNING: PlayerID 4 | Petra error in incrementBuilderCounters for structures/spart_royal_stoa with count < 0 |
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| #2379 | fixed | AI Errors | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
I just got: ERROR: JavaScript error: simulation/ai/aegis/attack_plan.js line 1053 TypeError: enemyStructures is undefined ([object Object],[object Object],[object Object])@simulation/ai/aegis/attack_plan.js:1053 ([object Object],[object Object],[object Object])@simulation/ai/aegis/headquarters.js:1163 ([object Object])@simulation/ai/aegis/aegis.js:172 ([object Object],2,[object Object])@simulation/ai/common-api/baseAI.js:79 repeated 7 times in a game vs the AI. |
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| #2690 | fixed | AI Naval Errors | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
At revision 15573. ERROR: JavaScript error: simulation/ai/common-api/utils.js line 32 TypeError: b is undefined m.SquareVectorDistance@simulation/ai/common-api/utils.js:32 m.TransportPlan.prototype.onBoarding/<@simulation/ai/petra/transportPlan.js:287 m.EntityCollection.prototype.forEach@simulation/ai/common-api/entitycollection.js:196 m.TransportPlan.prototype.onBoarding@simulation/ai/petra/transportPlan.js:237 m.TransportPlan.prototype.update@simulation/ai/petra/transportPlan.js:225 m.NavalManager.prototype.update@simulation/ai/petra/navalManager.js:554 m.HQ.prototype.update@simulation/ai/petra/headquarters.js:1939 m.PetraBot.prototype.OnUpdate@simulation/ai/petra/_petrabot.js:85 m.BaseAI.prototype.HandleMessage@simulation/ai/common-api/baseAI.js:85 |
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| #5373 | duplicate | AI OOS | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
When playing with two people, the games loose sync with each other and the other player appears to do something completely different on the screen I am playing on. The AI on both screens is consistent, but the other player is not. Please fix!, thanks. |
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| #6020 | fixed | AI assisted gameplay bug | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Activate it? It only works in Multi Player mode. The bug was introduced with [24852]. This bug was first reported over IRC by 'fpre'. Not reproducible on A23. (I'm creating the ticket now so the bug won't be forgotten). |
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| #2364 | fixed | AI battle problems | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
I've noticed that the AI only seem to have one or two battles and then send in five or six units at a time. |
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| #963 | fixed | AI bot scripts - civic center trainingQueue | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Between the alpha 7 and the svn versions, issues appeared with my AI bot, but it is not visible when you are a human. Test case :
I have traced the element 0 in the queue and it has a progress property which is always 0 during the training of the unit, and it goes straight to a number close to 1 when the unit is released. |
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| #1964 | fixed | AI can spawn units before the needed technologies are researched | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Even with the new AI interface, Aegis bot can still spawn some of the units without researching the needed technology. For example, it can spawn champion units from barracks before it's even in city phase, so it couldn't have researched the "champion units" technology. I don't know if there are other places where a technology limits unit creation. There's one I know, with Athenian triremes, but as the AI can't do naval warfare yet, that won't matter. But it'd be worth handling this on an a more abstract level, so all future similar cases will be handled correctly. |
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| #2603 | fixed | AI common API does not take into account promotion technologies when training units. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
One of the reasons of the present late game problems in the AIs (either Aegis or Petra) is that the common API does not take promotion technologies into account when trying to build new units. This is done in the function trainableEntities from common-api/entity.js, where the list is taken directly from the trainer's template. So in late game, the AI continuously tries (without success) to train basic units while only advanced or elite ones are available. r15243 contains a temporary hack which should be removed when this is fixed. |
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| #3725 | fixed | AI does not build houses on random map | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
I played a game with two AI opponents and one did not build houses. Therefore, the opponent did not had more than 18 units. Map: Alpine Valley, map size: 3, player: 3 AI level: both medium Civilization of problematic AI: Iberians Build: 17570 |
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| #3513 | fixed | AI is idle | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
We played today on r17118 with ffm and elexis, and noticed the enemy didn't move much. It was a naval map. |
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| #5948 | fixed | AI is not researching free (cost or time) technologies | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| #6149 | fixed | AI is too strong on easy mode for new players | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Some new users have reported that the AI is quite hard to beat and would like a version that is between "Sandbox" and "Very easy". Forum
Reddit r/0ad
IRC 0ad
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| #6095 | invalid | AI level of difficulty should be viewable after game starts | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
There should be an option somewhere in-game that displays the AI level of difficulty. |
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| #1484 | duplicate | AI of animals,abscent of "fear" | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
A lot of animals ignore attacking of them, don't try to escape. |
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| #3582 | fixed | AI retasking units back and forth | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Has been reported by gameboy here http://wildfiregames.com/forum/index.php?showuser=13978 and here #3580. You can reproduce the bug with r17181 and replaying the attached commands.txt. The bug occurs with the red units at minute 11/12 near the stone at the very right. The AI orders the units to gather, then walk, waits some turns, orders them to gather stone and repeats that. Seems like it can't decide what to do. |
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| #3469 | fixed | AI should not build docks in too tight rivers | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
If you let the AI play the random map "English Channel", there are some small rivers. A ship can barely pass there. If a dock is built, then the passage is blocked immediately. Furthermore the AI continues to build many ships there which can't move anywhere, block everything and idle forever. |
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| #3470 | fixed | AI should not capture houses in enemy territory | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
It is a bit useless to capture individual houses, farms and storehouses in the enemy territory, as the the building will be lost again quickly due to the missing territory influence. Capturing buildings near the own territorry does make sense though if the buildings will be connected to the own or allied territorry. |
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| #2960 | fixed | AI should support different map resolutions | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
The AI uses internally 3 kinds of maps:
In the present code, all maps were supposed to have cells of 4x4m as passability and territory maps from simulation were 4x4 maps. But in the new pathFinder branch being developped, the passability map will be 1x1m while the territory one will be 8x8m. So the AI should be able to cope with maps of different resolutions. |
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| #6654 | fixed | AI sometimes makes demands to an already defeated player | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Sometimes the AI tries to negotiate with a player that's already defeated: makes no sense. See: PetraAI bot doesn't recognize defeat of competitor, it's trading with (11/Oct/22) analysing the replay from the forum link above11:40 `User` wants to become neutral with `Lysander` 11:40 `Lysander` wants `1000 Food` 11:50 `User` sends `Lysander` `1000 Food` 11:50 `User` becomes neutral with `Lysander` 30:00 `User` wants to become allied with `Lysander` 30:00 `Lysander` wants `1000 Food` 30:00-31:00 `User` sends `Lysander` `400 Food` (and `200 Metal, 100 Wood`) 31:10 `User` resigns 32:10 `Lysander` wants the remaining `600 Food` (asking a private message) to reproduce
noteTo see private messages from the AI when watching the replay:
|
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| #888 | fixed | AI speed has decreased | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
The AI is slower in Alpha 6 than it was in the previous release. We need to really optimize this. One AI on a map is unbearably slow as it progresses. The game should be able to easily cope with 8 AI (standard "big" game). Work out ways to increase the AI speed and implement them. |
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| #3487 | invalid | AI stops doing anything after loading a game | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Ubuntu 14.04 |
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| #2441 | fixed | AI stops gathering resources at certain point in game | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
After the AI prints a couple messages about expanding its base, a warning containing "treu" appears. Around this point (not sure if it is exact) the AI stops gathering resources. If you provide the computer with more resources, it will continue to play until it runs out. If you task some of its gatherers to collect resources, it will collect for a while and then stop. This occurs even when the AI has many gatherers and there are still resources of all types remaining on the map. Have only tested on Hardest difficulty, but Michael confirmed it on Hard also. warn("treu"); is found in binaries/data/mods/public/simulation/ai/aegis/base-manager.js on line 678 |
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| #5748 | duplicate | AI using shortest distance without using pathfinding so it's actually much longer | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
See the attached screenshot. They should using the storage house (I don't know how it is en english) on the right. But only the miner on the right do that. replay is the one of ticket #5747 time is 1:04:00 |
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| #2741 | fixed | AI: Petra - TypeError: p is undefined | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
ERROR: JavaScript error: simulation/ai/common-api/map-module.js line 35 TypeError: p is undefined m.Map.prototype.gamePosToMapPos@simulation/ai/common-api/map-module.js:35 m.Accessibility.prototype.getAccessValue@simulation/ai/common-api/terrain-analysis.js:327 m.AttackPlan.prototype.updatePreparation/<@simulation/ai/petra/attackPlan.js:532 m.EntityCollection.prototype.forEach@simulation/ai/common-api/entitycollection.js:196 m.AttackPlan.prototype.updatePreparation@simulation/ai/petra/attackPlan.js:516 m.AttackManager.prototype.update@simulation/ai/petra/attackManager.js:87 m.HQ.prototype.update@simulation/ai/petra/headquarters.js:1942 m.PetraBot.prototype.OnUpdate@simulation/ai/petra/_petrabot.js:85 m.BaseAI.prototype.HandleMessage@simulation/ai/common-api/baseAI.js:85 |
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| #4959 | fixed | AIBehavior warning in the lobby | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
When selecting a multiplayer match where an AI plays, we get a warning about AIBehavior not being defined (while it still displays "Default" as a behavior in the gamedetails). |
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| #2129 | invalid | AIDiff undefined warnings in Atlas | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
|
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| #5200 | fixed | AIInterface freezes the game for 8 seconds on gamestart | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
There is an about 8 second freeze on the loading screen before the mapgen starts.
It occurs when
According to temple, See Phab:P127 for some statistics in seconds. It's only teambonuses that change the template costs and it is slow (500ms per call) without any entities on the map. WARNING: Auras.OnDiplomacyChanged ["teambonuses/brit_player_teambonus"] 0.667 WARNING: Auras.OnDiplomacyChanged ["teambonuses/iber_player_teambonus"] 0.697 WARNING: Auras.OnDiplomacyChanged ["teambonuses/sele_player_teambonus"] 0.792 WARNING: Auras.OnDiplomacyChanged ["teambonuses/maur_player_teambonus"] 0.917 {
"type": "global",
"affects": ["CitizenSoldier Javelin"],
"affectedPlayers": ["ExclusiveMutualAlly"],
"modifications": [
{ "value": "Cost/Resources/food", "multiply": 0.8 },
{ "value": "Cost/Resources/wood", "multiply": 0.8 },
{ "value": "Cost/Resources/metal", "multiply": 0.8 },
{ "value": "Cost/Resources/stone", "multiply": 0.8 }
],
"auraName": "Saripeko",
"auraDescription": "Reduces the cost for citizen-soldier skirmishers with 20% for allies of Iberian players"
}
If this is new in Alpha 23, then it could be one of the reasons why players dropped more often in this release D1513. |
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| #4907 | fixed | AIManager must initialize RNG with the AISeed immediately | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
As noticed by mimo in Phab:D1159, the AIManager does not initialize the RNG of the AI Manager with the
It executes It's the case since the introduction of the AISeed in r15973. |
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| #2377 | fixed | AIs don't have aura information | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Since the introduction of auras, there is a new way to distort stats. AIs can't know which entities are affected. We probably need something akin to how we handle technologies, with "GetTechModifications()" that's passed to AIs. This is kind of ugly as it could be a lot of information though. So perhaps devise something cleverer using messages? Change the system more fundamentally? I'm putting this as "Must Have" because it has weird effects: for example if there is an Aura that decreases HP, the AI will notice the decreased HP but won't notice that the max HP is also decreased, and will think the unit/building needs to be healed/repaired. This already happens with Gauls (which for some reason have a CC with base HP 2400 and not 3000), but that's probably because I fail to apply technologies properly. |
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| #3515 | invalid | AIs lauching attacks on Gaia | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
I encountered that bug playing on a 4v4 in a MPGame. |
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| #4864 | duplicate | ALT + TAB Crash in Intel graphics | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
ALT + TAB Crash in Intel graphics. |
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| #5823 | fixed | API3 handles 0/false values from template incorrect | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
https://code.wildfiregames.com/source/0ad/browse/ps/trunk/binaries/data/mods/public/simulation/ai/common-api/entity.js$36 needs to check for |
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| #2121 | fixed | ARM build issues | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Recently after fixing nvtt package Debian and Ubuntu also enabled building armel and armhf 0ad. Both builds fail with different issues. The latest build status and logs are available here: https://buildd.debian.org/status/package.php?p=0ad&suite=sid The arm specific build log are available at:
1) armel (fixed in SVN?)fails with: FCollada/FMath/FMRandom.cpp FCollada/FMath/FMSkew.cpp FCollada/FMath/FMVector3.cpp FCollada/FMath/FMVolume.cpp FCollada/FUtils/FUAssert.cpp FCollada/FUtils/FUBase64.cpp /tmp/ccEqcoJM.s: Assembler messages: /tmp/ccEqcoJM.s:156: Error: selected processor does not support ARM mode `bkpt 0' make[2]: *** [output/debug/FCollada/FUtils/FUAssert.o] Error 1 make[2]: *** Waiting for unfinished jobs.... make[2]: Leaving directory `/«PKGBUILDDIR»/libraries/source/fcollada/src' make[1]: *** [override_dh_auto_build] Error 1 make: *** [build-arch] Error 2 dpkg-buildpackage: error: debian/rules build-arch gave error exit status 2 ERROR: FCollada build failed 2) armhf on Ubuntu 12.04fails with: ../../../source/simulation2/helpers/Geometry.cpp: In function 'bool Geometry::TestRaySquare(CFixedVector2D, CFixedVector2D, CFixedVector2D, CFixedVector2D, CFixedVector2D)':
../../../source/simulation2/helpers/Geometry.cpp:239:1: error: unable to find a register to spill in class 'LO_REGS'
../../../source/simulation2/helpers/Geometry.cpp:239:1: error: this is the insn:
(insn 75 20 17 2 (set (reg/v:DI 141 [ sum ])
(plus:DI (mult:DI (sign_extend:DI (reg:SI 245 [ a$value ]))
(sign_extend:DI (reg:SI 241 [ u$value ])))
(reg/v:DI 141 [ sum ]))) ../../../source/maths/FixedVector2D.h:200 49 {*mulsidi3adddi_v6}
(nil))
../../../source/simulation2/helpers/Geometry.cpp:239: confused by earlier errors, bailing out
3) SSE warning:when running test on a proper architecture this is printed: No SSE available. Slow fallback routines will b used. The message should be updated. |
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| #602 | fixed | Ability to add units to or remove from an already selected group of units | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
The game needs a way to select units to add to a group of already selected units. All of the following happen when holding the SHIFT key:
The latter two options should show the dragging zone as normal, and use the unit selection rings to indicate what will happen. e.g. for the last one, unselecting a group of units should remove the unit selection ring as you dragzone over them. |
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| #772 | wontfix | Ability to modify Civilization and Team also for "Scenario" map | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
It would be nice if they could be changed as in the Random maps, at least with maps that have only a Civic center and not other special buildings (Acropolis and Miletus...). It would also be nice to be able to disable some player. Finally the default AI should be probably changed to "Demo Bot" rather than Unassigned. |
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| #1482 | invalid | Absent animation of destruction of ships | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Absent animation of destruction of ships. It would be nice to have animations=) |
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| #3387 | fixed | Access the summary screen in replays | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
For replays, we should add a menu item that leads to the summary screen. If entered from a replay, the summary screen should return back to the game again (unless the game has ended). This way you could check the stats without exiting the game. |
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| #3603 | needsinfo | Access violation writing 0x00000000 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Someone experienced a crash today playing a match with two others against 5 bots on r17251. He was using windows 8.1, rejoined twice and crashed a long time after that. Also notice Itms and wraitii also crashed few revisions ago. Luckily we have a crashdump this time. |
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| #468 | duplicate | Access violation writing 0x0B69CA40 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Much to our regret we must report the program has encountered an error. Please let us know at http://trac.wildfiregames.com/ and attach the crashlog.txt and crashlog.dmp files. Details: unhandled exception (Access violation writing 0x0B69CA40) Location: unknown:0 (?) Call stack: 0B69CA40 errno = 0 (?) OS error = 487 (Poging om toegang te verkrijgen tot ongeldig adres.) Above translated: Attempt to access a invalid adress. When debugging in vs2008, stops at this part (green arrow pointing at second line): File: unifont.cpp // [cumulative for 12: 20ms] (*f->glyphs_id)[(wchar_t)Codepoint] = (unsigned short)i; (*f->glyphs_size)[(wchar_t)Codepoint] = Advance; |
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| #4530 | duplicate | Accuracy tooltip | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Es sabido que las unidades a distancia tienen su margen de acierto, pero me parece importante añadir el dato numérico en el panel de información de la unidad. Add a number that shows the level of accuracy of each range unit In unit panel info. |
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| #3283 | duplicate | Actor Changes Through Techs | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
It would be nice to be able to alter actors through technologies, or at least to add props/missiles to them. Say you want to implement the visual effect of a fire arrows tech for archers, ships and structures. Currently you need an additional template for each of the unit classes, linking to a new actor with the fire arrow missile for each one of them. With units having multiple ranks, this extends to a rather huge number of changes for something so basic. Other examples of commonly helpful functions would be having blacksmith upgrades partly change the visuals of units, adding new armor sets/shields/weapons etc or simulating bought/looted/equipped gear for an RPG game. Coupled with stat-changing techs (and a few enhancements to those) it could even replace the rank templates reducing the needed game files by a lot. I have no clue how hard this addition might be to implement, but it would indeed come too handy. |
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| #929 | duplicate | Actor Editor can't find libAtlasUI.so in Linux | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
As reported here, Actor Editor builds as part of Atlas but it won't run on Linux. It's trying to use a path relative to the build directory to locate libAtlasUI.so, instead of the library's output directory (which is binaries/system). This is a bug in both our new and old build system. |
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| #4005 | fixed | Actor error with samnite_skirmisher | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
This is reproducible by playing the sandbox-cartaginians map, switching to player 2, selecting the samnite_skirmishers (located a bit south-east of the wonder) and asking them to attack anything. We get the error ERROR: Unit with actor 'samnite_skirmisher' launched a projectile but has no actor on 'projectile' attachpoint |
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| #1861 | fixed | Actor variation randomization broken | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Open up any scenario and look at the trees or your starting units. You will see the actors are only using one variation. Instead, they should be randomized. This is a recent-ish bug. |
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| #60 | fixed | Actors - Foundation Texture | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
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| #58 | duplicate | Actors - Hidden | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
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| #61 | fixed | Actors - Particle Props | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
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| #59 | fixed | Actors - Vertex Animation | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
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| #4186 | fixed | Adapt the mod selector to the new gui features | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
The mod selector should use a sortable olist and therefore remove the dropdown and checkbox for sorting in the top right corner. |
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| #982 | fixed | Add "debugging mode" to command handling | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Since we've temporarily disabled build restrictions for AIs, it has revealed subtle flaws in AI logic, since previously commands would silently fail under certain conditions. So a "debugging mode" is proposed for Commands.js, which would optionally show errors that occur during command handling ("Gather failed: resource not owned by player", "Construct failed: invalid location", etc.) The idea is this mode could be used by AI developers to test changes in their scripts (and possibly UI devs?). Really it only needs to be a flag set somewhere, which parts of Commands.js would check before displaying a message on failure. Even a simple message would be helpful. |
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| #5141 | duplicate | Add "re-run match with identical settings" option to end-of-match summary screen. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Sometimes I would like to immediately restart a match after it has ended, especially if I lost/won by a narrow margin. Although the normal start match screen doesn't change after every game, it can be annoying when using random match settings to look up what the game parameters were and re-enter them. On a similar note, the "replay" button is misleading; instead of playing the exact same match again, it allows you to watch the match that was just played. A better name for this button would be "Watch Replay" or something similar. |
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| #2202 | fixed | Add AppData file | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Shipping this file in Linux packages has the advantage that 0 A.D. is presented in a much slicker way than otherwise. It will look roughly like this: http://jimmac.musichall.cz/stuff/gnome3/Software/app.html Spec: http://people.freedesktop.org/~hughsient/appdata/ AppData file: https://github.com/hughsie/fedora-appstream/blob/master/appdata-extra/desktop/0ad.appdata.xml |
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| #4690 | wontfix | Add Flatpak to Linux install instructions | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Flatpak [1] is a new, disto-agnostic packaging & sandboxing technology. Currently it works out-of-the-box on Arch, Debian Stretch (or later), Endless OS, Fedora 25 (or later), Mageia 6 (or later) and OpenSUSE Tumbleweed, for Ubuntu a PPA is needed. Flathub [2] is a central repository of Flatpaks, where I've uploaded a build recipe for 0 A.D. It might be helpful to add these install instructions to https://play0ad.com/download/linux/: flatpak remote-add --if-not-exists flathub https://flathub.org/repo/flathub.flatpakrepo flatpak install flathub com.play0ad.zeroad If you're interested, you can get push access to the recipe at [3] |
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| #443 | fixed | Add GPL header | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Need to remember to add the GPL header block to all the new source files. |
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| #663 | fixed | Add GUI error dialog box on Linux / OS X | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
On Windows,
Possibly we could use an external tool like |
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| #6248 | invalid | Add GUI property input_init_value_destroyed_at_focus | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Currently the chat input field in the lobby has no default text e.g.
It should look like in the image below, it comes from a game called: |
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| #5417 | fixed | Add GameDataPaths URL to Windows crash error message | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
A lot of users which report error, do not attache log files. Mostly they do after they are asked and are provided with link to datapaths page. So in the displayed error message should be said where that files are located or provided link to web page with datapaths. Also it should be considered to make that filenames bold for example to outstand from another text message. |
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| #960 | fixed | Add Latin Small Letter Schwa (ə) to fonts | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
The native name of the Carthaginian infantry javelinists (Səḫīr Kidōn) references the small Latin schwa (U+0259 in IPA Extensions of the Unicode standard) which is not yet included in our fonts. I don't know how we usually handle this, should we add in all letters up to and including the schwa (we have a gap between U+0241 and U+1E00)? Need we include all the IPA Extensions for completeness (about 100 new characters)? The characters are defined in charset.txt, all the fonts would need to be rebuilt (see the fontbuilder2 utility for details). |
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| #3167 | invalid | Add Seleudics units to unit summary | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| #466 | wontfix | Add SpiderMonkey JIT stats to profiler | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Currently we don't enable SpiderMonkey's JIT (because it adds complexity and hasn't yet been necessary), but at some point we might do so, in which case this will become more useful:
It might be useful to make that data accessible in the game, so we can see if anything causes the JIT to stop working properly. This should probably be implemented as part of the in-game profiler - see We have multiple SpiderMonkey runtimes, and it looks like there's only a single global copy of the JIT stats, so that's probably not ideal but it might work okay anyway. |
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| #1961 | fixed | Add UI sound type and suitable API to sound manager | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
We need a way to play UI sounds (e.g. button clicks #948) with a separate gain so the player can mute them independently if they choose. They can't really be lumped into music, ambient, or action sounds.
There should be simple C++ and JS APIs for playing these sounds, and it should work independently of the simulation. In particular, GUI code shouldn't have to manage the sound data, but it should be cached in the sound manager for efficiency. A single function like |
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| #6636 | fixed | Add Vulkan renderer backend support | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Currently we're heavily CPU bound during rendering phase because of unoptimized art. As we might have a lot of draw calls (up to 50k in the worst case). Most of which can't be truly instanced. To decrease CPU time during draw command processing we can add Vulkan and build draw commands lists by ourselves. |
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| #6514 | duplicate | Add a "Generate Preview" button to Atlas | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
It would be a great feature to have a button in Atlas that generates a preview image for the map being worked on. That way all preview images can be standardized and anyone making a new map can easily get a preview image for their map without needing to muck around with screenshots and image editing software. Features and Behavior:
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| #1605 | fixed | Add a "Used" section to each of the resources in the stats screen | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
It would be really nice to be able to see how much of each resource you have used in the post-game statistics. I imagine it would be easiest/best to do it similar to how the barter statistics are done, just add a "/ Used" to the top and "/ #####" to the resource display to the right of each resource displayed as gathered. |
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| #4677 | fixed | Add a 8-bit music Easter Egg | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
The 8-bit version of Honor Bound is not currently used. It would be nice to play it when a cheat code is entered. The code could be "retro me" or "0.8. Bit" or something even funnier :) The music can be found here: audio/trunk/music/0_8Bit_Bonus_Track.wav and should be converted to ogg. |
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| #6296 | wontfix | Add a hint to disable TLS - No me deja iniciar sesión | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Al intentar dar inicion de sesion dentro del juego, me da el mensaje de "No se pudo verificar el certidicado del servidor o no se completo la conexion del todo" deepl.com When I try to log into the game, I get the message "Could not verify server certificate or connection not fully completed".
This is a common problem, especially among Spanish-speaking players. The problem is regularly raised via IRC or the forum.
A recent post about the problem accumulated ~16k views in less than 10 days.
possible workaroundThe referenced issue is #4705, since nobody is actively working on it, the best thing would be to add some text to the error message asking to attempt to disable TLS in the settings, this alone would reduce the number of users asking for help immensely. |
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| #1079 | worksforme | Add a hotkey to exit the program immediately | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
I get a little bit more annoyed every time I need to use the mouse to exit the current match, then quit the program by clicking too many dialog boxes. |
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| #5608 | fixed | Add a hotkey to see the last alarm position | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Currently when attacked you have no way to quickly go there. With a hotkey one could just press spacebar for instance and go there. Reported here https://wildfiregames.com/forum/index.php?/topic/27053-request-battle-sounds/ This will be helped with #3491 |
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| #438 | fixed | Add a jsval wrapper type | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Some of the code uses jsval as a template type parameter, particularly in ToJSVal/FromJSVal. Since jsval is a typedef of unsigned long (or something like that), it conflicts with the normal integer type and things will break. (The current code doesn't even compile on 32-bit Linux). So there should be a special type (maybe a ScriptVal or something) which just wraps a jsval, and can be used as a distinct type for templates. |
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| #421 | fixed | Add a review request flag to Trac | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Add a review request flag to Trac |
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| #3924 | duplicate | Add a timeline to the summary | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
It would be nice to add a timeline to the summary screen, which shows the development of some important values (scores, population, etc.) of every player over time.
Here is an example:
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| #3136 | invalid | Add a way of region-selecting other than parallel to screen coordinates | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Currently, the bandbox / "rubberband selection rectangle" has its edges parallel to screen coordinates. Units are often arranged according to the map coordinate axes, though. E.g., when ungarrisoned from a building or when constructing a building. Selecting some units that are in this kind of array, without selecting nearby units, can be cumbersome if the camera is pointing in such a direction that map coordinates are oblique to screen coordinates. Suggested solution: A UI for rotating the bandbox while it is being drawn. For example, while the mouse is down, one key rotates the bandbox axes clockwise and another key rotates them the other way. The endpoint of the bandbox can simultaneously be moved with the mouse, as in the existing method, although the start point of the bandbox would stay fixed. This would be a fairly general solution, in that, when map coordinates are parallel to screen coordinates, a group of units arranged obliquely to map coordinates could also be easily selected, unlike at present. |
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| #2781 | duplicate | Add a way to know which map/scenario you are playing | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
It would be nice to have a way to know the name of the map (or scenario/campaign in the future) you are playing on, via an item in the menu (like "scenario informations" that would print infos like map name, pop cap, victory conditions, etc), or somewhere on the GUI (like in the top bar). This is important especially when you choose your map randomly, and when the only way to know the name of the map is during the map generation/loading (or by saving and watch the name given to the saved game), which is not very convenient. |
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| #2493 | fixed | Add an internationalization and localization component to Trac | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
We should have an “I18n & L10n” component. |
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| #3848 | fixed | Add and revert 64 bit integer script conversions | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Whenever one tries to send a variable of the type |
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| #3594 | fixed | Add animations to capturing | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
We currently have no animations for capturing for most civs. This is imo a release blocker as it is very confusing to see units stacked around a building apparently doing nothing. We should add a placeholder at least,perhaps the healing, cheering (promotion) animation? |
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| #4368 | fixed | Add another path placement method to rmgen lib | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
The two maps Deep Forest and Schwarzwald both use the same path placement method. That method is much more irregular and allows path bended to either side as well as roughly straight paths. So it would be a nice addition to the much more regular existing path placement method in the libs. This method should be put into the rmgen lib as a function to be then used in both maps. Schwarzwald should have the ammount of paths changed to one roughly straight one to the lake and one to each naigboring player from each player ... while we're at it ;) |
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| #4892 | fixed | Add axes to the summary screen graphs | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
The summary screen graphs in #3403 are awesome, but they would be much more useful if one could read the values from the graphs by having the axes labeled. |
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| #1228 | fixed | Add bird animations / AI | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Birds' animation doesn't play on all maps in Alpha 9 Ides of March. Screenshot attached. |
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| #582 | fixed | Add camera reset command | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
In the map editor, sometimes you can get the camera lost (badly rotated or scrolled off the side of the world) so it's hard to recover. There should be some way (hotkey? button? menu command?) to reset the camera to an on-world position and default orientation. Also there should probably be a way to reset to the game's default camera orientation without changing position, so designers can see the same perspective players will usually see. Maybe this should be combined with the recovery thing - always reset to default orientation, and if the camera's still off the side of the map then move it back on. |
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| #4179 | fixed | Add channel topic for irc channels | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
I would like see the irc channel get proper working topic that dont get removed every day and stay that can be updated for both irc channels if it possible https://www.quakenet.org/help/q-commands/settopic how to do it in quakenet |
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| #6842 | fixed | Add compute shader support to backends | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Compute shaders are mainly needed for the following tasks:
We need to implement them for GL and Vulkan backends. Refs: https://wildfiregames.com/forum/topic/102722-support-for-amd-fidelityfx-super-resolution-and-vulkan/ |
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| #5595 | fixed | Add continuous integration for macOS | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
The Jenkins jobs that performs compilation of libs and source, and runs the tests, is currently testing Linux (GCC) and Windows (VS2015). It'd be nice if we could get a third slave for macOS. Or if direct integration with code review isn't feasible yet, a first step could be to have post-merge builds on commit, hourly or nightly. Some prior discussion: |
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| #819 | fixed | Add dust particles for building destruction | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
We have the animation and the sound. Now we just need the dust to go with the building destruction. It'd be nice for Alpha 5 if someone wants something to do, but otherwise, it can wait for the next release. |
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| #4716 | duplicate | Add garrison flag to the ship. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
This can be nice for naval battles to nows if an enemy is transport units in their ships. Probably like AOE2. Suggestion from Facebook fan. |
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| #2414 | fixed | Add hover effect to minimap button | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Currently the buttons in the minimap have no hover effect like alle the other buttons have. |
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| #1811 | fixed | Add in-game config menus | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
We need some user-friendly menus for setting options. For graphics, it might be nice to have a live scene rendered in the background so the user can see how each setting alters the appearance of the game. Probably it's best to design each menu page by hand, rather than trying to generate them. If there's more than a handful of settings, it should be full-screen instead of jammed into a dialog (see current in-game settings menu for example of what not to do). Tooltips explaining each option are essential. We could have two modes for complicated settings like graphics: basic and advanced. Basic would only show simple options that anyone can understand (graphics detail: high/medium/low), while Advanced would show all the specific settings and numbers e.g. shadow map size and filtering, AO, particles, specular, normal mapping, parallax quality, gamma. Some options might not be available on the user's system so they should be disabled, explanations are good too. Implementing this ticket depends somewhat on #1810 but we could start with mockups. |
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| #3131 | invalid | Add infantry crossbows | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Currently, 0AD appears to have crossbows only as siege weapons (helepolis, scorpio, bolt shooter). However, https://en.wikipedia.org/wiki/Gastraphetes indicates that infantry crossbows were used in Greco-Roman cultures in the time period that 0AD covers. Maybe crossbow soldiers can be added to 0AD at some point. |
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| #3437 | fixed | Add link from summary screen to replay | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Adding a link to replay the game you just played (or replayed) to the summary screen would be great.
In case the user played a lobby game, it should display a message box confirming that the user wants to leave the lobby. Don't forget to actually end the |
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| #2080 | fixed | Add maximum scrollbar size and fix minimum scrollbar size. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
There is currently a minimum_bar_size property for scrollbars, but no matching maximum_bar_size property and minimum_bar size itself is bugged. I have attached a patch which fixes both issues and does some micro-optimization and fixes some typos in the scrollbar code. |
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| #1343 | fixed | Add minimap screenshot to map info section (match setup screen) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Spahbod has been working on adding map previews to game setup, it should be completed for Alpha 11. |
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| #1133 | invalid | Add missing mines | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Here is a list of missing mines:
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| #2703 | fixed | Add mod support to replay mode | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Currently, only the public mod is loaded when launching the replay mode, and supporting the mods in that mode would make debug easier:
There is already a TODO in the code requesting that feature. |
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| #5143 | invalid | Add more civilization please | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Hello creators of 0 A.D, can you add more civilation, there something said that there were not only romans or egipt... it will be good if you add vikings, Israel (in bible time) canaan, babylonia, and other more!!! It will be great if there where a story of each civilation and including hereos. Thanks... :D Me, RoadFires From Argentina P.D. This game is great |
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| #6191 | fixed | Add new Tips | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Each alpha we add a bunch of new things players don't know about. It would be nice to have tooltip for
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| #3506 | fixed | Add new colors to gamesetup | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Currently the only colors available are loaded from We could either split this file to extract the colors, or modify the parser to allow more players to be parsed. We could use something like this to generate different colors |
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| #5831 | fixed | Add option to disallow variants | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Having many different props rendered can cause performance issues. Therefore it would be good if there is an option in the option menu to limit the number of variants. This can be achieved by unrandomizing the code around https://trac.wildfiregames.com/browser/ps/trunk/source/graphics/ObjectBase.cpp#L557 if the option is enabled. |
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| #1944 | fixed | Add optional attribute to action element for beginning of sound playback | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
This is a feature request from Pureon to support having a sound file that begins at a different time than the action animation. Here is a copy of the email 1) For siege weapons and probably other units we need a new actor time value that can be set separately from the 'event' trigger (which fires when the weapon's projectile is released). Our attack sound effects currently start on the 'event', but for catapults and some other units the sound effects should start much earlier - for example when the Roman Ballista is being cranked ready to fire, that's when the cranking sound should start. What we have now is: <animation event="0.75" load="0.7" file="mechanical/rome_ballista_atttack.dae" name="Melee" speed="150"/> Which fires the sound and projectile at event="0.75" and the projectile appears on the Ballista at load="0.7" What we would like to have is something like this: <animation event="0.75" load="0.7" sound="0.1" file="mechanical/rome_ballista_atttack.dae" name="Melee" speed="150"/> Here the sound would start to play at sound="0.1" of the catapult cranking + firing animation. |
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| #1590 | fixed | Add particle support to actor editor | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
The |
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| #892 | fixed | Add paths to random maps | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
One thing missing from the rmgen API is the ability to place paths. Paths are conceptually a line connecting two points, with some parametric variation in curviness. They can be used for roads, rivers, and many other things. The current plan for implementation is an area placer called PathPlacer which can be used in place of clumps. An example of how this might look on the Cantabrian Highlands map: http://imgur.com/gIpf0 |
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| #1183 | invalid | Add player team information to "PlayerData" for random maps | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
We need the team information if we want to place allied players near each other. Currently PlayerData only contains civ name. |
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| #1239 | fixed | Add plugins and current theme to integration instance | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
It's time to make sure that our plugins and theme play nicely together. We need to start using our integration region to make sure all's well. |
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| #2308 | fixed | Add proper license header and tests to hash functions for the lobby | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
We should add the proper license header to pbkdf2 and hmac_sha256 from sha.cpp. IIRC those are from OpenBSD. Those functions also need some tests to verify that they do what they should. (Related: r14123) |
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| #493 | fixed | Add proper square intersection code | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
CCmpObstructionManager deals with line/circle/square intersections, for use with pathfinding and building placement etc. Currently squares aren't implemented at all (it pretends they're circles) - they should be added. "Squares" are non-axis-aligned rectangles, so I think it's just some slightly ugly but straightforward geometry. Everything needs to be done with fixed-point maths (to get reliably repeatable results), so care needs to be taken with overflow, which makes it a bit trickier. There ought to be some test cases for the code (see e.g. test_Position.h for the general framework for testing simulation components). |
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| #1053 | fixed | Add queued / multiple orders to rally points | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Units support queued orders (waypoints) which the player can use by holding down the shift key when assigning orders. So our rally points should also support queued orders, with the same hotkey. For instance if you want trained units to follow a specific path, you could give multiple rally points with the same shift hotkey. I guess this would require changes to the rally point line renderer to support connecting multiple way points (maybe it should share its implementation with #657) and instead of having a single rally point order, there would be an array with all orders after the first being queued. |
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| #1337 | duplicate | Add scrollable chat log to in-game chat (enter hotkey) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
page up to scroll up page down to scroll down escape to go to bottom |
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| #1305 | fixed | Add some informations about current game problems inside the game | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
So that users won't complain again and again about them in the forum (e.g. "the game lags"). A list of problems was already reported on the forum, see http://www.wildfiregames.com/forum/index.php?showtopic=15796&st=0&p=236295&fromsearch=1&#entry236295 . Ideally there should be a brief list of major problems and a TODO list (as it was available in past releases announce). A page similar to the help screen should be enough. Even better the list should be shown automatically every time the game get an update. |
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| #1463 | fixed | Add support for OpenBSD | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Make these libraries compile on OpenBSD and fix all remaining issues.
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| #5981 | fixed | Add support for testing game balance in RL interface | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
It would be great to be able to support quantitative evaluation of game balance using the RL interface. This has been discussed on the 0 AD IRC here: http://irclogs.wildfiregames.com/%230ad-dev/2021-01-25-QuakeNet-%230ad-dev.log Specifically, if the RL interface enabled users to modify game parameters (such as cavalry speed or damage) then the game could be evaluated with different parameters and these parameters may be able to be optimized. One simple first approach may be to evaluate simple mini-scenarios where infantry simply attack each other to determine the valid range of parameter values where the scenario outcomes are desirable. One approach that has been discussed with @wraitii has been to allow the user/developer to evaluate custom JS using the RL interface. This would enable the game parameters to be changed (eg, using custom modifiers) and then evaluated programmatically. As a note on the safety of this approach, this feature would only be available when the --rl-interface flag is used. If players tried to use this to cheat, they would end up simply getting their game out of sync with the opponent rather than creating some desirable exploit. |
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| #2268 | duplicate | Add team score to game summary screen | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
It would be nice to display a team score in the end game screen. It probably only makes sense to display this when the teams were locked. Related files (all relative to binaries/data/mods/public):
Somewhat related ticket #686. |
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| #1520 | fixed | Add technology support to AIs | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
AIs currently ignore the existence of technologies. The following are changes needed at minimum to fully support techs:
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| #4876 | fixed | Add the default AI difficulty in the game options | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
For beginners who usually play very-easy or easy, it is cumbersome to always have to change the AI difficulty. This should become an option, and be used each time we start a new game (if no persist match settings), when adding a new player, ... instead of the default taken from the player_defaults.json |
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| #4708 | fixed | Add tick box to let users not save password for lobby | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Some users might not want to save the password at all, so please add a tick box (maybe off by default, so an opt-out) "Remember my password". This is also somewhat security-critical. E.g. taking the following example as a thread model: On a shared, public computer (internet cafe) the admin is so nice to install 0ad (don't ask me whether this is realistic). There, obviously I do not want the next user of the system to login as me. This is only an example! There may be other reasons and situations (multiuser setup, no disk encryption, paranoia, whatever…) why users do not want to have their passwords saved. Also another UX aspect: Currently I do not even know that my password is saved. So probably, I think I have to use an easy one or have to save it somewhere else, so that I do not lose access. However, when I see that checkbox, I see "Ah, right, it is saving my password. How nice.". |
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| #6135 | fixed | Add trading state in UnitAI. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Currently, in |
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| #2899 | fixed | Add very easy and nightmare AI difficulty level | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
New and changed level in bold. Forum thread: http://www.wildfiregames.com/forum/index.php?showtopic=18905 |
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| #1389 | duplicate | Adding Multilanguage Support (gettext) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Hi everywone sory for my bad english. I like the game is a good idea. I suggest for made the game more friendly adding multilanguage support with gettext library http://www.gnu.org/software/gettext/gettext.html For example wordpress use this library |
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| #2920 | worksforme | Adding Non-Stackable Attribute To Auras | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Many units have planned auras such as celtic druids, war elephants etc. The problem is that those are currently only designed for heroes and adding one to a normal unit makes the effect double for each nearby extra unit of that type, breaking balance. An option to prevent this would make auras much more handy and help implement missing features. |
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| #1628 | duplicate | Adding a marker which indicates the place where we send our units. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
I think we need to add a marker which indicates the place where we send our units. |
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| #817 | fixed | Adding garrisoning flags | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
When a building has units garrisoned, it should have a flag on the highest point of it, to indicate units are in there. A suggestion from Fabio also suggested that the flag should be high adjusted depending on the amount of units garrisoned. flag at base position: < 50% garrisoned units flag at mid: >= 50% garrisoned units flag at top: all units garrisoned |
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| #6151 | fixed | Adding icons/ pixel shapes to the minimap | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Add the possibility to change the coloured dot on the minimap into an icon. Sebastián Gómez (16/Mar/19 - created a proposal on how this could look like (see image below for more clarity). Alternatively, a user named Wijitmaker made the suggestion to allow drawing different pixel shapes instead of having them all as squares. (24/Jul/11 - Minimap Colours)
A Youtube channel called |
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| #2993 | fixed | Additional and randomly choose menu backgrounds | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
For now we only have one background. It would be nice in the future to have different ones, perhaps even to select them using the last config of the user. (Ie : he plays gauls he gets a gaul background). Some artworks that could be used http://lordgood.deviantart.com/art/Seleucid-Streets-499248882 http://lordgood.deviantart.com/art/Punic-Streets-498409150 http://lordgood.deviantart.com/art/Ashokan-Streets-497866017 http://lordgood.deviantart.com/art/Fall-of-Qart-Hadasht-410397238 From Thomas : Thread http://www.wildfiregames.com/forum/index.php?showtopic=17708 http://callmevargo.deviantart.com/art/The-Night-Gathering-408155594 |
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| #2180 | fixed | Aegis AI errors on Skirmish maps | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Skirmish maps now work as advertised, but the AegisBot AI now gives continuous errors. WARNING: JavaScript warning: simulation/ai/common-api-v3/shared.js line 344 reference to undefined property this._entities[id] ERROR: JavaScript error: simulation/ai/common-api-v3/shared.js line 344 TypeError: this._entities[id] is undefined ([object Object])@simulation/ai/common-api-v3/shared.js:344 ([object Object])@simulation/ai/common-api-v3/shared.js:218 ERROR: JavaScript error: simulation/ai/common-api-v3/gamestate.js line 584 TypeError: template is null ([object Array])@simulation/ai/common-api-v3/gamestate.js:584 ([object Object],[object Array],[object Array])@simulation/ai/aegis/headquarters.js:296 ([object Object],[object Object])@simulation/ai/aegis/headquarters.js:270 ([object Object],[object Object],[object Array])@simulation/ai/aegis/headquarters.js:1036 ([object Object])@simulation/ai/aegis/aegis.js:160 ([object Object],[object Object])@simulation/ai/common-api-v3/base.js:68 @:0 |
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| #1754 | fixed | Aegis Bot JavaScript warning when slaughtering AI-controlled animals. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Happens on Median Oasis 4 and maybe Deccan Plateau (both newer maps). WARNING: JavaScript warning: simulation/ai/common-api-v2/entity.js line 279 reference to undefined property this._entity.hitpoints WARNING: JavaScript warning: simulation/ai/common-api-v2/entity.js line 62 reference to undefined property this._template.Health ERROR: JavaScript error: simulation/ai/common-api-v2/entity.js line 62 TypeError: this._template.Health is undefined ()@simulation/ai/common-api-v2/entity.js:62 ()@simulation/ai/common-api-v2/entity.js:280 ()@simulation/ai/common-api-v2/entity.js:282 ([object Object],"1923",[object Object])@simulation/ai/qbot-wc/economy.js:238 ([object Object])@simulation/ai/common-api-v2/entitycollection.js:79 ([object Object])@simulation/ai/qbot-wc/economy.js:238 ([object Object],[object Object],[object Array])@simulation/ai/qbot-wc/economy.js:754 ()@simulation/ai/qbot-wc/qbot.js:132 ([object Object])@simulation/ai/common-api-v2/base.js:147 @:0 |
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| #2252 | duplicate | Aegis Bot not playing in multiplayer mode | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
When playing against Aegis Bot in multiplayer mode, the bot does not play. Refer to the screenshot and you will see that the bot was standing there until I came to their base. The bot attacks once I arrived but does not collect any resources etc. The error may be <p class="error">ERROR: JavaScript error: simulation/ai/common-api-v3/shared.js line 344 TypeError: this._entities[id] is undefined ([object Object])@simulation/ai/common-api-v3/shared.js:344 ([object Object])@simulation/ai/common-api-v3/shared.js:218</p> |
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| #2082 | fixed | Aegis errors in Multiplayer. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Recurring errors, starting at turn 3560 and only stopping when the last AI was exterminated. ERROR: JavaScript error: simulation/ai/aegis/attack_plan.js line 505 TypeError: this.buildOrder[0] is undefined ([object Object],[object Object],[object Array])@simulation/ai/aegis/attack_plan.js:505 ([object Object],[object Object],[object Array])@simulation/ai/aegis/military.js:362 ([object Object])@simulation/ai/aegis/aegis.js:232 ([object Object],[object Object])@simulation/ai/common-api-v3/base.js:66 Logs attached as requested by historic_bruno. |
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| #2274 | fixed | Aegis javascript error | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
I've got a javascript error with aegis ERROR: JavaScript error: simulation/ai/aegis/headquarters.js line 201 TypeError: builders.forEach is not a function
Looking at the code in headquarters.js, it seems the function bulkPickWorkers return false when it should return an empty entity collection. |
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| #1710 | fixed | AegisBot AI error: this._template.Health is undefined | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Running the Sept 5 build, Third Macedonian War scenario, with AegisBot for the Macedonians, I killed a macedonian sheep and encountered a multiple warning and error message, which repeats continuously. Errors shown include: Javascript error: simulation/ai/common-api-v2/entity.js line 62 TypeError: this._template.Health is undefined It can be reproduced by (1)playing Third Macedonian War scenario (2)setting Macedonian, or both AIs, to AegisBot (3)taking a horse unit from your compound right across the map until you reach the macedonian sheep - they have a blue collar - and killing one with your horse unit. The death of the sheep triggers the error. |
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| #4758 | invalid | After 2 hours of playing, enemy units aren't attacked anymore | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
I was playing my third game, against an easy opponent after loosing twice against medium AI. I wanted to learn all the options, so I walled up the only way to my base with a wall and stationed ~80 units in it, the surrounding buildings, towers and behind it. Apart from the first skirmish where I nearly got wiped out, as the wall wasn't built yet, the defense was going quite well and I was getting ready to counter attack after researching all the upgrades, when suddenly(3-5 minutes before the end of the provided replay), my units stopped shooting their opponents. Manual targeting was also impossible. I'm playing the Linux version, from the play0ad snap. I'm including the replay file and the savegame, so hopefully the problem can be replicated and fixed. I'm not sure if it's and AI problem, or a core engine one. If I were to guess what happened it would be something like this: opposing units unique id's overflew and new opponents were considered dead by my soldiers targeting algorithms. But that's just a theory and hopefully someone can discover the real issue. As a sidenote: I couldn't generate an automatic bugreport with my version of the game, probably because of how snap confinement is done. The displayed URL couldn't be selected and copy pasted into a browser, which is a small usability issue. |
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| #4897 | needsinfo | After Attempting to create a Wonder the game asks if I would like to exit. The after selecting no, I can on longer build new units, change formation, or do anything with the bottom bar. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
After deciding to build a Wonder in a match(no Wonder win condition) it gets stuck at 1hp and looks like it isn't building. Then the game randomly asks if I would like to exit. After selecting no, I discovered I was ununable to queue more units and send the unit into formations. Despite that I could still command the units I had. |
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| #1637 | fixed | After game installation there is no 0 A.D. shortcut on the desktop | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Most of games have shortcut on the desktop. |
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| #6750 | fixed | After queued construction of several fields, woman becomes idle | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
to reproduce
bisect |
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| #2521 | needsinfo | AfterBattle Music | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
After the combat music is played during a battle, the music should change to something slow and sad as if mourning those who died in the battle. |
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| #536 | worksforme | Akaestor (Healer) training progress shown as 1000% | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
When the player trains and Akaestor (Healer), the build progress is shown as 1000% and then the unit is spawned. |
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| #2188 | worksforme | AlcInit failed when starting Atlas from main menu | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
I haven't seen this before and I can't reproduce it, but we can look up the error code and see what it means. ERROR: Sound: AlcInit failed, m_Device=00000000 m_Context=00000000 dev_name=OpenAL Soft err=40964 |
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| #3084 | fixed | Alignment error in German AI configuration | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
The German text "KI-Schwierigkeitsgrad:" is not fully readable. See screenshot. |
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| #2918 | fixed | Alignment error in German options screen | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
It is possible to increase the vertical space between each entry? There are some line break which are not really nice to check which is enabled/disabled. The "f" and "ß" in "Begrüßungsfenster" are not fully readable. |
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| #2926 | fixed | Alignment error in German speed option ingame | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
It is possible to increase drop down ingame menu for select game speed, so there are no line breaks? |
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| #2865 | duplicate | Alignment error in German stats screen | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
buildings > "Verwaltungssitz" market > "Hauscheffizienz" and "Handelseinkommen" So please make the stats wider |
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| #4718 | fixed | All Relics Captured Message | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Future perfect tense implies that victory will occur by the time the timer finishes. Future tense implies that victory will occur when the timer finishes. I would change the message when all relics are captured from the future perfect tense "will have won" to just future tense "will win". |
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| #3083 | duplicate | All text disappears from menus | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
When panning across the screen or selecting a remote location for a unit to go to, the screen changes. Detail from the menus disappears including all detail of resources available. This makes the game impossible to play. |
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| #2668 | wontfix | Alliances or Guilds for multiplayer. ("Guild-System") | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Accounts' primary keys that are stored in the online database could be referenced in a new table called "alliance" or "guild". ` Ally | Member | isCouncillor Gallic Alliance | Vercinget0rix | true Gallic Alliance | Getafix | true ... Free Cities | Venedig ` The civilization should probably be free to choose?
Game start changes required.
When starting a multiplayer Alliance game from the Guild/Alliance-home, then all members that are currently online are given as parameter to the gamesetup screen and are automatically marked as Several GUI pages could be useful:
Essentially an own lobby. Member functions:
Councillor Functions:
On top of Guilds, a online diplomacy system could be developed, allowing Guilds to forge alliances with other guilds. (though essentially this can be handled on a per game setting in the diplomacy panel. thus there are no changes needed.) |
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| #2956 | needsinfo | Allies attack each other? | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
I was playing the 2v2 map and all of a sudden my neighbor/ally started attacking me out of nowhere. |
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| #2404 | fixed | Allow Unrated Games | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Display if a multiplayer game can be rated when started through the lobby and also allow the host to disable rating. |
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| #797 | fixed | Allow archers to move on top of the walls | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
When building defenses with walls and towers, you place archers on these towers and they stay there. What i propose here, is, you build walls and towers, and for each tower, the amount of possible archers increase by say, 5, in the whole set of walls and towers (provided they are all built together as a whole). Archers do not need to stay inside the towers, they can move over the walls, so they can fire from any place in the wall, or get to another tower and fire from there. With this, it will not happen that you will get a lot of towers built on parts where the enemy never gets, and you have a lot of archers there, doing nothing. Perhaps it is something you can allow archers to do or not, if they stay inside a specific tower, they get the extra protection the tower gives, but they are stuck there and cannot move. On the other hand, if they can move, they can be killed if they stay over the wall, but they are able to move. |
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| #5632 | fixed | Allow auras and technologies to modify resource trickle intervals | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Reported by Polakrity on Phab:D2400 currently one cannot modify resource trickle intervals. Currently, since the interval value is always read from the template, there is no way to modify it using auras or techs.
One will have to update the Also since the repeattime in the timer is currently the interval, it might be nice to decouple then, and/or make them both modifiable. |
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| #2755 | fixed | Allow bots to quit game for testing | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
http://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/gui/session/messages.js 90 "quit": function(notification, player)
91 {
92 exit(); // TODO this doesn't work anymore
93 },
Would be very useful to launch multiple games one after the other for overnight testing. |
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| #3135 | invalid | Allow combat elephants to be garrisoned in CC & Elephant Stables | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
The Mauryan civ has an Elephant Archer unit and a War Elephant (melee) unit. The War Elephant appears to be the same, in terms of gameplay mechanics, as in some other civs: Carthaginian, Seleucid, Ptolemies. Although Worker Elephants can be garrisoned in the Civil Center or Elephant Stables, combat elephants (archer or melee) can't be.
I tried to use a healer once to heal the combat elephants, but I don't know if that is supported, since the elephants' health didn't seem to be increasing. Because of the same fact that the elephants are slow-moving, they wouldn't be OP = overpowering if allowed to heal. They could still be killed in a large battle, and they will take a long time to walk to the garrisoning building & back. The request is, "Allow combat elephants to be garrisoned in CC & Elephant Stables." |
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| #1982 | wontfix | Allow constructing buildings in allied territory | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
We should allow players to construct buildings in allied territory. The building should count towards the allied players territory. Also make sure to update cmpTerritoryDecay accordingly. When the diplomacy changes from mutual allied the building should count towards the owner. This should be made a game setup option. |
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| #5441 | duplicate | Allow empty hotkeys/values in default.cfg and user.cfg | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Currently you can't disable a hotkey in user.cfg by modifying the shortcut as an empty string or a "no defined" value without getting an error. This could also serve as a way to have extra default hotkeys disabled by default that an user might want to add a shortcut to it. Opinions appreciated |
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| #2672 | fixed | Allow enabling post processing effects in-game | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Hello, After installing 0 A.D. on Arch Linux when I launched it I set graphics options what I call to "max" and when I entered game it was BLACK SCEEEN. I got confused. Disabling one by one options in Graphics Options menu I found out that Post Processing causes the trouble. To enable Post Processing I had to restart the game, but the tooltip did not mention that. Not sure if it's a bug, but it should reload the engine so it displays correctly after settings change or smth. Running Arch Linux x86_64 on GTX 780 GPU |
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| #5902 | wontfix | Allow entities without resistance. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Currently, cmpResistance is not needed to damage a target (Attacking.js-helper) since just no resistance is assumed. However, range queries looking for a target need an interface that is implemented, which currently is cmpResistance. This means that when one has an entity without cmpResistance, it technically _can_ be attacked, but [Unit|Building]AI won't take that entity into account and as such won't be attacked. It was discussed (r22754 / rP22754) that a proper fix is probably adding a Attackable / Targetable component which could be used for this purpose (and maybe other purposes as well, e.g. distribute attacks). |
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| #3266 | duplicate | Allow lobby users to change their password | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Currently, users have no way to change their own lobby password. The game should provide a UI for that. It would also be easier to reset a forgotten password, since an admin could give the user a temp password, which they log in with and change. |
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| #965 | fixed | Allow media keys for changing volume in game | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
There is currently no way to change volume in game. You have to guess what volume to use, enter the game and test, leave the game and adjust, enter again and play. Media keys should be enabled to allow easy volume adjustment and control e.g. rhytmbox. |
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| #2740 | fixed | Allow more flexibility to move-attack command | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Presently, in move-attack mode, units will attack all enemy entities along their path. It would be nice to be able to select what kind of entities should be attacked (for example ignoring structures can be useful). Here is a patch to do that. It is complete for what concerns the simulation (including AIs that will benefit from it). For the gui part, I can think of adding some keys: for example if U is pressed during the move-attack CTRL-click, only units will be targeted, and if B is pressed, only buildings. More combinations could be added if felt necessary. But may-be there are some better ideas ? |
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| #2932 | duplicate | Allow player to select their faction in multiplayer mode | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
I'm currently trying to migrate players from age of empire 2 to 0ad, it's a slow process, but it permits to see things i cannot in single mode. Eventually i can try a multiplayer party with 10 computers, for now i only tried a party with 2 players and 1 AI. Currently when setting a multiplayer party, only the host can change the faction of the players, it would be much better if each player could choose it's own faction. ( can be borring for the host if there is like 10 people changing their mind on the faction they want to use ). One thing that could be also added it the possibility for the host to force random faction for everyone. |
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| #5359 | duplicate | Allow right-clicking on disabled buttons | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Thanks for this great game! Right clicking on UI buttons shows extra information, but only when the button is enabled. When the button is disabled (for lack of resources, for example), right-clicking on it does nothing. It would be great if the right-click information was available even when the left-click action isn't available. There are multiple possible implementations:
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| #902 | fixed | Allow setting rally points while constructing buildings | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
It is possible to set waypoints for construction buildings (different types of barracks) while this buildings are in construction? This is also possible in other real-time strategy games like StarCraft II. |
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| #5683 | duplicate | Allow to give units to allies. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Hello, I'm Stockfish, since some mounths i thougt about one idea that could make very different the TGs (and better too) What about making an option in-game to have the possibility of giving some building or unit to one mate? (always of course that unit or building is in the same phase or down than the phase you are) In real wars, countries give resources to another countries, but they give units, buildings and territories too!! I think that could be AMAZING! Imagine all the variants and Team Work that would give to the games, and of course games will be more balanced and tactics! Greetings!! |
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| #6521 | fixed | Allow to set the biome with the autostart command | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
issue
The to reproduce
possible solution
Add a
related ticket
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| #2548 | fixed | Allow translating “Join Game” differently | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
In the main menu, *Join Game* stands for joining a game that you still have to specify. In the lobby, it stands for joining the game currently selected in the list of games. Some langauges (e.g. Galician) require to translate “Join Game” differently in each of those contexts. Note: In addition to providing an i18n context to allow different translations, provide a translator comment to explain what each “Join Game” stands for. |
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| #549 | fixed | Allow units to be moved by right-clicking on the mini-map | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Units can be ordered to move to a certain place by right clicking on the mini-map. |
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| #5892 | fixed | Allow users to PushOrderFront. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Often when gathering a player wants to construct a building and then go back to gathering. One can order an entity to build something and queue an gathering order, but that means one has to select multiple entities from the same resource. It would be easier (and just plain nice) to be able to push orders to the front of the queue. |
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| #1946 | duplicate | Allow using a tag, such as [br], to define line breaks in GUI XML files | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Currently, to print line breaks in text in the GUI XML files, you need to use them in the XML file itself: <object> [font="serif-bold-16"]Alpha XIII: Magadha![/font] WARNING: This is an early development version of the game. Many features have not been added yet. Get involved at: play0ad.com </object> I would like to be able to do this: <object>[font="serif-bold-16"]Alpha XIII: Magadha![/font][br][br]WARNING: This is an early development version of the game. Many features have not been added yet.[br][br]Get involved at: play0ad.com</object>
Implementation requires modifying I want this feature so that I can implement internationalization of this type of text objects in XML like this: <object> <keep>[font="serif-bold-16"]</keep> <localize>Alpha XIII: Magadha</localize> <keep>[/font][br][br]</keep> <localize>WARNING: This is an early development version of the game. Many features have not been added yet.</localize> <keep>[br][br]</keep> <localize>Get involved at: play0ad.com</localize> </object> So that translators can work with that object as the following three strings:
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| #3123 | invalid | Allow wild predators to be used as food | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Currently, if a wild predator (e.g., lioness or tiger) is killed by soldiers, the body of the predator just lays there until it disappears. It seems unrealistic not to be able to use these animals as a food resource. I am sure that in real life, our heroes (by which I mean any of the soldiers, not just 0AD "hero units") who went to the hazard of killing these beasts would be glad to eat lion meat, tiger meat, etc. during wartime. |
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| #4589 | fixed | Allow {civ} replacement for technologies in ProductionQueue | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Following an idea of mimo, we could perhaps add civ replacement for technologies (like for units) in ProductionQueue. So we could merge phase_town and phase_town_athen in phase_town_{civ} in the following template <Technologies datatype="tokens">
phase_town
phase_town_athen
phase_city
phase_city_athen
unlock_spies
spy_counter
</Technologies>
Take care to handle the case where we want phase_town when we don't have a specific phase town. |
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| #2697 | invalid | Alpha 16 has buggy graphics and crashes | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
If I enable shadows, only unit outlines can be seen, everything else is black. The shadows flicker and the game crashes: "Much to our regret we must report the program has encountered an error. Please let us know at http://trac.wildfiregames.com/ and attach the crashlog.txt and crashlog.dmp files. Details: unhandled exception (Access violation reading 0x00000004) Location: unknown:0 (?) Call stack: (error while dumping stack: No stack frames found) errno = 42 (?) OS error = 487 (Es wurde versucht, auf eine unzulässige Adresse zuzugreifen.)" |
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| #2774 | invalid | Alpha 17 - 02/09/2014 - deleting any object -> system error | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Identified in version: Alpha 17 Balancing Branch (02/09/2014) Description: Deletion of any object (button "Delete"->"Yes") - causes a system error. Object is deleted - ie. system error will not prevent deletion of the object. Log in the attachment. Sorry for my bad English :( |
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| #2769 | invalid | Alpha 17 - R02092014 - AI civilization is not developing | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Identification in release: Alpha 17 - 02/09/2014 (dd/mm/yyyy) SLA: High Description issue: AI civilization is not developing. After 40 minutes, is AI civilization still in the beginning - with SCORE 65. Map: Alpine Valleys AI Dificulty: Medium Sorry for my bad english :( |
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| #3313 | invalid | Alpha 18 only renders bluescreen with old graphics card | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Dear Sir/Madame I have Xubuntu laptop (Core Duo 2, 2Gb ram) and worked perfectly with the previous version of 0ad (Osiris). Now that I have updated to Rhododactylos I have graphic issues. The menu visualisation and the map selection stage is faultless, but when I start the game it shows a blue screen with just a few graphic elements of the GUI. I can hear the sound of the game but I cannot see anything. What should I do? |
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| #976 | fixed | Alpha 7 doesn't start in Windows | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
In my case, the latest version won't run in Windows 7 32 bit (updated version). The version number is Alpha 7 (0ad-r10288-alpha-win32) and it is installed in the default directory. I tried completely uninstalling the previous version, restarting the system and running the executable as administrator. When "pyrogenesis.exe" is opened, it seems to read on the harddisc, but nothing happens. After less than half a minute the HD is no longer accessed and the game remains visible in task manager using more than 90% CPU. It can only be stopped by ending the process. No logs are generated. The debug output is in the attachment. |
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| #179 | wontfix | Alpha-channel problems with NVemulate and renderpath=vertexshader | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
When running the game with [NVemulate http://developer.nvidia.com/object/nvemulate.html], set to any emulation mode (NV30, NV40, G80), on a GeForce 4, with renderpath=vertexshader, transparent textures look like in the attachment: parts with alpha=255 (e.g. leaf centres) are usually transparent or stripey, and flicker as you zoom in and out. It works correctly when renderpath=fixed. Looks like some kind of z-accuracy issue, where models use two different implementations of vertex transformation and end up at slightly different z value? (I'm not sure if it's only ever an issue with NVemulate, or if it can affect real hardware too.) |
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| #4181 | fixed | Alt + tab crash with Intel HD 4000 graphics card | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
0 a.d. 0.19 runs fine until I switch to another task with alt-tab or simply go out of the full-screen mode to see the desktop. the crash happens every time I do so. |
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| #1348 | wontfix | Alt key get grabbed by OS (Ubuntu 12.04) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
The Alt key get grabbed by the OS on Ubuntu 12.04 so that Alt+F does nothing, while Alt call Unity menu. With one of these: hotkey.fps.toggle = "Shift+F" hotkey.fps.toggle = "Ctrl+F" it works fine. |
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| #6092 | fixed | Alt+F4 triggers closing the game when it shouldn't | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
The This was not broken in A23b. To reproduce:
(You can also close 20 instances of 0ad at once by holding Edit: The issue was introduced by Phab:rP24215 / r24215. |
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| #4898 | duplicate | Alt+Tab Crash | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
I get low fps and when ı do Alt+Tab then it gives an error.The previous version did not have this error. (It works fine on my 32 bit computer but it gives it on my 64 bit computer) |
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| #1381 | fixed | Alt+enter on Mac OS | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
HW: MacBook Pro 13" 2011 (hd 3000) Mac OS 10.7.3 all updates include After alt+enter critical error Process: pyrogenesis [35503]
Path: /Applications/0ad.app/Contents/MacOS/pyrogenesis
Identifier: com.wildfiregames.0ad
Version: 0.0.0 (0.0.0)
Code Type: X86-64 (Native)
Parent Process: launchd [110]
Date/Time: 2012-05-03 23:20:08.040 +0800
OS Version: Mac OS X 10.7.3 (11D50b)
Report Version: 9
Interval Since Last Report: 685415 sec
Crashes Since Last Report: 2
Per-App Interval Since Last Report: 69 sec
Per-App Crashes Since Last Report: 1
Anonymous UUID: 61127360-A7BD-48AD-A6DF-91C1B17E4BE8
Crashed Thread: 0 Dispatch queue: com.apple.main-thread
Exception Type: EXC_BAD_ACCESS (SIGSEGV)
Exception Codes: KERN_INVALID_ADDRESS at 0x0000000000000000
VM Regions Near 0:
-->
__TEXT 000000010677f000-0000000107150000 [ 9.8M] r-x/rwx SM=COW /Applications/0ad.app/Contents/MacOS/pyrogenesis
Application Specific Information:
objc[35503]: garbage collection is OFF
Thread 0 Crashed:: Dispatch queue: com.apple.main-thread
0 GLEngine 0x000000012b02cacc gleRunVertexSubmitImmediate + 972
1 GLEngine 0x000000012b01d2b4 gleDrawArraysOrElements_ExecCore + 1128
2 GLEngine 0x000000012afa9760 glDrawElements_Exec + 468
3 com.wildfiregames.0ad 0x00000001069433cc CPatchRData::RenderStreams(std::vector<CPatchRData*, std::allocator<CPatchRData*> > const&, boost::shared_ptr<CShaderProgram> const&, int) + 838
4 com.wildfiregames.0ad 0x000000010696ba1a TerrainRenderer::RenderPatches(bool) + 386
5 com.wildfiregames.0ad 0x0000000106954fb2 CRenderer::RenderShadowMap() + 164
6 com.wildfiregames.0ad 0x00000001069553e2 CRenderer::RenderSubmissions() + 472
7 com.wildfiregames.0ad 0x0000000106955a8f CRenderer::RenderScene(Scene&) + 131
8 com.wildfiregames.0ad 0x00000001068cff53 CGameView::Render() + 99
9 com.wildfiregames.0ad 0x000000010689c370 Render() + 704
10 com.wildfiregames.0ad 0x0000000106781c2f SDL_main + 4303
11 com.wildfiregames.0ad 0x0000000106cd95f1 -[SDLMain applicationDidFinishLaunching:] + 97
12 com.apple.Foundation 0x00007fff8412fd32 __-[NSNotificationCenter addObserver:selector:name:object:]_block_invoke_1 + 47
13 com.apple.CoreFoundation 0x00007fff8d859aaa _CFXNotificationPost + 2634
14 com.apple.Foundation 0x00007fff8411bfe7 -[NSNotificationCenter postNotificationName:object:userInfo:] + 65
15 com.apple.AppKit 0x00007fff8787260f -[NSApplication _postDidFinishNotification] + 212
16 com.apple.AppKit 0x00007fff87872375 -[NSApplication _sendFinishLaunchingNotification] + 78
17 com.apple.AppKit 0x00007fff8787103c -[NSApplication(NSAppleEventHandling) _handleAEOpenEvent:] + 242
18 com.apple.AppKit 0x00007fff87870d9d -[NSApplication(NSAppleEventHandling) _handleCoreEvent:withReplyEvent:] + 330
19 com.apple.CoreFoundation 0x00007fff8d8a3591 -[NSObject performSelector:withObject:withObject:] + 65
20 com.apple.Foundation 0x00007fff841527eb __-[NSAppleEventManager setEventHandler:andSelector:forEventClass:andEventID:]_block_invoke_1 + 101
21 com.apple.Foundation 0x00007fff84151772 -[NSAppleEventManager dispatchRawAppleEvent:withRawReply:handlerRefCon:] + 283
22 com.apple.Foundation 0x00007fff84151600 _NSAppleEventManagerGenericHandler + 105
23 com.apple.AE 0x00007fff868dbc25 aeDispatchAppleEvent(AEDesc const*, AEDesc*, unsigned int, unsigned char*) + 200
24 com.apple.AE 0x00007fff868dbb03 _ZL25dispatchEventAndSendReplyPK6AEDescPS_ + 38
25 com.apple.AE 0x00007fff868db9f7 aeProcessAppleEvent + 250
26 com.apple.HIToolbox 0x00007fff89eb6af9 AEProcessAppleEvent + 102
27 com.apple.AppKit 0x00007fff8786e1a9 _DPSNextEvent + 1247
28 com.apple.AppKit 0x00007fff8786d861 -[NSApplication nextEventMatchingMask:untilDate:inMode:dequeue:] + 135
29 com.apple.AppKit 0x00007fff8786a19d -[NSApplication run] + 470
30 com.wildfiregames.0ad 0x0000000106cd93d4 CustomApplicationMain + 548
31 com.wildfiregames.0ad 0x0000000106cd99b0 main + 272
32 com.wildfiregames.0ad 0x0000000106780834 start + 52
Thread 1:: Dispatch queue: com.apple.libdispatch-manager
0 libsystem_kernel.dylib 0x00007fff88de17e6 kevent + 10
1 libdispatch.dylib 0x00007fff8e6355be _dispatch_mgr_invoke + 923
2 libdispatch.dylib 0x00007fff8e63414e _dispatch_mgr_thread + 54
Thread 2:
0 libsystem_kernel.dylib 0x00007fff88de0bca __psynch_cvwait + 10
1 libsystem_c.dylib 0x00007fff8ba40274 _pthread_cond_wait + 840
2 com.wildfiregames.0ad 0x0000000106d5bf9b SDL_CondWaitTimeout + 235
3 com.wildfiregames.0ad 0x0000000106d5b92e SDL_SemWaitTimeout + 158
4 com.wildfiregames.0ad 0x0000000106d5b9bf SDL_SemWait + 31
5 com.wildfiregames.0ad 0x0000000106890121 CUserReporterWorker::Run() + 581
6 com.wildfiregames.0ad 0x000000010688f641 CUserReporterWorker::RunThread(void*) + 113
7 libsystem_c.dylib 0x00007fff8ba3c8bf _pthread_start + 335
8 libsystem_c.dylib 0x00007fff8ba3fb75 thread_start + 13
Thread 3:
0 libsystem_kernel.dylib 0x00007fff88de0e42 __semwait_signal + 10
1 libsystem_c.dylib 0x00007fff8b9f2dea nanosleep + 164
2 com.wildfiregames.0ad 0x0000000106d6374c SDL_Delay + 108
3 com.wildfiregames.0ad 0x0000000106d6379d RunTimer + 45
4 com.wildfiregames.0ad 0x0000000106ce839f SDL_RunThread + 127
5 com.wildfiregames.0ad 0x0000000106d5b448 RunThread + 24
6 libsystem_c.dylib 0x00007fff8ba3c8bf _pthread_start + 335
7 libsystem_c.dylib 0x00007fff8ba3fb75 thread_start + 13
Thread 4:
0 libsystem_kernel.dylib 0x00007fff88de0bca __psynch_cvwait + 10
1 libsystem_c.dylib 0x00007fff8ba40274 _pthread_cond_wait + 840
2 com.wildfiregames.0ad 0x0000000106d5bf9b SDL_CondWaitTimeout + 235
3 com.wildfiregames.0ad 0x0000000106d5b92e SDL_SemWaitTimeout + 158
4 com.wildfiregames.0ad 0x0000000106d5b9bf SDL_SemWait + 31
5 com.wildfiregames.0ad 0x000000010692500f CTextureConverter::RunThread(void*) + 715
6 libsystem_c.dylib 0x00007fff8ba3c8bf _pthread_start + 335
7 libsystem_c.dylib 0x00007fff8ba3fb75 thread_start + 13
Thread 5:: Dispatch queue: com.apple.opengl.cvmDoWork
0 libsystem_kernel.dylib 0x00007fff88ddf67a mach_msg_trap + 10
1 libsystem_kernel.dylib 0x00007fff88dded71 mach_msg + 73
2 libCoreVMClient.dylib 0x00007fff83534b2f cvmsServ_BuildModularFunction + 184
3 libCoreVMClient.dylib 0x00007fff83535bd7 CVMSBuildModularFunction + 75
4 libCVMSPluginSupport.dylib 0x00007fff8846f701 cvm_deferred_build_modular(void*) + 234
5 libdispatch.dylib 0x00007fff8e63510a _dispatch_queue_drain + 264
6 libdispatch.dylib 0x00007fff8e634f66 _dispatch_queue_invoke + 54
7 libdispatch.dylib 0x00007fff8e634760 _dispatch_worker_thread2 + 198
8 libsystem_c.dylib 0x00007fff8ba3e3da _pthread_wqthread + 316
9 libsystem_c.dylib 0x00007fff8ba3fb85 start_wqthread + 13
Thread 6:
0 libsystem_kernel.dylib 0x00007fff88de1192 __workq_kernreturn + 10
1 libsystem_c.dylib 0x00007fff8ba3e594 _pthread_wqthread + 758
2 libsystem_c.dylib 0x00007fff8ba3fb85 start_wqthread + 13
Thread 0 crashed with X86 Thread State (64-bit):
rax: 0x00000000000c2b03 rbx: 0x0000000000000600 rcx: 0x0000000000000000 rdx: 0x0000000000000000
rdi: 0x00007fae2a9edc00 rsi: 0x0000000000000000 rbp: 0x00007fff6637d560 rsp: 0x00007fff6637d400
r8: 0x0000000000000000 r9: 0x0000000000441808 r10: 0x0000000000000010 r11: 0x0000000000000202
r12: 0x0000000000000600 r13: 0x0000000000000600 r14: 0x00007fae2a9edc00 r15: 0x0000000000000000
rip: 0x000000012b02cacc rfl: 0x0000000000010213 cr2: 0x0000000000000000
Logical CPU: 0
Binary Images:
0x10677f000 - 0x10714ffe7 +com.wildfiregames.0ad (0.0.0 - 0.0.0) <8A1B1C65-F3B4-39C7-926B-7799F2FEB36B> /Applications/0ad.app/Contents/MacOS/pyrogenesis
0x107552000 - 0x10757dfff com.apple.audio.OpenAL (1.5.1 - 1.5.1) <5B954EC6-08B6-3255-932C-DDAB908E72F4> /System/Library/Frameworks/OpenAL.framework/Versions/A/OpenAL
0x10758f000 - 0x10769cfff +libX11.6.dylib (10.0.0 - compatibility 10.0.0) <EDF51216-D36C-3012-B334-F2629DF08E68> /usr/X11/lib/libX11.6.dylib
0x1076c6000 - 0x1076d7fff +libxcb.1.dylib (3.0.0 - compatibility 3.0.0) <D2A0CE9B-38FA-3ABD-8F02-2360A2475917> /usr/X11/lib/libxcb.1.dylib
0x1076e4000 - 0x1076e5ff7 libCyrillicConverter.dylib (54.0.0 - compatibility 1.0.0) <C8D0607A-A668-36EE-AF03-866BD04B5611> /System/Library/CoreServices/Encodings/libCyrillicConverter.dylib
0x1076e9000 - 0x1076eafff +libXau.6.dylib (7.0.0 - compatibility 7.0.0) <E6813580-AEC5-3CDC-BCC2-59DBFB67ADDE> /usr/X11/lib/libXau.6.dylib
0x1076ee000 - 0x1076f1ff7 +libXdmcp.6.dylib (7.0.0 - compatibility 7.0.0) <A05CB37B-7FAC-3500-AFF5-E40D5F34198C> /usr/X11/lib/libXdmcp.6.dylib
0x108d97000 - 0x108dc5ff7 GLRendererFloat (??? - ???) <0C213C61-C08C-3B5D-85A4-EB4660AF55BF> /System/Library/Frameworks/OpenGL.framework/Resources/GLRendererFloat.bundle/GLRendererFloat
0x12af7f000 - 0x12b118fff GLEngine (??? - ???) <8BA26192-A4D7-362D-8B57-5FCF4B706A25> /System/Library/Frameworks/OpenGL.framework/Resources/GLEngine.bundle/GLEngine
0x12b14c000 - 0x12b245fff libGLProgrammability.dylib (??? - ???) <B7710703-8652-36B8-83DD-4F216FAF0730> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLProgrammability.dylib
0x12b26b000 - 0x12b676ff7 com.apple.driver.AppleIntelHD3000GraphicsGLDriver (7.18.11 - 7.1.8) <B3612412-7530-3FB9-AF32-C9433755CC76> /System/Library/Extensions/AppleIntelHD3000GraphicsGLDriver.bundle/Contents/MacOS/AppleIntelHD3000GraphicsGLDriver
0x7fff6637f000 - 0x7fff663b3baf dyld (195.6 - ???) <0CD1B35B-A28F-32DA-B72E-452EAD609613> /usr/lib/dyld
0x7fff83160000 - 0x7fff83160fff com.apple.ApplicationServices (41 - 41) <89B6AD5B-5C75-3E83-8C2B-AA7F4C55E400> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/ApplicationServices
0x7fff83169000 - 0x7fff83169fff libkeymgr.dylib (23.0.0 - compatibility 1.0.0) <61EFED6A-A407-301E-B454-CD18314F0075> /usr/lib/system/libkeymgr.dylib
0x7fff8316a000 - 0x7fff832a0fff com.apple.vImage (5.1 - 5.1) <A08B7582-67BC-3EED-813A-4833645964A7> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vImage.framework/Versions/A/vImage
0x7fff8352d000 - 0x7fff8352dfff com.apple.Accelerate.vecLib (3.7 - vecLib 3.7) <C06A140F-6114-3B8B-B080-E509303145B8> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/vecLib
0x7fff83534000 - 0x7fff83537fff libCoreVMClient.dylib (??? - ???) <E034C772-4263-3F48-B083-25A758DD6228> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libCoreVMClient.dylib
0x7fff8353a000 - 0x7fff83586ff7 com.apple.SystemConfiguration (1.11.2 - 1.11) <A14F3583-9CC0-397D-A50E-17217075953F> /System/Library/Frameworks/SystemConfiguration.framework/Versions/A/SystemConfiguration
0x7fff83587000 - 0x7fff835f7fff com.apple.datadetectorscore (3.0 - 179.4) <B4C6417F-296C-31C1-BB94-980BFCDC9175> /System/Library/PrivateFrameworks/DataDetectorsCore.framework/Versions/A/DataDetectorsCore
0x7fff83783000 - 0x7fff83823fff com.apple.LaunchServices (480.27.1 - 480.27.1) <4DC96C1E-6FDE-305E-9718-E4C5C1341F56> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/LaunchServices.framework/Versions/A/LaunchServices
0x7fff83852000 - 0x7fff8387dff7 libxslt.1.dylib (3.24.0 - compatibility 3.0.0) <4DB5ED11-004B-36B5-AE5F-2AB714754241> /usr/lib/libxslt.1.dylib
0x7fff83fb7000 - 0x7fff83fcefff com.apple.MultitouchSupport.framework (220.62.1 - 220.62.1) <3F8C015B-88AC-370F-B39D-B4665FB7616A> /System/Library/PrivateFrameworks/MultitouchSupport.framework/Versions/A/MultitouchSupport
0x7fff84115000 - 0x7fff84118ff7 com.apple.securityhi (4.0 - 1) <7146CB8E-B754-3B0E-A74E-77E9138A81C5> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/SecurityHI.framework/Versions/A/SecurityHI
0x7fff84119000 - 0x7fff84432ff7 com.apple.Foundation (6.7.1 - 833.24) <6D4E6F93-64EF-3D41-AE80-2BB10E2E6323> /System/Library/Frameworks/Foundation.framework/Versions/C/Foundation
0x7fff84433000 - 0x7fff84442ff7 libxar-nossl.dylib (??? - ???) <A6ABBFB9-E4ED-38AD-BBBB-F9958B9CEFB5> /usr/lib/libxar-nossl.dylib
0x7fff84443000 - 0x7fff8475fff7 com.apple.CoreServices.CarbonCore (960.20 - 960.20) <C45CA09E-8867-3D67-BB2E-48D2E6B0D78C> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/CarbonCore.framework/Versions/A/CarbonCore
0x7fff84a21000 - 0x7fff84a2bff7 liblaunch.dylib (392.35.0 - compatibility 1.0.0) <8F8BB206-CECA-33A5-A105-4A01C3ED5D23> /usr/lib/system/liblaunch.dylib
0x7fff84a2c000 - 0x7fff84a37ff7 com.apple.speech.recognition.framework (4.0.19 - 4.0.19) <48607E6E-8612-3267-9184-E948B1863B32> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/SpeechRecognition.framework/Versions/A/SpeechRecognition
0x7fff84a38000 - 0x7fff84a39fff libDiagnosticMessagesClient.dylib (??? - ???) <3DCF577B-F126-302B-BCE2-4DB9A95B8598> /usr/lib/libDiagnosticMessagesClient.dylib
0x7fff84a3a000 - 0x7fff84a4cff7 libsasl2.2.dylib (3.15.0 - compatibility 3.0.0) <6245B497-784B-355C-98EF-2DC6B45BF05C> /usr/lib/libsasl2.2.dylib
0x7fff84a4d000 - 0x7fff84a63fff libGL.dylib (??? - ???) <6A473BF9-4D35-34C6-9F8B-86B68091A9AF> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGL.dylib
0x7fff84a64000 - 0x7fff84a6cfff libsystem_dnssd.dylib (??? - ???) <998E3778-7B43-301C-9053-12045AB8544D> /usr/lib/system/libsystem_dnssd.dylib
0x7fff84a6d000 - 0x7fff84a6dfff com.apple.vecLib (3.7 - vecLib 3.7) <9A58105C-B36E-35B5-812C-4ED693F2618F> /System/Library/Frameworks/vecLib.framework/Versions/A/vecLib
0x7fff84c9a000 - 0x7fff84c9cfff libquarantine.dylib (36.2.0 - compatibility 1.0.0) <48656562-FF20-3B55-9F93-407ACA7341C0> /usr/lib/system/libquarantine.dylib
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0x7fff8c0eb000 - 0x7fff8c12bff7 libcups.2.dylib (2.9.0 - compatibility 2.0.0) <29DE948E-38C4-3CC5-B528-40C691380607> /usr/lib/libcups.2.dylib
0x7fff8c12c000 - 0x7fff8c157ff7 com.apple.CoreServicesInternal (113.12 - 113.12) <C37DAC1A-35D2-30EC-9112-5EEECED5C461> /System/Library/PrivateFrameworks/CoreServicesInternal.framework/Versions/A/CoreServicesInternal
0x7fff8c158000 - 0x7fff8c15efff IOSurface (??? - ???) <03F95CAC-569C-3573-B3D7-2D211B8BDC56> /System/Library/Frameworks/IOSurface.framework/Versions/A/IOSurface
0x7fff8c15f000 - 0x7fff8c183fff com.apple.Kerberos (1.0 - 1) <1F826BCE-DA8F-381D-9C4C-A36AA0EA1CB9> /System/Library/Frameworks/Kerberos.framework/Versions/A/Kerberos
0x7fff8c187000 - 0x7fff8c28cfff libFontParser.dylib (??? - ???) <0920DA16-2066-33E6-BF95-AD4B0F3C22B0> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ATS.framework/Versions/A/Resources/libFontParser.dylib
0x7fff8c28d000 - 0x7fff8c2e8ff7 com.apple.HIServices (1.11 - ???) <DE8FA7FA-0A41-35D9-8473-5104F81DA934> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/HIServices.framework/Versions/A/HIServices
0x7fff8c2e9000 - 0x7fff8c349fff libvDSP.dylib (325.4.0 - compatibility 1.0.0) <3A7521E6-5510-3FA7-AB65-79693A7A5839> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libvDSP.dylib
0x7fff8c34a000 - 0x7fff8c39cff7 libGLU.dylib (??? - ???) <3C9153A0-8499-3DC0-AAA4-9FA6E488BE13> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLU.dylib
0x7fff8c39d000 - 0x7fff8c504ff7 com.apple.CFNetwork (520.3.2 - 520.3.2) <516B611D-E53E-3467-9211-3C5B86ABA865> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/CFNetwork.framework/Versions/A/CFNetwork
0x7fff8c52f000 - 0x7fff8c571ff7 libcommonCrypto.dylib (55010.0.0 - compatibility 1.0.0) <BB770C22-8C57-365A-8716-4A3C36AE7BFB> /usr/lib/system/libcommonCrypto.dylib
0x7fff8c572000 - 0x7fff8c573fff liblangid.dylib (??? - ???) <CACBE3C3-2F7B-3EED-B50E-EDB73F473B77> /usr/lib/liblangid.dylib
0x7fff8c574000 - 0x7fff8c582fff com.apple.NetAuth (3.1 - 3.1) <FE7EC4D7-5632-3B8D-9094-A0AC8D60EDEE> /System/Library/PrivateFrameworks/NetAuth.framework/Versions/A/NetAuth
0x7fff8c6c6000 - 0x7fff8c8c8fff libicucore.A.dylib (46.1.0 - compatibility 1.0.0) <38CD6ED3-C8E4-3CCD-89AC-9C3198803101> /usr/lib/libicucore.A.dylib
0x7fff8c8c9000 - 0x7fff8c8f6ff7 com.apple.opencl (1.50.69 - 1.50.69) <687265AF-E9B6-3537-89D7-7C12EB38193D> /System/Library/Frameworks/OpenCL.framework/Versions/A/OpenCL
0x7fff8d103000 - 0x7fff8d176fff libstdc++.6.dylib (52.0.0 - compatibility 7.0.0) <6BDD43E4-A4B1-379E-9ED5-8C713653DFF2> /usr/lib/libstdc++.6.dylib
0x7fff8d177000 - 0x7fff8d27efe7 libsqlite3.dylib (9.6.0 - compatibility 9.0.0) <EE02BB01-64C9-304D-9719-A35F5CD6D04C> /usr/lib/libsqlite3.dylib
0x7fff8d378000 - 0x7fff8d3a0ff7 com.apple.CoreVideo (1.7 - 70.1) <98F917B2-FB53-3EA3-B548-7E97B38309A7> /System/Library/Frameworks/CoreVideo.framework/Versions/A/CoreVideo
0x7fff8d7cb000 - 0x7fff8d7feff7 com.apple.GSS (2.1 - 2.0) <57AD81CE-6320-38C9-9B66-0E5A4DEA898A> /System/Library/Frameworks/GSS.framework/Versions/A/GSS
0x7fff8d80d000 - 0x7fff8d9e1fff com.apple.CoreFoundation (6.7.1 - 635.19) <57B77925-9065-38C9-A05B-02F4F9ED007C> /System/Library/Frameworks/CoreFoundation.framework/Versions/A/CoreFoundation
0x7fff8dc23000 - 0x7fff8e0eafff FaceCoreLight (1.4.7 - compatibility 1.0.0) <E9D2A69C-6E81-358C-A162-510969F91490> /System/Library/PrivateFrameworks/FaceCoreLight.framework/Versions/A/FaceCoreLight
0x7fff8e0eb000 - 0x7fff8e1f7fff libcrypto.0.9.8.dylib (44.0.0 - compatibility 0.9.8) <3A8E1F89-5E26-3C8B-B538-81F5D61DBF8A> /usr/lib/libcrypto.0.9.8.dylib
0x7fff8e1f8000 - 0x7fff8e239fff com.apple.QD (3.40 - ???) <47674D2C-BE88-388E-B1B0-03F08BFFE5FD> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/QD.framework/Versions/A/QD
0x7fff8e253000 - 0x7fff8e255fff com.apple.TrustEvaluationAgent (2.0 - 1) <1F31CAFF-C1C6-33D3-94E9-11B721761DDF> /System/Library/PrivateFrameworks/TrustEvaluationAgent.framework/Versions/A/TrustEvaluationAgent
0x7fff8e274000 - 0x7fff8e286ff7 libbsm.0.dylib (??? - ???) <349BB16F-75FA-363F-8D98-7A9C3FA90A0D> /usr/lib/libbsm.0.dylib
0x7fff8e287000 - 0x7fff8e28cfff libcache.dylib (47.0.0 - compatibility 1.0.0) <1571C3AB-BCB2-38CD-B3B2-C5FC3F927C6A> /usr/lib/system/libcache.dylib
0x7fff8e28d000 - 0x7fff8e291ff7 com.apple.CommonPanels (1.2.5 - 94) <37C6540B-F8D1-355A-806C-F93D8FB522AB> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/CommonPanels.framework/Versions/A/CommonPanels
0x7fff8e632000 - 0x7fff8e640fff libdispatch.dylib (187.7.0 - compatibility 1.0.0) <712AAEAC-AD90-37F7-B71F-293FF8AE8723> /usr/lib/system/libdispatch.dylib
0x7fff8e641000 - 0x7fff8e645fff libdyld.dylib (195.5.0 - compatibility 1.0.0) <380C3F44-0CA7-3514-8080-46D1C9DF4FCD> /usr/lib/system/libdyld.dylib
0x7fff8e96a000 - 0x7fff8e987fff libxpc.dylib (77.18.0 - compatibility 1.0.0) <26C05F31-E809-3B47-AF42-1460971E3AC3> /usr/lib/system/libxpc.dylib
0x7fff8e988000 - 0x7fff8e9fdff7 libc++.1.dylib (19.0.0 - compatibility 1.0.0) <C0EFFF1B-0FEB-3F99-BE54-506B35B555A9> /usr/lib/libc++.1.dylib
0x7fff8ea67000 - 0x7fff8f3f77a7 com.apple.CoreGraphics (1.600.0 - ???) <177D9BAD-72C9-3ADF-A391-5B88C5EE623F> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/CoreGraphics.framework/Versions/A/CoreGraphics
0x7fff8f3f8000 - 0x7fff8f45aff7 com.apple.Symbolication (1.3 - 91) <B072970E-9EC1-3495-A1FA-D344C6E74A13> /System/Library/PrivateFrameworks/Symbolication.framework/Versions/A/Symbolication
0x7fff8f67a000 - 0x7fff8f6e2ff7 com.apple.audio.CoreAudio (4.0.2 - 4.0.2) <DFD8F4DE-3B45-3A2E-9CBE-FD8D5DD30923> /System/Library/Frameworks/CoreAudio.framework/Versions/A/CoreAudio
0x7fff8f6e3000 - 0x7fff8f6e9fff libGFXShared.dylib (??? - ???) <B95E9B22-AE68-3E48-8733-00CCCA08D50E> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGFXShared.dylib
0x7fff8f845000 - 0x7fff8f84afff com.apple.OpenDirectory (10.7 - 146) <A674AB55-6E3D-39AE-9F9B-9865D0193020> /System/Library/Frameworks/OpenDirectory.framework/Versions/A/OpenDirectory
0x7fff8f850000 - 0x7fff8f8c6fff com.apple.CoreSymbolication (2.2 - 73.2) <126415E3-3A35-315B-B4B7-507CDBED0D58> /System/Library/PrivateFrameworks/CoreSymbolication.framework/Versions/A/CoreSymbolication
0x7fff8f8c7000 - 0x7fff8feabfff libBLAS.dylib (??? - ???) <C34F6D88-187F-33DC-8A68-C0C9D1FA36DF> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libBLAS.dylib
External Modification Summary:
Calls made by other processes targeting this process:
task_for_pid: 3
thread_create: 0
thread_set_state: 0
Calls made by this process:
task_for_pid: 0
thread_create: 0
thread_set_state: 0
Calls made by all processes on this machine:
task_for_pid: 57447
thread_create: 1
thread_set_state: 0
VM Region Summary:
ReadOnly portion of Libraries: Total=165.5M resident=107.9M(65%) swapped_out_or_unallocated=57.6M(35%)
Writable regions: Total=219.7M written=104.2M(47%) resident=142.1M(65%) swapped_out=0K(0%) unallocated=77.6M(35%)
REGION TYPE VIRTUAL
=========== =======
CG backing stores 7356K
CG image 12K
CG raster data 64K
CG shared images 3448K
CoreGraphics 16K
CoreServices 1828K
IOKit 9.9M
JS JIT generated code 4128K
JS JIT generated code (reserved) 192K reserved VM address space (unallocated)
MALLOC 120.9M
MALLOC guard page 32K
Memory tag=240 4K
Memory tag=242 12K
Memory tag=251 8K
OpenGL GLSL 1372K
OpenGL GLSL (reserved) 128K reserved VM address space (unallocated)
STACK GUARD 56.0M
Stack 11.0M
VM_ALLOCATE 564.5M
__CI_BITMAP 80K
__DATA 12.5M
__IMAGE 528K
__LINKEDIT 53.4M
__TEXT 112.1M
__UNICODE 544K
mapped file 39.6M
shared memory 2764K
=========== =======
TOTAL 1.0G
TOTAL, minus reserved VM space 1.0G
Model: MacBookPro8,1, BootROM MBP81.0047.B27, 2 processors, Intel Core i5, 2.4 GHz, 4 GB, SMC 1.68f98
Graphics: Intel HD Graphics 3000, Intel HD Graphics 3000, Built-In, 384 MB
Memory Module: BANK 0/DIMM0, 2 GB, DDR3, 1333 MHz, 0x80CE, 0x4D34373142353737334448302D4348392020
Memory Module: BANK 1/DIMM0, 2 GB, DDR3, 1333 MHz, 0x80CE, 0x4D34373142353737334448302D4348392020
AirPort: spairport_wireless_card_type_airport_extreme (0x14E4, 0xD6), Broadcom BCM43xx 1.0 (5.100.98.75.19)
Bluetooth: Version 4.0.3f12, 2 service, 18 devices, 1 incoming serial ports
Network Service: Wi-Fi, AirPort, en1
Serial ATA Device: ST9500325ASG, 500,11 GB
Serial ATA Device: MATSHITADVD-R UJ-8A8
USB Device: hub_device, 0x0424 (SMSC), 0x2513, 0xfd100000 / 2
USB Device: IR Receiver, apple_vendor_id, 0x8242, 0xfd110000 / 3
USB Device: FaceTime HD Camera (Built-in), apple_vendor_id, 0x8509, 0xfa200000 / 3
USB Device: hub_device, 0x0424 (SMSC), 0x2513, 0xfa100000 / 2
USB Device: BRCM2070 Hub, 0x0a5c (Broadcom Corp.), 0x4500, 0xfa110000 / 5
USB Device: Bluetooth USB Host Controller, apple_vendor_id, 0x821a, 0xfa113000 / 7
USB Device: Apple Internal Keyboard / Trackpad, apple_vendor_id, 0x0253, 0xfa120000 / 4
|
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| #3681 | worksforme | Altas: wrong territory rendering after map resize | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Resizing map to a larger value results in the following territory rendering issue:
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| #378 | invalid | Ambient - Swamp | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Ambient - Swamp SDD# 490 Specifications Stereo 30-Seconds Looping 4 Sounds Req'd |
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| #387 | invalid | Ambient Fauna - Breeding/Fearful/Passive - African Elephant | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Ambient fauna - Breeding/Fearful/Passive - African Elephant SDD# 701 Specifications Mono 3-Seconds Non-Looping 5 Sounds Req'd |
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| #383 | invalid | Ambient Fauna - Breeding/Fearful/Passive - Camel | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Ambient fauna - Breeding/Fearful/Passive - Camel SDD# 656 Specifications Mono 5-Seconds Looping 5 Sounds Req'd |
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| #384 | invalid | Ambient Fauna - Breeding/Fearful/Passive - Hawk | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Ambient fauna - Breeding/Fearful/Passive - Hawk SDD# 679 Specifications Mono 5-Seconds Looping 5 Sounds Req'd |
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| #388 | invalid | Ambient Fauna - Breeding/Fearful/Passive - Pig | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Ambient fauna - Breeding/Fearful/Passive - Pig SDD# 722 Specifications Mono 5-Seconds Looping 5 Sounds Req'd |
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| #385 | invalid | Ambient Fauna - Breeding/Fearful/Passive - Seagull | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Ambient fauna - Breeding/Fearful/Passive - Seagull SDD# 688 Specifications Mono 5-Seconds Looping 5 Sounds Req'd |
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| #386 | invalid | Ambient Fauna - Breeding/Fearful/Passive - Wolf | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Ambient fauna - Breeding/Fearful/Passive - Wolf SDD# 700 Specifications Mono 3-Seconds Non-Looping 5 Sounds Req'd |
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| #382 | invalid | Ambient Fauna - Deer | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Ambient Fauna - Deer SDD# 600 Specifications Mono 5-Seconds Looping 5 Sounds Req'd |
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| #381 | invalid | Ambient Fauna - Wolf | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Ambient Fauna - Wolf SDD# 556 Specifications Mono 5-Seconds Looping 5 Sounds Req'd |
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| #379 | invalid | Ambient Flora - Creaking of Trees | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Ambient Flora - Creaking of Trees SDD# 494 Specifications Stereo 1-Minute Non-Looping 2 Sounds Req'd |
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| #380 | invalid | Ambient Flora - Reeds Rustling | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Ambient Flora - Reeds Rustling SDD# 495 Specifications Stereo 1-Minute Non-Looping 2 Sounds Req'd |
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| #310 | invalid | Ambient Flora/Geology Sounds | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Create - Ambient Flora/Geo sounds such as: Creaking of trees, rustling of reeds, crops, leaves ect.. Ambiences should be in stereo and roughly 1 min in duration. Files should loop seamlessly. 5 Separate Ambiences Requred |
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| #363 | invalid | Ambient Sounds - Alpine Soundscape | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Ambient Sounds - Alpine Soundscape SDD# 448 Specifications Stereo 30-Seconds Looping 4 Sounds Req'd |
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| #367 | invalid | Ambient Sounds - Desert Soundscape | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Ambient Sounds - Desert Soundscape SDD# 453 Specifications Stereo 30-Seconds Looping 4 Sounds Req'd |
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| #365 | invalid | Ambient Sounds - Mediteranean Soundscape | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Ambient Sounds - Mediteranean Soundscape SDD# 451 Specifications Stereo 30-Seconds Looping 4 Sounds Req'd |
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| #369 | invalid | Ambient Sounds - Polar Soundscape | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Ambient Sounds - Polar Soundscape SDD# 455 Specifications Stereo 30-Seconds Looping 4 Sounds Req'd |
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| #366 | invalid | Ambient Sounds - Savannah Soundscape | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Ambient Sounds - Savannah Soundscape SDD# 452 Specifications Stereo 30-Seconds Looping 4 Sounds Req'd |
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| #368 | invalid | Ambient Sounds - Semi-Arid Soundscape | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Ambient Sounds - Semi-Arid Soundscape SDD# 454 Specifications Stereo 30-Seconds Looping 4 Sounds Req'd |
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| #364 | invalid | Ambient Sounds - Steppes Soundscape | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Ambient Sounds - Steppes Soundscape SDD# 450 Specifications Stereo 30-Seconds Looping 4 Sounds Req'd |
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| #5345 | fixed | An extra argument is passed to Array.shift | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
A am reading the source code for a while now. I found out in "\data\mods\public\maps\random\rmgen\math.js" Line 140 where there is pointsToAdd.shift(i); The argument is extra as Array.shift does not accept any args. https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Array/shift |
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| #1597 | duplicate | An issue attacking enemy farms by resource-harvesting forces | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
When attacking enemy farms by a group of units containing resource-harvesting units the cursor is changing to a "wheat-harvesting" cursor. After right clicking by the farm the units go harvest but not to attack. So there is no chance (without autoattack cases) to destroy a farm using only forces able to harvest resources. |
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| #317 | invalid | Animal Death | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Universal Animal Death Sound SDD # 157" Specifications MONO 3 seconds in duration. Non-Looping 4 Files Required. |
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| #6707 | fixed | Animal actor on siege catapult changes color through packing | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
This issue was reported by
to reproduce
HANMACEreproducible
possible workaround
expected behaviour
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| #6746 | fixed | Animal becomes idle for queued garrison | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
to reproduce
expected behavior
|
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| #3474 | fixed | Animal roaming | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Animals only walk some steps when roaming and rotate too frequently, almost looks like spinning. Similar problems were encountered in #1833. Bug was introduced in r17028. |
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| #1970 | fixed | Animal: Aurochs Bull & Aurochs Cow | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Discussion: http://www.wildfiregames.com/forum/index.php?showtopic=17409 https://wildfiregames.com/forum/index.php?/topic/18469-committed-zebu-rigging/page/4/ Wikipedia: http://en.wikipedia.org/wiki/Auroch The Aurochs Cow is herdable/domesticable species of cattle. The Aurochs Bull is a larger version of the Cow and is an aggressive huntable. Alpine, Mediterranean, Steppe, and Temperate biomes in our game.
Requires: |
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| #1974 | fixed | Animal: Bengal Tiger | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Discussion: http://www.wildfiregames.com/forum/index.php?showtopic=17385 Wikipedia: https://en.wikipedia.org/wiki/Bengal_tiger A big, scary kitty. In the Asian biome of 0 A.D. Requires: Model, Texture, Animations (run, walk, idle, attack, death) |
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| #1981 | fixed | Animal: Eurasian Brown Bear | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Discussion: Wikipedia: http://en.wikipedia.org/wiki/European_bear A large hair mammal who will defend itself when threatened. Alpine, Desert, Mediterranean, Polar, Steppe, and Temperate biomes in 0 A.D. Requires: Model, Texture, Animations (run, walk, idle, graze, attack, death) |
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| #1980 | fixed | Animal: Eurasian Wolf | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Discussion: http://www.wildfiregames.com/forum/index.php?showtopic=17450 Wikipedia: http://en.wikipedia.org/wiki/Eurasian_wolf A pack predator extent to the Temperate, Alpine, Steppe, and Polar biomes of 0 A.D.
Requires: |
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| #1975 | fixed | Animal: Hawk | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Requires: Model, Texture, Animations (flying?) Discussion: http://www.wildfiregames.com/forum/index.php?showtopic=17389 Exact species should be decided upon. |
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| #1969 | fixed | Animal: Hippopotamus | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Discussion: http://www.wildfiregames.com/forum/index.php?showtopic=17357 Wikipedia: http://en.wikipedia.org/wiki/Hippopotamus A large violent huntable riparian mammal. Desert and Savanna biomes in our game. Requires: Model, Texture, Animations (walk, run, attack, idle, graze, death). |
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| #1976 | fixed | Animal: Nile Crocodile | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Discussion: http://www.wildfiregames.com/forum/index.php?showtopic=17399 Wikipedia: http://en.wikipedia.org/wiki/Nile_crocodile A large reptilian opportunistic predator who hangs out in shallow water awaiting prey. In the African Desert, Tropic, and Savanna biomes of 0 A.D.
Requires: |
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| #1991 | duplicate | Animal: Partridge | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Discussion: http://www.wildfiregames.com/forum/index.php?showtopic=17391 Wikipedia: http://en.wikipedia.org/wiki/Partridge
Requires: |
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| #2099 | fixed | Animal: War Dogs | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
War dogs need a death animation. |
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| #1979 | fixed | Animal: White Rhinoceros | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Discussion: http://www.wildfiregames.com/forum/index.php?showtopic=17411 Wikipedia: http://en.wikipedia.org/wiki/Rhinoceros#White_rhinoceros A two-horned species of the dangerous Rhinoceros family. Extant in the African Tropic and Savanna biomes of 0 A.D. Requires: Model, Texture, Animations (run, walk, idle, attack, death) |
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| #1992 | fixed | Animal: Zebu (Indian cattle-Bos indicus) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Forum Discussion and current progress: http://www.wildfiregames.com/forum/index.php?showtopic=16909 Wikipedia: http://en.wikipedia.org/wiki/Zebu A beast of burden and milk for India, for the Asian Tropic biome. |
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| #891 | fixed | Animals can attack buildings | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Some animals are meant to be aggressive and attack the players units, that works fine as far as I can tell. However, at the moment they also attack buildings, something they shouldn't :) Perhaps it's something that's difficult to do, in that case it might benefit from being done at the same time that most cavalry/infantry units will be stopped from attacking buildings. Either way, the easiest way to limit it (especially since there is/might be edge cases like the Iberian Champion Javelinists which are cavalry units, but can attack buildings) is to add a new tag in the XMLs? Something like <CanAttackBuildings />? |
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| #6245 | fixed | Animation interruption when gathering and dropping at the same entity. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
wowgetoffyourcellphone noticed some difference in glory gathering in Delenda Est in A25, with respect to A24: https://www.youtube.com/embed/Bisu3BvmcBo. It might be the unit pushing patch or the UnitAI gathering refactoring. In any case, it looks weird and undesirable to have these visuals when gathering and dropping at the same entity. Perhaps a check for the distance at returning resource and then not moving already solves this? |
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| #147 | fixed | Animation/propping bugs | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
peltast: when running, spear is on wrong prop point (holding it in the wrong hand?!) Duplicate: fire up cantabrian generated and order the starting unit(s) to run. |
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| #725 | invalid | Anon members cannot contribute to wiki | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
DGMurdockIII indicated via IRC that our current wiki is a bit of a turn-off to community members due to the mandatory registration. We should discuss allowing anon edits and how to moderate them. |
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| #5356 | invalid | Anonymous feedback failed on Ubuntu 18.04 (error 301) - Alpha XXIII Ken Wood | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
After I installed Ubuntu 18.04 on my PC (I used Ubuntu 16.04 until some weeks ago) the anonymous feedback feature is not working anymore. Every time I open 0AD I get "Status: upload failed (301)". |
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| #540 | duplicate | Any plans to translate the game for other languages? Need help? | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
I think I can translate the game to Brazilian Portuguese (pt_BR). |
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| #525 | fixed | ApicIds deadlock | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
See call stack (from Brian), particularly: pyrogenesis_dbg.exe!_ia32_asm_CAS() + 0x10 bytes
> pyrogenesis_dbg.exe!ModuleInit(volatile int * initState=0x00c55a7c, long (void)* init=0x004b4ff0) Line 44 + 0x10 bytes C++
pyrogenesis_dbg.exe!ApicIds() Line 172 + 0xf bytes C++
pyrogenesis_dbg.exe!VerifyRunningOnCorrectProcessors(unsigned long affinity=1) Line 252 + 0x5 bytes C++
pyrogenesis_dbg.exe!os_cpu_SetThreadAffinityMask(unsigned int processorMask=1) Line 275 + 0x9 bytes C++
pyrogenesis_dbg.exe!os_cpu_CallByEachCPU(void (unsigned int, unsigned int)* cb=0x00414380, unsigned int cbData=12933656) Line 293 + 0xb bytes C++
pyrogenesis_dbg.exe!InitApicIds() Line 160 + 0xf bytes C++
pyrogenesis_dbg.exe!ModuleInit(volatile int * initState=0x00c55a7c, long (void)* init=0x004b4ff0) Line 46 + 0x5 bytes C++
pyrogenesis_dbg.exe!ApicIds() Line 172 + 0xf bytes C++
The first |
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| #4828 | needsinfo | Aplication crashes on the first run after install on W7 x64 Enterprise | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| #5718 | duplicate | App crashes when trying to connect to Game Lobby | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
The game seems to crash only when I try to connect to Game Lobby and not other modes. Here are the logs, thank you for your assistance and for a great game! Process: pyrogenesis [1086] Path: /Applications/0 A.D.app/Contents/MacOS/pyrogenesis Identifier: com.wildfiregames.0ad Version: 0.0.X (0.0.X) Code Type: X86-64 (Native) Parent Process: ??? [1] Responsible: pyrogenesis [1086] User ID: 501 Date/Time: 2020-04-10 18:40:10.650 +0200 OS Version: Mac OS X 10.15.2 (19C57) Report Version: 12 Anonymous UUID: 7EA5F832-4AC0-FA78-CEF3-7EF518846D8F Time Awake Since Boot: 1100 seconds System Integrity Protection: enabled Crashed Thread: 0 Dispatch queue: com.apple.main-thread Exception Type: EXC_BAD_INSTRUCTION (SIGILL) Exception Codes: 0x0000000000000001, 0x0000000000000000 Exception Note: EXC_CORPSE_NOTIFY Termination Signal: Illegal instruction: 4 Termination Reason: Namespace SIGNAL, Code 0x4 Terminating Process: exc handler [1086] Thread 0 Crashed:: Dispatch queue: com.apple.main-thread 0 com.wildfiregames.0ad 0x0000000101426847 gmpn_submul_1 + 183 Thread 1:: Analysis Helper 0 libsystem_kernel.dylib 0x00007fff6e238ce6 psynch_cvwait + 10 1 libsystem_pthread.dylib 0x00007fff6e2ff185 _pthread_cond_wait + 701 2 com.wildfiregames.0ad 0x00000001005bbefe PR_WaitCondVar + 414 3 com.wildfiregames.0ad 0x0000000100709a47 js::HelperThread::threadLoop() + 1143 4 libsystem_pthread.dylib 0x00007fff6e2fee65 _pthread_start + 148 5 libsystem_pthread.dylib 0x00007fff6e2fa83b thread_start + 15 Thread 2:: Analysis Helper 0 libsystem_kernel.dylib 0x00007fff6e238ce6 psynch_cvwait + 10 1 libsystem_pthread.dylib 0x00007fff6e2ff185 _pthread_cond_wait + 701 2 com.wildfiregames.0ad 0x00000001005bbefe PR_WaitCondVar + 414 3 com.wildfiregames.0ad 0x0000000100709a47 js::HelperThread::threadLoop() + 1143 4 libsystem_pthread.dylib 0x00007fff6e2fee65 _pthread_start + 148 5 libsystem_pthread.dylib 0x00007fff6e2fa83b thread_start + 15 Thread 3:: Analysis Helper 0 libsystem_kernel.dylib 0x00007fff6e238ce6 psynch_cvwait + 10 1 libsystem_pthread.dylib 0x00007fff6e2ff185 _pthread_cond_wait + 701 2 com.wildfiregames.0ad 0x00000001005bbefe PR_WaitCondVar + 414 3 com.wildfiregames.0ad 0x0000000100709a47 js::HelperThread::threadLoop() + 1143 4 libsystem_pthread.dylib 0x00007fff6e2fee65 _pthread_start + 148 5 libsystem_pthread.dylib 0x00007fff6e2fa83b thread_start + 15 Thread 4:: Analysis Helper 0 libsystem_kernel.dylib 0x00007fff6e238ce6 psynch_cvwait + 10 1 libsystem_pthread.dylib 0x00007fff6e2ff185 _pthread_cond_wait + 701 2 com.wildfiregames.0ad 0x00000001005bbefe PR_WaitCondVar + 414 3 com.wildfiregames.0ad 0x0000000100709a47 js::HelperThread::threadLoop() + 1143 4 libsystem_pthread.dylib 0x00007fff6e2fee65 _pthread_start + 148 5 libsystem_pthread.dylib 0x00007fff6e2fa83b thread_start + 15 Thread 5:: Analysis Helper 0 libsystem_kernel.dylib 0x00007fff6e238ce6 psynch_cvwait + 10 1 libsystem_pthread.dylib 0x00007fff6e2ff185 _pthread_cond_wait + 701 2 com.wildfiregames.0ad 0x00000001005bbefe PR_WaitCondVar + 414 3 com.wildfiregames.0ad 0x0000000100709a47 js::HelperThread::threadLoop() + 1143 4 libsystem_pthread.dylib 0x00007fff6e2fee65 _pthread_start + 148 5 libsystem_pthread.dylib 0x00007fff6e2fa83b thread_start + 15 Thread 6:: Analysis Helper 0 libsystem_kernel.dylib 0x00007fff6e238ce6 psynch_cvwait + 10 1 libsystem_pthread.dylib 0x00007fff6e2ff185 _pthread_cond_wait + 701 2 com.wildfiregames.0ad 0x00000001005bbefe PR_WaitCondVar + 414 3 com.wildfiregames.0ad 0x0000000100709a47 js::HelperThread::threadLoop() + 1143 4 libsystem_pthread.dylib 0x00007fff6e2fee65 _pthread_start + 148 5 libsystem_pthread.dylib 0x00007fff6e2fa83b thread_start + 15 Thread 7:: Analysis Helper 0 libsystem_kernel.dylib 0x00007fff6e238ce6 psynch_cvwait + 10 1 libsystem_pthread.dylib 0x00007fff6e2ff185 _pthread_cond_wait + 701 2 com.wildfiregames.0ad 0x00000001005bbefe PR_WaitCondVar + 414 3 com.wildfiregames.0ad 0x0000000100709a47 js::HelperThread::threadLoop() + 1143 4 libsystem_pthread.dylib 0x00007fff6e2fee65 _pthread_start + 148 5 libsystem_pthread.dylib 0x00007fff6e2fa83b thread_start + 15 Thread 8:: Analysis Helper 0 libsystem_kernel.dylib 0x00007fff6e238ce6 psynch_cvwait + 10 1 libsystem_pthread.dylib 0x00007fff6e2ff185 _pthread_cond_wait + 701 2 com.wildfiregames.0ad 0x00000001005bbefe PR_WaitCondVar + 414 3 com.wildfiregames.0ad 0x0000000100709a47 js::HelperThread::threadLoop() + 1143 4 libsystem_pthread.dylib 0x00007fff6e2fee65 _pthread_start + 148 5 libsystem_pthread.dylib 0x00007fff6e2fa83b thread_start + 15 Thread 9:: Analysis Helper 0 libsystem_kernel.dylib 0x00007fff6e238ce6 psynch_cvwait + 10 1 libsystem_pthread.dylib 0x00007fff6e2ff185 _pthread_cond_wait + 701 2 com.wildfiregames.0ad 0x00000001005bbefe PR_WaitCondVar + 414 3 com.wildfiregames.0ad 0x0000000100709a47 js::HelperThread::threadLoop() + 1143 4 libsystem_pthread.dylib 0x00007fff6e2fee65 _pthread_start + 148 5 libsystem_pthread.dylib 0x00007fff6e2fa83b thread_start + 15 Thread 10:: Analysis Helper 0 libsystem_kernel.dylib 0x00007fff6e238ce6 psynch_cvwait + 10 1 libsystem_pthread.dylib 0x00007fff6e2ff185 _pthread_cond_wait + 701 2 com.wildfiregames.0ad 0x00000001005bbefe PR_WaitCondVar + 414 3 com.wildfiregames.0ad 0x0000000100709a47 js::HelperThread::threadLoop() + 1143 4 libsystem_pthread.dylib 0x00007fff6e2fee65 _pthread_start + 148 5 libsystem_pthread.dylib 0x00007fff6e2fa83b thread_start + 15 Thread 11:: Analysis Helper 0 libsystem_kernel.dylib 0x00007fff6e238ce6 psynch_cvwait + 10 1 libsystem_pthread.dylib 0x00007fff6e2ff185 _pthread_cond_wait + 701 2 com.wildfiregames.0ad 0x00000001005bbefe PR_WaitCondVar + 414 3 com.wildfiregames.0ad 0x0000000100709a47 js::HelperThread::threadLoop() + 1143 4 libsystem_pthread.dylib 0x00007fff6e2fee65 _pthread_start + 148 5 libsystem_pthread.dylib 0x00007fff6e2fa83b thread_start + 15 Thread 12:: Analysis Helper 0 libsystem_kernel.dylib 0x00007fff6e238ce6 psynch_cvwait + 10 1 libsystem_pthread.dylib 0x00007fff6e2ff185 _pthread_cond_wait + 701 2 com.wildfiregames.0ad 0x00000001005bbefe PR_WaitCondVar + 414 3 com.wildfiregames.0ad 0x0000000100709a47 js::HelperThread::threadLoop() + 1143 4 libsystem_pthread.dylib 0x00007fff6e2fee65 _pthread_start + 148 5 libsystem_pthread.dylib 0x00007fff6e2fa83b thread_start + 15 Thread 13:: AMCP Logging Spool 0 libsystem_kernel.dylib 0x00007fff6e236296 semaphore_wait_trap + 10 1 com.apple.audio.caulk 0x00007fff6a250a96 caulk::mach::semaphore::wait() + 16 2 com.apple.audio.caulk 0x00007fff6a250922 caulk::semaphore::timed_wait(double) + 106 3 com.apple.audio.caulk 0x00007fff6a250734 caulk::concurrent::details::worker_thread::run() + 30 4 com.apple.audio.caulk 0x00007fff6a250174 void* caulk::thread_proxy<std::__1::tuple<caulk::thread::attributes, void (caulk::concurrent::details::worker_thread::*)(), std::__1::tuple<caulk::concurrent::details::worker_thread*> > >(void*) + 45 5 libsystem_pthread.dylib 0x00007fff6e2fee65 _pthread_start + 148 6 libsystem_pthread.dylib 0x00007fff6e2fa83b thread_start + 15 Thread 14: 0 libsystem_kernel.dylib 0x00007fff6e236296 semaphore_wait_trap + 10 1 com.apple.audio.caulk 0x00007fff6a250a96 caulk::mach::semaphore::wait() + 16 2 com.apple.audio.caulk 0x00007fff6a250922 caulk::semaphore::timed_wait(double) + 106 3 com.apple.audio.caulk 0x00007fff6a250734 caulk::concurrent::details::worker_thread::run() + 30 4 com.apple.audio.caulk 0x00007fff6a250174 void* caulk::thread_proxy<std::__1::tuple<caulk::thread::attributes, void (caulk::concurrent::details::worker_thread::*)(), std::__1::tuple<caulk::concurrent::details::worker_thread*> > >(void*) + 45 5 libsystem_pthread.dylib 0x00007fff6e2fee65 _pthread_start + 148 6 libsystem_pthread.dylib 0x00007fff6e2fa83b thread_start + 15 Thread 15: 0 libsystem_kernel.dylib 0x00007fff6e23625a mach_msg_trap + 10 1 libsystem_kernel.dylib 0x00007fff6e2365d0 mach_msg + 60 2 com.wildfiregames.0ad 0x0000000100626a8d AsmJSMachExceptionHandlerThread(void*) + 61 Thread 16:: com.apple.audio.IOThread.client 0 libsystem_kernel.dylib 0x00007fff6e23625a mach_msg_trap + 10 1 libsystem_kernel.dylib 0x00007fff6e2365d0 mach_msg + 60 2 com.apple.audio.CoreAudio 0x00007fff360e50c3 HALB_MachPort::SendSimpleMessageWithSimpleReply(unsigned int, unsigned int, int, int&, bool, unsigned int) + 111 3 com.apple.audio.CoreAudio 0x00007fff35fdf462 invocation function for block in HALC_ProxyIOContext::HALC_ProxyIOContext(unsigned int, unsigned int) + 2677 4 com.apple.audio.CoreAudio 0x00007fff3611561c HALB_IOThread::Entry(void*) + 72 5 libsystem_pthread.dylib 0x00007fff6e2fee65 _pthread_start + 148 6 libsystem_pthread.dylib 0x00007fff6e2fa83b thread_start + 15 Thread 17: 0 libsystem_kernel.dylib 0x00007fff6e238bba semwait_signal + 10 1 libsystem_c.dylib 0x00007fff6e1bc0fa nanosleep + 196 2 com.wildfiregames.0ad 0x000000010055edc4 SDL_Delay_REAL + 100 3 com.wildfiregames.0ad 0x0000000100472ea7 SDL_Delay + 23 4 com.wildfiregames.0ad 0x0000000100232017 CSoundManagerWorker::Run() + 71 5 com.wildfiregames.0ad 0x0000000100231f92 CSoundManagerWorker::RunThread(void*) + 98 6 libsystem_pthread.dylib 0x00007fff6e2fee65 _pthread_start + 148 7 libsystem_pthread.dylib 0x00007fff6e2fa83b thread_start + 15 Thread 18: 0 libsystem_kernel.dylib 0x00007fff6e238ce6 psynch_cvwait + 10 1 libsystem_pthread.dylib 0x00007fff6e2ff185 _pthread_cond_wait + 701 2 com.wildfiregames.0ad 0x0000000100556642 SDL_CondWaitTimeout_REAL + 210 3 com.wildfiregames.0ad 0x0000000100555fd2 SDL_SemWaitTimeout_REAL + 194 4 com.wildfiregames.0ad 0x000000010055604a SDL_SemWait_REAL + 26 5 com.wildfiregames.0ad 0x000000010046fcb4 SDL_SemWait + 36 6 com.wildfiregames.0ad 0x000000010020a961 CUserReporterWorker::Run() + 561 7 com.wildfiregames.0ad 0x000000010020a6f2 CUserReporterWorker::RunThread(void*) + 98 8 libsystem_pthread.dylib 0x00007fff6e2fee65 _pthread_start + 148 9 libsystem_pthread.dylib 0x00007fff6e2fa83b thread_start + 15 Thread 19:: SDLTimer 0 libsystem_kernel.dylib 0x00007fff6e238ce6 psynch_cvwait + 10 1 libsystem_pthread.dylib 0x00007fff6e2ff185 _pthread_cond_wait + 701 2 com.wildfiregames.0ad 0x0000000100556642 SDL_CondWaitTimeout_REAL + 210 3 com.wildfiregames.0ad 0x0000000100555fd2 SDL_SemWaitTimeout_REAL + 194 4 com.wildfiregames.0ad 0x00000001004d7c79 SDL_TimerThread + 633 5 com.wildfiregames.0ad 0x00000001004d7167 SDL_RunThread + 135 6 com.wildfiregames.0ad 0x00000001005559f5 RunThread + 21 7 libsystem_pthread.dylib 0x00007fff6e2fee65 _pthread_start + 148 8 libsystem_pthread.dylib 0x00007fff6e2fa83b thread_start + 15 Thread 20:: com.apple.NSEventThread 0 libsystem_kernel.dylib 0x00007fff6e23625a mach_msg_trap + 10 1 libsystem_kernel.dylib 0x00007fff6e2365d0 mach_msg + 60 2 com.apple.CoreFoundation 0x00007fff369e9890 CFRunLoopServiceMachPort + 322 3 com.apple.CoreFoundation 0x00007fff369e8456 CFRunLoopRun + 1705 4 com.apple.CoreFoundation 0x00007fff369e7738 CFRunLoopRunSpecific + 503 5 com.apple.AppKit 0x00007fff33d42a72 _NSEventThread + 132 6 libsystem_pthread.dylib 0x00007fff6e2fee65 _pthread_start + 148 7 libsystem_pthread.dylib 0x00007fff6e2fa83b thread_start + 15 Thread 21: 0 libsystem_kernel.dylib 0x00007fff6e238ce6 psynch_cvwait + 10 1 libsystem_pthread.dylib 0x00007fff6e2ff185 _pthread_cond_wait + 701 2 com.wildfiregames.0ad 0x0000000100556642 SDL_CondWaitTimeout_REAL + 210 3 com.wildfiregames.0ad 0x0000000100555fd2 SDL_SemWaitTimeout_REAL + 194 4 com.wildfiregames.0ad 0x000000010055604a SDL_SemWait_REAL + 26 5 com.wildfiregames.0ad 0x000000010046fcb4 SDL_SemWait + 36 6 com.wildfiregames.0ad 0x00000001002b92fb CTextureConverter::RunThread(void*) + 107 7 libsystem_pthread.dylib 0x00007fff6e2fee65 _pthread_start + 148 8 libsystem_pthread.dylib 0x00007fff6e2fa83b thread_start + 15 Thread 22: 0 libsystem_pthread.dylib 0x00007fff6e2fa818 start_wqthread + 0 Thread 0 crashed with X86 Thread State (64-bit):
Logical CPU: 0 Error Code: 0x00000000 Trap Number: 6 Binary Images:
External Modification Summary:
VM Region Summary: ReadOnly portion of Libraries: Total=623.3M resident=0K(0%) swapped_out_or_unallocated=623.3M(100%) Writable regions: Total=755.0M written=0K(0%) resident=0K(0%) swapped_out=0K(0%) unallocated=755.0M(100%)
REGION TYPE SIZE COUNT (non-coalesced) =========== ======= ======= Accelerate framework 256K 2 Activity Tracing 256K 1 CG backing stores 6056K 3 CG image 560K 6 CoreAnimation 56K 10 CoreGraphics 8K 1 CoreImage 24K 2 CoreUI image data 312K 5 Foundation 4K 1 IOKit 15.5M 2 Kernel Alloc Once 8K 1 MALLOC 442.9M 233 MALLOC guard page 32K 7 MALLOC_LARGE (reserved) 160K 1 reserved VM address space (unallocated) MALLOC_NANO (reserved) 256.0M 1 reserved VM address space (unallocated) Memory Tag 242 12K 1 STACK GUARD 56.1M 23 Stack 19.2M 25 VM_ALLOCATE 32.1M 51 VM_ALLOCATE (reserved) 292K 1 reserved VM address space (unallocated) DATA 35.2M 314 DATA_CONST 344K 4 FONT_DATA 4K 1 GLSLBUILTINS 5176K 1 LINKEDIT 364.0M 7 OBJC_RO 32.0M 1 OBJC_RW 1780K 2 TEXT 259.3M 307 UNICODE 564K 1 mapped file 51.3M 16 shared memory 632K 13 =========== ======= ======= TOTAL 1.5G 1044 TOTAL, minus reserved VM space 1.3G 1044 Model: MacBookPro10,1, BootROM 258.0.0.0.0, 4 processors, Quad-Core Intel Core i7, 2,3 GHz, 8 GB, SMC 2.3f35 Graphics: kHW_IntelHD4000Item, Intel HD Graphics 4000, spdisplays_builtin Graphics: kHW_NVidiaGeForceGT650MItem, NVIDIA GeForce GT 650M, spdisplays_pcie_device, 1 GB Memory Module: BANK 0/DIMM0, 4 GB, DDR3, 1600 MHz, 0x80AD, 0x484D54333531533642465238432D50422020 Memory Module: BANK 1/DIMM0, 4 GB, DDR3, 1600 MHz, 0x80AD, 0x484D54333531533642465238432D50422020 AirPort: spairport_wireless_card_type_airport_extreme (0x14E4, 0xEF), Broadcom BCM43xx 1.0 (7.21.190.33 AirPortDriverBrcm4360-1415) Bluetooth: Version 7.0.2f4, 3 services, 27 devices, 1 incoming serial ports Network Service: Wi-Fi, AirPort, en0 Serial ATA Device: APPLE SSD SM256E, 251 GB USB Device: USB 3.0 Bus USB Device: USB 2.0 Bus USB Device: Hub USB Device: FaceTime HD Camera (Built-in) USB Device: USB 2.0 Bus USB Device: Hub USB Device: Hub USB Device: Apple Internal Keyboard / Trackpad USB Device: BRCM20702 Hub USB Device: Bluetooth USB Host Controller Thunderbolt Bus: MacBook Pro, Apple Inc., 23.4 Process: pyrogenesis [1086] Path: /Applications/0 A.D.app/Contents/MacOS/pyrogenesis Identifier: com.wildfiregames.0ad Version: 0.0.X (0.0.X) Code Type: X86-64 (Native) Parent Process: ??? [1] Responsible: pyrogenesis [1086] User ID: 501 Date/Time: 2020-04-10 18:40:10.650 +0200 OS Version: Mac OS X 10.15.2 (19C57) Report Version: 12 Anonymous UUID: 7EA5F832-4AC0-FA78-CEF3-7EF518846D8F Time Awake Since Boot: 1100 seconds System Integrity Protection: enabled Crashed Thread: 0 Dispatch queue: com.apple.main-thread Exception Type: EXC_BAD_INSTRUCTION (SIGILL) Exception Codes: 0x0000000000000001, 0x0000000000000000 Exception Note: EXC_CORPSE_NOTIFY Termination Signal: Illegal instruction: 4 Termination Reason: Namespace SIGNAL, Code 0x4 Terminating Process: exc handler [1086] Thread 0 Crashed:: Dispatch queue: com.apple.main-thread 0 com.wildfiregames.0ad 0x0000000101426847 gmpn_submul_1 + 183 Thread 1:: Analysis Helper 0 libsystem_kernel.dylib 0x00007fff6e238ce6 psynch_cvwait + 10 1 libsystem_pthread.dylib 0x00007fff6e2ff185 _pthread_cond_wait + 701 2 com.wildfiregames.0ad 0x00000001005bbefe PR_WaitCondVar + 414 3 com.wildfiregames.0ad 0x0000000100709a47 js::HelperThread::threadLoop() + 1143 4 libsystem_pthread.dylib 0x00007fff6e2fee65 _pthread_start + 148 5 libsystem_pthread.dylib 0x00007fff6e2fa83b thread_start + 15 Thread 2:: Analysis Helper 0 libsystem_kernel.dylib 0x00007fff6e238ce6 psynch_cvwait + 10 1 libsystem_pthread.dylib 0x00007fff6e2ff185 _pthread_cond_wait + 701 2 com.wildfiregames.0ad 0x00000001005bbefe PR_WaitCondVar + 414 3 com.wildfiregames.0ad 0x0000000100709a47 js::HelperThread::threadLoop() + 1143 4 libsystem_pthread.dylib 0x00007fff6e2fee65 _pthread_start + 148 5 libsystem_pthread.dylib 0x00007fff6e2fa83b thread_start + 15 Thread 3:: Analysis Helper 0 libsystem_kernel.dylib 0x00007fff6e238ce6 psynch_cvwait + 10 1 libsystem_pthread.dylib 0x00007fff6e2ff185 _pthread_cond_wait + 701 2 com.wildfiregames.0ad 0x00000001005bbefe PR_WaitCondVar + 414 3 com.wildfiregames.0ad 0x0000000100709a47 js::HelperThread::threadLoop() + 1143 4 libsystem_pthread.dylib 0x00007fff6e2fee65 _pthread_start + 148 5 libsystem_pthread.dylib 0x00007fff6e2fa83b thread_start + 15 Thread 4:: Analysis Helper 0 libsystem_kernel.dylib 0x00007fff6e238ce6 psynch_cvwait + 10 1 libsystem_pthread.dylib 0x00007fff6e2ff185 _pthread_cond_wait + 701 2 com.wildfiregames.0ad 0x00000001005bbefe PR_WaitCondVar + 414 3 com.wildfiregames.0ad 0x0000000100709a47 js::HelperThread::threadLoop() + 1143 4 libsystem_pthread.dylib 0x00007fff6e2fee65 _pthread_start + 148 5 libsystem_pthread.dylib 0x00007fff6e2fa83b thread_start + 15 Thread 5:: Analysis Helper 0 libsystem_kernel.dylib 0x00007fff6e238ce6 psynch_cvwait + 10 1 libsystem_pthread.dylib 0x00007fff6e2ff185 _pthread_cond_wait + 701 2 com.wildfiregames.0ad 0x00000001005bbefe PR_WaitCondVar + 414 3 com.wildfiregames.0ad 0x0000000100709a47 js::HelperThread::threadLoop() + 1143 4 libsystem_pthread.dylib 0x00007fff6e2fee65 _pthread_start + 148 5 libsystem_pthread.dylib 0x00007fff6e2fa83b thread_start + 15 Thread 6:: Analysis Helper 0 libsystem_kernel.dylib 0x00007fff6e238ce6 psynch_cvwait + 10 1 libsystem_pthread.dylib 0x00007fff6e2ff185 _pthread_cond_wait + 701 2 com.wildfiregames.0ad 0x00000001005bbefe PR_WaitCondVar + 414 3 com.wildfiregames.0ad 0x0000000100709a47 js::HelperThread::threadLoop() + 1143 4 libsystem_pthread.dylib 0x00007fff6e2fee65 _pthread_start + 148 5 libsystem_pthread.dylib 0x00007fff6e2fa83b thread_start + 15 Thread 7:: Analysis Helper 0 libsystem_kernel.dylib 0x00007fff6e238ce6 psynch_cvwait + 10 1 libsystem_pthread.dylib 0x00007fff6e2ff185 _pthread_cond_wait + 701 2 com.wildfiregames.0ad 0x00000001005bbefe PR_WaitCondVar + 414 3 com.wildfiregames.0ad 0x0000000100709a47 js::HelperThread::threadLoop() + 1143 4 libsystem_pthread.dylib 0x00007fff6e2fee65 _pthread_start + 148 5 libsystem_pthread.dylib 0x00007fff6e2fa83b thread_start + 15 Thread 8:: Analysis Helper 0 libsystem_kernel.dylib 0x00007fff6e238ce6 psynch_cvwait + 10 1 libsystem_pthread.dylib 0x00007fff6e2ff185 _pthread_cond_wait + 701 2 com.wildfiregames.0ad 0x00000001005bbefe PR_WaitCondVar + 414 3 com.wildfiregames.0ad 0x0000000100709a47 js::HelperThread::threadLoop() + 1143 4 libsystem_pthread.dylib 0x00007fff6e2fee65 _pthread_start + 148 5 libsystem_pthread.dylib 0x00007fff6e2fa83b thread_start + 15 Thread 9:: Analysis Helper 0 libsystem_kernel.dylib 0x00007fff6e238ce6 psynch_cvwait + 10 1 libsystem_pthread.dylib 0x00007fff6e2ff185 _pthread_cond_wait + 701 2 com.wildfiregames.0ad 0x00000001005bbefe PR_WaitCondVar + 414 3 com.wildfiregames.0ad 0x0000000100709a47 js::HelperThread::threadLoop() + 1143 4 libsystem_pthread.dylib 0x00007fff6e2fee65 _pthread_start + 148 5 libsystem_pthread.dylib 0x00007fff6e2fa83b thread_start + 15 Thread 10:: Analysis Helper 0 libsystem_kernel.dylib 0x00007fff6e238ce6 psynch_cvwait + 10 1 libsystem_pthread.dylib 0x00007fff6e2ff185 _pthread_cond_wait + 701 2 com.wildfiregames.0ad 0x00000001005bbefe PR_WaitCondVar + 414 3 com.wildfiregames.0ad 0x0000000100709a47 js::HelperThread::threadLoop() + 1143 4 libsystem_pthread.dylib 0x00007fff6e2fee65 _pthread_start + 148 5 libsystem_pthread.dylib 0x00007fff6e2fa83b thread_start + 15 Thread 11:: Analysis Helper 0 libsystem_kernel.dylib 0x00007fff6e238ce6 psynch_cvwait + 10 1 libsystem_pthread.dylib 0x00007fff6e2ff185 _pthread_cond_wait + 701 2 com.wildfiregames.0ad 0x00000001005bbefe PR_WaitCondVar + 414 3 com.wildfiregames.0ad 0x0000000100709a47 js::HelperThread::threadLoop() + 1143 4 libsystem_pthread.dylib 0x00007fff6e2fee65 _pthread_start + 148 5 libsystem_pthread.dylib 0x00007fff6e2fa83b thread_start + 15 Thread 12:: Analysis Helper 0 libsystem_kernel.dylib 0x00007fff6e238ce6 psynch_cvwait + 10 1 libsystem_pthread.dylib 0x00007fff6e2ff185 _pthread_cond_wait + 701 2 com.wildfiregames.0ad 0x00000001005bbefe PR_WaitCondVar + 414 3 com.wildfiregames.0ad 0x0000000100709a47 js::HelperThread::threadLoop() + 1143 4 libsystem_pthread.dylib 0x00007fff6e2fee65 _pthread_start + 148 5 libsystem_pthread.dylib 0x00007fff6e2fa83b thread_start + 15 Thread 13:: AMCP Logging Spool 0 libsystem_kernel.dylib 0x00007fff6e236296 semaphore_wait_trap + 10 1 com.apple.audio.caulk 0x00007fff6a250a96 caulk::mach::semaphore::wait() + 16 2 com.apple.audio.caulk 0x00007fff6a250922 caulk::semaphore::timed_wait(double) + 106 3 com.apple.audio.caulk 0x00007fff6a250734 caulk::concurrent::details::worker_thread::run() + 30 4 com.apple.audio.caulk 0x00007fff6a250174 void* caulk::thread_proxy<std::__1::tuple<caulk::thread::attributes, void (caulk::concurrent::details::worker_thread::*)(), std::__1::tuple<caulk::concurrent::details::worker_thread*> > >(void*) + 45 5 libsystem_pthread.dylib 0x00007fff6e2fee65 _pthread_start + 148 6 libsystem_pthread.dylib 0x00007fff6e2fa83b thread_start + 15 Thread 14: 0 libsystem_kernel.dylib 0x00007fff6e236296 semaphore_wait_trap + 10 1 com.apple.audio.caulk 0x00007fff6a250a96 caulk::mach::semaphore::wait() + 16 2 com.apple.audio.caulk 0x00007fff6a250922 caulk::semaphore::timed_wait(double) + 106 3 com.apple.audio.caulk 0x00007fff6a250734 caulk::concurrent::details::worker_thread::run() + 30 4 com.apple.audio.caulk 0x00007fff6a250174 void* caulk::thread_proxy<std::__1::tuple<caulk::thread::attributes, void (caulk::concurrent::details::worker_thread::*)(), std::__1::tuple<caulk::concurrent::details::worker_thread*> > >(void*) + 45 5 libsystem_pthread.dylib 0x00007fff6e2fee65 _pthread_start + 148 6 libsystem_pthread.dylib 0x00007fff6e2fa83b thread_start + 15 Thread 15: 0 libsystem_kernel.dylib 0x00007fff6e23625a mach_msg_trap + 10 1 libsystem_kernel.dylib 0x00007fff6e2365d0 mach_msg + 60 2 com.wildfiregames.0ad 0x0000000100626a8d AsmJSMachExceptionHandlerThread(void*) + 61 Thread 16:: com.apple.audio.IOThread.client 0 libsystem_kernel.dylib 0x00007fff6e23625a mach_msg_trap + 10 1 libsystem_kernel.dylib 0x00007fff6e2365d0 mach_msg + 60 2 com.apple.audio.CoreAudio 0x00007fff360e50c3 HALB_MachPort::SendSimpleMessageWithSimpleReply(unsigned int, unsigned int, int, int&, bool, unsigned int) + 111 3 com.apple.audio.CoreAudio 0x00007fff35fdf462 invocation function for block in HALC_ProxyIOContext::HALC_ProxyIOContext(unsigned int, unsigned int) + 2677 4 com.apple.audio.CoreAudio 0x00007fff3611561c HALB_IOThread::Entry(void*) + 72 5 libsystem_pthread.dylib 0x00007fff6e2fee65 _pthread_start + 148 6 libsystem_pthread.dylib 0x00007fff6e2fa83b thread_start + 15 Thread 17: 0 libsystem_kernel.dylib 0x00007fff6e238bba semwait_signal + 10 1 libsystem_c.dylib 0x00007fff6e1bc0fa nanosleep + 196 2 com.wildfiregames.0ad 0x000000010055edc4 SDL_Delay_REAL + 100 3 com.wildfiregames.0ad 0x0000000100472ea7 SDL_Delay + 23 4 com.wildfiregames.0ad 0x0000000100232017 CSoundManagerWorker::Run() + 71 5 com.wildfiregames.0ad 0x0000000100231f92 CSoundManagerWorker::RunThread(void*) + 98 6 libsystem_pthread.dylib 0x00007fff6e2fee65 _pthread_start + 148 7 libsystem_pthread.dylib 0x00007fff6e2fa83b thread_start + 15 Thread 18: 0 libsystem_kernel.dylib 0x00007fff6e238ce6 psynch_cvwait + 10 1 libsystem_pthread.dylib 0x00007fff6e2ff185 _pthread_cond_wait + 701 2 com.wildfiregames.0ad 0x0000000100556642 SDL_CondWaitTimeout_REAL + 210 3 com.wildfiregames.0ad 0x0000000100555fd2 SDL_SemWaitTimeout_REAL + 194 4 com.wildfiregames.0ad 0x000000010055604a SDL_SemWait_REAL + 26 5 com.wildfiregames.0ad 0x000000010046fcb4 SDL_SemWait + 36 6 com.wildfiregames.0ad 0x000000010020a961 CUserReporterWorker::Run() + 561 7 com.wildfiregames.0ad 0x000000010020a6f2 CUserReporterWorker::RunThread(void*) + 98 8 libsystem_pthread.dylib 0x00007fff6e2fee65 _pthread_start + 148 9 libsystem_pthread.dylib 0x00007fff6e2fa83b thread_start + 15 Thread 19:: SDLTimer 0 libsystem_kernel.dylib 0x00007fff6e238ce6 psynch_cvwait + 10 1 libsystem_pthread.dylib 0x00007fff6e2ff185 _pthread_cond_wait + 701 2 com.wildfiregames.0ad 0x0000000100556642 SDL_CondWaitTimeout_REAL + 210 3 com.wildfiregames.0ad 0x0000000100555fd2 SDL_SemWaitTimeout_REAL + 194 4 com.wildfiregames.0ad 0x00000001004d7c79 SDL_TimerThread + 633 5 com.wildfiregames.0ad 0x00000001004d7167 SDL_RunThread + 135 6 com.wildfiregames.0ad 0x00000001005559f5 RunThread + 21 7 libsystem_pthread.dylib 0x00007fff6e2fee65 _pthread_start + 148 8 libsystem_pthread.dylib 0x00007fff6e2fa83b thread_start + 15 Thread 20:: com.apple.NSEventThread 0 libsystem_kernel.dylib 0x00007fff6e23625a mach_msg_trap + 10 1 libsystem_kernel.dylib 0x00007fff6e2365d0 mach_msg + 60 2 com.apple.CoreFoundation 0x00007fff369e9890 CFRunLoopServiceMachPort + 322 3 com.apple.CoreFoundation 0x00007fff369e8456 CFRunLoopRun + 1705 4 com.apple.CoreFoundation 0x00007fff369e7738 CFRunLoopRunSpecific + 503 5 com.apple.AppKit 0x00007fff33d42a72 _NSEventThread + 132 6 libsystem_pthread.dylib 0x00007fff6e2fee65 _pthread_start + 148 7 libsystem_pthread.dylib 0x00007fff6e2fa83b thread_start + 15 Thread 21: 0 libsystem_kernel.dylib 0x00007fff6e238ce6 psynch_cvwait + 10 1 libsystem_pthread.dylib 0x00007fff6e2ff185 _pthread_cond_wait + 701 2 com.wildfiregames.0ad 0x0000000100556642 SDL_CondWaitTimeout_REAL + 210 3 com.wildfiregames.0ad 0x0000000100555fd2 SDL_SemWaitTimeout_REAL + 194 4 com.wildfiregames.0ad 0x000000010055604a SDL_SemWait_REAL + 26 5 com.wildfiregames.0ad 0x000000010046fcb4 SDL_SemWait + 36 6 com.wildfiregames.0ad 0x00000001002b92fb CTextureConverter::RunThread(void*) + 107 7 libsystem_pthread.dylib 0x00007fff6e2fee65 _pthread_start + 148 8 libsystem_pthread.dylib 0x00007fff6e2fa83b thread_start + 15 Thread 22: 0 libsystem_pthread.dylib 0x00007fff6e2fa818 start_wqthread + 0 Thread 0 crashed with X86 Thread State (64-bit):
Logical CPU: 0 Error Code: 0x00000000 Trap Number: 6 Binary Images:
External Modification Summary:
VM Region Summary: ReadOnly portion of Libraries: Total=623.3M resident=0K(0%) swapped_out_or_unallocated=623.3M(100%) Writable regions: Total=755.0M written=0K(0%) resident=0K(0%) swapped_out=0K(0%) unallocated=755.0M(100%)
REGION TYPE SIZE COUNT (non-coalesced) =========== ======= ======= Accelerate framework 256K 2 Activity Tracing 256K 1 CG backing stores 6056K 3 CG image 560K 6 CoreAnimation 56K 10 CoreGraphics 8K 1 CoreImage 24K 2 CoreUI image data 312K 5 Foundation 4K 1 IOKit 15.5M 2 Kernel Alloc Once 8K 1 MALLOC 442.9M 233 MALLOC guard page 32K 7 MALLOC_LARGE (reserved) 160K 1 reserved VM address space (unallocated) MALLOC_NANO (reserved) 256.0M 1 reserved VM address space (unallocated) Memory Tag 242 12K 1 STACK GUARD 56.1M 23 Stack 19.2M 25 VM_ALLOCATE 32.1M 51 VM_ALLOCATE (reserved) 292K 1 reserved VM address space (unallocated) DATA 35.2M 314 DATA_CONST 344K 4 FONT_DATA 4K 1 GLSLBUILTINS 5176K 1 LINKEDIT 364.0M 7 OBJC_RO 32.0M 1 OBJC_RW 1780K 2 TEXT 259.3M 307 UNICODE 564K 1 mapped file 51.3M 16 shared memory 632K 13 =========== ======= ======= TOTAL 1.5G 1044 TOTAL, minus reserved VM space 1.3G 1044 Model: MacBookPro10,1, BootROM 258.0.0.0.0, 4 processors, Quad-Core Intel Core i7, 2,3 GHz, 8 GB, SMC 2.3f35 Graphics: kHW_IntelHD4000Item, Intel HD Graphics 4000, spdisplays_builtin Graphics: kHW_NVidiaGeForceGT650MItem, NVIDIA GeForce GT 650M, spdisplays_pcie_device, 1 GB Memory Module: BANK 0/DIMM0, 4 GB, DDR3, 1600 MHz, 0x80AD, 0x484D54333531533642465238432D50422020 Memory Module: BANK 1/DIMM0, 4 GB, DDR3, 1600 MHz, 0x80AD, 0x484D54333531533642465238432D50422020 AirPort: spairport_wireless_card_type_airport_extreme (0x14E4, 0xEF), Broadcom BCM43xx 1.0 (7.21.190.33 AirPortDriverBrcm4360-1415) Bluetooth: Version 7.0.2f4, 3 services, 27 devices, 1 incoming serial ports Network Service: Wi-Fi, AirPort, en0 Serial ATA Device: APPLE SSD SM256E, 251 GB USB Device: USB 3.0 Bus USB Device: USB 2.0 Bus USB Device: Hub USB Device: FaceTime HD Camera (Built-in) USB Device: USB 2.0 Bus USB Device: Hub USB Device: Hub USB Device: Apple Internal Keyboard / Trackpad USB Device: BRCM20702 Hub USB Device: Bluetooth USB Host Controller Thunderbolt Bus: MacBook Pro, Apple Inc., 23.4 |
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| #6638 | needsinfo | Apple game crash | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Translated Report (Full Report Below) Process: pyrogenesis [8356] Path: /Users/USER/Desktop/0 A.D..app/Contents/MacOS/pyrogenesis Identifier: com.wildfiregames.0ad Version: 0.0.25b (0.0.25b) Code Type: X86-64 (Native) Parent Process: launchd [1] User ID: 501 Date/Time: 2022-10-06 09:34:23.2765 -0500 OS Version: macOS 12.6 (21G115) Report Version: 12 Anonymous UUID: DE948911-6A77-E415-84DA-6B70FBAFBEA5 Sleep/Wake UUID: 18237E5B-34C3-4ABE-940C-574325351CC0 Time Awake Since Boot: 47000 seconds Time Since Wake: 1360 seconds System Integrity Protection: enabled Crashed Thread: 0 main Dispatch queue: com.apple.main-thread Exception Type: EXC_BAD_ACCESS (SIGSEGV) Exception Codes: KERN_PROTECTION_FAILURE at 0x00007ff7b268df58 Exception Codes: 0x0000000000000002, 0x00007ff7b268df58 Exception Note: EXC_CORPSE_NOTIFY Termination Reason: Namespace SIGNAL, Code 11 Segmentation fault: 11 Terminating Process: exc handler [8356] VM Region Info: 0x7ff7b268df58 is in 0x7ff7aee8e000-0x7ff7b268e000; bytes after start: 58720088 bytes before end: 167
---> STACK GUARD 7ff7aee8e000-7ff7b268e000 [ 56.0M] ---/rwx SM=NUL ... for thread 0
Thread 0 Crashed:: main Dispatch queue: com.apple.main-thread 0 pyrogenesis 0x10df79bb5 js::jit::JSJitFrameIter::machineState() const + 53 Thread 1:: Task Mgr #0 0 libsystem_kernel.dylib 0x7ff80a8713ea psynch_cvwait + 10 1 libsystem_pthread.dylib 0x7ff80a8aba6f _pthread_cond_wait + 1249 2 libc++.1.dylib 0x7ff80a809d02 std::1::condition_variable::wait(std::1::unique_lock<std::__1::mutex>&) + 18 3 pyrogenesis 0x10d3029bb Threading::WorkerThread::RunUntilDeath() + 299 4 pyrogenesis 0x10d3055da void* std::1::thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (*)(Threading::WorkerThread*), Threading::WorkerThread*> >(void*) + 58 5 libsystem_pthread.dylib 0x7ff80a8ab4e1 _pthread_start + 125 6 libsystem_pthread.dylib 0x7ff80a8a6f6b thread_start + 15 Thread 2:: Task Mgr #1 0 libsystem_kernel.dylib 0x7ff80a8713ea psynch_cvwait + 10 1 libsystem_pthread.dylib 0x7ff80a8aba6f _pthread_cond_wait + 1249 2 libc++.1.dylib 0x7ff80a809d02 std::1::condition_variable::wait(std::1::unique_lock<std::__1::mutex>&) + 18 3 pyrogenesis 0x10d3029bb Threading::WorkerThread::RunUntilDeath() + 299 4 pyrogenesis 0x10d3055da void* std::1::thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (*)(Threading::WorkerThread*), Threading::WorkerThread*> >(void*) + 58 5 libsystem_pthread.dylib 0x7ff80a8ab4e1 _pthread_start + 125 6 libsystem_pthread.dylib 0x7ff80a8a6f6b thread_start + 15 Thread 3:: Task Mgr #2 0 libsystem_kernel.dylib 0x7ff80a8713ea psynch_cvwait + 10 1 libsystem_pthread.dylib 0x7ff80a8aba6f _pthread_cond_wait + 1249 2 libc++.1.dylib 0x7ff80a809d02 std::1::condition_variable::wait(std::1::unique_lock<std::__1::mutex>&) + 18 3 pyrogenesis 0x10d3029bb Threading::WorkerThread::RunUntilDeath() + 299 4 pyrogenesis 0x10d3055da void* std::1::thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (*)(Threading::WorkerThread*), Threading::WorkerThread*> >(void*) + 58 5 libsystem_pthread.dylib 0x7ff80a8ab4e1 _pthread_start + 125 6 libsystem_pthread.dylib 0x7ff80a8a6f6b thread_start + 15 Thread 4:: Task Mgr #4 0 libsystem_kernel.dylib 0x7ff80a8713ea psynch_cvwait + 10 1 libsystem_pthread.dylib 0x7ff80a8aba6f _pthread_cond_wait + 1249 2 libc++.1.dylib 0x7ff80a809d02 std::1::condition_variable::wait(std::1::unique_lock<std::__1::mutex>&) + 18 3 pyrogenesis 0x10d3029bb Threading::WorkerThread::RunUntilDeath() + 299 4 pyrogenesis 0x10d3055da void* std::1::thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (*)(Threading::WorkerThread*), Threading::WorkerThread*> >(void*) + 58 5 libsystem_pthread.dylib 0x7ff80a8ab4e1 _pthread_start + 125 6 libsystem_pthread.dylib 0x7ff80a8a6f6b thread_start + 15 Thread 5:: Task Mgr #3 0 libsystem_kernel.dylib 0x7ff80a8713ea psynch_cvwait + 10 1 libsystem_pthread.dylib 0x7ff80a8aba6f _pthread_cond_wait + 1249 2 libc++.1.dylib 0x7ff80a809d02 std::1::condition_variable::wait(std::1::unique_lock<std::__1::mutex>&) + 18 3 pyrogenesis 0x10d3029bb Threading::WorkerThread::RunUntilDeath() + 299 4 pyrogenesis 0x10d3055da void* std::1::thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (*)(Threading::WorkerThread*), Threading::WorkerThread*> >(void*) + 58 5 libsystem_pthread.dylib 0x7ff80a8ab4e1 _pthread_start + 125 6 libsystem_pthread.dylib 0x7ff80a8a6f6b thread_start + 15 Thread 6:: Task Mgr #5 0 libsystem_kernel.dylib 0x7ff80a8713ea psynch_cvwait + 10 1 libsystem_pthread.dylib 0x7ff80a8aba6f _pthread_cond_wait + 1249 2 libc++.1.dylib 0x7ff80a809d02 std::1::condition_variable::wait(std::1::unique_lock<std::__1::mutex>&) + 18 3 pyrogenesis 0x10d3029bb Threading::WorkerThread::RunUntilDeath() + 299 4 pyrogenesis 0x10d3055da void* std::1::thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (*)(Threading::WorkerThread*), Threading::WorkerThread*> >(void*) + 58 5 libsystem_pthread.dylib 0x7ff80a8ab4e1 _pthread_start + 125 6 libsystem_pthread.dylib 0x7ff80a8a6f6b thread_start + 15 Thread 7:: Task Mgr #6 0 libsystem_kernel.dylib 0x7ff80a8713ea psynch_cvwait + 10 1 libsystem_pthread.dylib 0x7ff80a8aba6f _pthread_cond_wait + 1249 2 libc++.1.dylib 0x7ff80a809d02 std::1::condition_variable::wait(std::1::unique_lock<std::__1::mutex>&) + 18 3 pyrogenesis 0x10d3029bb Threading::WorkerThread::RunUntilDeath() + 299 4 pyrogenesis 0x10d3055da void* std::1::thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (*)(Threading::WorkerThread*), Threading::WorkerThread*> >(void*) + 58 5 libsystem_pthread.dylib 0x7ff80a8ab4e1 _pthread_start + 125 6 libsystem_pthread.dylib 0x7ff80a8a6f6b thread_start + 15 Thread 8:: JS Helper 0 libsystem_kernel.dylib 0x7ff80a8713ea psynch_cvwait + 10 1 libsystem_pthread.dylib 0x7ff80a8aba6f _pthread_cond_wait + 1249 2 pyrogenesis 0x10e16777b mozilla::detail::ConditionVariableImpl::wait_for(mozilla::detail::MutexImpl&, mozilla::BaseTimeDuration<mozilla::TimeDurationValueCalculator> const&) + 75 Thread 9:: JS Helper 0 libsystem_kernel.dylib 0x7ff80a8713ea psynch_cvwait + 10 1 libsystem_pthread.dylib 0x7ff80a8aba6f _pthread_cond_wait + 1249 2 pyrogenesis 0x10e16777b mozilla::detail::ConditionVariableImpl::wait_for(mozilla::detail::MutexImpl&, mozilla::BaseTimeDuration<mozilla::TimeDurationValueCalculator> const&) + 75 Thread 10:: JS Helper 0 libsystem_kernel.dylib 0x7ff80a8713ea psynch_cvwait + 10 1 libsystem_pthread.dylib 0x7ff80a8aba6f _pthread_cond_wait + 1249 2 pyrogenesis 0x10e16777b mozilla::detail::ConditionVariableImpl::wait_for(mozilla::detail::MutexImpl&, mozilla::BaseTimeDuration<mozilla::TimeDurationValueCalculator> const&) + 75 Thread 11:: JS Helper 0 libsystem_kernel.dylib 0x7ff80a8713ea psynch_cvwait + 10 1 libsystem_pthread.dylib 0x7ff80a8aba6f _pthread_cond_wait + 1249 2 pyrogenesis 0x10e16777b mozilla::detail::ConditionVariableImpl::wait_for(mozilla::detail::MutexImpl&, mozilla::BaseTimeDuration<mozilla::TimeDurationValueCalculator> const&) + 75 Thread 12:: JS Helper 0 libsystem_kernel.dylib 0x7ff80a8713ea psynch_cvwait + 10 1 libsystem_pthread.dylib 0x7ff80a8aba6f _pthread_cond_wait + 1249 2 pyrogenesis 0x10e16777b mozilla::detail::ConditionVariableImpl::wait_for(mozilla::detail::MutexImpl&, mozilla::BaseTimeDuration<mozilla::TimeDurationValueCalculator> const&) + 75 Thread 13:: JS Helper 0 libsystem_kernel.dylib 0x7ff80a8713ea psynch_cvwait + 10 1 libsystem_pthread.dylib 0x7ff80a8aba6f _pthread_cond_wait + 1249 2 pyrogenesis 0x10e16777b mozilla::detail::ConditionVariableImpl::wait_for(mozilla::detail::MutexImpl&, mozilla::BaseTimeDuration<mozilla::TimeDurationValueCalculator> const&) + 75 Thread 14:: JS Helper 0 libsystem_kernel.dylib 0x7ff80a8713ea psynch_cvwait + 10 1 libsystem_pthread.dylib 0x7ff80a8aba6f _pthread_cond_wait + 1249 2 pyrogenesis 0x10e16777b mozilla::detail::ConditionVariableImpl::wait_for(mozilla::detail::MutexImpl&, mozilla::BaseTimeDuration<mozilla::TimeDurationValueCalculator> const&) + 75 Thread 15:: JS Helper 0 libsystem_kernel.dylib 0x7ff80a8713ea psynch_cvwait + 10 1 libsystem_pthread.dylib 0x7ff80a8aba6f _pthread_cond_wait + 1249 2 pyrogenesis 0x10e16777b mozilla::detail::ConditionVariableImpl::wait_for(mozilla::detail::MutexImpl&, mozilla::BaseTimeDuration<mozilla::TimeDurationValueCalculator> const&) + 75 Thread 16: 0 libsystem_kernel.dylib 0x7ff80a86e97a mach_msg_trap + 10 1 libsystem_kernel.dylib 0x7ff80a86ece8 mach_msg + 56 2 pyrogenesis 0x10e110703 MachExceptionHandlerThread() + 771 Thread 17:: AMCP Logging Spool 0 libsystem_kernel.dylib 0x7ff80a86e9b6 semaphore_wait_trap + 10 1 caulk 0x7ff8133ab2e6 caulk::mach::semaphore::wait_or_error() + 16 2 caulk 0x7ff813393148 caulk::concurrent::details::worker_thread::run() + 36 3 caulk 0x7ff813392e0c void* caulk::thread_proxy<std::__1::tuple<caulk::thread::attributes, void (caulk::concurrent::details::worker_thread::*)(), std::__1::tuple<caulk::concurrent::details::worker_thread*> > >(void*) + 41 4 libsystem_pthread.dylib 0x7ff80a8ab4e1 _pthread_start + 125 5 libsystem_pthread.dylib 0x7ff80a8a6f6b thread_start + 15 Thread 18:: CSoundManagerWorker 0 libsystem_kernel.dylib 0x7ff80a8712be semwait_signal + 10 1 libsystem_c.dylib 0x7ff80a785863 nanosleep + 196 2 pyrogenesis 0x10d798b16 SDL_Delay_REAL + 102 3 pyrogenesis 0x10d5d95f7 SDL_Delay + 23 4 pyrogenesis 0x10d34a1e7 CSoundManagerWorker::Run() + 583 5 pyrogenesis 0x10d349f59 Threading::HandleExceptionsBase<&(CSoundManagerWorker::RunThread(CSoundManagerWorker*)), void (*)(CSoundManagerWorker*)>::Wrapper(CSoundManagerWorker*) + 121 6 pyrogenesis 0x10d34a50a void* std::1::thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (*)(CSoundManagerWorker*), CSoundManagerWorker*> >(void*) + 58 7 libsystem_pthread.dylib 0x7ff80a8ab4e1 _pthread_start + 125 8 libsystem_pthread.dylib 0x7ff80a8a6f6b thread_start + 15 Thread 19:: CUserReportWorker 0 libsystem_kernel.dylib 0x7ff80a8713ea psynch_cvwait + 10 1 libsystem_pthread.dylib 0x7ff80a8aba6f _pthread_cond_wait + 1249 2 libc++.1.dylib 0x7ff80a809d02 std::1::condition_variable::wait(std::1::unique_lock<std::__1::mutex>&) + 18 3 pyrogenesis 0x10d30c668 CUserReporterWorker::Run() + 920 4 pyrogenesis 0x10d30c1f8 Threading::HandleExceptionsBase<&(CUserReporterWorker::RunThread(CUserReporterWorker*)), void (*)(CUserReporterWorker*)>::Wrapper(CUserReporterWorker*) + 120 5 pyrogenesis 0x10d30e80a void* std::1::thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (*)(CUserReporterWorker*), CUserReporterWorker*> >(void*) + 58 6 libsystem_pthread.dylib 0x7ff80a8ab4e1 _pthread_start + 125 7 libsystem_pthread.dylib 0x7ff80a8a6f6b thread_start + 15 Thread 20:: SDLTimer 0 libsystem_kernel.dylib 0x7ff80a8713ea psynch_cvwait + 10 1 libsystem_pthread.dylib 0x7ff80a8aba6f _pthread_cond_wait + 1249 2 pyrogenesis 0x10d78f7ed SDL_CondWaitTimeout_REAL + 205 3 pyrogenesis 0x10d78f1c5 SDL_SemWaitTimeout_REAL + 181 4 pyrogenesis 0x10d662df6 SDL_TimerThread + 614 5 pyrogenesis 0x10d6623c4 SDL_RunThread + 132 6 pyrogenesis 0x10d78ec35 RunThread + 21 7 libsystem_pthread.dylib 0x7ff80a8ab4e1 _pthread_start + 125 8 libsystem_pthread.dylib 0x7ff80a8a6f6b thread_start + 15 Thread 21:: TextureConverter 0 libsystem_kernel.dylib 0x7ff80a8713ea psynch_cvwait + 10 1 libsystem_pthread.dylib 0x7ff80a8aba6f _pthread_cond_wait + 1249 2 libc++.1.dylib 0x7ff80a809d02 std::1::condition_variable::wait(std::1::unique_lock<std::__1::mutex>&) + 18 3 pyrogenesis 0x10d3f1bb9 CTextureConverter::RunThread(CTextureConverter*) + 249 4 pyrogenesis 0x10d3f284a void* std::1::thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (*)(CTextureConverter*), CTextureConverter*> >(void*) + 58 5 libsystem_pthread.dylib 0x7ff80a8ab4e1 _pthread_start + 125 6 libsystem_pthread.dylib 0x7ff80a8a6f6b thread_start + 15 Thread 22:: com.apple.NSEventThread 0 libsystem_kernel.dylib 0x7ff80a86e97a mach_msg_trap + 10 1 libsystem_kernel.dylib 0x7ff80a86ece8 mach_msg + 56 2 CoreFoundation 0x7ff80a97236d CFRunLoopServiceMachPort + 319 3 CoreFoundation 0x7ff80a9709f8 CFRunLoopRun + 1276 4 CoreFoundation 0x7ff80a96fe3c CFRunLoopRunSpecific + 562 5 AppKit 0x7ff80d5179ce _NSEventThread + 132 6 libsystem_pthread.dylib 0x7ff80a8ab4e1 _pthread_start + 125 7 libsystem_pthread.dylib 0x7ff80a8a6f6b thread_start + 15 Thread 23:: com.apple.audio.IOThread.client 0 libsystem_kernel.dylib 0x7ff80a86e97a mach_msg_trap + 10 1 libsystem_kernel.dylib 0x7ff80a86ece8 mach_msg + 56 2 CoreAudio 0x7ff80c4f1c07 HALB_MachPort::SendSimpleMessageWithSimpleReply(unsigned int, unsigned int, int, int&, bool, unsigned int) + 111 3 CoreAudio 0x7ff80c37c729 HALC_ProxyIOContext::IOWorkLoop() + 3931 4 CoreAudio 0x7ff80c37b205 invocation function for block in HALC_ProxyIOContext::HALC_ProxyIOContext(unsigned int, unsigned int) + 63 5 CoreAudio 0x7ff80c547616 HALB_IOThread::Entry(void*) + 72 6 libsystem_pthread.dylib 0x7ff80a8ab4e1 _pthread_start + 125 7 libsystem_pthread.dylib 0x7ff80a8a6f6b thread_start + 15 Thread 24: 0 libsystem_pthread.dylib 0x7ff80a8a6f48 start_wqthread + 0 Thread 25: 0 libsystem_pthread.dylib 0x7ff80a8a6f48 start_wqthread + 0 Thread 0 crashed with X86 Thread State (64-bit):
Logical CPU: 2 Error Code: 0x00000006 (no mapping for user data write) Trap Number: 14 Thread 0 instruction stream:
Binary Images:
External Modification Summary:
VM Region Summary: ReadOnly portion of Libraries: Total=1.0G resident=0K(0%) swapped_out_or_unallocated=1.0G(100%) Writable regions: Total=2.4G written=0K(0%) resident=0K(0%) swapped_out=0K(0%) unallocated=2.4G(100%)
REGION TYPE SIZE COUNT (non-coalesced) =========== ======= ======= Accelerate framework 512K 4 Activity Tracing 256K 1 CG backing stores 3840K 4 CG image 912K 20 ColorSync 216K 25 CoreAnimation 48K 8 CoreGraphics 4K 1 CoreUI image data 304K 5 Foundation 32K 2 IOKit 7940K 1 Kernel Alloc Once 8K 1 MALLOC 1.9G 1409 MALLOC guard page 32K 8 MALLOC_NANO (reserved) 384.0M 1 reserved VM address space (unallocated) ObjC additional data 15K 1 OpenGL GLSL 256K 3 STACK GUARD 56.1M 26 Stack 32.6M 26 VM_ALLOCATE 2.1G 1243 VM_ALLOCATE (reserved) 280K 7 reserved VM address space (unallocated) CTF 756 1 DATA 34.7M 382 DATA_CONST 18.8M 224 DATA_DIRTY 974K 130 FONT_DATA 4K 1 GLSLBUILTINS 5176K 1 LINKEDIT 658.2M 12 TEXT 385.3M 395 UNICODE 592K 1 dyld private memory 1024K 1 mapped file 82.7M 20 shared memory 788K 18 =========== ======= ======= TOTAL 5.6G 3982 TOTAL, minus reserved VM space 5.3G 3982 Full Report {"app_name":"pyrogenesis","timestamp":"2022-10-06 09:34:23.00 -0500","app_version":"0.0.25b","slice_uuid":"c3acd240-8880-34fb-8889-5fe77bd4428f","build_version":"0.0.25b","platform":1,"bundleID":"com.wildfiregames.0ad","share_with_app_devs":1,"is_first_party":0,"bug_type":"309","os_version":"macOS 12.6 (21G115)","incident_id":"5B7102F6-302C-4257-B7AB-E052D97F72F8","name":"pyrogenesis"} {
],
},
},
} } Model: iMac17,1, BootROM 451.140.1.0.0, 4 processors, Quad-Core Intel Core i7, 4 GHz, 16 GB, SMC 2.33f12 Graphics: AMD Radeon R9 M390, AMD Radeon R9 M390, PCIe, 2 GB Display: iMac, Retina 5K (5120 x 2880), Main, MirrorOff, Online Memory Module: BANK 0/DIMM0, 8 GB, DDR3, 1867 MHz, 0x802C, 0x31364B544631473634485A2D314739453220 Memory Module: BANK 1/DIMM0, 8 GB, DDR3, 1867 MHz, 0x802C, 0x31364B544631473634485A2D314739453220 AirPort: spairport_wireless_card_type_wifi (0x14E4, 0x14A), Broadcom BCM43xx 1.0 (7.77.111.1 AirPortDriverBrcmNIC-1710.4) AirPort: Bluetooth: Version (null), 0 services, 0 devices, 0 incoming serial ports Network Service: Wi-Fi, AirPort, en1 Serial ATA Device: APPLE SSD SM0128G, 121.33 GB Serial ATA Device: APPLE HDD ST3000DM001, 3 TB USB Device: USB30Bus USB Device: Bluetooth USB Host Controller USB Device: FaceTime HD Camera (Built-in) USB Device: USB Receiver Thunderbolt Bus: iMac, Apple Inc., 28.1 |
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| #1638 | fixed | Application hangs when click on "Lithobolos" (sound errors) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
"Not enough memory" message appears. See logs in attachment OS : WinXP SP 3 (5.1.2600) CPU : x86, Intel Core2 Duo E4500 @ 2.20GHz (1x2x1), 2.21 GHz Memory : 3328 MiB; 1439 MiB free Graphics Card : Radeon X1600/X1650 Series; OpenGL Drivers : 2.0.6645 WinXP Release; atioglxx.dll (6.14.10.6645) Video Mode : 1400x1050:32 |
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| #6822 | duplicate | Application is crashing on launch | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
When launching the game I am getting the following error message: Details: unhandled exception (std::out_of_range("invalid bitset<N> position")) Location: unknown:0 (RtlGetAppContainerNamedObjectPath) Call stack: (error while dumping stack: No stack frames found) errno = 0 (No error reported here) OS error = 0 (no error code was set) |
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| #6337 | needsinfo | Application opens but errors prevent clicking any functions | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Receiving errors rolling on the screen within the Application and can not use any functions in the Application. Below is a few lines from interestinglog.html. ERROR: JavaScript error: gui/pregame/BackgroundHandler.js line 11 this.backgrounds is null BackgroundHandler@gui/pregame/BackgroundHandler.js:11:41 MainMenuPage@gui/pregame/MainMenuPage.js:8:28 init@gui/pregame/mainmenu.js:14:3 ERROR: GUI page 'page_pregame.xml': Failed to call init() function ERROR: Errors executing script event "Tick" ERROR: JavaScript error: internal(1) Tick line 1 onTick is not defined eventhandler2 (Tick)@internal(1) Tick:1:1 ERROR: Trying to use a sprite that doesn't exist ("productLogo"). ERROR: Trying to use a sprite that doesn't exist ("companyLogo"). ERROR: Errors executing script event "Tick" ERROR: JavaScript error: internal(1) Tick line 1 onTick is not defined eventhandler2 (Tick)@internal(1) Tick:1:1 ERROR: Errors executing script event "Tick" ERROR: JavaScript error: internal(1) Tick line 1 onTick is not defined eventhandler2 (Tick)@internal(1) Tick:1:1 ERROR: Errors executing script event "Tick" ERROR: JavaScript error: internal(1) Tick line 1 onTick is not defined eventhandler2 (Tick)@internal(1) Tick:1:1 ERROR: Errors executing script event "Tick" ERROR: JavaScript error: internal(1) Tick line 1 onTick is not defined eventhandler2 (Tick)@internal(1) Tick:1:1 ERROR: Errors executing script event "Tick" ERROR: JavaScript error: internal(1) Tick line 1 onTick is not defined eventhandler2 (Tick)@internal(1) Tick:1:1 ERROR: Errors executing script event "Tick" |
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| #1460 | fixed | Apply a snapshot of our custom theme to the content-dev instance | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
In order to foster content development, we should apply the current version of our theme to that instance to help authors get a look-and-feel for their content. |
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| #1461 | fixed | Apply currently used plugins to the content-dev instance | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
In order to help foster content creation, our current plugins should be applied to the content-dev region to help give authors a look-and-feel of content in our new site. |
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| #6831 | fixed | Archers may be missing on Jebal Barka's walls since A25. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
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| #3381 | fixed | Archers outrange buildings despite having less attack range | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Problem:
Although archers and CCs / fortresses both have Reason: Currently buildings shoot arrows from the center of the structure while archers can shoot at the edge of a structure and thus outrange it. Why it should be fixed: This means that archers can park in front of a CC and kill it while not being fired at. Even if you use a british forteress that has 80m range and have a hill advantage, archers can outrange that building, which is pretty lame. This is not only a problem in age 1 as athen and mauryans have devastating champion archers. Especially if your city is close to the enemy this can become a pain as the archer-abusing player can hide between the own towers and become almost invincible and only beatable with far superior economy or using other balancing bugs.
Also, as Quick fix: Just increase the attack range of buildings in the templates by the radius of the structure. Extended fix: Automatically add the radius of the building when computing the attack range. Technically the second proposal is also more historically accurate as archers shoot arrows from the embrasure / arrowslits in the walls of fortresses, not from the center. |
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| #1467 | worksforme | Area with trees, located below the base is a priority when sending units | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
I have tested this bug on a first map - Acropolis 2. When I'm trying to send workers to gather trees on my base they are going across all base and trying to get trees outside of the base, because when I'm trying to point to the tree I see, game points to the trees under the base. Screenshot: |
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| #325 | invalid | Arrow Impact - Metal | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Arrow Impacting Metal SDD# 223 Specifications MONO 2 Seconds Non-Looping 12 sounds req'd |
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| #324 | invalid | Arrow Impact - Wood | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Arrow Impacting Wood Sound SDD# 228 Specifications MONO 2 seconds Non-Looping 12 Sounds req'd |
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| #323 | invalid | Arrow Looping | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Multiple Arrows in Air - Looping SDD# 195 Specifications Stereo 2 Minutes Looping 1 sound req'd |
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| #1569 | fixed | Art Assets | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
The art that needs to be updated or created for Nova.
|
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| #4330 | duplicate | Artefact in water | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
In the attached screenshot we can see strange things in water. |
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| #1479 | invalid | Asian Elephant animation | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Asian Elephant doesn't have animation at all. Animations of movements,death,attack. You have to animate it =) |
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| #6028 | fixed | Assert error in topology.cpp | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
git version of 0 A.D. Start pyrogenesis on linux/gcc/i386 asser error:
Sound: AlcInit success, using OpenAL Soft if press "Continue" in xmessage dialog game work successfull. Invesigation: problem after patch from https://trac.wildfiregames.com/ticket/2675 in assembler function __cpuidex (source/lib/sysdep/arch/x86_x64/x86_x64.cpp)
Run in GDB:
Problem (master trunk) version:
Logic without "save-restore ebx hack":
Linux kernel 4.19.72 |
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| #6177 | fixed | Assert on brit_hero_caratacos.png | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
If start game compiled config=debug and select "Brits" in the Structures overview get assert: Function call failed: return value was -100113 (Case 13) Location: ogl_tex.cpp:505 (OglTex_validate) GDB backtrace: #0 raise (sig=<optimized out>) at ../sysdeps/unix/sysv/linux/raise.c:50
#1 0x08a6861f in debug_break () at ../../../source/lib/sysdep/os/unix/udbg.cpp:51
#2 0x08a54e78 in OglTex_validate (ot=0xb1c87158) at ../../../source/lib/res/graphics/ogl_tex.cpp:505
#3 0x08a57b9a in warn_if_invalid (hd=0xb1c87120) at ../../../source/lib/res/h_mgr.cpp:353
#4 0x08a58008 in call_init_and_reload (h=26935478, type=0x9130dc8 <V_OglTex>, hd=0xb1c87120, vfs=std::shared_ptr<struct IVFS> (use count 4, weak count 0) = {...}, pathname=...,
init_args=0xbfffece8) at ../../../source/lib/res/h_mgr.cpp:440
#5 0x08a58261 in alloc_new_handle (type=0x9130dc8 <V_OglTex>, vfs=std::shared_ptr<struct IVFS> (use count 4, weak count 0) = {...}, pathname=..., key=1392861520, flags=17,
init_args=0xbfffece8) at ../../../source/lib/res/h_mgr.cpp:481
#6 0x08a58419 in h_alloc (type=0x9130dc8 <V_OglTex>, vfs=std::shared_ptr<struct IVFS> (use count 4, weak count 0) = {...}, pathname=..., flags=17) at ../../../source/lib/res/h_mgr.cpp:518
#7 0x08a5519e in ogl_tex_load (vfs=std::shared_ptr<struct IVFS> (use count 4, weak count 0) = {...}, pathname=..., flags=17) at ../../../source/lib/res/graphics/ogl_tex.cpp:544
#8 0x08787e06 in CTextureManagerImpl::LoadTexture (this=0x95dcd90, texture=std::shared_ptr<class CTexture> (use count 4, weak count 9) = {...}, path=...)
at ../../../source/graphics/TextureManager.cpp:179
The problem with the brit_hero_caratacos.png file. It has a non-standard geometry. $ file binaries/data/mods/public/art/textures/ui/session/portraits/units/* | grep -v 256 | grep -v 128 binaries/data/mods/public/art/textures/ui/session/portraits/units/brit_hero_caratacos.png: PNG image, 220 x 220, 8-bit/color RGBA, non-interlaced Converting it to 128x128 resolution solves the problem (convert -resize 128x128) |
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| #5774 | needsinfo | Assertion fail ComputeJPSPath 3 humans, 1 AI, Riverway random map | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
MacOS Problem ReportProcess: pyrogenesis [17083]
Path: /Applications/0 A.D.app/Contents/MacOS/pyrogenesis
Identifier: com.wildfiregames.0ad
Version: 0.0.X (0.0.X)
Code Type: X86-64 (Native)
Parent Process: ??? [1]
Responsible: pyrogenesis [17083]
User ID: 501
Date/Time: 2020-06-13 17:59:15.052 -0400
OS Version: Mac OS X 10.14.4 (18E226)
Report Version: 12
Anonymous UUID: 436D2639-C917-D22E-4BAC-18402B6EF756
Time Awake Since Boot: 500000 seconds
System Integrity Protection: disabled
Crashed Thread: 0 Dispatch queue: com.apple.main-thread
Exception Type: EXC_BAD_ACCESS (SIGSEGV)
Exception Codes: KERN_INVALID_ADDRESS at 0x000000000885e389
Exception Note: EXC_CORPSE_NOTIFY
Termination Signal: Segmentation fault: 11
Termination Reason: Namespace SIGNAL, Code 0xb
Terminating Process: exc handler [17083]
VM Regions Near 0x885e389:
-->
__TEXT 0000000100000000-0000000103b7e000 [ 59.5M] r-x/rwx SM=COW /Applications/0 A.D.app/Contents/MacOS/pyrogenesis
Thread 0 Crashed:: Dispatch queue: com.apple.main-thread
0 com.wildfiregames.0ad 0x0000000100157d49 void std::__1::__tree_balance_after_insert<std::__1::__tree_node_base<void*>*>(std::__1::__tree_node_base<void*>*, std::__1::__tree_node_base<void*>*) + 361
1 com.wildfiregames.0ad 0x000000010010a5a2 std::__1::__tree<HierarchicalPathfinder::RegionID, std::__1::less<HierarchicalPathfinder::RegionID>, std::__1::allocator<HierarchicalPathfinder::RegionID> >::__insert_unique(HierarchicalPathfinder::RegionID const&) + 322
2 com.wildfiregames.0ad 0x0000000100107d6f HierarchicalPathfinder::FindReachableRegions(HierarchicalPathfinder::RegionID, std::__1::set<HierarchicalPathfinder::RegionID, std::__1::less<HierarchicalPathfinder::RegionID>, std::__1::allocator<HierarchicalPathfinder::RegionID> >&, unsigned short) + 431
3 com.wildfiregames.0ad 0x000000010010789b HierarchicalPathfinder::MakeGoalReachable(unsigned short, unsigned short, PathGoal&, unsigned short) + 203
4 com.wildfiregames.0ad 0x000000010010c88a LongPathfinder::ComputeJPSPath(CFixed<int, 2147483647, 32, 15, 16, 65536>, CFixed<int, 2147483647, 32, 15, 16, 65536>, PathGoal const&, unsigned short, WaypointPath&) + 1258
5 com.wildfiregames.0ad 0x000000010007d31d LongPathfinder::ComputePath(CFixed<int, 2147483647, 32, 15, 16, 65536>, CFixed<int, 2147483647, 32, 15, 16, 65536>, PathGoal const&, unsigned short, WaypointPath&) + 45
6 com.wildfiregames.0ad 0x0000000100095c45 CCmpPathfinder::ProcessLongRequests(std::__1::vector<AsyncLongPathRequest, std::__1::allocator<AsyncLongPathRequest> > const&) + 229
7 com.wildfiregames.0ad 0x0000000100096515 CCmpPathfinder::ProcessSameTurnMoves() + 309
8 com.wildfiregames.0ad 0x000000010006c241 CSimulation2Impl::UpdateComponents(CSimContext&, CFixed<int, 2147483647, 32, 15, 16, 65536>, std::__1::vector<SimulationCommand, std::__1::allocator<SimulationCommand> > const&) + 417
9 com.wildfiregames.0ad 0x000000010006a8f6 CSimulation2Impl::Update(int, std::__1::vector<SimulationCommand, std::__1::allocator<SimulationCommand> > const&) + 422
10 com.wildfiregames.0ad 0x00000001001549a0 CTurnManager::Update(float, unsigned long) + 1408
11 com.wildfiregames.0ad 0x00000001001adcf3 CGame::Update(double, bool) + 259
12 com.wildfiregames.0ad 0x0000000100003aa6 RunGameOrAtlas(int, char const**) + 7782
13 com.wildfiregames.0ad 0x0000000100001b75 main + 53
14 libdyld.dylib 0x00007fff670653d5 start + 1
Thread 1:: Analysis Helper
0 libsystem_kernel.dylib 0x00007fff6719d86a __psynch_cvwait + 10
1 libsystem_pthread.dylib 0x00007fff6725656e _pthread_cond_wait + 722
2 com.wildfiregames.0ad 0x00000001005bbefe PR_WaitCondVar + 414
3 com.wildfiregames.0ad 0x0000000100709a47 js::HelperThread::threadLoop() + 1143
4 libsystem_pthread.dylib 0x00007fff672532eb _pthread_body + 126
5 libsystem_pthread.dylib 0x00007fff67256249 _pthread_start + 66
6 libsystem_pthread.dylib 0x00007fff6725240d thread_start + 13
Thread 2:: Analysis Helper
0 libsystem_kernel.dylib 0x00007fff6719d86a __psynch_cvwait + 10
1 libsystem_pthread.dylib 0x00007fff6725656e _pthread_cond_wait + 722
2 com.wildfiregames.0ad 0x00000001005bbefe PR_WaitCondVar + 414
3 com.wildfiregames.0ad 0x0000000100709a47 js::HelperThread::threadLoop() + 1143
4 libsystem_pthread.dylib 0x00007fff672532eb _pthread_body + 126
5 libsystem_pthread.dylib 0x00007fff67256249 _pthread_start + 66
6 libsystem_pthread.dylib 0x00007fff6725240d thread_start + 13
Thread 3:: Analysis Helper
0 libsystem_kernel.dylib 0x00007fff6719d86a __psynch_cvwait + 10
1 libsystem_pthread.dylib 0x00007fff6725656e _pthread_cond_wait + 722
2 com.wildfiregames.0ad 0x00000001005bbefe PR_WaitCondVar + 414
3 com.wildfiregames.0ad 0x0000000100709a47 js::HelperThread::threadLoop() + 1143
4 libsystem_pthread.dylib 0x00007fff672532eb _pthread_body + 126
5 libsystem_pthread.dylib 0x00007fff67256249 _pthread_start + 66
6 libsystem_pthread.dylib 0x00007fff6725240d thread_start + 13
Thread 4:: Analysis Helper
0 libsystem_kernel.dylib 0x00007fff6719d86a __psynch_cvwait + 10
1 libsystem_pthread.dylib 0x00007fff6725656e _pthread_cond_wait + 722
2 com.wildfiregames.0ad 0x00000001005bbefe PR_WaitCondVar + 414
3 com.wildfiregames.0ad 0x0000000100709a47 js::HelperThread::threadLoop() + 1143
4 libsystem_pthread.dylib 0x00007fff672532eb _pthread_body + 126
5 libsystem_pthread.dylib 0x00007fff67256249 _pthread_start + 66
6 libsystem_pthread.dylib 0x00007fff6725240d thread_start + 13
Thread 5:: Analysis Helper
0 libsystem_kernel.dylib 0x00007fff6719d86a __psynch_cvwait + 10
1 libsystem_pthread.dylib 0x00007fff6725656e _pthread_cond_wait + 722
2 com.wildfiregames.0ad 0x00000001005bbefe PR_WaitCondVar + 414
3 com.wildfiregames.0ad 0x0000000100709a47 js::HelperThread::threadLoop() + 1143
4 libsystem_pthread.dylib 0x00007fff672532eb _pthread_body + 126
5 libsystem_pthread.dylib 0x00007fff67256249 _pthread_start + 66
6 libsystem_pthread.dylib 0x00007fff6725240d thread_start + 13
Thread 6:: Analysis Helper
0 libsystem_kernel.dylib 0x00007fff6719d86a __psynch_cvwait + 10
1 libsystem_pthread.dylib 0x00007fff6725656e _pthread_cond_wait + 722
2 com.wildfiregames.0ad 0x00000001005bbefe PR_WaitCondVar + 414
3 com.wildfiregames.0ad 0x0000000100709a47 js::HelperThread::threadLoop() + 1143
4 libsystem_pthread.dylib 0x00007fff672532eb _pthread_body + 126
5 libsystem_pthread.dylib 0x00007fff67256249 _pthread_start + 66
6 libsystem_pthread.dylib 0x00007fff6725240d thread_start + 13
Thread 7:: Analysis Helper
0 libsystem_kernel.dylib 0x00007fff6719d86a __psynch_cvwait + 10
1 libsystem_pthread.dylib 0x00007fff6725656e _pthread_cond_wait + 722
2 com.wildfiregames.0ad 0x00000001005bbefe PR_WaitCondVar + 414
3 com.wildfiregames.0ad 0x0000000100709a47 js::HelperThread::threadLoop() + 1143
4 libsystem_pthread.dylib 0x00007fff672532eb _pthread_body + 126
5 libsystem_pthread.dylib 0x00007fff67256249 _pthread_start + 66
6 libsystem_pthread.dylib 0x00007fff6725240d thread_start + 13
Thread 8:: Analysis Helper
0 libsystem_kernel.dylib 0x00007fff6719d86a __psynch_cvwait + 10
1 libsystem_pthread.dylib 0x00007fff6725656e _pthread_cond_wait + 722
2 com.wildfiregames.0ad 0x00000001005bbefe PR_WaitCondVar + 414
3 com.wildfiregames.0ad 0x0000000100709a47 js::HelperThread::threadLoop() + 1143
4 libsystem_pthread.dylib 0x00007fff672532eb _pthread_body + 126
5 libsystem_pthread.dylib 0x00007fff67256249 _pthread_start + 66
6 libsystem_pthread.dylib 0x00007fff6725240d thread_start + 13
Thread 9:
0 libsystem_kernel.dylib 0x00007fff6719a22a mach_msg_trap + 10
1 libsystem_kernel.dylib 0x00007fff6719a76c mach_msg + 60
2 com.wildfiregames.0ad 0x0000000100626ba1 AsmJSMachExceptionHandlerThread(void*) + 337
Thread 10:: com.apple.audio.IOThread.client
0 libsystem_kernel.dylib 0x00007fff6719a22a mach_msg_trap + 10
1 libsystem_kernel.dylib 0x00007fff6719a76c mach_msg + 60
2 com.apple.audio.CoreAudio 0x00007fff3a5a0eda HALB_MachPort::SendMessageWithReply(unsigned int, unsigned int, unsigned int, unsigned int, mach_msg_header_t*, bool, unsigned int) + 122
3 com.apple.audio.CoreAudio 0x00007fff3a5a0e4f HALB_MachPort::SendSimpleMessageWithSimpleReply(unsigned int, unsigned int, int, int&, bool, unsigned int) + 45
4 com.apple.audio.CoreAudio 0x00007fff3a59d39f HALC_ProxyIOContext::IOWorkLoop() + 1017
5 com.apple.audio.CoreAudio 0x00007fff3a59cdf4 HALC_ProxyIOContext::IOThreadEntry(void*) + 122
6 com.apple.audio.CoreAudio 0x00007fff3a59c956 HALB_IOThread::Entry(void*) + 72
7 libsystem_pthread.dylib 0x00007fff672532eb _pthread_body + 126
8 libsystem_pthread.dylib 0x00007fff67256249 _pthread_start + 66
9 libsystem_pthread.dylib 0x00007fff6725240d thread_start + 13
Thread 11:
0 libsystem_kernel.dylib 0x00007fff6719df32 __semwait_signal + 10
1 libsystem_c.dylib 0x00007fff67129914 nanosleep + 199
2 com.wildfiregames.0ad 0x000000010055edc4 SDL_Delay_REAL + 100
3 com.wildfiregames.0ad 0x0000000100472ea7 SDL_Delay + 23
4 com.wildfiregames.0ad 0x0000000100232017 CSoundManagerWorker::Run() + 71
5 com.wildfiregames.0ad 0x0000000100231f92 CSoundManagerWorker::RunThread(void*) + 98
6 libsystem_pthread.dylib 0x00007fff672532eb _pthread_body + 126
7 libsystem_pthread.dylib 0x00007fff67256249 _pthread_start + 66
8 libsystem_pthread.dylib 0x00007fff6725240d thread_start + 13
Thread 12:
0 libsystem_kernel.dylib 0x00007fff6719d86a __psynch_cvwait + 10
1 libsystem_pthread.dylib 0x00007fff6725656e _pthread_cond_wait + 722
2 com.wildfiregames.0ad 0x0000000100556642 SDL_CondWaitTimeout_REAL + 210
3 com.wildfiregames.0ad 0x0000000100555fd2 SDL_SemWaitTimeout_REAL + 194
4 com.wildfiregames.0ad 0x000000010055604a SDL_SemWait_REAL + 26
5 com.wildfiregames.0ad 0x000000010046fcb4 SDL_SemWait + 36
6 com.wildfiregames.0ad 0x000000010020a961 CUserReporterWorker::Run() + 561
7 com.wildfiregames.0ad 0x000000010020a6f2 CUserReporterWorker::RunThread(void*) + 98
8 libsystem_pthread.dylib 0x00007fff672532eb _pthread_body + 126
9 libsystem_pthread.dylib 0x00007fff67256249 _pthread_start + 66
10 libsystem_pthread.dylib 0x00007fff6725240d thread_start + 13
Thread 13:: SDLTimer
0 libsystem_kernel.dylib 0x00007fff6719d86a __psynch_cvwait + 10
1 libsystem_pthread.dylib 0x00007fff6725656e _pthread_cond_wait + 722
2 com.wildfiregames.0ad 0x0000000100556642 SDL_CondWaitTimeout_REAL + 210
3 com.wildfiregames.0ad 0x0000000100555fd2 SDL_SemWaitTimeout_REAL + 194
4 com.wildfiregames.0ad 0x00000001004d7c79 SDL_TimerThread + 633
5 com.wildfiregames.0ad 0x00000001004d7167 SDL_RunThread + 135
6 com.wildfiregames.0ad 0x00000001005559f5 RunThread + 21
7 libsystem_pthread.dylib 0x00007fff672532eb _pthread_body + 126
8 libsystem_pthread.dylib 0x00007fff67256249 _pthread_start + 66
9 libsystem_pthread.dylib 0x00007fff6725240d thread_start + 13
Thread 14:
0 libsystem_kernel.dylib 0x00007fff6719d86a __psynch_cvwait + 10
1 libsystem_pthread.dylib 0x00007fff6725656e _pthread_cond_wait + 722
2 com.wildfiregames.0ad 0x0000000100556642 SDL_CondWaitTimeout_REAL + 210
3 com.wildfiregames.0ad 0x0000000100555fd2 SDL_SemWaitTimeout_REAL + 194
4 com.wildfiregames.0ad 0x000000010055604a SDL_SemWait_REAL + 26
5 com.wildfiregames.0ad 0x000000010046fcb4 SDL_SemWait + 36
6 com.wildfiregames.0ad 0x00000001002b92fb CTextureConverter::RunThread(void*) + 107
7 libsystem_pthread.dylib 0x00007fff672532eb _pthread_body + 126
8 libsystem_pthread.dylib 0x00007fff67256249 _pthread_start + 66
9 libsystem_pthread.dylib 0x00007fff6725240d thread_start + 13
Thread 15:: com.apple.NSEventThread
0 libsystem_kernel.dylib 0x00007fff6719a22a mach_msg_trap + 10
1 libsystem_kernel.dylib 0x00007fff6719a76c mach_msg + 60
2 com.apple.CoreFoundation 0x00007fff3ab353bd __CFRunLoopServiceMachPort + 327
3 com.apple.CoreFoundation 0x00007fff3ab3492a __CFRunLoopRun + 1619
4 com.apple.CoreFoundation 0x00007fff3ab34085 CFRunLoopRunSpecific + 459
5 com.apple.AppKit 0x00007fff381b4d1a _NSEventThread + 175
6 libsystem_pthread.dylib 0x00007fff672532eb _pthread_body + 126
7 libsystem_pthread.dylib 0x00007fff67256249 _pthread_start + 66
8 libsystem_pthread.dylib 0x00007fff6725240d thread_start + 13
Thread 16:
0 libsystem_kernel.dylib 0x00007fff671a161a __select + 10
1 com.wildfiregames.0ad 0x0000000100e3cac8 enet_socket_wait + 392
2 com.wildfiregames.0ad 0x0000000100e376e6 enet_host_service + 806
3 com.wildfiregames.0ad 0x0000000100023bf0 CNetServerWorker::RunStep() + 784
4 com.wildfiregames.0ad 0x00000001000237b5 CNetServerWorker::Run() + 309
5 com.wildfiregames.0ad 0x00000001000226a0 CNetServerWorker::RunThread(void*) + 48
6 libsystem_pthread.dylib 0x00007fff672532eb _pthread_body + 126
7 libsystem_pthread.dylib 0x00007fff67256249 _pthread_start + 66
8 libsystem_pthread.dylib 0x00007fff6725240d thread_start + 13
Thread 17:
0 libsystem_kernel.dylib 0x00007fff6719a22a mach_msg_trap + 10
1 libsystem_kernel.dylib 0x00007fff6719a76c mach_msg + 60
2 com.wildfiregames.0ad 0x0000000100626a8d AsmJSMachExceptionHandlerThread(void*) + 61
Thread 18:
0 libsystem_pthread.dylib 0x00007fff672523f0 start_wqthread + 0
Thread 19:
0 libsystem_pthread.dylib 0x00007fff672523f0 start_wqthread + 0
Thread 20:
0 libsystem_pthread.dylib 0x00007fff672523f0 start_wqthread + 0
Thread 0 crashed with X86 Thread State (64-bit):
rax: 0x000060000885f4e0 rbx: 0x000060000885e6e3 rcx: 0x000000000885e3fe rdx: 0x000060000886f140
rdi: 0x000060000885d080 rsi: 0x000060000886f140 rbp: 0x00007ffeefbfd290 rsp: 0x00007ffeefbfd270
r8: 0x00007fff99dc0070 r9: 0x0000600008000820 r10: 0x0000600008001820 r11: 0x0000000104671000
r12: 0x000060000885e6a0 r13: 0x0000600008740f1a r14: 0x00007ffeefbfd3e0 r15: 0x000060000886cee0
rip: 0x0000000100157d49 rfl: 0x0000000000010282 cr2: 0x000000000885e389
Logical CPU: 1
Error Code: 0x00000006
Trap Number: 14
Binary Images:
0x100000000 - 0x103b7dff7 +com.wildfiregames.0ad (0.0.X - 0.0.X) <BC128FE0-6B53-3F00-8953-4FC11528928C> /Applications/0 A.D.app/Contents/MacOS/pyrogenesis
0x108800000 - 0x108995fff com.apple.audio.units.Components (1.14 - 1.14) <37B4FB18-3557-332A-834B-8187B8F6E32A> /System/Library/Components/CoreAudio.component/Contents/MacOS/CoreAudio
0x10a415000 - 0x10a419ffb com.apple.audio.AppleHDAHALPlugIn (282.54 - 282.54) <07890660-6F1C-3230-BB32-39A6B42BC0F4> /System/Library/Extensions/AppleHDA.kext/Contents/PlugIns/AppleHDAHALPlugIn.bundle/Contents/MacOS/AppleHDAHALPlugIn
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0x7fff639ab000 - 0x7fff63c02ffb libFosl_dynamic.dylib (18.3.2) <C46C13F6-2799-39A0-BB32-126C2259194A> /usr/lib/libFosl_dynamic.dylib
0x7fff63c53000 - 0x7fff63c71fff libMobileGestalt.dylib (645.250.13) <6B4E26AD-D712-360B-904C-877C24D89393> /usr/lib/libMobileGestalt.dylib
0x7fff63c72000 - 0x7fff63c72fff libOpenScriptingUtil.dylib (179.1) <5C6CFA80-CBCD-35EB-A69C-72C3B2E8FF50> /usr/lib/libOpenScriptingUtil.dylib
0x7fff63db2000 - 0x7fff63db3ffb libSystem.B.dylib (1252.250.1) <72841192-B0C9-36A0-8E55-ED651EADEF08> /usr/lib/libSystem.B.dylib
0x7fff63e2f000 - 0x7fff63e30fff libThaiTokenizer.dylib (2.15.1) <3D80A800-D49A-305E-9DF0-E6FB11D4FD65> /usr/lib/libThaiTokenizer.dylib
0x7fff63e42000 - 0x7fff63e58ffb libapple_nghttp2.dylib (1.24.1) <96F6DF29-D31C-3097-9C3E-63B1D62D756C> /usr/lib/libapple_nghttp2.dylib
0x7fff63e59000 - 0x7fff63e82ffb libarchive.2.dylib (54.250.1) <D6370CDB-920D-37A3-A9C0-6C1FC95F2F99> /usr/lib/libarchive.2.dylib
0x7fff63e83000 - 0x7fff63f82fef libate.dylib (1.13.8) <E9801F27-69B1-3829-A67F-A6C1D563A647> /usr/lib/libate.dylib
0x7fff63f86000 - 0x7fff63f86ff3 libauto.dylib (187) <4E260A46-13BB-3A8F-A037-D89748837B2A> /usr/lib/libauto.dylib
0x7fff64056000 - 0x7fff64066ffb libbsm.0.dylib (39.200.18) <CF0C09D6-FCED-3B48-A617-768A0B5B9DEB> /usr/lib/libbsm.0.dylib
0x7fff64067000 - 0x7fff64074fff libbz2.1.0.dylib (38.200.3) <62019AC3-20C9-3DDC-9C83-189C1F258073> /usr/lib/libbz2.1.0.dylib
0x7fff64075000 - 0x7fff640c8ff7 libc++.1.dylib (400.9.4) <446DAE5E-4E97-3E4B-B2A3-AC0A74C0E453> /usr/lib/libc++.1.dylib
0x7fff640c9000 - 0x7fff640deff7 libc++abi.dylib (400.17) <A2D1FDAD-E10F-3E53-958F-CB6BC8485767> /usr/lib/libc++abi.dylib
0x7fff640df000 - 0x7fff640dfff3 libcharset.1.dylib (51.200.6) <0D3A5F4C-8800-33E3-AFE5-307E8BEE462C> /usr/lib/libcharset.1.dylib
0x7fff640e0000 - 0x7fff640f0ffb libcmph.dylib (6.15.1) <740A788E-FD92-36F3-B678-E7D510B1E2A1> /usr/lib/libcmph.dylib
0x7fff640f1000 - 0x7fff64109ffb libcompression.dylib (52.250.2) <2AD18016-88F4-3A10-B235-50B44C3A70A8> /usr/lib/libcompression.dylib
0x7fff6437e000 - 0x7fff64394fff libcoretls.dylib (155.220.1) <FF7EA01E-9A26-36F9-A6FF-9665B501B536> /usr/lib/libcoretls.dylib
0x7fff64395000 - 0x7fff64396ff3 libcoretls_cfhelpers.dylib (155.220.1) <51572EB9-D154-348B-9934-3CA9444FAE5E> /usr/lib/libcoretls_cfhelpers.dylib
0x7fff64534000 - 0x7fff646c3ffb libcrypto.35.dylib (22.250.1) <3C591DDE-3002-3E2D-9CB0-9F588053E703> /usr/lib/libcrypto.35.dylib
0x7fff64a08000 - 0x7fff64a5eff7 libcups.2.dylib (462.10) <83EF6851-07F6-35B4-AA80-690EF026C706> /usr/lib/libcups.2.dylib
0x7fff64b92000 - 0x7fff64b92fff libenergytrace.dylib (17.200.1) <F0A35E72-B772-359B-81AC-0C94B8A621CA> /usr/lib/libenergytrace.dylib
0x7fff64bc4000 - 0x7fff64bc9ff7 libgermantok.dylib (17.15.2) <A78E0BF5-0038-35C7-A8E7-05AEDF86D6D5> /usr/lib/libgermantok.dylib
0x7fff64bca000 - 0x7fff64bcfff7 libheimdal-asn1.dylib (520.250.1) <DE1C4650-FDFE-3A31-98AD-597B57C947E5> /usr/lib/libheimdal-asn1.dylib
0x7fff64bfa000 - 0x7fff64ceafff libiconv.2.dylib (51.200.6) <E767B418-3531-3BB0-B58D-9ECB203407B7> /usr/lib/libiconv.2.dylib
0x7fff64ceb000 - 0x7fff64f4bff3 libicucore.A.dylib (62123.0.1) <3936C798-1978-3C6C-9050-3BBD57CDA53E> /usr/lib/libicucore.A.dylib
0x7fff64f98000 - 0x7fff64f99fff liblangid.dylib (128.15.1) <1ED2EB78-3891-3DBA-8CB7-BA1A100CFC8F> /usr/lib/liblangid.dylib
0x7fff64f9a000 - 0x7fff64fb2ff3 liblzma.5.dylib (10.200.3) <E6CA9433-904B-3804-82FF-B328E2047368> /usr/lib/liblzma.5.dylib
0x7fff64fca000 - 0x7fff6506eff7 libmecab.1.0.0.dylib (779.24.1) <0C57BF6E-A713-3AE8-8AD3-80F65D4CCC15> /usr/lib/libmecab.1.0.0.dylib
0x7fff6506f000 - 0x7fff65273fff libmecabra.dylib (779.24.1) <A658B79D-4071-3EC1-9344-ADA438E43FB4> /usr/lib/libmecabra.dylib
0x7fff6544b000 - 0x7fff6579cff7 libnetwork.dylib (1229.250.15) <D8F52B1D-1AD9-3D33-8D59-2D631A3CBFEC> /usr/lib/libnetwork.dylib
0x7fff6582c000 - 0x7fff65fb4fd7 libobjc.A.dylib (756.2) <E344D532-344C-3D2A-9DA7-B2684DDFB43A> /usr/lib/libobjc.A.dylib
0x7fff65fc6000 - 0x7fff65fcaffb libpam.2.dylib (22.200.1) <3AEB13DB-8DE2-3FD9-97D5-D9DB206E0693> /usr/lib/libpam.2.dylib
0x7fff65fcd000 - 0x7fff66002fff libpcap.A.dylib (79.250.1) <FA490ABF-6C15-336A-818F-0C14A8C090DB> /usr/lib/libpcap.A.dylib
0x7fff6611b000 - 0x7fff66133ffb libresolv.9.dylib (65.200.2) <DB6CA331-BB44-306D-8528-023EADE54BF7> /usr/lib/libresolv.9.dylib
0x7fff66184000 - 0x7fff66185ff7 libspindump.dylib (267.3) <47B91C83-6BE6-3B0B-8B42-83AE41160F3F> /usr/lib/libspindump.dylib
0x7fff66186000 - 0x7fff66357ffb libsqlite3.dylib (274.22) <4DB422B2-DFBD-3C46-ABA9-50CC2D4490FD> /usr/lib/libsqlite3.dylib
0x7fff665d7000 - 0x7fff665daff7 libutil.dylib (51.200.4) <336F9184-A739-3770-ACFA-4659DFEEACC4> /usr/lib/libutil.dylib
0x7fff665db000 - 0x7fff665e8fff libxar.1.dylib (417.1) <D7AC80EE-D974-33E6-ACA7-87B398ACEDD7> /usr/lib/libxar.1.dylib
0x7fff665ed000 - 0x7fff666cfff3 libxml2.2.dylib (32.8) <064C2F49-C054-38F9-A6B2-032C4AC9738B> /usr/lib/libxml2.2.dylib
0x7fff666d0000 - 0x7fff666f8ff3 libxslt.1.dylib (16.1) <FB93A727-731D-313F-AF6B-4518FE830FFB> /usr/lib/libxslt.1.dylib
0x7fff666f9000 - 0x7fff6670bff7 libz.1.dylib (70.200.4) <FDF169F3-F992-3E8E-B3F7-D4134FEBAE41> /usr/lib/libz.1.dylib
0x7fff66ee8000 - 0x7fff66eecff3 libcache.dylib (81) <9A8C27B0-49C9-337F-8BE2-37171ED2D8EE> /usr/lib/system/libcache.dylib
0x7fff66eed000 - 0x7fff66ef7ff3 libcommonCrypto.dylib (60118.250.2) <17C4F395-9FF0-331F-8167-5E85AA3588E9> /usr/lib/system/libcommonCrypto.dylib
0x7fff66ef8000 - 0x7fff66effff7 libcompiler_rt.dylib (63.4) <8CB2B2B6-2C55-3733-9842-0E037AE3F46A> /usr/lib/system/libcompiler_rt.dylib
0x7fff66f00000 - 0x7fff66f09ff7 libcopyfile.dylib (146.250.1) <24905E41-9E2F-3DD1-A255-5A17F9FCDAD7> /usr/lib/system/libcopyfile.dylib
0x7fff66f0a000 - 0x7fff66f8efc7 libcorecrypto.dylib (602.250.23) <3A6CBD41-AFFE-3E06-B1EC-3E95BC79BAC5> /usr/lib/system/libcorecrypto.dylib
0x7fff67015000 - 0x7fff6704eff7 libdispatch.dylib (1008.250.7) <50235FCE-B399-3319-90DC-88F530D4FC5C> /usr/lib/system/libdispatch.dylib
0x7fff6704f000 - 0x7fff6707bff7 libdyld.dylib (655.1.1) <54C6B494-4A3D-3EEC-B083-636A76AAD649> /usr/lib/system/libdyld.dylib
0x7fff6707c000 - 0x7fff6707cffb libkeymgr.dylib (30) <BEA04E04-FCF1-3A70-810F-08D0FF54CA36> /usr/lib/system/libkeymgr.dylib
0x7fff6707d000 - 0x7fff67089ff3 libkxld.dylib (4903.251.3) <649F5829-6AA8-32EE-9A33-B1244378C319> /usr/lib/system/libkxld.dylib
0x7fff6708a000 - 0x7fff6708aff7 liblaunch.dylib (1336.251.2) <30E6424E-4640-3DBA-9B64-D5F725263C6E> /usr/lib/system/liblaunch.dylib
0x7fff6708b000 - 0x7fff67090fff libmacho.dylib (927.0.2) <D8515A20-ED7B-3B13-9ADA-4BD7E19E38C4> /usr/lib/system/libmacho.dylib
0x7fff67091000 - 0x7fff67093ffb libquarantine.dylib (86.220.1) <8A9BF971-DB7D-311A-B131-6C5025E82F8F> /usr/lib/system/libquarantine.dylib
0x7fff67094000 - 0x7fff67095ff7 libremovefile.dylib (45.200.2) <950036B7-B91E-3B5D-853C-8C551E5B6A32> /usr/lib/system/libremovefile.dylib
0x7fff67096000 - 0x7fff670adff3 libsystem_asl.dylib (356.200.4) <16F632AD-FADA-3DE9-85E8-EBC7D619A1DA> /usr/lib/system/libsystem_asl.dylib
0x7fff670ae000 - 0x7fff670aeff7 libsystem_blocks.dylib (73) <0CD6861B-EC5F-3345-9C24-B21EEB85E44F> /usr/lib/system/libsystem_blocks.dylib
0x7fff670af000 - 0x7fff67136fff libsystem_c.dylib (1272.250.1) <F3AA9047-EEDD-3D80-8CC1-023FB312EC8B> /usr/lib/system/libsystem_c.dylib
0x7fff67137000 - 0x7fff6713affb libsystem_configuration.dylib (963.250.1) <02C7A973-014A-31D7-B7D2-247D384CB0D2> /usr/lib/system/libsystem_configuration.dylib
0x7fff6713b000 - 0x7fff6713eff7 libsystem_coreservices.dylib (66) <4CF1C89B-FA6C-3DF3-B1F8-79F549849534> /usr/lib/system/libsystem_coreservices.dylib
0x7fff6713f000 - 0x7fff67145fff libsystem_darwin.dylib (1272.250.1) <6983A268-20F4-3F98-A3F5-D63848933B02> /usr/lib/system/libsystem_darwin.dylib
0x7fff67146000 - 0x7fff6714cff7 libsystem_dnssd.dylib (878.250.4) <9FC5724C-DD03-3E14-A6E1-2DD009D79E0A> /usr/lib/system/libsystem_dnssd.dylib
0x7fff6714d000 - 0x7fff67198ffb libsystem_info.dylib (517.200.9) <F617D3CF-5A4A-36D0-8CBB-4A7C7CDB67AF> /usr/lib/system/libsystem_info.dylib
0x7fff67199000 - 0x7fff671c1ff7 libsystem_kernel.dylib (4903.251.3) <84EF0290-6CB5-36E5-A273-692A7E437B36> /usr/lib/system/libsystem_kernel.dylib
0x7fff671c2000 - 0x7fff6720dff7 libsystem_m.dylib (3158.200.7) <33105665-CCC3-36D5-82C9-9B21730CB3DF> /usr/lib/system/libsystem_m.dylib
0x7fff6720e000 - 0x7fff67232fff libsystem_malloc.dylib (166.251.2) <90DA09E3-1276-3FCF-8F5F-C9AA61AB9B6D> /usr/lib/system/libsystem_malloc.dylib
0x7fff67233000 - 0x7fff6723dff7 libsystem_networkextension.dylib (767.250.2) <4575D797-B793-3D18-9E93-8696CF0B133B> /usr/lib/system/libsystem_networkextension.dylib
0x7fff6723e000 - 0x7fff67245fff libsystem_notify.dylib (172.200.21) <679E9132-1A46-326E-9A11-D3FF9C86041C> /usr/lib/system/libsystem_notify.dylib
0x7fff67246000 - 0x7fff6724ffef libsystem_platform.dylib (177.250.1) <3CC59141-5365-3848-94C3-D65E6FCA1E74> /usr/lib/system/libsystem_platform.dylib
0x7fff67250000 - 0x7fff6725aff7 libsystem_pthread.dylib (330.250.2) <4344198A-A1A3-3C52-97B4-F168D56E9789> /usr/lib/system/libsystem_pthread.dylib
0x7fff6725b000 - 0x7fff6725eff7 libsystem_sandbox.dylib (851.250.12) <66E91015-F62A-3365-BB81-AA88707E8F12> /usr/lib/system/libsystem_sandbox.dylib
0x7fff6725f000 - 0x7fff67261ff3 libsystem_secinit.dylib (30.220.1) <F054DCB0-68CE-35E7-8B8C-D648C42124EC> /usr/lib/system/libsystem_secinit.dylib
0x7fff67262000 - 0x7fff67269ff3 libsystem_symptoms.dylib (820.257.1) <C8517F35-E9DA-3649-B07D-2B38349C6730> /usr/lib/system/libsystem_symptoms.dylib
0x7fff6726a000 - 0x7fff6727ffff libsystem_trace.dylib (906.250.5) <AE77ACC7-488F-3AE1-BB0C-1ACFC7E1CE77> /usr/lib/system/libsystem_trace.dylib
0x7fff67281000 - 0x7fff67286ffb libunwind.dylib (35.4) <8F0BC197-B97C-3DDC-92B0-6A7D3CB72FD8> /usr/lib/system/libunwind.dylib
0x7fff67287000 - 0x7fff672b6ff7 libxpc.dylib (1336.251.2) <49138829-09C8-355C-B558-97E070B84EC5> /usr/lib/system/libxpc.dylib
External Modification Summary:
Calls made by other processes targeting this process:
task_for_pid: 2292
thread_create: 0
thread_set_state: 0
Calls made by this process:
task_for_pid: 0
thread_create: 0
thread_set_state: 0
Calls made by all processes on this machine:
task_for_pid: 47238267
thread_create: 0
thread_set_state: 0
VM Region Summary:
ReadOnly portion of Libraries: Total=458.6M resident=0K(0%) swapped_out_or_unallocated=458.6M(100%)
Writable regions: Total=3.4G written=0K(0%) resident=0K(0%) swapped_out=0K(0%) unallocated=3.4G(100%)
VIRTUAL REGION
REGION TYPE SIZE COUNT (non-coalesced)
=========== ======= =======
Accelerate framework 256K 1
Activity Tracing 256K 1
CG backing stores 32.3M 3
CG image 488K 29
CoreAnimation 56K 7
CoreGraphics 8K 1
CoreImage 8K 2
CoreUI image data 332K 6
CoreUI image file 404K 3
Foundation 28K 3
IOKit 7940K 1
Kernel Alloc Once 8K 1
MALLOC 2.9G 1583
MALLOC guard page 32K 7
MALLOC_LARGE (reserved) 84K 1 reserved VM address space (unallocated)
MALLOC_NANO (reserved) 128.0M 1 reserved VM address space (unallocated)
Memory Tag 242 12K 1
Memory Tag 249 156K 1
OpenGL GLSL 256K 3
STACK GUARD 56.1M 21
Stack 18.2M 24
VM_ALLOCATE 333.6M 522
__DATA 36.3M 258
__FONT_DATA 4K 1
__GLSLBUILTINS 5176K 1
__LINKEDIT 232.5M 9
__TEXT 226.1M 255
__UNICODE 564K 1
mapped file 63.8M 18
shared memory 704K 16
=========== ======= =======
TOTAL 4.0G 2781
TOTAL, minus reserved VM space 3.9G 2781
Model: iMac14,2, BootROM 134.0.0.0.0, 4 processors, Intel Core i5, 3.40 GHz, 32 GB, SMC 2.15f7
Graphics: AMD Radeon RX 580, AMD Radeon RX 580, spdisplays_pcie_device, 8 GB
Memory Module: BANK 0/DIMM0, 8 GB, DDR3, 1600 MHz, Corsair, CMZ16GX3M2A1600C10
Memory Module: BANK 1/DIMM0, 8 GB, DDR3, 1600 MHz, Corsair, CMZ16GX3M2A1600C10
Memory Module: BANK 0/DIMM1, 8 GB, DDR3, 1600 MHz, Corsair, CMZ16GX3M2A1600C10
Memory Module: BANK 1/DIMM1, 8 GB, DDR3, 1600 MHz, Corsair, CMZ16GX3M2A1600C10
crashlog.txtAssertion failed: "(state.goal.z / Pathfinding::NAVCELL_SIZE).ToInt_RoundToNegInfinity() == state.jGoal"
Location: LongPathfinder.cpp:760 (ComputeJPSPath)
Call stack:
(error while dumping stack: Function not supported)
errno = 0 (?)
OS error = ?
====================================
SVN Revision: 21946MP-release
Engine Version: 0.0.23
System info:
(generated 2020-05-03 00:02:47 UTC)
OS : Darwin 18.5.0 (Darwin Kernel Version 18.5.0: Mon Mar 11 20:40:32 PDT 2019; root:xnu-4903.251.3~3/RELEASE_X86_64)
CPU : x86_64, Intel Core i5-3570K @ 3.40GHz (1x4x1), 3.40 GHz
Memory : 2048 MiB; 3363 MiB free
Graphics Card : ATI AMD Radeon RX 580 OpenGL Engine
OpenGL Drivers : 2.1 ATI-2.8.38; OpenGL 2.1 ATI-2.8.38
Video Mode : 1024x768:32
Sound Card : Built-in Digital Output;
Sound Drivers : 1.1
OpenGL Extensions:
GL_ARB_color_buffer_float
GL_ARB_depth_buffer_float
GL_ARB_depth_clamp
GL_ARB_depth_texture
GL_ARB_draw_buffers
GL_ARB_draw_elements_base_vertex
GL_ARB_draw_instanced
GL_ARB_fragment_program
GL_ARB_fragment_program_shadow
GL_ARB_fragment_shader
GL_ARB_framebuffer_object
GL_ARB_framebuffer_sRGB
GL_ARB_half_float_pixel
GL_ARB_half_float_vertex
GL_ARB_imaging
GL_ARB_instanced_arrays
GL_ARB_multisample
GL_ARB_multitexture
GL_ARB_occlusion_query
GL_ARB_pixel_buffer_object
GL_ARB_point_parameters
GL_ARB_point_sprite
GL_ARB_provoking_vertex
GL_ARB_seamless_cube_map
GL_ARB_shader_objects
GL_ARB_shader_texture_lod
GL_ARB_shading_language_100
GL_ARB_shadow
GL_ARB_shadow_ambient
GL_ARB_sync
GL_ARB_texture_border_clamp
GL_ARB_texture_compression
GL_ARB_texture_compression_rgtc
GL_ARB_texture_cube_map
GL_ARB_texture_env_add
GL_ARB_texture_env_combine
GL_ARB_texture_env_crossbar
GL_ARB_texture_env_dot3
GL_ARB_texture_float
GL_ARB_texture_mirrored_repeat
GL_ARB_texture_non_power_of_two
GL_ARB_texture_rectangle
GL_ARB_texture_rg
GL_ARB_transpose_matrix
GL_ARB_vertex_array_bgra
GL_ARB_vertex_blend
GL_ARB_vertex_buffer_object
GL_ARB_vertex_program
GL_ARB_vertex_shader
GL_ARB_window_pos
GL_EXT_abgr
GL_EXT_bgra
GL_EXT_bindable_uniform
GL_EXT_blend_color
GL_EXT_blend_equation_separate
GL_EXT_blend_func_separate
GL_EXT_blend_minmax
GL_EXT_blend_subtract
GL_EXT_clip_volume_hint
GL_EXT_debug_label
GL_EXT_debug_marker
GL_EXT_depth_bounds_test
GL_EXT_draw_buffers2
GL_EXT_draw_range_elements
GL_EXT_fog_coord
GL_EXT_framebuffer_blit
GL_EXT_framebuffer_multisample
GL_EXT_framebuffer_object
GL_EXT_framebuffer_sRGB
GL_EXT_geometry_shader4
GL_EXT_gpu_program_parameters
GL_EXT_gpu_shader4
GL_EXT_multi_draw_arrays
GL_EXT_packed_depth_stencil
GL_EXT_packed_float
GL_EXT_provoking_vertex
GL_EXT_rescale_normal
GL_EXT_secondary_color
GL_EXT_separate_specular_color
GL_EXT_shadow_funcs
GL_EXT_stencil_two_side
GL_EXT_stencil_wrap
GL_EXT_texture_array
GL_EXT_texture_compression_dxt1
GL_EXT_texture_compression_s3tc
GL_EXT_texture_env_add
GL_EXT_texture_filter_anisotropic
GL_EXT_texture_integer
GL_EXT_texture_lod_bias
GL_EXT_texture_mirror_clamp
GL_EXT_texture_rectangle
GL_EXT_texture_shared_exponent
GL_EXT_texture_sRGB
GL_EXT_texture_sRGB_decode
GL_EXT_timer_query
GL_EXT_transform_feedback
GL_EXT_vertex_array_bgra
GL_APPLE_aux_depth_stencil
GL_APPLE_client_storage
GL_APPLE_element_array
GL_APPLE_fence
GL_APPLE_float_pixels
GL_APPLE_flush_buffer_range
GL_APPLE_flush_render
GL_APPLE_object_purgeable
GL_APPLE_packed_pixels
GL_APPLE_pixel_buffer
GL_APPLE_rgb_422
GL_APPLE_row_bytes
GL_APPLE_specular_vector
GL_APPLE_texture_range
GL_APPLE_transform_hint
GL_APPLE_vertex_array_object
GL_APPLE_vertex_array_range
GL_APPLE_vertex_point_size
GL_APPLE_vertex_program_evaluators
GL_APPLE_ycbcr_422
GL_ATI_blend_equation_separate
GL_ATI_blend_weighted_minmax
GL_ATI_separate_stencil
GL_ATI_texture_compression_3dc
GL_ATI_texture_env_combine3
GL_ATI_texture_float
GL_ATI_texture_mirror_once
GL_IBM_rasterpos_clip
GL_NV_blend_square
GL_NV_conditional_render
GL_NV_depth_clamp
GL_NV_fog_distance
GL_NV_light_max_exponent
GL_NV_texgen_reflection
GL_NV_texture_barrier
GL_SGI_color_matrix
GL_SGIS_generate_mipmap
GL_SGIS_texture_edge_clamp
GL_SGIS_texture_lod
SMBIOS:
====================================
Main log:
<!DOCTYPE html>
<meta charset="utf-8">
<title>Pyrogenesis Log</title>
<style>body { background: #eee; color: black; font-family: sans-serif; } p { background: white; margin: 3px 0 3px 0; } .error { color: red; } .warning { color: blue; }</style>
<h2>0 A.D. (0.0.23) Main log</h2>
<p>Loading config file "config/default.cfg"</p>
<p>Loaded config string "windowed" = "false"</p>
<p>Loaded config string "showdetailedtooltips" = "false"</p>
<p>Loaded config string "pauseonfocusloss" = "true"</p>
<p>Loaded config string "persistmatchsettings" = "true"</p>
<p>Loaded config string "multiplayerserver" = "127.0.0.1"</p>
<p>Loaded config string "xres" = "0"</p>
<p>Loaded config string "yres" = "0"</p>
<p>Loaded config string "bpp" = "0"</p>
<p>Loaded config string "display" = "0"</p>
<p>Loaded config string "macmouse" = "false"</p>
<p>Loaded config string "renderactors" = "true"</p>
<p>Loaded config string "watereffects" = "true"</p>
<p>Loaded config string "waterfancyeffects" = "false"</p>
<p>Loaded config string "waterrealdepth" = "true"</p>
<p>Loaded config string "waterrefraction" = "true"</p>
<p>Loaded config string "waterreflection" = "true"</p>
<p>Loaded config string "shadowsonwater" = "false"</p>
<p>Loaded config string "shadows" = "true"</p>
<p>Loaded config string "shadowquality" = "0"</p>
<p>Loaded config string "shadowpcf" = "true"</p>
<p>Loaded config string "vsync" = "false"</p>
<p>Loaded config string "particles" = "true"</p>
<p>Loaded config string "fog" = "true"</p>
<p>Loaded config string "silhouettes" = "true"</p>
<p>Loaded config string "showsky" = "true"</p>
<p>Loaded config string "nos3tc" = "false"</p>
<p>Loaded config string "noautomipmap" = "true"</p>
<p>Loaded config string "novbo" = "false"</p>
<p>Loaded config string "noframebufferobject" = "false"</p>
<p>Loaded config string "nohwcursor" = "false"</p>
<p>Loaded config string "force_s3tc_enable" = "true"</p>
<p>Loaded config string "renderpath" = "default"</p>
<p>Loaded config string "preferglsl" = "false"</p>
<p>Loaded config string "gpuskinning" = "false"</p>
<p>Loaded config string "smoothlos" = "false"</p>
<p>Loaded config string "postproc" = "false"</p>
<p>Loaded config string "materialmgr.quality" = "2.0"</p>
<p>Loaded config string "materialmgr.PARALLAX_DIST.max" = "150"</p>
<p>Loaded config string "materialmgr.PARALLAX_HQ_DIST.max" = "75"</p>
<p>Loaded config string "materialmgr.PARALLAX_VHQ_DIST.max" = "0"</p>
<p>Loaded config string "forcealphatest" = "false"</p>
<p>Loaded config string "skycolor" = "0 0 0"</p>
<p>Found config header 'adaptivefps'</p>
<p>Loaded config string "adaptivefps.session" = "60"</p>
<p>Loaded config string "adaptivefps.menu" = "30"</p>
<p>Found config header 'hotkey'</p>
<p>Loaded config string "hotkey.exit" = "Ctrl+Break", "Super+Q"</p>
<p>Loaded config string "hotkey.cancel" = "Escape"</p>
<p>Loaded config string "hotkey.leave" = "Escape"</p>
<p>Loaded config string "hotkey.confirm" = "Return"</p>
<p>Loaded config string "hotkey.pause" = "Pause"</p>
<p>Loaded config string "hotkey.screenshot" = "F2"</p>
<p>Loaded config string "hotkey.bigscreenshot" = "Shift+F2"</p>
<p>Loaded config string "hotkey.togglefullscreen" = "Alt+Return"</p>
<p>Loaded config string "hotkey.screenshot.watermark" = "Alt+K"</p>
<p>Loaded config string "hotkey.wireframe" = "Alt+Shift+W"</p>
<p>Loaded config string "hotkey.silhouettes" = "Alt+Shift+S"</p>
<p>Loaded config string "hotkey.showsky" = "Alt+Z"</p>
<p>Loaded config string "hotkey.summary" = "Ctrl+Tab"</p>
<p>Loaded config string "hotkey.lobby" = "Alt+L"</p>
<p>Loaded config string "hotkey.structree" = "Alt+Shift+T"</p>
<p>Loaded config string "hotkey.civinfo" = "Alt+Shift+H"</p>
<p>Loaded config string "hotkey.copy" = "Ctrl+C"</p>
<p>Loaded config string "hotkey.paste" = "Ctrl+V"</p>
<p>Loaded config string "hotkey.cut" = "Ctrl+X"</p>
<p>Loaded config string "hotkey.console.toggle" = "BackQuote", "F9"</p>
<p>Loaded config string "hotkey.fps.toggle" = "Alt+F"</p>
<p>Loaded config string "hotkey.realtime.toggle" = "Alt+T"</p>
<p>Loaded config string "hotkey.session.devcommands.toggle" = "Alt+D"</p>
<p>Loaded config string "hotkey.timeelapsedcounter.toggle" = "F12"</p>
<p>Loaded config string "hotkey.session.showstatusbars" = "Tab"</p>
<p>Loaded config string "hotkey.session.highlightguarding" = "PgDn"</p>
<p>Loaded config string "hotkey.session.highlightguarded" = "PgUp"</p>
<p>Loaded config string "hotkey.session.toggleattackrange" = "Alt+C"</p>
<p>Loaded config string "hotkey.session.toggleaurasrange" = "Alt+V"</p>
<p>Loaded config string "hotkey.session.togglehealrange" = "Alt+B"</p>
<p>Loaded config string "hotkey.session.diplomacycolors" = "Alt+X"</p>
<p>Loaded config string "hotkey.chat" = "Return"</p>
<p>Loaded config string "hotkey.teamchat" = "T"</p>
<p>Loaded config string "hotkey.privatechat" = "L"</p>
<p>Loaded config string "hotkey.quicksave" = "Shift+F5"</p>
<p>Loaded config string "hotkey.quickload" = "Shift+F8"</p>
<p>Found config header 'hotkey.camera'</p>
<p>Loaded config string "hotkey.camera.reset" = "R"</p>
<p>Loaded config string "hotkey.camera.follow" = "F"</p>
<p>Loaded config string "hotkey.camera.rallypointfocus" = "unused"</p>
<p>Loaded config string "hotkey.camera.zoom.in" = "Plus", "Equals", "NumPlus"</p>
<p>Loaded config string "hotkey.camera.zoom.out" = "Minus", "NumMinus"</p>
<p>Loaded config string "hotkey.camera.zoom.wheel.in" = "WheelUp"</p>
<p>Loaded config string "hotkey.camera.zoom.wheel.out" = "WheelDown"</p>
<p>Loaded config string "hotkey.camera.rotate.up" = "Ctrl+UpArrow", "Ctrl+W"</p>
<p>Loaded config string "hotkey.camera.rotate.down" = "Ctrl+DownArrow", "Ctrl+S"</p>
<p>Loaded config string "hotkey.camera.rotate.cw" = "Ctrl+LeftArrow", "Ctrl+A", "Q"</p>
<p>Loaded config string "hotkey.camera.rotate.ccw" = "Ctrl+RightArrow", "Ctrl+D", "E"</p>
<p>Loaded config string "hotkey.camera.rotate.wheel.cw" = "Shift+WheelUp", "MouseX1"</p>
<p>Loaded config string "hotkey.camera.rotate.wheel.ccw" = "Shift+WheelDown", "MouseX2"</p>
<p>Loaded config string "hotkey.camera.pan" = "MouseMiddle"</p>
<p>Loaded config string "hotkey.camera.left" = "A", "LeftArrow"</p>
<p>Loaded config string "hotkey.camera.right" = "D", "RightArrow"</p>
<p>Loaded config string "hotkey.camera.up" = "W", "UpArrow"</p>
<p>Loaded config string "hotkey.camera.down" = "S", "DownArrow"</p>
<p>Loaded config string "hotkey.camera.scroll.speed.increase" = "Ctrl+Shift+S"</p>
<p>Loaded config string "hotkey.camera.scroll.speed.decrease" = "Ctrl+Alt+S"</p>
<p>Loaded config string "hotkey.camera.rotate.speed.increase" = "Ctrl+Shift+R"</p>
<p>Loaded config string "hotkey.camera.rotate.speed.decrease" = "Ctrl+Alt+R"</p>
<p>Loaded config string "hotkey.camera.zoom.speed.increase" = "Ctrl+Shift+Z"</p>
<p>Loaded config string "hotkey.camera.zoom.speed.decrease" = "Ctrl+Alt+Z"</p>
<p>Found config header 'hotkey.camera.jump'</p>
<p>Loaded config string "hotkey.camera.jump.1" = "F5"</p>
<p>Loaded config string "hotkey.camera.jump.2" = "F6"</p>
<p>Loaded config string "hotkey.camera.jump.3" = "F7"</p>
<p>Loaded config string "hotkey.camera.jump.4" = "F8"</p>
<p>Found config header 'hotkey.camera.jump.set'</p>
<p>Loaded config string "hotkey.camera.jump.set.1" = "Ctrl+F5"</p>
<p>Loaded config string "hotkey.camera.jump.set.2" = "Ctrl+F6"</p>
<p>Loaded config string "hotkey.camera.jump.set.3" = "Ctrl+F7"</p>
<p>Loaded config string "hotkey.camera.jump.set.4" = "Ctrl+F8"</p>
<p>Found config header 'hotkey.profile'</p>
<p>Loaded config string "hotkey.profile.toggle" = "F11"</p>
<p>Loaded config string "hotkey.profile.save" = "Shift+F11"</p>
<p>Found config header 'hotkey.profile2'</p>
<p>Loaded config string "hotkey.profile2.toggle" = "Ctrl+F11"</p>
<p>Found config header 'hotkey.selection'</p>
<p>Loaded config string "hotkey.selection.add" = "Shift"</p>
<p>Loaded config string "hotkey.selection.militaryonly" = "Alt"</p>
<p>Loaded config string "hotkey.selection.nonmilitaryonly" = "Alt+Y"</p>
<p>Loaded config string "hotkey.selection.idleonly" = "I"</p>
<p>Loaded config string "hotkey.selection.woundedonly" = "O"</p>
<p>Loaded config string "hotkey.selection.remove" = "Ctrl"</p>
<p>Loaded config string "hotkey.selection.cancel" = "Esc"</p>
<p>Loaded config string "hotkey.selection.idleworker" = "Period"</p>
<p>Loaded config string "hotkey.selection.idlewarrior" = "ForwardSlash"</p>
<p>Loaded config string "hotkey.selection.idleunit" = "BackSlash"</p>
<p>Loaded config string "hotkey.selection.offscreen" = "Alt"</p>
<p>Found config header 'hotkey.selection.group.add'</p>
<p>Loaded config string "hotkey.selection.group.add.0" = "Shift+0"</p>
<p>Loaded config string "hotkey.selection.group.add.1" = "Shift+1"</p>
<p>Loaded config string "hotkey.selection.group.add.2" = "Shift+2"</p>
<p>Loaded config string "hotkey.selection.group.add.3" = "Shift+3"</p>
<p>Loaded config string "hotkey.selection.group.add.4" = "Shift+4"</p>
<p>Loaded config string "hotkey.selection.group.add.5" = "Shift+5"</p>
<p>Loaded config string "hotkey.selection.group.add.6" = "Shift+6"</p>
<p>Loaded config string "hotkey.selection.group.add.7" = "Shift+7"</p>
<p>Loaded config string "hotkey.selection.group.add.8" = "Shift+8"</p>
<p>Loaded config string "hotkey.selection.group.add.9" = "Shift+9"</p>
<p>Found config header 'hotkey.selection.group.save'</p>
<p>Loaded config string "hotkey.selection.group.save.0" = "Ctrl+0"</p>
<p>Loaded config string "hotkey.selection.group.save.1" = "Ctrl+1"</p>
<p>Loaded config string "hotkey.selection.group.save.2" = "Ctrl+2"</p>
<p>Loaded config string "hotkey.selection.group.save.3" = "Ctrl+3"</p>
<p>Loaded config string "hotkey.selection.group.save.4" = "Ctrl+4"</p>
<p>Loaded config string "hotkey.selection.group.save.5" = "Ctrl+5"</p>
<p>Loaded config string "hotkey.selection.group.save.6" = "Ctrl+6"</p>
<p>Loaded config string "hotkey.selection.group.save.7" = "Ctrl+7"</p>
<p>Loaded config string "hotkey.selection.group.save.8" = "Ctrl+8"</p>
<p>Loaded config string "hotkey.selection.group.save.9" = "Ctrl+9"</p>
<p>Found config header 'hotkey.selection.group.select'</p>
<p>Loaded config string "hotkey.selection.group.select.0" = "0"</p>
<p>Loaded config string "hotkey.selection.group.select.1" = "1"</p>
<p>Loaded config string "hotkey.selection.group.select.2" = "2"</p>
<p>Loaded config string "hotkey.selection.group.select.3" = "3"</p>
<p>Loaded config string "hotkey.selection.group.select.4" = "4"</p>
<p>Loaded config string "hotkey.selection.group.select.5" = "5"</p>
<p>Loaded config string "hotkey.selection.group.select.6" = "6"</p>
<p>Loaded config string "hotkey.selection.group.select.7" = "7"</p>
<p>Loaded config string "hotkey.selection.group.select.8" = "8"</p>
<p>Loaded config string "hotkey.selection.group.select.9" = "9"</p>
<p>Found config header 'hotkey.session'</p>
<p>Loaded config string "hotkey.session.kill" = "Delete"</p>
<p>Loaded config string "hotkey.session.stop" = "H"</p>
<p>Loaded config string "hotkey.session.backtowork" = "Y"</p>
<p>Loaded config string "hotkey.session.unload" = "U"</p>
<p>Loaded config string "hotkey.session.move" = "unused"</p>
<p>Loaded config string "hotkey.session.attack" = "Ctrl"</p>
<p>Loaded config string "hotkey.session.attackmove" = "Ctrl"</p>
<p>Loaded config string "hotkey.session.attackmoveUnit" = "Ctrl+Q"</p>
<p>Loaded config string "hotkey.session.garrison" = "Ctrl"</p>
<p>Loaded config string "hotkey.session.autorallypoint" = "Ctrl"</p>
<p>Loaded config string "hotkey.session.guard" = "G"</p>
<p>Loaded config string "hotkey.session.patrol" = "P"</p>
<p>Loaded config string "hotkey.session.repair" = "J"</p>
<p>Loaded config string "hotkey.session.queue" = "Shift"</p>
<p>Loaded config string "hotkey.session.orderone" = "Alt"</p>
<p>Loaded config string "hotkey.session.batchtrain" = "Shift"</p>
<p>Loaded config string "hotkey.session.massbarter" = "Shift"</p>
<p>Loaded config string "hotkey.session.masstribute" = "Shift"</p>
<p>Loaded config string "hotkey.session.noconfirmation" = "Shift"</p>
<p>Loaded config string "hotkey.session.fulltradeswap" = "Shift"</p>
<p>Loaded config string "hotkey.session.unloadtype" = "Shift"</p>
<p>Loaded config string "hotkey.session.deselectgroup" = "Ctrl"</p>
<p>Loaded config string "hotkey.session.rotate.cw" = "RightBracket"</p>
<p>Loaded config string "hotkey.session.rotate.ccw" = "LeftBracket"</p>
<p>Found config header 'hotkey.session.gui'</p>
<p>Loaded config string "hotkey.session.gui.toggle" = "Alt+G"</p>
<p>Loaded config string "hotkey.session.gui.menu.toggle" = "F10"</p>
<p>Loaded config string "hotkey.session.gui.barter.toggle" = "Ctrl+B"</p>
<p>Loaded config string "hotkey.session.gui.tutorial.toggle" = "Ctrl+P"</p>
<p>Found config header 'hotkey.session.savedgames'</p>
<p>Loaded config string "hotkey.session.savedgames.delete" = "Delete"</p>
<p>Loaded config string "hotkey.session.savedgames.noconfirmation" = "Shift"</p>
<p>Found config header 'hotkey.session.queueunit'</p>
<p>Loaded config string "hotkey.session.queueunit.1" = "Z"</p>
<p>Loaded config string "hotkey.session.queueunit.2" = "X"</p>
<p>Loaded config string "hotkey.session.queueunit.3" = "C"</p>
<p>Loaded config string "hotkey.session.queueunit.4" = "V"</p>
<p>Loaded config string "hotkey.session.queueunit.5" = "B"</p>
<p>Loaded config string "hotkey.session.queueunit.6" = "N"</p>
<p>Loaded config string "hotkey.session.queueunit.7" = "M"</p>
<p>Loaded config string "hotkey.session.queueunit.8" = "Comma"</p>
<p>Found config header 'hotkey.session.timewarp'</p>
<p>Loaded config string "hotkey.session.timewarp.fastforward" = "Space"</p>
<p>Loaded config string "hotkey.session.timewarp.rewind" = "Backspace"</p>
<p>Found config header 'hotkey.tab'</p>
<p>Loaded config string "hotkey.tab.next" = "Tab", "Alt+S"</p>
<p>Loaded config string "hotkey.tab.prev" = "Shift+Tab", "Alt+W"</p>
<p>Found config header 'hotkey.text'</p>
<p>Loaded config string "hotkey.text.delete.left" = "Ctrl+Backspace"</p>
<p>Loaded config string "hotkey.text.delete.right" = "Ctrl+Del"</p>
<p>Loaded config string "hotkey.text.move.left" = "Ctrl+LeftArrow"</p>
<p>Loaded config string "hotkey.text.move.right" = "Ctrl+RightArrow"</p>
<p>Found config header 'gui'</p>
<p>Loaded config string "gui.cursorblinkrate" = "0.5"</p>
<p>Loaded config string "gui.scale" = "1.0"</p>
<p>Found config header 'gui.gamesetup'</p>
<p>Loaded config string "gui.gamesetup.enabletips" = "true"</p>
<p>Loaded config string "gui.gamesetup.assignplayers" = "everyone"</p>
<p>Loaded config string "gui.gamesetup.aidifficulty" = "3"</p>
<p>Loaded config string "gui.gamesetup.aibehavior" = "random"</p>
<p>Loaded config string "gui.gamesetup.settingsslide" = "true"</p>
<p>Found config header 'gui.session'</p>
<p>Loaded config string "gui.session.camerajump.threshold" = "40"</p>
<p>Loaded config string "gui.session.timeelapsedcounter" = "false"</p>
<p>Loaded config string "gui.session.ceasefirecounter" = "false"</p>
<p>Loaded config string "gui.session.batchtrainingsize" = "5"</p>
<p>Loaded config string "gui.session.scrollbatchratio" = "1"</p>
<p>Loaded config string "gui.session.woundedunithotkeythreshold" = "33"</p>
<p>Loaded config string "gui.session.attackrange" = "true"</p>
<p>Loaded config string "gui.session.aurasrange" = "true"</p>
<p>Loaded config string "gui.session.healrange" = "true"</p>
<p>Loaded config string "gui.session.rankabovestatusbar" = "true"</p>
<p>Loaded config string "gui.session.respoptooltipsort" = "0"</p>
<p>Found config header 'gui.session.minimap'</p>
<p>Loaded config string "gui.session.minimap.blinkduration" = "1.7"</p>
<p>Loaded config string "gui.session.minimap.pingduration" = "50.0"</p>
<p>Found config header 'gui.session.notifications'</p>
<p>Loaded config string "gui.session.notifications.attack" = "true"</p>
<p>Loaded config string "gui.session.notifications.tribute" = "true"</p>
<p>Loaded config string "gui.session.notifications.barter" = "true"</p>
<p>Loaded config string "gui.session.notifications.phase" = "completed"</p>
<p>Found config header 'gui.splashscreen'</p>
<p>Loaded config string "gui.splashscreen.enable" = "true"</p>
<p>Loaded config string "gui.splashscreen.version" = "0"</p>
<p>Found config header 'gui.session.diplomacycolors'</p>
<p>Loaded config string "gui.session.diplomacycolors.self" = "21 55 149"</p>
<p>Loaded config string "gui.session.diplomacycolors.ally" = "86 180 31"</p>
<p>Loaded config string "gui.session.diplomacycolors.neutral" = "231 200 5"</p>
<p>Loaded config string "gui.session.diplomacycolors.enemy" = "150 20 20"</p>
<p>Found config header 'joystick'</p>
<p>Loaded config string "joystick.enable" = "false"</p>
<p>Loaded config string "joystick.deadzone" = "8192"</p>
<p>Found config header 'joystick.camera'</p>
<p>Loaded config string "joystick.camera.pan.x" = "0"</p>
<p>Loaded config string "joystick.camera.pan.y" = "1"</p>
<p>Loaded config string "joystick.camera.rotate.x" = "3"</p>
<p>Loaded config string "joystick.camera.rotate.y" = "2"</p>
<p>Loaded config string "joystick.camera.zoom.in" = "5"</p>
<p>Loaded config string "joystick.camera.zoom.out" = "4"</p>
<p>Found config header 'chat'</p>
<p>Loaded config string "chat.timestamp" = "true"</p>
<p>Found config header 'chat.session'</p>
<p>Loaded config string "chat.session.extended" = "true"</p>
<p>Found config header 'lobby'</p>
<p>Loaded config string "lobby.history" = "0"</p>
<p>Loaded config string "lobby.room" = "arena23b"</p>
<p>Loaded config string "lobby.server" = "lobby.wildfiregames.com"</p>
<p>Loaded config string "lobby.tls" = "true"</p>
<p>Loaded config string "lobby.verify_certificate" = "false"</p>
<p>Loaded config string "lobby.terms_url" = "https://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/gui/prelobby/common/terms/"</p>
<p>Loaded config string "lobby.terms_of_service" = "0"</p>
<p>Loaded config string "lobby.terms_of_use" = "0"</p>
<p>Loaded config string "lobby.privacy_policy" = "0"</p>
<p>Loaded config string "lobby.xpartamupp" = "wfgbot23b"</p>
<p>Loaded config string "lobby.echelon" = "echelon23b"</p>
<p>Loaded config string "lobby.buddies"</p>
<p>Loaded config string "lobby.rememberpassword" = "true"</p>
<p>Found config header 'lobby.columns'</p>
<p>Loaded config string "lobby.columns.gamerating" = "false"</p>
<p>Found config header 'lobby.stun'</p>
<p>Loaded config string "lobby.stun.enabled" = "true"</p>
<p>Loaded config string "lobby.stun.server" = "lobby.wildfiregames.com"</p>
<p>Loaded config string "lobby.stun.port" = "3478"</p>
<p>Loaded config string "lobby.stun.delay" = "200"</p>
<p>Found config header 'mod'</p>
<p>Loaded config string "mod.enabledmods" = "mod public"</p>
<p>Found config header 'modio'</p>
<p>Loaded config string "modio.public_key" = "RWTsHxQMrRq4xwHisyBa2rNQfAedcINzbTT83jeX4/ZcfVxqLfWB4y8w"</p>
<p>Loaded config string "modio.disclaimer" = "0"</p>
<p>Found config header 'modio.v1'</p>
<p>Loaded config string "modio.v1.baseurl" = "https://api.mod.io/v1"</p>
<p>Loaded config string "modio.v1.api_key" = "23df258a71711ea6e4b50893acc1ba55"</p>
<p>Loaded config string "modio.v1.name_id" = "0ad"</p>
<p>Found config header 'network'</p>
<p>Loaded config string "network.duplicateplayernames" = "false"</p>
<p>Loaded config string "network.lateobservers" = "everyone"</p>
<p>Loaded config string "network.observerlimit" = "8"</p>
<p>Loaded config string "network.gamestarttimeout" = "60000"</p>
<p>Found config header 'overlay'</p>
<p>Loaded config string "overlay.fps" = "false"</p>
<p>Loaded config string "overlay.realtime" = "false"</p>
<p>Loaded config string "overlay.netwarnings" = "true"</p>
<p>Found config header 'profiler2'</p>
<p>Loaded config string "profiler2.autoenable" = "false"</p>
<p>Loaded config string "profiler2.gpu.arb.enable" = "true"</p>
<p>Loaded config string "profiler2.gpu.ext.enable" = "true"</p>
<p>Loaded config string "profiler2.gpu.intel.enable" = "true"</p>
<p>Found config header 'sound'</p>
<p>Loaded config string "sound.mastergain" = "0.9"</p>
<p>Loaded config string "sound.musicgain" = "0.2"</p>
<p>Loaded config string "sound.ambientgain" = "0.6"</p>
<p>Loaded config string "sound.actiongain" = "0.7"</p>
<p>Loaded config string "sound.uigain" = "0.7"</p>
<p>Found config header 'sound.notify'</p>
<p>Loaded config string "sound.notify.nick" = "true"</p>
<p>Found config header 'tinygettext'</p>
<p>Loaded config string "tinygettext.debug" = "false"</p>
<p>Found config header 'userreport'</p>
<p>Loaded config string "userreport.url_upload" = "https://feedback.wildfiregames.com/report/upload/v1/"</p>
<p>Loaded config string "userreport.url_publication" = "https://feedback.wildfiregames.com/"</p>
<p>Loaded config string "userreport.url_terms" = "https://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/gui/userreport/Terms_and_Conditions.txt"</p>
<p>Loaded config string "userreport.terms" = "0"</p>
<p>Found config header 'view'</p>
<p>Loaded config string "view.scroll.speed" = "120.0"</p>
<p>Loaded config string "view.scroll.speed.modifier" = "1.05"</p>
<p>Loaded config string "view.rotate.x.speed" = "1.2"</p>
<p>Loaded config string "view.rotate.x.min" = "28.0"</p>
<p>Loaded config string "view.rotate.x.max" = "60.0"</p>
<p>Loaded config string "view.rotate.x.default" = "35.0"</p>
<p>Loaded config string "view.rotate.y.speed" = "2.0"</p>
<p>Loaded config string "view.rotate.y.speed.wheel" = "0.45"</p>
<p>Loaded config string "view.rotate.y.default" = "0.0"</p>
<p>Loaded config string "view.rotate.speed.modifier" = "1.05"</p>
<p>Loaded config string "view.drag.speed" = "0.5"</p>
<p>Loaded config string "view.zoom.speed" = "256.0"</p>
<p>Loaded config string "view.zoom.speed.wheel" = "32.0"</p>
<p>Loaded config string "view.zoom.min" = "50.0"</p>
<p>Loaded config string "view.zoom.max" = "200.0"</p>
<p>Loaded config string "view.zoom.default" = "120.0"</p>
<p>Loaded config string "view.zoom.speed.modifier" = "1.05"</p>
<p>Loaded config string "view.pos.smoothness" = "0.1"</p>
<p>Loaded config string "view.zoom.smoothness" = "0.4"</p>
<p>Loaded config string "view.rotate.x.smoothness" = "0.5"</p>
<p>Loaded config string "view.rotate.y.smoothness" = "0.3"</p>
<p>Loaded config string "view.near" = "2.0"</p>
<p>Loaded config string "view.far" = "4096.0"</p>
<p>Loaded config string "view.fov" = "45.0"</p>
<p>Loaded config string "view.height.smoothness" = "0.5"</p>
<p>Loaded config string "view.height.min" = "16"</p>
<p>Cannot find config file "config/local.cfg" - ignoring</p>
<p>Loading config file "config/user.cfg"</p>
<p>Loaded config string "gui.gamesetup.aibehavior" = "defensive"</p>
<p>Loaded config string "gui.gamesetup.aidifficulty" = "1"</p>
<p>Loaded config string "gui.session.respoptooltipsort" = "0"</p>
<p>Loaded config string "gui.splashscreen.enable" = "false"</p>
<p>Loaded config string "gui.splashscreen.version" = "1478846772"</p>
<p>Loaded config string "multiplayerhosting.port" = "20595"</p>
<p>Loaded config string "multiplayerjoining.port" = "20595"</p>
<p>Loaded config string "multiplayerserver" = "51.175.168.80"</p>
<p>Loaded config string "network.upnprootdescurl" = "http://10.0.0.1:2189/"</p>
<p>Loaded config string "overlay.fps" = "true"</p>
<p>Loaded config string "playername.multiplayer" = "JohnDoe2"</p>
<p>Loaded config string "playername.singleplayer" = "macpro"</p>
<p>Loaded config string "shadowquality" = "1"</p>
<p>Loaded config string "sound.mastergain" = "0.6031544804573059"</p>
<p>Loaded config string "sound.musicgain" = "0"</p>
<p>Loaded config string "userreport.enabledversion" = "0"</p>
<p>Loaded config string "userreport.id"</p>
<p>Loaded config string "vsync" = "true"</p>
<p>Loaded config string "waterfancyeffects" = "true"</p>
<p>Loaded config string "windowed" = "true"</p>
<p>CRenderer::Open: depth bits 24</p>
<p>CRenderer::Open: stencil bits 8</p>
<p>CRenderer::Open: alpha bits 8</p>
<p>Creating shadow texture (size 2048x2048) (format = DEPTH_COMPONENT)</p>
<p>Loading simulation script 'simulation/components/interfaces/AIProxy.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/AlertRaiser.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Attack.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/AttackDetection.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/AuraManager.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Auras.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Barter.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/BattleDetection.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/BuildRestrictions.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Builder.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/BuildingAI.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Capturable.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/CeasefireManager.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Cost.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Damage.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/DamageReceiver.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/DeathDamage.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/EndGameManager.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/EntityLimits.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Formation.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Foundation.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/GarrisonHolder.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Garrisonable.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Gate.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Guard.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Heal.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Health.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Loot.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Looter.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Market.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Messages.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Pack.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Player.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/ProductionQueue.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Promotion.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/RangeOverlayManager.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Repairable.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/ResourceDropsite.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/ResourceGatherer.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/ResourceSupply.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/ResourceTrickle.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/SkirmishReplacer.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/StatisticsTracker.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/StatusBars.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/TechnologyManager.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/TerritoryDecay.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Timer.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Trader.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/TrainingRestrictions.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Trigger.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/TriggerPoint.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/UnitAI.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Upgrade.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/VisionSharing.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/WallPiece.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/WallSet.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Wonder.js'</p>
<p>Loading simulation script 'simulation/helpers/Cheat.js'</p>
<p>Loading simulation script 'simulation/helpers/Commands.js'</p>
<p>Loading simulation script 'simulation/helpers/DamageBonus.js'</p>
<p>Loading simulation script 'simulation/helpers/DamageTypes.js'</p>
<p>Loading simulation script 'simulation/helpers/Entity.js'</p>
<p>Loading simulation script 'simulation/helpers/FSM.js'</p>
<p>Loading simulation script 'simulation/helpers/InitGame.js'</p>
<p>Loading simulation script 'simulation/helpers/ModificationTemplates.js'</p>
<p>Loading simulation script 'simulation/helpers/Player.js'</p>
<p>Loading simulation script 'simulation/helpers/RallyPointCommands.js'</p>
<p>Loading simulation script 'simulation/helpers/Resources.js'</p>
<p>Loading simulation script 'simulation/helpers/Setup.js'</p>
<p>Loading simulation script 'simulation/helpers/Sound.js'</p>
<p>Loading simulation script 'simulation/helpers/TraderGain.js'</p>
<p>Loading simulation script 'simulation/helpers/Transform.js'</p>
<p>Loading simulation script 'simulation/helpers/ValueModification.js'</p>
<p>Loading simulation script 'simulation/helpers/Walls.js'</p>
<p>Loading simulation script 'simulation/helpers/WeightedList.js'</p>
<p>Loading simulation script 'simulation/components/AIInterface.js'</p>
<p>Loading simulation script 'simulation/components/AIProxy.js'</p>
<p>Loading simulation script 'simulation/components/AlertRaiser.js'</p>
<p>Loading simulation script 'simulation/components/Armour.js'</p>
<p>Loading simulation script 'simulation/components/Attack.js'</p>
<p>Loading simulation script 'simulation/components/AttackDetection.js'</p>
<p>Loading simulation script 'simulation/components/AuraManager.js'</p>
<p>Loading simulation script 'simulation/components/Auras.js'</p>
<p>Loading simulation script 'simulation/components/Barter.js'</p>
<p>Loading simulation script 'simulation/components/BattleDetection.js'</p>
<p>Loading simulation script 'simulation/components/BuildRestrictions.js'</p>
<p>Loading simulation script 'simulation/components/Builder.js'</p>
<p>Loading simulation script 'simulation/components/BuildingAI.js'</p>
<p>Loading simulation script 'simulation/components/Capturable.js'</p>
<p>Loading simulation script 'simulation/components/CeasefireManager.js'</p>
<p>Loading simulation script 'simulation/components/Cost.js'</p>
<p>Loading simulation script 'simulation/components/Damage.js'</p>
<p>Loading simulation script 'simulation/components/DeathDamage.js'</p>
<p>Loading simulation script 'simulation/components/EndGameManager.js'</p>
<p>Loading simulation script 'simulation/components/EntityLimits.js'</p>
<p>Loading simulation script 'simulation/components/Fogging.js'</p>
<p>Loading simulation script 'simulation/components/Formation.js'</p>
<p>Loading simulation script 'simulation/components/FormationAttack.js'</p>
<p>Loading simulation script 'simulation/components/Foundation.js'</p>
<p>Loading simulation script 'simulation/components/GarrisonHolder.js'</p>
<p>Loading simulation script 'simulation/components/Garrisonable.js'</p>
<p>Loading simulation script 'simulation/components/Gate.js'</p>
<p>Loading simulation script 'simulation/components/Guard.js'</p>
<p>Loading simulation script 'simulation/components/GuiInterface.js'</p>
<p>Loading simulation script 'simulation/components/Heal.js'</p>
<p>Loading simulation script 'simulation/components/Health.js'</p>
<p>Loading simulation script 'simulation/components/Identity.js'</p>
<p>Loading simulation script 'simulation/components/Loot.js'</p>
<p>Loading simulation script 'simulation/components/Looter.js'</p>
<p>Loading simulation script 'simulation/components/Market.js'</p>
<p>Loading simulation script 'simulation/components/Mirage.js'</p>
<p>Loading simulation script 'simulation/components/MotionBall.js'</p>
<p>Loading simulation script 'simulation/components/Pack.js'</p>
<p>Loading simulation script 'simulation/components/Player.js'</p>
<p>Loading simulation script 'simulation/components/PlayerManager.js'</p>
<p>Loading simulation script 'simulation/components/ProductionQueue.js'</p>
<p>Loading simulation script 'simulation/components/Promotion.js'</p>
<p>Loading simulation script 'simulation/components/RallyPoint.js'</p>
<p>Loading simulation script 'simulation/components/RangeOverlayManager.js'</p>
<p>Loading simulation script 'simulation/components/Repairable.js'</p>
<p>Loading simulation script 'simulation/components/ResourceDropsite.js'</p>
<p>Loading simulation script 'simulation/components/ResourceGatherer.js'</p>
<p>Loading simulation script 'simulation/components/ResourceSupply.js'</p>
<p>Loading simulation script 'simulation/components/ResourceTrickle.js'</p>
<p>Loading simulation script 'simulation/components/Settlement.js'</p>
<p>Loading simulation script 'simulation/components/SkirmishReplacer.js'</p>
<p>Loading simulation script 'simulation/components/Sound.js'</p>
<p>Loading simulation script 'simulation/components/StatisticsTracker.js'</p>
<p>Loading simulation script 'simulation/components/StatusBars.js'</p>
<p>Loading simulation script 'simulation/components/TechnologyManager.js'</p>
<p>Loading simulation script 'simulation/components/TerritoryDecay.js'</p>
<p>Loading simulation script 'simulation/components/TerritoryDecayManager.js'</p>
<p>Loading simulation script 'simulation/components/Timer.js'</p>
<p>Loading simulation script 'simulation/components/Trader.js'</p>
<p>Loading simulation script 'simulation/components/TrainingRestrictions.js'</p>
<p>Loading simulation script 'simulation/components/Trigger.js'</p>
<p>Loading simulation script 'simulation/components/TriggerPoint.js'</p>
<p>Loading simulation script 'simulation/components/UnitAI.js'</p>
<p>Loading simulation script 'simulation/components/UnitMotionFlying.js'</p>
<p>Loading simulation script 'simulation/components/Upgrade.js'</p>
<p>Loading simulation script 'simulation/components/ValueModificationManager.js'</p>
<p>Loading simulation script 'simulation/components/Visibility.js'</p>
<p>Loading simulation script 'simulation/components/VisionSharing.js'</p>
<p>Loading simulation script 'simulation/components/WallPiece.js'</p>
<p>Loading simulation script 'simulation/components/WallSet.js'</p>
<p>Loading simulation script 'simulation/components/Wonder.js'</p>
<p>'art/terrains/terrains.xml' does not exist. Using previous properties.</p>
<p>Creating shadow texture (size 2048x2048) (format = DEPTH_COMPONENT)</p>
<p>Creating shadow texture (size 2048x2048) (format = DEPTH_COMPONENT)</p>
<p>Creating shadow texture (size 2048x2048) (format = DEPTH_COMPONENT)</p>
<p>Creating shadow texture (size 2048x2048) (format = DEPTH_COMPONENT)</p>
<p>Creating shadow texture (size 2048x2048) (format = DEPTH_COMPONENT)</p>
<p>Creating shadow texture (size 2048x2048) (format = DEPTH_COMPONENT)</p>
<p>Creating shadow texture (size 2048x2048) (format = DEPTH_COMPONENT)</p>
<p>Creating shadow texture (size 4096x4096) (format = DEPTH_COMPONENT)</p>
<p>Creating shadow texture (size 4096x4096) (format = DEPTH_COMPONENT)</p>
<p>Creating shadow texture (size 4096x4096) (format = DEPTH_COMPONENT)</p>
<p>Creating shadow texture (size 4096x4096) (format = DEPTH_COMPONENT)</p>
<p>Creating shadow texture (size 4096x4096) (format = DEPTH_COMPONENT)</p>
<p>Creating shadow texture (size 4096x4096) (format = DEPTH_COMPONENT)</p>
<p>Creating shadow texture (size 4096x4096) (format = DEPTH_COMPONENT)</p>
<p>Creating shadow texture (size 4096x4096) (format = DEPTH_COMPONENT)</p>
<p>Creating shadow texture (size 4096x4096) (format = DEPTH_COMPONENT)</p>
<p>Creating shadow texture (size 4096x4096) (format = DEPTH_COMPONENT)</p>
<p>Creating shadow texture (size 4096x4096) (format = DEPTH_COMPONENT)</p>
<p>Creating shadow texture (size 4096x4096) (format = DEPTH_COMPONENT)</p>
<p>Creating shadow texture (size 4096x4096) (format = DEPTH_COMPONENT)</p>
<p>Creating shadow texture (size 4096x4096) (format = DEPTH_COMPONENT)</p>
<p>Creating shadow texture (size 4096x4096) (format = DEPTH_COMPONENT)</p>
<p>Creating shadow texture (size 4096x4096) (format = DEPTH_COMPONENT)</p>
<p>Creating shadow texture (size 4096x4096) (format = DEPTH_COMPONENT)</p>
<p>Loading simulation script 'simulation/components/interfaces/AIProxy.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/AlertRaiser.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Attack.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/AttackDetection.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/AuraManager.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Auras.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Barter.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/BattleDetection.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/BuildRestrictions.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Builder.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/BuildingAI.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Capturable.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/CeasefireManager.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Cost.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Damage.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/DamageReceiver.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/DeathDamage.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/EndGameManager.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/EntityLimits.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Formation.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Foundation.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/GarrisonHolder.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Garrisonable.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Gate.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Guard.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Heal.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Health.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Loot.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Looter.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Market.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Messages.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Pack.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Player.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/ProductionQueue.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Promotion.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/RangeOverlayManager.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Repairable.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/ResourceDropsite.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/ResourceGatherer.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/ResourceSupply.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/ResourceTrickle.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/SkirmishReplacer.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/StatisticsTracker.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/StatusBars.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/TechnologyManager.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/TerritoryDecay.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Timer.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Trader.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/TrainingRestrictions.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Trigger.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/TriggerPoint.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/UnitAI.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Upgrade.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/VisionSharing.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/WallPiece.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/WallSet.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Wonder.js'</p>
<p>Loading simulation script 'simulation/helpers/Cheat.js'</p>
<p>Loading simulation script 'simulation/helpers/Commands.js'</p>
<p>Loading simulation script 'simulation/helpers/DamageBonus.js'</p>
<p>Loading simulation script 'simulation/helpers/DamageTypes.js'</p>
<p>Loading simulation script 'simulation/helpers/Entity.js'</p>
<p>Loading simulation script 'simulation/helpers/FSM.js'</p>
<p>Loading simulation script 'simulation/helpers/InitGame.js'</p>
<p>Loading simulation script 'simulation/helpers/ModificationTemplates.js'</p>
<p>Loading simulation script 'simulation/helpers/Player.js'</p>
<p>Loading simulation script 'simulation/helpers/RallyPointCommands.js'</p>
<p>Loading simulation script 'simulation/helpers/Resources.js'</p>
<p>Loading simulation script 'simulation/helpers/Setup.js'</p>
<p>Loading simulation script 'simulation/helpers/Sound.js'</p>
<p>Loading simulation script 'simulation/helpers/TraderGain.js'</p>
<p>Loading simulation script 'simulation/helpers/Transform.js'</p>
<p>Loading simulation script 'simulation/helpers/ValueModification.js'</p>
<p>Loading simulation script 'simulation/helpers/Walls.js'</p>
<p>Loading simulation script 'simulation/helpers/WeightedList.js'</p>
<p>Loading simulation script 'simulation/components/AIInterface.js'</p>
<p>Loading simulation script 'simulation/components/AIProxy.js'</p>
<p>Loading simulation script 'simulation/components/AlertRaiser.js'</p>
<p>Loading simulation script 'simulation/components/Armour.js'</p>
<p>Loading simulation script 'simulation/components/Attack.js'</p>
<p>Loading simulation script 'simulation/components/AttackDetection.js'</p>
<p>Loading simulation script 'simulation/components/AuraManager.js'</p>
<p>Loading simulation script 'simulation/components/Auras.js'</p>
<p>Loading simulation script 'simulation/components/Barter.js'</p>
<p>Loading simulation script 'simulation/components/BattleDetection.js'</p>
<p>Loading simulation script 'simulation/components/BuildRestrictions.js'</p>
<p>Loading simulation script 'simulation/components/Builder.js'</p>
<p>Loading simulation script 'simulation/components/BuildingAI.js'</p>
<p>Loading simulation script 'simulation/components/Capturable.js'</p>
<p>Loading simulation script 'simulation/components/CeasefireManager.js'</p>
<p>Loading simulation script 'simulation/components/Cost.js'</p>
<p>Loading simulation script 'simulation/components/Damage.js'</p>
<p>Loading simulation script 'simulation/components/DeathDamage.js'</p>
<p>Loading simulation script 'simulation/components/EndGameManager.js'</p>
<p>Loading simulation script 'simulation/components/EntityLimits.js'</p>
<p>Loading simulation script 'simulation/components/Fogging.js'</p>
<p>Loading simulation script 'simulation/components/Formation.js'</p>
<p>Loading simulation script 'simulation/components/FormationAttack.js'</p>
<p>Loading simulation script 'simulation/components/Foundation.js'</p>
<p>Loading simulation script 'simulation/components/GarrisonHolder.js'</p>
<p>Loading simulation script 'simulation/components/Garrisonable.js'</p>
<p>Loading simulation script 'simulation/components/Gate.js'</p>
<p>Loading simulation script 'simulation/components/Guard.js'</p>
<p>Loading simulation script 'simulation/components/GuiInterface.js'</p>
<p>Loading simulation script 'simulation/components/Heal.js'</p>
<p>Loading simulation script 'simulation/components/Health.js'</p>
<p>Loading simulation script 'simulation/components/Identity.js'</p>
<p>Loading simulation script 'simulation/components/Loot.js'</p>
<p>Loading simulation script 'simulation/components/Looter.js'</p>
<p>Loading simulation script 'simulation/components/Market.js'</p>
<p>Loading simulation script 'simulation/components/Mirage.js'</p>
<p>Loading simulation script 'simulation/components/MotionBall.js'</p>
<p>Loading simulation script 'simulation/components/Pack.js'</p>
<p>Loading simulation script 'simulation/components/Player.js'</p>
<p>Loading simulation script 'simulation/components/PlayerManager.js'</p>
<p>Loading simulation script 'simulation/components/ProductionQueue.js'</p>
<p>Loading simulation script 'simulation/components/Promotion.js'</p>
<p>Loading simulation script 'simulation/components/RallyPoint.js'</p>
<p>Loading simulation script 'simulation/components/RangeOverlayManager.js'</p>
<p>Loading simulation script 'simulation/components/Repairable.js'</p>
<p>Loading simulation script 'simulation/components/ResourceDropsite.js'</p>
<p>Loading simulation script 'simulation/components/ResourceGatherer.js'</p>
<p>Loading simulation script 'simulation/components/ResourceSupply.js'</p>
<p>Loading simulation script 'simulation/components/ResourceTrickle.js'</p>
<p>Loading simulation script 'simulation/components/Settlement.js'</p>
<p>Loading simulation script 'simulation/components/SkirmishReplacer.js'</p>
<p>Loading simulation script 'simulation/components/Sound.js'</p>
<p>Loading simulation script 'simulation/components/StatisticsTracker.js'</p>
<p>Loading simulation script 'simulation/components/StatusBars.js'</p>
<p>Loading simulation script 'simulation/components/TechnologyManager.js'</p>
<p>Loading simulation script 'simulation/components/TerritoryDecay.js'</p>
<p>Loading simulation script 'simulation/components/TerritoryDecayManager.js'</p>
<p>Loading simulation script 'simulation/components/Timer.js'</p>
<p>Loading simulation script 'simulation/components/Trader.js'</p>
<p>Loading simulation script 'simulation/components/TrainingRestrictions.js'</p>
<p>Loading simulation script 'simulation/components/Trigger.js'</p>
<p>Loading simulation script 'simulation/components/TriggerPoint.js'</p>
<p>Loading simulation script 'simulation/components/UnitAI.js'</p>
<p>Loading simulation script 'simulation/components/UnitMotionFlying.js'</p>
<p>Loading simulation script 'simulation/components/Upgrade.js'</p>
<p>Loading simulation script 'simulation/components/ValueModificationManager.js'</p>
<p>Loading simulation script 'simulation/components/Visibility.js'</p>
<p>Loading simulation script 'simulation/components/VisionSharing.js'</p>
<p>Loading simulation script 'simulation/components/WallPiece.js'</p>
<p>Loading simulation script 'simulation/components/WallSet.js'</p>
<p>Loading simulation script 'simulation/components/Wonder.js'</p>
<p>'art/terrains/terrains.xml' does not exist. Using previous properties.</p>
<p>Creating shadow texture (size 4096x4096) (format = DEPTH_COMPONENT)</p>
<p>Loading simulation script 'simulation/components/interfaces/AIProxy.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/AlertRaiser.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Attack.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/AttackDetection.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/AuraManager.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Auras.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Barter.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/BattleDetection.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/BuildRestrictions.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Builder.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/BuildingAI.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Capturable.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/CeasefireManager.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Cost.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Damage.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/DamageReceiver.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/DeathDamage.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/EndGameManager.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/EntityLimits.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Formation.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Foundation.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/GarrisonHolder.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Garrisonable.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Gate.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Guard.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Heal.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Health.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Loot.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Looter.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Market.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Messages.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Pack.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Player.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/ProductionQueue.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Promotion.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/RangeOverlayManager.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Repairable.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/ResourceDropsite.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/ResourceGatherer.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/ResourceSupply.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/ResourceTrickle.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/SkirmishReplacer.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/StatisticsTracker.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/StatusBars.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/TechnologyManager.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/TerritoryDecay.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Timer.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Trader.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/TrainingRestrictions.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Trigger.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/TriggerPoint.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/UnitAI.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Upgrade.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/VisionSharing.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/WallPiece.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/WallSet.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Wonder.js'</p>
<p>Loading simulation script 'simulation/helpers/Cheat.js'</p>
<p>Loading simulation script 'simulation/helpers/Commands.js'</p>
<p>Loading simulation script 'simulation/helpers/DamageBonus.js'</p>
<p>Loading simulation script 'simulation/helpers/DamageTypes.js'</p>
<p>Loading simulation script 'simulation/helpers/Entity.js'</p>
<p>Loading simulation script 'simulation/helpers/FSM.js'</p>
<p>Loading simulation script 'simulation/helpers/InitGame.js'</p>
<p>Loading simulation script 'simulation/helpers/ModificationTemplates.js'</p>
<p>Loading simulation script 'simulation/helpers/Player.js'</p>
<p>Loading simulation script 'simulation/helpers/RallyPointCommands.js'</p>
<p>Loading simulation script 'simulation/helpers/Resources.js'</p>
<p>Loading simulation script 'simulation/helpers/Setup.js'</p>
<p>Loading simulation script 'simulation/helpers/Sound.js'</p>
<p>Loading simulation script 'simulation/helpers/TraderGain.js'</p>
<p>Loading simulation script 'simulation/helpers/Transform.js'</p>
<p>Loading simulation script 'simulation/helpers/ValueModification.js'</p>
<p>Loading simulation script 'simulation/helpers/Walls.js'</p>
<p>Loading simulation script 'simulation/helpers/WeightedList.js'</p>
<p>Loading simulation script 'simulation/components/AIInterface.js'</p>
<p>Loading simulation script 'simulation/components/AIProxy.js'</p>
<p>Loading simulation script 'simulation/components/AlertRaiser.js'</p>
<p>Loading simulation script 'simulation/components/Armour.js'</p>
<p>Loading simulation script 'simulation/components/Attack.js'</p>
<p>Loading simulation script 'simulation/components/AttackDetection.js'</p>
<p>Loading simulation script 'simulation/components/AuraManager.js'</p>
<p>Loading simulation script 'simulation/components/Auras.js'</p>
<p>Loading simulation script 'simulation/components/Barter.js'</p>
<p>Loading simulation script 'simulation/components/BattleDetection.js'</p>
<p>Loading simulation script 'simulation/components/BuildRestrictions.js'</p>
<p>Loading simulation script 'simulation/components/Builder.js'</p>
<p>Loading simulation script 'simulation/components/BuildingAI.js'</p>
<p>Loading simulation script 'simulation/components/Capturable.js'</p>
<p>Loading simulation script 'simulation/components/CeasefireManager.js'</p>
<p>Loading simulation script 'simulation/components/Cost.js'</p>
<p>Loading simulation script 'simulation/components/Damage.js'</p>
<p>Loading simulation script 'simulation/components/DeathDamage.js'</p>
<p>Loading simulation script 'simulation/components/EndGameManager.js'</p>
<p>Loading simulation script 'simulation/components/EntityLimits.js'</p>
<p>Loading simulation script 'simulation/components/Fogging.js'</p>
<p>Loading simulation script 'simulation/components/Formation.js'</p>
<p>Loading simulation script 'simulation/components/FormationAttack.js'</p>
<p>Loading simulation script 'simulation/components/Foundation.js'</p>
<p>Loading simulation script 'simulation/components/GarrisonHolder.js'</p>
<p>Loading simulation script 'simulation/components/Garrisonable.js'</p>
<p>Loading simulation script 'simulation/components/Gate.js'</p>
<p>Loading simulation script 'simulation/components/Guard.js'</p>
<p>Loading simulation script 'simulation/components/GuiInterface.js'</p>
<p>Loading simulation script 'simulation/components/Heal.js'</p>
<p>Loading simulation script 'simulation/components/Health.js'</p>
<p>Loading simulation script 'simulation/components/Identity.js'</p>
<p>Loading simulation script 'simulation/components/Loot.js'</p>
<p>Loading simulation script 'simulation/components/Looter.js'</p>
<p>Loading simulation script 'simulation/components/Market.js'</p>
<p>Loading simulation script 'simulation/components/Mirage.js'</p>
<p>Loading simulation script 'simulation/components/MotionBall.js'</p>
<p>Loading simulation script 'simulation/components/Pack.js'</p>
<p>Loading simulation script 'simulation/components/Player.js'</p>
<p>Loading simulation script 'simulation/components/PlayerManager.js'</p>
<p>Loading simulation script 'simulation/components/ProductionQueue.js'</p>
<p>Loading simulation script 'simulation/components/Promotion.js'</p>
<p>Loading simulation script 'simulation/components/RallyPoint.js'</p>
<p>Loading simulation script 'simulation/components/RangeOverlayManager.js'</p>
<p>Loading simulation script 'simulation/components/Repairable.js'</p>
<p>Loading simulation script 'simulation/components/ResourceDropsite.js'</p>
<p>Loading simulation script 'simulation/components/ResourceGatherer.js'</p>
<p>Loading simulation script 'simulation/components/ResourceSupply.js'</p>
<p>Loading simulation script 'simulation/components/ResourceTrickle.js'</p>
<p>Loading simulation script 'simulation/components/Settlement.js'</p>
<p>Loading simulation script 'simulation/components/SkirmishReplacer.js'</p>
<p>Loading simulation script 'simulation/components/Sound.js'</p>
<p>Loading simulation script 'simulation/components/StatisticsTracker.js'</p>
<p>Loading simulation script 'simulation/components/StatusBars.js'</p>
<p>Loading simulation script 'simulation/components/TechnologyManager.js'</p>
<p>Loading simulation script 'simulation/components/TerritoryDecay.js'</p>
<p>Loading simulation script 'simulation/components/TerritoryDecayManager.js'</p>
<p>Loading simulation script 'simulation/components/Timer.js'</p>
<p>Loading simulation script 'simulation/components/Trader.js'</p>
<p>Loading simulation script 'simulation/components/TrainingRestrictions.js'</p>
<p>Loading simulation script 'simulation/components/Trigger.js'</p>
<p>Loading simulation script 'simulation/components/TriggerPoint.js'</p>
<p>Loading simulation script 'simulation/components/UnitAI.js'</p>
<p>Loading simulation script 'simulation/components/UnitMotionFlying.js'</p>
<p>Loading simulation script 'simulation/components/Upgrade.js'</p>
<p>Loading simulation script 'simulation/components/ValueModificationManager.js'</p>
<p>Loading simulation script 'simulation/components/Visibility.js'</p>
<p>Loading simulation script 'simulation/components/VisionSharing.js'</p>
<p>Loading simulation script 'simulation/components/WallPiece.js'</p>
<p>Loading simulation script 'simulation/components/WallSet.js'</p>
<p>Loading simulation script 'simulation/components/Wonder.js'</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/other/fish_generic_idle_a.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/other/fish_generic_idle_b.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/other/fish_generic_idle_c.dae): Loaded successfully</p>
<p>Creating shadow texture (size 4096x4096) (format = DEPTH_COMPONENT)</p>
<p>Creating shadow texture (size 4096x4096) (format = DEPTH_COMPONENT)</p>
<p>Creating shadow texture (size 4096x4096) (format = DEPTH_COMPONENT)</p>
<p>Creating shadow texture (size 4096x4096) (format = DEPTH_COMPONENT)</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/other/fish_generic_idle_a.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/other/fish_generic_idle_b.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/other/fish_generic_idle_c.dae): Loaded successfully</p>
<p>Creating shadow texture (size 4096x4096) (format = DEPTH_COMPONENT)</p>
<p>Creating shadow texture (size 4096x4096) (format = DEPTH_COMPONENT)</p>
<p>Creating shadow texture (size 4096x4096) (format = DEPTH_COMPONENT)</p>
<p>Creating shadow texture (size 4096x4096) (format = DEPTH_COMPONENT)</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/other/whale_fin_idle_a.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/other/whale_fin_idle_b.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/other/whale_fin_idle_c.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/other/whale_fin_idle_d.dae): Loaded successfully</p>
====================================
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| #849 | fixed | Assertion failed error when trying to save a map in Atlas | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Every time I try to save a map in Atlas I get the following error: Assertion failed: "0 && (L"FYI: WARN_IF_FALSE reports that a function failed. Feel free to ignore or suppress this warning.")"
Location: waio.cpp:432 (waio_Preallocate)
Call stack:
waio_Preallocate (waio.cpp:432)
fd = 7 (0x00000007)
size = 656423 (0x00000000000A0427)
io::Store<io::DefaultCompletedHook,io::DefaultIssueHook> (io.h:291)
pathname = (unavailable)
data = 0x161B1000
size = 656423 (0x000A0427)
p = 0x0012F8C0 ->
alignment = 1 (0x0000000000000001)
blockSize = 0 (0x00000000)
queueDepth = 1 (0x00000001)
completedHook = 0x00408403 -> (io::DefaultCompletedHook)
issueHook = 0x00408403 (see above)
op =
fd = 7 (0x00000007)
opcode = 0 (0x00000000)
offset = 2819315317342208 (0x000A042700000000)
size = 1592884485391646720 (0x161B100000000000)
buf = 0xCF1B0820
file =
pathname =
path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >)
separator = 7
fd = 7 (0x00000007)
opcode = 3474655240 (0xCF1B0808)
status_ = 32082840131 (0x0000000778494A43)
RealDirectory::Store (real_directory.cpp:57)
this = (unavailable)
name = 0x0012F900 ->
path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >)
separator = [8] { 20512, 318, 2312, 53019, 63880, 18, 0, 0 }
fileContents = 0x0012F800 ->
px = 0x005E2360 -> "0"
pn =
pi_ = 0x00643DE8 ->
use_count_ = 0 (0x00000000)
weak_count_ = 0 (0x00000000)
size = 656423 (0x000A0427)
VFS::CreateFile (vfs.cpp:139)
this = (unavailable)
pathname = 0x0012FADC ->
path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >)
separator = [8] { 47 ('/'), 0, 2768, 53019, 64380, 18, 6305, 92 ('\') }
fileContents = 0x0012F9C8 ->
px = 0x161B1000 (see above)
pn =
pi_ = 0x133B2848 ->
use_count_ = 2 (0x00000002)
weak_count_ = 1 (0x00000001)
size = 656423 (0x000A0427)
directory = 0x01354328 ->
m_files = (error -100500 while analyzing map<Path,VfsFile >)
m_subdirectories = (error -100500 while analyzing map<Path,VfsDirectory >)
m_realDirectory =
px = 0x0062006F ->
(IFileLoader)
m_path =
path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >)
separator = [8] { 3072, 0, 22528, 23680, 3072, 0, 24576, 23680 }
m_priority = 1551915008 (0x5C805800)
m_flags = 3072 (0x00000C00)
m_watch =
px = 0x5C806000 ->
link =
m_prev = (unavailable - internal error)
m_next = (unavailable - internal error)
request =
px = (unavailable - internal error)
pn =
pi_ = (unavailable - internal error)
pn =
pi_ = 0x00000F00
pn =
pi_ = 0x0134F628 ->
use_count_ = 20248104 (0x0134F628)
weak_count_ = 20248104 (0x0134F628)
m_shouldPopulate = 0 (0x00000000)
name =
path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >)
separator = 26297
file =
m_name =
path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >)
separator = 0
m_size = 3474655540 (0xCF1B0934)
m_mtime = 91125118528389124 (0x0143BDD000000004)
m_priority = 4228666 (0x0040863A)
m_loader =
px = 0x161B1008 -> (IFileLoader)
pn =
pi_ = 0x0012F9C4 ->
use_count_ = 370872320 (0x161B1000)
weak_count_ = 322644040 (0x133B2848)
s = (ScopedLock)
status_ = 87517328819879936 (0x0136EC8C00000000)
CFilePacker::Write (fileio.cpp:68)
this = (unavailable)
filename = 0x0012FADC (see above)
payloadSize_le = 370872320 (0x161B1000)
CMapWriter::SaveMap (mapwriter.cpp:65)
this = (unavailable)
pathname = 0x0012FADC (see above)
pTerrain = 0x0143BDD0 ->
m_MapSize = 257 (0x00000101)
m_MapSizePatches = 16 (0x00000010)
m_Patches = 0x14200024 ->
m_Bounds =
m_Data = [2]
X = 0.000000 (0x00000000)
Y = 0.000000 (0x00000000)
Z = 0.000000 (0x00000000)
X = 64.000000 (0x42800000)
Y = 22.382513 (0x41B30F63)
Z = 64.000000 (0x42800000)
m_Transform =
_11 = 1.000000 (0x3F800000)
_21 = 0.000000 (0x00000000)
_31 = 0.000000 (0x00000000)
_41 = 0.000000 (0x00000000)
_12 = 0.000000 (0x00000000)
_22 = 1.000000 (0x3F800000)
_32 = 0.000000 (0x00000000)
_42 = 0.000000 (0x00000000)
_13 = 0.000000 (0x00000000)
_23 = 0.000000 (0x00000000)
_33 = 1.000000 (0x3F800000)
_43 = 0.000000 (0x00000000)
_14 = 0.000000 (0x00000000)
_24 = 0.000000 (0x00000000)
_34 = 0.000000 (0x00000000)
_44 = 1.000000 (0x3F800000)
_data = [16]
1.000000 (0x3F800000)
0.000000 (0x00000000)
0.000000 (0x00000000)
0.000000 (0x00000000)
0.000000 (0x00000000)
1.000000 (0x3F800000)
0.000000 (0x00000000)
0.000000 (0x00000000)
0.000000 (0x00000000)
0.000000 (0x00000000)
1.000000 (0x3F800000)
0.000000 (0x00000000) ...
_data2d = [4]
[4] { 1.000000 (0x3F800000), 0.000000 (0x00000000), 0.000000 (0x00000000), 0.000000 (0x00000000) }
[4] { 0.000000 (0x00000000), 1.000000 (0x3F800000), 0.000000 (0x00000000), 0.000000 (0x00000000) }
[4] { 0.000000 (0x00000000), 0.000000 (0x00000000), 1.000000 (0x3F800000), 0.000000 (0x00000000) }
[4] { 0.000000 (0x00000000), 0.000000 (0x00000000), 0.000000 (0x00000000), 1.000000 (0x3F800000) }
m_InvTransform =
_11 = 0.000000 (0x00000000)
_21 = 0.000000 (0x00000000)
_31 = 0.000000 (0x00000000)
_41 = 0.000000 (0x00000000)
_12 = 0.000000 (0x00000000)
_22 = 0.000000 (0x00000000)
_32 = 0.000000 (0x00000000)
_42 = 0.000000 (0x00000000)
(too much output; skipping to next top-level symbol)
m_RenderData = 0x00000000
m_BoundsValid = true
m_bWillBeDrawn = false
m_MiniPatches = [16]
[16]
Tex = 0x131FAB50 ->
m_Tag = { (error -100500 while analyzing string >) }
m_pProperties =
px = 0x13206550 ->
m_pParent =
px = 0x13147F88 ->
m_pParent =
px = 0x00000000
pn =
pi_ = 0x00000000
m_BaseColor = 0 (0x00000000)
m_HasBaseColor = false
m_MovementClass = { (error -100500 while analyzing string >) }
m_Groups = (error -100500 while analyzing vector<CTerrainGroup * >)
pn =
pi_ = 0x13076918 ->
use_count_ = 74 (0x0000004A)
weak_count_ = 1 (0x00000001)
m_BaseColor = 0 (0x00000000)
m_HasBaseColor = false
m_MovementClass = { (error -100500 while analyzing string >) }
m_Groups = (error -100500 while analyzing vector<CTerrainGroup * >)
pn =
pi_ = 0x13206FE8 ->
use_count_ = 9 (0x00000009)
weak_count_ = 1 (0x00000001)
m_Texture =
px = 0x131F3B88 ->
m_Properties =
m_Path =
path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >)
separator = "/r✃"
m_Filter = 9987 (0x00002703)
m_Wrap = 10497 (0x00002901)
m_Aniso = 2.000000 (0x40000000)
m_Handle = 622770258065 (0x0000009100000091)
m_BaseColour = 4286154066 (0xFF798552)
m_State = LOADED
m_TextureManager = 0x013E9918 ->
m_VFS =
px = 0x01354328 (see above)
pn =
pi_ = 0x0135C040 ->
use_count_ = 4 (0x00000004)
weak_count_ = 1 (0x00000001)
m_CacheLoader =
m_VFS =
px = 0x01354328 (see above)
pn =
pi_ = 0x0135C040 (see above)
m_FileExtension = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >)
m_DisableGL = false
m_TextureConverter =
m_VFS =
px = 0x01354328 (see above)
pn =
pi_ = 0x0135C040 (see above)
m_HighQuality = false
m_WorkerThread = 1544 (0x00000608)
m_WorkerMutex = 0x00161178
m_WorkerSem = 0x0000060C
m_RequestQueue = (error -100500 while analyzing deque<boost::shared_ptr<CTextureConverter::ConversionRequest> >)
m_ResultQueue = (error -100500 while analyzing deque<boost::shared_ptr<CTextureConverter::ConversionResult> >)
m_Shutdown = false
m_DefaultHandle = 4294967297 (0x0000000100000001)
m_ErrorHandle = 8589934594 (0x0000000200000002)
m_ErrorTexture =
px = 0x0135B330 ->
m_Properties =
m_Path =
path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >)
separator = "/f✃"
m_Filter = 9987 (0x00002703)
m_Wrap = 10497 (0x00002901)
m_Aniso = 1.000000 (0x3F800000)
m_Handle = 8589934594 (0x0000000200000002)
m_BaseColour = 0 (0x00000000)
m_State = LOADED
m_TextureManager = 0x013E9918 (see above)
m_Self =
px = 0x0135B330 (see above)
pn =
pi_ = 0x01403F18 ->
use_count_ = 1 (0x00000001)
weak_count_ = 2 (0x00000002)
pn =
pi_ = 0x01403F18 (see above)
m_TextureCache =
table_ =
buckets_ = 0x13228798 ->
next_ = 0x1323CFC8 ->
next_ = 0x1322BAB0 ->
next_ = 0x131DD1E0 ->
next_ = 0x00000000
bucket_count_ = 769 (0x00000301)
allocators_ =
(error -100500 while analyzing )
(error -100500 while analyzing )
current_ = false
funcs_ = [2] { { data_ = { buf = [2] { [8] { 0, 0, 103 ('g'), 101 ('e'), 95 ('_'), 49 ('1'), 48 ('0'), 240 }, [8] { 0, 103 ('g'), 101 ('e'), 95 ('_'), 49 ('1'), 48 ('0'), 240, 2 } }, align_ =
t0 = [8] { 0, 0, 103 ('g'), 101 ('e'), 95 ('_'), 49 ('1'), 48 ('0'), 240 }
t1 = [8] { 0, 0, 103 ('g'), 101 ('e'), 95 ('_'), 49 ('1'), 48 ('0'), 240 }
t2 = [8] { 0, 0, 103 ('g'), 101 ('e'), 95 ('_'), 49 ('1'), 48 ('0'), 240 }
t3 = [8] { 0, 0, 103 ('g'), 101 ('e'), 95 ('_'), 49 ('1'), 48 ('0'), 240 }
t4 = [8] { 0, 0, 103 ('g'), 101 ('e'), 95 ('_'), 49 ('1'), 48 ('0'), 240 }
t5 = [8] { 0, 0, 103 ('g'), 101 ('e'), 95 ('_'), 49 ('1'), 48 ('0'), 240 }
t6 = [8] { 0, 0, 103 ('g'), 101 ('e'), 95 ('_'), 49 ('1'), 48 ('0'), 240 }
t7 = [8] { 0, 0, 103 ('g'), 101 ('e'), 95 ('_'), 49 ('1'), 48 ('0'), 240 }
t8 = [8] { 0, 0, 103 ('g'), 101 ('e'), 95 ('_'), 49 ('1'), 48 ('0'), 240 }
t9 = [8] { 0, 0, 103 ('g'), 101 ('e'), 95 ('_'), 49 ('1'), 48 ('0'), 240 }
t10 = [8] { 0, 0, 103 ('g'), 101 ('e'), 95 ('_'), 49 ('1'), 48 ('0'), 240 }
t11 = [8] { 0, 0, 103 ('g'), 101 ('e'), 95 ('_'), 49 ('1'), 48 ('0'), 240 }
t12 = [8] { 0, 0, 103 ('g'), 101 ('e'), 95 ('_'), 49 ('1'), 48 ('0'), 240 }
t13 = [8] { 0, 0, 103 ('g'), 101 ('e'), 95 ('_'), 49 ('1'), 48 ('0'), 240 }
t14 = [8] { 0, 0, 103 ('g'), 101 ('e'), 95 ('_'), 49 ('1'), 48 ('0'), 240 }
t15 = [8] { 0, 0, 103 ('g'), 101 ('e'), 95 ('_'), 49 ('1'), 48 ('0'), 240 }
t16 = [8] { 0, 0, 103 ('g'), 101 ('e'), 95 ('_'), 49 ('1'), 48 ('0'), 240 }
t17 = [8] { 0, 0, 103 ('g'), 101 ('e'), 95 ('_'), 49 ('1'), 48 ('0'), 240 }
t18 = [8] { 0, 0, 103 ('g'), 101 ('e'), 95 ('_'), 49 ('1'), 48 ('0'), 240 }
t19 = [8] { 0, 0, 103 ('g'), 101 ('e'), 95 ('_'), 49 ('1'), 48 ('0'), 240 }
t20 = [8] { 0, 0, 103 ('g'), 101 ('e'), 95 ('_'), 49 ('1'), 48 ('0'), 240 }
t21 = [8] { 0, 0, 103 ('g'), 101 ('e'), 95 ('_'), 49 ('1'), 48 ('0'), 240 }
t22 = [8] { 0, 0, 103 ('g'), 101 ('e'), 95 ('_'), 49 ('1'), 48 ('0'), 240 }
t23 = [8] { 0, 0, 103 ('g'), 101 ('e'), 95 ('_'), 49 ('1'), 48 ('0'), 240 }
} }, { data_ = { buf = "ge_10ð", align_ =
t0 = "ge_10ð"
t1 = "ge_10ð"
t2 = "ge_10ð"
t3 = "ge_10ð"
t4 = "ge_10ð"
t5 = "ge_10ð"
t6 = "ge_10ð"
t7 = "ge_10ð"
t8 = "ge_10ð"
t9 = "ge_10ð"
t10 = "ge_10ð"
t11 = "ge_10ð"
t12 = "ge_10ð"
t13 = "ge_10ð"
t14 = "ge_10ð"
t15 = "ge_10ð"
t16 = "ge_10ð"
t17 = "ge_10ð"
t18 = "ge_10ð"
t19 = "ge_10ð"
t20 = "ge_10ð"
t21 = "ge_10ð"
t22 = "ge_10ð"
t23 = "ge_10ð"
} } }
size_ = 752 (0x000002F0)
mlf_ = 1.000000 (0x3F800000)
cached_begin_bucket_ = 0x13228798 (see above)
max_load_ = 769 (0x00000301)
m_HotloadFiles =
table_ =
buckets_ = 0x1322A008 ->
next_ = 0x00000000
bucket_count_ = 769 (0x00000301)
allocators_ =
(error -100500 while analyzing )
(error -100500 while analyzing )
current_ = false
funcs_ = "L_Aû"
size_ = 763 (0x000002FB)
mlf_ = 1.000000 (0x3F800000)
cached_begin_bucket_ = 0x1322A00C ->
next_ = 0x13212FB8 ->
next_ = 0x00000000
max_load_ = 769 (0x00000301)
m_SettingsFiles =
table_ =
buckets_ = 0x1339EFF8 ->
next_ = 0x00000000
bucket_count_ = 17 (0x00000011)
allocators_ =
(error -100500 while analyzing )
(error -100500 while analyzing )
current_ = false
funcs_ = "B_t"
size_ = 11 (0x0000000B)
mlf_ = 1.000000 (0x3F800000)
cached_begin_bucket_ = 0x1339F010 ->
next_ = 0x13289AA8 ->
next_ = 0x00000000
max_load_ = 17 (0x00000011)
m_Self =
px = 0x131F3B88 (see above)
pn =
pi_ = 0x131FABA0 ->
use_count_ = 2 (0x00000002)
weak_count_ = 9 (0x00000009)
pn =
pi_ = 0x131FABA0 (see above)
m_BaseColor = 0 (0x00000000)
m_BaseColorValid = false
m_Groups = (error -100500 while analyzing vector<CTerrainGroup * >)
Priority = 0 (0x00000000)
Tex = 0x131FAB50 (see above)
Priority = 0 (0x00000000)
Tex = 0x131FAB50 (see above)
Priority = 0 (0x00000000)
Tex = 0x131FAB50 (see above)
Priority = 0 (0x00000000)
Tex = 0x131FAB50 (see above)
Priority = 0 (0x00000000)
Tex = 0x131FAB50 (see above)
Priority = 0 (0x00000000)
Tex = 0x131FAB50 (see above)
Priority = 0 (0x00000000)
Tex = 0x131FAB50 (see above)
Priority = 0 (0x00000000)
...
[16]
Tex = 0x131FAB50 (see above)
Priority = 0 (0x00000000)
Tex = 0x131FAB50 (see above)
Priority = 0 (0x00000000)
Tex = 0x131FAB50 (see above)
Priority = 0 (0x00000000)
Tex = 0x131FAB50 (see above)
Priority = 0 (0x00000000)
Tex = 0x131FAB50 (see above)
Priority = 0 (0x00000000)
Tex = 0x131FAB50 (see above)
Priority = 0 (0x00000000)
Tex = 0x131FAB50 (see above)
Priority = 0 (0x00000000)
Tex = 0x131FAB50 (see above)
Priority = 0 (0x00000000)
...
[16]
Tex = 0x131FAB50 (see above)
Priority = 0 (0x00000000)
Tex = 0x131FAB50 (see above)
Priority = 0 (0x00000000)
Tex = 0x131FAB50 (see above)
Priority = 0 (0x00000000)
Tex = 0x131FAB50 (see above)
Priority = 0 (0x00000000)
Tex = 0x131FAB50 (see above)
Priority = 0 (0x00000000)
Tex = 0x131FAB50 (see above)
Priority = 0 (0x00000000)
Tex = 0x131FAB50 (see above)
Priority = 0 (0x00000000)
Tex = 0x131FAB50 (see above)
Priority = 0 (0x00000000)
...
[16]
Tex = 0x131FAB50 (see above)
Priority = 0 (0x00000000)
Tex = 0x131FAB50 (see above)
Priority = 0 (0x00000000)
Tex = 0x131FAB50 (see above)
Priority = 0 (0x00000000)
Tex = 0x131FAB50 (see above)
Priority = 0 (0x00000000)
Tex = 0x131FAB50 (see above)
Priority = 0 (0x00000000)
Tex = 0x131FAB50 (see above)
Priority = 0 (0x00000000)
Tex = 0x131FAB50 (see above)
Priority = 0 (0x00000000)
Tex = 0x131FAB50 (see above)
Priority = 0 (0x00000000)
...
[16]
Tex = 0x131FAB50 (see above)
Priority = 0 (0x00000000)
Tex = 0x131FAB50 (see above)
Priority = 0 (0x00000000)
Tex = 0x131FAB50 (see above)
Priority = 0 (0x00000000)
Tex = 0x131FAB50 (see above)
Priority = 0 (0x00000000)
Tex = 0x131FAB50 (see above)
Priority = 0 (0x00000000)
Tex = 0x131FAB50 (see above)
Priority = 0 (0x00000000)
Tex = 0x131FAB50 (see above)
Priority = 0 (0x00000000)
Tex = 0x131FAB50 (see above)
Priority = 0 (0x00000000)
...
[16]
Tex = 0x131FAB50 (see above)
Priority = 0 (0x00000000)
Tex = 0x131FAB50 (see above)
Priority = 0 (0x00000000)
Tex = 0x131FAB50 (see above)
Priority = 0 (0x00000000)
Tex = 0x131FAB50 (see above)
Priority = 0 (0x00000000)
Tex = 0x131FAB50 (see above)
Priority = 0 (0x00000000)
Tex = 0x131FAB50 (see above)
Priority = 0 (0x00000000)
Tex = 0x131FAB50 (see above)
Priority = 0 (0x00000000)
Tex = 0x131FAB50 (see above)
Priority = 0 (0x00000000)
...
[16]
Tex = 0x131FAB50 (see above)
Priority = 0 (0x00000000)
Tex = 0x131FAB50 (see above)
Priority = 0 (0x00000000)
Tex = 0x131FAB50 (see above)
Priority = 0 (0x00000000)
Tex = 0x131FAB50 (see above)
Priority = 0 (0x00000000)
Tex = 0x131FAB50 (see above)
Priority = 0 (0x00000000)
Tex = 0x131FAB50 (see above)
Priority = 0 (0x00000000)
Tex = 0x131FAB50 (see above)
Priority = 0 (0x00000000)
Tex = 0x131FAB50 (see above)
Priority = 0 (0x00000000)
...
[16]
Tex = 0x131FAB50 (see above)
Priority = 0 (0x00000000)
Tex = 0x131FAB50 (see above)
Priority = 0 (0x00000000)
Tex = 0x131FAB50 (see above)
Priority = 0 (0x00000000)
Tex = 0x131FAB50 (see above)
Priority = 0 (0x00000000)
Tex = 0x131FAB50 (see above)
Priority = 0 (0x00000000)
Tex = 0x131FAB50 (see above)
Priority = 0 (0x00000000)
Tex = 0x131FAB50 (see above)
Priority = 0 (0x00000000)
Tex = 0x131FAB50 (see above)
Priority = 0 (0x00000000)
... ...
m_X = 0 (0x00000000)
m_Z = 0 (0x00000000)
m_Parent = 0x0143BDD0 (see above)
m_Heightmap = 0x13298008 -> 16384 (0x4000)
m_BaseColour =
R = [8] { 255 (0xFF), 255 (0xFF), 255 (0xFF), 255 (0xFF), 0 (0x00), 0 (0x00), 0 (0x00), 0 (0x00) }
G = [8] { 255 (0xFF), 255 (0xFF), 255 (0xFF), 0 (0x00), 0 (0x00), 0 (0x00), 0 (0x00), 7 (0x07) }
B = [8] { 255 (0xFF), 255 (0xFF), 0 (0x00), 0 (0x00), 0 (0x00), 0 (0x00), 7 (0x07), 0 (0x00) }
A = [8] { 255 (0xFF), 0 (0x00), 0 (0x00), 0 (0x00), 0 (0x00), 7 (0x07), 0 (0x00), 4 (0x04) }
pWaterMan = 0x013E5020 ->
m_WaterTexture = [60]
px = 0x1325BA58 ->
m_Properties =
m_Path =
path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >)
separator = "/r✃"
m_Filter = 9987 (0x00002703)
m_Wrap = 10497 (0x00002901)
m_Aniso = 1.000000 (0x3F800000)
m_Handle = 94489280534 (0x0000001600000016)
m_BaseColour = 2245252051 (0x85D3D3D3)
m_State = LOADED
m_TextureManager = 0x013E9918 (see above)
m_Self =
px = 0x1325BA58 (see above)
pn =
pi_ = 0x1328A008 ->
use_count_ = 2 (0x00000002)
weak_count_ = 9 (0x00000009)
pn =
pi_ = 0x1328A008 (see above)
px = 0x13238F98 ->
m_Properties =
m_Path =
path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >)
separator = "/r✃"
m_Filter = 9987 (0x00002703)
m_Wrap = 10497 (0x00002901)
m_Aniso = 1.000000 (0x3F800000)
m_Handle = 240518168632 (0x0000003800000038)
m_BaseColour = 2245252051 (0x85D3D3D3)
m_State = LOADED
m_TextureManager = 0x013E9918 (see above)
m_Self =
px = 0x13238F98 (see above)
pn =
pi_ = 0x1328A038 ->
use_count_ = 2 (0x00000002)
weak_count_ = 9 (0x00000009)
pn =
pi_ = 0x1328A038 (see above)
px = 0x1325B7F0 ->
m_Properties =
m_Path =
path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >)
separator = "/r✃"
m_Filter = 9987 (0x00002703)
m_Wrap = 10497 (0x00002901)
m_Aniso = 1.000000 (0x3F800000)
m_Handle = 244813135929 (0x0000003900000039)
m_BaseColour = 2245252051 (0x85D3D3D3)
m_State = LOADED
m_TextureManager = 0x013E9918 (see above)
m_Self =
px = 0x1325B7F0 (see above)
pn =
pi_ = 0x1328A0A8 -> (too much output; skipping to next top-level symbol)
pn =
pi_ = 0x1328A0A8 (see above)
px = 0x1325B460 ->
m_Properties =
m_Path =
path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >)
separator = "/r✃"
m_Filter = 9987 (0x00002703)
m_Wrap = 10497 (0x00002901)
m_Aniso = 1.000000 (0x3F800000)
m_Handle = 532575944828 (0x0000007C0000007C)
m_BaseColour = 2245252051 (0x85D3D3D3)
m_State = LOADED
m_TextureManager = 0x013E9918 (see above)
m_Self =
px = 0x1325B460 (see above)
pn =
pi_ = 0x1328A118 ->
use_count_ = 2 (0x00000002)
weak_count_ = 9 (0x00000009)
pn =
pi_ = 0x1328A118 (see above)
px = 0x1328A188 ->
m_Properties =
m_Path =
path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >)
separator = [8] { 47 ('/'), 0, 9987, 0, 10497, 0, 0, 16256 }
m_Filter = 9987 (0x00002703)
m_Wrap = 10497 (0x00002901)
m_Aniso = 1.000000 (0x3F800000)
m_Handle = 115964117019 (0x0000001B0000001B)
m_BaseColour = 2228474835 (0x84D3D3D3)
m_State = LOADED
m_TextureManager = 0x013E9918 (see above)
m_Self =
px = 0x1328A188 (see above)
pn =
pi_ = 0x1328A1E0 ->
use_count_ = 2 (0x00000002)
weak_count_ = 9 (0x00000009)
pn =
pi_ = 0x1328A1E0 (see above)
px = 0x1328A250 ->
m_Properties =
m_Path =
path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >)
separator = [8] { 47 ('/'), 0, 9987, 0, 10497, 0, 0, 16256 }
m_Filter = 9987 (0x00002703)
m_Wrap = 10497 (0x00002901)
m_Aniso = 1.000000 (0x3F800000)
m_Handle = 408021893215 (0x0000005F0000005F)
m_BaseColour = 2228474835 (0x84D3D3D3)
m_State = LOADED
m_TextureManager = 0x013E9918 (see above)
m_Self =
px = 0x1328A250 (see above)
pn =
pi_ = 0x1328A2A8 ->
use_count_ = 2 (0x00000002)
weak_count_ = 9 (0x00000009)
pn =
pi_ = 0x1328A2A8 (see above)
px = 0x1328A318 ->
m_Properties =
m_Path =
path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >)
separator = [8] { 47 ('/'), 0, 9987, 0, 10497, 0, 0, 16256 }
m_Filter = 9987 (0x00002703)
m_Wrap = 10497 (0x00002901)
m_Aniso = 1.000000 (0x3F800000)
m_Handle = 223338299444 (0x0000003400000034)
m_BaseColour = 2228474835 (0x84D3D3D3)
m_State = LOADED
m_TextureManager = 0x013E9918 (see above)
m_Self =
px = 0x1328A318 (see above)
pn =
pi_ = 0x1328A370 ->
use_count_ = 2 (0x00000002)
weak_count_ = 9 (0x00000009)
pn =
pi_ = 0x1328A370 (see above)
px = 0x1328A3E0 ->
m_Properties =
m_Path =
path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >)
separator = [8] { 47 ('/'), 0, 9987, 0, 10497, 0, 0, 16256 }
m_Filter = 9987 (0x00002703)
m_Wrap = 10497 (0x00002901)
m_Aniso = 1.000000 (0x3F800000)
m_Handle = 249108103226 (0x0000003A0000003A)
m_BaseColour = 2228474835 (0x84D3D3D3)
m_State = LOADED
m_TextureManager = 0x013E9918 (see above)
m_Self =
px = 0x1328A3E0 (see above)
pn =
pi_ = 0x1328A438 ->
use_count_ = 2 (0x00000002)
weak_count_ = 9 (0x00000009)
pn =
pi_ = 0x1328A438 (see above)
...
m_NormalMap = [60]
px = 0x1327C580 ->
m_Properties =
m_Path =
path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >)
separator = [8] { 47 ('/'), 0, 9987, 0, 10497, 0, 0, 16256 }
m_Filter = 9987 (0x00002703)
m_Wrap = 10497 (0x00002901)
m_Aniso = 1.000000 (0x3F800000)
m_Handle = 210453397553 (0x0000003100000031)
m_BaseColour = 4286480383 (0xFF7E7FFF)
m_State = LOADED
m_TextureManager = 0x013E9918 (see above)
m_Self =
px = 0x1327C580 (see above)
pn =
pi_ = 0x1327C5D8 ->
use_count_ = 2 (0x00000002)
weak_count_ = 9 (0x00000009)
pn =
pi_ = 0x1327C5D8 (see above)
px = 0x1327C770 ->
m_Properties =
m_Path =
path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >)
separator = [8] { 47 ('/'), 0, 9987, 0, 10497, 0, 0, 16256 }
m_Filter = 9987 (0x00002703)
m_Wrap = 10497 (0x00002901)
m_Aniso = 1.000000 (0x3F800000)
m_Handle = 558345748610 (0x0000008200000082)
m_BaseColour = 4286480383 (0xFF7E7FFF)
m_State = LOADED
m_TextureManager = 0x013E9918 (see above)
m_Self =
px = 0x1327C770 (see above)
pn =
pi_ = 0x1327C7C8 ->
use_count_ = 2 (0x00000002)
weak_count_ = 9 (0x00000009)
pn =
pi_ = 0x1327C7C8 (see above)
px = 0x1327C960 ->
m_Properties =
m_Path =
path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >)
separator = [8] { 47 ('/'), 0, 9987, 0, 10497, 0, 0, 16256 }
m_Filter = 9987 (0x00002703)
m_Wrap = 10497 (0x00002901)
m_Aniso = 1.000000 (0x3F800000)
m_Handle = 463856468076 (0x0000006C0000006C)
m_BaseColour = 4286480383 (0xFF7E7FFF)
m_State = LOADED
m_TextureManager = 0x013E9918 (see above)
m_Self =
px = 0x1327C960 (see above)
pn =
pi_ = 0x1327C9B8 ->
use_count_ = 2 (0x00000002)
weak_count_ = 9 (0x00000009)
pn =
pi_ = 0x1327C9B8 (see above)
px = 0x1327CB50 ->
m_Properties =
m_Path =
path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >)
separator = [8] { 47 ('/'), 0, 9987, 0, 10497, 0, 0, 16256 }
m_Filter = 9987 (0x00002703)
m_Wrap = 10497 (0x00002901)
m_Aniso = 1.000000 (0x3F800000)
m_Handle = 476741369967 (0x0000006F0000006F)
m_BaseColour = 4286480383 (0xFF7E7FFF)
m_State = LOADED
m_TextureManager = 0x013E9918 (see above)
m_Self =
px = 0x1327CB50 (see above)
pn =
pi_ = 0x1327CBA8 ->
use_count_ = 2 (0x00000002)
weak_count_ = 9 (0x00000009)
pn =
pi_ = 0x1327CBA8 (see above)
px = 0x1327CD40 ->
m_Properties =
m_Path =
path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >)
separator = [8] { 47 ('/'), 0, 9987, 0, 10497, 0, 0, 16256 }
m_Filter = 9987 (0x00002703)
m_Wrap = 10497 (0x00002901)
m_Aniso = 1.000000 (0x3F800000)
m_Handle = 386547056730 (0x0000005A0000005A)
m_BaseColour = 4286480383 (0xFF7E7FFF)
m_State = LOADED
m_TextureManager = 0x013E9918 (see above)
m_Self =
px = 0x1327CD40 (see above)
pn =
pi_ = 0x1327CD98 ->
use_count_ = 2 (0x00000002)
weak_count_ = 9 (0x00000009)
pn =
pi_ = 0x1327CD98 (see above)
px = 0x1327CF30 ->
m_Properties =
m_Path =
path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >)
separator = [8] { 47 ('/'), 0, 9987, 0, 10497, 0, 0, 16256 }
m_Filter = 9987 (0x00002703)
m_Wrap = 10497 (0x00002901)
m_Aniso = 1.000000 (0x3F800000)
m_Handle = 382252089433 (0x0000005900000059)
m_BaseColour = 4286480383 (0xFF7E7FFF)
m_State = LOADED
m_TextureManager = 0x013E9918 (see above)
m_Self =
px = 0x1327CF30 (see above)
pn =
pi_ = 0x1327CF88 ->
use_count_ = 2 (0x00000002)
weak_count_ = 9 (0x00000009)
pn =
pi_ = 0x1327CF88 (see above)
px = 0x1327D120 ->
m_Properties =
m_Path =
path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >)
separator = [8] { 47 ('/'), 0, 9987, 0, 10497, 0, 0, 16256 }
m_Filter = 9987 (0x00002703)
m_Wrap = 10497 (0x00002901)
m_Aniso = 1.000000 (0x3F800000)
m_Handle = 403726925918 (0x0000005E0000005E)
m_BaseColour = 4286480383 (0xFF7E7FFF)
m_State = LOADED
m_TextureManager = 0x013E9918 (see above)
m_Self =
px = 0x1327D120 (see above)
pn =
pi_ = 0x1327D178 ->
use_count_ = 2 (0x00000002)
weak_count_ = 9 (0x00000009)
pn =
pi_ = 0x1327D178 (see above)
px = 0x1327D310 ->
m_Properties =
m_Path =
path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >)
separator = [8] { 47 ('/'), 0, 9987, 0, 10497, 0, 0, 16256 }
m_Filter = 9987 (0x00002703)
m_Wrap = 10497 (0x00002901)
m_Aniso = 1.000000 (0x3F800000)
m_Handle = 468151435373 (0x0000006D0000006D)
m_BaseColour = 4286480383 (0xFF7E7FFF)
m_State = LOADED
m_TextureManager = 0x013E9918 (see above)
m_Self =
px = 0x1327D310 (see above)
pn =
pi_ = 0x1327D368 ->
use_count_ = 2 (0x00000002)
weak_count_ = 9 (0x00000009)
pn =
pi_ = 0x1327D368 (see above)
...
m_WaterCurrentTex = 0 (0x00000000)
m_WaterColor =
r = 0.300000 (0x3E99999A)
g = 0.350000 (0x3EB33333)
b = 0.700000 (0x3F333333)
a = 1.000000 (0x3F800000)
m_RenderWater = true
m_WaterScroll = (bool)0x6C
m_WaterHeight = 5.000000 (0x40A00000)
m_WaterMaxAlpha = 0.850000 (0x3F59999A)
m_WaterFullDepth = 4.000000 (0x40800000)
m_WaterAlphaOffset = -0.050000 (0xBD4CCCCD)
m_SWaterSpeed = 0.001500 (0x3AC49BA6)
m_TWaterSpeed = 0.001500 (0x3AC49BA6)
m_SWaterTrans = 0.000000 (0x00000000)
m_TWaterTrans = 0.000000 (0x00000000)
m_SWaterScrollCounter = 0.000000 (0x00000000)
m_TWaterScrollCounter = 0.000000 (0x00000000)
m_WaterTexTimer = 0 (0x0000000000000000)
m_ReflectionTexture = 21 (0x00000015)
m_RefractionTexture = 22 (0x00000016)
m_ReflectionTextureSize = 128 (0x00000080)
m_RefractionTextureSize = 128 (0x00000080)
m_ReflectionMatrix =
_11 = 4.511769 (0x40906069)
_21 = 0.000000 (0x00000000)
_31 = 0.000000 (0x00000000)
_41 = 0.000000 (0x00000000)
_12 = 0.000000 (0x00000000)
_22 = -4.672655 (0xC0958664)
_32 = 0.203568 (0x3E50742F)
_42 = 0.500000 (0x3F000000)
_13 = 0.000000 (0x00000000)
_23 = 2.697759 (0x402CA814)
_33 = 0.866025 (0x3F5DB3D7)
_43 = 0.866025 (0x3F5DB3D7)
_14 = -1353.530640 (0xC4A930FB)
_24 = -1085.293335 (0xC487A963)
_34 = -130.150040 (0xC3022669)
_44 = -131.632202 (0xC303A1D8)
_data = [16]
4.511769 (0x40906069)
0.000000 (0x00000000)
0.000000 (0x00000000)
0.000000 (0x00000000)
0.000000 (0x00000000)
-4.672655 (0xC0958664)
0.203568 (0x3E50742F)
0.500000 (0x3F000000)
0.000000 (0x00000000)
2.697759 (0x402CA814)
0.866025 (0x3F5DB3D7)
0.866025 (0x3F5DB3D7) ...
_data2d = [4]
[4] { 4.511769 (0x40906069), 0.000000 (0x00000000), 0.000000 (0x00000000), 0.000000 (0x00000000) }
[4] { 0.000000 (0x00000000), -4.672655 (0xC0958664), 0.203568 (0x3E50742F), 0.500000 (0x3F000000) }
[4] { 0.000000 (0x00000000), 2.697759 (0x402CA814), 0.866025 (0x3F5DB3D7), 0.866025 (0x3F5DB3D7) }
[4] { -1353.530640 (0xC4A930FB), -1085.293335 (0xC487A963), -130.150040 (0xC3022669), -131.632202 (0xC303A1D8) }
m_RefractionMatrix =
_11 = 4.511769 (0x40906069)
_21 = 0.000000 (0x00000000)
_31 = 0.000000 (0x00000000)
_41 = 0.000000 (0x00000000)
_12 = 0.000000 (0x00000000)
_22 = 4.672655 (0x40958664)
_32 = -0.188759 (0xBE414A29)
_42 = -0.500000 (0xBF000000)
_13 = 0.000000 (0x00000000)
_23 = 2.697759 (0x402CA814)
_33 = 0.866025 (0x3F5DB3D7)
_43 = 0.866025 (0x3F5DB3D7)
_14 = -1353.530640 (0xC4A930FB)
_24 = -1132.019897 (0xC48D80A3)
_34 = -128.188400 (0xC300303B)
_44 = -126.632202 (0xC2FD43B0)
_data = [16]
4.511769 (0x40906069)
0.000000 (0x00000000)
0.000000 (0x00000000)
0.000000 (0x00000000)
0.000000 (0x00000000)
4.672655 (0x40958664)
-0.188759 (0xBE414A29)
-0.500000 (0xBF000000)
0.000000 (0x00000000)
2.697759 (0x402CA814)
0.866025 (0x3F5DB3D7)
0.866025 (0x3F5DB3D7) ...
_data2d = [4]
[4] { 4.511769 (0x40906069), 0.000000 (0x00000000), 0.000000 (0x00000000), 0.000000 (0x00000000) }
[4] { 0.000000 (0x00000000), 4.672655 (0x40958664), -0.188759 (0xBE414A29), -0.500000 (0xBF000000) }
[4] { 0.000000 (0x00000000), 2.697759 (0x402CA814), 0.866025 (0x3F5DB3D7), 0.866025 (0x3F5DB3D7) }
[4] { -1353.530640 (0xC4A930FB), -1132.019897 (0xC48D80A3), -128.188400 (0xC300303B), -126.632202 (0xC2FD43B0) }
m_WaterTint =
r = 0.280000 (0x3E8F5C29)
g = 0.300000 (0x3E99999A)
b = 0.590000 (0x3F170A3D)
a = 1.000000 (0x3F800000)
m_RepeatPeriod = 16.000000 (0x41800000)
m_Shininess = 150.000000 (0x43160000)
m_SpecularStrength = 0.400000 (0x3ECCCCCD)
m_Waviness = 8.000000 (0x41000000)
m_Murkiness = 0.450000 (0x3EE66666)
m_ReflectionTint =
r = 0.280000 (0x3E8F5C29)
g = 0.300000 (0x3E99999A)
b = 0.590000 (0x3F170A3D)
a = 1.000000 (0x3F800000)
m_ReflectionTintStrength = 0.000000 (0x00000000)
pSkyMan = 0x013E54F0 ->
m_RenderSky = true
m_HorizonHeight = -150.000000 (0xC3160000)
m_SkySet = { (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >) }
m_SkyTexture = [5]
px = 0x1328EEB8 ->
m_Properties =
m_Path =
path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >)
separator = "/m✃"
m_Filter = 9987 (0x00002703)
m_Wrap = 33071 (0x0000812F)
m_Aniso = 1.000000 (0x3F800000)
m_Handle = 429496729700 (0x0000006400000064)
m_BaseColour = 4287932864 (0xFF94A9C0)
m_State = LOADED
m_TextureManager = 0x013E9918 (see above)
m_Self =
px = 0x1328EEB8 (see above)
pn =
pi_ = 0x132B8450 ->
use_count_ = 2 (0x00000002)
weak_count_ = 8 (0x00000008)
pn =
pi_ = 0x132B8450 (see above)
px = 0x1328EDB0 ->
m_Properties =
m_Path =
path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >)
separator = "/5✃"
m_Filter = 9987 (0x00002703)
m_Wrap = 33071 (0x0000812F)
m_Aniso = 1.000000 (0x3F800000)
m_Handle = 158913789989 (0x0000002500000025)
m_BaseColour = 4287735229 (0xFF91A5BD)
m_State = LOADED
m_TextureManager = 0x013E9918 (see above)
m_Self =
px = 0x1328EDB0 (see above)
pn =
pi_ = 0x132B84D8 ->
use_count_ = 2 (0x00000002)
weak_count_ = 8 (0x00000008)
pn =
pi_ = 0x132B84D8 (see above)
px = 0x1328ECA8 ->
m_Properties =
m_Path =
path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >)
separator = "/6✃"
m_Filter = 9987 (0x00002703)
m_Wrap = 33071 (0x0000812F)
m_Aniso = 1.000000 (0x3F800000)
m_Handle = 515396075640 (0x0000007800000078)
m_BaseColour = 4286486194 (0xFF7E96B2)
m_State = LOADED
m_TextureManager = 0x013E9918 (see above)
(too much output; skipping to next top-level symbol)
pn =
pi_ = 0x132B8580 ->
use_count_ = 2 (0x00000002)
weak_count_ = 8 (0x00000008)
px = 0x1328EBA0 ->
m_Properties =
m_Path =
path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >)
separator = [8] { 47 ('/'), 46 ('.'), 9987, 0, 33071, 0, 0, 16256 }
m_Filter = 9987 (0x00002703)
m_Wrap = 33071 (0x0000812F)
m_Aniso = 1.000000 (0x3F800000)
m_Handle = 373662154839 (0x0000005700000057)
m_BaseColour = 4289905107 (0xFFB2C1D3)
m_State = LOADED
m_TextureManager = 0x013E9918 (see above)
m_Self =
px = 0x1328EBA0 (see above)
pn =
pi_ = 0x132B8628 ->
use_count_ = 2 (0x00000002)
weak_count_ = 8 (0x00000008)
pn =
pi_ = 0x132B8628 (see above)
px = 0x1328EA98 ->
m_Properties =
m_Path =
path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >)
separator = [8] { 47 ('/'), 46 ('.'), 9987, 0, 33071, 0, 0, 16256 }
m_Filter = 9987 (0x00002703)
m_Wrap = 33071 (0x0000812F)
m_Aniso = 1.000000 (0x3F800000)
m_Handle = 266287972414 (0x0000003E0000003E)
m_BaseColour = 4289377219 (0xFFAAB3C3)
m_State = LOADED
m_TextureManager = 0x013E9918 (see above)
m_Self =
px = 0x1328EA98 (see above)
pn =
pi_ = 0x132B86D0 ->
use_count_ = 2 (0x00000002)
weak_count_ = 8 (0x00000008)
pn =
pi_ = 0x132B86D0 (see above)
pLightEnv = 0x00648748 ->
m_Elevation = 0.785398 (0x3F490FD8)
m_Rotation = 5.497790 (0x40AFEDE5)
m_TerrainShadowTransparency = 0.000000 (0x00000000)
m_SunDir =
X = -0.270597 (0xBE8A8BC0)
Y = -0.923880 (0xBF6C835E)
Z = 0.270599 (0x3E8A8BF1)
m_LightingModel = (error -100500 while analyzing string >)
m_SunColor =
X = 0.749020 (0x3F3FBFC6)
Y = 0.749020 (0x3F3FBFC6)
Z = 0.749020 (0x3F3FBFC6)
m_TerrainAmbientColor =
X = 0.501961 (0x3F008084)
Y = 0.501961 (0x3F008084)
Z = 0.501961 (0x3F008084)
m_UnitsAmbientColor =
X = 0.501961 (0x3F008084)
Y = 0.501961 (0x3F008084)
Z = 0.501961 (0x3F008084)
pCamera = 0x0140015C ->
m_Orientation =
_11 = 1.000000 (0x3F800000)
_21 = 0.000000 (0x00000000)
_31 = 0.000000 (0x00000000)
_41 = 0.000000 (0x00000000)
_12 = 0.000000 (0x00000000)
_22 = 0.866025 (0x3F5DB3D7)
_32 = 0.500000 (0x3F000000)
_42 = 0.000000 (0x00000000)
_13 = 0.000000 (0x00000000)
_23 = -0.500000 (0xBF000000)
_33 = 0.866025 (0x3F5DB3D7)
_43 = 0.000000 (0x00000000)
_14 = 300.000000 (0x43960000)
_24 = 118.382507 (0x42ECC3D8)
_34 = 214.570450 (0x43569209)
_44 = 1.000000 (0x3F800000)
_data = [16]
1.000000 (0x3F800000)
0.000000 (0x00000000)
0.000000 (0x00000000)
0.000000 (0x00000000)
0.000000 (0x00000000)
0.866025 (0x3F5DB3D7)
0.500000 (0x3F000000)
0.000000 (0x00000000)
0.000000 (0x00000000)
-0.500000 (0xBF000000)
0.866025 (0x3F5DB3D7)
0.000000 (0x00000000) ...
_data2d = [4]
[4] { 1.000000 (0x3F800000), 0.000000 (0x00000000), 0.000000 (0x00000000), 0.000000 (0x00000000) }
[4] { 0.000000 (0x00000000), 0.866025 (0x3F5DB3D7), 0.500000 (0x3F000000), 0.000000 (0x00000000) }
[4] { 0.000000 (0x00000000), -0.500000 (0xBF000000), 0.866025 (0x3F5DB3D7), 0.000000 (0x00000000) }
[4] { 300.000000 (0x43960000), 118.382507 (0x42ECC3D8), 214.570450 (0x43569209), 1.000000 (0x3F800000) }
m_ProjMat =
_11 = 4.721337 (0x40971531)
_21 = 0.000000 (0x00000000)
_31 = 0.000000 (0x00000000)
_41 = 0.000000 (0x00000000)
_12 = 0.000000 (0x00000000)
_22 = 5.671282 (0x40B57B24)
_32 = 0.000000 (0x00000000)
_42 = 0.000000 (0x00000000)
_13 = 0.000000 (0x00000000)
_23 = 0.000000 (0x00000000)
_33 = 1.007843 (0x3F810101)
_43 = 1.000000 (0x3F800000)
_14 = 0.000000 (0x00000000)
_24 = 0.000000 (0x00000000)
_34 = -32.125492 (0xC2008081)
_44 = 0.000000 (0x00000000)
_data = [16]
4.721337 (0x40971531)
0.000000 (0x00000000)
0.000000 (0x00000000)
0.000000 (0x00000000)
0.000000 (0x00000000)
5.671282 (0x40B57B24)
0.000000 (0x00000000)
0.000000 (0x00000000)
0.000000 (0x00000000)
0.000000 (0x00000000)
1.007843 (0x3F810101)
1.000000 (0x3F800000) ...
_data2d = [4]
[4] { 4.721337 (0x40971531), 0.000000 (0x00000000), 0.000000 (0x00000000), (too much output; skipping to next top-level symbol) }
[4] { 0.000000 (0x00000000), 5.671282 (0x40B57B24), 0.000000 (0x00000000), 0.000000 (0x00000000) }
[4] { 0.000000 (0x00000000), 0.000000 (0x00000000), 1.007843 (0x3F810101), 1.000000 (0x3F800000) }
[4] { 0.000000 (0x00000000), 0.000000 (0x00000000), -32.125492 (0xC2008081), 0.000000 (0x00000000) }
m_NearPlane = 16.000000 (0x41800000)
m_FarPlane = 4096.000000 (0x45800000)
m_FOV = 0.349066 (0x3EB2B8C2)
m_ViewPort =
m_X = 0 (0x00000000)
m_Y = 0 (0x00000000)
m_Width = 812 (0x0000032C)
m_Height = 679 (0x000002A7)
m_ViewFrustum =
m_aPlanes = [10]
m_Norm =
X = -4.721337 (0xC0971531)
Y = -0.500000 (0xBF000000)
Z = 0.866025 (0x3F5DB3D7)
m_Dist = 1289.768799 (0x44A1389A)
m_Norm =
X = 4.721337 (0x40971531)
Y = -0.500000 (0xBF000000)
Z = 0.866025 (0x3F5DB3D7)
m_Dist = -1543.033203 (0xC4C0E110)
m_Norm =
X = 0.000000 (0x00000000)
Y = 4.411474 (0x408D2ACC)
Z = 3.701666 (0x406CE81A)
m_Dist = -1316.509521 (0xC4A4904E)
m_Norm =
X = 0.000000 (0x00000000)
Y = -5.411474 (0xC0AD2ACC)
Z = -1.969615 (0xBFFC1C5C)
m_Dist = 1063.245117 (0x4484E7D8)
m_Norm =
X = 0.000000 (0x00000000)
Y = 0.003922 (0x3B808080)
Z = -0.006792 (0xBBDE9280)
m_Dist = 33.118683 (0x42047988)
m_Norm =
X = 0.000000 (0x00000000)
Y = -1.003922 (0xBF808080)
Z = 1.738843 (0x3FDE926A)
m_Dist = -286.383087 (0xC38F3109)
m_Norm =
X = 0.000000 (0x00000000)
Y = 0.000000 (0x00000000)
Z = 0.000000 (0x00000000)
m_Dist = 0.000000 (0x00000000)
m_Norm =
X = 0.000000 (0x00000000)
Y = 0.000000 (0x00000000)
Z = 0.000000 (0x00000000)
m_Dist = 0.000000 (0x00000000)
...
m_NumPlanes = 6 (0x00000006)
pCinema = 0x01400438 ->
m_Active = true
m_DrawCurrentSpline = false
m_DrawLines = false
m_ValidCurrent = false
m_CurrentPath = (error -100406 while analyzing _Tree<<CStrW,CCinemaPath>::iterator)
m_Paths = (error -100500 while analyzing map<CStrW,CCinemaPath >)
m_PathQueue = (error -100500 while analyzing list<CCinemaPath >)
pSimulation2 = 0x013E4B50 ->
m = 0x013EA790 ->
m_SimContext =
m_ComponentManager = 0x013EA7A0 ->
m_ScriptInterface =
m = (error -100406 while analyzing auto_ptr<ScriptInterface_impl>)
m_SimContext = 0x013EA790 (see above)
m_CurrentComponent = 0 (0x00000000)
m_CurrentlyHotloading = false
m_ComponentTypesById = (error -100500 while analyzing map<int,CComponentManager::ComponentType >)
m_ComponentsByInterface = (error -100500 while analyzing vector<boost::unordered_map<size_t,IComponent *,boost::hash<size_t>,equal_to<size_t> > >)
m_ComponentsByTypeId = (error -100500 while analyzing map<int,map<size_t,IComponent * > >)
m_LocalMessageSubscriptions = (error -100500 while analyzing map<int,vector<int > >)
m_GlobalMessageSubscriptions = (error -100500 while analyzing map<int,vector<int > >)
m_ComponentTypeIdsByName = (error -100500 while analyzing map<string >,int >)
m_MessageTypeIdsByName = (error -100500 while analyzing map<string >,int >)
m_MessageTypeNamesById = (error -100500 while analyzing map<int,string > >)
m_InterfaceIdsByName = (error -100500 while analyzing map<string >,int >)
m_DestructionQueue = (error -100500 while analyzing vector<size_t >)
m_NextScriptComponentTypeId = 70 (0x00000046)
m_NextEntityId = 11 (0x0000000B)
m_NextLocalEntityId = 536870912 (0x20000000)
m_RNG =
lcf =
_x = 78606 (0x000000000001330E)
m_UnitManager = 0x01430120 ->
m_Units = (error -100500 while analyzing vector<CUnit * >)
m_ObjectManager = 0x014000A4 ->
m_MeshManager = 0x0140005C ->
m_MeshMap =
table_ =
buckets_ = 0x00000000
bucket_count_ = 11 (0x0000000B)
allocators_ =
(error -100500 while analyzing )
(error -100500 while analyzing )
current_ = false
funcs_ = [2] { { data_ = { buf = [1] { [8] { 0, 0, 0, 0, 0, 0, 0, 0 } }, align_ =
t0 = [8] { 0, 0, 0, (too much output; skipping to next top-level symbol), }
t1 = [8] { 0, 0, 0, 0, 0, 0, 0, 0 }
t2 = [8] { 0, 0, 0, 0, 0, 0, 0, 0 }
t3 = [8] { 0, 0, 0, 0, 0, 0, 0, 0 }
t4 = [8] { 0, 0, 0, 0, 0, 0, 0, 0 }
t5 = [8] { 0, 0, 0, 0, 0, 0, 0, 0 }
t6 = [8] { 0, 0, 0, 0, 0, 0, 0, 0 }
t7 = [8] { 0, 0, 0, 0, 0, 0, 0, 0 }
t8 = [8] { 0, 0, 0, 0, 0, 0, 0, 0 }
t9 = [8] { 0, 0, 0, 0, 0, 0, 0, 0 }
t10 = [8] { 0, 0, 0, 0, 0, 0, 0, 0 }
t11 = [8] { 0, 0, 0, 0, 0, 0, 0, 0 }
t12 = [8] { 0, 0, 0, 0, 0, 0, 0, 0 }
t13 = [8] { 0, 0, 0, 0, 0, 0, 0, 0 }
t14 = [8] { 0, 0, 0, 0, 0, 0, 0, 0 }
t15 = [8] { 0, 0, 0, 0, 0, 0, 0, 0 }
t16 = [8] { 0, 0, 0, 0, 0, 0, 0, 0 }
t17 = [8] { 0, 0, 0, 0, 0, 0, 0, 0 }
t18 = [8] { 0, 0, 0, 0, 0, 0, 0, 0 }
t19 = [8] { 0, 0, 0, 0, 0, 0, 0, 0 }
t20 = [8] { 0, 0, 0, 0, 0, 0, 0, 0 }
t21 = [8] { 0, 0, 0, 0, 0, 0, 0, 0 }
t22 = [8] { 0, 0, 0, 0, 0, 0, 0, 0 }
t23 = [8] { 0, 0, 0, 0, 0, 0, 0, 0 }
} }, { data_ = { buf = [1] { [8] { 0, 0, 0, 0, 0, 0, 0, 0 } }, align_ =
t0 = [8] { 0, 0, 0, 0, 0, 0, 0, 0 }
t1 = [8] { 0, 0, 0, 0, 0, 0, 0, 0 }
t2 = [8] { 0, 0, 0, 0, 0, 0, 0, 0 }
t3 = [8] { 0, 0, 0, 0, 0, 0, 0, 0 }
t4 = [8] { 0, 0, 0, 0, 0, 0, 0, 0 }
t5 = [8] { 0, 0, 0, 0, 0, 0, 0, 0 }
t6 = [8] { 0, 0, 0, 0, 0, 0, 0, 0 }
t7 = [8] { 0, 0, 0, 0, 0, 0, 0, 0 }
t8 = [8] { 0, 0, 0, 0, 0, 0, 0, 0 }
t9 = [8] { 0, 0, 0, 0, 0, 0, 0, 0 }
t10 = [8] { 0, 0, 0, 0, 0, 0, 0, 0 }
t11 = [8] { 0, 0, 0, 0, 0, 0, 0, 0 }
t12 = [8] { 0, 0, 0, 0, 0, 0, 0, 0 }
t13 = [8] { 0, 0, 0, 0, 0, 0, 0, 0 }
t14 = [8] { 0, 0, 0, 0, 0, 0, 0, 0 }
t15 = [8] { 0, 0, 0, 0, 0, 0, 0, 0 }
t16 = [8] { 0, 0, 0, 0, 0, 0, 0, 0 }
t17 = [8] { 0, 0, 0, 0, 0, 0, 0, 0 }
t18 = [8] { 0, 0, 0, 0, 0, 0, 0, 0 }
t19 = [8] { 0, 0, 0, 0, 0, 0, 0, 0 }
t20 = [8] { 0, 0, 0, 0, 0, 0, 0, 0 }
t21 = [8] { 0, 0, 0, 0, 0, 0, 0, 0 }
t22 = [8] { 0, 0, 0, 0, 0, 0, 0, 0 }
t23 = [8] { 0, 0, 0, 0, 0, 0, 0, 0 }
} } }
size_ = 0 (0x00000000)
mlf_ = 1.000000 (0x3F800000)
cached_begin_bucket_ = 0x00000000
max_load_ = 0 (0x00000000)
m_ColladaManager = 0x01400058 ->
m = 0x01439218 ->
dll =
m_Name = 0x005F888C -> "Collada"
m_Handle = 0x00000000
set_logger = 0x00000014
set_skeleton_definitions = 0x00000019
convert_dae_to_pmd = 0x0000001A
convert_dae_to_psa = 0x0000001C
m_SkeletonAnimManager = 0x01400080 ->
m_Animations =
table_ =
buckets_ = 0x00000000
bucket_count_ = 11 (0x0000000B)
allocators_ =
(error -100500 while analyzing )
(error -100500 while analyzing )
current_ = false
funcs_ = [2] { { data_ = { buf = [1] { [8] { 0, 0, 0, 0, 0, 0, 0, 0 } }, align_ =
t0 = [8] { 0, 0, 0, 0, 0, 0, 0, 0 }
t1 = [8] { 0, 0, 0, 0, 0, 0, 0, 0 }
t2 = [8] { 0, 0, 0, 0, 0, 0, 0, 0 }
t3 = [8] { 0, 0, 0, 0, 0, 0, 0, 0 }
t4 = [8] { 0, 0, 0, 0, 0, 0, 0, 0 }
t5 = [8] { 0, 0, 0, 0, 0, 0, 0, 0 }
t6 = [8] { 0, 0, 0, 0, 0, 0, 0, 0 }
t7 = [8] { 0, 0, 0, 0, 0, 0, 0, 0 }
t8 = [8] { 0, 0, 0, 0, 0, 0, 0, 0 }
t9 = [8] { 0, 0, 0, 0, 0, 0, 0, 0 }
t10 = [8] { 0, 0, 0, 0, 0, 0, 0, 0 }
t11 = [8] { 0, 0, 0, 0, 0, 0, 0, 0 }
t12 = [8] { 0, 0, 0, 0, 0, 0, 0, 0 }
t13 = [8] { 0, 0, 0, 0, 0, 0, 0, 0 }
t14 = [8] { 0, 0, 0, 0, 0, 0, 0, 0 }
t15 = [8] { 0, 0, 0, 0, 0, 0, 0, 0 }
t16 = [8] { 0, 0, 0, 0, 0, 0, 0, 0 }
t17 = [8] { 0, 0, 0, 0, 0, 0, 0, 0 }
t18 = [8] { 0, 0, 0, 0, 0, 0, 0, 0 }
t19 = [8] { 0, 0, 0, 0, 0, 0, 0, 0 }
t20 = [8] { 0, 0, 0, 0, 0, 0, 0, 0 }
t21 = [8] { 0, 0, 0, 0, 0, 0, 0, 0 }
t22 = [8] { 0, 0, 0, 0, 0, 0, 0, 0 }
t23 = [8] { 0, 0, 0, 0, 0, 0, 0, 0 }
} }, { data_ = { buf = [1] { [8] { 0, 0, 0, 0, 0, 0, 0, 0 } }, align_ =
t0 = [8] { 0, 0, 0, 0, 0, 0, 0, 0 }
t1 = [8] { 0, 0, 0, 0, 0, 0, 0, 0 }
t2 = [8] { 0, 0, 0, 0, 0, 0, 0, 0 }
t3 = [8] { 0, 0, 0, 0, 0, 0, 0, 0 }
t4 = [8] { 0, 0, 0, 0, 0, 0, 0, 0 }
t5 = [8] { 0, 0, 0, 0, 0, 0, 0, 0 }
t6 = [8] { 0, 0, 0, 0, 0, 0, 0, 0 }
t7 = [8] { 0, 0, 0, 0, 0, 0, 0, 0 }
t8 = [8] { 0, 0, 0, 0, 0, 0, 0, 0 }
t9 = [8] { 0, 0, 0, 0, 0, 0, 0, 0 }
t10 = [8] { 0, 0, 0, 0, 0, 0, 0, 0 }
t11 = [8] { 0, 0, 0, 0, 0, 0, 0, 0 }
t12 = [8] { 0, 0, 0, 0, 0, 0, 0, 0 }
t13 = [8] { 0, 0, 0, 0, 0, 0, 0, 0 }
t14 = [8] { 0, 0, 0, 0, 0, 0, 0, 0 }
t15 = [8] { 0, 0, 0, 0, 0, 0, 0, 0 }
t16 = [8] { 0, 0, 0, 0, 0, 0, 0, 0 }
t17 = [8] { 0, 0, 0, 0, 0, 0, 0, 0 }
t18 = [8] { 0, 0, 0, 0, 0, 0, 0, 0 }
t19 = [8] { 0, 0, 0, 0, 0, 0, 0, 0 }
t20 = [8] { 0, 0, 0, 0, 0, 0, 0, 0 }
t21 = [8] { 0, 0, 0, 0, 0, 0, 0, 0 }
t22 = [8] { 0, 0, 0, 0, 0, 0, 0, 0 }
t23 = [8] { 0, 0, 0, 0, 0, 0, 0, 0 }
} } }
size_ = 0 (0x00000000)
mlf_ = 1.000000 (0x3F800000)
cached_begin_bucket_ = 0x00000000
max_load_ = 0 (0x00000000)
m_ColladaManager = 0x01400058 (see above)
m_Simulation = 0x013E4B50 (see above)
m_Objects = (error -100500 while analyzing map<CObjectManager::ObjectKey,CObjectEntry * >)
m_ObjectBases = (error -100500 while analyzing map<CStrW,CObjectBase * >)
m_Terrain = 0x0143BDD0 (see above)
m_ComponentManager =
m_ScriptInterface =
m = (error -100406 while analyzing auto_ptr<ScriptInterface_impl>)
m_SimContext = 0x013EA790 (see above)
m_CurrentComponent = 0 (0x00000000)
m_CurrentlyHotloading = false
m_ComponentTypesById = (error -100500 while analyzing map<int,CComponentManager::ComponentType >)
m_ComponentsByInterface = (error -100500 while analyzing vector<boost::unordered_map<size_t,IComponent *,boost::hash<size_t>,equal_to<size_t> > >)
m_ComponentsByTypeId = (error -100500 while analyzing map<int,map<size_t,IComponent * > >)
m_LocalMessageSubscriptions = (error -100500 while analyzing map<int,vector<int > >)
m_GlobalMessageSubscriptions = (error -100500 while analyzing map<int,vector<int > >)
m_ComponentTypeIdsByName = (error -100500 while analyzing map<string >,int >)
m_MessageTypeIdsByName = (error -100500 while analyzing map<string >,int >)
m_MessageTypeNamesById = (error -100500 while analyzing map<int,string > >)
m_InterfaceIdsByName = (error -100500 while analyzing map<string >,int >)
m_DestructionQueue = (error -100500 while analyzing vector<size_t >)
m_NextScriptComponentTypeId = 70 (0x00000046)
m_NextEntityId = 11 (0x0000000B)
m_NextLocalEntityId = 536870912 (0x20000000)
m_RNG =
lcf =
_x = 78606 (0x000000000001330E)
m_DeltaTime = 0 (0x0000000000000000)
m_LastFrameOffset = 1.000000 (0x3F800000)
m_StartupScript = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >)
m_MapSettings =
m_Val =
px = 0x133D88D0 -> -281444620208296 (0xFFFF000711637758)
pn =
pi_ = 0x133B21C8 ->
use_count_ = 1 (0x00000001)
weak_count_ = 1 (0x00000001)
m_LoadedScripts = (error -100500 while analyzing set<Path >)
m_TurnNumber = 0 (0x00000000)
m_EnableOOSLog = false
pathnameXML =
path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >)
separator = 2624
packer =
m_writeBuffer =
m_capacity = 370872320 (0x161B1000)
m_data =
px = 0x133B2848 (see above)
pn =
pi_ = 0x000A0427 ->
use_count_ = (unavailable - internal error)
weak_count_ = (unavailable - internal error)
m_size = 20211980 (0x0134690C)
AtlasMessage::fSaveMap (maphandlers.cpp:132)
msg = 0x1339B518 ->
(AtlasMessage::IMessage)
filename =
buf = 0x13283A88 -> "test2.pmp"
length = 10 (0x0000000A)
pathname =
path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >)
separator = 2768
writer =
(CMapIO)
AtlasMessage::fSaveMap_wrapper (maphandlers.cpp:123)
msg = 0x1339B518 (see above)
BeginAtlas (gameloop.cpp:211)
args = 0x0012FE04 ->
m_Args = (error -100500 while analyzing vector<pair<CStr8,CStr8> >)
m_Arg0 =
path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >)
separator = [8] { 0, 267, 23703, 267, 24, 0, 23718, 267 }
dll = 0x784851C5 ->
m_Name = 0x83C3C959 -> (unavailable - internal error)
m_Handle = 0xD233FFC8
hooks =
override_gl_upload_caps = 0x01345728 ->
get_log_dir = 0x00000001
bundle_logs = 0x00000000
translate = 0x00516012 -> (CmdLineArgs::Has)
translate_free = 0x01353BD8 ->
log = 0x00000008
display_error = 0x00000000
uiThread = 6869328 (0x0068D150)
msgPasser =
(AtlasMessage::MessagePasser)
m_Mutex =
m_Mutex = 0x00000000
m_SemaphoreName = { (error -100500 while analyzing string >) }
m_Semaphore = 0x7C910041 -> 2215624836 (0x840FC084)
m_Queue = (error -100500 while analyzing queue<AtlasMessage::IMessage *,deque<AtlasMessage::IMessage * > >)
m_Trace = (bool)0x20
paths =
m_root =
path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >)
separator = 32752
m_rdata =
path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >)
separator = 28032
m_data =
path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >)
separator = 32672
m_config =
path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >)
separator = 0
m_cache =
path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >)
separator = 23912
m_logs =
path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >)
separator = 47 ('/')
last_activity = 1.24693e-303 (0x010B5D0000000001)
recent_activity = false
time = 7.36102e+223 (0x6E6974740070614D)
ev =
ev =
type = 26 (0x1A)
active = { type = 26 (0x1A), gain = 0 (0x00), state = 0 (0x00) }
key =
type = 26 (0x1A)
keysym = { sym = 31, unicode = 22360 (0x5758) }
motion = { type = 26 (0x1A), x = 0 (0x0000), y = 31 (0x001F) }
button =
type = 26 (0x1A)
button = 0 (0x00)
state = 0 (0x00)
x = 31 (0x001F)
y = 0 (0x0000)
resize = { type = 26 (0x1A), w = 31 (0x0000001F), h = 20207448 (0x01345758) }
expose = { type = 26 (0x1A) }
quit = { type = 26 (0x1A) }
user = { type = 26 (0x1A), code = 31 (0x0000001F), data1 = 0x01345758 }
length = 0.000000 (0x00007367)
last_time = 9.27 (0x40228A3D70A3D70A)
name = (error -100500 while analyzing string >)
sleepUntil = 7.36102e+223 (0x6E6974740070614D)
ATLAS_RunIfOnCmdLine (atlas.cpp:77)
args = 0x0012FD4C ->
m_Args = (error -100500 while analyzing vector<pair<CStr8,CStr8> >)
m_Arg0 =
path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >)
separator = [8] { 47 ('/'), 0, 23728, 267, 0, 0, 23696, 267 }
force = false
RunGameOrAtlas (main.cpp:437)
argc = 2 (0x00000002)
argv = 0x010B7FE8 -> 0x010B5CF0 -> "pyrogenesis.exe"
args =
m_Args = (error -100500 while analyzing vector<pair<CStr8,CStr8> >)
m_Arg0 =
path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >)
separator = 23728
paths =
m_root =
path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >)
separator = 65068
m_rdata =
path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >)
separator = 23703
m_data =
path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >)
separator = 0
m_config =
path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >)
separator = 0
m_cache =
path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >)
separator = 65204
m_logs =
path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >)
separator = 3240
replay =
m_Stream = 0x7C9100C4 -> (error -100406 while analyzing basic_istream<char,char_traits<char> >)
mod =
path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >)
separator = 65128
zip =
path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >)
separator = 0
paths =
m_root =
path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >)
separator = 65068
m_rdata =
path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >)
separator = 23703
m_data =
path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >)
separator = 0
m_config =
path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >)
separator = 0
m_cache =
path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >)
separator = 65204
m_logs =
path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >)
separator = 3240
builder =
m_VFS =
px = 0x00000000
pn =
pi_ = 0x00000020
m_Files = (error -100500 while analyzing vector<Path >)
m_TempDir =
path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >)
separator = 7
main (main.cpp:511)
argc = 2 (0x00000002)
argv = 0x010B7FE8 (see above)
wmain (wseh.cpp:380)
argc = 2 (0x00000002)
argv = 0x010B5AD8 -> 0x010B5AE4 -> "pyrogenesis.exe"
utf8_argv = (error -100500 while analyzing vector<char * >)
ret = 6598816 (0x0064B0A0)
utf8 = (error -100500 while analyzing string >)
__tmainCRTStartup (crtexe.c:583)
nested = 3859516104 (0xE60B8AC8)
CallStartupWithinTryBlock (wseh.cpp:397)
ret = 141340693 (0x086CB015)
RegisterWaitForInputIdle (:0)
errno = 0 (?)
OS error = 0 (no error code was set)
I can "Continue" past it, and it appears a second time, then the files is eventually saved and everything works, so it doesn't seem to be a serious problem in that sense. Should probably be fixed anyway though :) |
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| #2113 | worksforme | Assertion failed in CShaderProgram::AssertPointersBound | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Reported on the forum. User encountered this error on r13807 at the end of a game, with default config. The call stack is very long so I'm attaching it separately. Assertion failed: "(m_StreamFlags & ~m_ValidStreams) == 0" Location: ShaderProgram.cpp:906 (CShaderProgram::AssertPointersBound) OS : Win7 SP 1 (6.1.7601) CPU : x86, Intel Core26600 @ 2.40GHz (1x2x1), 2.40 GHz Memory : 4097 MiB; 2227 MiB free Graphics Card : NVIDIA Quadro FX 1500/PCIe/SSE2 OpenGL Drivers : 2.1.2; nvoglv64.dll (9.18.13.0745), nvoglv32.dll (9.18.13.0745) Video Mode : 1280x1024:32 |
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| #551 | invalid | Assertion failed in state_tracker/st_mesa_to_tgsi.c | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
While starting a single player game, the game crashes with this message: GAME STARTED, ALL INIT COMPLETE pyrogenesis: state_tracker/st_mesa_to_tgsi.c:181: dst_register: Assertion `t->outputMapping[index] < (sizeof(t->outputs)/sizeof(*(t->outputs)))' failed. Running alpha 1 on Ubuntu 10.04 (kernel 2.6.32). Driver: radeon Graphic card: Radeon Mobility X1600 (r500) |
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| #5225 | fixed | Assertion failed in the scenario editor when trying to do a big screenshot | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Way to reproduce: click for example on the terrain or actor panel and take a big screenshot 228.134 add message: Screenshot
228.154 retrieved message: Screenshot
Util.cpp(307): Assertion failed: "g_xres >= tile_w && g_yres >= tile_h"
Assertion failed: "g_xres >= tile_w && g_yres >= tile_h"
Location: Util.cpp:307 (WriteBigScreenshot)
Call stack:
(0x5604cc9ce0de) /usr/games/pyrogenesis(+0x6060de) [0x5604cc9ce0de]
(0x5604cc97ae91) /usr/games/pyrogenesis(+0x5b2e91) [0x5604cc97ae91]
(0x5604cc97d2be) /usr/games/pyrogenesis(+0x5b52be) [0x5604cc97d2be]
(0x5604cc6cabed) /usr/games/pyrogenesis(+0x302bed) [0x5604cc6cabed]
(0x5604cc8c6a2d) /usr/games/pyrogenesis(+0x4fea2d) [0x5604cc8c6a2d]
(0x5604cc895aae) /usr/games/pyrogenesis(+0x4cdaae) [0x5604cc895aae]
(0x7f86d2ac75aa) /lib/x86_64-linux-gnu/libpthread.so.0(+0x75aa) [0x7f86d2ac75aa]
(0x7f86d27fccbf) /lib/x86_64-linux-gnu/libc.so.6(clone+0x3f) [0x7f86d27fccbf]
errno = 0 (No error reported here)
OS error = ?
Sleeping until debugger attaches.
Please wait.
GNU gdb (Debian 7.12-6+b2) 7.12.0.20161007-git
Copyright (C) 2016 Free Software Foundation, Inc.
License GPLv3+: GNU GPL version 3 or later <http://gnu.org/licenses/gpl.html>
This is free software: you are free to change and redistribute it.
There is NO WARRANTY, to the extent permitted by law. Type "show copying"
and "show warranty" for details.
This GDB was configured as "x86_64-linux-gnu".
Type "show configuration" for configuration details.
For bug reporting instructions, please see:
<http://www.gnu.org/software/gdb/bugs/>.
Find the GDB manual and other documentation resources online at:
<http://www.gnu.org/software/gdb/documentation/>.
For help, type "help".
Type "apropos word" to search for commands related to "word".
Attaching to process 24004
[New LWP 24005]
[New LWP 24006]
[New LWP 24007]
[New LWP 24008]
[New LWP 24009]
[New LWP 24010]
[New LWP 24011]
[New LWP 24012]
[New LWP 24013]
[New LWP 24035]
[New LWP 24042]
[New LWP 24046]
[New LWP 24047]
[New LWP 24048]
[New LWP 24049]
[New LWP 24050]
[New LWP 24051]
[New LWP 24052]
[New LWP 24053]
[New LWP 24054]
[New LWP 24055]
[New LWP 24056]
[New LWP 24061]
[Thread debugging using libthread_db enabled]
Using host libthread_db library "/lib/x86_64-linux-gnu/libthread_db.so.1".
0x00007f86d27f25d9 in __GI___poll (fds=0x5604d196bfc0, nfds=2, timeout=20)
at ../sysdeps/unix/sysv/linux/poll.c:29
29 ../sysdeps/unix/sysv/linux/poll.c: Aucun fichier ou dossier de ce type.
(gdb) bt
#0 0x00007f86d27f25d9 in __GI___poll (fds=0x5604d196bfc0, nfds=2, timeout=20)
at ../sysdeps/unix/sysv/linux/poll.c:29
#1 0x00007f864ad61439 in () at /usr/lib/x86_64-linux-gnu/libglib-2.0.so.0
#2 0x00007f864ad617d2 in g_main_loop_run ()
at /usr/lib/x86_64-linux-gnu/libglib-2.0.so.0
#3 0x00007f864baed977 in gtk_main ()
at /usr/lib/x86_64-linux-gnu/libgtk-x11-2.0.so.0
#4 0x00007f86517146d5 in wxGUIEventLoop::DoRun() ()
at /usr/lib/x86_64-linux-gnu/libwx_gtk2u_core-3.0.so.0
#5 0x00007f86505feea3 in wxEventLoopBase::Run() ()
at /usr/lib/x86_64-linux-gnu/libwx_baseu-3.0.so.0
#6 0x00007f86505c64b6 in wxAppConsoleBase::MainLoop() ()
at /usr/lib/x86_64-linux-gnu/libwx_baseu-3.0.so.0
#7 0x00007f8650650ef9 in wxEntry(int&, wchar_t**) ()
at /usr/lib/x86_64-linux-gnu/libwx_baseu-3.0.so.0
#8 0x00007f8651fef3bb in Atlas_StartWindow ()
at /usr/lib/games/0ad/libAtlasUI.so
#9 0x00005604cc8969c1 in ()
#10 0x00005604cc6296df in ()
#11 0x00005604cc62978a in ()
#12 0x00005604cc426f85 in ()
#13 0x00005604cc417397 in ()
#14 0x00007f86d2727a87 in __libc_start_main (main=
---Type <return> to continue, or q <return> to quit---
0x5604cc417360, argc=1, argv=0x7ffe3b711638, init=<optimized out>, fini=<optimized out>, rtld_fini=<optimized out>, stack_end=0x7ffe3b711628)
at ../csu/libc-start.c:310
#15 0x00005604cc424d9a in ()
|
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| #218 | fixed | Assertion failed when hosting MP after incorrect join | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Actions to reproduce: Click on multiplayer. Join. Any ip (I tried with 127.0.0.1) where there is no server. (A message will popup saying that could connect.) Go back Host game. [Error.] Assertion failed: "!ms_singleton" Location: Singleton.h:28 (Singleton<class CNetHost>::Singleton) Call stack: Singleton<CNetHost>::Singleton<CNetHost> (singleton.h:28)
CNetHost::CNetHost (netsession.cpp:23)
CNetServer::CNetServer (netserver.cpp:28)
CreateServer (scriptglue.cpp:695)
js_Invoke (:0) errno = 0 (?) OS error = Se ha intentado tener acceso a una dirección no válida. |
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| #2590 | duplicate | Assertion failed: "IsFreedBlock(id)" | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
I don't know much about what exactly the error is but this is the output from the command line when it hits that error. The error occurred when rejoining a 4 player game on a random oasis map. headerless.cpp(103): Assertion failed: "IsFreedBlock(id)" Assertion failed: "IsFreedBlock(id)" Location: headerless.cpp:103 (Validate) Call stack: (0x8477494) /usr/bin/pyrogenesis() [0x8477494] (0x84242ad) /usr/bin/pyrogenesis() [0x84242ad] (0x842527b) /usr/bin/pyrogenesis() [0x842527b] (0x84865ee) /usr/bin/pyrogenesis() [0x84865ee] (0x8446a81) /usr/bin/pyrogenesis() [0x8446a81] (0x8444dbe) /usr/bin/pyrogenesis() [0x8444dbe] (0x843d130) /usr/bin/pyrogenesis() [0x843d130] (0x84cdccf) /usr/bin/pyrogenesis() [0x84cdccf] (0x82d620e) /usr/bin/pyrogenesis() [0x82d620e] (0x82c1bc5) /usr/bin/pyrogenesis() [0x82c1bc5] (0x8286e1b) /usr/bin/pyrogenesis() [0x8286e1b] (0x8272c46) /usr/bin/pyrogenesis() [0x8272c46] (0x825cca9) /usr/bin/pyrogenesis() [0x825cca9] (0x825c60f) /usr/bin/pyrogenesis() [0x825c60f] (0x813776f) /usr/bin/pyrogenesis() [0x813776f] (0x813adc0) /usr/bin/pyrogenesis() [0x813adc0] errno = 0 (No error reported here) OS error = ? /usr/bin/0ad: line 9: 2143 Aborted (core dumped) "$pyrogenesis" "$@" |
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| #2591 | duplicate | Assertion failed: "IsValidSize(m_size)" | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
When the game is closed, it often produces an error. I'm not sure of exactly what it is but here is the output from the commandline headerless.cpp(102): Assertion failed: "IsValidSize(m_size)" Assertion failed: "IsValidSize(m_size)" Location: headerless.cpp:102 (Validate) Call stack: (0x8477494) /usr/bin/pyrogenesis() [0x8477494] (0x84242ad) /usr/bin/pyrogenesis() [0x84242ad] (0x842527b) /usr/bin/pyrogenesis() [0x842527b] (0x84865b7) /usr/bin/pyrogenesis() [0x84865b7] (0x8446a81) /usr/bin/pyrogenesis() [0x8446a81] (0x8447089) /usr/bin/pyrogenesis() [0x8447089] (0x843fae9) /usr/bin/pyrogenesis() [0x843fae9] (0x81e8bb9) /usr/bin/pyrogenesis() [0x81e8bb9] (0x806c09c) /usr/bin/pyrogenesis() [0x806c09c] (0x805fcfa) /usr/bin/pyrogenesis() [0x805fcfa] (0xb6417e2e) /usr/lib/libc.so.6(__libc_start_main+0xde) [0xb6417e2e] (0x806a669) /usr/bin/pyrogenesis() [0x806a669] errno = 0 (Try again later) OS error = ? /usr/bin/0ad: line 9: 2804 Aborted (core dumped) "$pyrogenesis" "$@" |
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| #6618 | fixed | Assertion failed: "cache.Validate()" on Ryzen (Zen 3) CPU | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Hello. It seems I was faced with the same issue as https://trac.wildfiregames.com/ticket/4360
I try to start 0 A.D on Linux Mint 20.3 (Una) OS and Ryzen 7 5700X CPU and see follow screen: If click few times "Continue" - game starts in windowed mode. The interesting thing is that I just have downgraded OS from Mint 21 (because I had some another troubles here - with some another software :)), and game started pretty well here. But now - on older version it doesn't. |
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| #5343 | fixed | Assertion failed: "hDbghelp" | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Assertion failed: "hDbghelp" Location: dbghelp.cpp:48 (dbghelp_ImportFunctions) Call stack: While generating an error report, we encountered a second problem. Please be sure to report both this and the subsequent error messages. errno = 12 (Not enough memory) OS error = 1114 (Error en una rutina de inicialización de biblioteca de vínculos dinámicos (DLL).) |
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| #5870 | fixed | Assertion failed: "it != m_EntityData.end()" [CCmpRangeManager] rP24218 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Reported on irc: http://irclogs.wildfiregames.com/%230ad/2020-11-20-QuakeNet-%230ad.log 10:27 < SubitaNeo> I did a couple of game with latest git, after some minutes I got this in both of the games: Assertion failed: "it != m_EntityData.end()", Location: CCmpRangeManager.cpp:1382 (ConstructQuery) ... /usr/lib/games/0ad/libmozjs52-ps-release.so(+0x8cd90e) [0x7f2ec53b790e] rP24218 - according to git commits and time of report |
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| #2346 | fixed | Assertion failed: "largePageSize != 0" wcpu.cpp:121 (os_cpu_LargePageSize) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Reported on the forum: http://www.wildfiregames.com/forum/index.php?showtopic=18061 Game version is Alpha 15 win32. OS : Vista SP 2 (6.0.6002) CPU : x86, Intel Xeon 3.06GHz (1x1x2), 3.06 GHz Memory : 2048 MiB; 852 MiB free |
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| #5644 | needsinfo | Assertion failed: "logicalPerPackage % maxCoresPerPackage == 0" | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Version: 0.0.23.1-1 (Debian package) System: i386 (32 bit) I received the following log output a few seconds after starting oad: TIMER| InitVfs: 307.618 ms Writing the mainlog at /home/lars/.config/0ad/logs/mainlog.html TIMER| CONFIG_Init: 161.276 ms Sound: AlcInit success, using OpenAL Soft TIMER| shutdown ConfigDB: 3.668 us TIMER| resource modules: 521.074 ms TIMER TOTALS (9 clients) ----------------------------------------------------- tc_pool_alloc: 0 c (0x) tc_png_decode: 0 c (0x) tc_dds_transform: 0 c (0x) tc_transform: 0 c (0x) tc_plain_transform: 0 c (0x) tc_ShaderGLSLLink: 0 c (0x) tc_ShaderGLSLCompile: 0 c (0x) tc_ShaderValidation: 0 c (0x) xml_validation: 0 c (0x) ----------------------------------------------------- TIMER| shutdown misc: 212.597 us TIMER| InitVfs: 89.158 ms Writing the mainlog at /home/lars/.config/0ad/logs/mainlog.html TIMER| CONFIG_Init: 2.76169 ms Sound: AlcInit success, using OpenAL Soft topology.cpp(105): Assertion failed: "logicalPerPackage % maxCoresPerPackage == 0" Assertion failed: "logicalPerPackage % maxCoresPerPackage == 0" Location: topology.cpp:105 (MaxLogicalPerCore) Call stack: (0x9ad3e5) /usr/games/pyrogenesis(+0x5a43e5) [0x9ad3e5] (0x964fbd) /usr/games/pyrogenesis(+0x55bfbd) [0x964fbd] (0x966134) /usr/games/pyrogenesis(+0x55d134) [0x966134] (0x96663a) /usr/games/pyrogenesis(+0x55d63a) [0x96663a] (0x9a771b) /usr/games/pyrogenesis(+0x59e71b) [0x9a771b] (0x9da1f2) /usr/games/pyrogenesis(+0x5d11f2) [0x9da1f2] (0x9a7840) /usr/games/pyrogenesis(+0x59e840) [0x9a7840] (0x68d5d1) /usr/games/pyrogenesis(+0x2845d1) [0x68d5d1] (0x6836c9) /usr/games/pyrogenesis(+0x27a6c9) [0x6836c9] (0x4a5cbe) /usr/games/pyrogenesis(+0x9ccbe) [0x4a5cbe] (0x491c56) /usr/games/pyrogenesis(+0x88c56) [0x491c56] (0xb64bc7e1) /lib/i386-linux-gnu/libc.so.6(__libc_start_main+0xf1) [0xb64bc7e1] (0x4a0841) /usr/games/pyrogenesis(+0x97841) [0x4a0841] errno = 0 (Error during IO) OS error = ?
The log output is presented in a separate window. After chosing |
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| #1143 | fixed | Assertion failed: "p" Location: trace.cpp:218 (Trace::Allocate) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
People are starting to report this error and I'm encountering it too, both in Atlas and in-game. Not sure how to reproduce it yet, but it seems to occur when loading cached shader effects (with pathnames like Assertion failed: "p" Location: trace.cpp:218 (Trace::Allocate) pyrogenesis.exe!Trace::NotifyLoad(const Path & pathname, unsigned int size) Line 160 + 0x39 bytes C++ pyrogenesis.exe!VFS::LoadFile(const Path & pathname, boost::shared_ptr<unsigned char> & fileContents, unsigned int & size) Line 187 C++ pyrogenesis.exe!CXeromyces::ReadXMBFile(const boost::shared_ptr<IVFS> & vfs, const Path & filename) Line 162 + 0x1c bytes C++ pyrogenesis.exe!CXeromyces::Load(const boost::shared_ptr<IVFS> & vfs, const Path & filename) Line 90 + 0x10 bytes C++ pyrogenesis.exe!CShaderManager::LoadEffect(const char * name, const std::map<CStr8,CStr8,std::less<CStr8>,std::allocator<std::pair<CStr8 const ,CStr8> > > & baseDefines) Line 259 C++ pyrogenesis.exe!CGUI::DrawText(SGUIText & Text, const CColor & DefaultColor, const CPos & pos, const float & z, const CRect & clipping) Line 907 + 0x86 bytes C++ pyrogenesis.exe!IGUITextOwner::DrawText(int index, const CColor & color, const CPos & pos, float z, const CRect & clipping) Line 97 + 0x1c bytes C++ pyrogenesis.exe!CButton::Draw() Line 120 C++ pyrogenesis.exe!GUI<int>::RecurseObject(int RR, IGUIObject * pObject, void (void)* pFunc) Line 324 C++ pyrogenesis.exe!GUI<int>::RecurseObject(int RR, IGUIObject * pObject, void (void)* pFunc) Line 326 + 0xd bytes C++ pyrogenesis.exe!GUI<int>::RecurseObject(int RR, IGUIObject * pObject, void (void)* pFunc) Line 326 + 0xd bytes C++ pyrogenesis.exe!GUI<int>::RecurseObject(int RR, IGUIObject * pObject, void (void)* pFunc) Line 326 + 0xd bytes C++ pyrogenesis.exe!GUI<int>::RecurseObject(int RR, IGUIObject * pObject, void (void)* pFunc) Line 326 + 0xd bytes C++ pyrogenesis.exe!GUI<int>::RecurseObject(int RR, IGUIObject * pObject, void (void)* pFunc) Line 326 + 0xd bytes C++ pyrogenesis.exe!GUI<int>::RecurseObject(int RR, IGUIObject * pObject, void (void)* pFunc) Line 326 + 0xd bytes C++ pyrogenesis.exe!CGUI::Draw() Line 453 + 0x17 bytes C++ pyrogenesis.exe!CGUIManager::Draw() Line 278 + 0x8 bytes C++ pyrogenesis.exe!Render() Line 253 C++ pyrogenesis.exe!Frame() Line 391 C++ pyrogenesis.exe!RunGameOrAtlas(int argc, const char * * argv) Line 501 + 0x5 bytes C++ pyrogenesis.exe!main(int argc, char * * argv) Line 536 + 0xc bytes C++ pyrogenesis.exe!wmain(int argc, wchar_t * * argv) Line 380 + 0xa bytes C++ pyrogenesis.exe!__tmainCRTStartup() Line 552 + 0x17 bytes C pyrogenesis.exe!CallStartupWithinTryBlock() Line 397 C++ kernel32.dll!7651339a() [Frames below may be incorrect and/or missing, no symbols loaded for kernel32.dll] ntdll.dll!77b89ef2() ntdll.dll!77b89ec5() |
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| #6001 | fixed | Assertion failed: "selected >= 0 && selected+1 < (int)m_ItemsYPositions.size()" | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Assertion failed: "selected >= 0 && selected+1 < (int)m_ItemsYPositions.size()" Location: COList.cpp:341 (DrawList) Call stack: (0xa8ffe552c56) /usr/bin/pyrogenesis(+0x5f9c56) [0xa8ffe552c56] (0xa8ffe503862) /usr/bin/pyrogenesis(+0x5aa862) [0xa8ffe503862] (0xa8ffe504de7) /usr/bin/pyrogenesis(+0x5abde7) [0xa8ffe504de7] (0xa8ffe505373) /usr/bin/pyrogenesis(+0x5ac373) [0xa8ffe505373] (0xa8ffe4983fb) /usr/bin/pyrogenesis(+0x53f3fb) [0xa8ffe4983fb] (0xa8ffe490807) /usr/bin/pyrogenesis(+0x537807) [0xa8ffe490807] (0xa8ffe47f507) /usr/bin/pyrogenesis(+0x526507) [0xa8ffe47f507] (0xa8ffe47f529) /usr/bin/pyrogenesis(+0x526529) [0xa8ffe47f529] (0xa8ffe47f529) /usr/bin/pyrogenesis(+0x526529) [0xa8ffe47f529] (0xa8ffe47f529) /usr/bin/pyrogenesis(+0x526529) [0xa8ffe47f529] (0xa8ffe473410) /usr/bin/pyrogenesis(+0x51a410) [0xa8ffe473410] (0xa8ffe4a70bd) /usr/bin/pyrogenesis(+0x54e0bd) [0xa8ffe4a70bd] (0xa8ffe1eeea0) /usr/bin/pyrogenesis(+0x295ea0) [0xa8ffe1eeea0] (0xa8ffdffbe44) /usr/bin/pyrogenesis(+0xa2e44) [0xa8ffdffbe44] (0xa8ffdfff27d) /usr/bin/pyrogenesis(+0xa627d) [0xa8ffdfff27d] (0xa8ffdff06cc) /usr/bin/pyrogenesis(+0x976cc) [0xa8ffdff06cc] errno = 0 (Try again later) OS error = ? Steps that I took:
0ad version = a23.1 OS = ArchLinux. |
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| #5733 | needsinfo | Assertion failed: m_ComponentCaches.find(ent) == m_ComponentCaches.end() | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
I use with my game the following mods: AutoCIV mod and Milleinum A.D Assertion failed: "m_ComponentCaches.find(ent) == m_ComponentCaches.end()" Location: ComponentManager.cpp:826 (CComponentManager::AllocateEntityHandle) Call stack: CComponentManager::AllocateEntityHandle (componentmanager.cpp:826)
CComponentManager::AddEntity (componentmanager.cpp:871)
CSimulation2::AddEntity (simulation2.cpp:679)
CMapReader::ParseEntities (mapreader.cpp:1376)
MemFunThunk<CGame> (loaderthunks.h:60)
LDR_ProgressiveLoad (loader.cpp:228)
ProgressiveLoad (main.cpp:266)
Frame (main.cpp:364)
RunGameOrAtlas (main.cpp:634)
SDL_main (main.cpp:680)
main_utf8 (sdl_windows_main.c:126)
wmain (sdl_windows_main.c:151)
CallStartupWithinTryBlock (wseh.cpp:364)
RtlGetAppContainerNamedObjectPath (:0) RtlGetAppContainerNamedObjectPath (:0) errno = 0 (No error reported here) OS error = 0 (no error code was set) AND Much to our regret we must report the program has encountered an error. Please let us know at http://trac.wildfiregames.com/ and attach the crashlog.txt and crashlog.dmp files. Details: unhandled exception (Breakpoint) Location: unknown:0 (?) Call stack: (error while dumping stack: No stack frames found) errno = 13 (Insufficient access rights to open file) OS error = 0 (no error code was set) |
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| #4616 | fixed | Assertion failed: m_DestructionQueue.empty() | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
When hosting an svn game with r19751 that was paused, the following exception occured each time a client requested a serialized simstate (3 times): ComponentManagerSerialization.cpp(186): Assertion failed: "m_DestructionQueue.empty()" Assertion failed: "m_DestructionQueue.empty()" Location: ComponentManagerSerialization.cpp:186 (SerializeState) Call stack: (0x92443e) ./pyrogenesis() [0x92443e] (0x8d6479) ./pyrogenesis() [0x8d6479] (0x8d7802) ./pyrogenesis() [0x8d7802] (0x4a2ab8) ./pyrogenesis() [0x4a2ab8] (0x437413) ./pyrogenesis() [0x437413] (0x45c293) ./pyrogenesis() [0x45c293] (0x43cde9) ./pyrogenesis() [0x43cde9] (0x4317df) ./pyrogenesis() [0x4317df] (0x422777) ./pyrogenesis() [0x422777] (0x7fdc1c780830) /lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xf0) [0x7fdc1c780830] (0x42f6b9) ./pyrogenesis() [0x42f6b9] errno = 0 (Try again later) OS error = ? It was reported multiple times already, by mapkoc privately somewhere on 2016-11-20, by me on #0ad-dev on 2017-03-02 and by bb on 2017-04-17. Since the game was paused today while the exception occured upon each rejoin attempt, the turn number could be figured out (by copying the replay of exactly that time, see attachment). However a rejointest (with the equivalent scenario map) doesn't reproduce the issue. So I think it might be a local entity in the destruction queue at that time. (Couldn't decode the stack anymore, but that should be irrelevant anyway) |
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| #1042 | fixed | Assertion failure in CCmpRallyPointRenderer::CreateMarker while using Atlas | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Possibly a component initialization order bug? (some info about that here) To reproduce:
Assertion failed: "!cmpPlayerManager.null()"
Location: CCmpRallyPointRenderer.cpp:446 (CCmpRallyPointRenderer::CreateMarker)
Call stack:
CCmpRallyPointRenderer::CreateMarker (ccmprallypointrenderer.cpp:446)
this = (unavailable)
ownerId = 1 (0x00000001)
CCmpRallyPointRenderer::Init (ccmprallypointrenderer.cpp:413)
this = (unavailable)
paramNode = 0x0DFC7000 ->
m_Value = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
m_Childs = (unsupported map<basic_string<char,char_traits<char> >,CParamNode >)
m_IsOk = true
m_ScriptVal =
m_Val =
px = 0x00000000
pn =
pi_ = 0x00000000
texturePropsBase =
m_Path =
path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
separator = 47 ('/')
m_Filter = 9987 (0x00002703)
m_WrapS = 33069 (0x0000812D)
m_WrapT = 33071 (0x0000812F)
m_Aniso = 4.000000 (0x40800000)
texturePropsMask =
m_Path =
path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
separator = 47 ('/')
m_Filter = 9987 (0x00002703)
m_WrapS = 33069 (0x0000812D)
m_WrapT = 33071 (0x0000812F)
m_Aniso = 4.000000 (0x40800000)
CCmpProjectileManager::Deserialize (ccmpprojectilemanager.cpp:80)
this = (unavailable)
paramNode = 0x0DFC7000 (see above)
__formal = 0x039AFA80 -> (IDeserializer)
CComponentManager::DeserializeState (componentmanagerserialization.cpp:311)
this = (unavailable)
stream = 0x0CA618B0 -> (basic_istream<char,char_traits<char> >)
rng = (unsupported basic_string<char,char_traits<char> >)
deserializer =
(IDeserializer)
m_ScriptBackrefs = (unsupported map<size_t,JSObject * >)
m_ScriptInterface = 0x0053FE80 ->
m = (auto_ptr<ScriptInterface_impl>)
m_Stream = 0x0CA618B0 (see above)
noParam =
m_Value = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
m_Childs = (unsupported map<basic_string<char,char_traits<char> >,CParamNode >)
m_IsOk = true
m_ScriptVal =
m_Val =
px = 0x00000000
pn =
pi_ = 0x00000000
templateManager = 0x0DB0B1F8 ->
m_EntityId = 1 (0x00000001)
m_SimContext = 0x0053FE70 ->
m_ComponentManager = 0x0053FE80 (see above)
m_UnitManager = 0x00515BB8 ->
m_Units = (unsupported vector<CUnit * >)
m_ObjectManager = 0x0B527ED4 ->
m_MeshManager = 0x0B527E8C ->
m_MeshMap =
table_ =
buckets_ = 0x0D00CBA0 ->
next_ = 0x0B680EE0 ->
next_ = 0x0B680C40 ->
next_ = 0x00000000
bucket_count_ = 11 (0x0000000B)
allocators_ =
(unsupported )
(unsupported )
current_ = false
funcs_ = "s/i"
size_ = 8 (0x00000008)
mlf_ = 1.000000 (0x3F800000)
cached_begin_bucket_ = 0x0D00CBA0 (see above)
max_load_ = 11 (0x0000000B)
m_ColladaManager = 0x0B527E88 ->
m = 0x00515BF8 ->
dll =
m_Name = 0x015A288C -> "Collada"
m_Handle = 0x00000000
set_logger = 0x00000014
set_skeleton_definitions = 0x00000019
convert_dae_to_pmd = 0x0000001A
convert_dae_to_psa = 0x0000001D
m_SkeletonAnimManager = 0x0B527EB0 ->
m_Animations =
table_ =
buckets_ = 0x0DD105A8 ->
next_ = 0x00000000
bucket_count_ = 11 (0x0000000B)
allocators_ =
(unsupported )
(unsupported )
(too much output; skipping to next top-level symbol)
size_ = 1 (0x00000001)
mlf_ = 1.000000 (0x3F800000)
cached_begin_bucket_ = 0x0DD105C4 ->
next_ = 0x0D636AD0 ->
next_ = 0x00000000
max_load_ = 11 (0x0000000B)
m_ColladaManager = 0x0B527E88 (see above)
m_Simulation = 0x004F96B8 ->
m = 0x0053FE70 (see above)
m_Objects = (unsupported map<CObjectManager::ObjectKey,CObjectEntry * >)
m_ObjectBases = (unsupported map<CStrW,CObjectBase * >)
m_Terrain = 0x00515B98 ->
m_MapSize = 257 (0x00000101)
m_MapSizePatches = 16 (0x00000010)
m_Patches = 0x0A790024 ->
m_WorldBounds =
m_Data = [2]
X = 0.000000 (0x00000000)
Y = 0.000000 (0x00000000)
Z = 0.000000 (0x00000000)
X = 64.000000 (0x42800000)
Y = 22.382513 (0x41B30F63)
Z = 64.000000 (0x42800000)
m_Transform =
_11 = 1.000000 (0x3F800000)
_21 = 0.000000 (0x00000000)
_31 = 0.000000 (0x00000000)
_41 = 0.000000 (0x00000000)
_12 = 0.000000 (0x00000000)
_22 = 1.000000 (0x3F800000)
_32 = 0.000000 (0x00000000)
_42 = 0.000000 (0x00000000)
_13 = 0.000000 (0x00000000)
_23 = 0.000000 (0x00000000)
_33 = 1.000000 (0x3F800000)
_43 = 0.000000 (0x00000000)
_14 = 0.000000 (0x00000000)
_24 = 0.000000 (0x00000000)
_34 = 0.000000 (0x00000000)
_44 = 1.000000 (0x3F800000)
_data = [16]
1.000000 (0x3F800000)
0.000000 (0x00000000)
0.000000 (0x00000000)
0.000000 (0x00000000)
0.000000 (0x00000000)
1.000000 (0x3F800000)
0.000000 (0x00000000)
0.000000 (0x00000000)
0.000000 (0x00000000)
0.000000 (0x00000000)
1.000000 (0x3F800000)
0.000000 (0x00000000) ...
_data2d = [4]
[4] { 1.000000 (0x3F800000), 0.000000 (0x00000000), 0.000000 (0x00000000), 0.000000 (0x00000000) }
[4] { 0.000000 (0x00000000), 1.000000 (0x3F800000), 0.000000 (0x00000000), 0.000000 (0x00000000) }
[4] { 0.000000 (0x00000000), 0.000000 (0x00000000), 1.000000 (0x3F800000), 0.000000 (0x00000000) }
[4] { 0.000000 (0x00000000), 0.000000 (0x00000000), 0.000000 (0x00000000), 1.000000 (0x3F800000) }
m_InvTransform =
_11 = 0.000000 (0x00000000)
_21 = 0.000000 (0x00000000)
_31 = 0.000000 (0x00000000)
_41 = 0.000000 (0x00000000)
_12 = 0.000000 (0x00000000)
_22 = 0.000000 (0x00000000)
_32 = 0.000000 (0x00000000)
_42 = 0.000000 (0x00000000)
_13 = 0.000000 (0x00000000)
_23 = 0.000000 (0x00000000)
_33 = 0.000000 (0x00000000)
_43 = 0.000000 (0x00000000)
_14 = 0.000000 (0x00000000)
_24 = 0.000000 (0x00000000)
_34 = 0.000000 (0x00000000)
_44 = 0.000000 (0x00000000)
_data = [16]
0.000000 (0x00000000)
0.000000 (0x00000000)
0.000000 (0x00000000)
0.000000 (0x00000000)
0.000000 (0x00000000)
0.000000 (0x00000000)
0.000000 (0x00000000)
0.000000 (0x00000000)
0.000000 (0x00000000)
0.000000 (0x00000000)
0.000000 (0x00000000)
0.000000 (0x00000000) ...
_data2d = [4]
[4] { 0.000000 (0x00000000), 0.000000 (0x00000000), 0.000000 (0x00000000), 0.000000 (0x00000000) }
[4] { 0.000000 (0x00000000), 0.000000 (0x00000000), 0.000000 (0x00000000), 0.000000 (0x00000000) }
[4] { 0.000000 (0x00000000), 0.000000 (0x00000000), 0.000000 (0x00000000), 0.000000 (0x00000000) }
[4] { 0.000000 (0x00000000), 0.000000 (0x00000000), 0.000000 (0x00000000), 0.000000 (0x00000000) }
m_RenderData = 0x00000000
m_BoundsValid = true
m_bWillBeDrawn = false
m_MiniPatches = [16]
[16]
Tex = 0x0D835CB8 ->
m_Tag = { (unsupported basic_string<char,char_traits<char> >) }
m_pProperties =
px = 0x0D7EA718 ->
m_pParent =
px = 0x0D730B78 ->
m_pParent =
px = 0x00000000
pn =
pi_ = 0x00000000
m_BaseColor = 0 (0x00000000)
m_HasBaseColor = false
m_MovementClass = { (unsupported basic_string<char,char_traits<char> >) }
m_Groups = (unsupported vector<CTerrainGroup * >)
pn =
pi_ = 0x0B5301F8 ->
use_count_ = 20 (0x00000014)
weak_count_ = 1 (0x00000001)
m_BaseColor = 0 (0x00000000)
m_HasBaseColor = false
m_MovementClass = { (unsupported basic_string<char,char_traits<char> >) }
m_Groups = (unsupported vector<CTerrainGroup * >)
pn =
pi_ = 0x0D836698 ->
use_count_ = 16 (0x00000010)
weak_count_ = 1 (0x00000001)
m_Texture =
px = 0x0D8425E0 ->
m_Properties =
m_Path =
path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
separator = "/r✃"
m_Filter = 9987 (0x00002703)
m_WrapS = 10497 (0x00002901)
m_WrapT = 10497 (0x00002901)
m_Aniso = 2.000000 (0x40000000)
m_Handle = 9502865 (0x0000000000910091)
m_BaseColour = 4287075159 (0xFF879357)
m_State = LOADED
m_TextureManager = 0x00503310 ->
m_VFS =
px = 0x0048DA40 -> (IVFS)
pn =
pi_ = 0x0048CDB8 ->
use_count_ = 4 (0x00000004)
weak_count_ = 1 (0x00000001)
m_CacheLoader =
m_VFS =
px = 0x0048DA40 (see above)
pn =
pi_ = 0x0048CDB8 (see above)
m_FileExtension = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
m_DisableGL = false
m_TextureConverter =
m_VFS =
px = 0x0048DA40 (see above)
pn =
pi_ = 0x0048CDB8 (see above)
m_HighQuality = false
m_WorkerThread = 952 (0x000003B8)
m_WorkerMutex = 0x005E09B0
m_WorkerSem = 0x000003B4
m_RequestQueue = (unsupported deque<boost::shared_ptr<CTextureConverter::ConversionRequest> >)
m_ResultQueue = (unsupported deque<boost::shared_ptr<CTextureConverter::ConversionResult> >)
m_Shutdown = false
m_DefaultHandle = 65537 (0x0000000000010001)
m_ErrorHandle = 131074 (0x0000000000020002)
m_ErrorTexture =
px = 0x0048BDB8 ->
m_Properties =
m_Path =
path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
separator = "/f✃"
m_Filter = 9987 (0x00002703)
m_WrapS = 10497 (0x00002901)
m_WrapT = 10497 (0x00002901)
m_Aniso = 1.000000 (0x3F800000)
m_Handle = 131074 (0x0000000000020002)
m_BaseColour = 0 (0x00000000)
m_State = LOADED
m_TextureManager = 0x00503310 (see above)
m_Self =
px = 0x0048BDB8 (see above)
pn =
pi_ = 0x005173E8 ->
use_count_ = 1 (0x00000001)
weak_count_ = 2 (0x00000002)
pn =
pi_ = 0x005173E8 (see above)
m_TextureCache =
table_ =
buckets_ = 0x0D858F30 ->
next_ = 0x00000000
bucket_count_ = 769 (0x00000301)
allocators_ =
(unsupported )
(unsupported )
current_ = false
funcs_ = [2] { { data_ = { buf = [2] { [8] { 3, 3, 0, 0, 0, 0, 0, 183 }, 3 }, align_ =
t0 = 3
t1 = 3
t2 = 3
t3 = 3
t4 = 3
t5 = 3
t6 = 3
t7 = 3
t8 = 3
t9 = 3
t10 = 3
t11 = 3
t12 = 3
t13 = 3
t14 = 3
t15 = 3
t16 = 3
t17 = 3
t18 = 3
t19 = 3
t20 = 3
t21 = 3
t22 = 3
t23 = 3
} }, { data_ = { buf = [2] { [8] { 0, 0, 0, 0, 0, 183, 2, 0 }, 0 }, align_ =
t0 = 0
t1 = 0
t2 = 0
t3 = 0
t4 = 0
t5 = 0
t6 = 0
t7 = 0
t8 = 0
t9 = 0
t10 = 0
t11 = 0
t12 = 0
t13 = 0
t14 = 0
t15 = 0
t16 = 0
t17 = 0
t18 = 0
t19 = 0
t20 = 0
t21 = 0
t22 = 0
t23 = 0
} } }
size_ = 695 (0x000002B7)
mlf_ = 1.000000 (0x3F800000)
cached_begin_bucket_ = 0x0D858F34 ->
next_ = 0x0D8A21B0 ->
next_ = 0x0D78C838 ->
next_ = 0x00000000
max_load_ = 769 (0x00000301)
m_HotloadFiles =
table_ =
buckets_ = 0x0D859BB8 ->
next_ = 0x00000000
bucket_count_ = 769 (0x00000301)
allocators_ =
(unsupported )
(unsupported )
current_ = false
funcs_ = [2] { { data_ = { buf = [1] { [8] { 4, 0, 0, 214, 2, 0, 0, 0 } }, align_ =
t0 = 4
t1 = 4
t2 = 4
t3 = 4
t4 = 4
t5 = 4
t6 = 4
t7 = 4
t8 = 4
t9 = 4
t10 = 4
t11 = 4
t12 = 4
t13 = 4
t14 = 4
t15 = 4
t16 = 4
t17 = 4
t18 = 4
t19 = 4
t20 = 4
t21 = 4
t22 = 4
t23 = 4
} }, { data_ = { buf = [1] { [8] { 0, 0, 214, 2, 0, 0, 0, 0 } }, align_ =
t0 = 0
t1 = 0
t2 = 0
t3 = 0
t4 = 0
t5 = 0
t6 = 0
t7 = 0
t8 = 0
t9 = 0
t10 = 0
t11 = 0
t12 = 0
t13 = 0
t14 = 0
t15 = 0
t16 = 0
t17 = 0
t18 = 0
t19 = 0
t20 = 0
t21 = 0
t22 = 0
t23 = 0
} } }
size_ = 726 (0x000002D6)
mlf_ = 1.000000 (0x3F800000)
cached_begin_bucket_ = 0x0D859BBC ->
next_ = 0x0D8329A8 ->
next_ = 0x00000000
max_load_ = 769 (0x00000301)
m_SettingsFiles =
table_ =
buckets_ = 0x0B606B60 ->
next_ = 0x0B5D7BE8 ->
next_ = 0x00000000
bucket_count_ = 53 (0x00000035)
allocators_ =
(unsupported )
(unsupported )
current_ = false
funcs_ = [2] { { data_ = { buf = [1] { [8] { 0, 0, 0, 31, 0, 0, 0, 0 } }, align_ =
t0 = 0
t1 = 0
t2 = 0
t3 = 0
t4 = 0
t5 = 0
t6 = 0
t7 = 0
t8 = 0
t9 = 0
t10 = 0
t11 = 0
t12 = 0
t13 = 0
t14 = 0
t15 = 0
t16 = 0
t17 = 0
t18 = 0
t19 = 0
t20 = 0
t21 = 0
t22 = 0
t23 = 0
} }, { data_ = { buf = [1] { [8] { 0, 0, 31, 0, 0, 0, 0, 0 } }, align_ =
t0 = 0
t1 = 0
t2 = 0
t3 = 0
t4 = 0
t5 = 0
t6 = 0
t7 = 0
t8 = 0
t9 = 0
t10 = 0
t11 = 0
t12 = 0
t13 = 0
t14 = 0
t15 = 0
t16 = 0
t17 = 0
t18 = 0
t19 = 0
t20 = 0
t21 = 0
t22 = 0
t23 = 0
} } }
size_ = 31 (0x0000001F)
mlf_ = 1.000000 (0x3F800000)
cached_begin_bucket_ = 0x0B606B60 (see above)
max_load_ = 53 (0x00000035)
m_Self =
px = 0x0D8425E0 (see above)
pn =
pi_ = 0x0D836710 ->
use_count_ = 2 (0x00000002)
weak_count_ = 9 (0x00000009)
pn =
pi_ = 0x0D836710 (see above)
m_BaseColor = 4287075159 (0xFF879357)
m_BaseColorValid = true
m_Groups = (unsupported vector<CTerrainGroup * >)
Priority = 0 (0x00000000)
Tex = 0x0D835CB8 (see above)
Priority = 0 (0x00000000)
Tex = 0x0D835CB8 (see above)
Priority = 0 (0x00000000)
Tex = 0x0D835CB8 (see above)
Priority = 0 (0x00000000)
Tex = 0x0D835CB8 (see above)
Priority = 0 (0x00000000)
Tex = 0x0D835CB8 (see above)
Priority = 0 (0x00000000)
Tex = 0x0D835CB8 (see above)
Priority = 0 (0x00000000)
Tex = 0x0D835CB8 (see above)
Priority = 0 (0x00000000)
...
[16]
Tex = 0x0D835CB8 (see above)
Priority = 0 (0x00000000)
Tex = 0x0D835CB8 (see above)
Priority = 0 (0x00000000)
Tex = 0x0D835CB8 (see above)
Priority = 0 (0x00000000)
Tex = 0x0D835CB8 (see above)
Priority = 0 (0x00000000)
Tex = 0x0D835CB8 (see above)
Priority = 0 (0x00000000)
Tex = 0x0D835CB8 (see above)
Priority = 0 (0x00000000)
Tex = 0x0D835CB8 (see above)
Priority = 0 (0x00000000)
Tex = 0x0D835CB8 (see above)
Priority = 0 (0x00000000)
...
[16]
Tex = 0x0D835CB8 (see above)
Priority = 0 (0x00000000)
Tex = 0x0D835CB8 (see above)
Priority = 0 (0x00000000)
Tex = 0x0D835CB8 (see above)
Priority = 0 (0x00000000)
Tex = 0x0D835CB8 (see above)
Priority = 0 (0x00000000)
Tex = 0x0D835CB8 (see above)
Priority = 0 (0x00000000)
Tex = 0x0D835CB8 (see above)
Priority = 0 (0x00000000)
Tex = 0x0D835CB8 (see above)
Priority = 0 (0x00000000)
Tex = 0x0D835CB8 (see above)
Priority = 0 (0x00000000)
...
[16]
Tex = 0x0D835CB8 (see above)
Priority = 0 (0x00000000)
Tex = 0x0D835CB8 (see above)
Priority = 0 (0x00000000)
Tex = 0x0D835CB8 (see above)
Priority = 0 (0x00000000)
Tex = 0x0D835CB8 (see above)
Priority = 0 (0x00000000)
Tex = 0x0D835CB8 (see above)
Priority = 0 (0x00000000)
Tex = 0x0D835CB8 (see above)
Priority = 0 (0x00000000)
Tex = 0x0D835CB8 (see above)
Priority = 0 (0x00000000)
Tex = 0x0D835CB8 (see above)
Priority = 0 (0x00000000)
...
[16]
Tex = 0x0D835CB8 (see above)
Priority = 0 (0x00000000)
Tex = 0x0D835CB8 (see above)
Priority = 0 (0x00000000)
Tex = 0x0D835CB8 (see above)
Priority = 0 (0x00000000)
Tex = 0x0D835CB8 (see above)
Priority = 0 (0x00000000)
Tex = 0x0D835CB8 (see above)
Priority = 0 (0x00000000)
Tex = 0x0D835CB8 (see above)
Priority = 0 (0x00000000)
Tex = 0x0D835CB8 (see above)
Priority = 0 (0x00000000)
Tex = 0x0D835CB8 (see above)
Priority = 0 (0x00000000)
...
[16]
Tex = 0x0D835CB8 (see above)
Priority = 0 (0x00000000)
Tex = 0x0D835CB8 (see above)
Priority = 0 (0x00000000)
Tex = 0x0D835CB8 (see above)
Priority = 0 (0x00000000)
Tex = 0x0D835CB8 (see above)
Priority = 0 (0x00000000)
Tex = 0x0D835CB8 (see above)
Priority = 0 (0x00000000)
Tex = 0x0D835CB8 (see above)
Priority = 0 (0x00000000)
Tex = 0x0D835CB8 (see above)
Priority = 0 (0x00000000)
Tex = 0x0D835CB8 (see above)
Priority = 0 (0x00000000)
...
[16]
Tex = 0x0D835CB8 (see above)
Priority = 0 (0x00000000)
Tex = 0x0D835CB8 (see above)
Priority = 0 (0x00000000)
Tex = 0x0D835CB8 (see above)
Priority = 0 (0x00000000)
Tex = 0x0D835CB8 (see above)
Priority = 0 (0x00000000)
Tex = 0x0D835CB8 (see above)
Priority = 0 (0x00000000)
Tex = 0x0D835CB8 (see above)
Priority = 0 (0x00000000)
Tex = 0x0D835CB8 (see above)
Priority = 0 (0x00000000)
Tex = 0x0D835CB8 (see above)
Priority = 0 (0x00000000)
...
[16]
Tex = 0x0D835CB8 (see above)
Priority = 0 (0x00000000)
Tex = 0x0D835CB8 (see above)
Priority = 0 (0x00000000)
Tex = 0x0D835CB8 (see above)
Priority = 0 (0x00000000)
Tex = 0x0D835CB8 (see above)
Priority = 0 (0x00000000)
Tex = 0x0D835CB8 (see above)
Priority = 0 (0x00000000)
Tex = 0x0D835CB8 (see above)
Priority = 0 (0x00000000)
Tex = 0x0D835CB8 (see above)
Priority = 0 (0x00000000)
Tex = 0x0D835CB8 (see above)
Priority = 0 (0x00000000)
... ...
m_X = 0 (0x00000000)
m_Z = 0 (0x00000000)
m_Parent = 0x00515B98 (see above)
m_Heightmap = 0x0D8C1B88 -> 16384 (0x4000)
m_BaseColour =
R = [8] { 255 (0xFF), 255 (0xFF), 255 (0xFF), 255 (0xFF), 0 (0x00), 0 (0x00), 0 (0x00), 0 (0x00) }
G = 255 (0xFF)
B = 255 (0xFF)
A = 255 (0xFF)
numComponentTypes = 47 (0x0000002F)
i = 13 (0x0000000D)
ctid = 27 (0x0000001B)
ctname = (unsupported basic_string<char,char_traits<char> >)
numComponents = 1 (0x00000001)
j = 0 (0x00000000)
ent = 11 (0x0000000B)
SimState::Thaw (simstate.cpp:41)
this = (unavailable)
ViewGame::RestoreState (view.cpp:325)
this = (unavailable)
label = 0x039AFB60 -> (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
AtlasMessage::fSimStateRestore_wrapper (mischandlers.cpp:131)
msg = 0x0D2E4B28 -> (AtlasMessage::IMessage)
RunEngine (gameloop.cpp:171)
data = 0x003DF6B4
hooks =
override_gl_upload_caps = 0x00000000
get_log_dir = 0x00000000
bundle_logs = 0x00000000
translate = 0x00000000
translate_free = 0x00000000
log = 0x00000000
display_error = 0x01495AC0 -> (AtlasDisplayError)
msgPasser = 0x003DEC98 ->
(AtlasMessage::MessagePasser)
m_Mutex =
m_Mutex = 0x005951F0
m_SemaphoreName = { (unsupported basic_string<char,char_traits<char> >) }
m_Semaphore = 0x00427CA8 -> 540 (0x0000021C)
m_Queue = (unsupported queue<AtlasMessage::IMessage *,deque<AtlasMessage::IMessage * > >)
m_Trace = false
last_activity = 35.0672 (0x4041889A50029B49)
args =
m_Args = (unsupported vector<pair<CStr8,CStr8> >)
m_Arg0 =
path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
separator = 92 ('\')
recent_activity = true
time = 2.10768e-307 (0x0042F1E02C5814E4)
ev =
ev =
type = 10 (0x0A)
active = { type = 10 (0x0A), gain = 209 (0xD1), state = 130 (0x82) }
key =
type = 10 (0x0A)
keysym = { sym = 1076594528, unicode = 63328 (0xF760) }
motion = { type = 10 (0x0A), x = 3970 (0x0F82), y = 34656 (0x8760) }
button =
type = 10 (0x0A)
button = 209 (0xD1)
state = 130 (0x82)
x = 34656 (0x8760)
y = 16427 (0x402B)
resize = { type = 10 (0x0A), w = 1076594528 (0x402B8760), h = 5371744 (0x0051F760) }
expose = { type = 10 (0x0A) }
quit = { type = 10 (0x0A) }
user = { type = 10 (0x0A), code = 1076594528 (0x402B8760), data1 = 0x0051F760 }
length = 0.000000 (0x0D2E4B28)
last_time = 35.1173 (0x40418F05381DA643)
msg = 0x0D2E4B28 (see above)
name = (unsupported basic_string<char,char_traits<char> >)
sleepUntil = 2.10768e-307 (0x0042F1E02C5814E4)
thread_start (wpthread.cpp:624)
param = 0x005993E8
ret = 0x6B980350
endthreadex (:0)
endthreadex (:0)
RtlInitializeExceptionChain (:0)
RtlInitializeExceptionChain (:0)
errno = 0 (No error reported here)
OS error = 0 (no error code was set)
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| #1733 | fixed | Assertion failure in Windows when pressing Ctrl+Alt+Del while a map is loading | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
When the progress of the game to reach 29% of the time, the progress of the game is no longer loaded, I waited for nearly three minutes, and the last before I settle down shift + ctrl + alt key.
I have a 4G memory. I finally found a more specific error message:
Assertion failed: "status == DISP_CHANGE_SUCCESSFUL"
Location: wsdl.cpp:438 (SDL_SetVideoMode)
Call stack:
OnActivate (wsdl.cpp:836)
hWnd = 0x002FD0A0 (..)
state = 2425728 (0x00250380)
__formal = 0x00250380 (..)
fMinimized = (unavailable)
OnMessage (wsdl.cpp:1288)
hWnd = 0x76ACFD72 (..)
uMsg = 2425728 (0x00250380)
wParam = 6 (0x00000006)
lParam = 0 (0x00000000)
GetWindowLongW (:0)
GetWindowLongW (:0)
CallWindowProcW (:0)
CallWindowProcW (:0)
wglSwapBuffers (:0)
GetWindowLongW (:0)
GetWindowLongW (:0)
ReleaseDC (:0)
WCSToMBEx (:0)
KiUserCallbackDispatcher (:0)
PeekMessageW (:0)
SDL_PumpEvents (wsdl.cpp:1339)
msg =
hwnd = 0x01E47C74 (..)
message = 2425728 (0x00250380)
wParam = 257 (0x00000101)
lParam = 17 (0x00000011)
time = 3223126017 (0xC01D0001)
pt = { x = 9163529 (0x008BD309), y = 1457 (0x000005B1) }
SDL_PollEvent (wsdl.cpp:1349)
ev = 0x00141D8A ->
type = [8] { 131 (0x83), 196 (0xC4), 4 (0x04), 133 (0x85), 192 (0xC0), 15 (0x0F), 132 (0x84), 154 (0x9A) }
active = { type = 131 (0x83), gain = 196 (0xC4), state = 4 (0x04) }
key =
type = 131 (0x83)
keysym = { sym = -1702621248, unicode = 1 (0x0001) }
motion = { type = 131 (0x83), x = 34052 (0x8504), y = 4032 (0x0FC0) }
button =
type = 131 (0x83)
button = 196 (0xC4)
state = 4 (0x04)
x = 4032 (0x0FC0)
y = 39556 (0x9A84)
resize = { type = 131 (0x83), w = 2592346048 (0x9A840FC0), h = 3204448257 (0xBF000001) }
expose = { type = 131 (0x83) }
quit = { type = 131 (0x83) }
user = { type = 131 (0x83), code = 2592346048 (0x9A840FC0), data1 = 0xBF000001 }
PumpEvents (main.cpp:183)
profile2__ =
m_Name = 0x511CA52F -> (unavailable - internal error)
ev =
ev =
type = 125 (0x7D)
active = { type = 125 (0x7D), gain = 25 (0x19), state = 109 (0x6D) }
key =
type = 125 (0x7D)
keysym = { sym = 1913259, unicode = 42880 (0xA780) }
motion = { type = 125 (0x7D), x = 16493 (0x406D), y = 12715 (0x31AB) }
button =
type = 125 (0x7D)
button = 25 (0x19)
state = 109 (0x6D)
x = 12715 (0x31AB)
y = 29 (0x001D)
resize = { type = 125 (0x7D), w = 1913259 (0x001D31AB), h = 31762304 (0x01E4A780) }
expose = { type = 125 (0x7D) }
quit = { type = 125 (0x7D) }
user = { type = 125 (0x7D), code = 1913259 (0x001D31AB), data1 = 0x01E4A780 }
profile2__ =
m_Name = 0x01E47C74 (see above)
data = (unsupported basic_string<char,char_traits<char> >)
Frame (main.cpp:356)
realTimeSinceLastFrame = 0.000000 (0x0101356B)
need_update = (bool)0xE4
profile2__ =
m_Name = 0x3DD8F88A -> (unavailable - internal error)
need_render = true
profile2__ =
m_Name = 0x003856E4 -> "frame"
profile2__ =
m_Name = 0x003856E4 (see above)
RunGameOrAtlas (main.cpp:507)
argc = 1323332 (0x00143144)
argv = 0x00000001
args =
m_Args = (unsupported vector<pair<CStr8,CStr8> >)
m_Arg0 =
path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
separator = 47 ('/')
paths =
m_root =
path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
separator = 49544
m_rdata =
path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
separator = 0
m_gameData =
path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
separator = 41654
m_userData =
path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
separator = 57232
m_config =
path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
separator = 57212
m_cache =
path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
separator = 1
m_logs =
path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
separator = 31860
replay =
m_Stream = 0x01E47C70 -> (basic_istream<char,char_traits<char> >)
mod =
path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
separator = 63824
zip =
path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
separator = 0
paths =
m_root =
path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
separator = 49544
m_rdata =
path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
separator = 0
m_gameData =
path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
separator = 41654
m_userData =
path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
separator = 57232
m_config =
path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
separator = 57212
m_cache =
path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
separator = 1
m_logs =
path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
separator = 31860
builder =
m_VFS =
px = 0x00000001
pn =
pi_ = 0x00100000 ->
use_count_ = 1263159624 (0x4B4A4948)
weak_count_ = 1330531660 (0x4F4E4D4C)
m_Files = (unsupported vector<Path >)
m_TempDir =
path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
separator = 4
main (main.cpp:550)
argc = 3116766 (0x002F8EDE)
argv = 0x00000001
wmain (wseh.cpp:380)
argc = 3458817 (0x0034C701)
argv = 0x00000001
utf8_argv = (unsupported vector<char * >)
ret = 0 (0x00000000)
utf8 = (unsupported basic_string<char,char_traits<char> >)
CallStartupWithinTryBlock (wseh.cpp:397)
ret = 0 (0x00000000)
RtlInitializeExceptionChain (:0)
RtlInitializeExceptionChain (:0)
errno = 13 (Insufficient access rights to open file)
OS error = 0 (no error code was set)
====================================
SVN Revision: custom build
System info:
(generated 2012-09-01 14:03:05 UTC)
|
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| #909 | fixed | Assertion failure on allocating 0 bytes from pool when rendering terrain | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Hi. When I start the game I can see the menu, but when I try to start to play on a map I got an error at the end of the loading. |
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| #167 | fixed | Assertion failure when reading trace file | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
The assertion at source:ps/trunk/source/lib/res/file/trace.cpp@4706#L202 fails with start_idx = 25243, t->total_ents = 25225. trace.txt is 25326 lines, with the last run's delimeter on line 25243, with a total of 101 delimeters. 25326 - 101 = t->total_ents, and 25243 = start_idx. So it looks like the problem is that start_idx counts the divider lines, while t->total_ents doesn't, and so it fails if the number of divider lines is greater than the size of the last run in the file. |
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| #184 | worksforme | Assertion failure when running tests under Valgrind | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Running test_2_build_dbg in Valgrind with Memcheck results in the error: file_cache.cpp(928): Assertion failed: "ret.second == true" udbg_init: loading symbols from ./test_2_build_dbg. Assertion failed: "ret.second == true" Location: file_cache.cpp:928 (add) Call stack: (0x084d4c4b) file_cache.cpp:928 ExactBufOracle::add(unsigned char const*, unsigned int, unsigned char const*) (0x084cdd47) file_cache.cpp:1128 file_buf_add_padding(unsigned char const*, unsigned int, unsigned int) (0x084b472a) file_io.cpp:638 IOManager::run() (0x084b2bc5) file_io.cpp:666 file_io(File*, long, unsigned int, unsigned char const**, long (*)(unsigned int, void const*, unsigned int, unsigned int*), unsigned int) (0x084c4ef8) vfs_redirector.cpp:233 xfile_io(File*, long, unsigned int, unsigned char const**, long (*)(unsigned int, void const*, unsigned int, unsigned int*), unsigned int) (0x084c6548) vfs.cpp:387 vfs_io(long long, unsigned int, unsigned char const**, long (*)(unsigned int, void const*, unsigned int, unsigned int*), unsigned int) (0x084c6947) vfs.cpp:435 vfs_load(char const*, unsigned char const*&, unsigned int&, unsigned int, long (*)(unsigned int, void const*, unsigned int, unsigned int*), unsigned int) (0x084bc6e6) archive_builder.cpp:142 read_and_compress_file (0x084bc89b) archive_builder.cpp:215 archive_build_continue(ArchiveBuildState*) (0x084bcb10) archive_builder.cpp:254 archive_build(char const*, char const**) (0x0824303a) test_archive_builder.h:110 TestArchiveBuilder::test_create_archive_with_random_files() (0x08243da6) test_archive_builder.cpp:24 TestDescription_TestArchiveBuilder_test_create_archive_with_random_files::runTest() (0x08229333) RealDescriptions.cpp:96 CxxTest::RealTestDescription::run() (0x0822b92c) TestRunner.h:75 CxxTest::TestRunner::runTest(CxxTest::TestDescription&) (0x0822ba04) TestRunner.h:59 CxxTest::TestRunner::runSuite(CxxTest::SuiteDescription&) (0x0822baf5) TestRunner.h:44 CxxTest::TestRunner::runWorld() errno = 0 (?) OS error = ?
It works correctly when run outside Valgrind, and when run with |
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| #146 | fixed | Assertion in wsdl screen_to_client | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
During startup of the game, I got the following error (unfortunately, I wasn't able to reproduce it). This is in Windows XP, running the game in a 800x600 window, the screen resolution is 1280x1024. The window appeared in to top-left corner of the screen. Here's the error message from the error dialog: Assertion failed: "pt.x >= 0 && pt.y >= 0"
Location: wsdl.cpp:802 (screen_to_client)
errno = 42 (?)
OS error = Der Vorgang wurde erfolgreich beendet.
Call stack:
screen_to_client (wsdl.cpp:802)
screen_x = (unavailable - stored in register 0x0)
screen_y = (unavailable - stored in register 0x0)
x = (unavailable - stored in register 0x0)
y = (unavailable - stored in register 0x0)
pt = { x = 5791740, y = 179 }
suppress__ = 0x00
suppress__ = 0x00
OnMouseButton (wsdl.cpp:903)
__formal = 0x0048C874 (..)
uMsg = (unavailable - stored in register 0x0)
screen_x = 182
screen_y = 16
__formal = 0x0048C874
outstanding_press_events = 1
x = 0x7FFDF000
y = 0x00000001
wndproc (wsdl.cpp:1035)
hWnd = 0x00050600 (..)
uMsg = 0x00000201
wParam = 0x00000001
lParam = 1048758
ps =
hdc = 0x0012FCC0 (..)
fErase = 1
rcPaint =
left = 0
top = 0
right = 16
bottom = 0
fRestore = 0
fIncUpdate = 1
rgbReserved = [32]
0x00
0x00
0x00
0x00
0x00
0x00
0x00
0x00
0x44 ('D')
0xFC
0x12
0x00
0x48 ('H')
0xFC
0x12
0x00 ...
GetDC (:0)
GetDC (:0)
IsWindowUnicode (:0)
CallWindowProcW (:0)
wglSwapBuffers (:0)
GetDC (:0)
GetDC (:0)
GetWindowLongW (:0)
DispatchMessageW (:0)
SDL_PumpEvents (wsdl.cpp:1051)
msg =
hwnd = 0x00000001
message = 0x00050600
wParam = 0x00000201
lParam = 1
time = 0x001000B6
pt = { x = 12142140, y = 185 }
SDL_PollEvent (wsdl.cpp:1061)
ev = 0x0012FEFC ->
type = [8] { 0x00, 0x00, 0x00, 0x00, 0x10, 0xFF, 0x12, 0x00 }
key =
type = [8] { 0x00, 0x00, 0x00, 0x00, 0x10, 0xFF, 0x12, 0x00 }
keysym = { type = [8] { 0x10, 0xFF, 0x12, 0x00, 0x01, 0x00, 0x00, 0x00 }, sym = 1, unicode = 0xF1F9 }
motion = { type = [8] { 0x00, 0x00, 0x00, 0x00, 0x10, 0xFF, 0x12, 0x00 }, x = 0x0000, y = 0xFF10 }
button =
type = [8] { 0x00, 0x00, 0x00, 0x00, 0x10, 0xFF, 0x12, 0x00 }
button = [8] { 0x00, 0x00, 0x00, 0x10, 0xFF, 0x12, 0x00, 0x01 }
state = [8] { 0x00, 0x00, 0x10, 0xFF, 0x12, 0x00, 0x01, 0x00 }
x = 0xFF10
y = 0x0012
active = { type = [8] { 0x00, 0x00, 0x00, 0x00, 0x10, 0xFF, 0x12, 0x00 }, gain = [8] { 0x00, 0x00, 0x00, 0x10, 0xFF, 0x12, 0x00, 0x01 }, state = [8] { 0x00, 0x00, 0x10, 0xFF, 0x12, 0x00, 0x01, 0x00 } }
user = { type = [8] { 0x00, 0x00, 0x00, 0x00, 0x10, 0xFF, 0x12, 0x00 }, code = 1244944, data1 = 0x00000001 }
PumpEvents (main.cpp:91)
ev =
ev =
type = 0xFC
key =
type = 0xFC
keysym = { type = 0x00, sym = 1244944, unicode = 0x0001 }
motion = { type = 0xFC, x = 0x0012, y = 0x0000 }
button =
type = 0xFC
button = 0xFE
state = 0x12
x = 0x0000
y = 0x0000
active = { type = 0xFC, gain = 0xFE, state = 0x12 }
user = { type = 0xFC, code = 0, data1 = 0x0012FF10 }
Frame (main.cpp:240)
need_update = true
TimeSinceLastFrame = 3.62822e-038
need_render = false
suppress__ = 0x00
__profile = (CProfileSample)
__profile = (CProfileSample)
__profile = (CProfileSample)
__profile = (CProfileSample)
__profile = (CProfileSample)
__profile = (CProfileSample)
__profile = (CProfileSample)
__profile = (CProfileSample)
__profile = (CProfileSample)
__profile = (CProfileSample)
__profile = (CProfileSample)
__profile = (CProfileSample)
__profile = (CProfileSample)
main (main.cpp:382)
argc = 1
argv = 0x00384EA0 -> 0x00384EA8 -> "c:\Wildfiregames\0ad\binaries\system\pyrogenesis.exe"
__tmainCRTStartup (crtexe.c:586)
nested = 1245020
SEH_wrapped_entry (win.cpp:338)
ret = 1245076
RegisterWaitForInputIdle (:0)
|
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| #5357 | fixed | Associate . pyromod files on Mac Os | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Currently .pyromod files are not associated with 0ad on Mac. We should create or edit the plist of the game to associate them to make it easier for users that do not have Tls enabled. |
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| #4572 | fixed | Athen civic center can't research town / city phase of other civs | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
When capturing a building, the player can research all technologies there which can be researched in the buildings of that civ too. Hence players of every civ can research the town / city phase at captured civic center too - unless that civic center is from Athens. The reason for this must be the civ specific phase tech only Athens have. (This must be true vice versa for Athen capturing other CCs, but seems slightly less unexpected as one can then research only at Athen CCs). (Not sure how easy it is to address this, might be a won't fix. Mostly written the ticket for future reference) |
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| #6656 | fixed | Athens Gymnasium has no TerritoryInfluence boost | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
to reproduce
bisect
possible solution
Give it the same boost as the templates/structures/athen/prytaneion.xml - Line 48
optional
|
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| #2255 | invalid | Atlas - Create terrain from elevation data | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
It would be nice to create realistic terrains from geographical data like you could in Empire Earth: http://ee.heavengames.com/new/eeh/mapdesign/elevation.shtml |
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| #1458 | wontfix | Atlas - no min/max zoom limits for the camera | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Under Atlas, you can zoom too much and penetrate the ground with you noise.
A maximum limit of zoom should be added. I suggest to let zoom enough to see a soldier in detail. Maybe a minimal limit should be set too, but no idea of what it should be. I think it could be dynamic and related to the size of the map (all the map should be visible with the min zoom). |
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| #4643 | fixed | Atlas - player color not updated correctly after changing it | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
If the someone changes the playercolor in atlas, the territory color and selection ring color isn't updated until the next update.
The Player component could just broadcast a message just for this case, just like it does broadcast This message would also be needed to save a lot of unneeded updates in Phab:D623. The CivChanged message could also be used for the rallypoint flags that depend on the civ. |
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| #2805 | fixed | Atlas Colorpicker crashes on Linux | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Happens for sun & water, A16 and current SVN, std and dialog say: ../src/gtk/colour.cpp(207): assert "IsOk()" failed in Blue(): invalid colour BACKTRACE: [1] wxColour::Blue() const [2] wxAppConsoleBase::HandleEvent(wxEvtHandler*, void (wxEvtHandler::*)(wxEvent&), wxEvent&) const [3] wxAppConsoleBase::CallEventHandler(wxEvtHandler*, wxEventFunctor&, wxEvent&) const [4] wxEvtHandler::ProcessEventIfMatchesId(wxEventTableEntryBase const&, wxEvtHandler*, wxEvent&) [5] wxEventHashTable::HandleEvent(wxEvent&, wxEvtHandler*) [6] wxEvtHandler::TryHereOnly(wxEvent&) [7] wxEvtHandler::ProcessEventLocally(wxEvent&) [8] wxEvtHandler::ProcessEvent(wxEvent&) [9] wxWindowBase::TryAfter(wxEvent&) [10] wxEvtHandler::ProcessEvent(wxEvent&) [11] wxEvtHandler::SafelyProcessEvent(wxEvent&) [12] wxWindowBase::HandleWindowEvent(wxEvent&) const [13] g_cclosure_marshal_VOID__VOIDv [14] g_signal_emit_valist [15] g_signal_emit [16] gtk_button_clicked [17] g_cclosure_marshal_VOID__VOIDv [18] g_signal_emit_valist [19] g_signal_emit [20] gtk_button_released [21] g_closure_invoke [22] g_signal_emit_valist [23] g_signal_emit [24] gtk_propagate_event [25] gtk_main_do_event [26] g_main_context_dispatch [27] g_main_loop_run [28] gtk_main [29] wxGUIEventLoop::DoRun() [30] wxEventLoopBase::Run() [31] wxAppConsoleBase::MainLoop() [32] wxAppConsoleBase::OnRun() [33] wxAppBase::OnRun() [34] wxEntry(int&, wchar_t**) [35] wxEntry(int&, char**) [36] Atlas_StartWindow [37] BeginAtlas(CmdLineArgs const&, DllLoader const&) /Daten/Projects/Osiris/ps/trunk/build/workspaces/gcc/../../../source/tools/atlas/GameInterface/GameLoop.cpp:322 [38] ATLAS_Run /Daten/Projects/Osiris/ps/trunk/build/workspaces/gcc/../../../source/ps/GameSetup/Atlas.cpp:54 [39] ATLAS_RunIfOnCmdLine(CmdLineArgs const&, bool) /Daten/Projects/Osiris/ps/trunk/build/workspaces/gcc/../../../source/ps/GameSetup/Atlas.cpp:78 [40] RunGameOrAtlas /Daten/Projects/Osiris/ps/trunk/build/workspaces/gcc/../../../source/main.cpp:442 [41] main /Daten/Projects/Osiris/ps/trunk/build/workspaces/gcc/../../../source/main.cpp:556 [42] __libc_start_main [43] _start |
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| #5368 | needsinfo | Atlas Crash | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Atlas always crash when i save a map. Any suggestions? |
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| #704 | worksforme | Atlas Launch Error | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Was testing the Alpha 3 release candidate on windows for Philip. When launching the Scenario Editor from in the game for the first time I got: Assertion failed: "0" Location: wsdl.cpp:241 (wnd_CreateWindow) Call stack: 0055144F 005528B8 0052D4BB 00530681 00530812 errno = 0 (?) OS error = 487 (Attempt to access invalid address. ) After hitting continue: Much to our regret we must report the program has encountered an error. Please let us know at http://trac.wildfiregames.com/ and attach the crashlog.txt and crashlog.dmp files. Details: unhandled exception (Access violation reading 0x2050B810) Location: unknown:0 (?) Call stack: 004AC927 004AC397 004BA250 0049A8B3 0049F91A 004DCDC7 004DB78E 00402B84 0052D24F errno = 0 (?) OS error = 0 (no error code was set) Launching Atlas from the start menu worked fine. Subsequent launches from either the start menu or from within the game worked fine as well. |
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| #1329 | invalid | Atlas assets errors | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
|
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| #1330 | invalid | Atlas assets missing animation | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
|
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| #1331 | invalid | Atlas assets missing textures | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
|
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| #2708 | duplicate | Atlas crash after open or new map | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Run atlas, open any map and it crash |
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| #2650 | invalid | Atlas crash on OSX Mavericks | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Atlas compiles successfully but crashes on startup (either from in-game or the command line). The error given is fairly weird in my case: [NSApplication transformToForegroundApplication]: unrecognized selector sent to instance 0x103808b10 Update: I've done a lot of step-by-step debugging and in the end I think the culprit are the "[NSApplication transformToForegroundApplication]: unrecognized selector sent to instance 0x102f22d70" errors I get. I've tried de-threading the Scenario editor to see what the error was, and was still unable to get a window. This is because we never call the wxApp "OnInit" when starting the scenarioEditor. However ActorEditor does, and starts successfully. I've debugged this step by step, and it turns out the culprit is code at line 367 or utils.mm in src/osx/cocoa/, which was added in http://trac.wxwidgets.org/changeset/75142 after reports that non-bundled apps did not work anymore. Somehow, it fails with the above error, whereas actor editor doesn't. FYI, changing ActorEditor project to start ScenarioEditor does run OnInit, though that doesn't work since it lacks a few things. Still working on this. |
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| #1021 | fixed | Atlas crashes any time there is a change within the game's directory. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Open Atlas. Now SVN commit something. Atlas will crash upon completion of SVN commit. Open Atlas. Save a new texture anywhere in the art folder. Atlas will crash. Here is the error message: Much to our regret we must report the program has encountered an error.
Please let us know at http://trac.wildfiregames.com/ and attach the crashlog.txt and crashlog.dmp files.
Details: unhandled exception (__int64(""))
Location: unknown:0 (RtlInitializeExceptionChain)
Call stack:
(error while dumping stack: No stack frames found)
errno = 13 (Insufficient access rights to open file)
OS error = 0 (no error code was set)
|
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| #4936 | fixed | Atlas crashes if map descriptions contain Unicode characters | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Atlas crashes on Linux when trying to generate a random map from a template with a Unicode character in its description. This was detected after I replaced sequences of three periods (...) by the Unicode ellipsis character (…) in the description of random map templates (e.g. Unknown) among other places. elexis detected the issue on his Linux x86_64 machine, Vladislav could not reproduce the issue on Windows, and I could reproduce the issue on Linux x86_64 like elexis. For the time being we will avoid using non-ASCII characters in translatable English strings, but eventually we should fix this issue and update the English style guide to encourage Unicode usage instead of forbidding it. |
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| #4408 | fixed | Atlas crashes on OS X Sierra (10.12) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
We've had several reports that Atlas crashes on OS X Sierra aka 10.12 (but not on earlier versions, as it is working for me). After some debugging with trompetin, it appears to be caused by polling events in two different threads. Specifically, wxWidgets polls events in the original thread (in wxTheApp->OnRun in DLLInterface.cpp) and SDL polls events in RunEngine(). This apparently is not liked by macOS Sierra.
I literally cannot figure out why we poll SDL events in RunEngine, as far as I can tell removing those 4 lines (220-222 of |
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| #1302 | worksforme | Atlas crashes on OS X when resizing too small | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Every time when I resize the atlas window as small as it will go on OS X 10.7.3, it freezes for a second and then crashes. |
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| #642 | fixed | Atlas crashes then asserts when you reset a simulation | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Start a simulation then press reset (doesn't matter what speed or if it was paused). Atlas comes up with: Details: unhandled exception (std::out_of_range("invalid vector<T> subscript")) Location: unknown:0 (CxxThrowException) Call stack: 01383EEF 0136BE0A errno = 0 (?) OS error = 487 (Attempt to access invalid address. It then immediatly asserts, presumably on another thread as both messages are independant and not blocking the other. |
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| #895 | duplicate | Atlas crashes when it does not have rights to write to a file | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
When atlas is run without root access in linux it crashes when saving into a folder that requires root access (0ad installation folder, etc.) Reproduce: LINUX 1) Open a map in atlas 2) modify a bit 3) Try to save in ~/mods/public/scenarios/* 4) Permissions Error and crash. It should at least ask for permissions or (at worst) ask me to save on a folder that I have permissions to. Thanks, luke |
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| #2050 | worksforme | Atlas crashes when modifying terrain elevation | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Atlas will freeze, then crash if I use the modify terrain elevation tool to change the terrain height on a map. This prevents me from modifying and creating maps. |
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| #641 | fixed | Atlas crashes when you "Leave the game" while in the the simulation | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
I know it's a silly thing to do, but as it let me... :p I ran a simulation and let all my units get killed. When it said I was defeated, I clciked Yes to leave the game and it crashed with: Unhandled access violation reading 0x00000004 Location: Unknown:0 (?) Call stack: 0142DF27 0142CE1F 013AB9C1 013AB9D9 013D795E 013D7988 013BA036 OS Error: 487 attempt to access invalid address. On showing the message, it immediatly crashes and falls back to the installed debugger. (Alpha 2 on Windows Vista) |
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| #1925 | fixed | Atlas crashes with coastal waves enabled | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Since r13374: ntdll.dll!_ZwRaiseException@12() + 0x12 bytes ntdll.dll!_ZwRaiseException@12() + 0x12 bytes atioglxx.dll!575241b5() [Frames below may be incorrect and/or missing, no symbols loaded for atioglxx.dll] atioglxx.dll!5752eb2c() > atioglxx.dll!570a4586() pyrogenesis.exe!CShaderProgramGLSL::Uniform(CShaderProgram::Binding id, float v0, float v1, float v2, float v3) Line 581 C++ pyrogenesis.exe!CShaderProgram::Uniform(const char * id, float v) Line 750 + 0x3b bytes C++ pyrogenesis.exe!TerrainRenderer::RenderFancyWater(const CShaderDefines & context, ShadowMap * shadow) Line 788 C++ pyrogenesis.exe!TerrainRenderer::RenderWater(const CShaderDefines & context, ShadowMap * shadow) Line 998 + 0xf bytes C++ pyrogenesis.exe!CRenderer::RenderSubmissions() Line 1553 C++ pyrogenesis.exe!CRenderer::RenderScene(Scene & scene) Line 1782 C++ pyrogenesis.exe!CGameView::Render() Line 503 + 0x3a bytes C++ pyrogenesis.exe!Render() Line 222 C++ pyrogenesis.exe!AtlasViewGame::Render() Line 258 C++ pyrogenesis.exe!RunEngine(void * data) Line 229 C++ pyrogenesis.exe!thread_start(void * param) Line 624 + 0x3 bytes C++ msvcr100.dll!__endthreadex() + 0x3a bytes msvcr100.dll!__endthreadex() + 0xe4 bytes kernel32.dll!@BaseThreadInitThunk@12() + 0x12 bytes ntdll.dll!___RtlUserThreadStart@8() + 0x27 bytes ntdll.dll!__RtlUserThreadStart@8() + 0x1b bytes |
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| #2258 | fixed | Atlas default player settings suboptimal for RMS | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Error description: Random maps don't generate properly (in some circumstances) Reason: Not all players civilizations are set To reproduce:
This is due to player 3 will have no civ defined. On other maps that "only" leads to warnings about that and player 3 will get Athenian starting entities despite it's civ (which is undefined ofc.). How to fix: I recommend to check all buttons for "civilization" in Atlas player settings by default (even if the number of player are reduced, a random map is generated and then the number of players is increased again). That is the initial state (if the number of players are NOT changed) anyway. Additionally I'd suggest to force all players civilizations to be set if the "Generate map" button is pressed (because RMS needs set civs - as is and in some cases anyway, see below). (OPTIONAL: If it's wanted to generate maps with starting entities without a preset civ to enable the use of RMS as a basis of Skirmish Maps starting entities for the case civ = "random" (I guess) needs to be added (I don't know where). However, due to walls not having the same length for all civs and civs have different NUMBER of starting entities (e.g. Iberian civ bonus walls) RMS with walls will never be possible that way.) |
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| #5574 | fixed | Atlas dll outdated (Actor Viewer doesn't play animations anymore) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
On August 7th, AlexanderMB reported to me that the Atlas Actor Viewer doesn't play animations anymore. This is reproducible on Windows, but not on linux. I don't see a suspicious atlas commit, so I guess it is related to the code that changed unit animations. |
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| #1398 | fixed | Atlas doesn't set the civs properly by default | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
To reproduce:
-> The player settings will now be reset (which is bad on it's own)
-> All players civs will be undefined (and fall back to Athenians ATM) though the GUI says something else This is not an rmgen issue but an Atlas issue so I don't know how to fix that. |
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| #6524 | fixed | Atlas editor crash related to actor viewer | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Testing on the latest GIT version [26845] a seg fault was discovered. to reproduce
TIMER| session/session.xml: 198.891 ms 2022-05-02 11:41:09.151440+0200 pyrogenesis[13687:170421] [pyrogenesis] IIOIOSurfaceWrapper:1376: *** pixelformat '... ' not handled Assertion failed: "!UpdateDirty()" Location: TerritoryTexture.cpp:62 (GetTexture) Call stack: (error while dumping stack: Function not supported) errno = 60 (?) OS error = ? lldbProcess 13687 stopped
* thread #1, name = 'main', queue = 'com.apple.main-thread', stop reason = EXC_BAD_ACCESS (code=1, address=0x0)
frame #0: 0x000000010109c1d0 pyrogenesis`::mozalloc_abort(msg=<unavailable>) at mozalloc_abort.cpp:33:3 [opt]
30 #ifdef MOZ_WIDGET_ANDROID
31 abortThroughJava(msg);
32 #endif
-> 33 MOZ_CRASH();
34 }
35
36 #ifdef MOZ_WIDGET_ANDROID
Target 0: (pyrogenesis) stopped.
(lldb) bt
* thread #1, name = 'main', queue = 'com.apple.main-thread', stop reason = EXC_BAD_ACCESS (code=1, address=0x0)
* frame #0: 0x000000010109c1d0 pyrogenesis`::mozalloc_abort(msg=<unavailable>) at mozalloc_abort.cpp:33:3 [opt]
frame #1: 0x0000000101b93e3d pyrogenesis`::abort() at mozalloc_abort.cpp:82:3 [opt]
frame #2: 0x00000001004f2a66 pyrogenesis`sys_display_error(text=<unavailable>, flags=6) at unix.cpp:268:4 [opt]
frame #3: 0x00000001004d51e3 pyrogenesis`debug_DisplayError(wchar_t const*, unsigned long, void*, wchar_t const*, wchar_t const*, int, char const*, long volatile*) [inlined] CallDisplayError(text=L"Assertion failed: \"!UpdateDirty()\"\r\nLocation: TerritoryTexture.cpp:62 (GetTexture)\r\n\r\nCall stack:\r\n\r\n(error while dumping stack: Function not supported)\r\nerrno = 60 (?)\r\nOS error = ?\r\n", flags=6) at debug.cpp:374:8 [opt]
frame #4: 0x00000001004d51c6 pyrogenesis`debug_DisplayError(description=L"Assertion failed: \"!UpdateDirty()\"", flags=6, context=0x00007ffeefbfa480, lastFuncToSkip=<unavailable>, pathname=L"../../../source/graphics/TerritoryTexture.cpp", line=62, func=<unavailable>, suppress=0x0000000103b51d60) at debug.cpp:460 [opt]
frame #5: 0x00000001004d5a4e pyrogenesis`debug_OnAssertionFailure(expr=<unavailable>, suppress=0x0000000103b51d60, file=<unavailable>, line=<unavailable>, func=<unavailable>) at debug.cpp:547:9 [opt]
frame #6: 0x00000001003451f5 pyrogenesis`CTerritoryTexture::GetTexture(this=0x00000001082045e0) at TerritoryTexture.cpp:62:2 [opt]
frame #7: 0x00000001002f7424 pyrogenesis`CMiniMapTexture::RenderFinalTexture(this=<unavailable>, deviceCommandContext=<unavailable>) at MiniMapTexture.cpp:417:52 [opt]
frame #8: 0x00000001003ad9ab pyrogenesis`CSceneRenderer::RenderSubmissions(this=0x0000000108167e30, deviceCommandContext=0x0000000111ba2b80, waterScissor=0x00007ffeefbfb530) at SceneRenderer.cpp:763:33 [opt]
frame #9: 0x00000001003aefb0 pyrogenesis`CSceneRenderer::RenderScene(this=0x0000000108167e30, deviceCommandContext=0x0000000111ba2b80, scene=0x0000000106283400) at SceneRenderer.cpp:1163:2 [opt]
frame #10: 0x0000000100405f06 pyrogenesis`ActorViewer::Render(this=0x000000010511c650) at ActorViewer.cpp:530:32 [opt]
frame #11: 0x000000010044cb22 pyrogenesis`AtlasViewActor::Render(this=0x0000000116380b80) at View.cpp:96:17 [opt]
frame #12: 0x000000010041dd27 pyrogenesis`AtlasMessage::fRenderLoop(msg=0x00007ffeefbfbb60) at GraphicsSetupHandlers.cpp:253:25 [opt]
frame #13: 0x0000000100444d48 pyrogenesis`MessagePasserImpl::Query(this=<unavailable>, msg=0x00007ffeefbfbb60, (null)=<unavailable>)()) at MessagePasserImpl.cpp:68:3 [opt]
frame #14: 0x000000010b0125f5 libAtlasUI.dylib`ScenarioEditor::OnTimer(wxTimerEvent&) [inlined] AtlasMessage::QueryMessage::Post(this=<unavailable>) at ScenarioEditor.cpp:1157:19 [opt]
frame #15: 0x000000010b0125df libAtlasUI.dylib`ScenarioEditor::OnTimer(this=0x0000000105826a00, evt=<unavailable>) at ScenarioEditor.cpp:696 [opt]
frame #16: 0x000000010b34498f libAtlasUI.dylib`wxEventHashTable::HandleEvent(wxEvent&, wxEvtHandler*) + 447
frame #17: 0x000000010b345f3a libAtlasUI.dylib`wxEvtHandler::ProcessEventLocally(wxEvent&) + 90
frame #18: 0x000000010b345dd0 libAtlasUI.dylib`wxEvtHandler::ProcessEvent(wxEvent&) + 96
frame #19: 0x000000010b3464ec libAtlasUI.dylib`wxEvtHandler::SafelyProcessEvent(wxEvent&) + 12
frame #20: 0x000000010b30062a libAtlasUI.dylib`wxTimerImpl::SendEvent() + 90
frame #21: 0x00007fff372c3db8 CoreFoundation`__CFRUNLOOP_IS_CALLING_OUT_TO_A_TIMER_CALLBACK_FUNCTION__ + 20
frame #22: 0x00007fff372c391e CoreFoundation`__CFRunLoopDoTimer + 872
frame #23: 0x00007fff372c3409 CoreFoundation`__CFRunLoopDoTimers + 322
frame #24: 0x00007fff372a806d CoreFoundation`__CFRunLoopRun + 1885
frame #25: 0x00007fff372a72b3 CoreFoundation`CFRunLoopRunSpecific + 466
frame #26: 0x00007fff35f14aad HIToolbox`RunCurrentEventLoopInMode + 292
frame #27: 0x00007fff35f147c5 HIToolbox`ReceiveNextEventCommon + 584
frame #28: 0x00007fff35f14569 HIToolbox`_BlockUntilNextEventMatchingListInModeWithFilter + 64
frame #29: 0x00007fff3455d659 AppKit`_DPSNextEvent + 883
frame #30: 0x00007fff3455bea0 AppKit`-[NSApplication(NSEvent) _nextEventMatchingEventMask:untilDate:inMode:dequeue:] + 1352
frame #31: 0x00007fff3454dbae AppKit`-[NSApplication run] + 658
frame #32: 0x000000010b14aa8a libAtlasUI.dylib`wxGUIEventLoop::OSXDoRun() + 186
frame #33: 0x000000010b32441d libAtlasUI.dylib`wxCFEventLoop::DoRun() + 29
frame #34: 0x000000010b29cffe libAtlasUI.dylib`wxEventLoopBase::Run() + 158
frame #35: 0x000000010b26f9b3 libAtlasUI.dylib`wxAppConsoleBase::MainLoop() + 99
frame #36: 0x000000010b10baaa libAtlasUI.dylib`wxApp::OnRun() + 26
frame #37: 0x000000010b01013e libAtlasUI.dylib`::Atlas_StartWindow(type=<unavailable>) at DLLInterface.cpp:154:12 [opt]
frame #38: 0x0000000100408b92 pyrogenesis`BeginAtlas(args=0x00007ffeefbff320, dll=0x0000000103bdd988) at GameLoop.cpp:136:2 [opt]
frame #39: 0x000000010020806d pyrogenesis`ATLAS_RunIfOnCmdLine(CmdLineArgs const&, bool) [inlined] ATLAS_Run(args=0x00007ffeefbff320, flags=1) at Atlas.cpp:54:7 [opt]
frame #40: 0x000000010020804e pyrogenesis`ATLAS_RunIfOnCmdLine(args=0x00007ffeefbff320, force=<unavailable>) at Atlas.cpp:77 [opt]
frame #41: 0x000000010000443e pyrogenesis`RunGameOrAtlas(argc=<unavailable>, argv=<unavailable>) at main.cpp:578:6 [opt]
frame #42: 0x00000001000035f6 pyrogenesis`main(argc=2, argv=0x00007ffeefbff668) at main.cpp:743:2 [opt]
frame #43: 0x00007fff703d9cc9 libdyld.dylib`start + 1
frame #44: 0x00007fff703d9cc9 libdyld.dylib`start + 1
bisectreproducibleThe bug is not reproducible with A25b [25860]. |
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| #1225 | fixed | Atlas editor resets player options when unable to load map | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
If a map cannot be loaded the map settings remain as chosen but the player options are unnecessarily reset. |
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| #1397 | wontfix | Atlas fails to load a map/rms/rmgenlib when %localappdata%\0ad\... is deleted after using it | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
This is just a minor bug but for me it would be very convenient if this could be fixed. To reproduce:
-> Atlas will fail and reset all player settings (wich currently doesn't work properly as well) IMO Atlas should in this case just reload the file from it's directory (or the public.zip) If a real custom content directory is added it's ofc not an issue any more but perhaps it would be an easy to fix thing and would not be bad to have. |
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| #538 | fixed | Atlas has wrong icon in Start menu | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
See |
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| #5021 | fixed | Atlas heightmap import should set the last heightmap vertex too | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
A map with N tiles contains (N+1)2 vertices, so when importing a heightmap image with N2 pixels to atlas, the last 1 vertex never gets it's heightvalue set. It should use the last pixel value again. |
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| #4675 | fixed | Atlas missing some scrollbars for 1024x768 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
As reported by bb, the Atlas editor has scrollbars in the Environment tab but the other tabs don't have scrollbars. Some of these elements are not visible with 1024x768, like the simulation play/reset buttons. |
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| #273 | fixed | Atlas not working under Vista or Windows 7 beta. (tested both) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
-It only show a blue screen where the map is supposed to be. |
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| #6643 | fixed | Atlas previews are broken | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
The code incorrectly assumes that the pngs are always present when they are not. Initial report here: https://wildfiregames.com/forum/topic/94443-0admapnewtest/?do=findComment&comment=522698 Mitigation there: https://wildfiregames.com/forum/topic/95696-alpha-26-atlas-terrain-texture-previews-fix/#comment-524159 Could have been revealed by r26142 |
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| #4640 | fixed | Atlas selection ring not updated when moving a building | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
I have an issue when moving buildings in Atlas on windows, When moving a brit house the circular selection ring doesn't move with the building. Same with a rectangular building. See screenshot attached. |
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| #2707 | fixed | Atlas unable to load maps | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Related to recent exact stack rooting changes. Access violation while reading 0x00000008 location, at ScriptInterface.cpp, line 848. (in ScriptInterface::GetContext() ) This happens whenever I try to load a map in Atlas, with r15609. |
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| #1013 | fixed | Atlas will not run | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
When the user tries to go into the atlas editor, it crashes. As a result of one or more of the changes made, it seems that the editor is unable to locate some of the files needed for it to run. |
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| #196 | duplicate | Atlas: Problem when removing/deleting units | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
how to duplicate: load cinematic feb 2007 map delete all red troops in middle of stream and a few rocks as well (rocks are optional, happens with or without them deleted) start simulation. in debug mode, nothing happens for ~5sec, then it starts arrows/spears from the invisible removed guys fly the blue guys are apparently engaging some of these invisible removed guys after 1..2min, some of the red ones reappear (first one, then clumps of 2..3 at a time several seconds apart) exit without resetting sim state => crash in objecthandlers:722 problem is ~cDeleteObject()'s delete m_UnitInLimbo: the CUnit has apparently already been freed and its fields are mostly 0xCDCDCDCD. DeleteObject::Redo says:
And does: unit->GetEntity()->entf_set(ENTF_DESTROYED); I note that CEntity::Kill is doing a lot more work, especially
Could this be the problem, that it's not doing that? |
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| #1351 | fixed | Attack Value Bug | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
This bug surfaced on 4/21/2012. The game is now taking the Attack/Hack value and applying it to Attack/Pierce and Attack/Crush, even if those units aren't supposed to have Pierce and Crush values (they are '0'in the unit's template). e.g. A hero that's only supposed to have 30 Hack attack, now has 30 Hack, 30 Pierce, and 30 Crush. |
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| #2148 | invalid | Attack Walls isn't possible | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
There are no units who can attack walls. That makes it impossible to win. |
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| #1067 | fixed | Attack bonuses | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Certain units are stronger against others and weaker against others. Change Attack.js to support this functinoality. |
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| #5104 | needsinfo | Attack bug | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
The problem here is that there's no way of attacking different factions by oneself by pointing with the attack command (Ctrl + Right click on the enemy unit). When this is done, units keep static, and die because of enemy attack. This happens with ships and regular infantry (played as Athens). But when I got attacked twice, first time I managed to defend myself by creating units that killed the enemy by themselves, but for the second time the units kept static. Please fix this because makes the game unplayable. Thanks |
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| #4642 | worksforme | Attack bug - Catapult packing and unpacking repeatedly while having negative heightbonus | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
In this (almost a22) r19780 replay, Grugnas (WizardOfOos) had catapults packing and unpacking repeatedly starting minute 20 before firing the first shot (they might have been moved manually to abort the loop). The catapults focused a military colony from the get go. They had negative range bonus, maybe that is causative. |
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| #5544 | fixed | Attack move broken, observed at [22571] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Units other than siege are not attacking when ordered to by Ctrl + RClick. Somehow they only capture |
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| #5925 | fixed | Attack notification sound is broken | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
When I get a attack notification, there is no sound notification anymore. |
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| #3257 | fixed | Attack notifications for capturing | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Since the introduction of capturing (#996) we do not get attack notifications for buildings that are being captured. (Because they aren't taking damage and
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| #1502 | invalid | Attack sounds | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
>>Putting an attack sound in the xml of a siege weapon won't have an effect. The sound won't be played. Changed from defect (since there is none) to enhancement (I don't think task fits here). Correction of myself: Apparently, this had nothing to do with siege weapons themselves. It has to do with siege weapons being the only units that dont have an attack animation (yet), but the attack animation is responsible for playing the sound. If there is no attack animation, no attack sound will be heard. Just updating this so I don't look like a total idiot. Sorry. |
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| #6461 | fixed | Attack walk with formations is broken. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
When tasking a formation to attack-move its members will receive multiple orders to attack. Up to when the formation controller reaches its position. For e.g. pikeman, this means they will never really attack their target. A solution could be to stop the formation controller when it has found a target. Steps to reproduce:
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| #3492 | fixed | Attacking instead of Capturing when women + men are selected | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
As reported by elexis : If you have men + females selected and hover the mouse over a mirage of an enemy building, then it will have the attack cursor instead of the capturing one (and will also make them attack instead of capture) This should be set to whatever the default action is. As of now r17108 it's capturing. |
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| #77 | wontfix | Attrition Damage (territories) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
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| #49 | duplicate | Audio | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
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| #138 | duplicate | Audio Task List | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
New:
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| #486 | fixed | Audio integration | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Need to work out how to integrate audio with the new simulation code. |
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| #5265 | fixed | Audio issues on Mac OS | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Many game sounds are missing, and I get notifications in the top-left corner of the screen telling me that sound effects failed to load. Could not initialize ogg data at audio/interface/ui/ui_button_click.ogg Failed to create initial buffer. OpenAL error: Invalid Value This seems to randomly affect specific sounds, and increases as the game continues |
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| #2945 | fixed | Aura doesn't work when there is a '.' in the xml scheme | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
This is for example the case with 'food.grain': <Auras>
<AuraFood>
<Type>range</Type>
<Radius>50</Radius>
<Affects>Gatherer</Affects>
<Modifications>
<ResourceGatherer.Rates.food.grain>
<Multiply>1.20</Multiply>
</ResourceGatherer.Rates.food.grain>
</Modifications>
<AuraName>"Rotary Mill" Aura</AuraName>
<AuraDescription>Gatherers +20% Food Gather Rate within 50 meters.</AuraDescription>
</AuraFood>
</Auras>
The problem lies with Line 81 in Auras.js with the '.' from the Aura scheme gets replaced with a '/'. This means that while it should get ResourceGatherer/Rates/food.grain it gets ResourceGatherer/Rates/food/grain. |
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| #4926 | worksforme | AuraManager should distinguish Auras by Aura name, not by Aura effects | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Reproduce:
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| #231 | invalid | Auras suffer from z-fighting | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
See attached screenshot. The auras ought to be nice clean circles, but they're all yucky and they flash whenever the camera moves, presumably because of z-fighting. |
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| #6082 | needsinfo | Authentication Failed: Password too long/complex? | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
I was able to register my account and log in once. I closed the game and restarted it later. When trying to log in to "Game Lobby" the second time, I keep getting this "authentication failed" error. My password is 16 characters long and contains a "^" and a "$". Could these characters be causing the problem? I cannot seem to find information on how to change/reset my password either. I have tried registering my username again, in case there was some issue and it didn't actually get created properly the first time, but that doesn't seem to work either. |
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| #145 | fixed | Auto detect gfx card "speed" | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Could also use this to autodetect graphics settings based on what the user's system is capable of. |
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| #2342 | fixed | Auto garrison units produced during an Alert | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
During an Alert, newly trained units should be put under alert if the level of alert is high enough. There is also a bunch of bugs to correct with the feature. |
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| #3091 | duplicate | Auto-discover function for units | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
It'd be great to have a function where unit run in circles either
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| #6592 | wontfix | Auto-research/ hide techs under specific conditions | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
issues1st part - Auto-research Cartography on fully revealed maps
2nd part - Hide unproductive techs
related
notes
The first part of the issue could be voided because with A26 we get a new option
The second part falls under
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| #5009 | fixed | Autobuild the longstring locale | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
To make it easier checking that the gui fits for all translations, the longstring locale should be created by autobuild every time it updates the other translations. For releases the locale could be omitted. |
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| #3419 | wontfix | Autohost | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
scythewirler has worked on a hosting-bot: http://wildfiregames.com/forum/index.php?showtopic=20019 The server is started autonomously. Players can setup the game by sending commands. It seems to work so far as players use it in the a18 lobby.
The code has not been published yet. We should clean it and include it in |
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| #186 | fixed | Automatic archiving is annoying | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
The automatic archiver runs pretty much every time I start the game (probably because I don't start the game very often and so several data files change in the meantime). It takes ages, and tends to leave multiple giant zip files hanging around, and wastes much more time than simply loading slower unarchived files, and it leaves the game window (and sometimes the whole computer) unresponsive while it's working. I'd be much happier if it was manually activated instead - people could run it once if they care about the loading speed, and the time lost to loading loose files after the archive becomes out of date would be more than made up for by the time gained by never automatically rebuilding the archive. We can run the archiver once manually when distributing the game, and no normal user (including modders) will change enough files for it to ever be worth automatically rebuilding the archive, particularly since it happens precisely when they're trying to play the game and it stops them from doing so. (It wouldn't be so bad if it happened at installation-time for large patches.) (Or maybe I'm misinterpreting the problem and it's just not using the mini archives like it should do (since they never look mini - they're always about 60MB), or something.) ... Oh, it's finished rebuilding now, I'll get back to work ;-) |
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| #2992 | wontfix | Automatic fallback based on selectable health limit | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
I'd be nice to set up an automatic fallback to a selectable point or the closest of multiple if none is set explicitly where units go when they have undercut a certain percentage of their livepoints. |
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| #4067 | fixed | Automatic kicking of spectators when they slow down the game | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Sometimes Spectators slow down the game. It would be good to kick a spectator automatically if he/she causes more lag then some player |
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| #555 | fixed | Automatic texture compression | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
See discussion.
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| #413 | fixed | Automatic validation of entity templates | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Entity templates are a kind of tree structure, defined by a series of XML files (each inheriting from a parent file and overriding some parts). To save component code from having to worry about detecting and reporting invalid input (missing fields, incorrect data types, etc) there should be a centralised validation system. Each component reports its requirements, and the validator checks each template against them. It would probably be sensible to use libxml2's RelaxNG support for this, since it provides a reasonable schema language for checking the structure and data types. The entity template can be serialised into XML (after applying all the inheritance rules etc) and then validated. If validation fails then the entity won't be loaded. It'd be particularly nice to use the RelaxNG Compact syntax, but libxml2 doesn't support that (it just has a half-finished RNC->RNG converter in its source control repository that is of unknown quality), so I don't know how feasible that is. For efficiency (if it turns out that it matters), the validation status of entity templates could perhaps be cached at the same time as they're converted to XMB. |
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| #575 | fixed | Automatically add force_s3tc_enable to ~/.driconf | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
On many Linux systems, we need the user to force the enabling of S3TC in their drivers. (We no longer require the drivers to do compression, so we don't need libtxc_dxtn). Currently we tell them to run
Perhaps the game could automatically edit the |
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| #4312 | fixed | Automatically check for missing references when changing art files | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
We can track in that ticket missing art files. There is also a ticket about unused art files but I don't want to create confusion between the two tasks. I would recommend to lauch perl -I source/tools/entity checkrefs.pl each time someone changes art stuff. |
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| #499 | fixed | Automatically move units away from construction sites | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Currently you can't place a new building if there's any unit in the way, and it immediately blocks all movement through its area. From here:
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| #6492 | fixed | Autoqueue corral issue | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
to reproduce
reproducible
A25b [25860]: Issue is reproducible The ticket can be closed if it is not a problem. I just expected these two icons not to be displayed, that's all. |
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| #6213 | fixed | Autoqueue issues | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Depending on difficulty, a way out is deactivating the feature for now. |
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| #3878 | fixed | Autostart without humans should start in Observer mode | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
When there is no human player set in an autostarted game, the game will still assign the user to Player 1, while it should be set to Observer. |
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| #1219 | wontfix | Avoid deleting custom content when updating/uninstalling | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
When the game is re-installed (for example updated to a new version) the custom made scenarios/random map scripts/AI scripts should stay in place. If this place changes between versions the installation process should check for content in old paths and move the content where it is loaded in the new version. Currently custom files are deleted during update (I guess uninstalling) process. I added it as a release blocker because it effects non-svn-users mainly. I don't know to witch component it belongs. |
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| #6561 | duplicate | Avoid unnecessary decimal points for resource statistics in the Summary | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
possible solution
Some values e.g.
Adding
related ticketSimilar problem, but no mention of the decimal problem related patchA similar problem was recently fixed for tooltips
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| #5434 | needsinfo | Ayuda tengo un problema | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
tengo un problema al iniciar el juego y ya avía visto el problema en otros hilos pero no se como solucionarlo. esto es lo que me aparece. Details: unhandled exception (Access violation writing 0x00000000) Location: unknown:0 (?) Call stack: (error while dumping stack: No stack frames found) errno = 0 (No error reported here) OS error = 0 (no error code was set) |
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| #1181 | fixed | BOM in intro.txt | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Fixed the BOM that appears in the very beginning of the intro.txt file. In-game, it got rendered as a '?' Patch attached. |
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| #5221 | needsinfo | BUG | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
windows7 64bits Much to our regret we must report the program has encountered an error. Please let us know at http://trac.wildfiregames.com/ and attach the crashlog.txt and crashlog.dmp files. Details: unhandled exception (Access violation reading 0x8C00FFC1) Location: unknown:0 (?) Call stack: (error while dumping stack: No stack frames found) errno = 0 (No error reported here) OS error = 0 (no error code was set) |
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| #3463 | needsinfo | BUG - Tower Repairing | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Repairing Tower is damaging it. |
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| #4921 | duplicate | Back-in-time slider during replays | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
It'd be nice to have a back-in-time slider during replays, to be able to directly jump to any part of the replay. |
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| #5272 | fixed | Backslash isn't visible within In-game manual | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
When viewing the in-game manual, the backslash isn't visible. The text appears like this: (BackSlash): Select idle unit. Shift + : Add idle unit to selection. |
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| #751 | wontfix | Bad login link on 0AD page | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
The login link on the 0AD page tries to log the user into the "old" (sitemanagementforum) forum, leading to confusion for those who are new and only have accounts on the new forum. These login links need to be updated. |
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| #2261 | invalid | BadWindow error on startup | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
I've done an svn update, updated workspaces, and built the code without error on my Debian system. On startup I get the following: $ binaries/system/pyrogenesis Cache: 500 (total: 2012) MiB TIMER| InitVfs: 465.525 ms Sound: AlcInit success, using OpenAL Soft TIMER| CONFIG_Init: 408.641 ms TIMER| InitScripting: 175.653 ms X Error of failed request: BadWindow (invalid Window parameter) Major opcode of failed request: 137 (NV-GLX) Minor opcode of failed request: 4 () Resource id in failed request: 0x2e0000f Serial number of failed request: 36 Current serial number in output stream: 36 UserReport.cpp(515): Assertion failed: "!m_Worker" Segmentation fault |
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| #2046 | fixed | Badly looking speed selection window | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
The window to select the game speed looks really bad (at least on my 1900*1200 screen). I've attached a screenshot of its appearance : increasing a bit the window width so that each speed fits in one line would improve it a lot. |
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| #332 | invalid | Balista - Moving | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Balista - Moving SDD #284 Specifications Mono 2 Seconds Non-Looping 5 Sounds req'd |
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| #334 | invalid | Balista - Reloading | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Balista - Reloading SDD #286 Specifications Mono 2 Seconds Non-Looping 5 Sounds req'd |
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| #333 | invalid | Balista - Shooting | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Balista - Shooting SDD #285 Specifications Mono 2 Seconds Non-Looping 5 Sounds req'd |
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| #4241 | fixed | Ballistics / projectiles cause damage even if they miss | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Sometimes the displayed trajectory differs vastly from the position of the unit. The arrow is far away from the target. Still the target is taking damage.
This is most noticeable with catapults when attacking a moving target. The parabola will be very wide and the cavalry can be more than 100m away from the target when it "collides":
This issue was noticed by defenderbenny. He also noted that in age of empires 2 there is a ballistics technology which if researched, allows this kind of behavior. |
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| #4499 | needsinfo | Banned users don't see the banned message when attempting to login | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
If a lobby moderator bans a user, he sees the notification when becoming banned (as of https://code.wildfiregames.com/D116). But if he attempts to login again, the connection to the server succeeds (as the ban only relates to the channel) and then sees the "Forbidden" string defined in The Xmpp server actually sends a TEXT property along with the error code, but gloox doesn't transport this. So it has to be fixed upstream at https://camaya.net/gloox/ in order for us to display it correctly. |
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| #3765 | wontfix | Banning doesn't work with weird nicknames | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Users can mess with their nickname to prevent the host from kicking/banning them. The first letter of the nickname must be a character that the host can't type (hence autocomplete won't work). The lobby already has some rules in place, testing for allowed characters. But when joining via IP, the nicknames can have leading whitespace and completely arbitrary characters (including combining operators which only modify the following character, messing up even the strings that show the names). Thanks Hannibal Barca for investigating. While the username could be sanitized when joining the match, it would prevent for example chinese users to play with chinese names. Better solve this issue by allowing to ban users by clicking on them in a new window. Internally, the GUID should be passed to the engine. |
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| #4650 | invalid | Banning one player marks every IP as banned | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
The players Franksy and reek both use Windows 10 and experience a bug when hosting a game. When they ban one player, every client that attempts to join the game will see the message that he was banned. This must mean that for the affected hosts, every IP address looks the same. |
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| #6423 | fixed | Baobab trees rocking in the wind | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
When playing an African style map, I noticed that the Baobab trees rock in the wind. This is unrealistic since they are pretty unflexible with their giant trunks. It would be great to turn off the animation for Baobab trees, or, as a more general solution, to be able to turn off animations for certain tree types (don't know if that's possible as of now). |
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| #6940 | duplicate | Barter and Trade Menu not working on latest Windows build | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Hello! |
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| #2530 | fixed | Barter tooltip not translated | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
The barter tooltip http://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/gui/session/unit_commands.js#L1009 is not translated |
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| #1199 | fixed | Barter.js error when exchanging resources | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
This is the error message: ERROR: Failed to call ProcessCommand() global script function ERROR: JavaScript error: simulation/components/Barter.js line 60
ERROR: Failed to call ProcessCommand() global script function To replicate - on the new Istmus map, as player 1 hele, build a market and try to exchange resources |
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| #4113 | fixed | Basic_trans_spec should not require parallax | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
If you use the material basic_trans_spec, it will require you to add a normTex, which the name does not imply. Solution : Do not load the norm tex. |
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| #298 | fixed | Batch Training (Training queue) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
The concept of "Batch" training: Essentially training many units (of a same entity type) at once. This would be in multiples of 5. So basically a player can train anywhere from 5-30 units at once and once the batch is done training, ideally when the formations have been implemented, all the units in that batch (say: 20 hoplites) should march to the rally point as a pre-grouped battalion in formation. We were thinking there could be an economy of scale applied as well, akin to gaining a discount in either unit training cost or training time (or both) the more that you queue into one batch. So, the task can be broken down into multiple components: A.) Implementing the batching itself. The player procedure to queue a batch should be the shift-click the unit icon, each shift-click adding 5 units to the batch up to 30 units. If the shift key is let go at any time that batch is done queuing. Any further shift-clicking would create a new batch. B.) The economy of scale discount. The formula for the discount could follow a simple bell curve, so that 15-unit batches would be ideal, but the player can continue to queue more units into the batch, up to 30, and still get a discount, but not as lucrative. Whether the discount is in train time or cost (or both) should be made available to do based upon testing. C.) Grouped into a Formation. This is contingent upon formations being implemented first. The newly created batch, once it is done training, should proceed to the rally point as a grouped formation of units. |
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| #570 | fixed | Batch conversion of textures for release packages | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Need to convert and cache and archive them all. Only exceptions are fonts and cursors (and blends?) since those don't use the new system. |
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| #6540 | duplicate | Batch training resize triggers camera rotation on mac | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Steps to reproduce
This works correctly on Linux and Windows |
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| #6541 | invalid | Batch training shows incorrect value | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Steps to reproduce
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| #1413 | invalid | Battle animation | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
add animation to fishermen during to battle |
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| #5827 | duplicate | Battle of termopylae map | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Hi I have created the map of termopylae. Can you create the map of termopylae in game it looks so cool ;) Now I send you my map creation ;) |
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| #5826 | invalid | Battle of termopylae map c | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Hi I have created the map of termopylae but I dont know how send you this map/link Can you create the map of termopylae in game it looks so cool ;) |
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| #4051 | needsinfo | Battle sound extremely quiet | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Hi there, After upgrading from the previous version of 0 AD, combat is now virtually silent regardless of how I adjust the "gain" levels in the options. I can sometimes just about hear it if I move the camera around, but it's not working the way it should. Otherwise, great game, thanks for making it free :) Sean |
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| #1295 | duplicate | Battling sounds are heard over all map. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
You can hear sounds of unit's battle all over the map. There is no fading of sound with distance increase. |
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| #5064 | duplicate | Bear is missing animations | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Bear has no kind of animation. No walking, no attacking, no idle animation. |
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| #5690 | needsinfo | Belgian bog port | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Hi, whenever I play as Carthagenians in Belgian Bog, the ships won't release from the cue. A ship's production countdown will reach 1 second and then freeze. |
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| #6425 | fixed | Belgian bog tree stump problem | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
The map to reproduce
~/0ad/binaries/system/pyrogenesis -conf=mod.enabledmods:"mod public" -quickstart -autostart="skirmishes/belgian_bog_2p"
file
The actor is called possible solution[15:35:24] elexis for the baumstumpf case one either has to live with the graphic bug, or remove the actors, or replace the actors with smaller ones, or introduce a template with the same actor that has wood and can be gathered from and obstructs placement |
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| #4600 | fixed | Berries inside mines | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
A classic bug of 0AD. The initial resources are just placed randomly at a fixed distance to the CC, thus initial resources can collide. The correct way to fix this would be to add a retry loop and unify the berry placement in all maps. |
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| #4141 | fixed | Better gamesetup descriptions | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Find myself having to explain the gamesettings again and again. A proper description should just be displayed in that textfield that currently shows the mostly unneeded map description. The attached patch adds a number of strings depending on the chosen settings and hides some of them for 1v1s (as for example locked teams or last man standing is irrelevant in that case).
The strings explain the victory condition, rated game setting, locked teams / diplomacy setting and last man standing / allied victory setting.
The number of players text is removed as it is redundant.
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| #222 | wontfix | Better reference-counting of entities | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
We currently have a fairly complicated and unsafe means of managing entities. CHandle is basically a reference-counted pointer. HEntity is an index into a table of CHandle; the class simulates smart pointer semantics by accessing this table. A fixed table of CHandle is both inefficient (what if we really only need 10% of the limit at a time?) and unsafe (we can't validate HEntity indices sent via network, and risk dangling entity pointers). To delete entities, they must be inserted into a reaper queue, the contents of which are deleted at the beginning of each update. However, the entities are still accessible and can be referenced. Finally, there are a bunch of complicated and seemingly redundant flags/access mechanisms for entity aliveness - the refd bitset, its reference count (trumped however by the reaper queue), a destroyed flag and the destroy notifier flag. This complexity is causing real problems - we've had several access violations at 0x400..0x460, which are most likely caused by NULL entity pointers. At the meeting yesterday, we discussed banning raw CEntity* pointers and replacing them all with smart pointers. Also, separating network ID from entity storage seems prudent (allows stringent error checks and removes an artificial limit on the number of handles). The proposed solution we arrived at is based on weak pointers - this allows code (e.g. AI) to hold on to entity references and be able to determine in a controlled way whether the entity is dead. The implementation is such that every entity holds a reference-counted pointer to itself and hands it out in form of a smart pointer class. When the entity is `killed', it marks the shared pointer value as invalid and frees itself immediately. Only when the last weak reference is freed would the reference-counted-pointer class instance that they use be released. The requirement for the reaper is based on the assumption that entities are killed fairly high on the call stack, and the calling functions may still be wanting to do something with the entity. To detect when an entity is dead, we are already using an isDead flag. I figure this could be replaced with the standard weak_ptr isValid mechanism. Finally, the network ID. For practically limitless numbers of entities, we need a 32-bit counter that resets to zero each game. Entities store their number (which is what is serialized), and EntityManager needs a sparse mapping of ID -> HEntity (the new/old entity reference system). This sounds like it would simplify things; a partial implementation is underway, but a few design questions remain to be hashed out (Philip and I will be discussing this shortly; any other input is welcome). TODO:
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| #1683 | duplicate | Better save/load game GUI | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
It would be nice to improve save and load game GUI in 0 A.D.. Informations that the user could add:
Information added by 0 A.D.:
See this example of ScummVM load GUI: |
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| #6217 | fixed | Big Screenshot crashes | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
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| #6663 | fixed | Big Screenshot is broken in Atlas | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
It seems it was introduced by Phab:rP27256 Wxwidgets doesn't seem to like invalidating buffers. |
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| #6533 | fixed | Big jump in msec/frame | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
to reproduce
bisectEDIT (1)
Pay attention to related
18:06 < Langbart> Vladislav r26406 caused a big discrepancy for the msec/frame. [...] 18:06 < Langbart> shall i make a ticket ? 18:09 < Vladislav> Langbart: yep. |
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| #6371 | invalid | Big screenshot | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
A
The issue is reproducible for A25, A24 but it does work on A23b [21945].
The problem was reported by |
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| #2532 | duplicate | Big screenshot needs too much continious space | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
As found by Philip (see the irc logs http://irclogs.wildfiregames.com/2014-05-05-QuakeNet-%230ad-dev.log 18:27 onwards, with a solution around 19:38), the big screenshot needs way too much continious space (around 350MB). |
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| #4962 | fixed | Biome specific map previews | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
In alpha 23 we can select the biome of a random map script, if the map supports it. We could take one thumbnail per map depending on the biome. To reduce the amount of work to do that, we could write a tool that locates the camera at a position optimized to catch the given map at the given mapsize with a keystroke.
If the selected map didn't specify a png filename, the gamesetup could display |
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| #6219 | fixed | Black market tiles visible for observers | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
If you play the latest SVN version [25779] on the skirmish map |
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| #6426 | fixed | Black minimap | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
The minimap shows only the red polygon and blackness. to reproduce
bisectIssue starts with changeset [26286]. |
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| #6427 | fixed | Black patterns | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Moving the camera large black patterns appear on the ground. to reproduce
bisectIssue starts with changeset [26290] |
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| #5429 | invalid | Black screen on startup | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
On startup, I get a black screen with constant scrolling error reports in the upper left. Pressing Escape makes new yellow error reports. |
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| #5341 | fixed | Black screen on startup on macOS 10.14 Mojave | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
We are experiencing an SDL bug on recent versions of macOS. This can be fixed by upgrading SDL as well as using Metal as a graphics backend. This would push us into dropping versions of macOS/OSX earlier than 10.11 (El Capitan). A workaround would be starting by default in windowed mode, which redraws the window and fixes the issue. |
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| #5952 | fixed | Black water after r24732. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
With lowest settings, as shown on Phab:rP24732. |
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| #6556 | fixed | Blemmye Desert Raider has a very bright rein when zoomed out | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
to reproduce
reproducibleIt looks less bright in A23, but starting with A24 it is bright. noteTicket can be closed if this is intended to look like that. |
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| #802 | fixed | Blender animations messed up in-game | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
When an animation is exported from Blender into the game, sometimes the bones, when they're supposed to rotate just a small distance, rotate around 360 degrees to get to their intended orientation. This could be some sort of problem with the Blender exporter, but I tried importing the animations back into Blender, and they played correctly, so it seems more likely that it's a problem in the engine. A set of animations for the lion, containing a couple broken ones: http://www.mediafire.com/?udi4a302f3g2j0y |
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| #6000 | fixed | Blurred tech tree icons | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
The tech tree icons appear blurred in the bundle compared to the SVN version. The issues was first reported via IRC by Feldfeld. http://irclogs.wildfiregames.com/%230ad-dev/2021-02-06-QuakeNet-%230ad-dev.log (I have just created a ticket so that the bug will not be forgotten.) |
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| #5778 | needsinfo | Boar runs too fast | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Sometimes in the game, a boar will randomly run about as fast as a cavalry unit. It is bizarre, and looks almost as if the boar is levitating. I don't know what exactly could be the matter |
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| #2110 | fixed | Bolt shooter of the Athenians shoot to wrong direction | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
The bolt shooter of the Athenians shoots to wrong direction Version and OS: 0ad A14 @ OS X 10.8.4 |
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| #1076 | fixed | Boost spews excessive warnings | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
It can be frustrating to find actual errors among all of the boost output. I don't know if this is just an OSX 10.6.8, gcc 4.2.1 thing (since I see mentions of CLANG in the warnings), but it would be nice to get this cleaned up. |
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| #1475 | duplicate | Bot attack building | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
In the attack bot on any building can be one unit to kill all enemy units. The bot does not attack him. |
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| #2644 | duplicate | Bots need to auto resign when they have no hope of returning | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Both Petra and Aegis tend to have an escapee woman or trader who wanders off into the unknown. This means for me to win I have to mark the whole map with outposts and search it to find that one women. This becomes particularly tedious when you are fighting 3 bots. I suggest after 10 minutes with less than 5 population a bot automatically resigns. |
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| #4490 | fixed | Boudica shows up as idle worker and breaks the petra bot | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
If you press the idle worker hotkey, the briton heroine Boudica will show up as an idle worker, due to
We likely shouldn't make that |
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| #1030 | fixed | Bounding box changes broke farm selection | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
After the awesome changes to the bounding box selection, it seems farms are no longer selectable via single click. You need to drag select them. Bug in the code or just missing an XML on the entity? |
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| #3118 | fixed | Brackets in servername cause errors in multiplayer lobby | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Today and yesterday everybody that joined the a18 lobby had errors appearing: ERROR: Invalid tag 'Fe(CN)6' at 27 in '[color="255 0 0"]K4[Fe(CN)6][/color]' ERROR: Invalid tag 'Fe(CN)6' at 10 in 'K4[Fe(CN)6]' A quick search in wireshark for 'K4[Fe(CN)6]' reveals that someone used this string (the chemical formula for Potassium ferrocyanide) in his servername. Reproduce: If one hosts a lobby game with brackets in the servername and joins the lobby with another account, the errors appear for that servername too. The error is printed in gui/GUItext.cpp. Solution: sanitize server names. |
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| #5997 | fixed | Break dance! Waltzing. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
The committed patch Phab:D3518 with changeset [24831] has made the 'waltzing' less frequent, but it is still noticeable. The issues was first reported in the forum by wowgetoffyourcellphone. https://wildfiregames.com/forum/topic/35927-break-dance (I have just created a ticket so that the bug will not be forgotten.) |
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| #5951 | fixed | Bring back some camels around lake tutorial. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Tutorial mentions camels, but those were removed in r24432. |
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| #5622 | fixed | Britons wonder Uffington White Horse not possible to get expansion bonus | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Playing as the Britons after creating their wonder the building renders as some sort of cat flat on the ground, you can even walk through it. Also it's not possible to reach the population expansion bonus, since the option is not available. Changeset 23074 |
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| #5013 | duplicate | Broken "ocean" water for some windangles with HQ Water effects | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
While messing with the wind angle on scythian rivulet (Phab:D1233), I noticed that only if
the water has many black pixels on it. This is either a bug with the ocean graphics set or the water shader. |
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| #4541 | duplicate | Broken cache, Texture codec for header is not found | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Repeatedly, matches in 0AD are interrupted with the following message:
The bug can be reproduced by loading the savegame attached. |
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| #4388 | fixed | Broken string in the User Report | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
When you go to enable feedback i get a status error $status. can this be fixed as i would really like to help |
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| #5307 | fixed | Broken textures. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
A rare bug observed two times. The bug is persistent for the session and can be reproduced at specific camera zoom levels. Rotation does not seem to affect it. Also worth noting that it cannot be reproduced in another session even with a replay. The two times it did happened, it was the same model (metalmine_mediterranean_slabs.xml). But that might very well have been a coincidence. The first time was before A23 was released in an A23 testgame. The second time was recently. Ref #3835 RenderDoc capture https://www.mediafire.com/file/t7o5hkrf9qrualu/bad+leak.zip/file ApiTrace capture https://www.mediafire.com/file/5bjk01vi2wg5n7g/pyrogenesis.7z/file |
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| #1927 | fixed | Broken: Hero limits. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Hero limits are now not working. Maybe because of this commit: r13378 ? |
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| #5038 | fixed | Brush-up of the precompiled headers | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
One should take a look at our different precompiled headers and at frequently requested include directives, and try to brush everything up. We might be able to improve the build times, which would be a plus for automated testing. |
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| #896 | duplicate | Brush/plane slice operation causes rare assertion failure | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
I'm not 100% sure how I got the following error, just using the flatten tool a lot. I'll see if I get it again, but I'll post the error message: Assertion failed: "idx < si.newv.size()"
Location: Brush.cpp:246 (CBrush::Slice)
Call stack:
CBrush::Slice (brush.cpp:246)
this = (unavailable)
plane = 0xFFFFFFFF ->
m_Norm =
X = (unavailable - internal error)
Y = (unavailable - internal error)
Z = (unavailable - internal error)
m_Dist = (unavailable - internal error)
result = 0x00000005
firstInFace = 5 (0x00000005)
si =
v = (error -100500 while analyzing vector<SliceVertexInfo >)
newv = (error -100500 while analyzing vector<NewVertexInfo >)
thisFaceNewVertex = 3732780 (0x0038F52C)
original = 0x0038F4E8 ->
m_Vertices = (error -100500 while analyzing vector<CVector3D >)
m_Faces = (error -100500 while analyzing vector<size_t >)
result = 0x0038F508 ->
m_Vertices = (error -100500 while analyzing vector<CVector3D >)
m_Faces = (error -100500 while analyzing vector<size_t >)
startInResultFaceArray = 6 (0x00000006)
i = 3732828 (0x0038F55C)
cur = 14 (0x0000000E)
CBrush::Intersect (brush.cpp:297)
this = (unavailable)
frustum = 0x03CFDDA0 ->
m_aPlanes = [10]
m_Norm =
X = 1.696903 (0x3FD9341C)
Y = -1.762556 (0xBFE19B6D)
Z = 0.104325 (0x3DD5A878)
m_Dist = -0.000019 (0xB79F08D9)
m_Norm =
X = -0.622785 (0xBF1F6ED4)
Y = 1.763787 (0x3FE1C3C7)
Z = 1.582765 (0x3FCA9808)
m_Dist = 0.000016 (0x378949FF)
m_Norm =
X = -2.342355 (0xC015E926)
Y = -2.664490 (0xC02A8701)
Z = 2.678723 (0x402B7031)
m_Dist = 0.000019 (0x37A097C0)
m_Norm =
X = 3.416473 (0x405AA77E)
Y = 2.665722 (0x402A9B2F)
Z = -0.991633 (0xBF7DDBA4)
m_Dist = -0.000022 (0xB7B6569A)
m_Norm =
X = -0.004212 (0xBB8A0680)
Y = -0.000005 (0xB6A20A00)
Z = -0.006616 (0xBBD8CB80)
m_Dist = 32.125492 (0x42008081)
m_Norm =
X = 1.078330 (0x3F8A06B8)
Y = 0.001236 (0x3AA20A0B)
Z = 1.693706 (0x3FD8CB5C)
m_Dist = -32.125492 (0xC2008081)
m_Norm =
X = 0.000000 (0x00000000)
Y = 0.000000 (0x00000000)
Z = 0.000000 (0x00000000)
m_Dist = 0.000000 (0x00000000)
m_Norm =
X = 0.000000 (0x00000000)
Y = 0.000000 (0x00000000)
Z = 0.000000 (0x00000000)
m_Dist = 0.000000 (0x00000000)
...
m_NumPlanes = 6 (0x00000006)
result = 0x0038F52C ->
m_Vertices = (error -100500 while analyzing vector<CVector3D >)
m_Faces = (error -100500 while analyzing vector<size_t >)
buf =
m_Vertices = (error -100500 while analyzing vector<CVector3D >)
m_Faces = (error -100500 while analyzing vector<size_t >)
CBound::IntersectFrustumConservative (bound.cpp:174)
this = (unavailable)
frustum = 0x03CFDDA0 (see above)
brush =
m_Vertices = (error -100500 while analyzing vector<CVector3D >)
m_Faces = (error -100500 while analyzing vector<size_t >)
buf =
m_Vertices = (error -100500 while analyzing vector<CVector3D >)
m_Faces = (error -100500 while analyzing vector<size_t >)
ShadowMapInternals::CalcShadowMatrices (shadowmap.cpp:228)
this = (unavailable)
minZ = 0.343842 (0x3EB00C0F)
shift =
X = 0.277283 (0x3E8DF7FD)
Y = 439.700012 (0x43DBD99A)
Z = 0.000000 (0x00000000)
lightToTex =
_11 = 0.000000 (0x19F1647A)
_21 = 0.000000 (0x0038F600)
_31 = 0.000000 (0x0038F60C)
_41 = 0.000000 (0x00CE6C51)
_12 = 0.000000 (0x00DC9608)
_22 = 0.000000 (0x19F1647A)
_32 = 5.921517 (0x40BD7D12)
_42 = 0.000000 (0x19F1647A)
_13 = 5.921517 (0x40BD7D12)
_23 = 0.000000 (0x03CD1D30)
_33 = 0.000000 (0x0CA8D970)
_43 = 0.000000 (0x19F1647A)
_14 = 5.921517 (0x40BD7D12)
_24 = 0.000000 (0x0038F868)
_34 = 0.000000 (0x00CE6C86)
_44 = 5.921517 (0x40BD7D12)
_data = [16]
0.000000 (0x19F1647A)
0.000000 (0x0038F600)
0.000000 (0x0038F60C)
0.000000 (0x00CE6C51)
0.000000 (0x00DC9608)
0.000000 (0x19F1647A)
5.921517 (0x40BD7D12)
0.000000 (0x19F1647A)
5.921517 (0x40BD7D12)
0.000000 (0x03CD1D30)
0.000000 (0x0CA8D970)
0.000000 (0x19F1647A) ...
_data2d = [4]
[4] { 0.000000 (0x19F1647A), 0.000000 (0x0038F600), 0.000000 (0x0038F60C), 0.000000 (0x00CE6C51) }
[4] { 0.000000 (0x00DC9608), 0.000000 (0x19F1647A), 5.921517 (0x40BD7D12), 0.000000 (0x19F1647A) }
[4] { 5.921517 (0x40BD7D12), 0.000000 (0x03CD1D30), 0.000000 (0x0CA8D970), 0.000000 (0x19F1647A) }
[4] { 5.921517 (0x40BD7D12), 0.000000 (0x0038F868), 0.000000 (0x00CE6C86), 5.921517 (0x40BD7D12) }
offsetX = 0.343842 (0x3EB00C0F)
texscalex = 5.921517 (0x40BD7D12)
texscaley = 5497927542043857700000000000000000.000000 (0x778788CD)
offsetY = -0.553332 (0xBF0DA732)
texscalez = -0.939027 (0xBF706414)
scale =
X = -0.203328 (0xBE503543)
Y = 252.507553 (0x437C81EF)
Z = 340282346638528860000000000000000000000.000000 (0x7F7FFFFF)
ShadowMap::BeginRender (shadowmap.cpp:434)
this = (unavailable)
CRenderer::RenderShadowMap (renderer.cpp:931)
this = (unavailable)
transparentShadows =
px = 0x19F1647A -> (RenderModifier)
pn =
pi_ = 0x0038F78C ->
use_count_ = 13934493 (0x00D49F9D)
weak_count_ = 0 (0x00000000)
shadowTransp = 0.000000 (0x03C55438)
CRenderer::RenderSubmissions (renderer.cpp:1530)
this = (unavailable)
waterScissor =
m_Data = [2]
X = -1.#QNAN0 (0xFFFFFFFF)
Y = 0.000000 (0x0038F708)
Z = 0.000000 (0x03D24910)
X = 0.000000 (0x0A64AA30)
Y = 5.921517 (0x40BD7D12)
Z = 0.000000 (0x19A56E88)
reflectionScissor =
x1 = 253191815 (0x0F176687)
y1 = 1086160146 (0x40BD7D12)
x2 = 430272136 (0x19A56E88)
y2 = 1086160146 (0x40BD7D12)
refractionScissor =
x1 = 3733260 (0x0038F70C)
y1 = 3733272 (0x0038F718)
x2 = 13528145 (0x00CE6C51)
y2 = 14456328 (0x00DC9608)
dirty =
x1 = 64061216 (0x03D17F20)
y1 = 210461408 (0x0C8B62E0)
x2 = 253191815 (0x0F176687)
y2 = 2005371085 (0x778788CD)
CRenderer::RenderScene (renderer.cpp:1792)
this = (unavailable)
scene = 0x03CB9568 -> (Scene)
frustum =
m_aPlanes = [10]
m_Norm =
X = -1.040495 (0xBF852EEF)
Y = 1211.236450 (0x44976791)
Z = 1.603598 (0x3FCD42B1)
m_Dist = -0.940888 (0xBF70DE01)
m_Norm =
X = 1.595981 (0x3FCC491B)
Y = -859.250427 (0xC456D007)
Z = -2.600444 (0xC0266DAE)
m_Dist = 0.550317 (0x3F0CE18E)
m_Norm =
X = 3.563219 (0x40640BC8)
Y = -1054.831055 (0xC483DA98)
Z = 2.195049 (0x400C7BB0)
m_Dist = -2.428372 (0xC01B6A74)
m_Norm =
X = -3.007733 (0xC0407EB2)
Y = 1406.817139 (0x44AFDA26)
Z = 0.001590 (0x3AD06080)
m_Dist = 0.007365 (0x3BF15580)
m_Norm =
X = -0.002178 (0xBB0EC300)
Y = 30.745148 (0x41F5F610)
Z = -0.406985 (0xBED0604A)
m_Dist = -1.885421 (0xBFF15578)
m_Norm =
X = 0.557665 (0x3F0EC31A)
Y = 321.240845 (0x43A09ED4)
Z = 0.000000 (0x00000000)
m_Dist = 0.000000 (0x00000000)
m_Norm =
X = 0.000000 (0x00000000)
Y = 0.000000 (0x00000000)
Z = 0.000000 (0x00000000)
m_Dist = 0.000000 (0x00000000)
m_Norm =
X = 0.000000 (0x00000000)
Y = 0.000000 (0x00000000)
Z = 0.000000 (0x00000000)
m_Dist = 0.000000 (0x00000000)
...
m_NumPlanes = 63798520 (0x03CD7CF8)
CGameView::Render (gameview.cpp:470)
this = (unavailable)
Render (gamesetup.cpp:215)
skycol =
r = 1.000000 (0x3F800000)
g = -170141183460469230000000000000000000000.000000 (0xFF000000)
b = 0.000000 (0x00000000)
a = 0.000000 (0x00200000)
skystring = { (error -100500 while analyzing string >) }
cursorName = { (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >) }
ViewGame::Render (view.cpp:248)
this = (unavailable)
vp =
m_X = 0 (0x00000000)
m_Y = 1476 (0x000005C4)
m_Width = 762 (0x000002FA)
m_Height = 3212836864 (0xBF800000)
costClass = 0 (0x00)
goal =
type = POINT
x =
value = 0 (0x00000000)
z =
value = 0 (0x00000000)
u =
X =
value = 0 (0x00000000)
Y =
value = 0 (0x00000000)
v =
X =
value = 0 (0x00000000)
Y =
value = 0 (0x00000000)
hw =
value = 0 (0x00000000)
hh =
value = 63207156 (0x03C476F4)
BeginAtlas (gameloop.cpp:268)
args = 0x00000000
dll = 0x03C27528 ->
m_Name = 0x03C303D8 -> [8] { 64 ('@'), 142, 209, 12, 0, 0, 0, 0 }
m_Handle = 0x03C278F8
hooks =
override_gl_upload_caps = 0x03C27A70 ->
get_log_dir = 0x00000000
bundle_logs = 0x00000000
translate = 0x00C073F2 -> (CmdLineArgs::Has)
translate_free = 0x0D0E9378 ->
log = 0x00000051
display_error = 0x00000000
uiThread = 6 (0x00000006)
msgPasser =
(AtlasMessage::MessagePasser)
m_Mutex =
m_Mutex = 0x00000020
m_SemaphoreName = { (error -100500 while analyzing string >) }
m_Semaphore = 0x00000002
m_Queue = (error -100500 while analyzing queue<AtlasMessage::IMessage *,deque<AtlasMessage::IMessage * > >)
m_Trace = (bool)0x20
paths =
m_root =
path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >)
separator = 31320
m_rdata =
path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >)
separator = 428
m_data =
path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >)
separator = 360
m_config =
path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >)
separator = 55534
m_cache =
path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >)
separator = 10192
m_logs =
path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >)
separator = 47 ('/')
last_activity = 1.08646e-311 (0x0000020000000125)
recent_activity = false
time = 6.0267e+175 (0x646E756F72416574)
ev =
ev =
type = 26 (0x1A)
active = { type = 26 (0x1A), gain = 0 (0x00), state = 0 (0x00) }
key =
type = 26 (0x1A)
keysym = { sym = 31, unicode = 31360 (0x7A80) }
motion = { type = 26 (0x1A), x = 0 (0x0000), y = 31 (0x001F) }
button =
type = 26 (0x1A)
button = 0 (0x00)
state = 0 (0x00)
x = 31 (0x001F)
y = 0 (0x0000)
resize = { type = 26 (0x1A), w = 31 (0x0000001F), h = 63076992 (0x03C27A80) }
expose = { type = 26 (0x1A) }
quit = { type = 26 (0x1A) }
user = { type = 26 (0x1A), code = 31 (0x0000001F), data1 = 0x03C27A80 }
length = 0.000000 (0x03007400)
last_time = 7549.07 (0x40BD7D11EEF0839A)
name = (error -100500 while analyzing string >)
sleepUntil = 6.0267e+175 (0x646E756F72416574)
ATLAS_RunIfOnCmdLine (atlas.cpp:77)
args = 0x0038FC1C ->
m_Args = (error -100500 while analyzing vector<pair<CStr8,CStr8> >)
m_Arg0 =
path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >)
separator = [8] { 47 ('/'), 30598, 64980, 56 ('8'), 32 (' '), 0, 57382, 30598 }
force = false
RunGameOrAtlas (main.cpp:437)
argc = 2 (0x00000002)
argv = 0x03C27A50 -> 0x03C26CE0 -> "pyrogenesis.exe"
args =
m_Args = (error -100500 while analyzing vector<pair<CStr8,CStr8> >)
m_Arg0 =
path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >)
separator = 64980
paths =
m_root =
path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >)
separator = 7885
m_rdata =
path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >)
separator = 1
m_data =
path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >)
separator = 64824
m_config =
path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >)
separator = 0
m_cache =
path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >)
separator = 64900
m_logs =
path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >)
separator = 18902
replay =
m_Stream = 0x00020024 -> (error -100406 while analyzing basic_istream<char,char_traits<char> >)
mod =
path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >)
separator = 63062
zip =
path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >)
separator = 0
paths =
m_root =
path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >)
separator = 7885
m_rdata =
path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >)
separator = 1
m_data =
path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >)
separator = 64824
m_config =
path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >)
separator = 0
m_cache =
path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >)
separator = 64900
m_logs =
path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >)
separator = 18902
builder =
m_VFS =
px = 0x00000000
pn =
pi_ = 0x00000020
m_Files = (error -100500 while analyzing vector<Path >)
m_TempDir =
path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >)
separator = 72 ('H')
main (main.cpp:511)
argc = 2 (0x00000002)
argv = 0x03C27A50 (see above)
wmain (wseh.cpp:380)
argc = 2 (0x00000002)
argv = 0x03C26C98 -> 0x03C26CA4 -> "pyrogenesis.exe"
utf8_argv = (error -100500 while analyzing vector<char * >)
ret = 13873581 (0x00D3B1AD)
utf8 = (error -100500 while analyzing string >)
__tmainCRTStartup (crtexe.c:583)
nested = 0 (0x00000000)
CallStartupWithinTryBlock (wseh.cpp:397)
ret = 939161476 (0x37FA7784)
BaseThreadInitThunk (:0)
RtlInitializeExceptionChain (:0)
RtlInitializeExceptionChain (:0)
errno = 0 (No error reported here)
OS error = 487 (Ett försök gjordes att använda en ogiltig adress.)
(The Swedish text means more or less: An attempt was made to use an invalid address.) |
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| #4548 | invalid | Bug | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
The build menu when I enter the game does not come up and I can't get it up. I can't play the game without it. And I love your game. THis may not be a bug, I may just be an idiot. Thanks |
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| #62 | fixed | Bug - Actor Sychronisation | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
|
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| #17 | fixed | Bug - Delay Before Performing Entity Action | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
|
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| #24 | fixed | Bug - Entity Order Lockup | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
|
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| #4494 | needsinfo | Bug Report | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Much to our regret we must report the program has encountered an error. Please let us know at http://trac.wildfiregames.com/ and attach the crashlog.txt and crashlog.dmp files. Details: unhandled exception (Access violation reading 0x00003210) Location: unknown:0 (?) Call stack: (error while dumping stack: No stack frames found) errno = 0 (No error reported here) OS error = 0 (no error code was set) |
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| #5725 | duplicate | Bug Report iMAC 11 OS | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Process: pyrogenesis [42720] Path: /Applications/0 A.D.app/Contents/MacOS/pyrogenesis Identifier: com.wildfiregames.0ad Version: 0.0.X (0.0.X) Code Type: X86-64 (Native) Parent Process: ??? [1] Responsible: pyrogenesis [42720] User ID: 501 Date/Time: 2020-04-22 00:03:44.525 +0200 OS Version: Mac OS X 10.12.6 (16G1510) Report Version: 12 Anonymous UUID: 50731C5C-A883-AA50-4F9A-2F72F78FA9EA Time Awake Since Boot: 40000 seconds System Integrity Protection: enabled Crashed Thread: 0 Dispatch queue: com.apple.main-thread Exception Type: EXC_BAD_INSTRUCTION (SIGILL) Exception Codes: 0x0000000000000001, 0x0000000000000000 Exception Note: EXC_CORPSE_NOTIFY Termination Signal: Illegal instruction: 4 Termination Reason: Namespace SIGNAL, Code 0x4 Terminating Process: exc handler [0] Thread 0 Crashed:: Dispatch queue: com.apple.main-thread 0 com.wildfiregames.0ad 0x0000000101426847 gmpn_submul_1 + 183 Thread 1:: Analysis Helper 0 libsystem_kernel.dylib 0x00000001089d3bf2 psynch_cvwait + 10 1 libsystem_pthread.dylib 0x0000000108b2a7fa _pthread_cond_wait + 712 2 com.wildfiregames.0ad 0x00000001005bbefe PR_WaitCondVar + 414 3 com.wildfiregames.0ad 0x0000000100709a47 js::HelperThread::threadLoop() + 1143 4 libsystem_pthread.dylib 0x0000000108b2993b _pthread_body + 180 5 libsystem_pthread.dylib 0x0000000108b29887 _pthread_start + 286 6 libsystem_pthread.dylib 0x0000000108b2908d thread_start + 13 Thread 2:: Analysis Helper 0 libsystem_kernel.dylib 0x00000001089d3bf2 psynch_cvwait + 10 1 libsystem_pthread.dylib 0x0000000108b2a7fa _pthread_cond_wait + 712 2 com.wildfiregames.0ad 0x00000001005bbefe PR_WaitCondVar + 414 3 com.wildfiregames.0ad 0x0000000100709a47 js::HelperThread::threadLoop() + 1143 4 libsystem_pthread.dylib 0x0000000108b2993b _pthread_body + 180 5 libsystem_pthread.dylib 0x0000000108b29887 _pthread_start + 286 6 libsystem_pthread.dylib 0x0000000108b2908d thread_start + 13 Thread 3:: Analysis Helper 0 libsystem_kernel.dylib 0x00000001089d3bf2 psynch_cvwait + 10 1 libsystem_pthread.dylib 0x0000000108b2a7fa _pthread_cond_wait + 712 2 com.wildfiregames.0ad 0x00000001005bbefe PR_WaitCondVar + 414 3 com.wildfiregames.0ad 0x0000000100709a47 js::HelperThread::threadLoop() + 1143 4 libsystem_pthread.dylib 0x0000000108b2993b _pthread_body + 180 5 libsystem_pthread.dylib 0x0000000108b29887 _pthread_start + 286 6 libsystem_pthread.dylib 0x0000000108b2908d thread_start + 13 Thread 4:: Analysis Helper 0 libsystem_kernel.dylib 0x00000001089d3bf2 psynch_cvwait + 10 1 libsystem_pthread.dylib 0x0000000108b2a7fa _pthread_cond_wait + 712 2 com.wildfiregames.0ad 0x00000001005bbefe PR_WaitCondVar + 414 3 com.wildfiregames.0ad 0x0000000100709a47 js::HelperThread::threadLoop() + 1143 4 libsystem_pthread.dylib 0x0000000108b2993b _pthread_body + 180 5 libsystem_pthread.dylib 0x0000000108b29887 _pthread_start + 286 6 libsystem_pthread.dylib 0x0000000108b2908d thread_start + 13 Thread 5:: Analysis Helper 0 libsystem_kernel.dylib 0x00000001089d3bf2 psynch_cvwait + 10 1 libsystem_pthread.dylib 0x0000000108b2a7fa _pthread_cond_wait + 712 2 com.wildfiregames.0ad 0x00000001005bbefe PR_WaitCondVar + 414 3 com.wildfiregames.0ad 0x0000000100709a47 js::HelperThread::threadLoop() + 1143 4 libsystem_pthread.dylib 0x0000000108b2993b _pthread_body + 180 5 libsystem_pthread.dylib 0x0000000108b29887 _pthread_start + 286 6 libsystem_pthread.dylib 0x0000000108b2908d thread_start + 13 Thread 6:: Analysis Helper 0 libsystem_kernel.dylib 0x00000001089d3bf2 psynch_cvwait + 10 1 libsystem_pthread.dylib 0x0000000108b2a7fa _pthread_cond_wait + 712 2 com.wildfiregames.0ad 0x00000001005bbefe PR_WaitCondVar + 414 3 com.wildfiregames.0ad 0x0000000100709a47 js::HelperThread::threadLoop() + 1143 4 libsystem_pthread.dylib 0x0000000108b2993b _pthread_body + 180 5 libsystem_pthread.dylib 0x0000000108b29887 _pthread_start + 286 6 libsystem_pthread.dylib 0x0000000108b2908d thread_start + 13 Thread 7:: Analysis Helper 0 libsystem_kernel.dylib 0x00000001089d3bf2 psynch_cvwait + 10 1 libsystem_pthread.dylib 0x0000000108b2a7fa _pthread_cond_wait + 712 2 com.wildfiregames.0ad 0x00000001005bbefe PR_WaitCondVar + 414 3 com.wildfiregames.0ad 0x0000000100709a47 js::HelperThread::threadLoop() + 1143 4 libsystem_pthread.dylib 0x0000000108b2993b _pthread_body + 180 5 libsystem_pthread.dylib 0x0000000108b29887 _pthread_start + 286 6 libsystem_pthread.dylib 0x0000000108b2908d thread_start + 13 Thread 8:: Analysis Helper 0 libsystem_kernel.dylib 0x00000001089d3bf2 psynch_cvwait + 10 1 libsystem_pthread.dylib 0x0000000108b2a7fa _pthread_cond_wait + 712 2 com.wildfiregames.0ad 0x00000001005bbefe PR_WaitCondVar + 414 3 com.wildfiregames.0ad 0x0000000100709a47 js::HelperThread::threadLoop() + 1143 4 libsystem_pthread.dylib 0x0000000108b2993b _pthread_body + 180 5 libsystem_pthread.dylib 0x0000000108b29887 _pthread_start + 286 6 libsystem_pthread.dylib 0x0000000108b2908d thread_start + 13 Thread 9: 0 libsystem_kernel.dylib 0x00000001089cc34a mach_msg_trap + 10 1 libsystem_kernel.dylib 0x00000001089cb797 mach_msg + 55 2 com.wildfiregames.0ad 0x0000000100626a8d AsmJSMachExceptionHandlerThread(void*) + 61 Thread 10:: com.apple.audio.IOThread.client 0 libsystem_kernel.dylib 0x00000001089cc34a mach_msg_trap + 10 1 libsystem_kernel.dylib 0x00000001089cb797 mach_msg + 55 2 com.apple.audio.CoreAudio 0x000000010469e935 HALB_MachPort::SendMessageWithReply(unsigned int, unsigned int, unsigned int, unsigned int, mach_msg_header_t*, bool, unsigned int) + 127 3 com.apple.audio.CoreAudio 0x000000010469e8a6 HALB_MachPort::SendSimpleMessageWithSimpleReply(unsigned int, unsigned int, int, int&, bool, unsigned int) + 42 4 com.apple.audio.CoreAudio 0x000000010469b8d0 HALC_ProxyIOContext::IOWorkLoop() + 1196 5 com.apple.audio.CoreAudio 0x000000010469b264 HALC_ProxyIOContext::IOThreadEntry(void*) + 128 6 com.apple.audio.CoreAudio 0x000000010469afa3 HALB_IOThread::Entry(void*) + 75 7 libsystem_pthread.dylib 0x0000000108b2993b _pthread_body + 180 8 libsystem_pthread.dylib 0x0000000108b29887 _pthread_start + 286 9 libsystem_pthread.dylib 0x0000000108b2908d thread_start + 13 Thread 11: 0 libsystem_kernel.dylib 0x00000001089d3f46 semwait_signal + 10 1 libsystem_c.dylib 0x0000000108902b72 nanosleep + 199 2 com.wildfiregames.0ad 0x000000010055edc4 SDL_Delay_REAL + 100 3 com.wildfiregames.0ad 0x0000000100472ea7 SDL_Delay + 23 4 com.wildfiregames.0ad 0x0000000100232017 CSoundManagerWorker::Run() + 71 5 com.wildfiregames.0ad 0x0000000100231f92 CSoundManagerWorker::RunThread(void*) + 98 6 libsystem_pthread.dylib 0x0000000108b2993b _pthread_body + 180 7 libsystem_pthread.dylib 0x0000000108b29887 _pthread_start + 286 8 libsystem_pthread.dylib 0x0000000108b2908d thread_start + 13 Thread 12: 0 libsystem_kernel.dylib 0x00000001089d3bf2 psynch_cvwait + 10 1 libsystem_pthread.dylib 0x0000000108b2a7fa _pthread_cond_wait + 712 2 com.wildfiregames.0ad 0x0000000100556642 SDL_CondWaitTimeout_REAL + 210 3 com.wildfiregames.0ad 0x0000000100555fd2 SDL_SemWaitTimeout_REAL + 194 4 com.wildfiregames.0ad 0x000000010055604a SDL_SemWait_REAL + 26 5 com.wildfiregames.0ad 0x000000010046fcb4 SDL_SemWait + 36 6 com.wildfiregames.0ad 0x000000010020a961 CUserReporterWorker::Run() + 561 7 com.wildfiregames.0ad 0x000000010020a6f2 CUserReporterWorker::RunThread(void*) + 98 8 libsystem_pthread.dylib 0x0000000108b2993b _pthread_body + 180 9 libsystem_pthread.dylib 0x0000000108b29887 _pthread_start + 286 10 libsystem_pthread.dylib 0x0000000108b2908d thread_start + 13 Thread 13:: SDLTimer 0 libsystem_kernel.dylib 0x00000001089d3bf2 psynch_cvwait + 10 1 libsystem_pthread.dylib 0x0000000108b2a7fa _pthread_cond_wait + 712 2 com.wildfiregames.0ad 0x0000000100556642 SDL_CondWaitTimeout_REAL + 210 3 com.wildfiregames.0ad 0x0000000100555fd2 SDL_SemWaitTimeout_REAL + 194 4 com.wildfiregames.0ad 0x00000001004d7c79 SDL_TimerThread + 633 5 com.wildfiregames.0ad 0x00000001004d7167 SDL_RunThread + 135 6 com.wildfiregames.0ad 0x00000001005559f5 RunThread + 21 7 libsystem_pthread.dylib 0x0000000108b2993b _pthread_body + 180 8 libsystem_pthread.dylib 0x0000000108b29887 _pthread_start + 286 9 libsystem_pthread.dylib 0x0000000108b2908d thread_start + 13 Thread 14:: com.apple.NSEventThread 0 libsystem_kernel.dylib 0x00000001089cc34a mach_msg_trap + 10 1 libsystem_kernel.dylib 0x00000001089cb797 mach_msg + 55 2 com.apple.CoreFoundation 0x0000000105106874 CFRunLoopServiceMachPort + 212 3 com.apple.CoreFoundation 0x0000000105105cf1 CFRunLoopRun + 1361 4 com.apple.CoreFoundation 0x0000000105105544 CFRunLoopRunSpecific + 420 5 com.apple.AppKit 0x0000000105edcf02 _NSEventThread + 205 6 libsystem_pthread.dylib 0x0000000108b2993b _pthread_body + 180 7 libsystem_pthread.dylib 0x0000000108b29887 _pthread_start + 286 8 libsystem_pthread.dylib 0x0000000108b2908d thread_start + 13 Thread 15: 0 libsystem_kernel.dylib 0x00000001089d3bf2 psynch_cvwait + 10 1 libsystem_pthread.dylib 0x0000000108b2a7fa _pthread_cond_wait + 712 2 com.wildfiregames.0ad 0x0000000100556642 SDL_CondWaitTimeout_REAL + 210 3 com.wildfiregames.0ad 0x0000000100555fd2 SDL_SemWaitTimeout_REAL + 194 4 com.wildfiregames.0ad 0x000000010055604a SDL_SemWait_REAL + 26 5 com.wildfiregames.0ad 0x000000010046fcb4 SDL_SemWait + 36 6 com.wildfiregames.0ad 0x00000001002b92fb CTextureConverter::RunThread(void*) + 107 7 libsystem_pthread.dylib 0x0000000108b2993b _pthread_body + 180 8 libsystem_pthread.dylib 0x0000000108b29887 _pthread_start + 286 9 libsystem_pthread.dylib 0x0000000108b2908d thread_start + 13 Thread 16: 0 libsystem_kernel.dylib 0x00000001089d444e workq_kernreturn + 10 1 libsystem_pthread.dylib 0x0000000108b2948e _pthread_wqthread + 1023 2 libsystem_pthread.dylib 0x0000000108b2907d start_wqthread + 13 Thread 17: 0 libsystem_pthread.dylib 0x0000000108b29070 start_wqthread + 0 1 ??? 0x000070000d5abbd0 0 + 123145526361040 Thread 18: 0 libsystem_pthread.dylib 0x0000000108b29070 start_wqthread + 0 1 ??? 0x6e69740000000000 0 + 7956017760075513856 Thread 0 crashed with X86 Thread State (64-bit):
Logical CPU: 2 Error Code: 0x00000000 Trap Number: 6 Binary Images:
External Modification Summary:
VM Region Summary: ReadOnly portion of Libraries: Total=244.8M resident=0K(0%) swapped_out_or_unallocated=244.8M(100%) Writable regions: Total=429.6M written=0K(0%) resident=0K(0%) swapped_out=0K(0%) unallocated=429.6M(100%)
REGION TYPE SIZE COUNT (non-coalesced) =========== ======= ======= Accelerate framework 128K 2 Activity Tracing 256K 2 CG backing stores 8436K 4 CG image 340K 11 CoreAnimation 36K 6 CoreUI image data 776K 9 CoreUI image file 184K 4 Foundation 4K 2 IOKit 7940K 2 Kernel Alloc Once 8K 2 MALLOC 354.8M 243 MALLOC guard page 48K 10 Memory Tag 242 12K 2 Memory Tag 249 156K 3 OpenGL GLSL 256K 4 STACK GUARD 56.1M 20 Stack 17.1M 20 VM_ALLOCATE 33.2M 44 VM_ALLOCATE (reserved) 188K 3 reserved VM address space (unallocated) DATA 21.3M 286 GLSLBUILTINS 2588K 2 IMAGE 528K 2 LINKEDIT 49.8M 226 TEXT 195.0M 226 UNICODE 556K 2 mapped file 46.0M 11 shared memory 16.4M 16 =========== ======= ======= TOTAL 811.7M 1137 TOTAL, minus reserved VM space 811.5M 1137 Model: iMac12,1, BootROM IM121.004F.B00, 4 processors, Intel Core i5, 2,5 GHz, 16 GB, SMC 1.71f22 Graphics: AMD Radeon HD 6750M, AMD Radeon HD 6750M, PCIe, 512 MB Memory Module: BANK 0/DIMM0, 8 GB, DDR3, 1333 MHz, 0x859B, 0x435438473353313333394D2E4D3136464E00 Memory Module: BANK 1/DIMM0, 8 GB, DDR3, 1333 MHz, 0x859B, 0x435438473353313333394D2E4D3136464E00 AirPort: spairport_wireless_card_type_airport_extreme (0x168C, 0x9A), Atheros 9380: 4.0.74.0-P2P Bluetooth: Version 5.0.5f3, 3 services, 27 devices, 1 incoming serial ports Network Service: Wi-Fi, AirPort, en1 Serial ATA Device: ST3500418AS, 500,11 GB Serial ATA Device: HL-DT-STDVDRW GA32N USB Device: USB 2.0 Bus USB Device: FaceTime HD Camera (Built-in) USB Device: Hub USB Device: 4-Port USB 2.0 Hub USB Device: USB OPTICAL MOUSE USB Device: Elements 25A2 USB Device: BRCM2046 Hub USB Device: Bluetooth USB Host Controller USB Device: USB 2.0 Bus USB Device: Hub USB Device: Scarlett Solo USB USB Device: Wired Keyboard 600 USB Device: IR Receiver USB Device: Card Reader Thunderbolt Bus: iMac, Apple Inc., 25.1 |
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| #5252 | needsinfo | Bug Starting the game | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Assertion failed: "num_elements != 0" Location: wdbg_sym.cpp:850 (dump_sym_array) Call stack: While generating an error report, we encountered a second problem. Please be sure to report both this and the subsequent error messages. errno = 34 (?) OS error = 0 (no error code was set) |
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| #1386 | duplicate | Bug in GUI text wordwrap logic | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
The GUI engine has a bug in the wordwrap logic when a text box is not left-aligned. As you can see in the following example with center-aligned text: Produced by this simple code: messageBox(500, 300, "ABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789 abcdefghijklmnopqrstuvwxyz0123456789", "Test", 2); This is most noticeable when arbitrary length strings (such as file paths) are displayed in the UI, so we can't necessarily compensate by making the text elements wider. |
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| #2701 | worksforme | Bug ingame and crash | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
When I play a map, I have a lot of error appear: see the screenshot ! When i want to take a screenshot with MAJ+F2, the game crash with no message of error, just disapear. Sorry for my bad English because I am French. Can I report bug in French? |
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| #1388 | fixed | Bug on Hyrcanian Shores random map | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Fish are placed on land, as originally reported here. Just look around player 1's base. I don't know if there's meant to be water or the fish should be something else? |
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| #5304 | invalid | Bug on my Mac OS X which happens when I try to connect to a multiplayer game in game lobby. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Process: pyrogenesis [1330] Path: /Applications/0 A.D..app/Contents/MacOS/pyrogenesis Identifier: pyrogenesis Version: 0.0.23 (0.0.23) Code Type: X86-64 (Native) Parent Process: pyrogenesis [1314] Responsible: pyrogenesis [1330] User ID: 502 Date/Time: 2018-09-17 17:24:18.848 +0100 OS Version: Mac OS X 10.13.6 (17G65) Report Version: 12 Anonymous UUID: 4E43BD5A-7E97-4923-9185-91F7BD4A2C93 Sleep/Wake UUID: F40D7576-47BF-4F93-87F5-079A7D41F764 Time Awake Since Boot: 5500 seconds Time Since Wake: 3600 seconds System Integrity Protection: enabled Crashed Thread: 0 Dispatch queue: com.apple.main-thread Exception Type: EXC_CRASH (SIGTRAP) Exception Codes: 0x0000000000000000, 0x0000000000000000 Exception Note: EXC_CORPSE_NOTIFY Termination Signal: Trace/BPT trap: 5 Termination Reason: Namespace SIGNAL, Code 0x5 Terminating Process: pyrogenesis [1330] Application Specific Information: * multi-threaded process forked * crashed on child side of fork pre-exec Thread 0 Crashed:: Dispatch queue: com.apple.main-thread 0 libsystem_kernel.dylib 0x00007fff56d1148a kill + 10 1 com.wildfiregames.0ad 0x000000010fb189ab TexCodecDds::decode(unsigned char*, unsigned long, Tex*) const + 427 2 com.wildfiregames.0ad 0x000000010fb17523 Tex::decode(std::1::shared_ptr<unsigned char> const&, unsigned long) + 323 3 com.wildfiregames.0ad 0x000000010fae621f OglTex_reload(OglTex*, std::1::shared_ptr<IVFS> const&, Path const&, long long) + 111 4 com.wildfiregames.0ad 0x000000010fae6d74 h_alloc(H_VTbl*, std::1::shared_ptr<IVFS> const&, Path const&, unsigned long, ...) + 1268 5 com.wildfiregames.0ad 0x000000010f9a0b62 CTextureManagerImpl::LoadTexture(std::1::shared_ptr<CTexture> const&, Path const&) + 178 6 com.wildfiregames.0ad 0x000000010f99f407 CTextureManagerImpl::TryLoadingCached(std::1::shared_ptr<CTexture> const&) + 183 7 com.wildfiregames.0ad 0x000000010f99f2a9 CTexture::TryLoad() + 105 8 com.wildfiregames.0ad 0x000000010f99f21c CTexture::GetHandle() + 28 9 com.wildfiregames.0ad 0x000000010f98047d CShaderProgram::BindTexture(CStrIntern, std::1::shared_ptr<CTexture>) + 45 10 com.wildfiregames.0ad 0x000000010fa983a9 GUIRenderer::Draw(GUIRenderer::DrawCalls&, float) + 281 11 com.wildfiregames.0ad 0x000000010fa727a0 CGUISpriteInstance::Draw(CRect, int, std::1::map<CStr8, CGUISprite*, std::1::less<CStr8>, std::1::allocator<std::__1::pair<CStr8 const, CGUISprite*> > >&, float) const + 144 12 com.wildfiregames.0ad 0x000000010faad95c IGUIButtonBehavior::DrawButton(CRect const&, float const&, CGUISpriteInstance&, CGUISpriteInstance&, CGUISpriteInstance&, CGUISpriteInstance&, int) + 316 13 com.wildfiregames.0ad 0x000000010fa51ea7 CButton::Draw() + 887 14 com.wildfiregames.0ad 0x000000010faa2caa GUI<int>::RecurseObject(int, IGUIObject*, void (IGUIObject::*)()) + 74 15 com.wildfiregames.0ad 0x000000010faa2cd1 GUI<int>::RecurseObject(int, IGUIObject*, void (IGUIObject::*)()) + 113 16 com.wildfiregames.0ad 0x000000010faa2cd1 GUI<int>::RecurseObject(int, IGUIObject*, void (IGUIObject::*)()) + 113 17 com.wildfiregames.0ad 0x000000010faa2cd1 GUI<int>::RecurseObject(int, IGUIObject*, void (IGUIObject::*)()) + 113 18 com.wildfiregames.0ad 0x000000010fa5f38b CGUI::Draw() + 59 19 com.wildfiregames.0ad 0x000000010fa94049 CGUIManager::Draw() + 169 20 com.wildfiregames.0ad 0x000000010f8774ba Render() + 522 21 com.wildfiregames.0ad 0x000000010f6ac5a5 RunGameOrAtlas(int, char const) + 8069 22 com.wildfiregames.0ad 0x000000010f6aa556 main + 54 23 libdyld.dylib 0x00007fff56bc1015 start + 1 Thread 0 crashed with X86 Thread State (64-bit):
Logical CPU: 0 Error Code: 0x02000025 Trap Number: 133 Binary Images:
External Modification Summary:
VM Region Summary: ReadOnly portion of Libraries: Total=414.1M resident=0K(0%) swapped_out_or_unallocated=414.1M(100%) Writable regions: Total=550.1M written=0K(0%) resident=0K(0%) swapped_out=0K(0%) unallocated=550.1M(100%)
REGION TYPE SIZE COUNT (non-coalesced) =========== ======= ======= Accelerate framework 128K 2 Activity Tracing 256K 2 CG backing stores 6056K 4 CG image 300K 9 CoreAnimation 28K 6 CoreGraphics 8K 2 CoreImage 24K 3 CoreUI image data 792K 9 CoreUI image file 180K 4 Foundation 28K 3 Kernel Alloc Once 8K 2 MALLOC 494.9M 71 MALLOC guard page 48K 13 Memory Tag 242 12K 2 Memory Tag 249 156K 3 STACK GUARD 56.0M 2 Stack 19.2M 24 Stack Guard 88K 23 VM_ALLOCATE 30.4M 30 VM_ALLOCATE (reserved) 680K 2 reserved VM address space (unallocated) DATA 23.6M 242 FONT_DATA 4K 2 GLSLBUILTINS 2588K 2 LINKEDIT 204.8M 8 TEXT 209.3M 246 UNICODE 560K 2 mapped file 45.2M 15 shared memory 156K 16 =========== ======= ======= TOTAL 1.1G 721 TOTAL, minus reserved VM space 1.1G 721 Model: MacBookPro11,2, BootROM MBP112.0146.B00, 4 processors, Intel Core i7, 2.2 GHz, 16 GB, SMC 2.18f15 Graphics: Intel Iris Pro, Intel Iris Pro, Built-In Memory Module: BANK 0/DIMM0, 8 GB, DDR3, 1600 MHz, 0x80AD, 0x484D54343147533641465238412D50422020 Memory Module: BANK 1/DIMM0, 8 GB, DDR3, 1600 MHz, 0x80AD, 0x484D54343147533641465238412D50422020 AirPort: spairport_wireless_card_type_airport_extreme (0x14E4, 0x134), Broadcom BCM43xx 1.0 (7.77.37.31.1a9) Bluetooth: Version 6.0.7f10, 3 services, 27 devices, 1 incoming serial ports Network Service: Wi-Fi, AirPort, en0 Serial ATA Device: APPLE SSD SM0256F, 251 GB USB Device: USB 3.0 Bus USB Device: Apple Internal Keyboard / Trackpad USB Device: BRCM20702 Hub USB Device: Bluetooth USB Host Controller Thunderbolt Bus: MacBook Pro, Apple Inc., 17.1 |
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| #3881 | worksforme | Bug report | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Hi, ich habe gerade ein Problem gefunden. Ich wollte ein neues Einzelspiel starten mit 2 Spielern, davon ein Petra Bot als Sandkasten, Kartentyp Scharmützel, Kartenfilter Standard, Karte Akropolisbucht, alle anderen Einstellung wie voreingestellt. Wenn ich Spiel starten drücke, wird bis 100% geladen, anschließend kommt eine Fehlermeldung. Ich habe sie unten angehängt. Mein Laptop: Windows 7 Home Premium 64 Bit, Intel Core i5 M460, 6 GB RAM. Weitere Daten gerne auf Anfrage. Ich hoffe, ich konnte euch helfen. Much to our regret we must report the program has encountered an error. Please let us know at http://trac.wildfiregames.com/ and attach the crashlog.txt and crashlog.dmp files. Details: unhandled exception (Access violation reading 0x00003210) Location: unknown:0 (?) Call stack: (error while dumping stack: No stack frames found) errno = 0 (No error reported here) OS error = 0 (no error code was set) |
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| #1617 | invalid | Bug report Alpha 10 (for vacancy) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Windows 7 Ultimate 64. 8gb RAM, 8600 gt. Build: May 13 2012 - 11858 (Alpha 10 Jhelum)
Game: Core (important):
Graphics:
Other:
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| #4806 | wontfix | Bug when trying to join a friend hall | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
I can't join a friend lobby, display error message with UDP 20595 same if i disable firewall and anti virus. Can u help me ? or it's just a bug that will be patched later Thank you for your game |
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| #123 | fixed | Bug: menu->ingame music crossfade doesn't work | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
. |
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| #312 | wontfix | Bug: right doubleclick makes running units walk+patch | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
bug: right doubleclick makes running units walk how to reproduce:
javascript patch attached, dunno if that's the best or correct way to fix it |
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| #5459 | fixed | Bug: unverified mod makes 0 ad mod downloader unable to function. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Steps to reproduce:
1) Be a user in mod.io with an already verified and public mod. |
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| #130 | fixed | Bugfixes: string_s selftest and isnan() | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
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| #6825 | fixed | Bugs in the new Maurya Palace | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
CLASSES issue: to reproduce
HEALTH issue: to reproduce
ERROR: RelaxNGValidator: Validation error: foundation%7Cstructures/maur/palace:1: Expecting an element Max, got nothing ERROR: RelaxNGValidator: Validation error: foundation%7Cstructures/maur/palace:1: Invalid sequence in interleave ERROR: RelaxNGValidator: Validation error: foundation%7Cstructures/maur/palace:1: Element Health failed to validate content ERROR: RelaxNGValidator: Validation failed for '(null)' ERROR: Failed to validate entity template 'foundation|structures/maur/palace' ERROR: Error creating foundation entity for 'structures/maur/palace' BUILD RESTRICTIONS issue part 1: to reproduce
BUILD RESTRICTIONS issue part 2: to reproduce
VISION issue: to reproduce
nitpicks (not important)
notes
|
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| #4893 | fixed | Build 0ad using system libmozjs-52 / SpiderMonkey52 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
I maintain the Debian package of 0ad. 0ad fails to build on arm64 because mozjs83 fails to build. The error is: /<<PKGBUILDDIR>>/libraries/source/spidermonkey/mozjs-38.0.0/js/src/jit/shared/CodeGenerator-shared-inl.h:232:10: error: 'class js::jit::MacroAssembler' has no member named 'verifyHeapAccessDisassembly'
masm.verifyHeapAccessDisassembly(begin, end,
^~~~~~~~~~~~~~~~~~~~~~~~~~~
See https://buildd.debian.org/status/fetch.php?pkg=0ad&arch=arm64&ver=0.0.22-1&stamp=1508351579&raw=0 for the complete build log. One solution would be to use the mozjs package provided by Debian and already available for arm64. Debian unstable provides libmozjs-52-dev. I tried to patch 0ad (work-in-progress patch attached) to use this mozjs version but the build fails with: ../../../source/scriptinterface/NativeWrapperDecls.h:79:51: error: ‘jsval’ has not been declared
static bool callMethod(JSContext* cx, uint argc, jsval* vp);
^
../../../source/scriptinterface/NativeWrapperDecls.h:79:51: note: in definition of macro ‘OVERLOADS’
[...]
../../../source/scriptinterface/NativeWrapperDefns.h:133:50: error: cannot convert ‘int*’ to ‘JS::Value*’ for argument ‘2’ to ‘JS::CallArgs JS::CallArgsFromVp(unsigned int, JS::Value*)’
JS::CallArgs args = JS::CallArgsFromVp(argc, vp); \
it looks like the 0ad code needs some changes to migrate from mozjs-38 to mozjs-52. Is there any interest to support a more recent (and supported, with security bugs fixed, etc.) version of mozjs for 0ad? |
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| #687 | fixed | Build Limits | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Place build limits:
There should also be an option in the game setup menus, for "Enable Build Limits". It should be ticked by default, and allow to be unticked, which would disable them for that game (for testing purposes). It should also only affect new things in the game. If a map maker creates a map with 10 heros, you should still be able to load the map and control those heros. You just can't build another one. |
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| #1676 | fixed | Build Slackware64 current build 0ad | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Hello friends, when I built the version 0AD-0.0.11-alpha in the current Slackware64 I made some changes to 'make files' directory gcc, as several links regarding the libraries contained in the directory /usr/X11R6/lib gave me errors, prevented the installation, so I changed all references to the directory /usr/X11R6/lib by /usr/X11R6/lib64 solving these problems. Below the description of how I built the installation: First I started the installation as shown on the site itself, making the file modification build/premake/extern_libs4.lua removing the suffix '-mt' from the Boost unix_name definitions, and then I followed the steps: # cd 0ad/build/workspaces # / update-workspaces.sh-j3 # cd gcc So I created a script to automate the exchange of all references in the 'make'files, below is the script I used, is quite simple, I named the script as sed.sh, but of course it could be any other name: # cat sed.sh #! / bin / bash
for i in $ (ls *. make)
do
cp $i $i.old;
sed -e 's/\/usr\/X11R6\/lib/\/usr\/X11R6\/lib64/g' $ i> /tmp/$$;
mv /tmp/$$ ./$ i;
done
So I made this file executable: # chmod + x sed.sh And ran the script: #./sed.sh From this point I ran the make command as indicated on the site: # make all -j3 And everything went perfectly. Hopefully it'll help someone else, I posted here what I had to do to accomplish my installation , sorry if I posted in the wrong place. Thank you. |
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| #271 | duplicate | Build and units management | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
-Players can build and walk in water.
-If building a farm outside of mill/other gather structure range, it cannot be harvested, but even if you build a mill there after the farm has been built it still cant be harvested |
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| #5231 | fixed | Build broken on macOS High Sierra 10.13.5 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
When building the project on a macOS High Sierra 10.13.5, I get the following: ==== Building pyrogenesis (release) ====
Linking pyrogenesis
Undefined symbols for architecture x86_64:
"_idn2_check_version", referenced from:
_curl_version in libcurl.a(libcurl_la-version.o)
_curl_version_info in libcurl.a(libcurl_la-version.o)
_fix_hostname in libcurl.a(libcurl_la-url.o)
"_idn2_free", referenced from:
_Curl_disconnect in libcurl.a(libcurl_la-url.o)
_create_conn in libcurl.a(libcurl_la-url.o)
"_idn2_lookup_ul", referenced from:
_fix_hostname in libcurl.a(libcurl_la-url.o)
"_idn2_strerror", referenced from:
_fix_hostname in libcurl.a(libcurl_la-url.o)
ld: symbol(s) not found for architecture x86_64
clang: error: linker command failed with exit code 1 (use -v to see invocation)
make[1]: *** [../../../binaries/system/pyrogenesis] Error 1
make: *** [pyrogenesis] Error 2
My Apple LLVM version 9.1.0 (clang-902.0.39.2) Target: x86_64-apple-darwin17.6.0
I have checked and the Workaround
Following this discussion, I have modified (./configure CFLAGS="$CFLAGS" LDFLAGS="$LDFLAGS" --prefix="$INSTALL_DIR" --enable-ipv6 --with-darwinssl --without-gssapi --without-libmetalink --without-librtmp --without-libssh2 --without-nss --without-polarssl --without-spnego --disable-ares --disable-ldap --disable-ldaps --without-libidn --without-libidn2 --with-zlib="${ZLIB_DIR}" --enable-shared=no && make ${JOBS} && make install) || die "libcurl build failed"
After rebuilding the lib with this change, I could build the project just fine. |
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| #3733 | invalid | Build error concerning ‘glooxwrapper::ConstTagList glooxwrapper::Tag::findTagList_clone' | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Installed gloox-1.0.14 from the sources, then tried to compile 0ad-19 again and had numerous errors, starting with this one : chaouche@karabeela /mnt/storage2/DOWNLOADS/GAMES/0ad-19/0ad-0.0.19-alpha/build/workspaces/gcc $ make -j3 ==== Building mocks_real (release) ==== ==== Building network (release) ==== ==== Building tinygettext (release) ==== ==== Building lobby (release) ==== NetTurnManager.cpp ==== Building glooxwrapper (release) ==== StanzaExtensions.cpp glooxwrapper.cpp ../../../source/lobby/glooxwrapper/glooxwrapper.cpp: In member function ‘glooxwrapper::ConstTagList glooxwrapper::Tag::findTagList_clone(const glooxwrapper::string&) const’: ../../../source/lobby/glooxwrapper/glooxwrapper.cpp:736:34: error: expected initializer before ‘:’ token ../../../source/lobby/glooxwrapper/glooxwrapper.cpp:738:2: error: expected primary-expression before ‘return’ ../../../source/lobby/glooxwrapper/glooxwrapper.cpp:738:2: error: expected ‘;’ before ‘return’ ../../../source/lobby/glooxwrapper/glooxwrapper.cpp:738:2: error: expected primary-expression before ‘return’ ../../../source/lobby/glooxwrapper/glooxwrapper.cpp:738:2: error: expected ‘)’ before ‘return’ Any help appreciated. |
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| #281 | fixed | Build error in AtlasUI | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Hello, I try to compile wildfire on ubuntu jaunty following your build instructions. Now there is an error while compiling the AtlasUI. The output is: ==== Building AtlasUI ==== precompiled.cpp ActorEditor.cpp AnimListEditor.cpp ActorEditorListCtrl.cpp PropListEditor.cpp ActorViewer.cpp ColourTesterFileCtrl.cpp ColourTester.cpp ColourTesterColourCtrl.cpp ColourTesterImageCtrl.cpp ActionButton.cpp ToolButton.cpp Canvas.cpp ColourDialog.cpp DraggableListCtrl.cpp DraggableListCtrlCommands.cpp ListCtrlValidator.cpp QuickComboBox.cpp QuickTextCtrl.cpp EditableListCtrl.cpp FieldEditCtrl.cpp QuickFileCtrl.cpp EditableListCtrlCommands.cpp FileHistory.cpp HighResTimer.cpp SnapSplitterWindow.cpp virtualdirtreectrl.cpp AtlasWindow.cpp AtlasDialog.cpp ErrorReporter.cpp Observable.cpp AtlasClipboard.cpp AtlasEventLoop.cpp Datafile.cpp AtlasWindowCommand.cpp AtlasWindowCommandProc.cpp FFmpeg.cpp VideoRecorder.cpp DLLInterface.cpp SectionLayout.cpp ScenarioEditor.cpp Sidebar.cpp Cinematic.cpp LightControl.cpp Environment.cpp Terrain.cpp Trigger.cpp ../../../source/tools/atlas/AtlasUI/ScenarioEditor/Sections/Trigger/Trigger.cpp:1050: warning: unused parameter 'label' ScriptedTool.cpp AlterElevation.cpp PlaceObject.cpp FlattenElevation.cpp PaintTerrain.cpp TransformObject.cpp ObjectSettings.cpp MiscState.cpp Brushes.cpp Tools.cpp Linking AtlasUI obj/AtlasUI_Debug/ColourTesterColourCtrl.o: In function `CustomColourButton::OnButton(wxCommandEvent&)': ColourTesterColourCtrl.cpp:(.text._ZN18CustomColourButton8OnButtonER14wxCommandEvent[CustomColourButton::OnButton(wxCommandEvent&)]+0x92): undefined reference to `wxColour::IsOk() const' obj/AtlasUI_Debug/FieldEditCtrl.o: In function `wxColour::Ok() const': /usr/include/wx-2.8/wx/gtk/colour.h:30: undefined reference to `wxColour::IsOk() const' /usr/bin/ld: ../../../binaries/system/libAtlasUI_dbg.so: hidden symbol `wxColour::IsOk() const' isn't defined /usr/bin/ld: final link failed: Nonrepresentable section on output collect2: ld returned 1 exit status make[2]: *** [../../../binaries/system/libAtlasUI_dbg.so] Error 1 make[1]: *** [AtlasUI] Error 2 make[1]: Leaving directory `/build/korn-wildfire_0svn7029-1~getdeb1-amd64-L8XWbo/wildfire-0svn7029-1~getdeb1/build/workspaces/gcc' make: *** [build-stamp] Error 2 dpkg-buildpackage: failure: debian/rules build gave error exit status 2 |
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| #535 | fixed | Build errors on OS X 10.6 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Kimball reports messages like: ../../../source/lib/sysdep/cpu.cpp:38: error: invalid conversion from ‘volatile int64_t*’ to ‘volatile intptr_t*’ ../../../source/lib/sysdep/cpu.cpp:38: error: initializing argument 1 of ‘bool cpu_CAS(volatile intptr_t*, intptr_t, intptr_t)’ ../../../source/lib/timer.h: In member function ‘void TimerUnit::AddDifferenceAtomic(TimerUnit, TimerUnit)’: ../../../source/lib/timer.h:180: warning: dereferencing type-punned pointer will break strict-aliasing rules
which looks like it's perhaps using the Reportedly: $ g++ -v Target: i686-apple-darwin10 Configured with: /var/tmp/gcc/gcc-5664~38/src/configure --disable-checking --enable-werror --prefix=/usr --mandir=/share/man --enable-languages=c,objc,c++,obj-c++ --program-transform-name=/^[cg][^.-]*$/s/$/-4.2/ --with-slibdir=/usr/lib --build=i686-apple-darwin10 --program-prefix=i686-apple-darwin10- --host=x86_64-apple-darwin10 --target=i686-apple-darwin10 --with-gxx-include-dir=/include/c++/4.2.1 Thread model: posix gcc version 4.2.1 (Apple Inc. build 5664) $ gcc -dumpmachine i686-apple-darwin10 $ echo $HOSTTYPE x86_64
Changing I'm not sure what we need to do to help debug this. |
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| #1614 | fixed | Build failure in SoundManager.h | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Compilation has failed since the new sound system was committed/merged. Compilation fails even when --without-sound is passed. In file included from ../../../source/soundmanager/SoundManager.cpp:22:0: ../../../source/soundmanager/data/SoundData.h:52:2: error: ‘CStrW’ does not name a type ../../../source/soundmanager/data/SoundData.h:60:2: error: ‘CStrW’ does not name a type make[1]: * [obj/engine_Release/SoundManager.o] Error 1 Full log attached. |
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| #3036 | fixed | Build failure with Boost<1.51 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Some info starting from 17:56 in http://irclogs.wildfiregames.com/2015-02-03-QuakeNet-%230ad-dev.log. (Boost 1.51 introduced a hash_value overload for std::shared_ptr) |
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| #3240 | invalid | Build instructions aren't sufficient for dealing with changes of the source root | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
The build instructions at http://trac.wildfiregames.com/wiki/BuildInstructions#Linux don't explain how to deal with changes of the source root. After cd 0ad/build/workspaces ./update-workspaces.sh -j3 cd gcc make -j3
the source still contains |
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| #4213 | needsinfo | Build of Git snapshot 3bf098b failed to run on Arch Linux: seg fault | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
On Arch Linux I built the git snapshot as of commit 3bf098b and tried to start 0ad from the command-line and it gave the error: Cache: 400 (total: 15979) MiB TIMER| InitVfs: 81.3103 ms TIMER| CONFIG_Init: 18.1016 ms connect(2) call to /dev/shm/jack-1000/default/jack_0 failed (err=No such file or directory) attempt to connect to server failed ALSA lib pcm_dmix.c:1041:(snd_pcm_dmix_open) unable to open slave AL lib: (EE) ALCplaybackAlsa_open: Could not open playback device 'default': No such file or directory ERROR: Sound: AlcInit failed, m_Device=0x0 m_Context=0x0 dev_name=OpenAL Soft err=a005 ERROR: CVFSFile: file audio/sound_group.rng couldn't be opened (vfs_load: -110100) ERROR: CXeromyces: failed adding validator for 'audio/sound_group.rng' ERROR: CSoundManager: failed to load grammar file 'audio/sound_group.rng' ERROR: CVFSFile: file hwdetect/hwdetect.js couldn't be opened (vfs_load: -110100) ERROR: Failed to load hardware detection script TIMER| RunHardwareDetection: 66.7842 ms TIMER| write_sys_info: 28.4725 ms ERROR: CVFSFile: file gui/gui_page.rng couldn't be opened (vfs_load: -110100) ERROR: CXeromyces: failed adding validator for 'gui/gui_page.rng' ERROR: CGUIManager: failed to load GUI page grammar file 'gui/gui_page.rng' ERROR: CVFSFile: file gui/gui.rng couldn't be opened (vfs_load: -110100) ERROR: CXeromyces: failed adding validator for 'gui/gui.rng' ERROR: CGUIManager: failed to load GUI XML grammar file 'gui/gui.rng' ERROR: CVFSFile: file shaders/program.rng couldn't be opened (vfs_load: -110100) ERROR: CXeromyces: failed adding validator for 'shaders/program.rng' ERROR: CShaderManager: failed to load grammar shaders/program.rng TIMER| InitRenderer: 215.039 ms ERROR: Failed to open font file fonts/mono-10.fnt ERROR: Failed to open font file fonts/sans-10.fnt TIMER| ps_console: 382.343 us TIMER| ps_lang_hotkeys: 5.28029 ms ERROR: CCacheLoader failed to find archived or source file for: "gui/page_pregame.xml" ERROR: Failed to open font file fonts/mono-stroke-10.fnt ERROR: CCacheLoader failed to find archived or source file for: "shaders/effects/gui_text.xml" ERROR: Failed to load effect 'gui_text' /usr/bin/0ad: line 9: 1370 Segmentation fault "$pyrogenesis" "$@" The specific details of how I built 0ad was with this PKGBUILD (on Arch Linux PKGBUILDs are used to specify how a package should be the built by makepkg and its metadata): # $Id$
# Maintainer: Brenton Horne <brentonhorne77@gmail.com>
# Contributor: Sven-Hendrik Haase <sh@lutzhaase.com>
# Contributor: t3ddy <t3ddy1988 "at" gmail {dot} com>
# Contributor: Adrián Chaves Fernández (Gallaecio) <adriyetichaves@gmail.com>
pkgname=0ad-git
_pkgname=0ad
pkgver=18069
pkgrel=1
pkgdesc="Cross-platform, 3D and historically-based real-time strategy game — built from git source tree. WARNING: the 0ad git repo is 2.7 GB in size!"
arch=('i686' 'x86_64')
url="http://play0ad.com/"
conflicts=('0ad')
provides=('0ad')
license=('GPL2' 'CCPL')
depends=('binutils' 'boost-libs' 'curl' 'enet' 'libogg' 'libpng' 'libvorbis'
'libxml2' 'openal' 'sdl2' 'wxgtk' 'zlib' 'libgl' '0ad-data' 'glu'
'gloox' 'miniupnpc' 'icu' 'nspr')
makedepends=('boost' 'cmake' 'mesa' 'zip' 'python2' 'libsm')
source=("git+https://github.com/0ad/0ad.git")
md5sums=('SKIP')
pkgver() {
cd ${srcdir}/${_pkgname}
git rev-list --count HEAD
}
prepare() {
cd "$srcdir/${_pkgname}"
sed -i "s/env python/env python2/g" libraries/source/cxxtest-4.4/bin/cxxtestgen
}
build() {
cd "$srcdir/${_pkgname}/build/workspaces"
unset CPPFLAGS # for le spidermonkey
./update-workspaces.sh \
--bindir=/usr/bin \
--libdir=/usr/lib/0ad \
--datadir=/usr/share/${pkgname}/data
cd "$srcdir/${_pkgname}/build/workspaces/gcc"
make
}
package() {
install -d "${pkgdir}"/usr/{bin,lib/${_pkgname},share/"${_pkgname}"/data}
cd "$srcdir/${_pkgname}"
install -Dm755 binaries/system/pyrogenesis "${pkgdir}/usr/bin"
install -Dm755 binaries/system/*.so "${pkgdir}/usr/lib/${_pkgname}"
cp -r binaries/data/l10n/ ${pkgdir}/usr/share/${_pkgname}/data/
install -Dm755 build/resources/${_pkgname}.sh "${pkgdir}/usr/bin/${_pkgname}"
install -Dm644 build/resources/${_pkgname}.desktop \
"${pkgdir}/usr/share/applications/${_pkgname}.desktop"
install -Dm644 build/resources/${_pkgname}.png \
"${pkgdir}/usr/share/pixmaps/${_pkgname}.png"
}
|
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| #1765 | fixed | Build warning in WaterManager | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
WaterManager.cpp
../../../source/renderer/WaterManager.cpp: In constructor ‘WaterManager::WaterManager()’:
../../../source/renderer/WaterManager.cpp:79:19: attention : converting to non-pointer type ‘GLuint {aka unsigned int}’ from NULL [-Wconversion-null]
|
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| #4894 | fixed | Build with the "read-only relocation" hardening linker flag | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Debian checks that binaries are build with the "read-only relocation" hardening linker flag. It is easy to enable and will increase the security of the 0ad binary. The Debian package already builds 0ad with the flag enabled. It would be great to have the change available upstream. The Debian patch is available at https://sources.debian.org/src/0ad/0.0.22-3.1/debian/patches/enable-hardening-relro.patch/ |
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| #2347 | fixed | Builders get stuck forever trying to build, if an animal is in the way | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Steps to reproduce:
What happens: The animal stays still, builders start hammering, and the building doesn't advance in its construction. What should happen: Animals should flee when workers approach, or at least move away if there's a building starting where they are standing. SVN revision: 14494. |
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| #228 | fixed | Building Construction Limits should be dictated in the Entitiy XMLs. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Building limits "per territory" and other building limit attributes should be dictated in the entity code rather than in a script. Example: The Hellenes have 3 Special Buildings. Each one could have a different building limit criteria. Same for any other faction and any other building type (for instance, what if we want the Romans to be able to build 3 Barracks per territory instead of the 2 dictated in the script? The Persians are supposed to be able to only build one "Kahk" Special Building per map, not per territory as is dictated in the script). |
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| #354 | invalid | Building FX - Civil Centre | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Building FX - Civil Centre SDD# 410 Specifications MONO 10-Seconds Looping 10 Sounds Req'd |
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| #359 | invalid | Building FX - Fortress | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Building FX - Fortress SDD# 437 Specifications MONO 10-Seconds Looping 10 Sounds Req'd |
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| #360 | invalid | Building FX - Health Centre | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Building FX - Health Centre SDD# 443 Specifications MONO 10-Seconds Looping 10 Sounds Req'd |
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| #355 | invalid | Building FX - House | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Building FX - House SDD# 412 Specifications MONO 10-Seconds Looping 10 Sounds Req'd |
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| #357 | invalid | Building FX - Military Centre | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Building FX - Military Centre SDD# 433 Specifications MONO 10-Seconds Looping 10 Sounds Req'd |
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| #356 | invalid | Building FX - Resource Centre | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Building FX - Resource Centre SDD# 419 Specifications MONO 10-Seconds Looping 10 Sounds Req'd |
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| #358 | invalid | Building FX - Temple | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Building FX - Temple SDD# 435 Specifications MONO 10-Seconds Looping 10 Sounds Req'd |
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| #149 | fixed | Building bugs | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
when Lclick on finished farm, temple, mill, crashes. Lclick on dock,barracks,market works fine. on maps that have no territories defined, one cannot build anywhere. Fix: retrofit territories into all maps, or disable the territory check when building on maps that have no Ts defined?
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| #576 | duplicate | Building construction "animation" | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Buildings should slowly rise out of the foundation as they are being constructed based on the percentage of construction. |
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| #448 | fixed | Building construction placement UI | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
When the player chooses to build a building, they need some way to pick a location for it.
The implementation should be somewhat similar to the Atlas entity preview feature. Probable approach is: |
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| #5454 | fixed | Building construction unable to start with animals in the corner | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Trying out the latest trunk locally (macOS). Single player mode, got random civ as Britons. After about 3 minutes I build a storehouse and no matter what I do to it, it won't build. It stays at health 1/640. Added units, removed units, won't go up. Replay and screenshots attached.
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| #6246 | duplicate | Building indicator rally point | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
A user named
In a forum post (03/Jul/21), he even made a drawing of what that might look like.
EDIT:
The
Related ticket:
PS: Do not confuse this with the |
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| #784 | duplicate | Building process aborted when units walk atop | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
When a building order is issued, the land is graphically marked for the building. If a unit walks inside the building landmarks before the builders start working on the process, the building is never completed. |
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| #2380 | fixed | Building repairs cease if one of the repairing units in the formation dies | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Building repairs cease if one of the repairing units in the formation dies. To reproduce:
|
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| #2452 | invalid | Building with Wxwidgets 3.0 Requires the C++11 Build Flag | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
0 A.D. fails to build with Wxwidgets 3.0 unless the C++11 build flag (--with-c++11) is used. It would be nice if the build system automatically enabled it for ease of use. |
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| #1829 | fixed | Building/Units not shown Linux x86_64 Gentoo | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
I built 0ad from source in Gentoo, emerged 0ad from hasufell repository. I've seen in 0ad's first screen, that I have build version 12955 . My sistem is: Gentoo x86_64: gcc (Gentoo 4.6.3 p1.11, pie-0.5.2) 4.6.3 Nvidia x86_64 310.32 linux drivers I am unable to see buildings and units on map, I see only terraing. |
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| #1174 | fixed | Buildings rise into place as they are constructed | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
As creating multiple instances of buildings in various states of construction would be cost prohibitive in manpower, a good alternative would be to have the buildings rise into place as they are being constructed. Their position would be relative to their percentage complete. They would rise up through the foundation and through the construction dust into place. |
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| #232 | fixed | Buildings rotated 135 degrees counterclockwise when constructed in-game. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
In Atlas buildings have their proper orientation (the "front" of the building should usually face towards the lower right hand side of the screen - there are some exceptions that face towards the lower left corner of the screen, but the point is, they should face at a 45 degree angle, like a diamond, from the default viewing angle), but when constructed in-game, structures face 135 degrees the wrong direction so that the "fronts" of the buildings now face the exact opposite direction from the camera. This occurs with every Faction's buildings, no matter if they are PMD meshes or DAE Collada meshes. |
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| #5881 | invalid | Byzantine Civ and "The Age of 0 A.D." mod issues | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
I'm currently using the Millenium AD mod with the Age of 0 A.D. mod. Everything works fine for most civilizations, but I'm having issues with the Byzantines. When I click on non-women units, the construction menu doesn't come up. Strangely, if I click on a woman unit, the menu comes up and I can build - but then if I click the woman and then a soldier, the soldier can build a few things. However, clicking on the house will attempt to build a wall, not a house. This is the only civ this is happening with, and it's happening on multiple maps. |
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| #301 | wontfix | CBound::Transform loop optimization | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
The inner for loop in CBound::Transform contains a couple of float variable declarations. These declarations could be placed outside of the outer for loop so that the variable is not recreated inside the loops. |
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| #6251 | wontfix | CCacheLoader error when clicking on an old save | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
hypothesis : the name changed so the map isn't there anymore and it can't preview map info, like picture. |
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| #5988 | fixed | CCacheLoader failed upon joining the lobby. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
When there is a match hosted which uses a map not present in the current setup. At revision: 24812 |
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| #5666 | fixed | CCmpRangeManager: No owners in query for entity 0 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
As reported on Phab:rP23012, the following error happens quite often:
The error message is spammed very frequently, probably whenever some animal or gaia soldier wants to attack, so it disrupts gameplay and IMO must be fixed for the release. |
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| #4466 | fixed | CCmpTerritoryManager::IsTerritoryBlinking could crash in non-visual replay mode. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
CCmpTerritoryManager::IsTerritoryBlinking uses m_Territory without checking whether it is set, or actually calculating it like most other functions do (and afterwards checking whether it is set). |
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| #908 | fixed | CCmpVision's AlwaysVisible is broken | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
For the rally points, it is necessary to be able to render their marker flags inside the SoD. This can be specified by setting the AlwaysVisible property of the Vision component to true. However, this currently has no effect, and entities with this property remain invisible in the SoD. To reproduce:
After a discussion with Philip on IRC it became clear that this is a feature that didn't get implemented when the LOS rendering code was rewritten, and that it will probably involve non-trivial changes to rendering code. |
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| #158 | fixed | CLogger unit test failure on Linux | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
The tests fail, probably because of differences between vsnprintf2 (the implementation used on Windows, based on MSVC's _vsnprintf) and vsnprintf (as implemented in glibc) in handling strings that are larger than the buffer. ../../../source/ps/tests/../../../source/ps/tests/test_CLogger.h:46: Error: Expected (lines[1] == msg1), found ("******************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************" != "*******************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************")
../../../source/ps/tests/../../../source/ps/tests/test_CLogger.h:47: Error: Expected (lines[2] == clipped), found ("******************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************" != "****************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************...")
../../../source/ps/tests/../../../source/ps/tests/test_CLogger.h:48: Error: Expected (lines[3] == clipped), found ("******************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************" != "****************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************...")
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| #1037 | fixed | CMapGeneratorWorker creates dangling JSContext pointers | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
The |
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| #783 | fixed | CMapGeneratorWorker isn't thread-safe | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
This results in assertion failures in debug mode for me, and it could crash if e.g. hotloading occurs while the generator thread is running that function. (I've added some extra assertions now to make it complain more immediately.)
Either VFS needs to be made thread-safe (which sounds very hard), or the generator needs to avoid calling those functions except on the main thread. Maybe |
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| #154 | fixed | COLLADA | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
As here:
|
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| #191 | duplicate | COLLADA: prop points on non-skeletal models | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Let prop points be specified on non-skeletal models. The engine supports that already, when you set the bone index to 0xFF. The COLLADA converter should look for objects named |
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| #190 | fixed | COLLADA: split skeleton definitions into moddable files | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
The skeleton definitions should be located in |
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| #6003 | fixed | COMBAT.APPROACHING movement can fail and lead to attacking structures | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Just to not forget about it. |
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| #425 | fixed | CParamNode should not return NULL pointers | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Instead, it should return a dummy CParamNode object (by reference) with a |
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| #451 | fixed | CParamNode::GetChild should return CParamNode& instead of CParamNode* | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Ideally, GetChild would return a CParamNode& instead of a CParamNode* (now that it will never return NULL), to simplify the usage syntax (GetChild("x").GetChild("y") instead of GetChild("x")->GetChild("y")). |
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| #2057 | fixed | CSoundManager::IdleTask error: path separator mismatch, Win XP | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Error occurred while I was in game setup, after clicking a dropdown, that may or may not be relevant. Unfortunately the offending path wasn't given and I'm not able to reproduce the error yet Function call failed: return value was -100303 (path contains both slash and backslash separators) Location: path.h:245 (Path::DetectSeparator) Call stack: pyrogenesis.exe!Path::DetectSeparator() Line 245 + 0x28 bytes C++
pyrogenesis.exe!Path::operator=(const Path & rhs={...}) Line 115 C++
> pyrogenesis.exe!CSoundManager::IdleTask() Line 589 C++
pyrogenesis.exe!Render() Line 201 C++
pyrogenesis.exe!Frame() Line 395 C++
pyrogenesis.exe!RunGameOrAtlas(int argc=1, const char * * argv=0x00e46728) Line 508 + 0x5 bytes C++
pyrogenesis.exe!main(int argc=1, char * * argv=0x00e46728) Line 551 + 0xf bytes C++
pyrogenesis.exe!wmain(int argc=1, wchar_t * * argv=0x00e450d8) Line 380 + 0xb bytes C++
pyrogenesis.exe!__tmainCRTStartup() Line 583 + 0x17 bytes C
pyrogenesis.exe!CallStartupWithinTryBlock() Line 397 C++
kernel32.dll!_BaseProcessStart@4() + 0x23 bytes
|
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| #400 | fixed | CStr should use wchar.h | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
|
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| #752 | fixed | Cache detection error | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Someone reports: Assertion failed: "0" Location: x86_x64.cpp:457 (DetectCache_CPUID4) Call stack: 00567D5F 005691C8 0053F27B 02A000B0 0003FFA8 errno = 0 (?) OS error = 0 (no error code was set) Assertion failed: "dcaches.numLevels >= 2" Location: x86_x64.cpp:698 (DetectCacheAndTLB) Call stack: 00567D5F 005691C8 0053F27B errno = 0 (?) OS error = 487 (Se ha intentado tener acceso a una dirección no válida. ) Assertion failed: "dcaches.levels[0].lineSize != 0" Location: x86_x64.cpp:699 (DetectCacheAndTLB) Call stack: 00567D5F 005691C8 0053F27B errno = 0 (?) OS error = 487 (Se ha intentado tener acceso a una dirección no válida. ) Assertion failed: "dcaches.levels[1].lineSize != 0" Location: x86_x64.cpp:700 (DetectCacheAndTLB) Call stack: 00567D5F 005691C8 0053F27B errno = 0 (?) OS error = 487 (Se ha intentado tener acceso a una dirección no válida. ) The relevant reported data is: "cpu_coresperpackage": 1,
"cpu_frequency": 2533000000,
"cpu_identifier": " Intel Pentium 4 2.53GHz",
"cpu_largepagesize": 0,
"cpu_logicalpercore": 1,
"cpu_numcaches": 1,
"cpu_numpackages": 1,
"cpu_numprocs": 1,
"cpu_pagesize": 4096,
[...]
"uname_machine": "IA-32",
"uname_release": "SP 2",
"uname_sysname": "WinXP",
"uname_version": "5.1.2600",
[...]
"x86_caps[0]": 17408,
"x86_caps[1]": 3219913727,
"x86_caps[2]": 0,
"x86_caps[3]": 0,
"x86_dcaches": [],
"x86_dtlbs": [
{
"associativity": 255,
"entries": 64,
"level": 1,
"pagesize": 4096,
"type": 1
}
],
"x86_family": 15,
"x86_icaches": [],
"x86_itlbs": [
{
"associativity": 255,
"entries": 128,
"level": 1,
"pagesize": 4096,
"type": 2
}
],
"x86_model": 2,
"x86_vendor": 1
|
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| #6277 | duplicate | Calculate the general ping for the server when waiting a game start. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
I had very inconvenient 8 versus 8 player game. The lag was so high nobody on the server could play properly. I wish there were ability to see each player's ping and general server ping. Ability to kick players that have horrible ping. Also ability to hide a server from a lobby for players that have horrible ping. |
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| #1364 | fixed | Call to the Arms - Button | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
A Button in GUI that call all citizen units are working forces to fight if your press that button in GUI order to select all Soldiers or citizen soldiers to attack. All of the soldiers who are gathering will drop their resources off at the nearest dropsite, ready to defend against attackers. this are Already discussed in forum and asked for many users http://www.wildfiregames.com/forum/index.php?showtopic=15951&st=0 |
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| #2282 | fixed | Camel Raider converts suddenly into a chariot. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
I don't know if is fixed, but the last level of experience of Nabatean archer converts the unit into Babylonian Chariot And is obviusly the template for the unit was that, but is need to change this happens when reaches the last level of experience. |
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| #56 | fixed | Camera - Cinematics | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
|
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| #55 | fixed | Camera - Start Position | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
|
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| #573 | fixed | Camera does not reach top map border | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
If you do a full zoom, you're not able to get to the top of the map, you have to zoom out a little. And if you zoom in again, the camera will automatically move back. I used 'top' here, instead of 'north' because if you rotate the camera, it happens on every border on top. |
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| #3892 | fixed | Camera height should be relative to water level | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Currenty, the camera height is only relative to the ground level. So on maps with deep water, it's possible the camera gets submerged suddenly when zoomed in. And example can be seen on the Golden Island map. In a less extreme case, the camera can still come very close to the water level, and it's possible to get the camera into some ship. The camera height should be calculated as being relative to the maximum of the ground and water level |
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| #1324 | fixed | Camera should be preserved when loading a saved game | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Currently your view is set to the Civil Centre when you load a saved game--I don't see any reason why not to make it an even more seamless resume by restoring your viewpoint. |
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| #1465 | wontfix | Can not set the rally point when camera is behind the building | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Simple explanation in two screenshots: |
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| #4911 | duplicate | Can the language options window be merged into options window? | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
For changing language in lobby or in gamesetup or in-game it can be to have language changing possibility within the options window f.e. if want to change from native language like german to english for looking up proper english name for a map or unit. |
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| #6700 | duplicate | Can't Create New Single Player Match | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Last night, tried to start game. Couldn't, kept getting this message. The screen says "Please wait, loading". There are a dozen error messages in the background. They go away after 15 seconds, but the match never loads. Re-installed, still having same problem. |
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| #2328 | fixed | Can't Load Saved "Random" Games | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
0ad 15 (Ubuntu 13) - I can save and load "Skirmish" and "Scenario" games, but after I save a "Random" game, it won't load. I get a deserialization failed error. In the error window it states: "Failed to load saved game state. It might have been saved with an incompatible version of the game." The error text on the left of the screen states either "Deserialize_OutOfBounds" or "Deserialize_ReadFailed" I uninstalled 0ad 15 and reinstalled, but I get the same error. Thanks for a great game! |
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| #5314 | needsinfo | Can't build "Debug" configuration | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
I checked out everything from https://svn.wildfiregames.com/public/ps/trunk/ and I successfully built "Release" configuration. However "Debug" configuration fails with this output: https://pastebin.com/13seWatv. Running "dumpbin /exports <directory_path>binaries\system\glooxwrapper_dbg.lib" in cmd indicates that some function are missing from glooxwrapper_dbg.lib (e.g. Client::getID(void)). For me this linker errors dissappeared after running update-workspaces.bat with --build-shared-glooxwrapper which effectively allows to rebuild glooxwrapper_dbg.lib file. EDIT: Built in Visual Studio 2015 on Windows 10 |
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| #5847 | fixed | Can't capture relics | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
If I want to capture a relic it wont work, i have more then 10 men surounding the relic but nothing happens. I am using the development version. |
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| #3462 | fixed | Can't compile on Mavericks 10.9.5 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Building SpiderMonkey ./build-osx-libs.sh: line 684: ./patch.sh: Permission denied This is caused by r17067 Removing this line seems to allow me to go further. |
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| #6056 | fixed | Can't compile a24 due to multiple missing includes | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Hey, so after applying the patch in https://trac.wildfiregames.com/ticket/6051 I can get a bit further but it still fails with a bunch of missing includes. Build log attached. |
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| #5039 | duplicate | Can't create a new game save after one of the saves is selected | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
A use case for saving game progress is use the same name with a number suffix (e.g. save1, save2, save3, etc.) For this the easiest way is to select a previous save and rewrite only the number in the end. However it's not possible now, because in the save dialog if you select a previously saved game and change it's name in the input field at the bottom of the dialog, then save button tries to overwrite the existing save instead of creating a new one with the new name. In general if you select any of the save entries in the dialog, you can't remove that selection and so you can't create a new save. |
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| #4797 | worksforme | Can't find the new maps | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Great game!!! Thanks for all the great work. I just uploaded the XXII Venustas, but can't find the new maps. best, Krister |
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| #6319 | duplicate | Can't get Mauryas worker elephant to help build | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Back in Alpha 23 or 24 my memory tells me that it was easy to have a Mauryas worker elephant help build. Now, in alpha 25, I can't figure it out. I have tried having a worker start building and then move the worker elephant over by right clicking the building under construction. No luck. Elephant goes over but does nothing. I have selected both at the same time and started a new building. The worker starts and the elephant goes to the building and stands there. I have had a worker start a building and then have the Civic Center create a worker elephant with the started building as creation point. Again, it goes there and just stands. In all cases, the worker finishes the build with no help from the elephant. I'm out of ideas. I don't remember it being this hard, so either that ability has been taken away or there is some sequence or requirement that I haven't thought of. Or it's broken. This was one of the great benefits of the Mauryas so I'm hoping its failure is a bug and not an enhancement. Have been playing on the Nile River (4) map. |
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| #157 | fixed | Can't initialise VFS more than once | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
test_archive_builder.h has setUp/tearDown to initialise/shutdown VFS and related things. But it doesn't shut down cleanly - if you add another test case in that test suite, it dies with various errors when running setUp for the second time. That also affects any other test suites which are wanting to initialise the VFS so it's available to the tested code. |
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| #5703 | needsinfo | Can't install balanced-maps from mods.io | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Users are not able to download and install balanced-maps via mod.io for the current version: v0.0.7 https://mod.io/mods/file/104442 Application crashes and outputs: archive_zip.cpp(500): Assertion failed: "p == start" Assertion failed: "p == start" Location: archive_zip.cpp:500 (FindRecord) |
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| #5216 | needsinfo | Can't load games | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Everytime I try to load a game, the windows turns black and this comes up: Much to our regret we must report the program has encountered an error. Please let us know at http://trac.wildfiregames.com/ and attach the crashlog.txt and crashlog.dmp files. Details: unhandled exception (Access violation reading 0x00000004) Location: unknown:0 (?) Call stack: (error while dumping stack: No stack frames found) errno = 0 (No error reported here) OS error = 0 (no error code was set) |
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| #1608 | invalid | Can't lower resolution | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
The game automatically runs in 1280x800px, which seems to be too much for my MacBook. I would need a way to lower the resolution. |
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| #6862 | duplicate | Can't open the Single Player Match Setup screen | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
It used to work but all of a sudden it started showing error messages every time I try to open the SP Match Setup screen and infinitely loads . Everything else seemingly works fine; multiplayer, campaign, tutorial, scenario editor, all good. I tried uninstalling and reinstalling; no luck. |
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| #2661 | duplicate | Can't play the game, whenever I start it this pops up. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Function call failed: return value was -110100 (VFS directory not found) Location: vfs.cpp:105 (VFS::GetDirectoryEntries) btw i have tried reinstalling without spaces and periods. |
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| #6476 | fixed | Can't run debug build on linux | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
If I run pyrogenesis_dbg i get: Assertion failed: "nm*sz <= ARRAY_SIZE(alloc_bootstrap_buffer)" Location: Profile.cpp:599 (calloc) Call stack: (0x563b9774a2c5) ./binaries/system/pyrogenesis_dbg(+0xa4c2c5) [0x563b9774a2c5] (0x563b9771d9f0) ./binaries/system/pyrogenesis_dbg(+0xa1f9f0) [0x563b9771d9f0] (0x563b9771de93) ./binaries/system/pyrogenesis_dbg(+0xa1fe93) [0x563b9771de93] (0x563b9771e476) ./binaries/system/pyrogenesis_dbg(+0xa20476) [0x563b9771e476] (0x563b9730c48f) ./binaries/system/pyrogenesis_dbg(calloc+0x9a) [0x563b9730c48f] (0x7f1107fe2562) /usr/lib/libglib-2.0.so.0(g_malloc0+0x22) [0x7f1107fe2562] (0x7f1107ff8683) /usr/lib/libglib-2.0.so.0(+0x74683) [0x7f1107ff8683] (0x7f1107ff9d17) /usr/lib/libglib-2.0.so.0(g_slice_alloc+0x277) [0x7f1107ff9d17] (0x7f1107fc6403) /usr/lib/libglib-2.0.so.0(g_hash_table_new_full+0x23) [0x7f1107fc6403] (0x7f1107fe2464) /usr/lib/libglib-2.0.so.0(+0x5e464) [0x7f1107fe2464] (0x7f1107fa10c9) /usr/lib/libglib-2.0.so.0(+0x1d0c9) [0x7f1107fa10c9] (0x7f110da67ede) /lib64/ld-linux-x86-64.so.2(+0x5ede) [0x7f110da67ede] (0x7f110da67fcc) /lib64/ld-linux-x86-64.so.2(+0x5fcc) [0x7f110da67fcc] (0x7f110da7f96a) /lib64/ld-linux-x86-64.so.2(+0x1d96a) [0x7f110da7f96a] errno = 0 (Unknown error (0, 0x0)) OS error = ? test_dbg also don't work: Assertion failed: "nm*sz <= ARRAY_SIZE(alloc_bootstrap_buffer)" Location: Profile.cpp:599 (calloc) Call stack: (0x558f9906cab2) ./binaries/system/test_dbg(+0xc43ab2) [0x558f9906cab2] (0x558f990412c4) ./binaries/system/test_dbg(+0xc182c4) [0x558f990412c4] (0x558f99041767) ./binaries/system/test_dbg(+0xc18767) [0x558f99041767] (0x558f99041d4a) ./binaries/system/test_dbg(+0xc18d4a) [0x558f99041d4a] (0x558f98c2a7f7) ./binaries/system/test_dbg(calloc+0x9a) [0x558f98c2a7f7] (0x7f176e60e562) /usr/lib/libglib-2.0.so.0(g_malloc0+0x22) [0x7f176e60e562] (0x7f176e624683) /usr/lib/libglib-2.0.so.0(+0x74683) [0x7f176e624683] (0x7f176e625d17) /usr/lib/libglib-2.0.so.0(g_slice_alloc+0x277) [0x7f176e625d17] (0x7f176e5f2403) /usr/lib/libglib-2.0.so.0(g_hash_table_new_full+0x23) [0x7f176e5f2403] (0x7f176e60e464) /usr/lib/libglib-2.0.so.0(+0x5e464) [0x7f176e60e464] (0x7f176e5cd0c9) /usr/lib/libglib-2.0.so.0(+0x1d0c9) [0x7f176e5cd0c9] (0x7f1774093ede) /lib64/ld-linux-x86-64.so.2(+0x5ede) [0x7f1774093ede] (0x7f1774093fcc) /lib64/ld-linux-x86-64.so.2(+0x5fcc) [0x7f1774093fcc] (0x7f17740ab96a) /lib64/ld-linux-x86-64.so.2(+0x1d96a) [0x7f17740ab96a] errno = 0 (Unknown error (0, 0x0)) OS error = ? I'm on Parabola (derived from Arch) linux. I used this build instructions: export WX_CONFIG=wx-config-gtk3 cd 0ad/build/workspaces ./update-workspaces.sh -j9 cd gcc make config=debug -j9 make config=debug -j9 outputs this warnings many times: /usr/include/features.h:412:4: warning: #warning _FORTIFY_SOURCE requires compiling with optimization (-O) [-Wcpp]
412 | # warning _FORTIFY_SOURCE requires compiling with optimization (-O)
| ^~~~~~~
|
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| #5731 | needsinfo | Can't save the game | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
I can't save de game, it closes the game as soon as I want to save it. |
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| #2177 | fixed | Can't see latest post info on forum when logged out | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
All I can see is number of topics+replies or replies+views. |
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| #6145 | fixed | Can't see unselectable civilizations names in Gamesetup. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Currently one can set civs to not be selectable in gamesetup, e.g a NPC civ, however, if you were to force that civ in the map it would display unknown https://i.imgur.com/VHQF5LB.png In the example above the mod has a NPC civ called Zuna, which is not selectable and not playable and also because of the bug not visible and marked as Unknown. introduced by: Phab:rP23374 Relevant files binaries/data/mods/public/gui/gamesetup/Pages/GameSetupPage/GameSettings/PerPlayer/Dropdowns/PlayerCiv.js binaries/data/mods/public/gui/gamesetup/Pages/GameSetupPage/GameSettings/GameSettingControlDropdown.js |
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| #6310 | needsinfo | Can't start 0 A.D | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Can't start 0 A.D |
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| #1139 | worksforme | Can't start game with fglrx | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Installed the latest PPA in 12.04, and here's what I get when starting up:
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| #3693 | needsinfo | Can't start the battles | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
I just can't play, when I start a battle the game just quit Error: Much to our regret we must report the program has encountered an error. Please let us know at http://trac.wildfiregames.com/ and attach the crashlog.txt and crashlog.dmp files. Details: unhandled exception (Access violation reading 0x00000004) Location: unknown:0 (?) Call stack: 0017F238 errno = 13 (Insufficient access rights to open file) OS error = 126 (No se puede encontrar el módulo especificado.) |
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| #300 | worksforme | Can't start the game | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
After compile when I try to start the game I get this message, TIMER| InitVfs: 2.91095 ms TIMER| InitScripting: 6.55633 ms TIMER| CONFIG_Init: 6.02638 ms ERROR: Could not set 1024x768 graphics mode: Could not create GL context terminate called after throwing an instance of 'PSERROR_System_VmodeFailed'
Aborted I'm trying this in Linux, Fedora 11 x86_64 |
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| #4953 | duplicate | Can't start the game | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| #6067 | fixed | Can't uncheck civilisation in the map editor | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Hello, Since the last update alpha 24, all the created map I have done have the same issue: when I create the map, in the player info, I uncheck the civilisation, so that, when I use my map, I have the possibility to chose any of the civilisation. But now, when I uncheck the civilisation and I save my map, when using it, I have no choice for the civilisation and when I open my map again in the editor, the civilisation is check instead of being uncheck. I hope I was clear enough. Many thanks in avdance, Faustinlamerde |
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| #4281 | fixed | Can't unload from ship on nomad sicilia | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
When starting a game on the skirmish map Sicilia Nomad, units will start garrisoned on a ship. Pressing the "Unload All" button works, but the buttons to unload individiual units don't work, no matter whether Shift is pressed or not. Bug reported by WW_Butcher. |
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| #5317 | invalid | Can't update my e-mail address | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
I've been trying to change my e-mail address for my account on the forums, I received an e-mail with a link I had to click to get my address confirmed, but the link only led me to a page that disconnected me and asked me to sign up or sign in. After signin in I only get the "Please confirm your email" page. |
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| #6317 | fixed | Can't use fields | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
In the Nile River (4) there appear to be fields already created. When I task villagers (male or female) to use them, they go to the middle of the field with hoe over their shoulders and then immediately come back empty handed. It may be my fault, but I have tried everything I can think of. It appears that the AI is also not using them. Alpha 25. |
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| #1253 | fixed | Can't use the "Post moderation" options | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
At the bottom of the topics there is the topic moderation options to the left, and the post moderation options to the right. I can't seem to be able to use the latter, the dropdown menu, and selecting the posts works fine, but nothing happens when I click the "With selected (#)" button. I've tried both in Chrome and Firefox without any luck. |
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| #5855 | duplicate | Cannot Create An account Or Log In To An Existing Account On Mac OS X | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Process: pyrogenesis [23336] Path: /Applications/0 A.D.app/Contents/MacOS/pyrogenesis Identifier: com.wildfiregames.0ad Version: 0.0.X (0.0.X) Code Type: X86-64 (Native) Parent Process: ??? [1] Responsible: pyrogenesis [23336] User ID: 501 Date/Time: 2020-11-10 12:31:21.712 +0000 OS Version: Mac OS X 10.12.6 (16G2136) Report Version: 12 Anonymous UUID: F75341A0-C57F-839B-C6DE-78C2F988E34A Sleep/Wake UUID: A710248B-E6F3-4958-8338-F39C5B1D6710 Time Awake Since Boot: 440000 seconds Time Since Wake: 1400 seconds System Integrity Protection: enabled Crashed Thread: 0 Dispatch queue: com.apple.main-thread Exception Type: EXC_BAD_INSTRUCTION (SIGILL) Exception Codes: 0x0000000000000001, 0x0000000000000000 Exception Note: EXC_CORPSE_NOTIFY Termination Signal: Illegal instruction: 4 Termination Reason: Namespace SIGNAL, Code 0x4 Terminating Process: exc handler [0] Thread 0 Crashed:: Dispatch queue: com.apple.main-thread 0 com.wildfiregames.0ad 0x0000000101426847 gmpn_submul_1 + 183 Thread 1:: Analysis Helper 0 libsystem_kernel.dylib 0x00007fffc219fbf2 psynch_cvwait + 10 1 libsystem_pthread.dylib 0x00007fffc228b7fa _pthread_cond_wait + 712 2 com.wildfiregames.0ad 0x00000001005bbefe PR_WaitCondVar + 414 3 com.wildfiregames.0ad 0x0000000100709a47 js::HelperThread::threadLoop() + 1143 4 libsystem_pthread.dylib 0x00007fffc228a93b _pthread_body + 180 5 libsystem_pthread.dylib 0x00007fffc228a887 _pthread_start + 286 6 libsystem_pthread.dylib 0x00007fffc228a08d thread_start + 13 Thread 2:: Analysis Helper 0 libsystem_kernel.dylib 0x00007fffc219fbf2 psynch_cvwait + 10 1 libsystem_pthread.dylib 0x00007fffc228b7fa _pthread_cond_wait + 712 2 com.wildfiregames.0ad 0x00000001005bbefe PR_WaitCondVar + 414 3 com.wildfiregames.0ad 0x0000000100709a47 js::HelperThread::threadLoop() + 1143 4 libsystem_pthread.dylib 0x00007fffc228a93b _pthread_body + 180 5 libsystem_pthread.dylib 0x00007fffc228a887 _pthread_start + 286 6 libsystem_pthread.dylib 0x00007fffc228a08d thread_start + 13 Thread 3:: Analysis Helper 0 libsystem_kernel.dylib 0x00007fffc219fbf2 psynch_cvwait + 10 1 libsystem_pthread.dylib 0x00007fffc228b7fa _pthread_cond_wait + 712 2 com.wildfiregames.0ad 0x00000001005bbefe PR_WaitCondVar + 414 3 com.wildfiregames.0ad 0x0000000100709a47 js::HelperThread::threadLoop() + 1143 4 libsystem_pthread.dylib 0x00007fffc228a93b _pthread_body + 180 5 libsystem_pthread.dylib 0x00007fffc228a887 _pthread_start + 286 6 libsystem_pthread.dylib 0x00007fffc228a08d thread_start + 13 Thread 4:: Analysis Helper 0 libsystem_kernel.dylib 0x00007fffc219fbf2 psynch_cvwait + 10 1 libsystem_pthread.dylib 0x00007fffc228b7fa _pthread_cond_wait + 712 2 com.wildfiregames.0ad 0x00000001005bbefe PR_WaitCondVar + 414 3 com.wildfiregames.0ad 0x0000000100709a47 js::HelperThread::threadLoop() + 1143 4 libsystem_pthread.dylib 0x00007fffc228a93b _pthread_body + 180 5 libsystem_pthread.dylib 0x00007fffc228a887 _pthread_start + 286 6 libsystem_pthread.dylib 0x00007fffc228a08d thread_start + 13 Thread 5:: Analysis Helper 0 libsystem_kernel.dylib 0x00007fffc219fbf2 psynch_cvwait + 10 1 libsystem_pthread.dylib 0x00007fffc228b7fa _pthread_cond_wait + 712 2 com.wildfiregames.0ad 0x00000001005bbefe PR_WaitCondVar + 414 3 com.wildfiregames.0ad 0x0000000100709a47 js::HelperThread::threadLoop() + 1143 4 libsystem_pthread.dylib 0x00007fffc228a93b _pthread_body + 180 5 libsystem_pthread.dylib 0x00007fffc228a887 _pthread_start + 286 6 libsystem_pthread.dylib 0x00007fffc228a08d thread_start + 13 Thread 6:: Analysis Helper 0 libsystem_kernel.dylib 0x00007fffc219fbf2 psynch_cvwait + 10 1 libsystem_pthread.dylib 0x00007fffc228b7fa _pthread_cond_wait + 712 2 com.wildfiregames.0ad 0x00000001005bbefe PR_WaitCondVar + 414 3 com.wildfiregames.0ad 0x0000000100709a47 js::HelperThread::threadLoop() + 1143 4 libsystem_pthread.dylib 0x00007fffc228a93b _pthread_body + 180 5 libsystem_pthread.dylib 0x00007fffc228a887 _pthread_start + 286 6 libsystem_pthread.dylib 0x00007fffc228a08d thread_start + 13 Thread 7:: Analysis Helper 0 libsystem_kernel.dylib 0x00007fffc219fbf2 psynch_cvwait + 10 1 libsystem_pthread.dylib 0x00007fffc228b7fa _pthread_cond_wait + 712 2 com.wildfiregames.0ad 0x00000001005bbefe PR_WaitCondVar + 414 3 com.wildfiregames.0ad 0x0000000100709a47 js::HelperThread::threadLoop() + 1143 4 libsystem_pthread.dylib 0x00007fffc228a93b _pthread_body + 180 5 libsystem_pthread.dylib 0x00007fffc228a887 _pthread_start + 286 6 libsystem_pthread.dylib 0x00007fffc228a08d thread_start + 13 Thread 8:: Analysis Helper 0 libsystem_kernel.dylib 0x00007fffc219fbf2 psynch_cvwait + 10 1 libsystem_pthread.dylib 0x00007fffc228b7fa _pthread_cond_wait + 712 2 com.wildfiregames.0ad 0x00000001005bbefe PR_WaitCondVar + 414 3 com.wildfiregames.0ad 0x0000000100709a47 js::HelperThread::threadLoop() + 1143 4 libsystem_pthread.dylib 0x00007fffc228a93b _pthread_body + 180 5 libsystem_pthread.dylib 0x00007fffc228a887 _pthread_start + 286 6 libsystem_pthread.dylib 0x00007fffc228a08d thread_start + 13 Thread 9:: Analysis Helper 0 libsystem_kernel.dylib 0x00007fffc219fbf2 psynch_cvwait + 10 1 libsystem_pthread.dylib 0x00007fffc228b7fa _pthread_cond_wait + 712 2 com.wildfiregames.0ad 0x00000001005bbefe PR_WaitCondVar + 414 3 com.wildfiregames.0ad 0x0000000100709a47 js::HelperThread::threadLoop() + 1143 4 libsystem_pthread.dylib 0x00007fffc228a93b _pthread_body + 180 5 libsystem_pthread.dylib 0x00007fffc228a887 _pthread_start + 286 6 libsystem_pthread.dylib 0x00007fffc228a08d thread_start + 13 Thread 10:: Analysis Helper 0 libsystem_kernel.dylib 0x00007fffc219fbf2 psynch_cvwait + 10 1 libsystem_pthread.dylib 0x00007fffc228b7fa _pthread_cond_wait + 712 2 com.wildfiregames.0ad 0x00000001005bbefe PR_WaitCondVar + 414 3 com.wildfiregames.0ad 0x0000000100709a47 js::HelperThread::threadLoop() + 1143 4 libsystem_pthread.dylib 0x00007fffc228a93b _pthread_body + 180 5 libsystem_pthread.dylib 0x00007fffc228a887 _pthread_start + 286 6 libsystem_pthread.dylib 0x00007fffc228a08d thread_start + 13 Thread 11:: Analysis Helper 0 libsystem_kernel.dylib 0x00007fffc219fbf2 psynch_cvwait + 10 1 libsystem_pthread.dylib 0x00007fffc228b7fa _pthread_cond_wait + 712 2 com.wildfiregames.0ad 0x00000001005bbefe PR_WaitCondVar + 414 3 com.wildfiregames.0ad 0x0000000100709a47 js::HelperThread::threadLoop() + 1143 4 libsystem_pthread.dylib 0x00007fffc228a93b _pthread_body + 180 5 libsystem_pthread.dylib 0x00007fffc228a887 _pthread_start + 286 6 libsystem_pthread.dylib 0x00007fffc228a08d thread_start + 13 Thread 12:: Analysis Helper 0 libsystem_kernel.dylib 0x00007fffc219fbf2 psynch_cvwait + 10 1 libsystem_pthread.dylib 0x00007fffc228b7fa _pthread_cond_wait + 712 2 com.wildfiregames.0ad 0x00000001005bbefe PR_WaitCondVar + 414 3 com.wildfiregames.0ad 0x0000000100709a47 js::HelperThread::threadLoop() + 1143 4 libsystem_pthread.dylib 0x00007fffc228a93b _pthread_body + 180 5 libsystem_pthread.dylib 0x00007fffc228a887 _pthread_start + 286 6 libsystem_pthread.dylib 0x00007fffc228a08d thread_start + 13 Thread 13: 0 libsystem_kernel.dylib 0x00007fffc219834a mach_msg_trap + 10 1 libsystem_kernel.dylib 0x00007fffc2197797 mach_msg + 55 2 com.wildfiregames.0ad 0x0000000100626a8d AsmJSMachExceptionHandlerThread(void*) + 61 Thread 14:: com.apple.audio.IOThread.client 0 libsystem_kernel.dylib 0x00007fffc219834a mach_msg_trap + 10 1 libsystem_kernel.dylib 0x00007fffc2197797 mach_msg + 55 2 com.apple.audio.CoreAudio 0x00007fffabf91935 HALB_MachPort::SendMessageWithReply(unsigned int, unsigned int, unsigned int, unsigned int, mach_msg_header_t*, bool, unsigned int) + 127 3 com.apple.audio.CoreAudio 0x00007fffabf918a6 HALB_MachPort::SendSimpleMessageWithSimpleReply(unsigned int, unsigned int, int, int&, bool, unsigned int) + 42 4 com.apple.audio.CoreAudio 0x00007fffabf8e8d0 HALC_ProxyIOContext::IOWorkLoop() + 1196 5 com.apple.audio.CoreAudio 0x00007fffabf8e264 HALC_ProxyIOContext::IOThreadEntry(void*) + 128 6 com.apple.audio.CoreAudio 0x00007fffabf8dfa3 HALB_IOThread::Entry(void*) + 75 7 libsystem_pthread.dylib 0x00007fffc228a93b _pthread_body + 180 8 libsystem_pthread.dylib 0x00007fffc228a887 _pthread_start + 286 9 libsystem_pthread.dylib 0x00007fffc228a08d thread_start + 13 Thread 15: 0 libsystem_kernel.dylib 0x00007fffc219ff46 semwait_signal + 10 1 libsystem_c.dylib 0x00007fffc2126b72 nanosleep + 199 2 com.wildfiregames.0ad 0x000000010055edc4 SDL_Delay_REAL + 100 3 com.wildfiregames.0ad 0x0000000100472ea7 SDL_Delay + 23 4 com.wildfiregames.0ad 0x0000000100232017 CSoundManagerWorker::Run() + 71 5 com.wildfiregames.0ad 0x0000000100231f92 CSoundManagerWorker::RunThread(void*) + 98 6 libsystem_pthread.dylib 0x00007fffc228a93b _pthread_body + 180 7 libsystem_pthread.dylib 0x00007fffc228a887 _pthread_start + 286 8 libsystem_pthread.dylib 0x00007fffc228a08d thread_start + 13 Thread 16: 0 libsystem_kernel.dylib 0x00007fffc219fbf2 psynch_cvwait + 10 1 libsystem_pthread.dylib 0x00007fffc228b7fa _pthread_cond_wait + 712 2 com.wildfiregames.0ad 0x0000000100556642 SDL_CondWaitTimeout_REAL + 210 3 com.wildfiregames.0ad 0x0000000100555fd2 SDL_SemWaitTimeout_REAL + 194 4 com.wildfiregames.0ad 0x000000010055604a SDL_SemWait_REAL + 26 5 com.wildfiregames.0ad 0x000000010046fcb4 SDL_SemWait + 36 6 com.wildfiregames.0ad 0x000000010020a961 CUserReporterWorker::Run() + 561 7 com.wildfiregames.0ad 0x000000010020a6f2 CUserReporterWorker::RunThread(void*) + 98 8 libsystem_pthread.dylib 0x00007fffc228a93b _pthread_body + 180 9 libsystem_pthread.dylib 0x00007fffc228a887 _pthread_start + 286 10 libsystem_pthread.dylib 0x00007fffc228a08d thread_start + 13 Thread 17:: SDLTimer 0 libsystem_kernel.dylib 0x00007fffc219fbf2 psynch_cvwait + 10 1 libsystem_pthread.dylib 0x00007fffc228b7fa _pthread_cond_wait + 712 2 com.wildfiregames.0ad 0x0000000100556642 SDL_CondWaitTimeout_REAL + 210 3 com.wildfiregames.0ad 0x0000000100555fd2 SDL_SemWaitTimeout_REAL + 194 4 com.wildfiregames.0ad 0x00000001004d7c79 SDL_TimerThread + 633 5 com.wildfiregames.0ad 0x00000001004d7167 SDL_RunThread + 135 6 com.wildfiregames.0ad 0x00000001005559f5 RunThread + 21 7 libsystem_pthread.dylib 0x00007fffc228a93b _pthread_body + 180 8 libsystem_pthread.dylib 0x00007fffc228a887 _pthread_start + 286 9 libsystem_pthread.dylib 0x00007fffc228a08d thread_start + 13 Thread 18: 0 libsystem_kernel.dylib 0x00007fffc21a044e workq_kernreturn + 10 1 libsystem_pthread.dylib 0x00007fffc228a621 _pthread_wqthread + 1426 2 libsystem_pthread.dylib 0x00007fffc228a07d start_wqthread + 13 Thread 19: 0 libsystem_kernel.dylib 0x00007fffc219fbf2 psynch_cvwait + 10 1 libsystem_pthread.dylib 0x00007fffc228b7fa _pthread_cond_wait + 712 2 com.wildfiregames.0ad 0x0000000100556642 SDL_CondWaitTimeout_REAL + 210 3 com.wildfiregames.0ad 0x0000000100555fd2 SDL_SemWaitTimeout_REAL + 194 4 com.wildfiregames.0ad 0x000000010055604a SDL_SemWait_REAL + 26 5 com.wildfiregames.0ad 0x000000010046fcb4 SDL_SemWait + 36 6 com.wildfiregames.0ad 0x00000001002b92fb CTextureConverter::RunThread(void*) + 107 7 libsystem_pthread.dylib 0x00007fffc228a93b _pthread_body + 180 8 libsystem_pthread.dylib 0x00007fffc228a887 _pthread_start + 286 9 libsystem_pthread.dylib 0x00007fffc228a08d thread_start + 13 Thread 20:: com.apple.NSEventThread 0 libsystem_kernel.dylib 0x00007fffc219834a mach_msg_trap + 10 1 libsystem_kernel.dylib 0x00007fffc2197797 mach_msg + 55 2 com.apple.CoreFoundation 0x00007fffac42a2e4 CFRunLoopServiceMachPort + 212 3 com.apple.CoreFoundation 0x00007fffac429761 CFRunLoopRun + 1361 4 com.apple.CoreFoundation 0x00007fffac428fb4 CFRunLoopRunSpecific + 420 5 com.apple.AppKit 0x00007fffaa069f02 _NSEventThread + 205 6 libsystem_pthread.dylib 0x00007fffc228a93b _pthread_body + 180 7 libsystem_pthread.dylib 0x00007fffc228a887 _pthread_start + 286 8 libsystem_pthread.dylib 0x00007fffc228a08d thread_start + 13 Thread 21: 0 libsystem_kernel.dylib 0x00007fffc21a044e workq_kernreturn + 10 1 libsystem_pthread.dylib 0x00007fffc228a621 _pthread_wqthread + 1426 2 libsystem_pthread.dylib 0x00007fffc228a07d start_wqthread + 13 Thread 22: 0 libsystem_kernel.dylib 0x00007fffc21a044e workq_kernreturn + 10 1 libsystem_pthread.dylib 0x00007fffc228a48e _pthread_wqthread + 1023 2 libsystem_pthread.dylib 0x00007fffc228a07d start_wqthread + 13 Thread 0 crashed with X86 Thread State (64-bit):
Logical CPU: 2 Error Code: 0x00000000 Trap Number: 6 Binary Images:
External Modification Summary:
VM Region Summary: ReadOnly portion of Libraries: Total=320.3M resident=0K(0%) swapped_out_or_unallocated=320.3M(100%) Writable regions: Total=432.3M written=0K(0%) resident=0K(0%) swapped_out=0K(0%) unallocated=432.3M(100%)
REGION TYPE SIZE COUNT (non-coalesced) =========== ======= ======= Accelerate framework 128K 2 Activity Tracing 256K 2 CG backing stores 3600K 4 CG image 308K 6 CoreUI image data 316K 3 CoreUI image file 176K 3 IOKit 7940K 2 Kernel Alloc Once 8K 2 MALLOC 362.3M 227 MALLOC guard page 48K 11 Memory Tag 242 12K 2 Memory Tag 249 156K 3 OpenGL GLSL 256K 4 STACK GUARD 56.1M 24 Stack 19.2M 24 VM_ALLOCATE 32.1M 45 VM_ALLOCATE (reserved) 320K 3 reserved VM address space (unallocated) DATA 21.3M 223 GLSLBUILTINS 2588K 2 IMAGE 528K 2 LINKEDIT 125.3M 10 TEXT 195.0M 226 UNICODE 556K 2 mapped file 45.6M 11 shared memory 16.4M 14 =========== ======= ======= TOTAL 890.2M 832 TOTAL, minus reserved VM space 889.9M 832 Model: iMac11,3, BootROM 99.0.0.0.0, 4 processors, Intel Core i7, 2.93 GHz, 12 GB, SMC 1.59f2 Graphics: ATI Radeon HD 5750, ATI Radeon HD 5750, PCIe, 1024 MB Memory Module: BANK 0/DIMM0, 2 GB, DDR3, 1333 MHz, 0x80AD, 0x484D54313235533654465238432D48392020 Memory Module: BANK 1/DIMM0, 2 GB, DDR3, 1333 MHz, 0x80AD, 0x484D54313235533654465238432D48392020 Memory Module: BANK 0/DIMM1, 4 GB, DDR3, 1333 MHz, 0x859B, 0x435434473353313333394D2E4D3136464D44 Memory Module: BANK 1/DIMM1, 4 GB, DDR3, 1333 MHz, 0x859B, 0x435434473353313333394D2E4D3136464D44 AirPort: spairport_wireless_card_type_airport_extreme (0x168C, 0x8F), Atheros 9280: 4.0.74.0-P2P Bluetooth: Version 5.0.5f7, 3 services, 27 devices, 1 incoming serial ports Network Service: Wi-Fi, AirPort, en1 Serial ATA Device: WDC WD1001FALS-40Y6A0, 1 TB Serial ATA Device: OPTIARC DVD RW AD-5680H USB Device: USB 2.0 Bus USB Device: Hub USB Device: Card Reader USB Device: BRCM2046 Hub USB Device: Bluetooth USB Host Controller USB Device: USB 2.0 Bus USB Device: Hub USB Device: USB Optical Mouse USB Device: IR Receiver USB Device: Built-in iSight Thunderbolt Bus: |
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| #5854 | duplicate | Cannot Create Or Login To An Existing Account On Mac OS X | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Process: pyrogenesis [23336] Path: /Applications/0 A.D.app/Contents/MacOS/pyrogenesis Identifier: com.wildfiregames.0ad Version: 0.0.X (0.0.X) Code Type: X86-64 (Native) Parent Process: ??? [1] Responsible: pyrogenesis [23336] User ID: 501 Date/Time: 2020-11-10 12:31:21.712 +0000 OS Version: Mac OS X 10.12.6 (16G2136) Report Version: 12 Anonymous UUID: F75341A0-C57F-839B-C6DE-78C2F988E34A Sleep/Wake UUID: A710248B-E6F3-4958-8338-F39C5B1D6710 Time Awake Since Boot: 440000 seconds Time Since Wake: 1400 seconds System Integrity Protection: enabled Crashed Thread: 0 Dispatch queue: com.apple.main-thread Exception Type: EXC_BAD_INSTRUCTION (SIGILL) Exception Codes: 0x0000000000000001, 0x0000000000000000 Exception Note: EXC_CORPSE_NOTIFY Termination Signal: Illegal instruction: 4 Termination Reason: Namespace SIGNAL, Code 0x4 Terminating Process: exc handler [0] Thread 0 Crashed:: Dispatch queue: com.apple.main-thread 0 com.wildfiregames.0ad 0x0000000101426847 gmpn_submul_1 + 183 Thread 1:: Analysis Helper 0 libsystem_kernel.dylib 0x00007fffc219fbf2 psynch_cvwait + 10 1 libsystem_pthread.dylib 0x00007fffc228b7fa _pthread_cond_wait + 712 2 com.wildfiregames.0ad 0x00000001005bbefe PR_WaitCondVar + 414 3 com.wildfiregames.0ad 0x0000000100709a47 js::HelperThread::threadLoop() + 1143 4 libsystem_pthread.dylib 0x00007fffc228a93b _pthread_body + 180 5 libsystem_pthread.dylib 0x00007fffc228a887 _pthread_start + 286 6 libsystem_pthread.dylib 0x00007fffc228a08d thread_start + 13 Thread 2:: Analysis Helper 0 libsystem_kernel.dylib 0x00007fffc219fbf2 psynch_cvwait + 10 1 libsystem_pthread.dylib 0x00007fffc228b7fa _pthread_cond_wait + 712 2 com.wildfiregames.0ad 0x00000001005bbefe PR_WaitCondVar + 414 3 com.wildfiregames.0ad 0x0000000100709a47 js::HelperThread::threadLoop() + 1143 4 libsystem_pthread.dylib 0x00007fffc228a93b _pthread_body + 180 5 libsystem_pthread.dylib 0x00007fffc228a887 _pthread_start + 286 6 libsystem_pthread.dylib 0x00007fffc228a08d thread_start + 13 Thread 3:: Analysis Helper 0 libsystem_kernel.dylib 0x00007fffc219fbf2 psynch_cvwait + 10 1 libsystem_pthread.dylib 0x00007fffc228b7fa _pthread_cond_wait + 712 2 com.wildfiregames.0ad 0x00000001005bbefe PR_WaitCondVar + 414 3 com.wildfiregames.0ad 0x0000000100709a47 js::HelperThread::threadLoop() + 1143 4 libsystem_pthread.dylib 0x00007fffc228a93b _pthread_body + 180 5 libsystem_pthread.dylib 0x00007fffc228a887 _pthread_start + 286 6 libsystem_pthread.dylib 0x00007fffc228a08d thread_start + 13 Thread 4:: Analysis Helper 0 libsystem_kernel.dylib 0x00007fffc219fbf2 psynch_cvwait + 10 1 libsystem_pthread.dylib 0x00007fffc228b7fa _pthread_cond_wait + 712 2 com.wildfiregames.0ad 0x00000001005bbefe PR_WaitCondVar + 414 3 com.wildfiregames.0ad 0x0000000100709a47 js::HelperThread::threadLoop() + 1143 4 libsystem_pthread.dylib 0x00007fffc228a93b _pthread_body + 180 5 libsystem_pthread.dylib 0x00007fffc228a887 _pthread_start + 286 6 libsystem_pthread.dylib 0x00007fffc228a08d thread_start + 13 Thread 5:: Analysis Helper 0 libsystem_kernel.dylib 0x00007fffc219fbf2 psynch_cvwait + 10 1 libsystem_pthread.dylib 0x00007fffc228b7fa _pthread_cond_wait + 712 2 com.wildfiregames.0ad 0x00000001005bbefe PR_WaitCondVar + 414 3 com.wildfiregames.0ad 0x0000000100709a47 js::HelperThread::threadLoop() + 1143 4 libsystem_pthread.dylib 0x00007fffc228a93b _pthread_body + 180 5 libsystem_pthread.dylib 0x00007fffc228a887 _pthread_start + 286 6 libsystem_pthread.dylib 0x00007fffc228a08d thread_start + 13 Thread 6:: Analysis Helper 0 libsystem_kernel.dylib 0x00007fffc219fbf2 psynch_cvwait + 10 1 libsystem_pthread.dylib 0x00007fffc228b7fa _pthread_cond_wait + 712 2 com.wildfiregames.0ad 0x00000001005bbefe PR_WaitCondVar + 414 3 com.wildfiregames.0ad 0x0000000100709a47 js::HelperThread::threadLoop() + 1143 4 libsystem_pthread.dylib 0x00007fffc228a93b _pthread_body + 180 5 libsystem_pthread.dylib 0x00007fffc228a887 _pthread_start + 286 6 libsystem_pthread.dylib 0x00007fffc228a08d thread_start + 13 Thread 7:: Analysis Helper 0 libsystem_kernel.dylib 0x00007fffc219fbf2 psynch_cvwait + 10 1 libsystem_pthread.dylib 0x00007fffc228b7fa _pthread_cond_wait + 712 2 com.wildfiregames.0ad 0x00000001005bbefe PR_WaitCondVar + 414 3 com.wildfiregames.0ad 0x0000000100709a47 js::HelperThread::threadLoop() + 1143 4 libsystem_pthread.dylib 0x00007fffc228a93b _pthread_body + 180 5 libsystem_pthread.dylib 0x00007fffc228a887 _pthread_start + 286 6 libsystem_pthread.dylib 0x00007fffc228a08d thread_start + 13 Thread 8:: Analysis Helper 0 libsystem_kernel.dylib 0x00007fffc219fbf2 psynch_cvwait + 10 1 libsystem_pthread.dylib 0x00007fffc228b7fa _pthread_cond_wait + 712 2 com.wildfiregames.0ad 0x00000001005bbefe PR_WaitCondVar + 414 3 com.wildfiregames.0ad 0x0000000100709a47 js::HelperThread::threadLoop() + 1143 4 libsystem_pthread.dylib 0x00007fffc228a93b _pthread_body + 180 5 libsystem_pthread.dylib 0x00007fffc228a887 _pthread_start + 286 6 libsystem_pthread.dylib 0x00007fffc228a08d thread_start + 13 Thread 9:: Analysis Helper 0 libsystem_kernel.dylib 0x00007fffc219fbf2 psynch_cvwait + 10 1 libsystem_pthread.dylib 0x00007fffc228b7fa _pthread_cond_wait + 712 2 com.wildfiregames.0ad 0x00000001005bbefe PR_WaitCondVar + 414 3 com.wildfiregames.0ad 0x0000000100709a47 js::HelperThread::threadLoop() + 1143 4 libsystem_pthread.dylib 0x00007fffc228a93b _pthread_body + 180 5 libsystem_pthread.dylib 0x00007fffc228a887 _pthread_start + 286 6 libsystem_pthread.dylib 0x00007fffc228a08d thread_start + 13 Thread 10:: Analysis Helper 0 libsystem_kernel.dylib 0x00007fffc219fbf2 psynch_cvwait + 10 1 libsystem_pthread.dylib 0x00007fffc228b7fa _pthread_cond_wait + 712 2 com.wildfiregames.0ad 0x00000001005bbefe PR_WaitCondVar + 414 3 com.wildfiregames.0ad 0x0000000100709a47 js::HelperThread::threadLoop() + 1143 4 libsystem_pthread.dylib 0x00007fffc228a93b _pthread_body + 180 5 libsystem_pthread.dylib 0x00007fffc228a887 _pthread_start + 286 6 libsystem_pthread.dylib 0x00007fffc228a08d thread_start + 13 Thread 11:: Analysis Helper 0 libsystem_kernel.dylib 0x00007fffc219fbf2 psynch_cvwait + 10 1 libsystem_pthread.dylib 0x00007fffc228b7fa _pthread_cond_wait + 712 2 com.wildfiregames.0ad 0x00000001005bbefe PR_WaitCondVar + 414 3 com.wildfiregames.0ad 0x0000000100709a47 js::HelperThread::threadLoop() + 1143 4 libsystem_pthread.dylib 0x00007fffc228a93b _pthread_body + 180 5 libsystem_pthread.dylib 0x00007fffc228a887 _pthread_start + 286 6 libsystem_pthread.dylib 0x00007fffc228a08d thread_start + 13 Thread 12:: Analysis Helper 0 libsystem_kernel.dylib 0x00007fffc219fbf2 psynch_cvwait + 10 1 libsystem_pthread.dylib 0x00007fffc228b7fa _pthread_cond_wait + 712 2 com.wildfiregames.0ad 0x00000001005bbefe PR_WaitCondVar + 414 3 com.wildfiregames.0ad 0x0000000100709a47 js::HelperThread::threadLoop() + 1143 4 libsystem_pthread.dylib 0x00007fffc228a93b _pthread_body + 180 5 libsystem_pthread.dylib 0x00007fffc228a887 _pthread_start + 286 6 libsystem_pthread.dylib 0x00007fffc228a08d thread_start + 13 Thread 13: 0 libsystem_kernel.dylib 0x00007fffc219834a mach_msg_trap + 10 1 libsystem_kernel.dylib 0x00007fffc2197797 mach_msg + 55 2 com.wildfiregames.0ad 0x0000000100626a8d AsmJSMachExceptionHandlerThread(void*) + 61 Thread 14:: com.apple.audio.IOThread.client 0 libsystem_kernel.dylib 0x00007fffc219834a mach_msg_trap + 10 1 libsystem_kernel.dylib 0x00007fffc2197797 mach_msg + 55 2 com.apple.audio.CoreAudio 0x00007fffabf91935 HALB_MachPort::SendMessageWithReply(unsigned int, unsigned int, unsigned int, unsigned int, mach_msg_header_t*, bool, unsigned int) + 127 3 com.apple.audio.CoreAudio 0x00007fffabf918a6 HALB_MachPort::SendSimpleMessageWithSimpleReply(unsigned int, unsigned int, int, int&, bool, unsigned int) + 42 4 com.apple.audio.CoreAudio 0x00007fffabf8e8d0 HALC_ProxyIOContext::IOWorkLoop() + 1196 5 com.apple.audio.CoreAudio 0x00007fffabf8e264 HALC_ProxyIOContext::IOThreadEntry(void*) + 128 6 com.apple.audio.CoreAudio 0x00007fffabf8dfa3 HALB_IOThread::Entry(void*) + 75 7 libsystem_pthread.dylib 0x00007fffc228a93b _pthread_body + 180 8 libsystem_pthread.dylib 0x00007fffc228a887 _pthread_start + 286 9 libsystem_pthread.dylib 0x00007fffc228a08d thread_start + 13 Thread 15: 0 libsystem_kernel.dylib 0x00007fffc219ff46 semwait_signal + 10 1 libsystem_c.dylib 0x00007fffc2126b72 nanosleep + 199 2 com.wildfiregames.0ad 0x000000010055edc4 SDL_Delay_REAL + 100 3 com.wildfiregames.0ad 0x0000000100472ea7 SDL_Delay + 23 4 com.wildfiregames.0ad 0x0000000100232017 CSoundManagerWorker::Run() + 71 5 com.wildfiregames.0ad 0x0000000100231f92 CSoundManagerWorker::RunThread(void*) + 98 6 libsystem_pthread.dylib 0x00007fffc228a93b _pthread_body + 180 7 libsystem_pthread.dylib 0x00007fffc228a887 _pthread_start + 286 8 libsystem_pthread.dylib 0x00007fffc228a08d thread_start + 13 Thread 16: 0 libsystem_kernel.dylib 0x00007fffc219fbf2 psynch_cvwait + 10 1 libsystem_pthread.dylib 0x00007fffc228b7fa _pthread_cond_wait + 712 2 com.wildfiregames.0ad 0x0000000100556642 SDL_CondWaitTimeout_REAL + 210 3 com.wildfiregames.0ad 0x0000000100555fd2 SDL_SemWaitTimeout_REAL + 194 4 com.wildfiregames.0ad 0x000000010055604a SDL_SemWait_REAL + 26 5 com.wildfiregames.0ad 0x000000010046fcb4 SDL_SemWait + 36 6 com.wildfiregames.0ad 0x000000010020a961 CUserReporterWorker::Run() + 561 7 com.wildfiregames.0ad 0x000000010020a6f2 CUserReporterWorker::RunThread(void*) + 98 8 libsystem_pthread.dylib 0x00007fffc228a93b _pthread_body + 180 9 libsystem_pthread.dylib 0x00007fffc228a887 _pthread_start + 286 10 libsystem_pthread.dylib 0x00007fffc228a08d thread_start + 13 Thread 17:: SDLTimer 0 libsystem_kernel.dylib 0x00007fffc219fbf2 psynch_cvwait + 10 1 libsystem_pthread.dylib 0x00007fffc228b7fa _pthread_cond_wait + 712 2 com.wildfiregames.0ad 0x0000000100556642 SDL_CondWaitTimeout_REAL + 210 3 com.wildfiregames.0ad 0x0000000100555fd2 SDL_SemWaitTimeout_REAL + 194 4 com.wildfiregames.0ad 0x00000001004d7c79 SDL_TimerThread + 633 5 com.wildfiregames.0ad 0x00000001004d7167 SDL_RunThread + 135 6 com.wildfiregames.0ad 0x00000001005559f5 RunThread + 21 7 libsystem_pthread.dylib 0x00007fffc228a93b _pthread_body + 180 8 libsystem_pthread.dylib 0x00007fffc228a887 _pthread_start + 286 9 libsystem_pthread.dylib 0x00007fffc228a08d thread_start + 13 Thread 18: 0 libsystem_kernel.dylib 0x00007fffc21a044e workq_kernreturn + 10 1 libsystem_pthread.dylib 0x00007fffc228a621 _pthread_wqthread + 1426 2 libsystem_pthread.dylib 0x00007fffc228a07d start_wqthread + 13 Thread 19: 0 libsystem_kernel.dylib 0x00007fffc219fbf2 psynch_cvwait + 10 1 libsystem_pthread.dylib 0x00007fffc228b7fa _pthread_cond_wait + 712 2 com.wildfiregames.0ad 0x0000000100556642 SDL_CondWaitTimeout_REAL + 210 3 com.wildfiregames.0ad 0x0000000100555fd2 SDL_SemWaitTimeout_REAL + 194 4 com.wildfiregames.0ad 0x000000010055604a SDL_SemWait_REAL + 26 5 com.wildfiregames.0ad 0x000000010046fcb4 SDL_SemWait + 36 6 com.wildfiregames.0ad 0x00000001002b92fb CTextureConverter::RunThread(void*) + 107 7 libsystem_pthread.dylib 0x00007fffc228a93b _pthread_body + 180 8 libsystem_pthread.dylib 0x00007fffc228a887 _pthread_start + 286 9 libsystem_pthread.dylib 0x00007fffc228a08d thread_start + 13 Thread 20:: com.apple.NSEventThread 0 libsystem_kernel.dylib 0x00007fffc219834a mach_msg_trap + 10 1 libsystem_kernel.dylib 0x00007fffc2197797 mach_msg + 55 2 com.apple.CoreFoundation 0x00007fffac42a2e4 CFRunLoopServiceMachPort + 212 3 com.apple.CoreFoundation 0x00007fffac429761 CFRunLoopRun + 1361 4 com.apple.CoreFoundation 0x00007fffac428fb4 CFRunLoopRunSpecific + 420 5 com.apple.AppKit 0x00007fffaa069f02 _NSEventThread + 205 6 libsystem_pthread.dylib 0x00007fffc228a93b _pthread_body + 180 7 libsystem_pthread.dylib 0x00007fffc228a887 _pthread_start + 286 8 libsystem_pthread.dylib 0x00007fffc228a08d thread_start + 13 Thread 21: 0 libsystem_kernel.dylib 0x00007fffc21a044e workq_kernreturn + 10 1 libsystem_pthread.dylib 0x00007fffc228a621 _pthread_wqthread + 1426 2 libsystem_pthread.dylib 0x00007fffc228a07d start_wqthread + 13 Thread 22: 0 libsystem_kernel.dylib 0x00007fffc21a044e workq_kernreturn + 10 1 libsystem_pthread.dylib 0x00007fffc228a48e _pthread_wqthread + 1023 2 libsystem_pthread.dylib 0x00007fffc228a07d start_wqthread + 13 Thread 0 crashed with X86 Thread State (64-bit):
Logical CPU: 2 Error Code: 0x00000000 Trap Number: 6 Binary Images:
External Modification Summary:
VM Region Summary: ReadOnly portion of Libraries: Total=320.3M resident=0K(0%) swapped_out_or_unallocated=320.3M(100%) Writable regions: Total=432.3M written=0K(0%) resident=0K(0%) swapped_out=0K(0%) unallocated=432.3M(100%)
REGION TYPE SIZE COUNT (non-coalesced) =========== ======= ======= Accelerate framework 128K 2 Activity Tracing 256K 2 CG backing stores 3600K 4 CG image 308K 6 CoreUI image data 316K 3 CoreUI image file 176K 3 IOKit 7940K 2 Kernel Alloc Once 8K 2 MALLOC 362.3M 227 MALLOC guard page 48K 11 Memory Tag 242 12K 2 Memory Tag 249 156K 3 OpenGL GLSL 256K 4 STACK GUARD 56.1M 24 Stack 19.2M 24 VM_ALLOCATE 32.1M 45 VM_ALLOCATE (reserved) 320K 3 reserved VM address space (unallocated) DATA 21.3M 223 GLSLBUILTINS 2588K 2 IMAGE 528K 2 LINKEDIT 125.3M 10 TEXT 195.0M 226 UNICODE 556K 2 mapped file 45.6M 11 shared memory 16.4M 14 =========== ======= ======= TOTAL 890.2M 832 TOTAL, minus reserved VM space 889.9M 832 Model: iMac11,3, BootROM 99.0.0.0.0, 4 processors, Intel Core i7, 2.93 GHz, 12 GB, SMC 1.59f2 Graphics: ATI Radeon HD 5750, ATI Radeon HD 5750, PCIe, 1024 MB Memory Module: BANK 0/DIMM0, 2 GB, DDR3, 1333 MHz, 0x80AD, 0x484D54313235533654465238432D48392020 Memory Module: BANK 1/DIMM0, 2 GB, DDR3, 1333 MHz, 0x80AD, 0x484D54313235533654465238432D48392020 Memory Module: BANK 0/DIMM1, 4 GB, DDR3, 1333 MHz, 0x859B, 0x435434473353313333394D2E4D3136464D44 Memory Module: BANK 1/DIMM1, 4 GB, DDR3, 1333 MHz, 0x859B, 0x435434473353313333394D2E4D3136464D44 AirPort: spairport_wireless_card_type_airport_extreme (0x168C, 0x8F), Atheros 9280: 4.0.74.0-P2P Bluetooth: Version 5.0.5f7, 3 services, 27 devices, 1 incoming serial ports Network Service: Wi-Fi, AirPort, en1 Serial ATA Device: WDC WD1001FALS-40Y6A0, 1 TB Serial ATA Device: OPTIARC DVD RW AD-5680H USB Device: USB 2.0 Bus USB Device: Hub USB Device: Card Reader USB Device: BRCM2046 Hub USB Device: Bluetooth USB Host Controller USB Device: USB 2.0 Bus USB Device: Hub USB Device: USB Optical Mouse USB Device: IR Receiver USB Device: Built-in iSight Thunderbolt Bus: |
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| #3251 | needsinfo | Cannot host multiplayer game | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Process: pyrogenesis [233] Path: /Users/USER/Desktop/*/0 AD.app/Contents/MacOS/pyrogenesis Identifier: com.wildfiregames.0ad Version: 0.0.18 (0.0.18) Code Type: X86-64 (Native) Parent Process: launchd [128] Date/Time: 2015-05-19 19:59:29.543 +1000 OS Version: Mac OS X 10.7.5 (11G63) Report Version: 9 Interval Since Last Report: 8303375 sec Crashes Since Last Report: 140 Per-App Interval Since Last Report: 17706 sec Per-App Crashes Since Last Report: 1 Anonymous UUID: CA8C6C5A-A454-4975-92ED-9701DB7962D0 Crashed Thread: 0 Dispatch queue: com.apple.main-thread Exception Type: EXC_CRASH (SIGABRT) Exception Codes: 0x0000000000000000, 0x0000000000000000 Application Specific Information: objc[233]: garbage collection is OFF abort() called terminate called throwing an exception Thread 0 Crashed:: Dispatch queue: com.apple.main-thread 0 libsystem_kernel.dylib 0x00007fff8abc8ce2 pthread_kill + 10 1 libsystem_c.dylib 0x00007fff849497d2 pthread_kill + 95 2 libsystem_c.dylib 0x00007fff8493aa7a abort + 143 3 libc++abi.dylib 0x00007fff82d127bc abort_message + 214 4 libc++abi.dylib 0x00007fff82d0ffcf default_terminate() + 28 5 libobjc.A.dylib 0x00007fff843311cd _objc_terminate + 114 6 libc++abi.dylib 0x00007fff82d10001 safe_handler_caller(void (*)()) + 11 7 libc++abi.dylib 0x00007fff82d1005c std::terminate() + 16 8 libc++abi.dylib 0x00007fff82d11152 cxa_throw + 114 9 com.wildfiregames.0ad 0x000000010a1c9a75 CStdDeserializer::Get(char const*, unsigned char*, unsigned long) + 133 10 com.wildfiregames.0ad 0x000000010a1c9ef7 CStdDeserializer::ReadScriptVal(char const*, JS::Handle<JSObject*>) + 87 11 com.wildfiregames.0ad 0x000000010a1cbc08 CStdDeserializer::ScriptVal(char const*, JS::MutableHandle<JS::Value>) + 40 12 com.wildfiregames.0ad 0x000000010a0ce9b2 CGameSetupMessage::Deserialize(unsigned char const*, unsigned char const*) + 562 13 com.wildfiregames.0ad 0x000000010a0cbd29 CNetMessageFactory::CreateMessage(void const*, unsigned long, ScriptInterface&) + 889 14 com.wildfiregames.0ad 0x000000010a0d9814 CNetClientSession::Poll() + 388 15 com.wildfiregames.0ad 0x000000010a0bacdc _ZL14RunGameOrAtlasiPPKc + 4172 16 com.wildfiregames.0ad 0x000000010a0b9bc5 main + 53 17 com.wildfiregames.0ad 0x000000010a0b9ac4 start + 52 Thread 1:: Dispatch queue: com.apple.libdispatch-manager 0 libsystem_kernel.dylib 0x00007fff8abc97e6 kevent + 10 1 libdispatch.dylib 0x00007fff84b55786 _dispatch_mgr_invoke + 923 2 libdispatch.dylib 0x00007fff84b54316 _dispatch_mgr_thread + 54 Thread 2:: JS GC Helper 0 libsystem_kernel.dylib 0x00007fff8abc8bca psynch_cvwait + 10 1 libsystem_c.dylib 0x00007fff8494b274 _pthread_cond_wait + 840 2 com.wildfiregames.0ad 0x000000010a55c79e PR_WaitCondVar + 414 3 com.wildfiregames.0ad 0x000000010a86e1fb js::GCHelperThread::threadLoop() + 107 4 com.wildfiregames.0ad 0x000000010a568776 _pt_root + 358 5 libsystem_c.dylib 0x00007fff849478bf _pthread_start + 335 6 libsystem_c.dylib 0x00007fff8494ab75 thread_start + 13 Thread 3: 0 libsystem_kernel.dylib 0x00007fff8abc767a mach_msg_trap + 10 1 libsystem_kernel.dylib 0x00007fff8abc6d71 mach_msg + 73 2 com.wildfiregames.0ad 0x000000010a67519e AsmJSMachExceptionHandlerThread(void*) + 62 3 com.wildfiregames.0ad 0x000000010a568776 _pt_root + 358 4 libsystem_c.dylib 0x00007fff849478bf _pthread_start + 335 5 libsystem_c.dylib 0x00007fff8494ab75 thread_start + 13 Thread 4:: com.apple.audio.IOThread.client 0 libsystem_kernel.dylib 0x00007fff8abc767a mach_msg_trap + 10 1 libsystem_kernel.dylib 0x00007fff8abc6d71 mach_msg + 73 2 com.apple.audio.CoreAudio 0x00007fff877d4eb3 HALB_MachPort::SendMessageWithReply(unsigned int, unsigned int, unsigned int, unsigned int, mach_msg_header_t*, unsigned int) + 93 3 com.apple.audio.CoreAudio 0x00007fff877d4f05 HALB_MachPort::SendSimpleMessageWithSimpleReply(unsigned int, unsigned int, int, int&, unsigned int) + 37 4 com.apple.audio.CoreAudio 0x00007fff877ce568 HALC_ProxyIOContext::IOWorkLoop() + 888 5 com.apple.audio.CoreAudio 0x00007fff877ce151 HALC_ProxyIOContext::IOThreadEntry(void*) + 73 6 com.apple.audio.CoreAudio 0x00007fff877ce00c HALB_IOThread::Entry(void*) + 78 7 libsystem_c.dylib 0x00007fff849478bf _pthread_start + 335 8 libsystem_c.dylib 0x00007fff8494ab75 thread_start + 13 Thread 5: 0 libsystem_kernel.dylib 0x00007fff8abc8e42 semwait_signal + 10 1 libsystem_c.dylib 0x00007fff848fddea nanosleep + 164 2 com.wildfiregames.0ad 0x000000010acf7c44 SDL_Delay_REAL + 100 3 com.wildfiregames.0ad 0x000000010ac13937 SDL_Delay + 23 4 com.wildfiregames.0ad 0x000000010a283a17 CSoundManagerWorker::Run() + 71 5 com.wildfiregames.0ad 0x000000010a283992 CSoundManagerWorker::RunThread(void*) + 98 6 libsystem_c.dylib 0x00007fff849478bf _pthread_start + 335 7 libsystem_c.dylib 0x00007fff8494ab75 thread_start + 13 Thread 6: 0 libsystem_kernel.dylib 0x00007fff8abc8bca psynch_cvwait + 10 1 libsystem_c.dylib 0x00007fff8494b274 _pthread_cond_wait + 840 2 com.wildfiregames.0ad 0x000000010acf0072 SDL_CondWaitTimeout_REAL + 210 3 com.wildfiregames.0ad 0x000000010acefa02 SDL_SemWaitTimeout_REAL + 194 4 com.wildfiregames.0ad 0x000000010acefa7a SDL_SemWait_REAL + 26 5 com.wildfiregames.0ad 0x000000010ac10744 SDL_SemWait + 36 6 com.wildfiregames.0ad 0x000000010a2587e9 CUserReporterWorker::Run() + 841 7 com.wildfiregames.0ad 0x000000010a258462 CUserReporterWorker::RunThread(void*) + 98 8 libsystem_c.dylib 0x00007fff849478bf _pthread_start + 335 9 libsystem_c.dylib 0x00007fff8494ab75 thread_start + 13 Thread 7:: SDLTimer 0 libsystem_kernel.dylib 0x00007fff8abc8bca psynch_cvwait + 10 1 libsystem_c.dylib 0x00007fff8494b274 _pthread_cond_wait + 840 2 com.wildfiregames.0ad 0x000000010acf0072 SDL_CondWaitTimeout_REAL + 210 3 com.wildfiregames.0ad 0x000000010acefa02 SDL_SemWaitTimeout_REAL + 194 4 com.wildfiregames.0ad 0x000000010ac75a39 SDL_TimerThread + 601 5 com.wildfiregames.0ad 0x000000010ac75087 SDL_RunThread + 135 6 com.wildfiregames.0ad 0x000000010acef425 RunThread + 21 7 libsystem_c.dylib 0x00007fff849478bf _pthread_start + 335 8 libsystem_c.dylib 0x00007fff8494ab75 thread_start + 13 Thread 8:: CVDisplayLink 0 libsystem_kernel.dylib 0x00007fff8abc8bca psynch_cvwait + 10 1 libsystem_c.dylib 0x00007fff8494b274 _pthread_cond_wait + 840 2 com.apple.CoreVideo 0x00007fff832826c8 CVDisplayLink::runIOThread() + 710 3 com.apple.CoreVideo 0x00007fff832823e9 _ZL13startIOThreadPv + 148 4 libsystem_c.dylib 0x00007fff849478bf _pthread_start + 335 5 libsystem_c.dylib 0x00007fff8494ab75 thread_start + 13 Thread 9:: Analysis Helper 0 libsystem_kernel.dylib 0x00007fff8abc8bca psynch_cvwait + 10 1 libsystem_c.dylib 0x00007fff8494b274 _pthread_cond_wait + 840 2 com.wildfiregames.0ad 0x000000010a55c79e PR_WaitCondVar + 414 3 com.wildfiregames.0ad 0x000000010a907984 js::WorkerThread::threadLoop() + 660 4 com.wildfiregames.0ad 0x000000010a568776 _pt_root + 358 5 libsystem_c.dylib 0x00007fff849478bf _pthread_start + 335 6 libsystem_c.dylib 0x00007fff8494ab75 thread_start + 13 Thread 10:: Analysis Helper 0 libsystem_kernel.dylib 0x00007fff8abc8bca psynch_cvwait + 10 1 libsystem_c.dylib 0x00007fff8494b274 _pthread_cond_wait + 840 2 com.wildfiregames.0ad 0x000000010a55c79e PR_WaitCondVar + 414 3 com.wildfiregames.0ad 0x000000010a907984 js::WorkerThread::threadLoop() + 660 4 com.wildfiregames.0ad 0x000000010a568776 _pt_root + 358 5 libsystem_c.dylib 0x00007fff849478bf _pthread_start + 335 6 libsystem_c.dylib 0x00007fff8494ab75 thread_start + 13 Thread 11:: Analysis Helper 0 libsystem_kernel.dylib 0x00007fff8abc8bca psynch_cvwait + 10 1 libsystem_c.dylib 0x00007fff8494b274 _pthread_cond_wait + 840 2 com.wildfiregames.0ad 0x000000010a55c79e PR_WaitCondVar + 414 3 com.wildfiregames.0ad 0x000000010a907984 js::WorkerThread::threadLoop() + 660 4 com.wildfiregames.0ad 0x000000010a568776 _pt_root + 358 5 libsystem_c.dylib 0x00007fff849478bf _pthread_start + 335 6 libsystem_c.dylib 0x00007fff8494ab75 thread_start + 13 Thread 12:: Analysis Helper 0 libsystem_kernel.dylib 0x00007fff8abc8bca psynch_cvwait + 10 1 libsystem_c.dylib 0x00007fff8494b274 _pthread_cond_wait + 840 2 com.wildfiregames.0ad 0x000000010a55c79e PR_WaitCondVar + 414 3 com.wildfiregames.0ad 0x000000010a907984 js::WorkerThread::threadLoop() + 660 4 com.wildfiregames.0ad 0x000000010a568776 _pt_root + 358 5 libsystem_c.dylib 0x00007fff849478bf _pthread_start + 335 6 libsystem_c.dylib 0x00007fff8494ab75 thread_start + 13 Thread 13: 0 libsystem_kernel.dylib 0x00007fff8abc8bca psynch_cvwait + 10 1 libsystem_c.dylib 0x00007fff8494b274 _pthread_cond_wait + 840 2 com.wildfiregames.0ad 0x000000010acf0072 SDL_CondWaitTimeout_REAL + 210 3 com.wildfiregames.0ad 0x000000010acefa02 SDL_SemWaitTimeout_REAL + 194 4 com.wildfiregames.0ad 0x000000010acefa7a SDL_SemWait_REAL + 26 5 com.wildfiregames.0ad 0x000000010ac10744 SDL_SemWait + 36 6 com.wildfiregames.0ad 0x000000010a321f37 CTextureConverter::RunThread(void*) + 103 7 libsystem_c.dylib 0x00007fff849478bf _pthread_start + 335 8 libsystem_c.dylib 0x00007fff8494ab75 thread_start + 13 Thread 14: 0 libsystem_kernel.dylib 0x00007fff8abc8df2 select + 10 1 com.wildfiregames.0ad 0x000000010ab27688 enet_socket_wait + 392 2 com.wildfiregames.0ad 0x000000010ab22376 enet_host_service + 806 3 com.wildfiregames.0ad 0x000000010a0d2943 CNetServerWorker::RunStep() + 1203 4 com.wildfiregames.0ad 0x000000010a0d2335 CNetServerWorker::Run() + 357 5 com.wildfiregames.0ad 0x000000010a0d11d0 CNetServerWorker::RunThread(void*) + 48 6 libsystem_c.dylib 0x00007fff849478bf _pthread_start + 335 7 libsystem_c.dylib 0x00007fff8494ab75 thread_start + 13 Thread 15: 0 libsystem_kernel.dylib 0x00007fff8abc8df2 select + 10 1 com.wildfiregames.0ad 0x000000010a569cda poll + 794 2 com.wildfiregames.0ad 0x000000010abc661f receivedata + 111 3 com.wildfiregames.0ad 0x000000010abc06bf upnpDiscover + 2175 4 com.wildfiregames.0ad 0x000000010a0d14e3 CNetServerWorker::SetupUPnP(void*) + 755 5 libsystem_c.dylib 0x00007fff849478bf _pthread_start + 335 6 libsystem_c.dylib 0x00007fff8494ab75 thread_start + 13 Thread 16:: JS GC Helper 0 libsystem_kernel.dylib 0x00007fff8abc8bca psynch_cvwait + 10 1 libsystem_c.dylib 0x00007fff8494b274 _pthread_cond_wait + 840 2 com.wildfiregames.0ad 0x000000010a55c79e PR_WaitCondVar + 414 3 com.wildfiregames.0ad 0x000000010a86e1fb js::GCHelperThread::threadLoop() + 107 4 com.wildfiregames.0ad 0x000000010a568776 _pt_root + 358 5 libsystem_c.dylib 0x00007fff849478bf _pthread_start + 335 6 libsystem_c.dylib 0x00007fff8494ab75 thread_start + 13 Thread 17: 0 libsystem_kernel.dylib 0x00007fff8abc767a mach_msg_trap + 10 1 libsystem_kernel.dylib 0x00007fff8abc6d71 mach_msg + 73 2 com.wildfiregames.0ad 0x000000010a67519e AsmJSMachExceptionHandlerThread(void*) + 62 3 com.wildfiregames.0ad 0x000000010a568776 _pt_root + 358 4 libsystem_c.dylib 0x00007fff849478bf _pthread_start + 335 5 libsystem_c.dylib 0x00007fff8494ab75 thread_start + 13 Thread 0 crashed with X86 Thread State (64-bit):
Logical CPU: 0 Binary Images:
External Modification Summary:
VM Region Summary: ReadOnly portion of Libraries: Total=194.4M resident=126.1M(65%) swapped_out_or_unallocated=68.3M(35%) Writable regions: Total=832.5M written=270.9M(33%) resident=646.4M(78%) swapped_out=0K(0%) unallocated=186.1M(22%) REGION TYPE VIRTUAL =========== ======= (null) (reserved) 40K reserved VM address space (unallocated) CG backing stores 4292K CG image 332K CG raster data 8080K CG shared images 4408K CoreAnimation 8260K CoreGraphics 16K CoreImage 8K CoreServices 2024K IOKit 254.2M MALLOC 454.2M MALLOC guard page 48K Memory tag=240 4K Memory tag=242 12K Memory tag=249 156K Memory tag=251 8K OpenCL 20K OpenGL GLSL 1152K STACK GUARD 56.1M Stack 16.6M VM_ALLOCATE 460.9M CI_BITMAP 80K DATA 13.2M IMAGE 528K LINKEDIT 58.9M TEXT 135.5M UNICODE 544K mapped file 36.9M shared memory 40.8M =========== ======= TOTAL 1.5G TOTAL, minus reserved VM space 1.5G Model: MacBookPro8,1, BootROM MBP81.0047.B27, 2 processors, Intel Core i7, 2.8 GHz, 4 GB, SMC 1.68f99 Graphics: Intel HD Graphics 3000, Intel HD Graphics 3000, Built-In, 384 MB Memory Module: BANK 0/DIMM0, 2 GB, DDR3, 1333 MHz, 0x80AD, 0x484D54333235533642465238432D48392020 Memory Module: BANK 1/DIMM0, 2 GB, DDR3, 1333 MHz, 0x80AD, 0x484D54333235533642465238432D48392020 AirPort: spairport_wireless_card_type_airport_extreme (0x14E4, 0xD6), Broadcom BCM43xx 1.0 (5.106.198.19.22) Bluetooth: Version 4.0.8f17, 2 service, 18 devices, 1 incoming serial ports Network Service: Wi-Fi, AirPort, en1 Serial ATA Device: APPLE HDD HTS547575A9E384, 750.16 GB Serial ATA Device: MATSHITADVD-R UJ-8A8 USB Device: hub_device, 0x0424 (SMSC), 0x2513, 0xfa100000 / 3 USB Device: My Book, 0x1058 (Western Digital Technologies, Inc.), 0x1100, 0xfa130000 / 6 USB Device: BRCM2070 Hub, 0x0a5c (Broadcom Corp.), 0x4500, 0xfa110000 / 5 USB Device: Bluetooth USB Host Controller, apple_vendor_id, 0x821a, 0xfa113000 / 8 USB Device: Apple Internal Keyboard / Trackpad, apple_vendor_id, 0x0252, 0xfa120000 / 4 USB Device: FaceTime HD Camera (Built-in), apple_vendor_id, 0x8509, 0xfa200000 / 2 USB Device: hub_device, 0x0424 (SMSC), 0x2513, 0xfd100000 / 2 USB Device: Apple Optical USB Mouse, apple_vendor_id, 0x0304, 0xfd120000 / 4 USB Device: IR Receiver, apple_vendor_id, 0x8242, 0xfd110000 / 3 |
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| #4566 | fixed | Cannot pick up food treasure on skirmish map 'Mediterranean Cove (2)' | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
A barrel was placed too close to the defense tower, so that it cannot be picked up. A trivial change in the map's XML file fixes the problem, the newer version is attached.
6936c6936 |
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| #5279 | invalid | Cannot play multiplayer mode with my friend | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Hello, I've been trying to play with my brother since this morning but we keep having problems with the server, I think. We tried to solve the problem by reading forums and we tried to fix the 20595 port thing. We also turned off antivirus and firewall. We really can't figure aut what's the problem, please help!! |
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| #3020 | duplicate | Cannot playing single player in A17 on WinXP | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
OS : WinXP SP 3 (5.1.2600) CPU : x86, Intel Pentium 4 3.00GHz (1x1x2), 2.99 GHz Memory : 2040 MiB; 649 MiB free Graphics Card : Intel Intel 915G OpenGL Drivers : 1.4.0 - Build 4.14.10.4421; iglicd32.dll (6.14.10.4421) Video Mode : 1360x768:32 (Using A17) |
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| #6535 | duplicate | Cant log in multiplayer | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
i want to play with a friend, and when im going to register there is an error that say "the server certificate could not be verified or the session was not completed at all"
i dont know what to do and how to enter multiplayer
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| #5671 | invalid | Cant play in a Private multiplayer game | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
If i try to join a lobby of my friend, there is a java script error |
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| #5468 | needsinfo | Can´t play any mode | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
first i´ve opened the tutorial and doesn´t start, and next tried start a solitary match and it happened again. |
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| #5712 | fixed | Capture points not initialised properly. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
I noticed something weird with walls. If you build one piece, then upgrade to the next phase, its CP go from 1200 to 1320 for Athens. But new wall pieces are not affected. For Britons the CP change from 1200 to 960. I traced the issue to the capture points not being initialised properly. this.maxCp is used without value modifications on init, but when a OnValueModification message is received modifications are applied. |
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| #3329 | fixed | Capturing - Units will attack if capture order is issued on a mirage / structure in fog of war | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
If you select some units and click on an enemy building that is inside the fog of war, then the units will go there and attack the building instead of capture it. The command issued in that case is: cmd 1 {"type":"attack","entities":[3377,3378,3379,3380,3381,3382,3383,3384,3385,3386],"target":3488,"allowCapture":true,"queued":false}
The order is issued to the mirage instead of the original entity. |
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| #4880 | wontfix | Capturing Buildings & Enemie's dirty little game winning secret exposed :) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
I surrounded one Town Center that was occupied by 20 soldiers and apparently these were the toughest soldiers who ever stood ground. I had it engulfed with 562 soldiers and I was loosing men lol. There has got to be a statute of limitations on how much one building can hold off. The reason I came at them with so many is also important. They beat me on medium like I was nothing like 3 times. Then they beat me the same when I dropped down rank and then another. When I was getting beat on easy I knew something was wrong. They are creating 2 units at a time as I reviewed game play. They were able to keep a full working city on resources while having an entire army able to attack all my workers causing me to have to keep purchasing more men and by the time I had my men at full workload they had doubled in size. They are making double with all their units I watched this. That is like taking on two CPUs at once who are gunning for you. Yes this final battle caused my screen to freeze as I took them with my entire nation!!!! One Final Thing.... why is it that you cannot play a map sized for 6 players and yet only choose to go 1v1... there is no option for this, therefore you have 4 cities just standing there.... waiting to die.... Also why do the characters not change in appearance when they are upgraded and why do the Athenians have no foot soldiers??? Have you seen "300 Rise of a nation"??? lol We have got to have foot soldiers..... HAVE TO!!!! .... Oh and thank you for your time :) |
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| #5584 | fixed | Capturing or repairing bolt shooter or catapult stops when the unit switches states | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
If your order a group units to capture a bolt shooter or catapult while they are deployed if it starts moving to run away the units forget what they were doing and stop and start attacking it or attacking other units even tho that was not what they were order to. The same happens if you order your citizen units to repair one these units (bolt shooter or catapult) and they switch from one state to the other the units switch task without finish the repair. Apparently these units change type or something when their state changes |
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| #2630 | fixed | Carpet textures "flicker" and get hidden by ground texture | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Persian civic center has 4 of carpets on it. When you zoom or rotate the screen, 3 of the carpets on it (the two in front and the one on the back) "flicker" and get partially hidden by the ground texture (the one just behind the first two in the front seems not affected by this problem). Since llvmpipe (software render) doesn't have this problem, as well other videos and screenshots found on the net, I previously reported this bug against the mesa r300 gallium graphics driver: https://bugs.freedesktop.org/show_bug.cgi?id=44126 However, as it is the case with #2143, this may be a limit of old graphics chips (confused by different textures on the same layer), which could eventually workarounded in 0ad. Maybe the affected carpets should be pushed a bit up (or they anyway could put the same as the not affected carpet). Status update:
An example screenshot is shown below: |
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| #4886 | invalid | Carthage | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Is it possible to make it so Carthage can build as many 'mercenary' barracks as they want as this really ruins my game play of it. |
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| #981 | fixed | Carthage StartEntities - no merceneries | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Carthage should have only own troops as StartEntities and not mercenaries. |
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| #2106 | fixed | Carthagian names don't comply with the design document. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
See http://www.wildfiregames.com/forum/index.php?showtopic=17377&st=2240#entry273552 (just logging this so we don't forget) |
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| #2107 | fixed | Carthagian technology not researchable. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
carthagians/traintime_iberian_mercs_2.json technology doesn't become available when you hit city phase. Note that the pair it mentions wrongly references the celt pair, but that doesn't seem to solve the issue. See http://www.wildfiregames.com/forum/index.php?showtopic=17377&st=2240#entry273552 |
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| #2318 | fixed | Carthagian towers are constructed with the garrison flag up | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Constructing a cart tower shows the garrison flag. |
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| #4542 | fixed | Carthaginian CC has a wall without texture | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
As stated in this topic, the "black marble wall" was found in several important Carthaginian structures of the era and represented high status and wealth. |
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| #1685 | wontfix | Carthaginian mill specfic name fix | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Specific name for the Carthaginian mill should be Taḥanah. Thanks, BurnEmDown. See discussion: http://www.wildfiregames.com/forum/index.php?showtopic=16602&#entry251785 |
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| #932 | fixed | Cast shadow onto water surface. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Currently shadows of objects next to water go right through and fall on the ground below the water. This makes objects that float on water(ships)seem unreal and as if they are floating on air, so to speak. It would be nice to have shadows cast on the surface of the water. |
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| #6026 | fixed | Catafalque Bonuses not translated | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
This bug was first reported in the Forum by 'nifa'. (I'm just creating the ticket so the bugs will not be forgotten.) #6024 and #6025 likely related. |
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| #4518 | fixed | Catafalque and Auras/Bonuses for each Civ | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
When the Caputre The Relic gamemode was implemented, it used a single template and places it numerous times on the map. It were much nicer if we had multiple templates for them, for example one for each civ. This would imply the following advantages (1) Each template could then mention an important person of that civilization that remains in that catafalque (that is different from the trainable units ingame). (2) Each civ could receive an own model. (3) Each catafalque could receive an own aura or bonus. So the gameplay becomes much more complex and entertaining. The player receives a reward in capturing them and might even want to place them not entirely defensively.
Two proposals by Hannibal Barca:
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| #6708 | fixed | Catapults fire infinitely | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
this issue has several reporters:
to reproduce
reproducible
bisect
expected behavior
possible solutions
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| #5175 | duplicate | Catapults sometimes refuse to cancel unpacking | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Have noticed in a few games. If there's something in range of your catapult that it has decided to attack, and it starts to unpack but you tell it to cancel unpacking, your order will only reset its unpack progress bar to 0, and it will continue unpacking - it will refuse to go to a packed state unless you first allow it to finish unpacking. This always happens when you ungarrison or create the catapult within range of an enemy. It also always happens if the catapult is ever idle within range of an enemy. The only workarounds are to use passive stance, or to wait for it to finish unpacking and then tell it to pack again, and give it an order while it's packing. The root cause seems to be that catapults will choose targets and unpack to attack them on their own. Alternatively, if you could give catapults an order while they are unpacking, which would cause them to both cancel unpacking and follow the order, this would also solve the problem, as well as being more convenient to the player in other situations. |
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| #6252 | fixed | Catapults unpack when they are not on range | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
In the attached replay.
place: top of blue player territory. Limit between blue and red teritory, the 4 catapults. 0ad a25 dev version, in my case rev 25820 |
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| #98 | invalid | Cavalry Animations | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
At least one animation for the cavalry attack:
Also need a death animation for the horse and rider.
|
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| #4511 | fixed | Cavalry promotion animations missing | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
When a cavalry promotes (test with Alt+D and clicking on promote, or opening the actor viewer in atlas), we can see that the cheering animation is not played anymore. Champion elephants, siege engines, traders and women also don't have an animation, but I guess they didn't have one in previous releases either. |
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| #828 | fixed | Celt-Iberia scenario double units control | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
When starting Celt-Iberia scenario with player 1 me, player 2 Jubot and player 3 Demo bot, player 1 have control of, what I believe should have been, player 3's starting units. They start attacking player 3's civi center, while player 3 controlled units appears progressively. Tested 3 times, same result. |
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| #970 | invalid | Celtic War Dogs (Coun) Carry food ? | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
I found this very strange that if a coun(Clectic War Dog) Kills an animal it carries back food to deposit at nearest deposit point . |
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| #2586 | fixed | Champions from barracks and fortress are not treated the same by the double-click | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
If I double-click on a briton champion from the barracks, it will select only champions from the barracks, and if double-click on a briton champion from the fortress, it will select only champions from the fortress. I don't know exactly which units or civs are affected by this bug, but it happens at least with briton champions and gaul champions. Edit: it affects maurya champions too. Other civs don't seem to be affected. |
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| #2197 | wontfix | Change Trac encoding to UTF-8 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Details on how to do it: https://code.djangoproject.com/ticket/7310 Example of thing not correctly displayed in Trac: http://trac.wildfiregames.com/attachment/ticket/67/internationalization.patch (see the warning string in the default case of the getLocalizedResourceName function) |
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| #820 | fixed | Change default map to Death Canyon | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| #5716 | fixed | Change description in "game manual" | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Hello I found an issue on the web-page. In the Game manual - Technologies and phases.
Advancing to the Town Phase costs Thanks in advance to change these numbers accordingly to the currend game. Best regards Tschifi_rouling |
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| #3112 | fixed | Change maximum map height | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Problem: Currently, it's not possible to make steep and high mountains on 0 A.D. maps. When the map is rather large, the height difference you can make is so small that map designers are even limited in creating a hilly area with a general slope. Current state: Currently, heightmaps are encoded as u16 values (so every point on the map has 216=65536 possible height values). 732 u16-values equals one meter in the game. So in total, the precision is 0.001366 meters, and the maximum height is 89.5 meters. The u16-value to meters relation is defined in http://trac.wildfiregames.com/browser/ps/trunk/source/graphics/Terrain.h#L43 and can easily be adapted Possible modifications: Doubling or halving that precision are rather easy operations. Other products would probably come with more severe rounding errors, and have a bigger chance to change passable tiles into impassable, or the other way around. So there are a few solutions:
Drawbacks: All map files will have to be modified for this to accomplish. Making the pmp files of A18 imcompatible with the new ones. However, it can be fixed by running a simple script on the map files. See the code below as an example (it would need parameters to be really functional). Note however, that since the colour -> color change, map files of A18 and the future versions aren't compatible anymore anyway. But that change was just a simple search-and-replace. However, that chance could be included in this script too #! /usr/bin/python3 import io import os import re # example file, the actual script should loop over multiple files, # or take the files from CLI parameters fileName = "Death Canyon - Invasion Force" with open(fileName + ".pmp", "rb") as f1, open(fileName + ".pmp~", "wb") as f2: # 4 bytes PSMP to start the file f2.write(f1.read(4)) # 4 bytes to encode the version of the file format # TODO: bump version number version = int.from_bytes(f1.read(4), byteorder='little') f2.write((version).to_bytes(4, byteorder='little')) # 4 bytes a for file size (which shouldn't change) f2.write(f1.read(4)) # 4 bytes to encode the map size mapSize = int.from_bytes(f1.read(4), byteorder='little') f2.write(mapSize.to_bytes(4, byteorder='little')) # reduce all heights using the shift '>>' operator for i in range(0, (mapSize*16+1)*(mapSize*16+1)): height = int.from_bytes(f1.read(2), byteorder='little') f2.write((height >> 3).to_bytes(2, byteorder='little')) # copy the rest of the file byte = f1.read(1) while byte != b"": f2.write(byte) byte = f1.read(1) f2.close() f1.close() # replace the old file, comment to see both files os.remove(fileName + ".pmp") # Windows doesn't allow renames on existing files os.rename(fileName + ".pmp~", fileName + ".pmp") The other drawback is that the precision lessens, so some tiles might go from being passable to impassable, or the other way around, due to rounding. However, the difference will only be a few mm. So the map had to be made with huge precision before this would happen. Random map support: Most random maps should work if their scale is synchronised with the engine. Specifically http://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/maps/random/rmgen/library.js#L11 However, some maps don't work, these should be fixed:
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| #3227 | fixed | Change perspective not working when starting the game as an observer | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
The change perspective functionality doesn't work properly when you start as an observer and change the perspective to a player. Then you can't train units, build buildings or do other stuff that requires the panel. Pressing the idle worker hotkey in that case throws error messages too: WARNING: JavaScript warning: simulation/components/GuiInterface.js line 1668 reference to undefined property data.prevUnit ERROR: JavaScript error: simulation/components/GuiInterface.js line 1668 TypeError: data.excludeUnits is undefined GuiInterface.prototype.FindIdleUnits@simulation/components/GuiInterface.js:1668:1 GuiInterface.prototype.ScriptCall@simulation/components/GuiInterface.js:1919:3 findIdleUnit@gui/session/input.js:1737:7 __eventhandler210 (press)@__internal(99) press:0:67 ERROR: Error calling component script function ScriptCall ERROR: JavaScript error: gui/session/input.js line 1738 TypeError: idleUnits is undefined findIdleUnit@gui/session/input.js:1738:1 __eventhandler210 (press)@__internal(99) press:0:67 |
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| #1735 | fixed | Change player assignment of multiple simultaneously selected objects | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
It would be nice to have the ability to change ownership of multiple selected units/buildings at the same time, currently only the first selected objects ownership is changed. |
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| #816 | fixed | Change release name to Edetani | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| #2768 | fixed | Changing AI sets color text from players to green | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Whenever I change the AI in the singleplayer gamesetup menu, the corresponding player text turns to green. (Similar to the I'm ready button in Multiplayer.) This seems unwanted behaviour to me since the text should still be white. |
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| #6274 | duplicate | Changing GUI Scale renders GUI Font blury | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
This is known issue around the internet. I'm here just to make a personal ticket to simplify the situation. It's impressively hard to play the game with such small Graphical User Interfaces. So I decided to adjust the GUI myself. After some search around I found that changing the user.cfg that can be found here: C:\Users\User\AppData\Roaming\0ad\config\user.cfg will lead me to resolving this GUI issue. After adding this line to the user.cfg: gui.scale = "1.3" I launched the 0ad game and.. The GUI text is rendered blury. The GUI Text is not adjusting to the GUI scale. |
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| #3365 | fixed | Changing diplomacy resets unit armor bonus | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Reproduce:
The bug was reported by Evulant today on IRC. |
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| #2561 | duplicate | Changing post processing setting during game doesn't work correctly | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
In alpha 16 (and the current latest SVN) changing the graphical settings during a match leads to crashes/errors. See the accompanying forum topic: http://www.wildfiregames.com/forum/index.php?showtopic=18652 |
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| #4613 | fixed | Chart dropdowns contains wrongs values (colored types from common table) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Look at the image below. Players could think that something is wrong, because they don't see colored types of value. So we need to display just a name, instead of this duplication. |
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| #5607 | duplicate | Chat activation when playing | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
When playing, to chat, [Enter] doesn't work. The chat is displayed by typing [t] button and this char (t) is typed in the chat. Build 13 NOv 2016 18915P-release on Debian 9.7 |
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| #216 | fixed | Chat doesn't work in multiplayer | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Chat is a fairly important part of the game being playable. As soon as a client connects, it would be good to be able to chat (the previous mechanism having been entering any line of text not starting with : or ? into the console). We used to have this functionality, but it was a part of the previous network code and apparently still needs work. |
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| #1294 | needsinfo | Chat is inconveniently placed and hard to read. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Chat is inconveniently placed and hard to read. |
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| #3421 | fixed | Chatting while waiting for other players to connect | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Often if you play multiplayergames with many players, chances are that one of them has a computer with significantly less power, which results in everyone waiting for him/her to load the map. In that case people chat already, while the "Waiting for other players to connect" is displayed. The problem is that the gray background overlay of that notification is drawn over the chat. You can reproduce this Z-index-problem by not hiding that overlay when the game starts: Index: binaries/data/mods/public/gui/session/messages.js
===================================================================
--- binaries/data/mods/public/gui/session/messages.js (revision 17021)
+++ binaries/data/mods/public/gui/session/messages.js (working copy)
@@ -255,11 +255,11 @@
obj.caption = translate("Synchronising gameplay with other players...");
obj.hidden = false;
break;
case "active":
obj.caption = "";
- obj.hidden = true;
+ //obj.hidden = true;
break;
case "connected":
obj.caption = translate("Connected to the server.");
obj.hidden = false;
break;
Chatting at this point is not only nice, but a should-have, since there are rejoins causing further delays sometimes and even bugs preventing the start of the game (mentioned in ticket:3199#comment:3).
Simply setting the Z-index to zero of the |
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| #6408 | fixed | Cheat code behaviour change for technology research time | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
While testing the latest GIT version [26136], I noticed that the cheat code reproduce
bisect
Doing The ticket can be closed if the change was intentional. |
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| #6346 | fixed | Check compatibility with macOS 12 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
The file It could be as simple as increasing the number to solve the problem. Create the ticket so that the problem is not forgotten. Related IRC 0ad-dev conversation (29/Sep/21) 07:58 < Langbart> do we need to update the FixMacBuild file for macOS 12? 07:58 < Langbart> atm it is set at 11.99 08:05 < wraitii> mhh 08:06 < wraitii> maybe 08:06 < wraitii> re they releasing it as MacOS 12 or just 11.1 ? 08:06 < wraitii> oh yeah it's 12 |
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| #1340 | duplicate | Check if enough resources available before allowing building placement | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| #424 | fixed | Check threading compilation on OS X | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
r7193 changed how we link with pthreads. First thing to check (by testing the build): does the |
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| #606 | fixed | Checked 0ad sourcecode with cppcheck | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
I checked the sourcecode of 0ad with cppcheck (a static code analysis tool). It has found a couple of possible error and style problems. I attachet the log to this ticket. |
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| #5966 | fixed | Cheering problems | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| #611 | fixed | ChooseCacheSize picks crazy numbers | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Re r8319:
I'm on 64-bit Linux with 4GB RAM. In The calculation seems strange anyway, and lacking in rationale. We don't have 500MB of (public) game data (it's more like 250MB), the 'game' isn't 400MB (it depends on the amount of data and it often looks more like 200MB for me (including file cache)), we don't load all the data at once (the point of biomes was partly to cut the amount of data required per map by only using a well-defined subset). Also we have lots of other caches that reduce the need for everything to be kept in the file cache (I'm assuming it's only useful if a file gets loaded twice) and that contend with the file cache for RAM (it seems better to spend the RAM on higher-level caches to save on loading cost), so it's not clear that a large file cache has any benefit and/or doesn't cause any harm. Also it's contending with the OS disk cache, which will cache the compressed .zip file and therefore make better use of RAM than our own file caching.
Also it looks like So it seems that this change is adding a lot of complexity and unpredictable non-deterministic system-dependent performance-affecting behaviour, without it being clear that it's any better than the old fixed-size cache. So I'd be much happier if either it was made much simpler again, or if it was made clear to me why I'm missing the point and it's actually a good idea :-) |
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| #95 | fixed | Cinematics editor | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
UI for editing (and previewing) cinematics tracks. |
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| #656 | fixed | Circular maps problems | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
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| #5275 | worksforme | Citizen Soldier: Targetting resources instead of enemies | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
My friends and I are new to 0 A.D. An issue that all 3 of us encountered which isn't a problem in Age of Empires, is that, when in battle with citizen soldiers currently selected, it's very easy to accidentally target a resource instead of an enemy. This causes the soldier to start collecting the resource instead of the far more important and the intended task of attacking the nearby enemy. This is particularly common when the enemy is situated in a forested area. One possible solution to this issue would be to prioritize enemies over resources such that if you have a citizen soldier selected and you target a tree directly next to a enemy, the enemy would be targeted instead. The one exception would be if the enemy is a wild/Gaia animal: the prioritization I described should not occur in that scenario. I imagine you could implement this by extending the targeting area for enemies out slightly beyond the enemy itself. This extended targeting area would have to be intelligent. IE you would only want it to override clicks onto resources. You would not want it to cause you to target enemy X when you actually clicked on enemy Y, due to enemy Y's extended targeting area overlapping with enemy X. I expect you will understand the problem I have described as it's not that complicated and I'm sure many other people have experienced it. However, the potential solution I have provided is more complex. Let me know if you want me to elaborate further on it to explain it better. I could make an SVG diagram to illustrate it if required. |
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| #1286 | wontfix | Citizen soldiers start to work after they will construct a building | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Gathering resources isn't their primary activity. |
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| #3249 | worksforme | Citizen units cannot hunt animals | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Revision: r16089 - r16654 Map: Miletus How to reproduce: Select a citizen unit and order to hunt a deer outside the gate. He walks a few meters then return to the start. But if you select a champion unit and have him attack to a deer, he can successfully attack. And if the citizen unit first move near the target and then attack, he can attack. |
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| #1741 | fixed | Citizen-soldiers don't visibly shuttle resources when queue-ordered to drop resources | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
The bad behavior:
What should happen instead: When walking to drop off the resources they should "shuttle" the resources, i.e. visibly carry the resources, until the resources are dropped at the dropsite, then they can move on to their next order in the queue-order. |
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| #272 | fixed | Citizens should auto-gather from Fields after finishing construction. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
-Fixing so that when Villager/builder woman has built a farm they will automatically start farming on it, like when a villager has finished chopping a tree they move to the next possible one. |
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| #2104 | duplicate | Citizens stuck when farming | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Didn't find anything similar in open tickets : when gathering food and bringing it back to the civic center, two of my women got stuck (i.e. staying at the same place but looking alternatively toward the civic center / toward the field). I decided to select them to give them an order but they suddenly decided to walk to their destination normally. I hope somebody has already noticed the same bug or at least has identified the kind of glitch I meant to describe... |
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| #1830 | wontfix | Civ Center bottleneck? | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
I'm not quite sure if this has been patched yet or not, as this was experienced in an alpha build from 12 January 2013. Also, I apologise in advance for the length. The scenario:
5 Civilizations (all random) After several hours of play (over the span of a week or so) the game had slowed to a crawl. I had initially believed it to be my old computer having to deal with several hundred units, but after narrowing the game down to myself and two other AIs (one with nearly 1000 units), the speed did not visibly improve. Even after a fairly large battle in which I dealt a sizable blow to the larger AI's army, there was no difference. Eventually, I destroyed one of the larger AI's civ centers and the game sped up drastically, practically to new scenario speeds. At this point in the game 23 civ centers had been built (in addition to the 5 original), I had destroyed 14, and of those remaining 7 were mine. I honestly don't know if the bottleneck had something to do with the number of civ centers being controlled by the AI, or if a garbage collector suddenly decided to clean up all the units slain previously (I don't know how quickly units are removed from memory...) |
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| #3043 | fixed | Civ placement in unknown_nomad random maps is broken | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
The starting placement of civs seems to be completely random while it should be well distributed on the map. |
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| #5717 | invalid | Civic Center of Persians is named different | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Summary: I could not select the persian Civic Center by Hotkeys (AutoCiv) as I can do with all other civs. So I researched the naming of the civic center (Language: English). There I have seen, that only the Persians have the generic name "Provincial Governor" instead of "Civic Centre" (like all the other civs. Change: Update generic name of Civic Centre of the Persians to 'Civic Centre'. Thanks in advance. |
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| #1051 | invalid | Civic centres can be built in Fog-of-war | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Civic centres can currently be built anywhere on the map that is explored, probably due to the changes that allows buildings to be built anywhere in your territory (as enemy buildings cannot exist there, at least not yet, eventually the roman special siege fortress buildings will, but perhaps those could show up for the enemy or something to avoid having trouble with them?). Civic centres should not be buildable anywhere in FoW though as they can be built anywhere on the map (except enemy/ally territory of course). Hopefully it's an easy fix. |
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| #1447 | fixed | Clarify building requirements for City Phase upgrade | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
in civic centre is not exact discription for third stage upgrade. now: "Requires 4 town structures of any type. Walls and Civ Centres do not count." here must be refinement, that uphrade requires 4 town structures, that become avalible after first upgrade. |
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| #1356 | fixed | Clarify tech pairs in the UI | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Currently tech pairs look like this, with the pairs on top/bottom rows and the single techs on the top row: Which is confusing because you might mistake the separate rows as simple a wrapped continuation (like other parts of the UI), so here are some ideas for a different design:
Other suggestions are welcome :) |
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| #6081 | fixed | Clean Garrison-related code. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
There has been a significant effort in cleaning garrisoning-related code, yet more needs to be done. As discussed on IRC today, the ticket is created to not forget when the person currently working on it disappears suddenly. A list of possible things:
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| #2524 | fixed | Clean obsolete / broken art files | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
This is more of a long term task: basically the art folders are a mess. A lot of broken old files have been left behind and forgotten over time. Using the checkrefs.pl script, we can find many of them, but we have to be careful to interpret its results since it's not perfect. It's not something to be rushed and it can't really be automated either. |
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| #1096 | fixed | Clean out DB | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Our DB has a lot of cruft in it. Cleaning it out makes DB development easier and saves us some much-needed disk space. |
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| #1097 | fixed | Clean out the web server's file system | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Our web server has several directories that have fallen out of use and take up space. Some of them are past attempts at creating a new website. Some of them are of unknown origin. Cleaning them out would save space and make site development easier. |
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| #402 | fixed | Clean up GUItypes.h | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
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| #2102 | fixed | Clean up build restrictions categories. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Currently, the build restrictions categories are used in two ways. There's the dock case, where the rotation (and additional build restrictions about water depth) depend completely on that one tag. And there's the Civil Centre case, where the distance to each other is determined by the tag. All the rest are regular buildings, and don't even use the tag. This also means it can collide. When the brit_crannog is to be used as a replacement CC, but has the same placement criteria as a dock, you cannot achieve this. IMO (but this needs discussion first), the categories should only be used for special terrain-dependent changes (s.a. rotation and ground elevation in the dock case). While the MinDistance check should happen on cmpIdentity classes. This would allow the crannog to get the CivilCentre class, and a minimum distance from all entities with a CivilCentre class. While it also keeps the Dock category, so it's rotated as a dock. As a concequence, we shouldn't have all those different categories present. For what we're implementing currently, a "Dock" and "Regular" category are enough. If there come new special cases, other categories can be added. |
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| #100 | fixed | Clean up ogghack | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
We are currently using really hacky code in sound/ogghack.cpp to decode OGG for sending it to OpenAL. Background: all of our sounds are in .ogg format. At one point it was promised by Creative that their Windows implementation would support an extension that allows passing in OGG data directly to OpenAL. This would be very convenient for us and also quite efficient. Unfortunately Creative dropped the ball - they never got it working and now officially say "do it yourself". Since ogghack.cpp was implemented during the time when they promised the extension would be available soon, it is a very basic implementation, wasteful of memory, and doesn't check for errors. This should be cleaned up and made permanent. No serious changes should be required; we can still use the OGG Vorbis library as currently. |
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| #489 | fixed | Clean up unix-build tarball | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
http://www.wildfiregames.com/forum/index.php?showtopic=12996&hl=
I don't know if this is exactly the correct list to exclude; should double-check exactly which files are getting included and remove the unused ones from SVN or from the tar. |
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| #4813 | fixed | Cleanup ambiguous confusing rmgen2 globals | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
rmgen2, originally introduced in r17903 does some confusing things that should be sorted out
1. Delete g_MapInfo: The global can be removed altogether as all properties can be removed. Properties redundant with global getters:
Properties that instead should be unified with rmgen1 duplication:
Properties completely broken:
Properties that should be arguments:
2. Rename ambiguous rmgen2 functions:
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| #5935 | fixed | Clicking "Manual" results in errors | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
If you click on "Manual" in the "Learn to Play" option menu, no manual is displayed and error codes are given. See the image below for more clarity. (interestinglog.html will be attached) I have tested some SVN revisions between 24600-24674. I found that the problem described above occurs first with changeset [24663]. https://trac.wildfiregames.com/changeset/24663 |
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| #3199 | fixed | Clicking "not ready" just before the host starts the game causes a network fsm error | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Sometimes I noticed this error while the game loads: ERROR: Net client: Error running FSM update (type=7 state=6) Searching for this error message revealed that it occurs in source/network/NetClient.cpp in the function CNetClient::HandleMessage when updating the finite state machine: // Update FSM
bool ok = Update(message->GetType(), message);
if (!ok)
LOGERROR("Net client: Error running FSM update (type=%d state=%d)", (int)message->GetType(), (int)GetCurrState());
return ok;
As this annotated excerpt from source/network/NetMessages.h shows, NetMessageType 7 is NMT_READY: enum NetMessageType
{
NMT_CONNECT_COMPLETE = -256, // Connection is complete
NMT_CONNECTION_LOST,
NMT_INVALID = 0, // Invalid message
NMT_SERVER_HANDSHAKE = 1, // Handshake stage
NMT_CLIENT_HANDSHAKE = 2,
NMT_SERVER_HANDSHAKE_RESPONSE = 3,
NMT_AUTHENTICATE = 4, // Authentication stage
NMT_AUTHENTICATE_RESULT = 5,
NMT_CHAT = 6, // Common chat message
NMT_READY = 7,
NMT_GAME_SETUP = 8,
NMT_PLAYER_ASSIGNMENT = 9,
NMT_FILE_TRANSFER_REQUEST = 10,
NMT_FILE_TRANSFER_RESPONSE = 11,
NMT_FILE_TRANSFER_DATA = 12,
NMT_FILE_TRANSFER_ACK = 13,
NMT_JOIN_SYNC_START = 14,
NMT_REJOINED = 15,
NMT_LOADED_GAME = 16,
NMT_GAME_START = 17,
NMT_END_COMMAND_BATCH = 18,
NMT_SYNC_CHECK = 19, // OOS-detection hash checking
NMT_SYNC_ERROR= 20, // OOS-detection error
NMT_SIMULATION_COMMAND = 21,
NMT_LAST = 22 // Last message in the list
};
and source/network/NetClient.h indicates that state=6 means that the game is loading. // NetClient session FSM states
enum
{
NCS_UNCONNECTED = 0,
NCS_CONNECT = 1,
NCS_HANDSHAKE = 2 ,
NCS_AUTHENTICATE = 3,
NCS_INITIAL_GAMESETUP = 4,
NCS_PREGAME = 5,
NCS_LOADING = 6,
NCS_JOIN_SYNCING = 7,
NCS_INGAME = 8
};
I.e. the host receives a not-ready message while the game has already been started. It is not easily reproducable because of the timing, but after doing this research I could reproduce it by accident in a real game. (Clicked not-ready just before the host started. It didn't have any effect besides throwing this error) This error occurs for ALL clients (another player in the game had received the same error in the same game), which means that the ready message is being broadcasted. Maybe the message is even broadcasted while the fsm of the host is already in the NCS_LOADING state. If so, don't broadcast ready messages while loading in order to fix the error. |
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| #2182 | fixed | Clicking faction icon in-game should bring up "civilization info" window from "match setup" set to player's civilization | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
It can be challenging to remember all the perks of your civilization, let alone those of your allies or enemies. This useful information is available prior to the start of the match in the "civilization info" window from the "match start" screen. The faction icon currently takes up prime real estate but doesn't really do anything. It would be awesome if clicking on the faction icon were to bring up the "civilization info" window, doubly awesome if it were to be pre-set to the player's civilization. |
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| #3642 | duplicate | Client crash exiting while rejoining | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
When you Alt+F4 the game while rejoining, the game might crash instead of exit properly. Notice the signal to end the process must occur right after TIMER| common/global.xml: 445.017 us Killing the process after the next message doesn't crash. The next logmessage would be: TIMER| ParseTerrain: 7.1027 ms and happens when the loading bar reaches maybe 90%. This crash occurs reliably everytime when meeting this criteria. The server usually isn't affected by this. |
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| #5092 | fixed | ClumpPlacer seems to use incorrect formula to determine if placement failed for a given failFraction allowed. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
To check if placement has failed, ClumpPlacer allows to pass a
The formula to check if placement has failed seems a bit off though. It keeps track of a In a quick test for an area with size 1200 there seem to be roughly 13500~15500 points that it attempts to put. It varies a bit because of the randomness involved in the placement.
So it can't just check that failed variable against the size multiplied by ChainPlacer seems to do this already (ps/trunk/binaries/data/mods/public/maps/random/rmgen/placer/centered/ChainPlacer.js#L110).
This is also why #4810 seemed to be an issue, originally it passed a |
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| #5580 | fixed | Coastal wave foam glitch/bug. Not following the shore. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| #242 | fixed | Collada prop point "root" cannot hand more than one prop at a time. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Collada prop point "root" cannot hand more than one prop at a time. It is essential that collada prop points be able to hand more than one prop at a time, just like the old pmd files. |
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| #6237 | fixed | Collecting treasures has no order confirmation sound. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Reported on the forum by Gurken Khan: https://wildfiregames.com/forum/topic/41264-alpha-25-pre-releaserelease-candidate-build-testing/?do=findComment&comment=437100. Forgot in r24989. |
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| #6289 | needsinfo | Collection of OOS / Crash dump | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
.../.config/0ad/logs/ |
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| #203 | fixed | Combat Crash | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Crash occurs in-game as well as in Atlas simulation when initiating combat. Problem seems to me to reside with Super Infantry, as other types of units do not cause such a crash. I assume this could be entity related, but scanning the template_unit_super and template_unit_super_infantry entities does not immediately present any issues with coding. grrr |
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| #6365 | duplicate | Combat Demo (Huge) missing party | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
This bug is a bit strange to track down. to reproduce
Now it's a matter of finding the changeset number that caused the problem. Here's what I would do:
For me, the problem seems to be with [25869]. The strange thing is when I go back to [25868] you would assume it would show both parties on the sceneario map PS: I tested Phab:D4305 as there was another error related to [25869] (#6356), but it did not fix the problem. |
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| #4014 | fixed | Combine victory conditions | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Currently we can only chose one of N gametypes: { Conquest, Conquest Structures, Conquest Units, Wonder, Endless } but not combine them individually. I propose to change the gamesetup once new victory conditions like #2160 are added: Gamesetup:
Simulation:
This ticket will likely run into the same bugs as described in #4013, so that one might be done beforehand. |
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| #5863 | fixed | Command group camera move does not work if one of the units in the group are garrisoned | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Double press on building command group moves the camera to those grouped units, but it doesn't work if any of the units in that group are garrisoned. When double pressing the key for a command group, when that function is deciding where to put the camera it should ignore if any of the grouped units are garrisoned. |
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| #2084 | fixed | Command panel buttons overlap when entity can (un)pack and train entities | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Any pack command button is laid over the first trainable entity, if an entity can both pack/unpack and train/build other entities. Thus that first, now hidden entity cannot be built, which is a show stopper for #1919. Worse, when the (un)packable entity is not the first one selected, the Pack buttons are not shown at all (or maybe its panel is hidden below a trainable/buildable buttons panel). Normally it doesn't rear its ugly head, because currently there are no packable units that can also train or build entities. A currently in progress patch (#1919) would enable such capabilities. Below are some comments by sander17 (copied from #1919):
|
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| #5044 | fixed | Command-line replay complains about mods | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
When doing a non-visual replay we get this error: WARNING: JavaScript warning: Script value conversion check failed: v.isString() || v.isNumber() (got type object) WARNING: The mod 'public,0.0.23' is required by the replay file, but wasn't passed as an argument! WARNING: The mod 'mod' wasn't used when creating this replay file, but was passed as an argument! WARNING: The mod 'public' wasn't used when creating this replay file, but was passed as an argument! |
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| #4669 | fixed | Communicate field diminishing returns to the player | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
We should somewhere hint the player that for fields every additional gatherer has a decreased gather rate (90% for each). This value is set in DiminishingReturns in the ResourceSupply component. This could be done by adding a hint to the field's tooltip. |
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| #5152 | fixed | Compilation error when compiling a23-rc2 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
THe following error occurs when compiling a23-rc2 on Arch Linux using gcc 7.3.1+20180406-1. ==== Building scriptinterface (release) ====
precompiled.h
In file included from ../../../source/lib/sysdep/stl.h:32:0,
from ../../../source/lib/precompiled.h:68,
from ../../../source/pch/scriptinterface/precompiled.h:19:
/usr/include/c++/7.3.1/cstdlib:75:15: fatal error: stdlib.h: No such file or directory
#include_next <stdlib.h>
^~~~~~~~~~
compilation terminated.
make[1]: *** [scriptinterface.make:121: obj/scriptinterface_Release/precompiled.h.gch] Error 1
make: *** [Makefile:105: scriptinterface] Error 2
==> ERROR: A failure occurred in build().
Aborting...
|
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| #5898 | fixed | Compilation errors with PCH disabled | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
When PCH is disabled ( CCmpObstruction.cpp
x86_64-pc-linux-gnu-g++ -march=native -O2 -pipe -Wall -DNDEBUG -MMD -MP -DNDEBUG -DCONFIG_FINAL=1 -DLIB_STATIC_LINK -DINSTALLED_BINDIR=/usr/bin -DINSTALLED_DATADIR=/usr/share/0ad -DINSTALLED_LIBDIR=/usr/lib64/0ad -DCONFIG_ENABLE_PCH=0 -I../../../source/pch/simulation2 -I../../../source -isystem /usr/include/nspr -fno-rtti -std=c++17 -fvisibility=hidden -isystem /usr/include/mozjs-78 -include /usr/include/mozjs-78/js/RequiredDefines.h -o "obj/simulation2_Release/CCmpObstruction.o" -MF "obj/simulation2_Release/CCmpObstruction.d" -c "../../../source/simulation2/components/CCmpObstruction.cpp"
../../../source/simulation2/components/CCmpObstruction.cpp:54:30: error: ‘Obstruction’ has not been declared
54 | DEFAULT_COMPONENT_ALLOCATOR(Obstruction)
| ^~~~~~~~~~~
../../../source/simulation2/components/CCmpObstruction.cpp:54:2: error: ISO C++ forbids declaration of ‘DEFAULT_COMPONENT_ALLOCATOR’ with no type [-fpermissive]
54 | DEFAULT_COMPONENT_ALLOCATOR(Obstruction)
| ^~~~~~~~~~~~~~~~~~~~~~~~~~~
../../../source/simulation2/components/CCmpObstruction.cpp:54:41: error: expected ‘;’ at end of member declaration
54 | DEFAULT_COMPONENT_ALLOCATOR(Obstruction)
| ^
| ;
../../../source/simulation2/components/CCmpObstruction.cpp: In static member function ‘static void CCmpObstruction::ClassInit(CComponentManager&)’:
../../../source/simulation2/components/CCmpObstruction.cpp:50:3: error: invalid use of incomplete type ‘class CComponentManager’
50 | componentManager.SubscribeToMessageType(MT_PositionChanged);
| ^~~~~~~~~~~~~~~~
In file included from ../../../source/simulation2/system/IComponent.h:24,
from ../../../source/simulation2/system/Interface.h:21,
from ../../../source/simulation2/components/ICmpObstruction.h:21,
from ../../../source/simulation2/components/CCmpObstruction.cpp:20:
../../../source/simulation2/system/SimContext.h:23:7: note: forward declaration of ‘class CComponentManager’
23 | class CComponentManager;
| ^~~~~~~~~~~~~~~~~
../../../source/simulation2/components/CCmpObstruction.cpp:51:3: error: invalid use of incomplete type ‘class CComponentManager’
51 | componentManager.SubscribeToMessageType(MT_Destroy);
| ^~~~~~~~~~~~~~~~
In file included from ../../../source/simulation2/system/IComponent.h:24,
from ../../../source/simulation2/system/Interface.h:21,
from ../../../source/simulation2/components/ICmpObstruction.h:21,
from ../../../source/simulation2/components/CCmpObstruction.cpp:20:
../../../source/simulation2/system/SimContext.h:23:7: note: forward declaration of ‘class CComponentManager’
23 | class CComponentManager;
| ^~~~~~~~~~~~~~~~~
../../../source/simulation2/components/CCmpObstruction.cpp: In member function ‘virtual void CCmpObstruction::Init(const CParamNode&)’:
../../../source/simulation2/components/CCmpObstruction.cpp:199:7: error: invalid use of incomplete type ‘const class CParamNode’
199 | if (paramNode.GetChild("BlockMovement").ToBool())
| ^~~~~~~~~
In file included from ../../../source/simulation2/system/Interface.h:21,
from ../../../source/simulation2/components/ICmpObstruction.h:21,
from ../../../source/simulation2/components/CCmpObstruction.cpp:20:
../../../source/simulation2/system/IComponent.h:27:7: note: forward declaration of ‘class CParamNode’
27 | class CParamNode;
| ^~~~~~~~~~
../../../source/simulation2/components/CCmpObstruction.cpp:201:7: error: invalid use of incomplete type ‘const class CParamNode’
201 | if (paramNode.GetChild("BlockPathfinding").ToBool())
| ^~~~~~~~~
In file included from ../../../source/simulation2/system/Interface.h:21,
from ../../../source/simulation2/components/ICmpObstruction.h:21,
from ../../../source/simulation2/components/CCmpObstruction.cpp:20:
../../../source/simulation2/system/IComponent.h:27:7: note: forward declaration of ‘class CParamNode’
27 | class CParamNode;
| ^~~~~~~~~~
../../../source/simulation2/components/CCmpObstruction.cpp:203:7: error: invalid use of incomplete type ‘const class CParamNode’
203 | if (paramNode.GetChild("BlockFoundation").ToBool())
| ^~~~~~~~~
In file included from ../../../source/simulation2/system/Interface.h:21,
from ../../../source/simulation2/components/ICmpObstruction.h:21,
from ../../../source/simulation2/components/CCmpObstruction.cpp:20:
../../../source/simulation2/system/IComponent.h:27:7: note: forward declaration of ‘class CParamNode’
27 | class CParamNode;
| ^~~~~~~~~~
../../../source/simulation2/components/CCmpObstruction.cpp:205:7: error: invalid use of incomplete type ‘const class CParamNode’
205 | if (paramNode.GetChild("BlockConstruction").ToBool())
| ^~~~~~~~~
In file included from ../../../source/simulation2/system/Interface.h:21,
from ../../../source/simulation2/components/ICmpObstruction.h:21,
from ../../../source/simulation2/components/CCmpObstruction.cpp:20:
../../../source/simulation2/system/IComponent.h:27:7: note: forward declaration of ‘class CParamNode’
27 | class CParamNode;
| ^~~~~~~~~~
../../../source/simulation2/components/CCmpObstruction.cpp:207:7: error: invalid use of incomplete type ‘const class CParamNode’
207 | if (paramNode.GetChild("DeleteUponConstruction").ToBool())
| ^~~~~~~~~
In file included from ../../../source/simulation2/system/Interface.h:21,
from ../../../source/simulation2/components/ICmpObstruction.h:21,
from ../../../source/simulation2/components/CCmpObstruction.cpp:20:
../../../source/simulation2/system/IComponent.h:27:7: note: forward declaration of ‘class CParamNode’
27 | class CParamNode;
| ^~~~~~~~~~
../../../source/simulation2/components/CCmpObstruction.cpp:211:7: error: invalid use of incomplete type ‘const class CParamNode’
211 | if (paramNode.GetChild("DisableBlockMovement").ToBool())
| ^~~~~~~~~
In file included from ../../../source/simulation2/system/Interface.h:21,
from ../../../source/simulation2/components/ICmpObstruction.h:21,
from ../../../source/simulation2/components/CCmpObstruction.cpp:20:
../../../source/simulation2/system/IComponent.h:27:7: note: forward declaration of ‘class CParamNode’
27 | class CParamNode;
| ^~~~~~~~~~
../../../source/simulation2/components/CCmpObstruction.cpp:213:7: error: invalid use of incomplete type ‘const class CParamNode’
213 | if (paramNode.GetChild("DisableBlockPathfinding").ToBool())
| ^~~~~~~~~
In file included from ../../../source/simulation2/system/Interface.h:21,
from ../../../source/simulation2/components/ICmpObstruction.h:21,
from ../../../source/simulation2/components/CCmpObstruction.cpp:20:
../../../source/simulation2/system/IComponent.h:27:7: note: forward declaration of ‘class CParamNode’
27 | class CParamNode;
| ^~~~~~~~~~
../../../source/simulation2/components/CCmpObstruction.cpp:216:7: error: invalid use of incomplete type ‘const class CParamNode’
216 | if (paramNode.GetChild("Unit").IsOk())
| ^~~~~~~~~
In file included from ../../../source/simulation2/system/Interface.h:21,
from ../../../source/simulation2/components/ICmpObstruction.h:21,
from ../../../source/simulation2/components/CCmpObstruction.cpp:20:
../../../source/simulation2/system/IComponent.h:27:7: note: forward declaration of ‘class CParamNode’
27 | class CParamNode;
| ^~~~~~~~~~
../../../source/simulation2/components/CCmpObstruction.cpp:220:4: error: ‘CmpPtr’ was not declared in this scope
220 | CmpPtr<ICmpUnitMotion> cmpUnitMotion(GetEntityHandle());
| ^~~~~~
../../../source/simulation2/components/CCmpObstruction.cpp:220:25: error: expected primary-expression before ‘>’ token
220 | CmpPtr<ICmpUnitMotion> cmpUnitMotion(GetEntityHandle());
| ^
../../../source/simulation2/components/CCmpObstruction.cpp:220:27: error: ‘cmpUnitMotion’ was not declared in this scope; did you mean ‘ICmpUnitMotion’?
220 | CmpPtr<ICmpUnitMotion> cmpUnitMotion(GetEntityHandle());
| ^~~~~~~~~~~~~
| ICmpUnitMotion
../../../source/simulation2/components/CCmpObstruction.cpp:224:12: error: invalid use of incomplete type ‘const class CParamNode’
224 | else if (paramNode.GetChild("Static").IsOk())
| ^~~~~~~~~
In file included from ../../../source/simulation2/system/Interface.h:21,
from ../../../source/simulation2/components/ICmpObstruction.h:21,
from ../../../source/simulation2/components/CCmpObstruction.cpp:20:
../../../source/simulation2/system/IComponent.h:27:7: note: forward declaration of ‘class CParamNode’
27 | class CParamNode;
| ^~~~~~~~~~
../../../source/simulation2/components/CCmpObstruction.cpp:227:14: error: invalid use of incomplete type ‘const class CParamNode’
227 | m_Size0 = paramNode.GetChild("Static").GetChild("@width").ToFixed();
| ^~~~~~~~~
In file included from ../../../source/simulation2/system/Interface.h:21,
from ../../../source/simulation2/components/ICmpObstruction.h:21,
from ../../../source/simulation2/components/CCmpObstruction.cpp:20:
../../../source/simulation2/system/IComponent.h:27:7: note: forward declaration of ‘class CParamNode’
27 | class CParamNode;
| ^~~~~~~~~~
../../../source/simulation2/components/CCmpObstruction.cpp:228:14: error: invalid use of incomplete type ‘const class CParamNode’
228 | m_Size1 = paramNode.GetChild("Static").GetChild("@depth").ToFixed();
| ^~~~~~~~~
In file included from ../../../source/simulation2/system/Interface.h:21,
from ../../../source/simulation2/components/ICmpObstruction.h:21,
from ../../../source/simulation2/components/CCmpObstruction.cpp:20:
../../../source/simulation2/system/IComponent.h:27:7: note: forward declaration of ‘class CParamNode’
27 | class CParamNode;
| ^~~~~~~~~~
../../../source/simulation2/components/CCmpObstruction.cpp:237:22: error: invalid use of incomplete type ‘class CParamNode’
237 | const CParamNode::ChildrenMap& clusterMap = paramNode.GetChild("Obstructions").GetChildren();
| ^~~~~~~~~~~
In file included from ../../../source/simulation2/system/Interface.h:21,
from ../../../source/simulation2/components/ICmpObstruction.h:21,
from ../../../source/simulation2/components/CCmpObstruction.cpp:20:
../../../source/simulation2/system/IComponent.h:27:7: note: forward declaration of ‘class CParamNode’
27 | class CParamNode;
| ^~~~~~~~~~
../../../source/simulation2/components/CCmpObstruction.cpp:238:20: error: ‘CParamNode::ChildrenMap’ has not been declared
238 | for(CParamNode::ChildrenMap::const_iterator it = clusterMap.begin(); it != clusterMap.end(); ++it)
| ^~~~~~~~~~~
../../../source/simulation2/components/CCmpObstruction.cpp:238:73: error: ‘it’ was not declared in this scope; did you mean ‘i8’?
238 | for(CParamNode::ChildrenMap::const_iterator it = clusterMap.begin(); it != clusterMap.end(); ++it)
| ^~
| i8
../../../source/simulation2/components/CCmpObstruction.cpp:238:79: error: ‘clusterMap’ was not declared in this scope
238 | for(CParamNode::ChildrenMap::const_iterator it = clusterMap.begin(); it != clusterMap.end(); ++it)
| ^~~~~~~~~~
../../../source/simulation2/components/CCmpObstruction.cpp:259:14: error: invalid use of incomplete type ‘const class CParamNode’
259 | m_Active = paramNode.GetChild("Active").ToBool();
| ^~~~~~~~~
In file included from ../../../source/simulation2/system/Interface.h:21,
from ../../../source/simulation2/components/ICmpObstruction.h:21,
from ../../../source/simulation2/components/CCmpObstruction.cpp:20:
../../../source/simulation2/system/IComponent.h:27:7: note: forward declaration of ‘class CParamNode’
27 | class CParamNode;
| ^~~~~~~~~~
../../../source/simulation2/components/CCmpObstruction.cpp:260:22: error: invalid use of incomplete type ‘const class CParamNode’
260 | m_ControlPersist = paramNode.GetChild("ControlPersist").IsOk();
| ^~~~~~~~~
In file included from ../../../source/simulation2/system/Interface.h:21,
from ../../../source/simulation2/components/ICmpObstruction.h:21,
from ../../../source/simulation2/components/CCmpObstruction.cpp:20:
../../../source/simulation2/system/IComponent.h:27:7: note: forward declaration of ‘class CParamNode’
27 | class CParamNode;
| ^~~~~~~~~~
../../../source/simulation2/components/CCmpObstruction.cpp: In member function ‘virtual void CCmpObstruction::HandleMessage(const CMessage&, bool)’:
../../../source/simulation2/components/CCmpObstruction.cpp:315:4: error: ‘CmpPtr’ was not declared in this scope
315 | CmpPtr<ICmpObstructionManager> cmpObstructionManager(GetSystemEntity());
| ^~~~~~
../../../source/simulation2/components/CCmpObstruction.cpp:315:33: error: expected primary-expression before ‘>’ token
315 | CmpPtr<ICmpObstructionManager> cmpObstructionManager(GetSystemEntity());
| ^
../../../source/simulation2/components/CCmpObstruction.cpp:315:35: error: ‘cmpObstructionManager’ was not declared in this scope; did you mean ‘ICmpObstructionManager’?
315 | CmpPtr<ICmpObstructionManager> cmpObstructionManager(GetSystemEntity());
| ^~~~~~~~~~~~~~~~~~~~~
| ICmpObstructionManager
../../../source/simulation2/components/CCmpObstruction.cpp:359:5: error: ‘CmpPtr’ was not declared in this scope
359 | CmpPtr<ICmpObstructionManager> cmpObstructionManager(GetSystemEntity());
| ^~~~~~
../../../source/simulation2/components/CCmpObstruction.cpp:359:34: error: expected primary-expression before ‘>’ token
359 | CmpPtr<ICmpObstructionManager> cmpObstructionManager(GetSystemEntity());
| ^
../../../source/simulation2/components/CCmpObstruction.cpp:359:36: error: ‘cmpObstructionManager’ was not declared in this scope; did you mean ‘ICmpObstructionManager’?
359 | CmpPtr<ICmpObstructionManager> cmpObstructionManager(GetSystemEntity());
| ^~~~~~~~~~~~~~~~~~~~~
| ICmpObstructionManager
../../../source/simulation2/components/CCmpObstruction.cpp: In member function ‘virtual void CCmpObstruction::SetActive(bool)’:
../../../source/simulation2/components/CCmpObstruction.cpp:383:4: error: ‘CmpPtr’ was not declared in this scope
383 | CmpPtr<ICmpObstructionManager> cmpObstructionManager(GetSystemEntity());
| ^~~~~~
../../../source/simulation2/components/CCmpObstruction.cpp:383:33: error: expected primary-expression before ‘>’ token
383 | CmpPtr<ICmpObstructionManager> cmpObstructionManager(GetSystemEntity());
| ^
../../../source/simulation2/components/CCmpObstruction.cpp:383:35: error: ‘cmpObstructionManager’ was not declared in this scope; did you mean ‘ICmpObstructionManager’?
383 | CmpPtr<ICmpObstructionManager> cmpObstructionManager(GetSystemEntity());
| ^~~~~~~~~~~~~~~~~~~~~
| ICmpObstructionManager
../../../source/simulation2/components/CCmpObstruction.cpp:387:23: error: expected primary-expression before ‘>’ token
387 | CmpPtr<ICmpPosition> cmpPosition(GetEntityHandle());
| ^
../../../source/simulation2/components/CCmpObstruction.cpp:387:25: error: ‘cmpPosition’ was not declared in this scope; did you mean ‘ICmpPosition’?
387 | CmpPtr<ICmpPosition> cmpPosition(GetEntityHandle());
| ^~~~~~~~~~~
| ICmpPosition
../../../source/simulation2/components/CCmpObstruction.cpp:414:5: error: ‘CmpPtr’ was not declared in this scope
414 | CmpPtr<ICmpObstructionManager> cmpObstructionManager(GetSystemEntity());
| ^~~~~~
../../../source/simulation2/components/CCmpObstruction.cpp:414:34: error: expected primary-expression before ‘>’ token
414 | CmpPtr<ICmpObstructionManager> cmpObstructionManager(GetSystemEntity());
| ^
../../../source/simulation2/components/CCmpObstruction.cpp:414:36: error: ‘cmpObstructionManager’ was not declared in this scope; did you mean ‘ICmpObstructionManager’?
414 | CmpPtr<ICmpObstructionManager> cmpObstructionManager(GetSystemEntity());
| ^~~~~~~~~~~~~~~~~~~~~
| ICmpObstructionManager
../../../source/simulation2/components/CCmpObstruction.cpp: In member function ‘virtual bool CCmpObstruction::GetObstructionSquare(ICmpObstructionManager::ObstructionSquare&, bool) const’:
../../../source/simulation2/components/CCmpObstruction.cpp:484:3: error: ‘CmpPtr’ was not declared in this scope
484 | CmpPtr<ICmpPosition> cmpPosition(GetEntityHandle());
| ^~~~~~
../../../source/simulation2/components/CCmpObstruction.cpp:484:22: error: expected primary-expression before ‘>’ token
484 | CmpPtr<ICmpPosition> cmpPosition(GetEntityHandle());
| ^
../../../source/simulation2/components/CCmpObstruction.cpp:484:24: error: ‘cmpPosition’ was not declared in this scope; did you mean ‘ICmpPosition’?
484 | CmpPtr<ICmpPosition> cmpPosition(GetEntityHandle());
| ^~~~~~~~~~~
| ICmpPosition
../../../source/simulation2/components/CCmpObstruction.cpp:488:32: error: expected primary-expression before ‘>’ token
488 | CmpPtr<ICmpObstructionManager> cmpObstructionManager(GetSystemEntity());
| ^
../../../source/simulation2/components/CCmpObstruction.cpp:488:34: error: ‘cmpObstructionManager’ was not declared in this scope; did you mean ‘ICmpObstructionManager’?
488 | CmpPtr<ICmpObstructionManager> cmpObstructionManager(GetSystemEntity());
| ^~~~~~~~~~~~~~~~~~~~~
| ICmpObstructionManager
../../../source/simulation2/components/CCmpObstruction.cpp: In member function ‘virtual bool CCmpObstruction::CheckShorePlacement() const’:
../../../source/simulation2/components/CCmpObstruction.cpp:540:3: error: ‘CmpPtr’ was not declared in this scope
540 | CmpPtr<ICmpTerrain> cmpTerrain(GetSystemEntity());
| ^~~~~~
../../../source/simulation2/components/CCmpObstruction.cpp:540:21: error: expected primary-expression before ‘>’ token
540 | CmpPtr<ICmpTerrain> cmpTerrain(GetSystemEntity());
| ^
../../../source/simulation2/components/CCmpObstruction.cpp:540:23: error: ‘cmpTerrain’ was not declared in this scope; did you mean ‘ICmpTerrain’?
540 | CmpPtr<ICmpTerrain> cmpTerrain(GetSystemEntity());
| ^~~~~~~~~~
| ICmpTerrain
../../../source/simulation2/components/CCmpObstruction.cpp:541:26: error: expected primary-expression before ‘>’ token
541 | CmpPtr<ICmpWaterManager> cmpWaterManager(GetSystemEntity());
| ^
../../../source/simulation2/components/CCmpObstruction.cpp:541:28: error: ‘cmpWaterManager’ was not declared in this scope; did you mean ‘ICmpWaterManager’?
541 | CmpPtr<ICmpWaterManager> cmpWaterManager(GetSystemEntity());
| ^~~~~~~~~~~~~~~
| ICmpWaterManager
../../../source/simulation2/components/CCmpObstruction.cpp: In member function ‘virtual ICmpObstruction::EFoundationCheck CCmpObstruction::CheckFoundation(const string&, bool) const’:
../../../source/simulation2/components/CCmpObstruction.cpp:557:3: error: ‘CmpPtr’ was not declared in this scope
557 | CmpPtr<ICmpPosition> cmpPosition(GetEntityHandle());
| ^~~~~~
../../../source/simulation2/components/CCmpObstruction.cpp:557:22: error: expected primary-expression before ‘>’ token
557 | CmpPtr<ICmpPosition> cmpPosition(GetEntityHandle());
| ^
../../../source/simulation2/components/CCmpObstruction.cpp:557:24: error: ‘cmpPosition’ was not declared in this scope; did you mean ‘ICmpPosition’?
557 | CmpPtr<ICmpPosition> cmpPosition(GetEntityHandle());
| ^~~~~~~~~~~
| ICmpPosition
../../../source/simulation2/components/CCmpObstruction.cpp:566:24: error: expected primary-expression before ‘>’ token
566 | CmpPtr<ICmpPathfinder> cmpPathfinder(GetSystemEntity());
| ^
../../../source/simulation2/components/CCmpObstruction.cpp:566:26: error: ‘cmpPathfinder’ was not declared in this scope; did you mean ‘ICmpPathfinder’?
566 | CmpPtr<ICmpPathfinder> cmpPathfinder(GetSystemEntity());
| ^~~~~~~~~~~~~
| ICmpPathfinder
../../../source/simulation2/components/CCmpObstruction.cpp: In member function ‘virtual bool CCmpObstruction::CheckDuplicateFoundation() const’:
../../../source/simulation2/components/CCmpObstruction.cpp:594:3: error: ‘CmpPtr’ was not declared in this scope
594 | CmpPtr<ICmpPosition> cmpPosition(GetEntityHandle());
| ^~~~~~
../../../source/simulation2/components/CCmpObstruction.cpp:594:22: error: expected primary-expression before ‘>’ token
594 | CmpPtr<ICmpPosition> cmpPosition(GetEntityHandle());
| ^
../../../source/simulation2/components/CCmpObstruction.cpp:594:24: error: ‘cmpPosition’ was not declared in this scope; did you mean ‘ICmpPosition’?
594 | CmpPtr<ICmpPosition> cmpPosition(GetEntityHandle());
| ^~~~~~~~~~~
| ICmpPosition
../../../source/simulation2/components/CCmpObstruction.cpp:603:32: error: expected primary-expression before ‘>’ token
603 | CmpPtr<ICmpObstructionManager> cmpObstructionManager(GetSystemEntity());
| ^
../../../source/simulation2/components/CCmpObstruction.cpp:603:34: error: ‘cmpObstructionManager’ was not declared in this scope; did you mean ‘ICmpObstructionManager’?
603 | CmpPtr<ICmpObstructionManager> cmpObstructionManager(GetSystemEntity());
| ^~~~~~~~~~~~~~~~~~~~~
| ICmpObstructionManager
../../../source/simulation2/components/CCmpObstruction.cpp: In member function ‘virtual std::vector<unsigned int> CCmpObstruction::GetEntitiesByFlags(CCmpObstruction::flags_t) const’:
../../../source/simulation2/components/CCmpObstruction.cpp:628:3: error: ‘CmpPtr’ was not declared in this scope
628 | CmpPtr<ICmpObstructionManager> cmpObstructionManager(GetSystemEntity());
| ^~~~~~
../../../source/simulation2/components/CCmpObstruction.cpp:628:32: error: expected primary-expression before ‘>’ token
628 | CmpPtr<ICmpObstructionManager> cmpObstructionManager(GetSystemEntity());
| ^
../../../source/simulation2/components/CCmpObstruction.cpp:628:34: error: ‘cmpObstructionManager’ was not declared in this scope; did you mean ‘ICmpObstructionManager’?
628 | CmpPtr<ICmpObstructionManager> cmpObstructionManager(GetSystemEntity());
| ^~~~~~~~~~~~~~~~~~~~~
| ICmpObstructionManager
../../../source/simulation2/components/CCmpObstruction.cpp: In member function ‘virtual void CCmpObstruction::SetMovingFlag(bool)’:
../../../source/simulation2/components/CCmpObstruction.cpp:668:4: error: ‘CmpPtr’ was not declared in this scope
668 | CmpPtr<ICmpObstructionManager> cmpObstructionManager(GetSystemEntity());
| ^~~~~~
../../../source/simulation2/components/CCmpObstruction.cpp:668:33: error: expected primary-expression before ‘>’ token
668 | CmpPtr<ICmpObstructionManager> cmpObstructionManager(GetSystemEntity());
| ^
../../../source/simulation2/components/CCmpObstruction.cpp:668:35: error: ‘cmpObstructionManager’ was not declared in this scope; did you mean ‘ICmpObstructionManager’?
668 | CmpPtr<ICmpObstructionManager> cmpObstructionManager(GetSystemEntity());
| ^~~~~~~~~~~~~~~~~~~~~
| ICmpObstructionManager
../../../source/simulation2/components/CCmpObstruction.cpp: In member function ‘void CCmpObstruction::UpdateControlGroups()’:
../../../source/simulation2/components/CCmpObstruction.cpp:700:4: error: ‘CmpPtr’ was not declared in this scope
700 | CmpPtr<ICmpObstructionManager> cmpObstructionManager(GetSystemEntity());
| ^~~~~~
../../../source/simulation2/components/CCmpObstruction.cpp:700:33: error: expected primary-expression before ‘>’ token
700 | CmpPtr<ICmpObstructionManager> cmpObstructionManager(GetSystemEntity());
| ^
../../../source/simulation2/components/CCmpObstruction.cpp:700:35: error: ‘cmpObstructionManager’ was not declared in this scope; did you mean ‘ICmpObstructionManager’?
700 | CmpPtr<ICmpObstructionManager> cmpObstructionManager(GetSystemEntity());
| ^~~~~~~~~~~~~~~~~~~~~
| ICmpObstructionManager
../../../source/simulation2/components/CCmpObstruction.cpp: In member function ‘virtual void CCmpObstruction::ResolveFoundationCollisions() const’:
../../../source/simulation2/components/CCmpObstruction.cpp:728:3: error: ‘CmpPtr’ was not declared in this scope
728 | CmpPtr<ICmpObstructionManager> cmpObstructionManager(GetSystemEntity());
| ^~~~~~
../../../source/simulation2/components/CCmpObstruction.cpp:728:32: error: expected primary-expression before ‘>’ token
728 | CmpPtr<ICmpObstructionManager> cmpObstructionManager(GetSystemEntity());
| ^
../../../source/simulation2/components/CCmpObstruction.cpp:728:34: error: ‘cmpObstructionManager’ was not declared in this scope; did you mean ‘ICmpObstructionManager’?
728 | CmpPtr<ICmpObstructionManager> cmpObstructionManager(GetSystemEntity());
| ^~~~~~~~~~~~~~~~~~~~~
| ICmpObstructionManager
../../../source/simulation2/components/CCmpObstruction.cpp:732:22: error: expected primary-expression before ‘>’ token
732 | CmpPtr<ICmpPosition> cmpPosition(GetEntityHandle());
| ^
../../../source/simulation2/components/CCmpObstruction.cpp:732:24: error: ‘cmpPosition’ was not declared in this scope; did you mean ‘ICmpPosition’?
732 | CmpPtr<ICmpPosition> cmpPosition(GetEntityHandle());
| ^~~~~~~~~~~
| ICmpPosition
../../../source/simulation2/components/CCmpObstruction.cpp:763:27: error: expected primary-expression before ‘>’ token
763 | CmpPtr<ICmpObstruction> cmpObstruction(GetSimContext(), ent);
| ^
../../../source/simulation2/components/CCmpObstruction.cpp:763:29: error: ‘cmpObstruction’ was not declared in this scope; did you mean ‘CCmpObstruction’?
763 | CmpPtr<ICmpObstruction> cmpObstruction(GetSimContext(), ent);
| ^~~~~~~~~~~~~~
| CCmpObstruction
../../../source/simulation2/components/CCmpObstruction.cpp:777:27: error: expected primary-expression before ‘>’ token
777 | CmpPtr<ICmpObstruction> cmpObstruction(GetSimContext(), normalEnt);
| ^
../../../source/simulation2/components/CCmpObstruction.cpp:777:29: error: ‘cmpObstruction’ was not declared in this scope; did you mean ‘CCmpObstruction’?
777 | CmpPtr<ICmpObstruction> cmpObstruction(GetSimContext(), normalEnt);
| ^~~~~~~~~~~~~~
| CCmpObstruction
../../../source/simulation2/components/CCmpObstruction.cpp: In member function ‘void CCmpObstruction::AddClusterShapes(entity_pos_t, entity_pos_t, entity_angle_t)’:
../../../source/simulation2/components/CCmpObstruction.cpp:795:3: error: ‘CmpPtr’ was not declared in this scope
795 | CmpPtr<ICmpObstructionManager> cmpObstructionManager(GetSystemEntity());
| ^~~~~~
../../../source/simulation2/components/CCmpObstruction.cpp:795:32: error: expected primary-expression before ‘>’ token
795 | CmpPtr<ICmpObstructionManager> cmpObstructionManager(GetSystemEntity());
| ^
../../../source/simulation2/components/CCmpObstruction.cpp:795:34: error: ‘cmpObstructionManager’ was not declared in this scope; did you mean ‘ICmpObstructionManager’?
795 | CmpPtr<ICmpObstructionManager> cmpObstructionManager(GetSystemEntity());
| ^~~~~~~~~~~~~~~~~~~~~
| ICmpObstructionManager
../../../source/simulation2/components/CCmpObstruction.cpp: In member function ‘void CCmpObstruction::RemoveClusterShapes()’:
../../../source/simulation2/components/CCmpObstruction.cpp:821:3: error: ‘CmpPtr’ was not declared in this scope
821 | CmpPtr<ICmpObstructionManager> cmpObstructionManager(GetSystemEntity());
| ^~~~~~
../../../source/simulation2/components/CCmpObstruction.cpp:821:32: error: expected primary-expression before ‘>’ token
821 | CmpPtr<ICmpObstructionManager> cmpObstructionManager(GetSystemEntity());
| ^
../../../source/simulation2/components/CCmpObstruction.cpp:821:34: error: ‘cmpObstructionManager’ was not declared in this scope; did you mean ‘ICmpObstructionManager’?
821 | CmpPtr<ICmpObstructionManager> cmpObstructionManager(GetSystemEntity());
| ^~~~~~~~~~~~~~~~~~~~~
| ICmpObstructionManager
../../../source/simulation2/components/CCmpObstruction.cpp: At global scope:
../../../source/simulation2/components/CCmpObstruction.cpp:837:24: error: expected constructor, destructor, or type conversion before ‘(’ token
837 | REGISTER_COMPONENT_TYPE(Obstruction)
| ^
CCmpTemplateManager.cpp
x86_64-pc-linux-gnu-g++ -march=native -O2 -pipe -Wall -DNDEBUG -MMD -MP -DNDEBUG -DCONFIG_FINAL=1 -DLIB_STATIC_LINK -DINSTALLED_BINDIR=/usr/bin -DINSTALLED_DATADIR=/usr/share/0ad -DINSTALLED_LIBDIR=/usr/lib64/0ad -DCONFIG_ENABLE_PCH=0 -I../../../source/pch/simulation2 -I../../../source -isystem /usr/include/nspr -fno-rtti -std=c++17 -fvisibility=hidden -isystem /usr/include/mozjs-78 -include /usr/include/mozjs-78/js/RequiredDefines.h -o "obj/simulation2_Release/CCmpTemplateManager.o" -MF "obj/simulation2_Release/CCmpTemplateManager.d" -c "../../../source/simulation2/components/CCmpTemplateManager.cpp"
../../../source/simulation2/components/CCmpTemplateManager.cpp:38:30: error: ‘TemplateManager’ has not been declared
38 | DEFAULT_COMPONENT_ALLOCATOR(TemplateManager)
| ^~~~~~~~~~~~~~~
../../../source/simulation2/components/CCmpTemplateManager.cpp:38:2: error: ISO C++ forbids declaration of ‘DEFAULT_COMPONENT_ALLOCATOR’ with no type [-fpermissive]
38 | DEFAULT_COMPONENT_ALLOCATOR(TemplateManager)
| ^~~~~~~~~~~~~~~~~~~~~~~~~~~
../../../source/simulation2/components/CCmpTemplateManager.cpp:38:45: error: expected ‘;’ at end of member declaration
38 | DEFAULT_COMPONENT_ALLOCATOR(TemplateManager)
| ^
| ;
../../../source/simulation2/components/CCmpTemplateManager.cpp: In static member function ‘static void CCmpTemplateManager::ClassInit(CComponentManager&)’:
../../../source/simulation2/components/CCmpTemplateManager.cpp:35:3: error: invalid use of incomplete type ‘class CComponentManager’
35 | componentManager.SubscribeGloballyToMessageType(MT_Destroy);
| ^~~~~~~~~~~~~~~~
In file included from ../../../source/simulation2/system/IComponent.h:24,
from ../../../source/simulation2/system/Interface.h:21,
from ../../../source/simulation2/components/ICmpTemplateManager.h:21,
from ../../../source/simulation2/components/CCmpTemplateManager.cpp:20:
../../../source/simulation2/system/SimContext.h:23:7: note: forward declaration of ‘class CComponentManager’
23 | class CComponentManager;
| ^~~~~~~~~~~~~~~~~
../../../source/simulation2/components/CCmpTemplateManager.cpp: In member function ‘virtual void CCmpTemplateManager::Init(const CParamNode&)’:
../../../source/simulation2/components/CCmpTemplateManager.cpp:49:62: error: invalid use of incomplete type ‘class CComponentManager’
49 | m_Validator.LoadGrammar(GetSimContext().GetComponentManager().GenerateSchema());
| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~^~
In file included from ../../../source/simulation2/system/IComponent.h:24,
from ../../../source/simulation2/system/Interface.h:21,
from ../../../source/simulation2/components/ICmpTemplateManager.h:21,
from ../../../source/simulation2/components/CCmpTemplateManager.cpp:20:
../../../source/simulation2/system/SimContext.h:23:7: note: forward declaration of ‘class CComponentManager’
23 | class CComponentManager;
| ^~~~~~~~~~~~~~~~~
../../../source/simulation2/components/CCmpTemplateManager.cpp: At global scope:
../../../source/simulation2/components/CCmpTemplateManager.cpp:139:24: error: expected constructor, destructor, or type conversion before ‘(’ token
139 | REGISTER_COMPONENT_TYPE(TemplateManager)
| ^
Both of these files include #if CONFIG_ENABLE_PCH ... #include "simulation2/system/Component.h" ... #endif // CONFIG_ENABLE_PCH
And #define DEFAULT_COMPONENT_ALLOCATOR(cname) \
static IComponent* Allocate(const ScriptInterface&, JS::HandleValue) { return new CCmp##cname(); } \
static void Deallocate(IComponent* cmp) { delete static_cast<CCmp##cname*> (cmp); } \
virtual int GetComponentTypeId() const \
{ \
return CID_##cname; \
}
So explicit --- source/simulation2/components/CCmpObstruction.cpp +++ source/simulation2/components/CCmpObstruction.cpp @@ -17,6 +17,7 @@ #include "precompiled.h" +#include "simulation2/system/Component.h" #include "ICmpObstruction.h" #include "simulation2/MessageTypes.h" --- source/simulation2/components/CCmpTemplateManager.cpp +++ source/simulation2/components/CCmpTemplateManager.cpp @@ -17,6 +17,7 @@ #include "precompiled.h" +#include "simulation2/system/Component.h" #include "ICmpTemplateManager.h" #include "simulation2/MessageTypes.h"
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| #2544 | worksforme | Compilation without precompiled header files fails. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
cd build/workspaces/ ./clean-workspaces.sh ./update-workspaces.sh --without-pch make clean make Fails at NetMessageSim.cpp with boost error 2 instead of 4 template-parameters for std::map. A map intuitively has only key and value, though my boost-header file in /usr/include/ expects four arguments. administrator@pc01:~/0ad/build/workspaces/gcc$ make clean Cleaning pyrogenesis Cleaning network Cleaning tinygettext Cleaning lobby Cleaning glooxwrapper Cleaning simulation2 Cleaning scriptinterface Cleaning engine Cleaning graphics Cleaning atlas Cleaning gui Cleaning lowlevel Cleaning mongoose Cleaning mocks_real Cleaning mocks_test Cleaning AtlasObject Cleaning AtlasUI Cleaning ActorEditor Cleaning Collada Cleaning test administrator@pc01:~/0ad/build/workspaces/gcc$ make all ==== Building mocks_real (release) ==== Creating obj/mocks_real_Release mocks_real.cpp Linking mocks_real ==== Building network (release) ==== Creating obj/network_Release NetMessageSim.cpp In file included from ../../../source/network/NetMessageSim.cpp:23:0: ../../../source/scriptinterface/ScriptInterface.h:424:34: error: wrong number of template arguments (2, should be 4) /usr/include/boost/detail/container_fwd.hpp:87:73: error: provided for ‘template<class Key, class T, class Compare, class Allocator> struct std::map’ make[1]: *** [obj/network_Release/NetMessageSim.o] Error 1 make: *** [network] Error 2 administrator@pc01:~/0ad/build/workspaces/gcc$ uname -a Linux pc01 3.2.0-57-generic #87-Ubuntu SMP Tue Nov 12 21:35:10 UTC 2013 x86_64 x86_64 x86_64 GNU/Linux administrator@pc01:~/0ad/build/workspaces/gcc$ whereis boost boost: /usr/include/boost administrator@pc01:~/0ad/build/workspaces/gcc$ dpkg -s libboost-dev | grep 'Version' Version: 1.48.0.2 I hope it's just my system which is broken. |
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| #5176 | duplicate | Compile fails on preprocessor. stdlib.h is not found. Parabola GNU/Linux. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Linking simulation2
==== Building scriptinterface (release) ====
precompiled.h
In file included from ../../../source/lib/sysdep/stl.h:32,
from ../../../source/lib/precompiled.h:68,
from ../../../source/pch/scriptinterface/precompiled.h:19:
/usr/include/c++/8.1.0/cstdlib:75:15: fatal error: stdlib.h: No such file or directory
#include_next <stdlib.h>
^~~~~~~~~~
compilation terminated.
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| #269 | fixed | Compile warnings: printf formats, unsigned/signed comparisons, etc | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Basically this: NetClient.cpp ../../../source/network/NetClient.cpp: In static member function 'static bool CNetClient::OnError(void*, CFsmEvent*)': ../../../source/network/NetClient.cpp:253: warning: comparison between signed and unsigned integer expressions ../../../source/network/NetClient.cpp: In static member function 'static bool CNetClient::OnAuthenticate(void*, CFsmEvent*)': ../../../source/network/NetClient.cpp:367: warning: comparison between signed and unsigned integer expressions NetServer.cpp ../../../source/network/NetServer.cpp: In static member function 'static bool CNetServer::OnError(void*, CFsmEvent*)': ../../../source/network/NetServer.cpp:395: warning: comparison between signed and unsigned integer expressions Util.cpp ../../../source/ps/Util.cpp: In function 'void WriteSystemInfo()': ../../../source/ps/Util.cpp:96: warning: format '%d' expects type 'int', but argument 5 has type 'size_t' ../../../source/ps/Util.cpp:96: warning: format '%d' expects type 'int', but argument 6 has type 'size_t' ../../../source/ps/Util.cpp:96: warning: format '%d' expects type 'int', but argument 7 has type 'size_t' ../../../source/ps/Util.cpp:109: warning: format '%u' expects type 'unsigned int', but argument 3 has type 'size_t' ../../../source/ps/Util.cpp:109: warning: format '%u' expects type 'unsigned int', but argument 4 has type 'size_t' CLogger.cpp ../../../source/ps/CLogger.cpp:171: warning: unused parameter 'category' ../../../source/ps/CLogger.cpp:188: warning: unused parameter 'category' Parser.cpp ../../../source/ps/Parser.cpp: In member function 'bool CParserLine::ParseString(const CParser&, const std::string&)': ../../../source/ps/Parser.cpp:557: warning: comparison between signed and unsigned integer expressions ../../../source/ps/Parser.cpp:605: warning: comparison between signed and unsigned integer expressions ../../../source/ps/Parser.cpp:657: warning: comparison between signed and unsigned integer expressions ../../../source/ps/Parser.cpp:793: warning: comparison between signed and unsigned integer expressions EntityManager.cpp ../../../source/simulation/EntityManager.cpp: In member function 'HEntity CEntityManager::Create(CEntityTemplate*, CVector3D, float, const std::set<CStr8, std::less<CStr8>, std::allocator<CStr8> >&, const CStrW*)': ../../../source/simulation/EntityManager.cpp:225: warning: comparison between signed and unsigned integer expressions ScriptGlue.cpp ../../../source/scripting/ScriptGlue.cpp: In function 'void InitJsTimers()': ../../../source/scripting/ScriptGlue.cpp:648: warning: format '%d' expects type 'int', but argument 3 has type 'size_t' Terrain.cpp ../../../source/graphics/Terrain.cpp: In member function 'void CTerrain::Resize(ssize_t)': ../../../source/graphics/Terrain.cpp:368: warning: comparison between signed and unsigned integer expressions Renderer.cpp ../../../source/renderer/Renderer.cpp: In member function 'virtual CStr8 CRendererStatsTable::GetCellText(size_t, size_t)': ../../../source/renderer/Renderer.cpp:152: warning: format '%d' expects type 'int', but argument 4 has type 'long unsigned int' ../../../source/renderer/Renderer.cpp:152: warning: format '%d' expects type 'int', but argument 4 has type 'long unsigned int' ../../../source/renderer/Renderer.cpp:158: warning: format '%d' expects type 'int', but argument 4 has type 'long unsigned int' ../../../source/renderer/Renderer.cpp:158: warning: format '%d' expects type 'int', but argument 4 has type 'long unsigned int' ../../../source/renderer/Renderer.cpp:164: warning: format '%d' expects type 'int', but argument 4 has type 'long unsigned int' ../../../source/renderer/Renderer.cpp:164: warning: format '%d' expects type 'int', but argument 4 has type 'long unsigned int' ../../../source/renderer/Renderer.cpp:170: warning: format '%d' expects type 'int', but argument 4 has type 'long unsigned int' ../../../source/renderer/Renderer.cpp:170: warning: format '%d' expects type 'int', but argument 4 has type 'long unsigned int' ../../../source/renderer/Renderer.cpp:176: warning: format '%d' expects type 'int', but argument 4 has type 'long unsigned int' ../../../source/renderer/Renderer.cpp:176: warning: format '%d' expects type 'int', but argument 4 has type 'long unsigned int' WaterManager.cpp ../../../source/renderer/WaterManager.cpp: In member function 'int WaterManager::LoadWaterTextures()': ../../../source/renderer/WaterManager.cpp:114: warning: format '%02d' expects type 'int', but argument 5 has type 'size_t' ../../../source/renderer/WaterManager.cpp:114: warning: format '%02d' expects type 'int', but argument 5 has type 'size_t' ../../../source/renderer/WaterManager.cpp:131: warning: format '%02d' expects type 'int', but argument 5 has type 'size_t' ../../../source/renderer/WaterManager.cpp:131: warning: format '%02d' expects type 'int', but argument 5 has type 'size_t' MessagePasserImpl.cpp ../../../source/tools/atlas/GameInterface/MessagePasserImpl.cpp: In constructor 'MessagePasserImpl::MessagePasserImpl()': ../../../source/tools/atlas/GameInterface/MessagePasserImpl.cpp:37: warning: format '%d' expects type 'int', but argument 3 has type 'size_t' ldbg.cpp ../../../source/lib/sysdep/os/linux/ldbg.cpp: In function 'void* debug_GetCaller(void*, const char*)': ../../../source/lib/sysdep/os/linux/ldbg.cpp:87: warning: unused variable 'bt_size' ../../../source/lib/sysdep/os/linux/ldbg.cpp: In function 'LibError debug_resolve_symbol_dladdr(void*, char*, char*, int*)': ../../../source/lib/sysdep/os/linux/ldbg.cpp:303: warning: format '%08x' expects type 'unsigned int', but argument 4 has type 'size_t' ../../../source/lib/sysdep/os/linux/ldbg.cpp:303: warning: format '%08x' expects type 'unsigned int', but argument 4 has type 'size_t' item.cpp ../../../source/tools/atlas/wxJS/gui/control/item.cpp: In static member function 'static bool wxjs::gui::ControlItem::GetProperty(wxjs::Index*, JSContext*, JSObject*, int, jsval*)': ../../../source/tools/atlas/wxJS/gui/control/item.cpp:84: warning: comparison between signed and unsigned integer expressions ../../../source/tools/atlas/wxJS/gui/control/item.cpp: In static member function 'static bool wxjs::gui::ControlItem::SetProperty(wxjs::Index*, JSContext*, JSObject*, int, jsval*)': ../../../source/tools/atlas/wxJS/gui/control/item.cpp:108: warning: comparison between signed and unsigned integer expressions ../../../source/tools/atlas/wxJS/gui/control/item.cpp: In static member function 'static JSBool wxjs::gui::ControlItem::remove(JSContext*, JSObject*, uintN, jsval*, jsval*)': ../../../source/tools/atlas/wxJS/gui/control/item.cpp:145: warning: comparison between signed and unsigned integer expressions ../../../source/tools/atlas/wxJS/gui/control/item.cpp: In static member function 'static JSBool wxjs::gui::ControlItem::select(JSContext*, JSObject*, uintN, jsval*, jsval*)': ../../../source/tools/atlas/wxJS/gui/control/item.cpp:172: warning: comparison between signed and unsigned integer expressions radioboxit.cpp ../../../source/tools/atlas/wxJS/gui/control/radioboxit.cpp: In static member function 'static bool wxjs::gui::RadioBoxItem::GetProperty(wxjs::Index*, JSContext*, JSObject*, int, jsval*)': ../../../source/tools/atlas/wxJS/gui/control/radioboxit.cpp:68: warning: comparison between signed and unsigned integer expressions ../../../source/tools/atlas/wxJS/gui/control/radioboxit.cpp:79: warning: comparison between signed and unsigned integer expressions ../../../source/tools/atlas/wxJS/gui/control/radioboxit.cpp: In static member function 'static bool wxjs::gui::RadioBoxItem::SetProperty(wxjs::Index*, JSContext*, JSObject*, int, jsval*)': ../../../source/tools/atlas/wxJS/gui/control/radioboxit.cpp:109: warning: comparison between signed and unsigned integer expressions rect.cpp ../../../source/tools/atlas/wxJS/gui/misc/rect.cpp: In static member function 'static JSBool wxjs::gui::Rect::inside(JSContext*, JSObject*, uintN, jsval*, jsval*)': ../../../source/tools/atlas/wxJS/gui/misc/rect.cpp:464: warning: 'bool wxRect::Inside(int, int) const' is deprecated (declared at /usr/include/wx-2.8/wx/gdicmn.h:490) ../../../source/tools/atlas/wxJS/gui/misc/rect.cpp:477: warning: 'bool wxRect::Inside(const wxPoint&) const' is deprecated (declared at /usr/include/wx-2.8/wx/gdicmn.h:491) sizer.cpp ../../../source/tools/atlas/wxJS/gui/misc/sizer.cpp: In static member function 'static JSBool wxjs::gui::Sizer::remove(JSContext*, JSObject*, uintN, jsval*, jsval*)': ../../../source/tools/atlas/wxJS/gui/misc/sizer.cpp:534: warning: 'virtual bool wxSizer::Remove(wxWindow*)' is deprecated (declared at /usr/include/wx-2.8/wx/sizer.h:513) textline.cpp ../../../source/tools/atlas/wxJS/io/textline.cpp: In static member function 'static bool wxjs::io::TextLine::GetProperty(wxjs::Index*, JSContext*, JSObject*, int, jsval*)': ../../../source/tools/atlas/wxJS/io/textline.cpp:102: warning: comparison between signed and unsigned integer expressions ../../../source/tools/atlas/wxJS/io/textline.cpp: In static member function 'static bool wxjs::io::TextLine::SetProperty(wxjs::Index*, JSContext*, JSObject*, int, jsval*)': ../../../source/tools/atlas/wxJS/io/textline.cpp:134: warning: comparison between signed and unsigned integer expressions ../../../source/tools/atlas/wxJS/io/textline.cpp: In static member function 'static bool wxjs::io::TextLine::Enumerate(wxjs::Index*, JSContext*, JSObject*, JSIterateOp, jsval*, jsid*)': ../../../source/tools/atlas/wxJS/io/textline.cpp:186: warning: comparison between signed and unsigned integer expressions DLLInterface.cpp In file included from /usr/include/libxml2/libxml/parser.h:15, from ../../../source/tools/atlas/AtlasUI/Misc/DLLInterface.cpp:42: /usr/include/libxml2/libxml/xmlversion.h:429:1: warning: "ATTRIBUTE_PRINTF" redefined In file included from /usr/include/wx-2.8/wx/wxprec.h:13, from ../../../source/tools/atlas/AtlasUI/Misc/precompiled.h:43, from ../../../source/tools/atlas/AtlasUI/Misc/precompiled.cpp:18: /usr/include/wx-2.8/wx/defs.h:501:1: warning: this is the location of the previous definition Trigger.cpp ../../../source/tools/atlas/AtlasUI/ScenarioEditor/Sections/Trigger/Trigger.cpp:1049: warning: unused parameter 'label' DLL.cpp ../../../source/collada/DLL.cpp: In member function 'virtual void BufferedOutputCallback::operator()(const char*, unsigned int)': ../../../source/collada/DLL.cpp:78: warning: comparison between signed and unsigned integer expressions ../../../source/collada/DLL.cpp:84: warning: comparison between signed and unsigned integer expressions test_byte_order.cpp In file included from ../../../source/lib/self_test.h:190, from ../../../source/pch/test/precompiled.h:24, from ../../../source/pch/test/precompiled.cpp:25: ../../../libraries/cxxtest/include/cxxtest/TestSuite.h: In function 'bool CxxTest::equals(X, Y) [with X = long int, Y = long long unsigned int]': ../../../libraries/cxxtest/include/cxxtest/TestSuite.h:56: instantiated from 'void CxxTest::doAssertEquals(const char*, unsigned int, const char*, X, const char*, Y, const char*) [with X = long int, Y = long long unsigned int]' ../../../source/lib/tests/../../../source/lib/tests/test_byte_order.h:83: instantiated from here ../../../libraries/cxxtest/include/cxxtest/TestSuite.h:47: warning: comparison between signed and unsigned integer expressions test_allocators.cpp In file included from ../../../source/lib/self_test.h:190, from ../../../source/pch/test/precompiled.h:24, from ../../../source/pch/test/precompiled.cpp:25: ../../../libraries/cxxtest/include/cxxtest/TestSuite.h: In function 'bool CxxTest::equals(X, Y) [with X = unsigned int, Y = int]': ../../../libraries/cxxtest/include/cxxtest/TestSuite.h:56: instantiated from 'void CxxTest::doAssertEquals(const char*, unsigned int, const char*, X, const char*, Y, const char*) [with X = unsigned int, Y = int]' ../../../source/pch/test/../../../source/lib/allocators/tests/test_allocators.h:42: instantiated from here ../../../libraries/cxxtest/include/cxxtest/TestSuite.h:47: warning: comparison between signed and unsigned integer expressions |
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| #645 | fixed | Complete Garrisoning system functionality | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
With the recent addition of basic garrisoning, it'd be good to have this functionality finished off. Excluding artwork related items (e.g. propping) which will be handled later, here is some things left to do: Enhancements * [DONE] Infantry units which are garrisoned should be able to attack nearby enemies, within their normal range. Don't worry about being able to see the unit, just seeing the arrow from the building to the enemy and hitting it will be enough. The amount of arrows is equal to the amount of infantry units garrisoned. 10 infantry garrisoned == 10 arrows a second. * [DONE] Need to be able to garrison units without using the CTRL key. A garrison button next to the kill button in the unit picture panel, which which clicked, makes the next left click garrison all selected units to it. * [DONE] When a unit isn't able to be garrisoned into the building, then show a greyed out version of the cursor when holding down CTRL. * [DONE] Garrisoning needs a new 'out' icon. It's currently pointing into the door, but the text says 'Unload-all'. The icon should have the arrow point away from the door. * [MOVED TO #817] Need a way to tell if a building has garrisoned units, and how many, without having to click on it. Maybe a count next to the health bar, or a flag on the top of buildings? Bug Fixes * [DONE] Not all units are going to the rally flag for the building when they are all unloaded. Unloading one at a time works. * [DONE] When more than one unit of a type is garrisoned, the garrison buttons may change position every time a unit of that type is unloaded. This occurs when units of the same type are spread throughout the garrison list. This list may need to be sorted to prevent this from happening. (Unit selections would also suffer from this problem if selections that contained multiple units of the same type allowed removing a single unit. However, the selection buttons remove the entire group so this problem is not seen there.) * [DONE] The garrison icon when holding down CTRL (or using the garrison button in the units panel) doesn't grey out when that unit can be garrisoned, and you hover over a building which does support garrisoning, but the combination of the two (building and unit) is unsupported. Example: it shows coloured garrison icon when you try to put a horse into a tower, which is not allowed. * [MOVED TO #818] When units are garrisoned in a ship, they do not increase the amount of arrows fired from it. * [MOVED TO #818] When units are garrisoned in a ship, they can currently be ungarrisoned over deep water, which causes them to be stuck there. |
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| #19 | fixed | Complete Production Interface | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
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| #672 | fixed | Complete Resource Shuttling Functionality | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Bugs * [WONT FIX NOW] [Philip] Redo pathfinding so less units get into path finding conflicts, and end up doing a dance. * [DONE] [Philip] Redo unit ai so that when a building is destroyed, the unit recomputes the nearest dropsite * [DONE] [Philip] When a resource is exhausted while unit is in transit to dropsite, currently the unit stops at the resource dropsite and stays there. They should record the position of the resource they were gathering, and return there, and look for another resource to work on in that area. * [DONE] [Philip] In certain cases, when a resource is exhausted before they reach 20 in their inventory, and no other similar resources around exist, a unit will stay at the resource, standing still, with a part-filled inventory, when what they should do is return to the dropsite, dump their load, and then return to were they were, empty handed. * [DONE] [Philip] When a unit finishes building a mill or a farmstead, they should look for nearby resources to mine. In this way, a bunch of units can be tasked to build a mill near trees, and once done, automatically go start getting the trees. Tweaks * [WONT FIX] [Michael] Units gathering from animals get their inventory full nearly instantly, while units gathering from farms take much long. Re-balance all gathering rates. Artwork * [DONE] [Michael] Need to complete the unit animations of carrying a specific resource. Currently only spearman work, and only for meat and grain. * [DONE] [Michael] Women are the only animation left that don't have nice carrying (curent balance a basket on their head). |
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| #5042 | fixed | Complete rmgen object-oriented programming paradigm | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
The most powerful feature of random map generation is the The methods to determine a geometric shape, constraining that area arbitrarily and doing something arbitrary to that area are well split by logic into prototypes. This way one can combine them like lego. Since we now have a significant amount of JS prototypes implementing these interfaces, the files should be split per protoype, gaining the advantages of https://en.wikipedia.org/wiki/Information_hiding. The remaining code would come out nicer too if it would be split into protoypes. This is a continuation of #4804. |
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| #51 | duplicate | Computer Player AI | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
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| #1031 | fixed | Config option to render cursors with OpenGL | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Add a config option to render cursors using OpenGL instead of native Windows cursors. This will allow 0AD cursors to appear in game video recordings, rather than showing the default windows cursor. |
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| #251 | fixed | Config parser doesn't ignore comments | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
When a config file says something like key = value ; comment
the config parser thinks the key is associated with two values, " This needs to be fixed, so legitimate (comma-separated) values are kept but comments are discarded. |
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| #1103 | fixed | Configure and eval the Google Analytics plugin | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
This plugin was installed in our plugin-dev WP instance. It needs to be configured and evaluated. |
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| #1099 | fixed | Configure and eval the Musopress Discography WP plugin | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
This plugin is for Bandcamp integration. It's installed and needs to be set up and demo-ed. |
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| #1102 | fixed | Configure and eval the NextGEN plugin | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
The NextGEN gallery plugin was installed in the plugin-dev WP instance. It needs to be set up an eval-ed. |
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| #1101 | fixed | Configure and eval the TubePress plugin | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
The TubePress plugin was installed in the plugin-dev WP instance. It needs to be configured and evaluated. |
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| #1100 | fixed | Configure and eval the WPBandcamp plugin | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
The WPBandcamp plugin has been installed on our plugin-dev WP instance. It needs to be configured and demo-ed. |
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| #2437 | fixed | Consider animated buildings | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
A thing that I found very fascinating when first playing The Settlers 5 were the animated buildings. E.g. Garnison http://www.youtube.com/watch?v=XKqahcxG5Ck&feature=player_detailpage#t=129 Sawmill http://www.youtube.com/watch?v=7CMNXdX9EEI&feature=player_detailpage#t=2449 Foundry http://www.youtube.com/watch?v=TRmrSq41sII Mason http://siedler.de.ubi.com/siedler-dedk/units/large/stonemason01.jpg The blacksmith could actually produce weapons, soldiers could train in the fort etc. |
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| #2078 | fixed | Consider disabling frame-pointer omission in VC++ 2008 projects (breaks stack walker) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
RedFox and I were trying to debug problems with the stack walker in release builds. In VC++ 2008 which the autobuilder uses, StackWalk64 would fail on the first call, but in VC++ 2010 or 2012 it worked perfectly for me.
This is because in MSVC, frame-pointer omission is an implied option with some optimizations enabled, unless it's explicitly disabled. We do explicitly disable FPO on *nix via
Here's the interesting part, apparently VC++ handling of FPO differs between versions. In VC++ 2008. if |
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| #3944 | wontfix | Consider not including XML files in Release | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Currently we have the cached XMBs and the non cached XMLs in the public.zip ; Since Modders should probably use the source files instead of the lossy dds and pmd I think it is safe to remove the XMLs. This would make us gain some space (1,458 440 GB vs 1,398 606 GB) (59,934 MB less) (5398 files less) Probably some gain on file loading too if the game stops looking for source files. |
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| #1363 | invalid | Consider removing unused files from public.zip | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
There should be a way to remove unused files from public.zip. See the discussion at http://www.wildfiregames.com/forum/index.php?showtopic=15553&view=findpost&p=238569 |
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| #832 | fixed | Consistent Assertion Failures with sound enabled when loading maps in a certain order | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Ubuntu 11.04 (Classic Gnome Desktop - not unity), ATI 5770 with official proprietary drivers r9430 (and possibly earlier) Loading the maps in any of these orders causes a consistent and immediate assertion failure. Loading the same map twice does not seem to change anything. It does not cause the error when using -quickstart. acropolis --> celt-iberia --> death_canyon celt-iberia --> acropolis --> death_canyon death_canyon --> celt-iberia --> acropolis death_canyon --> acropolis --> celt-iberia [edit] Each of these maps has a different default civ. Civ specific music was recently added (and the new tracks are large). *See Philip's comment below for more information. Assertion failed: "removed" Location: file_cache.cpp:187 (Reserve) Call stack: (0x83828d0) /home/brian/0ad/binaries/system/pyrogenesis() [0x83828d0] (0x83333b2) /home/brian/0ad/binaries/system/pyrogenesis() [0x83333b2] (0x83340b0) /home/brian/0ad/binaries/system/pyrogenesis() [0x83340b0] (0x8334814) /home/brian/0ad/binaries/system/pyrogenesis() [0x8334814] (0x8392b89) /home/brian/0ad/binaries/system/pyrogenesis() [0x8392b89] (0x8390bad) /home/brian/0ad/binaries/system/pyrogenesis() [0x8390bad] (0x83481a8) /home/brian/0ad/binaries/system/pyrogenesis() [0x83481a8] (0x835dfbe) /home/brian/0ad/binaries/system/pyrogenesis() [0x835dfbe] (0x8358b63) /home/brian/0ad/binaries/system/pyrogenesis() [0x8358b63] (0x834b1b6) /home/brian/0ad/binaries/system/pyrogenesis() [0x834b1b6] (0x8359bdb) /home/brian/0ad/binaries/system/pyrogenesis() [0x8359bdb] (0x834b1b6) /home/brian/0ad/binaries/system/pyrogenesis() [0x834b1b6] (0x8357ff3) /home/brian/0ad/binaries/system/pyrogenesis() [0x8357ff3] (0x8192ea6) /home/brian/0ad/binaries/system/pyrogenesis() [0x8192ea6] (0xb753026f) /home/brian/0ad/binaries/system/libmozjs-ps-release.so(+0x25626f) [0xb753026f] errno = 0 (?) OS error = ? |
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| #833 | fixed | Consistent Assertion Failures with sound enabled when loading maps with large battles | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Ubuntu 11.04 (Classic Gnome Desktop - not unity), ATI 5770 with official proprietary drivers r9403 (and possibly earlier) I get an error if I run the large_combat_demo or we_are_legion. They do not give the assertion failure immediately though. I even got it on the Latium RMS during a battle. It does not cause the error when using -quickstart. Assertion failed: "cpu_CAS(&al_srcs_allocationStates[i], kInUse, kAvailable)" Location: snd_mgr.cpp:561 (al_src_free) Call stack: (0x8369c30) /home/brian/Desktop/Link to pyrogenesis() [0x8369c30] (0x83212a4) /home/brian/Desktop/Link to pyrogenesis() [0x83212a4] (0x83215a7) /home/brian/Desktop/Link to pyrogenesis() [0x83215a7] (0x8321a45) /home/brian/Desktop/Link to pyrogenesis() [0x8321a45] (0x833fd43) /home/brian/Desktop/Link to pyrogenesis() [0x833fd43] (0x833ffef) /home/brian/Desktop/Link to pyrogenesis() [0x833ffef] (0x8333ae9) /home/brian/Desktop/Link to pyrogenesis() [0x8333ae9] (0x833febf) /home/brian/Desktop/Link to pyrogenesis() [0x833febf] (0x833f048) /home/brian/Desktop/Link to pyrogenesis() [0x833f048] (0x8343c4e) /home/brian/Desktop/Link to pyrogenesis() [0x8343c4e] (0x8056198) /home/brian/Desktop/Link to pyrogenesis() [0x8056198] (0xb6e1ae37) /lib/i386-linux-gnu/libc.so.6(libc_start_main+0xe7) [0xb6e1ae37] (0x8054f01) /home/brian/Desktop/Link to pyrogenesis() [0x8054f01] errno = 0 (?) OS error = ? |
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| #4814 | fixed | Consistently exclude invalid mapborder tiles from rmgen | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
There are three tiles near the map border that cannot be passed nor explored (and thus are always black).
That magic number is hardcoded in the pathfinder, rangemanager and rmgen
(
The
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| #4873 | needsinfo | Constant crashes at the beginning of games | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
crash , sometimes it wont let me enter the game , constantly crashing during early game , saving the game sometimes helps but most of the time it crashes . i tried disabling the glsl and post processing , no success . also i tried playing the game in windowed mode , same outcomes everytime . Much to our regret we must report the program has encountered an error. Please let us know at http://trac.wildfiregames.com/ and attach the crashlog.txt and crashlog.dmp files. Details: unhandled exception (Access violation reading 0x00000004) Location: unknown:0 (?) Call stack: (error while dumping stack: No stack frames found) errno = 2 (Error during IO) OS error = 0 (no error code was set) |
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| #241 | fixed | Construct a list of everyone who has written code for the game | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
For the purposes of relicensing as open source, it'd be good to know exactly what code was written by who, so those people can be contacted to make sure they're okay with it. |
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| #3090 | fixed | Constructing buildings with a territory influence near an allies territory causes building decay | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
When building town centers near an ally zone, the territory of our ally is reduced. If one construct a lot of buildings, eventually the town center of the ally can be surrounded by one's territory, as a result one can destroy it's ally without fighting. I can imagine the following solutions :
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| #396 | invalid | Construction - Ore | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Construction - Ore SDD# 125 Specifications Mono 2-Minutes Non-Looping 9 Sounds Req'd |
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| #5113 | fixed | Construction finished with too few HP | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
In this very short replay with r21660 a market was built using the speed-actions cheat. But when the construction was finished, the building was missing about 10% of the HP. (Phab:D1429 was the most recent change to the timemultiplier cheat) |
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| #589 | duplicate | Construction on top of units moves units | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Allows buildings to be placed on top of units. When a building is placed, and units are within it's building zone, move them outside the building before construction. Optional: Assign the units you placed the building on top of to work on the building. |
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| #795 | duplicate | Construction queue | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Right now, if you have a couple of villagers, and you want to build 7 houses, you can select the house from the buildings, hold down SHIFT, and place the 7 houses. What happens is that they all get their foundations, and the villagers start from the last one. They continue with the rest of them, just because they "see" a building not finished, and go there, but if the building is not in their radius to check if there are things to do, then they do nothing. I think, this should work as follows: If you hold SHIFT, when you place several buildings, they should start building the first one, and all the others you place, should be remembered to be build later, as if you quickly selected the building to build right after they finished. Perhaps a "ghost" building should be there so you can know how many buildings are left, something like "Warzone 2100" does. One really nice thing to have, would be ways to handle this queues, like, having extra control over these "ghost buildings" that you can cancel, move priority, etc. |
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| #1581 | fixed | Construction visual enhancement: Scaffolds during construction | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Currently, the player clicks the building icon in the unit UI, then places a foundation. Then the unit walks to the foundation, smacks on it for a bit, some dust rises, then the building pops into existence. The desired enhancement should go like this (the enhancements for this ticket are bolded):
I could see something like this in the building templates: <VisualActor>
<Actor>structures/athenians/barracks.xml</Actor>
<FoundationActor>structures/fndn_5x5.xml</FoundationActor>
<ScaffoldActor>structures/construction/scaffold_5x5.xml</ScaffoldActor>
</VisualActor>
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| #5776 | fixed | Context mismatch in CGame::ReallyStartGame()? | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
In CGame::ReallyStartGame(), in the block between L328-L333 'global' is rooted with the context of simulation (line 298). However, the rooted Object belongs to g_GUI->GetActiveGUI(), which has another context (g_GUI->GetActiveGUI()->GetScriptInterface()->GetContext()) . Therefore I think that global should be rooted with the context of g_GUI->GetActiveGUI()->GetScriptInterface() and not the one from m_Simulation2->GetScriptInterface() . |
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| #502 | fixed | Convert all entity template data to new format | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Need to convert all the XML, and probably implement dummy components to contain the new data, and have some way to verify that there's no accidental data loss. |
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| #662 | fixed | Cope with corrupted cache | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
When the game crashes during loading (e.g. due to driver bugs), it sometimes leaves empty XMB files in the cache. When you start the game again, it complains Xeromyces.cpp(197): Assertion failed: "size >= 4" and fails. Probably we should detect this kind of truncated output and automatically delete and re-convert the XML file, if possible. |
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| #3145 | fixed | Copy & Paste need to paste two times to get correct contents | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Most of the time I need to press ctrl+v two times to get the correct clipboard contents. I open 0ad, get into the game lobby, enter some text, copy or cut it (ctrl+c or ctrl+x) and paste it (ctrl+v). Result: It pasted no text. If I press ctrl+v again it pastes the correct text. If I copy from another application, the pasted string is sometimes correct when pasting the first time. |
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| #2363 | duplicate | Core dump when loading old save game | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Forwarded from Debian bug tracker #733613. I'm unsure if this is an already known issue or not, but it looks like 0ad crashes with a core dump if you try to load an old save game: $ 0ad Cache: 500 (total: 7797) MiB TIMER| InitVfs: 60.7736 ms Sound: AlcInit success, using OpenAL Soft TIMER| CONFIG_Init: 3.02491 ms TIMER| InitScripting: 1.89766 ms ATTENTION: default value of option force_s3tc_enable overridden by environment. ATTENTION: option value of option force_s3tc_enable ignored. TIMER| RunHardwareDetection: 22.734 ms TIMER| write_sys_info: 16.4303 ms TIMER| InitRenderer: 1.30584 ms TIMER| ps_console: 683.756 us TIMER| ps_lang_hotkeys: 712.261 us TIMER| common/setup.xml: 629.806 us TIMER| common/styles.xml: 40.704 us TIMER| common/sprite1.xml: 1.34129 ms TIMER| common/init.xml: 1.22294 ms TIMER| common/common_sprites.xml: 1.52435 ms TIMER| common/common_styles.xml: 223.329 us TIMER| pregame/sprites.xml: 318.088 us TIMER| pregame/styles.xml: 34.106 us TIMER| pregame/mainmenu.xml: 4.4625 ms TIMER| common/global.xml: 342.21 us sys_cursor_create: using Xcursor to create 32 x 32 cursor TIMER| common/setup.xml: 578.357 us TIMER| common/styles.xml: 31.102 us TIMER| common/sprite1.xml: 1.23292 ms TIMER| common/common_sprites.xml: 1.46278 ms TIMER| common/common_styles.xml: 207.104 us TIMER| savedgames/load.xml: 1.03251 ms TIMER| GetSavedGames: 2.92414 ms ERROR: Failed to load map Battle for the Tiber.pmp: File_OpenFailed terminate called after throwing an instance of 'PSERROR_Game_World_MapLoadFailed' what(): Failed to load map. Check application log for details. Aborted I thought 0ad would instead display a message saying something about save game incompatibility (IIRC from an older version). Not sure if the current behaviour is intended or not. Attached with this ticket are my log files in ~/.config/0ad/logs (although I don't see any crash logs inside), and the old save game I used to try to reproduce this bug report. |
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| #3929 | invalid | Core hopping, locked at 35 MB Memory | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
18040-development(April 17, 2016). Map Themosthenes with 3 bot players. OS - Linux Mint 17.3/Ubuntu. Kernel 4.5.2. During the gameplay, with 150-170 units, there is a slideshow in movement. 1 frame passes every 5 seconds. Looking at top/htop, I can see the game hopping from core to core/thread to thread in round robin usage, never using more than 1 thread. Pegging 1 thread at 80%, but leaving the rest of the 7 threads alone. This is on an Intel i7 with 12 GB ram and SSD raid 0. The memory usage for the game seems to hold at 35-38 MB's. I'm not sure what is going on, but it's version of multi-threading is hopping in intervals of 3-5 seconds from one thread to another, while not expanding virtual memory usage. It's very bizarre behavior, that you may or may not be aware of. Regardless, it makes some maps unplayable, like the one listed above. The bots were in very hard mode, and likely had many units that i didn't see. It's a very nice game otherwise. Take care. |
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| #2979 | duplicate | Corinthian Isthmus (4) map hasn't got any entities | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Just started playing this map and wondered why there weren't any other entities than town centers built on it. Not even Gaia units were there. The terrain itself was generated properly though. |
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| #177 | fixed | Corpses disappear after the death animation is played | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
When units with a death animation die, a corpse showing the last frame of this animation should persist. However, they currently just disappear. Could be related to changes in [4810]. |
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| #6689 | fixed | Corral garrison flag missing | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
description
to reproduce
tutorial adding a flag
related ticket
|
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| #6324 | fixed | Corrupt dds file metal_desert_small_a.dds | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
The following dds file is corrupt $ file binaries/data/mods/public/art/textures/skins/gaia/metal_desert_small_a.dds binaries/data/mods/public/art/textures/skins/gaia/metal_desert_small_a.dds: DOS/MBR boot sector; partition 1 : ID=0xff, active 0x8a, start-CHS (0x3ff,254,63), end-CHS (0x3ff,255,63), startsector 3587178495, 3468469193 sectors; partition 4 : ID=0xff, active 0xe2, start-CHS (0x3ff,14,63), end-CHS (0x3ff,255,63), startsector 4294180863, 4278223684 sectors and ought to be replaced. Note: gimp and nvtt can process it, not so compressonator |
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| #3126 | invalid | Cosmetic enhancement to animation of idle elephant feeding | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Suggestion (in layperson's terminology): If an elephant is supposed to feed while idle, then check whether the elephant is on terrain that has grass.
Although an elephant's trunk can pick up an object the size of a peanut (which would be invisible in 0AD, consistent with the current animation that doesn't show anything in the elephant's trunk), real elephants need such a huge amount of food in a day that I assume that when they're on stony ground, they generally don't pick up little tidbits all the time like a chicken would. Also, stony ground (incl. desert sand) in many cases won't have such tidbits at all. The elephant is so tall and prominent, and real-life elephants eat big enough amounts at a time (when the food is available), that the grass to be eaten, or the lack thereof, is easily noticeable. This contrasts with less remarkable grazing animals like deer, whose existing animations look fine. |
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| #4818 | duplicate | Cost of cav does not decrease after coraling animals when playing as Persians. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Civ slection screen for Persians says one of the Civ bonuses is -5% cav (and trader) cost per animal corralled. This doesn't happen. I've tried the following and they do nothing: 1) Hunting animals 2) building corals 3) making animals in corals I havn't tested if trader cost decreases. |
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| #1480 | duplicate | Costruction of Buildings | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Grass doesn't disappear on square of building, therefore I've got some graphic issues. |
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| #3716 | duplicate | Could not screenshot. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Today, I tested the latest SVN17557 and found a problem: when I press the key shift+f2 in the game, the game appears the wrong message:
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| #320 | fixed | Crackling Fire | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Universal Fire Crackling Sound SDD# 177 Specifications MONO 5 Seconds Non-Looping 5 sounds req'd |
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| #3779 | duplicate | Crash | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
every time i launch the game it crashes here is what i get Much to our regret we must report the program has encountered an error. Please let us know at http://trac.wildfiregames.com/ and attach the crashlog.txt and crashlog.dmp files. Details: unhandled exception (Access violation reading 0x0000013C) Location: unknown:0 (?) Call stack: (error while dumping stack: No stack frames found) errno = 0 (No error reported here) OS error = 0 (no error code was set) |
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| #3780 | duplicate | Crash | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
every time i launch the game it crashes here is what i get Much to our regret we must report the program has encountered an error. Please let us know at http://trac.wildfiregames.com/ and attach the crashlog.txt and crashlog.dmp files. Details: unhandled exception (Access violation reading 0x0000013C) Location: unknown:0 (?) Call stack: (error while dumping stack: No stack frames found) errno = 0 (No error reported here) OS error = 0 (no error code was set) |
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| #4162 | duplicate | Crash | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
I was playing an attack, then the game crashed with the following text. I attach the logs. This is the first time it crashed. I had around 80 units I think. |
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| #5228 | needsinfo | Crash | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Much to our regret we must report the program has encountered an error. Please let us know at http://trac.wildfiregames.com/ and attach the crashlog.txt and crashlog.dmp files. Details: unhandled exception (Access violation reading 0x8C072940) Location: unknown:0 (?) Call stack: (error while dumping stack: No stack frames found) errno = 0 (No error reported here) OS error = 0 (no error code was set) |
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| #5805 | duplicate | Crash | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
When the game finishes Loading, the game crashes. I use windows 10. file:///C:/Users/Cliente/AppData/Local/0ad/logs/crashlog.txt file:///C:/Users/Cliente/AppData/Local/0ad/logs/userreport_hwdetect.txt file:///C:/Users/Cliente/Downloads/crashlog%20(8).dmpfile:///C:/Users/Cliente/AppData/Local/0ad/logs/system_info.txt |
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| #5806 | duplicate | Crash | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
When the game finishes Loading, the game crashes. I use windows 10. file:///C:/Users/Cliente/AppData/Local/0ad/logs/crashlog.txt file:///C:/Users/Cliente/AppData/Local/0ad/logs/userreport_hwdetect.txt file:///C:/Users/Cliente/AppData/Local/0ad/logs/system_info.txt |
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| #2146 | fixed | Crash (assertion) after sleep mode | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Steps to reproduce the bug:
Assertion failed: "status == DISP_CHANGE_SUCCESSFUL" Location: wsdl.cpp:436 (SDL_SetVideoMode) Call stack: 00CEA2D5 00CEE099 00BC3AF7 00BC4457 00BC5875 00CEA340 00CED2F3 00CED9AF 00CEDC30 00CEDC68 00B21D99 00B22595 00B23055 00B230D5 00CE9995 00CE988F errno = 13 (Insufficient access rights to open file) OS error = 0 (no error code was set) |
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| #3650 | duplicate | Crash - Access violation reading 0x00000004 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
The user xeramon experienced a crash on alpha 19. Attached are a screenshot of the error message, the crashlogs, replays and other logs. Of the replays attached, While the error message in the screenshot at some point says "Not enough memory", the crashlog.txt says there are more than 3GB available. They should also be allocatable as he uses Win 10 (shows as Win 8.1 in the crashlog). There are some errors in the logfiles which may or may not related: ERROR: CVFSFile: file audio/sound_group.rng couldn't be opened (vfs_load: -110100) ERROR: CXeromyces: failed adding validator for 'audio/sound_group.rng' ERROR: CSoundManager: failed to load grammar file 'audio/sound_group.rng' ERROR: CVFSFile: file hwdetect/hwdetect.js couldn't be opened (vfs_load: -110100) ERROR: Failed to load hardware detection script ERROR: CVFSFile: file gui/gui_page.rng couldn't be opened (vfs_load: -110100) ERROR: CXeromyces: failed adding validator for 'gui/gui_page.rng' ERROR: CGUIManager: failed to load GUI page grammar file 'gui/gui_page.rng' ERROR: CVFSFile: file gui/gui.rng couldn't be opened (vfs_load: -110100) ERROR: CXeromyces: failed adding validator for 'gui/gui.rng' ERROR: CGUIManager: failed to load GUI XML grammar file 'gui/gui.rng' ERROR: CVFSFile: file shaders/program.rng couldn't be opened (vfs_load: -110100) ERROR: CXeromyces: failed adding validator for 'shaders/program.rng' ERROR: CShaderManager: failed to load grammar shaders/program.rng ERROR: Failed to open font file fonts/mono-10.fnt ERROR: Failed to open font file fonts/sans-10.fnt ERROR: CCacheLoader failed to find archived or source file for: "gui/page_pregame.xml" ERROR: Failed to open font file fonts/mono-stroke-10.fnt ERROR: CCacheLoader failed to find archived or source file for: "shaders/effects/gui_text.xml" ERROR: Failed to load effect 'gui_text' Some windows user should analyze the crashdump. Also may or may not be related to #3603. |
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| #4154 | fixed | Crash - All runtimes must be destroyed before calling JS_ShutDown | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
When I start the random map script "Syria" and quit the game while the loading screen is about 20%, chances are high that it runs into a breakpoint: ScriptEngine.h(43): Assertion failed: "m_Runtimes.size() == 0 && "All runtimes must be destroyed before calling JS_ShutDown!"" Assertion failed: "m_Runtimes.size() == 0 && "All runtimes must be destroyed before calling JS_ShutDown!"" Could it be related to r18584? |
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| #3425 | fixed | Crash - Serialize OutOfBounds | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
No clue yet why that happened. Just built a tower with 2 spearmen, garrissoned it and killed one or more passive enemy units. The crash happened just after the first or second kill on turn 79. Occured on r17026. Reproduce by replaying the attached commands.txt. |
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| #1018 | duplicate | Crash / Error | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
After my population went over 150, and I started engaging in battle with other civs the game play slowed down dramatically. I checked the task manager and the exe was using over a Gig of memory. My system setup is: Win 7 Pro (64 bit) Intel(R) Core(TM) i5-2520M CPU @ 2.50GHz 8 GB RAM Intel(R) HD Graphics Family Eventually the game crashed and gave me this error: Much to our regret we must report the program has encountered an error. Please let us know at http://trac.wildfiregames.com/ and attach the crashlog.txt and crashlog.dmp files. Details: unhandled exception (Access violation reading 0x4FF87350) Location: unknown:0 (?) Call stack: (error while dumping stack: No stack frames found) errno = 42 (?) OS error = 487 (Attempt to access invalid address.) |
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| #4489 | needsinfo | Crash During Load Screen | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
I attempted to play my first game. I chose single player match, and my tribe, and map, then the load screen played. The load bar went to 100%, music played, then crash. Happened about 3 times in a row, not I'm reporting it. pyrogenesis.exe failed Much to our regret we must report the program has encountered an error. Please let us know at http://trac.wildfiregames.com/ and attach the crashlog.txt and crashlog.dmp files. Details: unhandled exception (Access violation reading 0x00003210) Location: unknown:0 (?) Call stack: (error while dumping stack: No stack frames found) errno = 0 (No error reported here) OS error = 0 (no error code was set) |
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| #5332 | needsinfo | Crash Error | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Hi,All the times I tried to open any map the game sends me a crash report and send me back to my pc main screen. |
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| #3423 | duplicate | Crash after 30 seconds of lag | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
If you host a game and your computer freezes for more than 30 seconds for some reason (for example sunken ship lag r16636, or having 0ad installed on an external harddrive that goes to standby mode), then the game will end for all players. This is due to a default timeout value of 30 seconds in enet ( http://enet.bespin.org/ ) and once the local client / host disconnects, it's over. We should disable it / set it to infinite for the local client / host: // enet_peer_timeout(event.peer, 0, 0, 10000); This issue has been reported in ticket:3264#comment:3. We should fix it here, so that we can decide on reasonable client timeout values in that ticket. |
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| #4176 | needsinfo | Crash al iniciar partida. Crash starting the match | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
El juego crashea al iniciar partida vs AI o en modo multijugador. The game crash in single player or multiplayer. Details: unhandled exception (Access violation reading 0x3F54D4DC) Location: unknown (?) Call stack: (error while dumping stack: No stack frames found) errno = 0 (No error reported here) OS error = 487 (Attempt to access invalid address.) |
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| #6438 | duplicate | Crash at start | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Much to our regret we must report the program has encountered an error. Please let us know at http://trac.wildfiregames.com/ and attach the crashlog.txt and crashlog.dmp files. You may find paths to these files at https://trac.wildfiregames.com/wiki/GameDataPaths Details: unhandled exception (Access violation reading 0x0000000C) Location: unknown:0 (?) Call stack: (error while dumping stack: No stack frames found) errno = 13 (Insufficient access rights to open file) OS error = 0 (no error code was set) |
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| #4786 | fixed | Crash at start in snd_detect() | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Hey all. New in the forum, but not to the game :) 0AD won´t start. It just crash. Have play ver 22, but now it wont even start. Much to our regret we must report the program has encountered an error. Please let us know at http://trac.wildfiregames.com/ and attach the crashlog.txt and crashlog.dmp files. Details: unhandled exception (Access violation reading 0x00000000) Location: unknown:0 (?) Call stack: (error while dumping stack: No stack frames found) errno = 0 (No error reported here) OS error = 0 (no error code was set) Now i just have to find a way to attach the files from logs |
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| #6550 | fixed | Crash atlas in relation to Terrain.cpp CalcPosition | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Testing on the latest GIT version [26910]. to reproduce
GAME STARTED, ALL INIT COMPLETE
pyrogenesis was compiled with optimization - stepping may behave oddly; variables may not be available.
Process 40415 stopped
* thread #1, name = 'main', queue = 'com.apple.main-thread', stop reason = EXC_BAD_ACCESS (code=EXC_I386_GPFLT)
frame #0: 0x000000010033b723 pyrogenesis`CTerrain::CalcPosition(this=<unavailable>, i=<unavailable>, j=95, pos=0x00007ffeefbfafb0) const at Terrain.cpp:106:15 [opt]
103 {
104 ssize_t hi = Clamp<ssize_t>(i, 0, m_MapSize - 1);
105 ssize_t hj = Clamp<ssize_t>(j, 0, m_MapSize - 1);
-> 106 u16 height = m_Heightmap[hj*m_MapSize + hi];
107 pos.X = float(i*TERRAIN_TILE_SIZE);
108 pos.Y = float(height*HEIGHT_SCALE);
109 pos.Z = float(j*TERRAIN_TILE_SIZE);
Target 0: (pyrogenesis) stopped.
(lldb) bt
Note: If there is no crash, try it a couple of times. Sometimes it does occur on the first attempt, sometimes it takes up to 3 runs.
See GIF below for more clarity
Higher quality video (link will be dead within a year) lldb(lldb) bt
* thread #1, name = 'main', queue = 'com.apple.main-thread', stop reason = EXC_BAD_ACCESS (code=EXC_I386_GPFLT)
* frame #0: 0x000000010033b723 pyrogenesis`CTerrain::CalcPosition(this=<unavailable>, i=<unavailable>, j=95, pos=0x00007ffeefbfafb0) const at Terrain.cpp:106:15 [opt]
frame #1: 0x00000001003bef31 pyrogenesis`TerrainOverlay::RenderTile(this=0x000000011241eae0, deviceCommandContext=0x0000000110ee6310, color=0x00007ffeefbfb030, drawHidden=<unavailable>, i=51, j=95) at TerrainOverlay.cpp:160:15 [opt]
frame #2: 0x0000000100414161 pyrogenesis`BrushTerrainOverlay::ProcessTile(this=0x000000011241eae0, deviceCommandContext=0x0000000110ee6310, i=<unavailable>, j=<unavailable>) at Brushes.cpp:67:3 [opt]
frame #3: 0x00000001003bee4c pyrogenesis`TerrainOverlay::RenderBeforeWater(this=0x000000011241eae0, deviceCommandContext=0x0000000110ee6310) at TerrainOverlay.cpp:137:4 [opt]
frame #4: 0x00000001003be67d pyrogenesis`ITerrainOverlay::RenderOverlaysBeforeWater(deviceCommandContext=0x0000000110ee6310) at TerrainOverlay.cpp:77:34 [opt]
frame #5: 0x00000001003b0409 pyrogenesis`CSceneRenderer::RenderRefractions(this=0x000000010b074260, deviceCommandContext=0x0000000110ee6310, context=0x00007ffeefbfb3d0, scissor=<unavailable>) at SceneRenderer.cpp:672:2 [opt]
frame #6: 0x00000001003b0e3a pyrogenesis`CSceneRenderer::RenderSubmissions(this=0x000000010b074260, deviceCommandContext=0x0000000110ee6310, waterScissor=0x00007ffeefbfb610) at SceneRenderer.cpp:810:5 [opt]
frame #7: 0x00000001003b2130 pyrogenesis`CSceneRenderer::RenderScene(this=0x000000010b074260, deviceCommandContext=0x0000000110ee6310, scene=0x0000000113487410) at SceneRenderer.cpp:1143:2 [opt]
frame #8: 0x00000001003a4671 pyrogenesis`CRenderer::RenderFrameImpl(this=0x0000000110ee47e0, renderGUI=<unavailable>, renderLogger=<unavailable>) at Renderer.cpp:459:22 [opt]
frame #9: 0x00000001003a444d pyrogenesis`CRenderer::RenderFrame(this=0x0000000110ee47e0, needsPresent=false) at Renderer.cpp:416:3 [opt]
frame #10: 0x0000000100459c17 pyrogenesis`AtlasViewGame::Render(this=<unavailable>) at View.cpp:232:13 [opt]
frame #11: 0x000000010042a227 pyrogenesis`AtlasMessage::fRenderLoop(msg=0x00007ffeefbfbb20) at GraphicsSetupHandlers.cpp:252:25 [opt]
frame #12: 0x0000000100451248 pyrogenesis`MessagePasserImpl::Query(this=<unavailable>, msg=0x00007ffeefbfbb20, (null)=<unavailable>)()) at MessagePasserImpl.cpp:68:3 [opt]
frame #13: 0x00000001082725f5 libAtlasUI.dylib`ScenarioEditor::OnTimer(wxTimerEvent&) [inlined] AtlasMessage::QueryMessage::Post(this=<unavailable>) at ScenarioEditor.cpp:1157:19 [opt]
frame #14: 0x00000001082725df libAtlasUI.dylib`ScenarioEditor::OnTimer(this=0x000000010584f800, evt=<unavailable>) at ScenarioEditor.cpp:696 [opt]
frame #15: 0x00000001085a498f libAtlasUI.dylib`wxEventHashTable::HandleEvent(wxEvent&, wxEvtHandler*) + 447
frame #16: 0x00000001085a5f3a libAtlasUI.dylib`wxEvtHandler::ProcessEventLocally(wxEvent&) + 90
frame #17: 0x00000001085a5dd0 libAtlasUI.dylib`wxEvtHandler::ProcessEvent(wxEvent&) + 96
frame #18: 0x00000001085a64ec libAtlasUI.dylib`wxEvtHandler::SafelyProcessEvent(wxEvent&) + 12
frame #19: 0x000000010856062a libAtlasUI.dylib`wxTimerImpl::SendEvent() + 90
frame #20: 0x00007fff38a91718 CoreFoundation`__CFRUNLOOP_IS_CALLING_OUT_TO_A_TIMER_CALLBACK_FUNCTION__ + 20
frame #21: 0x00007fff38a9127e CoreFoundation`__CFRunLoopDoTimer + 872
frame #22: 0x00007fff38a90d69 CoreFoundation`__CFRunLoopDoTimers + 322
frame #23: 0x00007fff38a759ed CoreFoundation`__CFRunLoopRun + 1885
frame #24: 0x00007fff38a74c33 CoreFoundation`CFRunLoopRunSpecific + 466
frame #25: 0x00007fff37690aad HIToolbox`RunCurrentEventLoopInMode + 292
frame #26: 0x00007fff376906e4 HIToolbox`ReceiveNextEventCommon + 359
frame #27: 0x00007fff37690569 HIToolbox`_BlockUntilNextEventMatchingListInModeWithFilter + 64
frame #28: 0x00007fff35cd93c9 AppKit`_DPSNextEvent + 883
frame #29: 0x00007fff35cd7c10 AppKit`-[NSApplication(NSEvent) _nextEventMatchingEventMask:untilDate:inMode:dequeue:] + 1352
frame #30: 0x00007fff35cc991e AppKit`-[NSApplication run] + 658
frame #31: 0x00000001083aaa8a libAtlasUI.dylib`wxGUIEventLoop::OSXDoRun() + 186
frame #32: 0x000000010858441d libAtlasUI.dylib`wxCFEventLoop::DoRun() + 29
frame #33: 0x00000001084fcffe libAtlasUI.dylib`wxEventLoopBase::Run() + 158
frame #34: 0x00000001084cf9b3 libAtlasUI.dylib`wxAppConsoleBase::MainLoop() + 99
frame #35: 0x000000010836baaa libAtlasUI.dylib`wxApp::OnRun() + 26
frame #36: 0x000000010827013e libAtlasUI.dylib`::Atlas_StartWindow(type=<unavailable>) at DLLInterface.cpp:154:12 [opt]
frame #37: 0x0000000100415092 pyrogenesis`BeginAtlas(args=0x00007ffeefbff310, dll=0x0000000103c52ab8) at GameLoop.cpp:136:2 [opt]
frame #38: 0x00000001002069fd pyrogenesis`ATLAS_RunIfOnCmdLine(CmdLineArgs const&, bool) [inlined] ATLAS_Run(args=0x00007ffeefbff310, flags=1) at Atlas.cpp:54:7 [opt]
frame #39: 0x00000001002069de pyrogenesis`ATLAS_RunIfOnCmdLine(args=0x00007ffeefbff310, force=<unavailable>) at Atlas.cpp:77 [opt]
frame #40: 0x00000001000049be pyrogenesis`RunGameOrAtlas(argc=<unavailable>, argv=<unavailable>) at main.cpp:573:6 [opt]
frame #41: 0x0000000100003b76 pyrogenesis`main(argc=2, argv=0x00007ffeefbff650) at main.cpp:739:2 [opt]
frame #42: 0x00007fff727aacc9 libdyld.dylib`start + 1
reproducibleThe crash could be reproduced up to A22, after which I stopped testing. |
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| #4456 | fixed | Crash before match starts | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
I get in game normally but when I am starting a match, game always crash. I really like this type of games, and I would like to try this one :). |
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| #4778 | needsinfo | Crash before match starts. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
The game loads up to 100% after starting match then crashes. Computer: Dell inspirion 11 3000 2-in-1 (3168) Ram: 4gb Cpu: Intel Pentium Processor N3710 Graphics: Intel HD |
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| #4694 | needsinfo | Crash by pyrogenesis.exe error | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Hi, when i am playing a game, the same Error accures after like every 30 min gametime. The screen gets frozen until i click anything. A white screen appears with a window saying nothing more than "pyrogenesis.exe" doesnt work. I am using windows 8. I can attach files as the crashlog file. greetz |
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| #1575 | fixed | Crash detecting graphics card on Windows 7 netbook | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
The game crashes after launch it, then after close the error message, appears that pyrogenesis has stopped working. Much to our regret we must report the program has encountered an error. Please let us know at http://trac.wildfiregames.com/ and attach the crashlog.txt and crashlog.dmp files. Details: unhandled exception (Access violation reading 0x00000003) Location: unknown:0 (?) Call stack: (error while dumping stack: No stack frames found) errno = 0 (No error reported here) OS error = 487 (Se ha intentado tener acceso a una dirección no válida.) |
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| #5700 | duplicate | Crash dump. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
2v2 svn revision 23547. Crash during (at the end) map loading. |
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| #5192 | invalid | Crash during compilation of Alpha 23 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Problem with gentoo: If I'm trying to emerge 0ad, it crashes, if I'm trying to compile it from source code like instructed in the BuildInstructions, I get an error with libsodium: Fehler: »sodium_base64_VARIANT_ORIGINAL« wurde in diesem Gültigkeitsbereich nicht definiert |
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| #964 | fixed | Crash during mission startup on Sis integrated card | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
After starting match on any map game shows black space or glitches instead of textures and crashes sooner or later. Maybe this is caused by graphical driver without OpenGL support and therefore running in software emulation mode. Drivers are up to date, most DirectX games and many free (Lugaru, Warzone2100 and others) OpenGL-based run with low fps on my hardware, but very few crashes. |
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| #3784 | invalid | Crash during replay | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Crash report while replaying a game at 10x speed. |
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| #4865 | needsinfo | Crash during the game | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Much to our regret we must report the program has encountered an error. Please let us know at http://trac.wildfiregames.com/ and attach the crashlog.txt and crashlog.dmp files. Details: unhandled exception (Access violation reading 0x00000018) Location: unknown:0 (?) Call stack: (error while dumping stack: No stack frames found) errno = 34 (?) OS error = 0 (no error code was set) |
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| #4734 | needsinfo | Crash if GLSL is enabled | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Much to our regret we must report the program has encountered an error. Please let us know at http://trac.wildfiregames.com/ and attach the crashlog.txt and crashlog.dmp files. Details: unhandled exception (Access violation writing 0x0446D904) Location: unknown:0 (?) Call stack: (error while dumping stack: No stack frames found) errno = 34 (?) OS error = 487 (Attempt to access invalid address.) |
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| #2042 | fixed | Crash if hotloading main menu while splash screen shown | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Launching the game gets this error dialog: Much to our regret we must report the program has encountered an error. Please let us know at http://trac.wildfiregames.com/ and attach the crashlog.txt and crashlog.dmp files. Details: unhandled exception (Access violation reading 0x01CDCE89) Location: unknown:0 (?) Call stack: (error while dumping stack: No stack frames found) errno = 0 (No error reported here) OS error = 0 (no error code was set) Attached are the requisite files. |
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| #1842 | fixed | Crash in CBinarySerializerScriptImpl (multiplayer match) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
The game crashed. I am trying to help by attaching the logs. |
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| #1758 | fixed | Crash in CBufferItem destructor when closing game after OpenAL errors | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Easy way to reproduce this is on the combat demo map with -serializationtest and -ooslog, I get a lot of OpenAL errors (see attached log), then closing the game results in this crash. OS: Win 7 64-bit Call stack: ntdll.dll!_ZwRaiseException@12() + 0x12 bytes ntdll.dll!_ZwRaiseException@12() + 0x12 bytes KernelBase.dll!_RaiseException@16() + 0x58 bytes msvcr100.dll!__CxxThrowException@8() + 0x45 bytes msvcr100.dll!operator new() + 0x2cfe4 bytes > pyrogenesis.exe!CBufferItem::~CBufferItem() Line 48 C++ pyrogenesis.exe!CBufferItem::`scalar deleting destructor'() + 0xb bytes C++ pyrogenesis.exe!CSoundManagerWorker::Shutdown() Line 88 C++ pyrogenesis.exe!CSoundManager::`scalar deleting destructor'() + 0x14 bytes C++ pyrogenesis.exe!Shutdown(int __formal=0) Line 707 C++ pyrogenesis.exe!RunGameOrAtlas(int argc=3, const char * * argv=0x00000003) Line 508 + 0x6 bytes C++ pyrogenesis.exe!main(int argc=3, char * * argv=0x00c482c8) Line 550 + 0xc bytes C++ pyrogenesis.exe!wmain(int argc=3, wchar_t * * argv=0x006e7f50) Line 380 + 0xa bytes C++ pyrogenesis.exe!__tmainCRTStartup() Line 552 + 0x17 bytes C pyrogenesis.exe!CallStartupWithinTryBlock() Line 397 C++ kernel32.dll!@BaseThreadInitThunk@12() + 0x12 bytes ntdll.dll!___RtlUserThreadStart@8() + 0x27 bytes ntdll.dll!__RtlUserThreadStart@8() + 0x1b bytes
For what it's worth the value of |
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| #1434 | worksforme | Crash in CPatchRData::RenderStreams when starting game (Intel / WinXP) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Error: "Much to our regret we must report the program has encountered an error. Please let us know at http://trac.wildfiregames.com/ and attach the crashlog.txt and crashlog.dmp files. Details: unhandled exception (Access violation reading 0x22CB2000) Location: unknown:0 (?) Call stack: 0F850210 errno = 0 (No error reported here) OS error = 2 (The system cannot find the file specified.) " |
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| #2108 | worksforme | Crash in CProfileManager::Start | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Alpha 14 release, Win 7 64-bit
WinDbg showed the following call stack. (The top part is where it failed to create a crash dump for the original error, leading to another error, re-entering ChildEBP RetAddr 0038a948 011b6d2a pyrogenesis!ModuleInit+0x30 [d:\0ad\svn\source\lib\module_init.cpp @ 55] 0038b358 011b8120 pyrogenesis!wdbg_sym_WalkStack+0x3a [d:\0ad\svn\source\lib\sysdep\os\win\wdbg_sym.cpp @ 322] 0038b374 01189c55 pyrogenesis!debug_DumpStack+0x60 [d:\0ad\svn\source\lib\sysdep\os\win\wdbg_sym.cpp @ 1740] 0038b60c 0118a218 pyrogenesis!debug_BuildErrorMessage+0x135 [d:\0ad\svn\source\lib\debug.cpp @ 299] 0038b654 0118a340 pyrogenesis!debug_DisplayError+0xd8 [d:\0ad\svn\source\lib\debug.cpp @ 466] 0038c258 011b50a3 pyrogenesis!debug_OnAssertionFailure+0xd0 [d:\0ad\svn\source\lib\debug.cpp @ 558] 0038c294 011c2fd7 pyrogenesis!InitDbghelp+0x93 [d:\0ad\svn\source\lib\sysdep\os\win\wdbg_sym.cpp @ 91] 0038c2ac 011b818a pyrogenesis!ModuleInit+0x47 [d:\0ad\svn\source\lib\module_init.cpp @ 47] 0038d3b0 011896c3 pyrogenesis!wdbg_sym_WriteMinidump+0x5a [d:\0ad\svn\source\lib\sysdep\os\win\wdbg_sym.cpp @ 1759] 0038ea5c 0118989a pyrogenesis!wseh_ExceptionFilter+0xd3 [d:\0ad\svn\source\lib\sysdep\os\win\wseh.cpp @ 272] 0038ea64 73f8f914 pyrogenesis!CallStartupWithinTryBlock+0x4a [d:\0ad\svn\source\lib\sysdep\os\win\wseh.cpp @ 398] 0038ea78 73f918de msvcr90!_EH4_CallFilterFunc+0x12 0038eaa4 011e3902 msvcr90!_except_handler4_common+0x8e 0038eac4 777fb499 pyrogenesis!_except_handler4+0x20 0038eae8 777fb46b ntdll_777a0000!ExecuteHandler2+0x26 0038eb0c 777fb40e ntdll_777a0000!ExecuteHandler+0x24 0038eb98 777b0133 ntdll_777a0000!RtlDispatchException+0x127 0038ec24 010637df ntdll_777a0000!KiUserExceptionDispatcher+0xf > 0038f068 01121651 pyrogenesis!CProfileManager::Start+0x3f [d:\0ad\svn\source\ps\profile.cpp @ 644] 0038f0ec 010ec792 pyrogenesis!CPatchRData::RenderBases+0x61 [d:\0ad\svn\source\renderer\patchrdata.cpp @ 728] 0038f1bc 010aada3 pyrogenesis!TerrainRenderer::RenderTerrainShader+0x222 [d:\0ad\svn\source\renderer\terrainrenderer.cpp @ 521] 0038f204 010ad9ae pyrogenesis!CRenderer::RenderPatches+0x123 [d:\0ad\svn\source\renderer\renderer.cpp @ 935] 0038f31c 010adbcf pyrogenesis!CRenderer::RenderSubmissions+0x5be [d:\0ad\svn\source\renderer\renderer.cpp @ 1532] 0038f3e4 010b2e6c pyrogenesis!CRenderer::RenderScene+0x7f [d:\0ad\svn\source\renderer\renderer.cpp @ 1782] 0038f3f0 01065c79 pyrogenesis!CGameView::Render+0x3c [d:\0ad\svn\source\graphics\gameview.cpp @ 503] 0038f4b0 00fc2654 pyrogenesis!Render+0x149 [d:\0ad\svn\source\ps\gamesetup\gamesetup.cpp @ 222] 0038f4e8 00fc3055 pyrogenesis!Frame+0x244 [d:\0ad\svn\source\main.cpp @ 395] 0038f704 00fc30d5 pyrogenesis!RunGameOrAtlas+0x485 [d:\0ad\svn\source\main.cpp @ 508] 0038f714 01189995 pyrogenesis!main+0x15 [d:\0ad\svn\source\main.cpp @ 551] 0038f790 011e3a95 pyrogenesis!wmain+0xc5 [d:\0ad\svn\source\lib\sysdep\os\win\wseh.cpp @ 380] 0038f7d4 0118988f pyrogenesis!__tmainCRTStartup+0x10f [f:\dd\vctools\crt_bld\self_x86\crt\src\crtexe.c @ 583] 0038f808 758233aa pyrogenesis!CallStartupWithinTryBlock+0x3f [d:\0ad\svn\source\lib\sysdep\os\win\wseh.cpp @ 397] 0038f814 777d9f72 kernel32!BaseThreadInitThunk+0xe 0038f854 777d9f45 ntdll_777a0000!__RtlUserThreadStart+0x70 0038f86c 00000000 ntdll_777a0000!_RtlUserThreadStart+0x1b |
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| #2183 | fixed | Crash in CSoundManager::ClearPlayListItems | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
After install alpha14, I tried to play, but the game don´t start and I receive this error. Much to our regret we must report the program has encountered an error. Please let us know at http://trac.wildfiregames.com/ and attach the crashlog.txt and crashlog.dmp files. Details: unhandled exception (Access violation reading 0x00000008) Location: unknown:0 (?) Call stack: (error while dumping stack: No stack frames found) errno = 0 (No error reported here) OS error = 0 (no error code was set) |
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| #2345 | fixed | Crash in CSoundManager::ClearPlayListItems() Line 489, after AlcInit failed | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Described in this forum post: http://www.wildfiregames.com/forum/index.php?showtopic=18019 The sound manager fails to initialize properly on that system, as indicated by this debug output: [4240] ERROR: Sound: AlcInit failed, m_Device=108C7F00 m_Context=00000000 dev_name=OpenAL Soft err=40961 and later it crashes. System info is attached. |
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| #1660 | fixed | Crash in CStreamItem::IdleTask() after resigning a match | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
It happened when i played 1vs1 with aegis bot on acropolis map... Crash occurred when i resigned the match. |
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| #6479 | duplicate | Crash in Campaign after collecting Treasures | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Every time on the Sporades-Islands when I collect a drop/Treasure the game just Crashes. I am on Linux. |
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| #1035 | fixed | Crash in JS_free when starting random map | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
When I try to start a random map sometimes I get this segmentation fault. Program received signal SIGSEGV, Segmentation fault. 0xb799ab01 in JS_free () from /usr/lib/libmozjs185.so.1.0 I am on Ubuntu 11.04 32 bit and I am compiling r10615 against Ubuntu version of libmozjs. |
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| #2408 | fixed | Crash in MSVC debug build when GUI page closes | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Consistently reproducible crash, according to Yves it is likely due to r14645, see IRC discussion here from 21:48. First-chance exception at 0x5ad409e7 in pyrogenesis_dbg.exe: 0xC0000005: Access violation reading location 0xdddddead. Call stack: mozjs185-ps-debug-1.0.dll!5ad409e7() [Frames below may be incorrect and/or missing, no symbols loaded for mozjs185-ps-debug-1.0.dll] mozjs185-ps-debug-1.0.dll!5ad35905() mozjs185-ps-debug-1.0.dll!5ad34647() mozjs185-ps-debug-1.0.dll!5ad33ac9() mozjs185-ps-debug-1.0.dll!5ad2eeb5() mozjs185-ps-debug-1.0.dll!5aca2793() > pyrogenesis_dbg.exe!Unrooter::operator()(unsigned __int64 * p=0x02d83c90) Line 27 + 0x2a bytes C++ pyrogenesis_dbg.exe!boost::detail::sp_counted_impl_pd<unsigned __int64 *,Unrooter>::dispose() Line 154 C++ pyrogenesis_dbg.exe!boost::detail::sp_counted_base::release() Line 103 + 0xf bytes C++ pyrogenesis_dbg.exe!boost::detail::shared_count::~shared_count() Line 375 C++ pyrogenesis_dbg.exe!boost::shared_ptr<unsigned __int64>::~shared_ptr<unsigned __int64>() + 0x19 bytes C++ pyrogenesis_dbg.exe!CScriptValRooted::~CScriptValRooted() + 0x16 bytes C++ pyrogenesis_dbg.exe!ScriptInterface::~ScriptInterface() Line 595 + 0x2d bytes C++ pyrogenesis_dbg.exe!ScriptInterface::`scalar deleting destructor'() + 0x16 bytes C++ pyrogenesis_dbg.exe!boost::checked_delete<ScriptInterface>(ScriptInterface * x=0x02d82530) Line 34 + 0x1c bytes C++ pyrogenesis_dbg.exe!boost::detail::sp_counted_impl_p<ScriptInterface>::dispose() Line 78 + 0xc bytes C++ pyrogenesis_dbg.exe!boost::detail::sp_counted_base::release() Line 103 + 0xf bytes C++ pyrogenesis_dbg.exe!boost::detail::shared_count::~shared_count() Line 375 C++ pyrogenesis_dbg.exe!boost::shared_ptr<ScriptInterface>::~shared_ptr<ScriptInterface>() + 0x19 bytes C++ pyrogenesis_dbg.exe!CGUI::~CGUI() Line 332 + 0xa8 bytes C++ pyrogenesis_dbg.exe!CGUI::`scalar deleting destructor'() + 0x16 bytes C++ pyrogenesis_dbg.exe!boost::checked_delete<CGUI>(CGUI * x=0x02d96e38) Line 34 + 0x1c bytes C++ pyrogenesis_dbg.exe!boost::detail::sp_counted_impl_p<CGUI>::dispose() Line 78 + 0xc bytes C++ pyrogenesis_dbg.exe!boost::detail::sp_counted_base::release() Line 103 + 0xf bytes C++ pyrogenesis_dbg.exe!boost::detail::shared_count::~shared_count() Line 375 C++ pyrogenesis_dbg.exe!boost::shared_ptr<CGUI>::~shared_ptr<CGUI>() + 0x19 bytes C++ pyrogenesis_dbg.exe!CGUIManager::HandleEvent(const SDL_Event_ * ev=0x011af2ac) Line 337 C++ pyrogenesis_dbg.exe!gui_handler(const SDL_Event_ * ev=0x011af2ac) Line 47 + 0xf bytes C++ pyrogenesis_dbg.exe!in_dispatch_event(const SDL_Event_ * ev=0x011af2ac) Line 62 + 0x12 bytes C++ pyrogenesis_dbg.exe!PumpEvents() Line 191 + 0x9 bytes C++ pyrogenesis_dbg.exe!Frame() Line 320 C++ pyrogenesis_dbg.exe!RunGameOrAtlas(int argc=1, const char * * argv=0x002781e8) Line 472 + 0x5 bytes C++ pyrogenesis_dbg.exe!main(int argc=1, char * * argv=0x002781e8) Line 514 + 0xd bytes C++ pyrogenesis_dbg.exe!wmain(int argc=1, wchar_t * * argv=0x00278988) Line 380 + 0x14 bytes C++ pyrogenesis_dbg.exe!__tmainCRTStartup() Line 552 + 0x19 bytes C pyrogenesis_dbg.exe!wmainCRTStartup() Line 371 C pyrogenesis_dbg.exe!CallStartupWithinTryBlock() Line 396 + 0x5 bytes C++ pyrogenesis_dbg.exe!wseh_EntryPoint() Line 424 C++ kernel32.dll!@BaseThreadInitThunk@12() + 0x12 bytes ntdll.dll!___RtlUserThreadStart@8() + 0x27 bytes ntdll.dll!__RtlUserThreadStart@8() + 0x1b bytes |
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| #3945 | duplicate | Crash in Multiplayergame | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
6 people were playing for around one hour. We found each other in the multiplayer lobby. No computer players were involved. Then 0ad crashed with following stack trace: Core was generated by `/usr/games/pyrogenesis'.
Program terminated with signal SIGSEGV, Segmentation fault.
#0 init<js::ContextFriendFields> (cx=<optimized out>, this=<optimized out>) at ../../dist/include/js/RootingAPI.h:722
722 ../../dist/include/js/RootingAPI.h: Datei oder Verzeichnis nicht gefunden.
(gdb) bt
#0 init<js::ContextFriendFields> (cx=<optimized out>, this=<optimized out>) at ../../dist/include/js/RootingAPI.h:722
#1 Rooted (cx=<optimized out>, this=<optimized out>) at ../../dist/include/js/RootingAPI.h:739
#2 js::jit::GetPropertyIC::tryAttachNative (this=0x30e16310, cx=0x35bde10, ion=0x30e16040, obj=..., name=..., returnAddr=0x7fefee4e6fcc, emitted=0x35bde30) at /build/0ad-fCT2Wq/0ad-0.0.20/libraries/source/spidermonkey/mozjs31/js/src/jit/IonCaches.cpp:1211
#3 0x00007ff0478041ec in js::jit::GetPropertyIC::tryAttachStub (this=this@entry=0x30e16310, cx=cx@entry=0x35bde10, ion=0x7ffd601c2918, ion@entry=0x30e16040, obj=..., obj@entry=..., name=name@entry=..., returnAddr=0x7fefee4e6fcc, emitted=0x7ffd601c27cf)
at /build/0ad-fCT2Wq/0ad-0.0.20/libraries/source/spidermonkey/mozjs31/js/src/jit/IonCaches.cpp:1684
#4 0x00007ff047804387 in js::jit::GetPropertyIC::update (cx=0x35bde10, cacheIndex=<optimized out>, obj=..., vp=...) at /build/0ad-fCT2Wq/0ad-0.0.20/libraries/source/spidermonkey/mozjs31/js/src/jit/IonCaches.cpp:1715
#5 0x00007ff04863988e in ?? ()
#6 0x0000000000000c80 in ?? ()
#7 0x00007ffd601c28e8 in ?? ()
#8 0x00007fefd66c0780 in ?? ()
#9 0xfff9000000000000 in ?? ()
#10 0x00007ff047c562c0 in js::jit::GetPropertyParIC::UpdateInfo () from /usr/lib/games/0ad/libmozjs31-ps-release.so
Reconnect was not possible afterwards. The same happend for at least one other player (we talked about it in the chat). The core file is 1.7GB and thus not attached. Version: Pyrogenesis 0.0.20 Using Backport of Debian Stable (Jessie) Architecture: amd64 |
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| #2985 | fixed | Crash in SMBIOS::InitStructures | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
after I did a fresh install of 0 A.D. I got this message. |
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| #6033 | fixed | Crash in Shader Preprocessor | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Crashed while loading a multiplayer game. |
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| #3638 | fixed | Crash in ShaderProgram.cpp | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
The following crash occured on r17298 on a water map: ShaderProgram.cpp(891): Assertion failed: "(m_StreamFlags & ~m_ValidStreams) == 0" Assertion failed: "(m_StreamFlags & ~m_ValidStreams) == 0" Location: ShaderProgram.cpp:891 (AssertPointersBound) Call stack: (0x9988bb) ./pyrogenesis() [0x9988bb] (0x940b81) ./pyrogenesis() [0x940b81] (0x9423ea) ./pyrogenesis() [0x9423ea] (0x730307) ./pyrogenesis() [0x730307] (0x7ee174) ./pyrogenesis() [0x7ee174] (0x7d41a2) ./pyrogenesis() [0x7d41a2] (0x7d7d8b) ./pyrogenesis() [0x7d7d8b] (0x7d911c) ./pyrogenesis() [0x7d911c] (0x6aa8e9) ./pyrogenesis() [0x6aa8e9] (0x433cf2) ./pyrogenesis() [0x433cf2] (0x421bc7) ./pyrogenesis() [0x421bc7] (0x7fe9ae12ba40) /lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xf0) [0x7fe9ae12ba40] (0x431b59) ./pyrogenesis() [0x431b59] errno = 0 (No error reported here) OS error = ? Not sure if I can recover the crashdump... |
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| #2368 | fixed | Crash in TerrainOverlay | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
When some terrain overlay gets activated, It crashes with the following stack trace AME STARTED, ALL INIT COMPLETE pyrogenesis: brw_eu_emit.c:211: validate_reg: Assertion `execsize >= width' failed. Program received signal SIGABRT, Aborted. [Switching to Thread 0xb55ecb40 (LWP 18017)] 0xb7fdd424 in __kernel_vsyscall () (gdb) bt #0 0xb7fdd424 in __kernel_vsyscall () #1 0xb7316496 in raise () from /usr/lib/libc.so.6 #2 0xb7317c23 in abort () from /usr/lib/libc.so.6 #3 0xb730f737 in __assert_fail_base () from /usr/lib/libc.so.6 #4 0xb730f7e7 in __assert_fail () from /usr/lib/libc.so.6 #5 0xa3d8f225 in ?? () from /usr/lib/xorg/modules/dri/i965_dri.so #6 0xa3d8f8a8 in ?? () from /usr/lib/xorg/modules/dri/i965_dri.so #7 0xa3d907bd in ?? () from /usr/lib/xorg/modules/dri/i965_dri.so #8 0xa3d8379e in ?? () from /usr/lib/xorg/modules/dri/i965_dri.so #9 0xa3d7ce8a in ?? () from /usr/lib/xorg/modules/dri/i965_dri.so #10 0xa3de61ad in ?? () from /usr/lib/xorg/modules/dri/i965_dri.so #11 0xa3d8c26f in ?? () from /usr/lib/xorg/modules/dri/i965_dri.so #12 0xa3bd6e34 in ?? () from /usr/lib/xorg/modules/dri/i965_dri.so #13 0xa3bbeacc in ?? () from /usr/lib/xorg/modules/dri/i965_dri.so #14 0xa3bd3fff in ?? () from /usr/lib/xorg/modules/dri/i965_dri.so #15 0xa3b11b9c in ?? () from /usr/lib/xorg/modules/dri/i965_dri.so #16 0xa3b12200 in ?? () from /usr/lib/xorg/modules/dri/i965_dri.so #17 0x082d5420 in TerrainOverlay::RenderBeforeWater (this=0x95e313d0) at ../../../source/renderer/TerrainOverlay.cpp:173 #18 0x082d5efd in ITerrainOverlay::RenderOverlaysBeforeWater () at ../../../source/renderer/TerrainOverlay.cpp:94 #19 0x082b91bc in CRenderer::RenderSubmissions (this=this@entry=0xa4020538) at ../../../source/renderer/Renderer.cpp:1532 #20 0x082b9a9c in CRenderer::RenderScene (this=0xa4020538, scene=...) at ../../../source/renderer/Renderer.cpp:1785 #21 0x08245eba in CGameView::Render (this=0x98730680) at ../../../source/graphics/GameView.cpp:498 #22 0x081ec593 in Render () at ../../../source/ps/GameSetup/GameSetup.cpp:216 #23 0x083368da in AtlasViewGame::Render (this=0x958f0948) at ../../../source/tools/atlas/GameInterface/View.cpp:257 #24 0x0833420b in RunEngine (data=0xbffff6ac) at ../../../source/tools/atlas/GameInterface/GameLoop.cpp:229 #25 0xb7745f10 in start_thread () from /usr/lib/libpthread.so.0 #26 0xb73d3dce in clone () from /usr/lib/libc.so.6 After some testing, it gets fixed by commenting out two lines, as in the patch. I don't know what those lines are supposed to do, it works perfectly without. |
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| #176 | fixed | Crash in aura code | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
When running the cinematics.pmp simulation in Atlas, it crashes after a while in the aura-handling code. Some script calls CEntity::Kill, which calls Remove on everything in m_aurasInfluencingMe. That fails because the CAura* in there is not valid - it's a readable pointer but the contents are rubbish (seemingly being used by some other object, since it's not the default debug memory-fill pattern). |
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| #6034 | fixed | Crash in decal rendering since rP24870 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
See Phab:rP24870 |
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| #5701 | duplicate | Crash in game lobby. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
nani suspects it was because they were rapidly changing the ceasefire timer often. Actions performed up to crash: switching from full-screen to windowed mode, opening lobby screen in gamesetup screen. In no particular order. Attached the stacktrace. Game logs were not recovered. SVN Revision 23547. |
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| #5190 | needsinfo | Crash in loading screen | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
me da este error en 0 a.d.en windows 10 en la pantalla de carga del juego Much to our regret we must report the program has encountered an error. Please let us know at http://trac.wildfiregames.com/ and attach the crashlog.txt and crashlog.dmp files. Details: unhandled exception (Access violation reading 0x8C0096AD) Location: unknown:0 (?) Call stack: (error while dumping stack: No stack frames found) errno = 0 (No error reported here) OS error = 0 (no error code was set) Como lo puedo arreglar |
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| #6942 | wontfix | Crash in multiplayer game after consistently lowering FPS. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Of note is that this was a multiplayer game. The FPS had slowly lowered as the game progressed, to 17 FPS at times, despite both participants having very capable GPUs (1 x XFX AMD Radeon RX 5700 and 1 x AMD Radeon 7900 XTX). I don't know why the FPS lowered to such an extent, but if this Reddit comment:
...is to be believed, then it might have been because each of the 4 nations in the game had approximately 2 000 troops. |
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| #5635 | fixed | Crash in non-GLSL mode when gpuskinning is enabled | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
If one adds in their user.cfg the line gpuskinning = "true" and then tries to disable GLSL the game will crash.
That's because ARB does not support VertexAttribPointer. One lazy solution is to check for that in the
Also one might not notice the lack of support because in |
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| #255 | wontfix | Crash in the first minutes of MP game | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Informations from the Program Error Dialogue: Details: unhandled exception (Access violation reading 0x00000460) Location: unknown:0 (?) Call Stack: 002FAF5B errno = 0 (?) OS error = 0 (no error code was set) More infos in crashlog,dmp and crashlog.txt |
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| #1196 | worksforme | Crash in wsdl.cpp:438 (SDL_SetVideoMode) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Latest SVN version. |
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| #5019 | duplicate | Crash on ALT+TAB - Intel HD 5500 + some info | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Experiencing crashes every time I switch to any other program/window. Present in every type of switch I tried (ALT+TAB, windows button, CTR+ALT+DEL). Always happens when in a match (Single Player and Multi Player) and on tutorial. Works perfectly fine up until that point. It also does not happen when I'm in the Main Menu or Map Editor (anywhere other than in game). Never present in Windowed mode, only on Full Screen. No problem with the Dedicated GPU, just the integrated one. Tried disabling the Dedicated GPU from the Device Manager but it was no use. So I don't think it has to do with switchable graphics. Installed the game both on a Desktop folder and Default installation - No use System: Windows 10 Pro - Version 1709 - Build: 16299.192 Dedicated GPU: Radeon R9M375 Integrated: Intel HD 5500 Game version: alpha 22 |
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| #2138 | fixed | Crash on DELL XPSl521X | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Details: unhandled exception (Access violation reading 0x00000000) Location: unknown:0 (?) Call stack: (error while dumping stack: No stack frames found) errno = 0 (No error reported here) OS error = 0 (no error code was set) |
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| #6059 | invalid | Crash on Intel GPU with GLSL | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Reported here and there https://wildfiregames.com/forum/topic/33800-game-crash/ https://wildfiregames.com/forum/topic/38146-0-ad-0024b-alpha-crashes-under-windows-10/ |
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| #1495 | fixed | Crash on Linux setting a sequence of rally points | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
halcyonXIII encountered a crash when setting a sequence of rally points for a structure, using svn rev. 11951. Steps to reproduce:
Occasionally, the crash produces this log: Function call failed: return value was -120000 (Handle index completely out of bounds) Location: h_mgr.cpp:197 (h_data_from_idx) Call stack: (0x7f4caa) ./pyrogenesis() [0x7f4caa] (0x79fc11) ./pyrogenesis() [0x79fc11] (0x7a08ee) ./pyrogenesis() [0x7a08ee] (0x7a00e9) ./pyrogenesis() [0x7a00e9] (0x7c33f3) ./pyrogenesis() [0x7c33f3] (0x7cad95) ./pyrogenesis() [0x7cad95] (0x5e81e4) ./pyrogenesis() [0x5e81e4] (0x675537) ./pyrogenesis() [0x675537] (0x65aade) ./pyrogenesis() [0x65aade] (0x65ad39) ./pyrogenesis() [0x65ad39] (0x65b62c) ./pyrogenesis() [0x65b62c] (0x6510c4) ./pyrogenesis() [0x6510c4] (0x65191f) ./pyrogenesis() [0x65191f] (0x587fa1) ./pyrogenesis() [0x587fa1] (0x41d9b3) ./pyrogenesis() [0x41d9b3] (0x4135d7) ./pyrogenesis() [0x4135d7] errno = 0 (No error reported here) OS error = ? The crash is confirmed to be reproducible on Linux (tested on flavors of Ubuntu), but not on Windows. |
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| #6268 | fixed | Crash on MacOs related to rendering | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
When playing the Game with 7 AI players the games crashes after about 10 minutes on Alpha 24. (0.0.24b) Relevant trace: Thread 0 Crashed:: Dispatch queue: com.apple.main-thread 0 com.apple.AMDRadeonX4000GLDriver 0x000000011bf84e30 glrATI_SI_LoadHwShaderCommon + 166 1 com.apple.AMDRadeonX4000GLDriver 0x000000011bf361cb glrATI_SI_LoadHwVertexShader + 42 2 com.apple.AMDRadeonX4000GLDriver 0x000000011bf82a3b glrATI_SI_ValidatePipelinePrograms + 3694 3 com.apple.AMDRadeonX4000GLDriver 0x000000011bf27daf glrATI_SI_UpdateHardwareState + 727 4 com.apple.AMDRadeonX4000GLDriver 0x000000011bf22a8c gldUpdateDispatch + 2731 5 GLEngine 0x00007fff6be8bb5b gleDoDrawDispatchCore + 674 6 GLEngine 0x00007fff6be6af55 glDrawElements_ACC_Exec + 306 7 com.wildfiregames.0ad 0x000000010bf4ab9b CPatchRData::RenderBlends(std::__1::vector<CPatchRData*, std::__1::allocator<CPatchRData*> > const&, CShaderDefines const&, ShadowMap*) + 4091 8 com.wildfiregames.0ad 0x000000010bf76de0 TerrainRenderer::RenderTerrainShader(CShaderDefines const&, int, ShadowMap*) + 560 9 com.wildfiregames.0ad 0x000000010bf5b15b CRenderer::RenderPatches(CShaderDefines const&, int) + 331 10 com.wildfiregames.0ad 0x000000010bf5c24c CRenderer::RenderReflections(CShaderDefines const&, CBoundingBoxAligned const&) + 796 11 com.wildfiregames.0ad 0x000000010bf5d44e CRenderer::RenderSubmissions(CBoundingBoxAligned const&) + 878 12 com.wildfiregames.0ad 0x000000010bf5eaa7 CRenderer::RenderScene(Scene&) + 791 13 com.wildfiregames.0ad 0x000000010bdcce42 Render() + 434 14 com.wildfiregames.0ad 0x000000010bbbb4ab RunGameOrAtlas(int, char const**) + 9051 15 com.wildfiregames.0ad 0x000000010bbb9076 main + 54 16 libdyld.dylib 0x00007fff204b2f3d start + 1}}} |
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| #4861 | duplicate | Crash on Map Load | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
When Starting A Match the Game crashes once the loading bar hits 99% Note: The Device is A Surface 3 Running Windows 10 (Not 8.1 as the Log File Shows) and shows up on version 22 (not 21 or prior) |
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| #1704 | fixed | Crash on OS X in CSoundGroup::UploadPropertiesAndPlay | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Process: pyrogenesis [392]
Path: /Applications/0ad.app/Contents/MacOS/pyrogenesis
Identifier: com.wildfiregames.0ad
Version: 0.0.11 (0.0.11)
Code Type: X86-64 (Native)
Parent Process: launchd [217]
User ID: 501
Date/Time: 2012-10-26 21:54:40.156 -0400
OS Version: Mac OS X 10.8.2 (12C60)
Report Version: 10
Crashed Thread: 0 Dispatch queue: com.apple.main-thread
Exception Type: EXC_BAD_ACCESS (SIGSEGV)
Exception Codes: KERN_INVALID_ADDRESS at 0x0000000000000060
VM Regions Near 0x60:
-->
__TEXT 0000000100000000-0000000100a53000 [ 10.3M] r-x/rwx SM=COW /Applications/0ad.app/Contents/MacOS/pyrogenesis
Thread 0 Crashed:: Dispatch queue: com.apple.main-thread
0 com.wildfiregames.0ad 0x000000010014ae8c CSoundGroup::UploadPropertiesAndPlay(int, CVector3D const&) + 160
1 com.wildfiregames.0ad 0x000000010014b1a7 CSoundGroup::PlayNext(CVector3D const&) + 75
2 com.wildfiregames.0ad 0x00000001000745d3 CCmpSoundManager::PlaySoundGroup(std::basic_string<wchar_t, std::char_traits<wchar_t>, std::allocator<wchar_t> >, unsigned int) + 575
3 com.wildfiregames.0ad 0x0000000100094ca1 int ScriptInterface::callMethod<void, std::basic_string<wchar_t, std::char_traits<wchar_t>, std::allocator<wchar_t> >, unsigned int, &(class_ICmpSoundManager), ICmpSoundManager, &(ICmpSoundManager::PlaySoundGroup(std::basic_string<wchar_t, std::char_traits<wchar_t>, std::allocator<wchar_t> >, unsigned int))>(JSContext*, unsigned int, unsigned long long*) + 313
4 ??? 0x00000001390856ce 0 + 5251815118
5 com.wildfiregames.0ad 0x0000000100514a33 CheckStackAndEnterMethodJIT(JSContext*, JSStackFrame*, void*) + 211
6 com.wildfiregames.0ad 0x00000001004211b2 js::RunScript(JSContext*, JSScript*, JSStackFrame*) + 274
7 com.wildfiregames.0ad 0x000000010042174e js::Invoke(JSContext*, js::CallArgs const&, unsigned int) + 1342
8 com.wildfiregames.0ad 0x0000000100421e92 js::ExternalInvoke(JSContext*, js::Value const&, js::Value const&, unsigned int, js::Value*, js::Value*) + 370
9 com.wildfiregames.0ad 0x000000010039a193 JS_CallFunctionName + 211
10 com.wildfiregames.0ad 0x00000001000cb21d ScriptInterface::CallFunction_(unsigned long long, char const*, unsigned long, unsigned long long*, unsigned long long&) + 135
11 com.wildfiregames.0ad 0x00000001000a68aa CComponentTypeScript::HandleMessage(CMessage const&, bool) + 138
12 com.wildfiregames.0ad 0x0000000100099b92 CCmpUnknownScript::HandleMessage(CMessage const&, bool) + 32
13 com.wildfiregames.0ad 0x00000001000afacf CComponentManager::BroadcastMessage(CMessage const&) const + 303
14 com.wildfiregames.0ad 0x000000010002bc1c CSimulation2Impl::UpdateComponents(CSimContext&, CFixed<int, 2147483647, 32, 15, 16, 65536>, std::vector<SimulationCommand, std::allocator<SimulationCommand> > const&) + 280
15 com.wildfiregames.0ad 0x000000010002cf40 CSimulation2Impl::Update(int, std::vector<SimulationCommand, std::allocator<SimulationCommand> > const&) + 332
16 com.wildfiregames.0ad 0x000000010002d9d3 CSimulation2::Update(int, std::vector<SimulationCommand, std::allocator<SimulationCommand> > const&) + 31
17 com.wildfiregames.0ad 0x00000001000236bd CNetTurnManager::Update(float, unsigned long) + 1099
18 com.wildfiregames.0ad 0x00000001000f0bca CGame::Update(double, bool) + 258
19 com.wildfiregames.0ad 0x000000010000283e SDL_main + 3774
20 com.wildfiregames.0ad 0x00000001005c7331 -[SDLMain applicationDidFinishLaunching:] + 97
21 com.apple.CoreFoundation 0x00007fff9087447a _CFXNotificationPost + 2554
22 com.apple.Foundation 0x00007fff96f5c846 -[NSNotificationCenter postNotificationName:object:userInfo:] + 64
23 com.apple.AppKit 0x00007fff9613160d -[NSApplication _postDidFinishNotification] + 292
24 com.apple.AppKit 0x00007fff96131346 -[NSApplication _sendFinishLaunchingNotification] + 216
25 com.apple.AppKit 0x00007fff9612e532 -[NSApplication(NSAppleEventHandling) _handleAEOpenEvent:] + 566
26 com.apple.AppKit 0x00007fff9612e12c -[NSApplication(NSAppleEventHandling) _handleCoreEvent:withReplyEvent:] + 351
27 com.apple.Foundation 0x00007fff96f7612b -[NSAppleEventManager dispatchRawAppleEvent:withRawReply:handlerRefCon:] + 308
28 com.apple.Foundation 0x00007fff96f75f8d _NSAppleEventManagerGenericHandler + 106
29 com.apple.AE 0x00007fff9903ab48 aeDispatchAppleEvent(AEDesc const*, AEDesc*, unsigned int, unsigned char*) + 307
30 com.apple.AE 0x00007fff9903a9a9 dispatchEventAndSendReply(AEDesc const*, AEDesc*) + 37
31 com.apple.AE 0x00007fff9903a869 aeProcessAppleEvent + 318
32 com.apple.HIToolbox 0x00007fff989d18e9 AEProcessAppleEvent + 100
33 com.apple.AppKit 0x00007fff9612a916 _DPSNextEvent + 1456
34 com.apple.AppKit 0x00007fff96129ed2 -[NSApplication nextEventMatchingMask:untilDate:inMode:dequeue:] + 128
35 com.apple.AppKit 0x00007fff96121283 -[NSApplication run] + 517
36 com.wildfiregames.0ad 0x00000001005c7114 CustomApplicationMain + 548
37 com.wildfiregames.0ad 0x00000001005c76f0 main + 272
38 com.wildfiregames.0ad 0x0000000100001644 start + 52
Thread 1:: Dispatch queue: com.apple.libdispatch-manager
0 libsystem_kernel.dylib 0x00007fff8fcb2d16 kevent + 10
1 libdispatch.dylib 0x00007fff911e6dea _dispatch_mgr_invoke + 883
2 libdispatch.dylib 0x00007fff911e69ee _dispatch_mgr_thread + 54
Thread 2:
0 libsystem_kernel.dylib 0x00007fff8fcb20fa __psynch_cvwait + 10
1 libsystem_c.dylib 0x00007fff9112df89 _pthread_cond_wait + 869
2 com.wildfiregames.0ad 0x0000000100649cdb SDL_CondWaitTimeout + 235
3 com.wildfiregames.0ad 0x000000010064966e SDL_SemWaitTimeout + 158
4 com.wildfiregames.0ad 0x00000001006496ff SDL_SemWait + 31
5 com.wildfiregames.0ad 0x0000000100121001 CUserReporterWorker::Run() + 581
6 com.wildfiregames.0ad 0x0000000100120521 CUserReporterWorker::RunThread(void*) + 113
7 libsystem_c.dylib 0x00007fff91129742 _pthread_start + 327
8 libsystem_c.dylib 0x00007fff91116181 thread_start + 13
Thread 3:
0 libsystem_kernel.dylib 0x00007fff8fcb2386 __semwait_signal + 10
1 libsystem_c.dylib 0x00007fff911b3800 nanosleep + 163
2 com.wildfiregames.0ad 0x000000010065148c SDL_Delay + 108
3 com.wildfiregames.0ad 0x00000001006514dd RunTimer + 45
4 com.wildfiregames.0ad 0x00000001005d60df SDL_RunThread + 127
5 com.wildfiregames.0ad 0x0000000100649188 RunThread + 24
6 libsystem_c.dylib 0x00007fff91129742 _pthread_start + 327
7 libsystem_c.dylib 0x00007fff91116181 thread_start + 13
Thread 4:
0 libsystem_kernel.dylib 0x00007fff8fcb20fa __psynch_cvwait + 10
1 libsystem_c.dylib 0x00007fff9112df89 _pthread_cond_wait + 869
2 com.wildfiregames.0ad 0x0000000100649cdb SDL_CondWaitTimeout + 235
3 com.wildfiregames.0ad 0x000000010064966e SDL_SemWaitTimeout + 158
4 com.wildfiregames.0ad 0x00000001006496ff SDL_SemWait + 31
5 com.wildfiregames.0ad 0x00000001001da29f CTextureConverter::RunThread(void*) + 715
6 libsystem_c.dylib 0x00007fff91129742 _pthread_start + 327
7 libsystem_c.dylib 0x00007fff91116181 thread_start + 13
Thread 5:: com.apple.audio.IOThread.client
0 libsystem_kernel.dylib 0x00007fff8fcb0686 mach_msg_trap + 10
1 libsystem_kernel.dylib 0x00007fff8fcafc42 mach_msg + 70
2 com.apple.audio.CoreAudio 0x00007fff9128817a HALB_MachPort::SendMessageWithReply(unsigned int, unsigned int, unsigned int, unsigned int, mach_msg_header_t*, bool, unsigned int) + 98
3 com.apple.audio.CoreAudio 0x00007fff91288108 HALB_MachPort::SendSimpleMessageWithSimpleReply(unsigned int, unsigned int, int, int&, bool, unsigned int) + 42
4 com.apple.audio.CoreAudio 0x00007fff912868db HALC_ProxyIOContext::IOWorkLoop() + 1209
5 com.apple.audio.CoreAudio 0x00007fff91286391 HALC_ProxyIOContext::IOThreadEntry(void*) + 83
6 com.apple.audio.CoreAudio 0x00007fff9128624b HALB_IOThread::Entry(void*) + 75
7 libsystem_c.dylib 0x00007fff91129742 _pthread_start + 327
8 libsystem_c.dylib 0x00007fff91116181 thread_start + 13
Thread 0 crashed with X86 Thread State (64-bit):
rax: 0x0000000000000000 rbx: 0x000000000000000c rcx: 0x000000000000000c rdx: 0x0000000000f037a0
rdi: 0x000000010ea6ec70 rsi: 0x000000013e310640 rbp: 0x00007fff5fbfd3b0 rsp: 0x00007fff5fbfd360
r8: 0x0000000000000001 r9: 0x00000000019eb71e r10: 0x000000010f34c370 r11: 0x0000000010caf64e
r12: 0x000000010006df18 r13: 0x0000000000000000 r14: 0x0000000146990780 r15: 0x0000000146990780
rip: 0x000000010014ae8c rfl: 0x0000000000010206 cr2: 0x0000000000000060
Logical CPU: 0
Binary Images:
0x100000000 - 0x100a52ff7 +com.wildfiregames.0ad (0.0.11 - 0.0.11) <4DCDBA6B-2C16-3A1F-95E9-B86007DDF83A> /Applications/0ad.app/Contents/MacOS/pyrogenesis
0x100e61000 - 0x100e8cfff com.apple.audio.OpenAL (1.6 - 1.6) <0FBA7491-B817-39EE-8898-FF88C9485B50> /System/Library/Frameworks/OpenAL.framework/Versions/A/OpenAL
0x101fe6000 - 0x101febfff com.apple.audio.AppleHDAHALPlugIn (2.3.1 - 2.3.1f2) <E807EE74-4241-36B2-87A6-92AFAE41D68F> /System/Library/Extensions/AppleHDA.kext/Contents/PlugIns/AppleHDAHALPlugIn.bundle/Contents/MacOS/AppleHDAHALPlugIn
0x103eb2000 - 0x103eb5ff7 libCoreFSCache.dylib (24.4) <C375CAA0-F91F-3D9F-AF90-DB951BD86983> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libCoreFSCache.dylib
0x10522d000 - 0x105381fff com.apple.audio.units.Components (1.8 - 1.8) <7846E0A3-4AFB-3E29-96D3-BF87348024ED> /System/Library/Components/CoreAudio.component/Contents/MacOS/CoreAudio
0x106ae0000 - 0x106aeeff7 libGPUSupport.dylib (8.6.1) <C8A361A5-8A82-375D-B50E-E520662F76B1> /System/Library/PrivateFrameworks/GPUSupport.framework/Versions/A/Libraries/libGPUSupport.dylib
0x106d88000 - 0x106db5fff GLRendererFloat (8.6.1) <B598274C-3C23-3EBB-A7C5-13C131FAC651> /System/Library/Frameworks/OpenGL.framework/Resources/GLRendererFloat.bundle/GLRendererFloat
0x106dbe000 - 0x106dc7fe7 libcldcpuengine.dylib (2.1.19) <50800DA2-7233-32E5-9553-A02171B68399> /System/Library/Frameworks/OpenCL.framework/Versions/A/Libraries/libcldcpuengine.dylib
0x107800000 - 0x1079b7fff GLEngine (8.6.1) <94C4C4C0-E96C-30B2-8CD7-DE8D82CA74F1> /System/Library/Frameworks/OpenGL.framework/Resources/GLEngine.bundle/GLEngine
0x1079ee000 - 0x107b30fff libGLProgrammability.dylib (8.6.1) <FC866EA6-6263-3F51-BF7C-EA1A9A4162B4> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLProgrammability.dylib
0x200000000 - 0x200822ff7 com.apple.GeForceGLDriver (8.0.61 - 8.0.0) <CF32F783-46E3-3837-A993-01CB9C2BE6BC> /System/Library/Extensions/GeForceGLDriver.bundle/Contents/MacOS/GeForceGLDriver
0x7fff6f864000 - 0x7fff6f89893f dyld (210.2.3) <36CAA36E-72BC-3E48-96D9-B96A2DF77730> /usr/lib/dyld
0x7fff8c2f0000 - 0x7fff8c2fdfff libbz2.1.0.dylib (29) <CE9785E8-B535-3504-B392-82F0064D9AF2> /usr/lib/libbz2.1.0.dylib
0x7fff8cff5000 - 0x7fff8cff6ff7 libdnsinfo.dylib (453.18) <E7595861-ECF9-336E-9901-BED2620FAA80> /usr/lib/system/libdnsinfo.dylib
0x7fff8cff7000 - 0x7fff8d064ff7 com.apple.framework.IOKit (2.0 - 755.18.10) <142E19DD-1C8D-3D61-ABC8-83994A73279F> /System/Library/Frameworks/IOKit.framework/Versions/A/IOKit
0x7fff8d065000 - 0x7fff8d185fff com.apple.desktopservices (1.7.2 - 1.7.2) <CDE8C2C2-C505-31B0-8C61-E40E4EA364A5> /System/Library/PrivateFrameworks/DesktopServicesPriv.framework/Versions/A/DesktopServicesPriv
0x7fff8d186000 - 0x7fff8d1a8ff7 com.apple.Kerberos (2.0 - 1) <C49B8820-34ED-39D7-A407-A3E854153556> /System/Library/Frameworks/Kerberos.framework/Versions/A/Kerberos
0x7fff8d1a9000 - 0x7fff8d357fff com.apple.QuartzCore (1.8 - 304.0) <897FAA5D-FF13-33FE-878B-B164D684F019> /System/Library/Frameworks/QuartzCore.framework/Versions/A/QuartzCore
0x7fff8d358000 - 0x7fff8d5fcfff com.apple.CoreImage (8.2.2 - 1.0.1) <930B0B23-DD84-3B0C-B5A9-C09B7068A6F0> /System/Library/Frameworks/QuartzCore.framework/Versions/A/Frameworks/CoreImage.framework/Versions/A/CoreImage
0x7fff8d5fd000 - 0x7fff8d61cff7 com.apple.ChunkingLibrary (2.0 - 133.2) <D2A746DE-002A-3C6C-961E-BE94E71DB835> /System/Library/PrivateFrameworks/ChunkingLibrary.framework/Versions/A/ChunkingLibrary
0x7fff8d61d000 - 0x7fff8d6b7fff libvMisc.dylib (380.6) <714336EA-1C0E-3735-B31C-19DFDAAF6221> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libvMisc.dylib
0x7fff8d729000 - 0x7fff8d734ff7 com.apple.bsd.ServiceManagement (2.0 - 2.0) <C12962D5-85FB-349E-AA56-64F4F487F219> /System/Library/Frameworks/ServiceManagement.framework/Versions/A/ServiceManagement
0x7fff8d735000 - 0x7fff8d779fff libcups.2.dylib (327) <9B3F3321-D2BC-3195-BF20-4008FC52A390> /usr/lib/libcups.2.dylib
0x7fff8da99000 - 0x7fff8daf5ff7 com.apple.Symbolication (1.3 - 93) <97F3B1D2-D81D-3F37-87B3-B9A686124CF5> /System/Library/PrivateFrameworks/Symbolication.framework/Versions/A/Symbolication
0x7fff8dddb000 - 0x7fff8ddeaff7 com.apple.opengl (1.8.6 - 1.8.6) <720CC06C-0D01-37AE-BB3D-D7F0242B262A> /System/Library/Frameworks/OpenGL.framework/Versions/A/OpenGL
0x7fff8ddeb000 - 0x7fff8de15ff7 com.apple.CoreVideo (1.8 - 99.3) <C424838A-889C-39E5-8108-FD05C93D26A0> /System/Library/Frameworks/CoreVideo.framework/Versions/A/CoreVideo
0x7fff8de26000 - 0x7fff8de63fe7 libGLImage.dylib (8.6.1) <7F31DD61-3110-3541-A9BB-035CD1262E50> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLImage.dylib
0x7fff8decb000 - 0x7fff8decbfff com.apple.CoreServices (57 - 57) <9DD44CB0-C644-35C3-8F57-0B41B3EC147D> /System/Library/Frameworks/CoreServices.framework/Versions/A/CoreServices
0x7fff8ded0000 - 0x7fff8df06fff libsystem_info.dylib (406.17) <4FFCA242-7F04-365F-87A6-D4EFB89503C1> /usr/lib/system/libsystem_info.dylib
0x7fff8df07000 - 0x7fff8dfccff7 com.apple.coreui (2.0 - 181.1) <83D2C92D-6842-3C9D-9289-39D5B4554C3A> /System/Library/PrivateFrameworks/CoreUI.framework/Versions/A/CoreUI
0x7fff8dfcd000 - 0x7fff8e141fff com.apple.CFNetwork (596.2.3 - 596.2.3) <6A16C2BD-1035-30F9-AE96-D9E3BB54A976> /System/Library/Frameworks/CFNetwork.framework/Versions/A/CFNetwork
0x7fff8e290000 - 0x7fff8e291ff7 libsystem_sandbox.dylib (220) <3C3B03CF-C525-3CB3-8557-62E91B93AC95> /usr/lib/system/libsystem_sandbox.dylib
0x7fff8e391000 - 0x7fff8e3e6ff7 libTIFF.dylib (845) <ADCB4683-69EB-318B-8BE7-5FDF38BCADAF> /System/Library/Frameworks/ImageIO.framework/Versions/A/Resources/libTIFF.dylib
0x7fff8e3e7000 - 0x7fff8e427fff com.apple.MediaKit (13 - 659) <0C56D7FF-0430-3199-9952-CF8577519449> /System/Library/PrivateFrameworks/MediaKit.framework/Versions/A/MediaKit
0x7fff8e428000 - 0x7fff8e42ffff libcopyfile.dylib (89) <876573D0-E907-3566-A108-577EAD1B6182> /usr/lib/system/libcopyfile.dylib
0x7fff8e87c000 - 0x7fff8eab1ff7 com.apple.CoreData (106.1 - 407.7) <24E0A6B4-9ECA-3D12-B26A-72B9DCF09768> /System/Library/Frameworks/CoreData.framework/Versions/A/CoreData
0x7fff8ebf6000 - 0x7fff8ec24fff com.apple.CoreServicesInternal (154.2 - 154.2) <3E6196E6-F3B4-316F-9E1F-13B6B9694C7E> /System/Library/PrivateFrameworks/CoreServicesInternal.framework/Versions/A/CoreServicesInternal
0x7fff8ec5a000 - 0x7fff8ec99ff7 com.apple.QD (3.42 - 285) <8DF36FCA-C06B-30F4-A631-7BE2FF7E56D1> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/QD.framework/Versions/A/QD
0x7fff8ec9a000 - 0x7fff8ed6cff7 com.apple.CoreText (260.0 - 275.16) <5BFC1D67-6A6F-38BC-9D90-9C712684EDAC> /System/Library/Frameworks/CoreText.framework/Versions/A/CoreText
0x7fff8ef5a000 - 0x7fff8ef5afff com.apple.Carbon (154 - 155) <1B2846B1-384E-3D1C-8999-201215723349> /System/Library/Frameworks/Carbon.framework/Versions/A/Carbon
0x7fff8ef8e000 - 0x7fff8effbfff com.apple.datadetectorscore (4.0 - 269.1) <B69645EB-C4BF-3D52-A49B-CB1A1A88512F> /System/Library/PrivateFrameworks/DataDetectorsCore.framework/Versions/A/DataDetectorsCore
0x7fff8f389000 - 0x7fff8f38dfff com.apple.IOSurface (86.0.3 - 86.0.3) <C121DE83-ED12-3DC1-BDB3-4FCB29AB0571> /System/Library/Frameworks/IOSurface.framework/Versions/A/IOSurface
0x7fff8f399000 - 0x7fff8f3b0fff com.apple.CFOpenDirectory (10.8 - 151.10) <10F41DA4-AD54-3F52-B898-588D9A117171> /System/Library/Frameworks/OpenDirectory.framework/Versions/A/Frameworks/CFOpenDirectory.framework/Versions/A/CFOpenDirectory
0x7fff8f3b1000 - 0x7fff8f3b4fff libRadiance.dylib (845) <E8956A35-494E-3014-8B86-362D32576116> /System/Library/Frameworks/ImageIO.framework/Versions/A/Resources/libRadiance.dylib
0x7fff8f3b5000 - 0x7fff8f3b6ff7 libremovefile.dylib (23.1) <DBBFAF35-AC78-3856-92F6-6E4FD9DF14A2> /usr/lib/system/libremovefile.dylib
0x7fff8f3e5000 - 0x7fff8f3e6fff liblangid.dylib (116) <864C409D-D56B-383E-9B44-A435A47F2346> /usr/lib/liblangid.dylib
0x7fff8f461000 - 0x7fff8f498ff7 libssl.0.9.8.dylib (47) <923945E6-C489-3406-903B-A362410753F8> /usr/lib/libssl.0.9.8.dylib
0x7fff8f4b5000 - 0x7fff8f4e6ff7 com.apple.DictionaryServices (1.2 - 184.4) <054F2D6F-9CFF-3EF1-9778-25C551B616C1> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/DictionaryServices.framework/Versions/A/DictionaryServices
0x7fff8f52b000 - 0x7fff8f5feff7 com.apple.DiscRecording (7.0 - 7000.2.4) <E5F3F320-1049-32D8-8189-916EF5C40A1A> /System/Library/Frameworks/DiscRecording.framework/Versions/A/DiscRecording
0x7fff8f6cf000 - 0x7fff8f6f0fff com.apple.Ubiquity (1.2 - 243.10) <F97D3A33-2C8B-3CFF-AF75-A74866D42853> /System/Library/PrivateFrameworks/Ubiquity.framework/Versions/A/Ubiquity
0x7fff8f6f1000 - 0x7fff8f9c1fff com.apple.security (7.0 - 55179.1) <639641EF-8156-3190-890C-1053658E044A> /System/Library/Frameworks/Security.framework/Versions/A/Security
0x7fff8f9c2000 - 0x7fff8fa2bfff libstdc++.6.dylib (56) <EAA2B53E-EADE-39CF-A0EF-FB9D4940672A> /usr/lib/libstdc++.6.dylib
0x7fff8fa2c000 - 0x7fff8fbb2fff libBLAS.dylib (1073.4) <C102C0F6-8CB6-3B49-BA6B-2EB61F0B2784> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libBLAS.dylib
0x7fff8fbbc000 - 0x7fff8fbbeff7 com.apple.print.framework.Print (8.0 - 258) <34666CC2-B86D-3313-B3B6-A9977AD593DA> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/Print.framework/Versions/A/Print
0x7fff8fbfa000 - 0x7fff8fbfbfff libDiagnosticMessagesClient.dylib (8) <8548E0DC-0D2F-30B6-B045-FE8A038E76D8> /usr/lib/libDiagnosticMessagesClient.dylib
0x7fff8fbfc000 - 0x7fff8fc96fff com.apple.CoreSymbolication (3.0 - 87) <3D9CBE8D-F047-3DFA-B067-F9589E2AF8BA> /System/Library/PrivateFrameworks/CoreSymbolication.framework/Versions/A/CoreSymbolication
0x7fff8fc97000 - 0x7fff8fc9ffff liblaunch.dylib (442.26.2) <2F71CAF8-6524-329E-AC56-C506658B4C0C> /usr/lib/system/liblaunch.dylib
0x7fff8fca0000 - 0x7fff8fcbbff7 libsystem_kernel.dylib (2050.18.24) <C0535565-35D1-31A7-A744-63D9F10F12A4> /usr/lib/system/libsystem_kernel.dylib
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0x7fff977c5000 - 0x7fff977c9ff7 com.apple.CommonPanels (1.2.5 - 94) <AAC003DE-2D6E-38B7-B66B-1F3DA91E7245> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/CommonPanels.framework/Versions/A/CommonPanels
0x7fff97803000 - 0x7fff97859fff com.apple.HIServices (1.20 - 417) <A1129272-FEC8-350B-BA26-5A97F23C413D> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/HIServices.framework/Versions/A/HIServices
0x7fff9785a000 - 0x7fff9787bff7 libCRFSuite.dylib (33) <736ABE58-8DED-3289-A042-C25AF7AE5B23> /usr/lib/libCRFSuite.dylib
0x7fff9787c000 - 0x7fff978fcff7 com.apple.ApplicationServices.ATS (332 - 341.1) <BD83B039-AB25-3E3E-9975-A67DAE66988B> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ATS.framework/Versions/A/ATS
0x7fff978fd000 - 0x7fff9803fff7 libclh.dylib (4.0.3 - 4.0.3) <16FC7127-61C7-3F3A-870E-16CD38E5BB37> /System/Library/Extensions/GeForceGLDriver.bundle/Contents/MacOS/libclh.dylib
0x7fff98049000 - 0x7fff98049fff com.apple.vecLib (3.8 - vecLib 3.8) <794317C7-4E38-338A-A874-5E18001C8503> /System/Library/Frameworks/vecLib.framework/Versions/A/vecLib
0x7fff980aa000 - 0x7fff980b5fff libsystem_notify.dylib (98.5) <C49275CC-835A-3207-AFBA-8C01374927B6> /usr/lib/system/libsystem_notify.dylib
0x7fff980e5000 - 0x7fff98280fef com.apple.vImage (6.0 - 6.0) <FAE13169-295A-33A5-8E6B-7C2CC1407FA7> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vImage.framework/Versions/A/vImage
0x7fff98281000 - 0x7fff9869efff FaceCoreLight (2.4.1) <A34C9575-C4C1-31B1-809B-7751070B4E8B> /System/Library/PrivateFrameworks/FaceCoreLight.framework/Versions/A/FaceCoreLight
0x7fff9869f000 - 0x7fff986bcfff com.apple.openscripting (1.3.6 - 148.2) <33B87CFB-CACC-3EBC-893D-38AECB94FB8A> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/OpenScripting.framework/Versions/A/OpenScripting
0x7fff986d0000 - 0x7fff98776ff7 com.apple.CoreServices.OSServices (557.4 - 557.4) <841878A8-6F3E-300D-8F01-444B3CC1F41D> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/OSServices.framework/Versions/A/OSServices
0x7fff98967000 - 0x7fff98c97ff7 com.apple.HIToolbox (2.0 - 625) <317F75F7-4B0F-35F5-89A7-F20BA60AC944> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/HIToolbox.framework/Versions/A/HIToolbox
0x7fff98c98000 - 0x7fff98c9efff libGFXShared.dylib (8.6.1) <CF55E720-1B9E-3E24-A1DA-7FA8B261CD8E> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGFXShared.dylib
0x7fff98c9f000 - 0x7fff98cb3fff com.apple.speech.synthesis.framework (4.1.12 - 4.1.12) <94EDF2AB-809C-3D15-BED5-7AD45B2A7C16> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/SpeechSynthesis.framework/Versions/A/SpeechSynthesis
0x7fff98da6000 - 0x7fff98db5ff7 libxar.1.dylib (105) <370ED355-E516-311E-BAFD-D80633A84BE1> /usr/lib/libxar.1.dylib
0x7fff98db6000 - 0x7fff98ece92f libobjc.A.dylib (532.2) <90D31928-F48D-3E37-874F-220A51FD9E37> /usr/lib/libobjc.A.dylib
0x7fff98ecf000 - 0x7fff98edbfff com.apple.CrashReporterSupport (10.8.2 - 415) <55783BF9-125E-3F9C-A412-6A095ECD9353> /System/Library/PrivateFrameworks/CrashReporterSupport.framework/Versions/A/CrashReporterSupport
0x7fff98edc000 - 0x7fff98fd1fff libiconv.2.dylib (34) <FEE8B996-EB44-37FA-B96E-D379664DEFE1> /usr/lib/libiconv.2.dylib
0x7fff9902c000 - 0x7fff99031fff libcompiler_rt.dylib (30) <08F8731D-5961-39F1-AD00-4590321D24A9> /usr/lib/system/libcompiler_rt.dylib
0x7fff99032000 - 0x7fff9908fff7 com.apple.AE (645.3 - 645.3) <FF867ACA-8628-3E5A-8FA0-AF429B42C5D7> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/AE.framework/Versions/A/AE
0x7fff99162000 - 0x7fff99166ff7 com.apple.TCC (1.0 - 1) <F2F3B753-FC73-3543-8BBE-859FDBB4D6A6> /System/Library/PrivateFrameworks/TCC.framework/Versions/A/TCC
0x7fff99175000 - 0x7fff99232ff7 com.apple.ColorSync (4.8.0 - 4.8.0) <6CE333AE-EDDB-3768-9598-9DB38041DC55> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ColorSync.framework/Versions/A/ColorSync
External Modification Summary:
Calls made by other processes targeting this process:
task_for_pid: 2
thread_create: 0
thread_set_state: 0
Calls made by this process:
task_for_pid: 0
thread_create: 0
thread_set_state: 0
Calls made by all processes on this machine:
task_for_pid: 339
thread_create: 0
thread_set_state: 0
VM Region Summary:
ReadOnly portion of Libraries: Total=182.9M resident=138.7M(76%) swapped_out_or_unallocated=44.2M(24%)
Writable regions: Total=712.0M written=321.5M(45%) resident=615.0M(86%) swapped_out=0K(0%) unallocated=97.0M(14%)
REGION TYPE VIRTUAL
=========== =======
(null) (reserved) 76K reserved VM address space (unallocated)
CG backing stores 4172K
CG image 280K
CG shared images 1184K
CoreServices 1608K
IOKit 146.5M
JS JIT generated code 20.1M
JS JIT generated code (reserved) 192K reserved VM address space (unallocated)
MALLOC 419.7M
MALLOC guard page 48K
Memory tag=240 4K
Memory tag=242 12K
Memory tag=249 156K
Memory tag=251 8K
OpenGL GLSL 1152K
STACK GUARD 56.0M
Stack 10.5M
VM_ALLOCATE 583.0M
__DATA 18.2M
__IMAGE 528K
__LINKEDIT 58.0M
__TEXT 124.9M
__UNICODE 544K
mapped file 37.5M
shared memory 28.6M
=========== =======
TOTAL 1.5G
TOTAL, minus reserved VM space 1.5G
|
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| #4789 | fixed | Crash on Slackware 14.2 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
From http://irclogs.wildfiregames.com/2017-09/2017-09-24-QuakeNet-%230ad.log, around 10:31. Apparently the issue has been reproduced by the Slackware maintainer (whom we should add to the list of package maintainers to ping upon release, by the way). There is an actual trace provided but the funky things happen in the constructor so I'd say it would be easier to try to reproduce than to try to guess what happens. Starting program: /shared/0/0ad-0.0.22-alpha/binaries/system/pyrogenesis_dbg
Program received signal SIGSEGV, Segmentation fault.
#0 0xb6672805 in std::basic_string<wchar_t, std::char_traits<wchar_t>, std::allocator<wchar_t> >::basic_string(std::basic_string<wchar_t, std::char_traits<wchar_t>, std::allocator<wchar_t> > const&) () from /usr/lib/libstdc++.so.6
#1 0x08155113 in Path::Path (this=0xbfffee84) at ../../../source/lib/path.h:77
#2 0x084b3b29 in CmdLineArgs::GetArg0 (this=0x8ce2850 <g_args>) at ../../../source/ps/GameSetup/CmdLineArgs.cpp:92
#3 0x084b1f0e in Paths::Paths (this=0xbffff014, args=...) at ../../../source/ps/GameSetup/Paths.cpp:35
subdirectoryName = 0xbfffef84 "\260\205\071\266\324J\235\b"
#4 0x0851a6ad in VisualReplay::GetDirectoryName () at ../../../source/ps/VisualReplay.cpp:48
#5 0x0851e645 in __static_initialization_and_destruction_0 (__initialize_p=1, __priority=65535) at ../../../source/ps/VisualReplay.cpp:43
Note that there is a separate ticket for building on Slackware-current. |
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| #754 | fixed | Crash on Start | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
This Error create an Start ... The Game not be run :( Function call failed: return value was -1 (Unknown error (-1, 0xFFFFFFFF)) Location: wutil.cpp:168 (LibError_from_GLE) Call stack: 00567D5F 005691C8 0053F27B 005625C7 005793E4 00579444 errno = 0 (?) OS error = 487 (Es wurde versucht, auf eine unzulässige Adresse zuzugreifen. ) Function call failed: return value was -1 (Unknown error (-1, 0xFFFFFFFF)) Location: wutil.cpp:168 (LibError_from_GLE) Call stack: LibError_from_GLE (wutil.cpp:168)
ReadRegister (mahaf.cpp:174)
mahaf_ReadModelSpecificRegister (mahaf.cpp:184)
MSR::Read (msr.cpp:95)
CounterTSC::NominalFrequency (tsc.cpp:228)
GetNextBestSafeCounter (whrt.cpp:81)
InitCounter (whrt.cpp:109) whrt_Init (whrt.cpp:302) winit_CallInitFunctions (winit.cpp:89) wstartup_InitAndRegisterShutdown (wstartup.cpp:109) initterm_e (:0) tmainCRTStartup (crtexe.c:483)
CallStartupWithinTryBlock (wseh.cpp:386)
errno = 0 (?) OS error = 0 (no error code was set) |
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| #4625 | needsinfo | Crash on Starting Any Match in 0AD | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
After selecting player and map setup and getting to 100% the game then crashes every time for all maps attempted (6 so far) |
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| #6270 | fixed | Crash on Vulkan detection on some AMD drivers | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
The game crashes on start of the launcher. Note: the game is installed in a different partition than the windows partition. I'll reinstall in the windows partition and see what happens. Below, the error details: -- Details: unhandled exception (Access violation reading 0x0000000C) Location: unknown:0 (?) Call stack: (error while dumping stack: No stack frames found) errno = 13 (Insufficient access rights to open file) OS error = 0 (no error code was set) |
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| #6206 | fixed | Crash on Windows with Hotkeys and selecting units | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
When you use a Hotkeys e.g. the game crashes. When you select a Unit it crashes. |
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| #152 | fixed | Crash on exit when researching | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
This bug occured in SVN r4384
To reproduce:
|
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| #920 | fixed | Crash on exit: Handle tag mismatch (stale reference?) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
OS: Win 7 Pro 64-bit First time I've seen this type of error on this computer and not sure that I can reproduce it :/ Hope there's some info here that helps. Function call failed: return value was -120003 (Handle tag mismatch (stale reference?))
Location: h_mgr.cpp:235 (h_data_tag)
Call stack:
h_data_tag_type (h_mgr.cpp:247)
h = 600834437 (0x0000000023D00185)
type = 0x002D6060 ->
init = 0x0021D9D0 -> (OglTex_init)
reload = 0x0021DA20 -> (OglTex_reload)
dtor = 0x0021C820 -> (OglTex_dtor)
validate = 0x0021D2A0 -> (OglTex_validate)
to_string = 0x0021C860 -> (OglTex_to_string)
user_size = 64 (0x00000040)
name = 0x0029CFB8 -> "OglTex"
hd = (unavailable)
h_free (h_mgr.cpp:583)
h = 0x03A0F280 -> 60879008 (0x0000000003A0F0A0)
type = 0x002D6060 (see above)
hd = 0x03A0F280 (see above)
ogl_tex_free (ogl_tex.cpp:557)
ht = 0x03A10E3C -> 0 (0x0000000000000000)
UniFont_dtor (unifont.cpp:70)
f = 0x03A10E3C (see above)
Shutdown (h_mgr.cpp:747)
ModuleShutdown (module_init.cpp:72)
initState = 0x002DA8CC -> 4294867266 (0xFFFE7942)
shutdown = 0x0021FE60 -> (Shutdown)
h_mgr_shutdown (h_mgr.cpp:761)
Shutdown (gamesetup.cpp:672)
__formal = 0 (0x00000000)
LINE_624_ =
m_t0 = 56.3885 (0x404C31BA344CB175)
m_description = 0x00280078 -> "resource modules"
LINE_629_ =
m_t0 = 56.3885 (0x404C31BA344CB175)
m_description = 0x00280078 (see above)
LINE_634_ =
m_t0 = 56.3885 (0x404C31BA344CB175)
m_description = 0x00280078 (see above)
LINE_641_ =
m_t0 = 56.3885 (0x404C31BA344CB175)
m_description = 0x00280078 (see above)
LINE_647_ =
m_t0 = 56.3885 (0x404C31BA344CB175)
m_description = 0x00280078 (see above)
LINE_651_ =
m_t0 = 56.3885 (0x404C31BA344CB175)
m_description = 0x00280078 (see above)
LINE_655_ =
m_t0 = 56.3885 (0x404C31BA344CB175)
m_description = 0x00280078 (see above)
LINE_661_ =
m_t0 = 56.3885 (0x404C31BA344CB175)
m_description = 0x00280078 (see above)
LINE_674_ =
m_t0 = 56.3885 (0x404C31BA344CB175)
m_description = 0x00280078 (see above)
RunGameOrAtlas (main.cpp:493)
argc = 2 (0x00000002)
argv = (unavailable)
args =
m_Args = (unsupported vector<pair<CStr8,CStr8> >)
m_Arg0 =
path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
separator = 92 ('\')
paths =
m_root =
path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
separator = 0
m_rdata =
path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
separator = 8
m_data =
path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
separator = 62776
m_config =
path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
separator = 10072
m_cache =
path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
separator = 14458
m_logs =
path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
separator = 10066
replay =
m_Stream = 0x00000000
mod =
path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
separator = 57914
zip =
path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
separator = 23
paths =
m_root =
path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
separator = 0
m_rdata =
path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
separator = 8
m_data =
path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
separator = 62776
m_config =
path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
separator = 10072
m_cache =
path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
separator = 14458
m_logs =
path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
separator = 10066
builder =
m_VFS =
px = 0x020A2750 -> (IVFS)
pn =
pi_ = 0x002A0035 ->
use_count_ = 1811939328 (0x6C000000)
weak_count_ = 1979737344 (0x76006500)
m_Files = (unsupported vector<Path >)
m_TempDir =
path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
separator = 335
main (main.cpp:511)
argc = 2 (0x00000002)
argv = 0x020A7B38 -> 0x01FC83F0 -> "C:\Users\Ben\devel\ps\binaries\system\pyrogenesis.exe"
wmain (wseh.cpp:380)
argc = 2 (0x00000002)
argv = 0x01FC7A00 -> 0x01FC7A0C -> "C:\Users\Ben\devel\ps\binaries\system\pyrogenesis.exe"
utf8_argv = (unsupported vector<char * >)
ret = 33323520 (0x01FC7A00)
utf8 = (unsupported basic_string<char,char_traits<char> >)
CallStartupWithinTryBlock (wseh.cpp:397)
ret = 0 (0x00000000)
RtlInitializeExceptionChain (:0)
RtlInitializeExceptionChain (:0)
errno = 0 (No error reported here)
OS error = 487 (Attempt to access invalid address.)
|
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| #2771 | duplicate | Crash on first build and run | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Built 0 A.D. on Windows 7 using MVS2010 for the first time in order to verify the fix mentioned in http://trac.wildfiregames.com/ticket/2767 At startup it displayed a "mod" screen. Clicking to continue resulting in the following error... Function call failed: return value was -1 (Function failed (no details available))
Location: wsdl.cpp:260 (wnd_CreateWindow)
Call stack:
wnd_CreateWindow (wsdl.cpp:260)
w = (unavailable)
h = 1080 (0x00000438)
wc =
style = 32 (0x00000020)
lpfnWndProc = 0x00262BF0 -> (OnMessage)
cbClsExtra = 0 (0x00000000)
cbWndExtra = 0 (0x00000000)
hInstance = 0x00020000 (..)
hIcon = 0x00000000
hCursor = 0x00000000
hbrBackground = 0x00000000
lpszMenuName = 0x00000000
lpszClassName = 0x0034FDC8 -> "WSDL{55752F43-0241-492C-8648-C7243397FCE4}"
hInst = 0x00020000 (see above)
class_atom = 0 (0x0000)
SDL_SetVideoMode (wsdl.cpp:398)
w = (unavailable)
h = (unavailable)
bpp = (unavailable)
flags = (unavailable)
screen = { format = 0x003AC0A0 -> { BitsPerPixel = [8] { 32 (0x20), 0 (0x00), 0 (0x00), 0 (0x00), 0 (0x00), 0 (0x00), 0 (0x00), 0 (0x00) } }, w = 1920 (0x00000780), h = 1080 (0x00000438) }
format = { BitsPerPixel = 32 (0x20) }
s =
m_lastError = 0 (0x00000000)
rect =
left = 272830674 (0x104310D2)
top = 0 (0x00000000)
right = 272830674 (0x104310D2)
bottom = 272830677 (0x104310D5)
swp_flags = 272830674 (0x104310D2)
buf = [100]
1
0
41360
4886
60340
125 ('}')
57379
30657
60460
125 ('}')
41368
4886 ...
context = [2048]
190 (0xBE)
40 (0x28)
7 (0x07)
81 (0x51)
0 (0x00)
0 (0x00)
0 (0x00)
0 (0x00)
213 (0xD5)
16 (0x10)
67 (0x43)
16 (0x10)
0 (0x00)
0 (0x00)
0 (0x00)
0 (0x00) ...
CVideoMode::SetVideoMode (videomode.cpp:155)
this = (unavailable)
w = 1920 (0x00000780)
h = 1080 (0x00000438)
bpp = 32 (0x00000020)
fullscreen = true
CVideoMode::InitSDL (videomode.cpp:253)
this = (unavailable)
bpp = 32 (0x00000020)
h = 1080 (0x00000438)
w = 32 (0x00000020)
InitGraphics (gamesetup.cpp:977)
args = (unavailable)
flags = (unavailable)
profilerGPUEnable = false
setup_vmode = (bool)0xAB
context = [2048]
0 (0x00)
0 (0x00)
0 (0x00)
0 (0x00)
0 (0x00)
0 (0x00)
0 (0x00)
0 (0x00)
0 (0x00)
0 (0x00)
0 (0x00)
0 (0x00)
0 (0x00)
0 (0x00)
0 (0x00)
0 (0x00) ...
buf = "ᝌ"
context = [2048]
0 (0x00)
0 (0x00)
0 (0x00)
0 (0x00)
0 (0x00)
0 (0x00)
0 (0x00)
0 (0x00)
0 (0x00)
0 (0x00)
0 (0x00)
0 (0x00)
0 (0x00)
0 (0x00)
0 (0x00)
0 (0x00) ...
context = [2048]
0 (0x00)
0 (0x00)
0 (0x00)
0 (0x00)
0 (0x00)
0 (0x00)
0 (0x00)
0 (0x00)
0 (0x00)
0 (0x00)
0 (0x00)
0 (0x00)
0 (0x00)
0 (0x00)
0 (0x00)
0 (0x00) ...
rq =
mContext = 0x007DEEC4 -> (JSContext)
setup_gui = (bool)0xB8
data =
{
(js::ValueOperations<JS::Rooted<JS::Value> >)
}
ptr =
data =
asBits = 8629425691005288576 (0x77C1E0F200000080)
s = { payload =
i32 = 128 (0x00000080)
u32 = 128 (0x00000080)
boo = 128 (0x00000080)
str = 0x00000080
obj = 0x00000080
ptr = 0x00000080
why = 128
word = 128 (0x00000080)
uintptr = 128 (0x00000080)
, tag = 2009194738 }
asDouble = 7.37907e+268 (0x77C1E0F200000080)
asPtr = 0x00000080
scriptInterface =
px = 0x00000046
pn =
pi_ = 0x00AB0358 ->
use_count_ = 131119 (0x0002002F)
weak_count_ = 348617040 (0x14C77950)
e = 0x77C1E0F2 ->
(exception)
m_msg = 0x850F080C -> (unavailable - internal error)
RunGameOrAtlas (main.cpp:508)
argc = 1 (0x00000001)
argv = (unavailable)
args =
m_Args = (unsupported vector<pair<CStr8,CStr8> >)
m_Arg0 =
path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
separator = 92 ('\')
res = 0 (0x0000000000000000)
paths =
m_root =
path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
separator = 10
m_rdata =
path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
separator = 60336
m_gameData =
path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
separator = 348
m_userData =
path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
separator = 36481
m_config =
path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
separator = 65534
m_cache =
path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
separator = 60432
m_logs =
path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
separator = 60426
replay =
m_Stream = 0x77C1E38C -> (basic_istream<char,char_traits<char> >)
mod =
path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
separator = 65535
zip =
path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
separator = 40553
mods = (unsupported vector<CStr8 >)
paths =
m_root =
path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
separator = 10
m_rdata =
path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
separator = 60336
m_gameData =
path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
separator = 348
m_userData =
path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
separator = 36481
m_config =
path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
separator = 65534
m_cache =
path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
separator = 60432
m_logs =
path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
separator = 60426
builder =
m_VFS =
px = 0x005DEC08 -> (IVFS)
pn =
pi_ = 0x00000001
m_Files = (unsupported vector<Path >)
m_TempDir =
path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
separator = 0
m_NumBaseMods = 8256488 (0x007DFBE8)
i = 8256384 (0x007DFB80)
main (main.cpp:554)
argc = 1 (0x00000001)
argv = 0x00AE7B10 -> 0x005DEBB8 -> "C:\play0ad\build\workspaces\vc2010\..\..\..\binaries\system\pyrogenesis.exe"
wmain (wseh.cpp:380)
argc = 1 (0x00000001)
argv = 0x005DA4B8 -> 0x005DA4C0 -> "C:\play0ad\build\workspaces\vc2010\..\..\..\binaries\system\pyrogenesis.exe"
utf8_argv = (unsupported vector<char * >)
ret = 6137016 (0x005DA4B8)
utf8 = (unsupported basic_string<char,char_traits<char> >)
CallStartupWithinTryBlock (wseh.cpp:397)
ret = 0 (0x00000000)
RtlInitializeExceptionChain (:0)
RtlInitializeExceptionChain (:0)
errno = 0 (No error reported here)
OS error = 87 (The parameter is incorrect.)
|
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| #915 | fixed | Crash on game exit | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
The game crashes at exit, see attached crash log for details. |
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| #253 | worksforme | Crash on loading CSimulation | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
I cannot start single player game on Windows XP SP2, crash occurs when loading CSimulation. See the log below with comments marked with * on the beginning. When start pyrogenesis.exe several errors occur: Assertion failed: "resolution <= 2e-3"
Location: whrt.cpp:114 (InitCounter)
Call stack:
InitCounter (whrt.cpp:114)
whrt_Init (whrt.cpp:300)
[..]
***Continue pressed***
Assertion failed: "resolution > 0.0"
Location: frequency_filter.cpp:36 (FrequencyEstimator::FrequencyEstimator)
Call stack:
FrequencyEstimator::FrequencyEstimator (frequency_filter.cpp:36)
this = (unavailable)
resolution = -1.#IND (0xFFF8000000000000)
[..]
***Continue pressed****
***Window frame occures***
Assertion failed: "TimeSinceLastFrame > 0.0f"
Location: main.cpp:201 (Frame)
Call stack:
Frame (main.cpp:201)
need_update = false
TimeSinceLastFrame = -347316158464.000000 (0xD2A1BB50)
need_render = false
down = [3] { 0.000000 (0x08CE7758), 0.000000 (0x00401E58), 0.000000 (0x0012FF34) }
[..]
***Initial menu inside widow frame occurs***
Assertion failed: "TimeSinceLastFrame > 0.0f"
Location: main.cpp:201 (Frame)
Call stack:
Frame (main.cpp:201)
need_update = false
TimeSinceLastFrame = -347316158464.000000 (0xD2A1BB50)
need_render = false
down = [3] { 0.000000 (0x08CE7758), 0.000000 (0x00401E58), 0.000000 (0x0012FF34) }
***Single player clicked***
***Game setup occurs***
***Start! clicked***
***When loading CSimulation***
Much to our regret we must report the program has encountered an error.
Please let us know at http://trac.wildfiregames.com/ and attach the crashlog.txt and crashlog.dmp files.
Details: unhandled exception (Access violation reading 0x00000000)
Location: unknown:0 (?)
Call stack:
00000000
errno = 0 (?)
OS error = 0 (no error code was set)
***Surppress dashed out so Continue clicked***
***Windows XP SP3 reported pyrogenesis.exe has encountered a problem and needs to close. ...***
|
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| #716 | duplicate | Crash on map "Miletus" (probably error in AI) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
How to reproduce:
I've run today built 0ad from svn on Linux. snd_mgr.cpp(492): Assertion failed: "0" Assertion failed: "0" Location: snd_mgr.cpp:492 (srcs_remove) Call stack: (0x8294212) ./pyrogenesis() [0x8294212] (0x825b4c8) ./pyrogenesis() [0x825b4c8] (0x825c383) ./pyrogenesis() [0x825c383] (0x825c545) ./pyrogenesis() [0x825c545] (0x82856fc) ./pyrogenesis() [0x82856fc] (0x8286084) ./pyrogenesis() [0x8286084] (0x827b3de) ./pyrogenesis() [0x827b3de] (0x8285817) ./pyrogenesis() [0x8285817] (0x82868ea) ./pyrogenesis() [0x82868ea] (0x8286d24) ./pyrogenesis() [0x8286d24] (0x8057119) ./pyrogenesis() [0x8057119] (0x805800d) ./pyrogenesis() [0x805800d] (0xb6e76bd6) /lib/tls/i686/cmov/libc.so.6(__libc_start_main+0xe6) [0xb6e76bd6] (0x8056411) ./pyrogenesis() [0x8056411] errno = 0 (?) OS error = ? Aborted |
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| #4157 | needsinfo | Crash on map load | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
I just downloaded 0 A.D. Alpha 20 and it won't load an maps |
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| #4115 | duplicate | Crash on maps I've previously saved the game on | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Yesterday I tried out the save feature on the maps Akropolis (night) and Corinthian Isthmus. After random amounts of time (between 2 and 15 minutes) after saving, the game would crash with the windows "exe has stopped working" message displayed on screen. This never happened on maps I had no saved games on. After deleting the saves, the error stopped occuring. |
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| #5667 | needsinfo | Crash on new videocards | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Hello, First time bug reporter, long time user. I just upgrade to a new video card, and with this new card, 0 A.D. - from the snapstore - seems to crash. (See below for the entirety of the error.) I researched the terminal error output and I found out that error:
means, that I needed the libnvidia-gl package installed, which I have!
Needed the mesa-utils and libgl1-mesa-glx installed, which I - also - already have. The remaining output is beyond me. System info OS: Ubuntu 18.04.3 LTS x86_64 Host: HP Z420 Workstation Kernel: 5.3.0-26-generic Uptime: 26 mins Packages: 3600 Shell: bash 4.4.20 Resolution: 1920x1080 DE: Budgie WM: Mutter(Budgie) Theme: Arc-Dark [GTK2/3] Icons: Numix [GTK2/3] Terminal: tilix CPU: Intel Xeon E5-1603 0 (4) @ 2.800GHz GPU: NVIDIA GeForce GTX 1050 Ti Memory: 5187MiB / 32032MiB --- Complete terminal output gamemodeauto: TIMER| InitVfs: 1.94193 ms Writing the mainlog at /home/USER/snap/0ad/138/.config/0ad/logs/mainlog.html TIMER| CONFIG_Init: 2.10166 ms Sound: AlcInit success, using OpenAL Soft TIMER| shutdown ConfigDB: 0.577 us TIMER| resource modules: 3.21509 ms TIMER TOTALS (9 clients) ----------------------------------------------------- tc_pool_alloc: 0 c (0x) tc_png_decode: 0 c (0x) tc_dds_transform: 0 c (0x) tc_transform: 0 c (0x) tc_plain_transform: 0 c (0x) tc_ShaderGLSLLink: 0 c (0x) tc_ShaderGLSLCompile: 0 c (0x) tc_ShaderValidation: 0 c (0x) xml_validation: 0 c (0x) ----------------------------------------------------- TIMER| shutdown misc: 259.979 us TIMER| InitVfs: 161.718 ms Writing the mainlog at /home/USER/snap/0ad/138/.config/0ad/logs/mainlog.html TIMER| CONFIG_Init: 2.05659 ms Sound: AlcInit success, using OpenAL Soft libGL error: No matching fbConfigs or visuals found libGL error: failed to load driver: swrast X Error: GLXBadContext Request Major code 151 (GLX) Request Minor code 6 () Error Serial #105 Current Serial #104 UserReport.cpp(528): Assertion failed: "!m_Worker" Assertion failed: "!m_Worker" Location: UserReport.cpp:528 (~CUserReporter) Call stack: (0x55b00d7bb40e) /snap/0ad/138/binaries/system/pyrogenesis(+0x60440e) [0x55b00d7bb40e] (0x55b00d767dd1) /snap/0ad/138/binaries/system/pyrogenesis(+0x5b0dd1) [0x55b00d767dd1] (0x55b00d76a1fe) /snap/0ad/138/binaries/system/pyrogenesis(+0x5b31fe) [0x55b00d76a1fe] (0x55b00d4ad603) /snap/0ad/138/binaries/system/pyrogenesis(+0x2f6603) [0x55b00d4ad603] (0x7f8bc95c8041) /lib/x86_64-linux-gnu/libc.so.6(+0x43041) [0x7f8bc95c8041] (0x7f8bc95c813a) /lib/x86_64-linux-gnu/libc.so.6(+0x4313a) [0x7f8bc95c813a] (0x7f8bcb72f7c8) /snap/0ad/138/usr/lib/x86_64-linux-gnu/libX11.so.6(+0x407c8) [0x7f8bcb72f7c8] (0x7f8bcb72f8fa) /snap/0ad/138/usr/lib/x86_64-linux-gnu/libX11.so.6(_XError+0x11a) [0x7f8bcb72f8fa] (0x7f8bb353dc82) /snap/0ad/138/usr/lib/x86_64-linux-gnu/libGLX_indirect.so.0(+0x36c82) [0x7f8bb353dc82] (0x7f8bb353b153) /snap/0ad/138/usr/lib/x86_64-linux-gnu/libGLX_indirect.so.0(+0x34153) [0x7f8bb353b153] (0x7f8bb353b2a2) /snap/0ad/138/usr/lib/x86_64-linux-gnu/libGLX_indirect.so.0(+0x342a2) [0x7f8bb353b2a2] (0x7f8bb353b612) /snap/0ad/138/usr/lib/x86_64-linux-gnu/libGLX_indirect.so.0(+0x34612) [0x7f8bb353b612] (0x7f8bc93583d3) /snap/0ad/138/usr/lib/x86_64-linux-gnu/libGLX.so.0(glXCreateContext+0x33) [0x7f8bc93583d3] (0x7f8bcddc45fe) /snap/0ad/138/usr/lib/x86_64-linux-gnu/libSDL2-2.0.so.0(+0xcb5fe) [0x7f8bcddc45fe] (0x7f8bcdd97746) /snap/0ad/138/usr/lib/x86_64-linux-gnu/libSDL2-2.0.so.0(+0x9e746) [0x7f8bcdd97746] (0x7f8bcdd998e4) /snap/0ad/138/usr/lib/x86_64-linux-gnu/libSDL2-2.0.so.0(+0xa08e4) [0x7f8bcdd998e4] errno = 0 (?) OS error = ? (C)ontinue, (S)uppress, (B)reak, Launch (D)ebugger, or (E)xit? Continue segmentation fault (core dumped) |
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| #3378 | fixed | Crash on rejoin (percentage of map controlled) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
If you start a multiplayergame on the skirmish map "Northern Island (2)" or "Neareastern Badlands (4)" and then rejoin with the other client, you get this crash: CCmpTerritoryManager.cpp(538): Assertion failed: "m_TerritoryTotalPassableCellCount > 0" Assertion failed: "m_TerritoryTotalPassableCellCount > 0" Location: CCmpTerritoryManager.cpp:538 (GetTerritoryPercentage)
That commit initially sets Sounds like that value should either be serialized or computed again when rejoining. The serializationtest doesn't fail. |
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| #904 | duplicate | Crash on script hotloading | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
I encountered the following crash when hotloading GuiInterface.js. The exe was started using the -quickstart option. I've attached crashlog.dmp and crashlog.txt.
Operating System : Windows Vista Home Premium 32-bit SP2 Details: unhandled exception (PSERROR_CVFSFile_InvalidBufferAccess("CVFSFile_InvalidBufferAccess"))
Location: unknown:0 (RtlInitializeExceptionChain)
Call stack:
(error while dumping stack: No stack frames found)
errno = 0 (No error reported here)
OS error = 0 (no error code was set)
|
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| #2272 | fixed | Crash on start OSX 10.9: com.apple.CoreGraphics interpolate_table | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
0AD crashes on start on Mac OSX 10.9 - Mavericks. The screen turns black as if to go into an opening sequence, then there is an immediate crash. Was not fixed with a re-download. Below is the bug report Process: pyrogenesis [22090]
Path: /Applications/0ad.app/Contents/MacOS/pyrogenesis
Identifier: com.wildfiregames.0ad
Version: 0.0.14 (0.0.14)
Code Type: X86-64 (Native)
Parent Process: launchd [192]
Responsible: pyrogenesis [22090]
User ID: 501
Date/Time: 2013-11-19 23:18:13.064 +0000
OS Version: Mac OS X 10.9 (13A603)
Report Version: 11
Anonymous UUID: 0A9DA647-C1AF-8036-06F3-7F692C5CF4F0
Sleep/Wake UUID: 919B484E-87D9-4125-8BBE-B386C89D6C44
Crashed Thread: 0 Dispatch queue: com.apple.main-thread
Exception Type: EXC_BAD_ACCESS (SIGSEGV)
Exception Codes: KERN_INVALID_ADDRESS at 0x0000000106cff000
VM Regions Near 0x106cff000:
MALLOC_SMALL 0000000106cfc000-0000000106cff000 [ 12K] rw-/rwx SM=COW
--> VM_ALLOCATE 0000000106cff000-0000000106d00000 [ 4K] rw-/rwx SM=ALI
VM_ALLOCATE 0000000106d00000-0000000106e00000 [ 1024K] rw-/rwx SM=PRV
Thread 0 Crashed:: Dispatch queue: com.apple.main-thread
0 com.apple.CoreGraphics 0x00007fff9144454e interpolate_table + 152
1 com.apple.CoreGraphics 0x00007fff91444431 CGSGetDisplayTransferByTable + 242
2 com.wildfiregames.0ad 0x000000010064d236 QZ_GetGammaRamp + 230
3 com.wildfiregames.0ad 0x00000001006374e7 SDL_GetGammaRamp + 183
4 com.wildfiregames.0ad 0x00000001006370bc SDL_SetGammaRamp + 140
5 com.wildfiregames.0ad 0x0000000100636e69 SDL_SetGamma + 217
6 com.wildfiregames.0ad 0x0000000100147ff0 CVideoMode::InitSDL() + 480
7 com.wildfiregames.0ad 0x000000010014ffe4 InitGraphics(CmdLineArgs const&, int) + 196
8 com.wildfiregames.0ad 0x0000000100002869 SDL_main + 1753
9 com.wildfiregames.0ad 0x00000001005fffd1 -[SDLMain applicationDidFinishLaunching:] + 97
10 com.apple.CoreFoundation 0x00007fff905d4fcc __CFNOTIFICATIONCENTER_IS_CALLING_OUT_TO_AN_OBSERVER__ + 12
11 com.apple.CoreFoundation 0x00007fff904c8c5d _CFXNotificationPost + 2893
12 com.apple.Foundation 0x00007fff8ceaa4aa -[NSNotificationCenter postNotificationName:object:userInfo:] + 68
13 com.apple.AppKit 0x00007fff884a1b79 -[NSApplication _postDidFinishNotification] + 289
14 com.apple.AppKit 0x00007fff884a18ac -[NSApplication _sendFinishLaunchingNotification] + 195
15 com.apple.AppKit 0x00007fff8849e796 -[NSApplication(NSAppleEventHandling) _handleAEOpenEvent:] + 570
16 com.apple.AppKit 0x00007fff8849e1eb -[NSApplication(NSAppleEventHandling) _handleCoreEvent:withReplyEvent:] + 242
17 com.apple.Foundation 0x00007fff8cec8eaa -[NSAppleEventManager dispatchRawAppleEvent:withRawReply:handlerRefCon:] + 294
18 com.apple.Foundation 0x00007fff8cec8d1d _NSAppleEventManagerGenericHandler + 106
19 com.apple.AE 0x00007fff88249e1f aeDispatchAppleEvent(AEDesc const*, AEDesc*, unsigned int, unsigned char*) + 381
20 com.apple.AE 0x00007fff88249c32 dispatchEventAndSendReply(AEDesc const*, AEDesc*) + 31
21 com.apple.AE 0x00007fff88249b36 aeProcessAppleEvent + 315
22 com.apple.HIToolbox 0x00007fff89d915f1 AEProcessAppleEvent + 56
23 com.apple.AppKit 0x00007fff8849a0f6 _DPSNextEvent + 1026
24 com.apple.AppKit 0x00007fff884998db -[NSApplication nextEventMatchingMask:untilDate:inMode:dequeue:] + 122
25 com.apple.AppKit 0x00007fff8848d9cc -[NSApplication run] + 553
26 com.wildfiregames.0ad 0x00000001005ffdb4 CustomApplicationMain + 548
27 com.wildfiregames.0ad 0x0000000100600390 main + 272
28 com.wildfiregames.0ad 0x0000000100001e54 start + 52
Thread 1:
0 libsystem_kernel.dylib 0x00007fff8664be6a __workq_kernreturn + 10
1 libsystem_pthread.dylib 0x00007fff85017f08 _pthread_wqthread + 330
2 libsystem_pthread.dylib 0x00007fff8501afb9 start_wqthread + 13
Thread 2:: Dispatch queue: com.apple.libdispatch-manager
0 libsystem_kernel.dylib 0x00007fff8664c662 kevent64 + 10
1 libdispatch.dylib 0x00007fff84cb343d _dispatch_mgr_invoke + 239
2 libdispatch.dylib 0x00007fff84cb3152 _dispatch_mgr_thread + 52
Thread 3:
0 libsystem_kernel.dylib 0x00007fff8664be6a __workq_kernreturn + 10
1 libsystem_pthread.dylib 0x00007fff85017f08 _pthread_wqthread + 330
2 libsystem_pthread.dylib 0x00007fff8501afb9 start_wqthread + 13
Thread 4:
0 libsystem_kernel.dylib 0x00007fff8664be6a __workq_kernreturn + 10
1 libsystem_pthread.dylib 0x00007fff85017f08 _pthread_wqthread + 330
2 libsystem_pthread.dylib 0x00007fff8501afb9 start_wqthread + 13
Thread 5:: com.apple.audio.IOThread.client
0 libsystem_kernel.dylib 0x00007fff86647a1a mach_msg_trap + 10
1 libsystem_kernel.dylib 0x00007fff86646d18 mach_msg + 64
2 com.apple.audio.CoreAudio 0x00007fff89112918 HALB_MachPort::SendMessageWithReply(unsigned int, unsigned int, unsigned int, unsigned int, mach_msg_header_t*, bool, unsigned int) + 98
3 com.apple.audio.CoreAudio 0x00007fff891128a6 HALB_MachPort::SendSimpleMessageWithSimpleReply(unsigned int, unsigned int, int, int&, bool, unsigned int) + 42
4 com.apple.audio.CoreAudio 0x00007fff8911102e HALC_ProxyIOContext::IOWorkLoop() + 950
5 com.apple.audio.CoreAudio 0x00007fff89110bcd HALC_ProxyIOContext::IOThreadEntry(void*) + 97
6 com.apple.audio.CoreAudio 0x00007fff89110a8d HALB_IOThread::Entry(void*) + 75
7 libsystem_pthread.dylib 0x00007fff85016899 _pthread_body + 138
8 libsystem_pthread.dylib 0x00007fff8501672a _pthread_start + 137
9 libsystem_pthread.dylib 0x00007fff8501afc9 thread_start + 13
Thread 6:
0 libsystem_kernel.dylib 0x00007fff8664ba3a __semwait_signal + 10
1 libsystem_c.dylib 0x00007fff87445e60 nanosleep + 200
2 com.wildfiregames.0ad 0x000000010065801c SDL_Delay + 108
3 com.wildfiregames.0ad 0x0000000100165f32 CSoundManagerWorker::Run() + 676
4 com.wildfiregames.0ad 0x0000000100165971 CSoundManagerWorker::RunThread(void*) + 113
5 libsystem_pthread.dylib 0x00007fff85016899 _pthread_body + 138
6 libsystem_pthread.dylib 0x00007fff8501672a _pthread_start + 137
7 libsystem_pthread.dylib 0x00007fff8501afc9 thread_start + 13
Thread 7:
0 libsystem_kernel.dylib 0x00007fff8664b716 __psynch_cvwait + 10
1 libsystem_pthread.dylib 0x00007fff85018c3b _pthread_cond_wait + 727
2 com.wildfiregames.0ad 0x000000010065086b SDL_CondWaitTimeout + 235
3 com.wildfiregames.0ad 0x00000001006501fe SDL_SemWaitTimeout + 158
4 com.wildfiregames.0ad 0x000000010065028f SDL_SemWait + 31
5 com.wildfiregames.0ad 0x00000001001453a1 CUserReporterWorker::Run() + 581
6 com.wildfiregames.0ad 0x00000001001448c1 CUserReporterWorker::RunThread(void*) + 113
7 libsystem_pthread.dylib 0x00007fff85016899 _pthread_body + 138
8 libsystem_pthread.dylib 0x00007fff8501672a _pthread_start + 137
9 libsystem_pthread.dylib 0x00007fff8501afc9 thread_start + 13
Thread 8:
0 libsystem_kernel.dylib 0x00007fff8664ba3a __semwait_signal + 10
1 libsystem_c.dylib 0x00007fff87445e60 nanosleep + 200
2 com.wildfiregames.0ad 0x000000010065801c SDL_Delay + 108
3 com.wildfiregames.0ad 0x000000010065806d RunTimer + 45
4 com.wildfiregames.0ad 0x000000010060cecf SDL_RunThread + 127
5 com.wildfiregames.0ad 0x000000010064fd18 RunThread + 24
6 libsystem_pthread.dylib 0x00007fff85016899 _pthread_body + 138
7 libsystem_pthread.dylib 0x00007fff8501672a _pthread_start + 137
8 libsystem_pthread.dylib 0x00007fff8501afc9 thread_start + 13
Thread 0 crashed with X86 Thread State (64-bit):
rax: 0x0000000000000400 rbx: 0x00000000000000fe rcx: 0x00000000000000ff rdx: 0x00007fff5fbfb1d0
rdi: 0x0000000106cfe000 rsi: 0x00000000000003ff rbp: 0x00007fff5fbfb160 rsp: 0x00007fff5fbfb120
r8: 0x0000000000000003 r9: 0x0000000000000000 r10: 0x0000000000000040 r11: 0x0000000000000206
r12: 0x0000000106cfe000 r13: 0x00000000000000ff r14: 0x00000000000003ff r15: 0x00007fff5fbfb1d0
rip: 0x00007fff9144454e rfl: 0x0000000000010202 cr2: 0x0000000106cff000
Logical CPU: 0
Error Code: 0x00000004
Trap Number: 14
Binary Images:
0x100000000 - 0x1008b4fef +com.wildfiregames.0ad (0.0.14 - 0.0.14) <BDFAD7E6-41A8-37F0-99C8-53A258A8C64A> /Applications/0ad.app/Contents/MacOS/pyrogenesis
0x100cab000 - 0x100ccffff com.apple.audio.OpenAL (1.7 - 1.7) <5D2366B5-111B-3BDD-AFB3-5770075659F4> /System/Library/Frameworks/OpenAL.framework/Versions/A/OpenAL
0x1062c6000 - 0x106497fff com.apple.audio.units.Components (1.9 - 1.9) <80991B19-4B07-3DBF-A4B3-597DA1AA65B2> /System/Library/Components/CoreAudio.component/Contents/MacOS/CoreAudio
0x106541000 - 0x106545ffd com.apple.audio.AppleHDAHALPlugIn (2.5.2 - 2.5.2fc2) <DEB558B7-BACF-3871-A021-B3A904F4FB44> /System/Library/Extensions/AppleHDA.kext/Contents/PlugIns/AppleHDAHALPlugIn.bundle/Contents/MacOS/AppleHDAHALPlugIn
0x106cda000 - 0x106ce5fff libGPUSupport.dylib (9.0.83) <AF15BF74-F9B3-35B9-8728-3B3A2EB6E432> /System/Library/PrivateFrameworks/GPUSupport.framework/Versions/A/Libraries/libGPUSupport.dylib
0x108000000 - 0x10874aff7 libclh.dylib (4.0.3 - 4.0.3) <4A998D5D-A2C8-326F-AD0F-F0E2F60E920A> /System/Library/Extensions/GeForceTeslaGLDriver.bundle/Contents/MacOS/libclh.dylib
0x123440000000 - 0x123440867ff7 com.apple.GeForceTeslaGLDriver (8.18.27 - 8.1.8) <5B0E2B4A-D4E6-3C65-A8D5-87F24E79D432> /System/Library/Extensions/GeForceTeslaGLDriver.bundle/Contents/MacOS/GeForceTeslaGLDriver
0x7fff62d7e000 - 0x7fff62db1817 dyld (239.3) <D1DFCF3F-0B0C-332A-BCC0-87A851B570FF> /usr/lib/dyld
0x7fff84736000 - 0x7fff8473afff libsystem_stats.dylib (93.1.26) <B9E26A9E-FBBC-3938-B8B7-6CF7CA8C99AD> /usr/lib/system/libsystem_stats.dylib
0x7fff84763000 - 0x7fff8476efff libGL.dylib (9.0.83) <984A960A-C159-3AE5-8B40-E2B451F6C712> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGL.dylib
0x7fff847a3000 - 0x7fff847f1fff com.apple.opencl (2.3.57 - 2.3.57) <FC03A80D-543A-3448-83FF-D399C3A240D9> /System/Library/Frameworks/OpenCL.framework/Versions/A/OpenCL
0x7fff847f2000 - 0x7fff847f5fff com.apple.TCC (1.0 - 1) <32A075D9-47FD-3E71-95BC-BFB0D583F41C> /System/Library/PrivateFrameworks/TCC.framework/Versions/A/TCC
0x7fff84889000 - 0x7fff84893ff7 com.apple.bsd.ServiceManagement (2.0 - 2.0) <2D27B498-BB9C-3D88-B05A-76908A8A26F3> /System/Library/Frameworks/ServiceManagement.framework/Versions/A/ServiceManagement
0x7fff84894000 - 0x7fff848c0fff com.apple.CoreServicesInternal (184.8 - 184.8) <707E05AE-DDA8-36FD-B0FF-7F15A061B46A> /System/Library/PrivateFrameworks/CoreServicesInternal.framework/Versions/A/CoreServicesInternal
0x7fff84c8d000 - 0x7fff84caffff com.apple.framework.familycontrols (4.1 - 410) <4FDBCD10-CAA2-3A9C-99F2-06DCB8E81DEE> /System/Library/PrivateFrameworks/FamilyControls.framework/Versions/A/FamilyControls
0x7fff84cb0000 - 0x7fff84ccafff libdispatch.dylib (339.1.9) <46878A5B-4248-3057-962C-6D4A235EEF31> /usr/lib/system/libdispatch.dylib
0x7fff84f77000 - 0x7fff84f7aff7 libdyld.dylib (239.3) <62F4D752-4089-31A8-8B73-B95A68893B3C> /usr/lib/system/libdyld.dylib
0x7fff85015000 - 0x7fff8501cff7 libsystem_pthread.dylib (53.1.4) <AB498556-B555-310E-9041-F67EC9E00E2C> /usr/lib/system/libsystem_pthread.dylib
0x7fff8501d000 - 0x7fff85026fff com.apple.CommonAuth (4.0 - 2.0) <1D263127-5F27-3128-996D-7397660D0C6E> /System/Library/PrivateFrameworks/CommonAuth.framework/Versions/A/CommonAuth
0x7fff85027000 - 0x7fff850b0fff com.apple.ColorSync (4.9.0 - 4.9.0) <B756B908-9AD1-3F5D-83F9-7A0B068387D2> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ColorSync.framework/Versions/A/ColorSync
0x7fff850b1000 - 0x7fff851a0fff libFontParser.dylib (111.1) <835A8253-6AB9-3AAB-9CBF-171440DEC486> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ATS.framework/Versions/A/Resources/libFontParser.dylib
0x7fff851aa000 - 0x7fff851aafff com.apple.Accelerate.vecLib (3.9 - vecLib 3.9) <F8D0CC77-98AC-3B58-9FE6-0C25421827B6> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/vecLib
0x7fff854d7000 - 0x7fff854dbff7 libGIF.dylib (1038) <C29B4323-1B9E-36B9-96C2-7CEDBAA124F0> /System/Library/Frameworks/ImageIO.framework/Versions/A/Resources/libGIF.dylib
0x7fff85c2c000 - 0x7fff85c35fff com.apple.speech.synthesis.framework (4.6.2 - 4.6.2) <0AAE45F0-FC6E-36B6-A6A7-73E6950A74AC> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/SpeechSynthesis.framework/Versions/A/SpeechSynthesis
0x7fff85c36000 - 0x7fff85c84ff9 libstdc++.6.dylib (60) <0241E6A4-1368-33BE-950B-D0A175C41F54> /usr/lib/libstdc++.6.dylib
0x7fff85cd1000 - 0x7fff85e24ff7 com.apple.audio.toolbox.AudioToolbox (1.9 - 1.9) <A0B7B007-9BD8-30E2-B644-47856DA29FEE> /System/Library/Frameworks/AudioToolbox.framework/Versions/A/AudioToolbox
0x7fff85e25000 - 0x7fff85e25fff com.apple.CoreServices (59 - 59) <7A697B5E-F179-30DF-93F2-8B503CEEEFD5> /System/Library/Frameworks/CoreServices.framework/Versions/A/CoreServices
0x7fff85e5b000 - 0x7fff85f3ffff com.apple.coreui (2.1 - 231) <432DB40C-6B7E-39C8-9FB5-B95917930056> /System/Library/PrivateFrameworks/CoreUI.framework/Versions/A/CoreUI
0x7fff85f40000 - 0x7fff85f6cff7 com.apple.framework.SystemAdministration (1.0 - 1.0) <36C562FF-5D91-318C-A19C-6B4453FB78B9> /System/Library/PrivateFrameworks/SystemAdministration.framework/Versions/A/SystemAdministration
0x7fff85f6d000 - 0x7fff85f75ff7 com.apple.speech.recognition.framework (4.2.4 - 4.2.4) <98BBB3E4-6239-3EF1-90B2-84EA0D3B8D61> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/SpeechRecognition.framework/Versions/A/SpeechRecognition
0x7fff85f76000 - 0x7fff85fa5fff com.apple.DebugSymbols (106 - 106) <E1BDED08-523A-36F4-B2DA-9D5C712F0AC7> /System/Library/PrivateFrameworks/DebugSymbols.framework/Versions/A/DebugSymbols
0x7fff860ec000 - 0x7fff86299f27 libobjc.A.dylib (551.1) <AD7FD984-271E-30F4-A361-6B20319EC73B> /usr/lib/libobjc.A.dylib
0x7fff8661a000 - 0x7fff86635ff7 libsystem_malloc.dylib (23.1.10) <FFE5C472-B23A-318A-85BF-77CDE61900D1> /usr/lib/system/libsystem_malloc.dylib
0x7fff86636000 - 0x7fff86652ff7 libsystem_kernel.dylib (2422.1.72) <D14913DB-47F1-3591-8DAF-D4B4EF5F8818> /usr/lib/system/libsystem_kernel.dylib
0x7fff86672000 - 0x7fff867e2ff6 com.apple.CFNetwork (673.0.3 - 673.0.3) <42CFC3DB-35C8-3652-AF37-4BCC73D8BDEF> /System/Library/Frameworks/CFNetwork.framework/Versions/A/CFNetwork
0x7fff867e3000 - 0x7fff867f0ff7 libxar.1.dylib (202) <5572AA71-E98D-3FE1-9402-BB4A84E0E71E> /usr/lib/libxar.1.dylib
0x7fff867f1000 - 0x7fff867f1ff7 libkeymgr.dylib (28) <3AA8D85D-CF00-3BD3-A5A0-E28E1A32A6D8> /usr/lib/system/libkeymgr.dylib
0x7fff867f2000 - 0x7fff86809fff com.apple.CFOpenDirectory (10.9 - 173.1.1) <3FB4D5FE-860B-3BDE-BAE2-3531D919EF10> /System/Library/Frameworks/OpenDirectory.framework/Versions/A/Frameworks/CFOpenDirectory.framework/Versions/A/CFOpenDirectory
0x7fff8680a000 - 0x7fff86adefc7 com.apple.vImage (7.0 - 7.0) <D241DBFA-AC49-31E2-893D-EAAC31890C90> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vImage.framework/Versions/A/vImage
0x7fff86c15000 - 0x7fff86c5cff7 libcups.2.dylib (372) <348EED62-6C20-35D6-8EFB-E80943965100> /usr/lib/libcups.2.dylib
0x7fff86fd4000 - 0x7fff87003ff5 com.apple.GSS (4.0 - 2.0) <ED98D992-CC14-39F3-9ABC-8D7F986487CC> /System/Library/Frameworks/GSS.framework/Versions/A/GSS
0x7fff87004000 - 0x7fff87004fff com.apple.ApplicationServices (48 - 48) <3E3F01A8-314D-378F-835E-9CC4F8820031> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/ApplicationServices
0x7fff87005000 - 0x7fff87078ffb com.apple.securityfoundation (6.0 - 55122) <119D1C53-B292-3378-AEE1-A3B1FB02F43F> /System/Library/Frameworks/SecurityFoundation.framework/Versions/A/SecurityFoundation
0x7fff8708c000 - 0x7fff87099ff0 libbz2.1.0.dylib (29) <0B98AC35-B138-349C-8063-2B987A75D24C> /usr/lib/libbz2.1.0.dylib
0x7fff870be000 - 0x7fff870c4ff7 libsystem_platform.dylib (24.1.4) <331BA4A5-55CE-3B95-99EB-44E0C89D7FB8> /usr/lib/system/libsystem_platform.dylib
0x7fff870c5000 - 0x7fff870c7ff7 libquarantine.dylib (71) <7A1A2BCB-C03D-3A25-BFA4-3E569B2D2C38> /usr/lib/system/libquarantine.dylib
0x7fff870c8000 - 0x7fff870e0ff7 com.apple.openscripting (1.4 - 157) <B3B037D7-1019-31E6-9D17-08E699AF3701> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/OpenScripting.framework/Versions/A/OpenScripting
0x7fff870e1000 - 0x7fff871a3ff1 com.apple.CoreText (352.0 - 367.15) <E5C70FC8-C861-39B8-A491-595E5B55CFC8> /System/Library/Frameworks/CoreText.framework/Versions/A/CoreText
0x7fff871a4000 - 0x7fff87208ff3 com.apple.datadetectorscore (5.0 - 354.0) <9ACF24B8-3268-3134-A5BC-D72C9371A195> /System/Library/PrivateFrameworks/DataDetectorsCore.framework/Versions/A/DataDetectorsCore
0x7fff87209000 - 0x7fff8720bff3 libsystem_configuration.dylib (596.12) <C4F633D9-94C8-35D9-BB2D-84C5122533C7> /usr/lib/system/libsystem_configuration.dylib
0x7fff87210000 - 0x7fff87234ff7 libJPEG.dylib (1038) <86F349A8-882D-3326-A0B0-63257F68B1A7> /System/Library/Frameworks/ImageIO.framework/Versions/A/Resources/libJPEG.dylib
0x7fff87235000 - 0x7fff8723fff7 libcsfde.dylib (380) <3A54B430-EC05-3DE9-86C3-00C1BEAC7F9B> /usr/lib/libcsfde.dylib
0x7fff87240000 - 0x7fff87298ff7 com.apple.Symbolication (1.4 - 129) <16D42516-7B5E-357C-898A-FAA9EE7642B3> /System/Library/PrivateFrameworks/Symbolication.framework/Versions/A/Symbolication
0x7fff872a6000 - 0x7fff872b7ff7 libz.1.dylib (53) <42E0C8C6-CA38-3CA4-8619-D24ED5DD492E> /usr/lib/libz.1.dylib
0x7fff873ca000 - 0x7fff87453ff7 libsystem_c.dylib (997.1.1) <61833FAA-7281-3FF9-937F-686B6F20427C> /usr/lib/system/libsystem_c.dylib
0x7fff8745f000 - 0x7fff87484ff7 com.apple.ChunkingLibrary (2.0 - 155.1) <B845DC7A-D1EA-31E2-967C-D1FE0C628036> /System/Library/PrivateFrameworks/ChunkingLibrary.framework/Versions/A/ChunkingLibrary
0x7fff87727000 - 0x7fff8775bfff libssl.0.9.8.dylib (50) <B15F967C-B002-36C2-9621-3456D8509F50> /usr/lib/libssl.0.9.8.dylib
0x7fff877d1000 - 0x7fff877deff4 com.apple.Librarian (1.2 - 1) <F1A2744D-8536-32C7-8218-9972C6300DAE> /System/Library/PrivateFrameworks/Librarian.framework/Versions/A/Librarian
0x7fff877df000 - 0x7fff877e4fff com.apple.DiskArbitration (2.6 - 2.6) <F8A47F61-83D1-3F92-B7A8-A169E0D187C0> /System/Library/Frameworks/DiskArbitration.framework/Versions/A/DiskArbitration
0x7fff877e5000 - 0x7fff877f7fff com.apple.ImageCapture (9.0 - 9.0) <BE0B65DA-3031-359B-8BBA-B9803D4ADBF4> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/ImageCapture.framework/Versions/A/ImageCapture
0x7fff877f8000 - 0x7fff877fcff7 libcache.dylib (62) <BDC1E65B-72A1-3DA3-A57C-B23159CAAD0B> /usr/lib/system/libcache.dylib
0x7fff877fe000 - 0x7fff87826ffb libRIP.A.dylib (599.7) <6F528EE3-99F8-3871-BD60-1306495C27D5> /System/Library/Frameworks/CoreGraphics.framework/Versions/A/Resources/libRIP.A.dylib
0x7fff8782e000 - 0x7fff87830fff libCVMSPluginSupport.dylib (9.0.83) <E2AED858-6EEB-36C6-8C06-C3CF649A3CD5> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libCVMSPluginSupport.dylib
0x7fff87831000 - 0x7fff87838ff7 liblaunch.dylib (842.1.4) <FCBF0A02-0B06-3F97-9248-5062A9DEB32C> /usr/lib/system/liblaunch.dylib
0x7fff87839000 - 0x7fff8789dff9 com.apple.Heimdal (4.0 - 2.0) <E7D20A4D-4674-37E1-A949-635FFF7C439A> /System/Library/PrivateFrameworks/Heimdal.framework/Versions/A/Heimdal
0x7fff8789e000 - 0x7fff878a6ffc libGFXShared.dylib (9.0.83) <11A621C3-37A0-39CE-A69B-8739021BD79D> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGFXShared.dylib
0x7fff878bc000 - 0x7fff878bdfff liblangid.dylib (117) <9546E641-F730-3AB0-B3CD-E0E2FDD173D9> /usr/lib/liblangid.dylib
0x7fff87916000 - 0x7fff879dffff com.apple.LaunchServices (572.23 - 572.23) <8D955BDE-2C4C-3DD4-B4D7-2D916174FE1D> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/LaunchServices.framework/Versions/A/LaunchServices
0x7fff879e0000 - 0x7fff879e4ff7 libheimdal-asn1.dylib (323.12) <063A01C2-E547-39D9-BB42-4CC8E64ADE70> /usr/lib/libheimdal-asn1.dylib
0x7fff879e5000 - 0x7fff879e7fff libRadiance.dylib (1038) <55F99274-5074-3C73-BAC5-AF234E71CF38> /System/Library/Frameworks/ImageIO.framework/Versions/A/Resources/libRadiance.dylib
0x7fff879e8000 - 0x7fff87a04fff libresolv.9.dylib (54) <11C2C826-F1C6-39C6-B4E8-6E0C41D4FA95> /usr/lib/libresolv.9.dylib
0x7fff87a05000 - 0x7fff87a06ff7 libSystem.B.dylib (1197.1.1) <BFC0DC97-46C6-3BE0-9983-54A98734897A> /usr/lib/libSystem.B.dylib
0x7fff87a07000 - 0x7fff87a4cff7 libcurl.4.dylib (78) <A722B4F0-1F6C-3E16-9CB1-4C6ADC15221E> /usr/lib/libcurl.4.dylib
0x7fff87add000 - 0x7fff87c0dff7 com.apple.desktopservices (1.8 - 1.8) <09DC9BB8-432F-3C7A-BB08-956A2DDFC2DE> /System/Library/PrivateFrameworks/DesktopServicesPriv.framework/Versions/A/DesktopServicesPriv
0x7fff87c0e000 - 0x7fff87e56fff com.apple.CoreData (107 - 481) <E5AFBA07-F73E-3B3F-9099-F51224EE8EAD> /System/Library/Frameworks/CoreData.framework/Versions/A/CoreData
0x7fff87e57000 - 0x7fff87e58fff com.apple.TrustEvaluationAgent (2.0 - 25) <334A82F4-4AE4-3719-A511-86D0B0723E2B> /System/Library/PrivateFrameworks/TrustEvaluationAgent.framework/Versions/A/TrustEvaluationAgent
0x7fff87e5a000 - 0x7fff87e75ff7 libPng.dylib (1038) <EF781AF8-C2E6-3179-B8A1-A584783070F1> /System/Library/Frameworks/ImageIO.framework/Versions/A/Resources/libPng.dylib
0x7fff87e79000 - 0x7fff87ec7fff libcorecrypto.dylib (161.1) <F3973C28-14B6-3006-BB2B-00DD7F09ABC7> /usr/lib/system/libcorecrypto.dylib
0x7fff87ec8000 - 0x7fff87ed8fff libbsm.0.dylib (33) <2CAC00A2-1352-302A-88FA-C567D4D69179> /usr/lib/libbsm.0.dylib
0x7fff87f17000 - 0x7fff87f22ff7 com.apple.NetAuth (5.0 - 5.0) <C811E662-9EC3-3B74-808A-A75D624F326B> /System/Library/PrivateFrameworks/NetAuth.framework/Versions/A/NetAuth
0x7fff87ff4000 - 0x7fff88041ff2 com.apple.print.framework.PrintCore (9.0 - 428) <8D8253E3-302F-3DB2-9C5C-572CB974E8B3> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/PrintCore.framework/Versions/A/PrintCore
0x7fff88042000 - 0x7fff88069ff7 libsystem_network.dylib (241.3) <8B1E1F1D-A5CC-3BAE-8B1E-ABC84337A364> /usr/lib/system/libsystem_network.dylib
0x7fff88101000 - 0x7fff881e8ff7 libxml2.2.dylib (26) <A1DADD11-89E5-3DE4-8802-07186225967F> /usr/lib/libxml2.2.dylib
0x7fff881e9000 - 0x7fff88201ff7 com.apple.GenerationalStorage (2.0 - 160.2) <79629AC7-896F-3302-8AC1-4939020F08C3> /System/Library/PrivateFrameworks/GenerationalStorage.framework/Versions/A/GenerationalStorage
0x7fff8820c000 - 0x7fff8823bfd2 libsystem_m.dylib (3047.16) <B7F0E2E4-2777-33FC-A787-D6430B630D54> /usr/lib/system/libsystem_m.dylib
0x7fff8823c000 - 0x7fff88297ffb com.apple.AE (665.5 - 665.5) <BBA230F9-144C-3CAB-A77A-0621719244CD> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/AE.framework/Versions/A/AE
0x7fff882c7000 - 0x7fff88331ff7 com.apple.framework.IOKit (2.0.1 - 907.1.13) <C1E95F5C-B79B-31BE-9F2A-1B25163C1F16> /System/Library/Frameworks/IOKit.framework/Versions/A/IOKit
0x7fff883d8000 - 0x7fff883e6fff com.apple.CommerceCore (1.0 - 42) <ACC2CE3A-913A-39E0-8344-B76F8F694EF5> /System/Library/PrivateFrameworks/CommerceKit.framework/Versions/A/Frameworks/CommerceCore.framework/Versions/A/CommerceCore
0x7fff883f7000 - 0x7fff883fffff libsystem_dnssd.dylib (522.1.11) <270DCF6C-502D-389A-AA9F-DE4624A36FF7> /usr/lib/system/libsystem_dnssd.dylib
0x7fff88400000 - 0x7fff88427ffb libsystem_info.dylib (449.1.3) <7D41A156-D285-3849-A2C3-C04ADE797D98> /usr/lib/system/libsystem_info.dylib
0x7fff88476000 - 0x7fff88feaff7 com.apple.AppKit (6.9 - 1265) <0E9FC8BF-DA3C-34C5-91CC-12BC922B5F01> /System/Library/Frameworks/AppKit.framework/Versions/C/AppKit
0x7fff88feb000 - 0x7fff88ffcff7 libsystem_asl.dylib (217.1.4) <655FB343-52CF-3E2F-B14D-BEBF5AAEF94D> /usr/lib/system/libsystem_asl.dylib
0x7fff890ea000 - 0x7fff8913bff3 com.apple.audio.CoreAudio (4.2.0 - 4.2.0) <BF4C2FE3-8BC8-30D1-8347-2A7221268794> /System/Library/Frameworks/CoreAudio.framework/Versions/A/CoreAudio
0x7fff8913c000 - 0x7fff8913fff7 com.apple.LoginUICore (3.0 - 3.0) <1ECBDA90-D6ED-3333-83EB-9C8232DFAD7C> /System/Library/PrivateFrameworks/LoginUIKit.framework/Versions/A/Frameworks/LoginUICore.framework/Versions/A/LoginUICore
0x7fff89140000 - 0x7fff892f8ff3 libicucore.A.dylib (511.25) <3ED7B656-416E-3071-AEC8-E85C90232F78> /usr/lib/libicucore.A.dylib
0x7fff89326000 - 0x7fff89326fff com.apple.Cocoa (6.8 - 20) <E90E99D7-A425-3301-A025-D9E0CD11918E> /System/Library/Frameworks/Cocoa.framework/Versions/A/Cocoa
0x7fff8936c000 - 0x7fff89395ff7 libc++abi.dylib (48) <8C16158F-CBF8-3BD7-BEF4-022704B2A326> /usr/lib/libc++abi.dylib
0x7fff89710000 - 0x7fff8974aff3 com.apple.bom (12.0 - 192) <989690DB-B9CC-3DB5-89AE-B5D33EDC474E> /System/Library/PrivateFrameworks/Bom.framework/Versions/A/Bom
0x7fff8981c000 - 0x7fff8981cfff com.apple.Accelerate (1.9 - Accelerate 1.9) <509BB27A-AE62-366D-86D8-0B06D217CF56> /System/Library/Frameworks/Accelerate.framework/Versions/A/Accelerate
0x7fff8981d000 - 0x7fff89983fff libGLProgrammability.dylib (9.0.83) <9C97E814-F674-30F8-8C2D-C45FC1E7D934> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLProgrammability.dylib
0x7fff89be6000 - 0x7fff89bf2ff3 com.apple.AppleFSCompression (56 - 1.0) <5652B0D0-EB08-381F-B23A-6DCF96991FB5> /System/Library/PrivateFrameworks/AppleFSCompression.framework/Versions/A/AppleFSCompression
0x7fff89bf3000 - 0x7fff89bf6ffc com.apple.IOSurface (91 - 91) <07CA8A59-1E32-3FB6-B506-18DAF58A8CE0> /System/Library/Frameworks/IOSurface.framework/Versions/A/IOSurface
0x7fff89c0f000 - 0x7fff89c11ffb libutil.dylib (34) <DAC4A6CF-A1BB-3874-9569-A919316D30E8> /usr/lib/libutil.dylib
0x7fff89c1b000 - 0x7fff89c22fff com.apple.NetFS (6.0 - 4.0) <8E26C099-CE9D-3819-91A2-64EA929C6137> /System/Library/Frameworks/NetFS.framework/Versions/A/NetFS
0x7fff89cac000 - 0x7fff89cb5ff3 libsystem_notify.dylib (121) <52571EC3-6894-37E4-946E-064B021ED44E> /usr/lib/system/libsystem_notify.dylib
0x7fff89cb6000 - 0x7fff89cc5ff8 com.apple.LangAnalysis (1.7.0 - 1.7.0) <8FE131B6-1180-3892-98F5-C9C9B79072D4> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/LangAnalysis.framework/Versions/A/LangAnalysis
0x7fff89d01000 - 0x7fff89d39ff7 com.apple.RemoteViewServices (2.0 - 94) <3F34D630-3DDB-3411-BC28-A56A9B55EBDA> /System/Library/PrivateFrameworks/RemoteViewServices.framework/Versions/A/RemoteViewServices
0x7fff89d56000 - 0x7fff8a000ffd com.apple.HIToolbox (2.1 - 695) <C4DE35FF-D0AC-35C3-A7E6-F54CD153825C> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/HIToolbox.framework/Versions/A/HIToolbox
0x7fff8a001000 - 0x7fff8a002fff libunc.dylib (28) <62682455-1862-36FE-8A04-7A6B91256438> /usr/lib/system/libunc.dylib
0x7fff8a058000 - 0x7fff8a0e3fff libCoreStorage.dylib (380) <AE14C2F3-0EF1-3DCD-BF2B-A24D97D3B372> /usr/lib/libCoreStorage.dylib
0x7fff8a650000 - 0x7fff8a72ffff libcrypto.0.9.8.dylib (50) <B95B9DBA-39D3-3EEF-AF43-44608B28894E> /usr/lib/libcrypto.0.9.8.dylib
0x7fff8a853000 - 0x7fff8a865ff7 com.apple.MultitouchSupport.framework (245.13 - 245.13) <D5E7416D-45AB-3690-86C6-CC4B5FCEA2D2> /System/Library/PrivateFrameworks/MultitouchSupport.framework/Versions/A/MultitouchSupport
0x7fff8a866000 - 0x7fff8a86afff libpam.2.dylib (20) <B93CE8F5-DAA8-30A1-B1F6-F890509513CB> /usr/lib/libpam.2.dylib
0x7fff8a8c9000 - 0x7fff8aa65ff7 com.apple.QuartzCore (1.8 - 332.0) <994D1E0A-64B6-398C-B9A2-C362F02DE943> /System/Library/Frameworks/QuartzCore.framework/Versions/A/QuartzCore
0x7fff8aa66000 - 0x7fff8aac9ff7 com.apple.SystemConfiguration (1.13 - 1.13) <F05F4149-981B-380B-8F50-51CE804BBB89> /System/Library/Frameworks/SystemConfiguration.framework/Versions/A/SystemConfiguration
0x7fff8aaca000 - 0x7fff8aacbff7 libDiagnosticMessagesClient.dylib (100) <4CDB0F7B-C0AF-3424-BC39-495696F0DB1E> /usr/lib/libDiagnosticMessagesClient.dylib
0x7fff8aacc000 - 0x7fff8ab43fff com.apple.CoreServices.OSServices (600.4 - 600.4) <36B2B009-C35E-3F21-824E-E0D00E7808C7> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/OSServices.framework/Versions/A/OSServices
0x7fff8ab44000 - 0x7fff8ab46fff com.apple.EFILogin (2.0 - 2) <C360E8AF-E9BB-3BBA-9DF0-57A92CEF00D4> /System/Library/PrivateFrameworks/EFILogin.framework/Versions/A/EFILogin
0x7fff8ab47000 - 0x7fff8ac38ff9 libiconv.2.dylib (41) <BB44B115-AC32-3877-A0ED-AEC6232A4563> /usr/lib/libiconv.2.dylib
0x7fff8ac43000 - 0x7fff8acfbff7 com.apple.DiscRecording (8.0 - 8000.4.6) <CDAAAD04-A1D0-3C67-ABCC-EFC9E8D44E7E> /System/Library/Frameworks/DiscRecording.framework/Versions/A/DiscRecording
0x7fff8acfc000 - 0x7fff8ad15ff7 com.apple.Ubiquity (1.3 - 289) <C7F1B734-CE81-334D-BE41-8B20D95A1F9B> /System/Library/PrivateFrameworks/Ubiquity.framework/Versions/A/Ubiquity
0x7fff8ad16000 - 0x7fff8af6eff1 com.apple.security (7.0 - 55471) <233831C5-C457-3AD5-AFE7-E3E2DE6929C9> /System/Library/Frameworks/Security.framework/Versions/A/Security
0x7fff8af6f000 - 0x7fff8afadff7 libGLImage.dylib (9.0.83) <C08048A7-03CC-3E40-BCDC-7791D87AC8E4> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLImage.dylib
0x7fff8c096000 - 0x7fff8c09bff7 libunwind.dylib (35.3) <78DCC358-2FC1-302E-B395-0155B47CB547> /usr/lib/system/libunwind.dylib
0x7fff8c09c000 - 0x7fff8c0effff com.apple.ScalableUserInterface (1.0 - 1) <CF745298-7373-38D2-B3B1-727D5A569E48> /System/Library/Frameworks/QuartzCore.framework/Versions/A/Frameworks/ScalableUserInterface.framework/Versions/A/ScalableUserInterface
0x7fff8c181000 - 0x7fff8c231ff7 libvMisc.dylib (423.32) <049C0735-1808-39B9-943F-76CB8021744F> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libvMisc.dylib
0x7fff8c232000 - 0x7fff8c303ff1 com.apple.DiskImagesFramework (10.9 - 371.1) <D456ED08-4C1D-341F-BAB8-85E34A7275C5> /System/Library/PrivateFrameworks/DiskImages.framework/Versions/A/DiskImages
0x7fff8c304000 - 0x7fff8c307fff libCoreVMClient.dylib (58.1) <EBC36C69-C896-3C3D-8589-3E9023E7E56F> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libCoreVMClient.dylib
0x7fff8c338000 - 0x7fff8c33bfff com.apple.help (1.3.3 - 46) <AE763646-D07A-3F9A-ACD4-F5CBD734EE36> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/Help.framework/Versions/A/Help
0x7fff8cea7000 - 0x7fff8d1a6fff com.apple.Foundation (6.9 - 1056) <D608EDFD-9634-3573-9B7E-081C7D085F7A> /System/Library/Frameworks/Foundation.framework/Versions/C/Foundation
0x7fff8d36f000 - 0x7fff8d397ffb libxslt.1.dylib (13) <C9794936-633C-3F0C-9E71-30190B9B41C1> /usr/lib/libxslt.1.dylib
0x7fff8d7ca000 - 0x7fff8d7ffffc com.apple.LDAPFramework (2.4.28 - 194.5) <7E31A674-C6AB-33BE-BD5E-F5E3C6E22894> /System/Library/Frameworks/LDAP.framework/Versions/A/LDAP
0x7fff8da8b000 - 0x7fff8da8cff7 libodfde.dylib (20) <C00A4EBA-44BC-3C53-BFD0-819B03FFD462> /usr/lib/libodfde.dylib
0x7fff8db04000 - 0x7fff8db08fff com.apple.CommonPanels (1.2.6 - 96) <6B434AFD-50F8-37C7-9A56-162C17E375B3> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/CommonPanels.framework/Versions/A/CommonPanels
0x7fff8db64000 - 0x7fff8db65ff7 libsystem_sandbox.dylib (278.10) <A47E7E11-3C76-318E-B67D-98972B86F094> /usr/lib/system/libsystem_sandbox.dylib
0x7fff8db66000 - 0x7fff8dc54fff libJP2.dylib (1038) <6C8179F5-8063-3ED6-A7C2-D5603DECDF28> /System/Library/Frameworks/ImageIO.framework/Versions/A/Resources/libJP2.dylib
0x7fff8dc55000 - 0x7fff8dc57ff7 com.apple.securityhi (9.0 - 55005) <405E2BC6-2B6F-3B6B-B48E-2FD39214F052> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/SecurityHI.framework/Versions/A/SecurityHI
0x7fff8dd55000 - 0x7fff8dd5eff7 libcldcpuengine.dylib (2.3.58) <A2E1ED7B-FC7E-31F6-830A-FF917689766B> /System/Library/Frameworks/OpenCL.framework/Versions/A/Libraries/libcldcpuengine.dylib
0x7fff8dd5f000 - 0x7fff8e02dff4 com.apple.CoreImage (9.0.54) <74BB8685-69A9-3A45-8DED-EA26BD39D710> /System/Library/Frameworks/QuartzCore.framework/Versions/A/Frameworks/CoreImage.framework/Versions/A/CoreImage
0x7fff8e5b7000 - 0x7fff8e5c1ff7 com.apple.CrashReporterSupport (10.9 - 538) <B487466B-3AA1-3854-A808-A61F049FA794> /System/Library/PrivateFrameworks/CrashReporterSupport.framework/Versions/A/CrashReporterSupport
0x7fff8ee9e000 - 0x7fff8f00cff7 libBLAS.dylib (1094.5) <DE93A590-5FA5-32A2-A16C-5D7D7361769F> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libBLAS.dylib
0x7fff8f08c000 - 0x7fff8f091fff libmacho.dylib (845) <1D2910DF-C036-3A82-A3FD-44FF73B5FF9B> /usr/lib/system/libmacho.dylib
0x7fff8f092000 - 0x7fff8f4c5ffb com.apple.vision.FaceCore (3.0.0 - 3.0.0) <F42BFC9C-0B16-35EF-9A07-91B7FDAB7FC5> /System/Library/PrivateFrameworks/FaceCore.framework/Versions/A/FaceCore
0x7fff8f50f000 - 0x7fff8f516ff3 libcopyfile.dylib (103) <5A881779-D0D6-3029-B371-E3021C2DDA5E> /usr/lib/system/libcopyfile.dylib
0x7fff8f570000 - 0x7fff8f589ff7 com.apple.Kerberos (3.0 - 1) <F108AFEB-198A-3BAF-BCA5-9DFCE55EFF92> /System/Library/Frameworks/Kerberos.framework/Versions/A/Kerberos
0x7fff8f6a7000 - 0x7fff8f6d7fff com.apple.IconServices (25 - 25.17) <4751127E-FBD5-3ED5-8510-08D4E4166EFE> /System/Library/PrivateFrameworks/IconServices.framework/Versions/A/IconServices
0x7fff8f71e000 - 0x7fff8f725fff libcompiler_rt.dylib (35) <4CD916B2-1B17-362A-B403-EF24A1DAC141> /usr/lib/system/libcompiler_rt.dylib
0x7fff8f726000 - 0x7fff8f7e9ff7 com.apple.backup.framework (1.5 - 1.5) <92C8038F-CC00-3202-90D8-3C3AEC90986F> /System/Library/PrivateFrameworks/Backup.framework/Versions/A/Backup
0x7fff8f7ea000 - 0x7fff8f805ff7 libCRFSuite.dylib (34) <FFAE75FA-C54E-398B-AA97-18164CD9789D> /usr/lib/libCRFSuite.dylib
0x7fff8f808000 - 0x7fff8f808ffd com.apple.audio.units.AudioUnit (1.9 - 1.9) <6E89F3CB-CC41-3728-9F9A-FDFC151E8261> /System/Library/Frameworks/AudioUnit.framework/Versions/A/AudioUnit
0x7fff8faa8000 - 0x7fff8faedff6 com.apple.HIServices (1.22 - 466) <21807AF8-3BC7-32BB-AB96-7C35CB59D7F6> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/HIServices.framework/Versions/A/HIServices
0x7fff8faee000 - 0x7fff8fb35fff libFontRegistry.dylib (127) <A77A0480-AA5D-3CC8-8B68-69985CD546DC> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ATS.framework/Versions/A/Resources/libFontRegistry.dylib
0x7fff8fb36000 - 0x7fff8fb5afff libxpc.dylib (300.1.17) <4554927A-9467-365C-91F1-5A116989DD7F> /usr/lib/system/libxpc.dylib
0x7fff8fb9a000 - 0x7fff8fb9bff7 libsystem_blocks.dylib (63) <FB856CD1-2AEA-3907-8E9B-1E54B6827F82> /usr/lib/system/libsystem_blocks.dylib
0x7fff8fc32000 - 0x7fff8fc3dff7 com.apple.DirectoryService.Framework (10.9 - 173.1.1) <F8566D1F-450F-3571-911F-75C68E45919F> /System/Library/Frameworks/DirectoryService.framework/Versions/A/DirectoryService
0x7fff8fc3e000 - 0x7fff8fd09fff libvDSP.dylib (423.32) <3BF732BE-DDE0-38EB-8C54-E4E3C64F77A7> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libvDSP.dylib
0x7fff8fd0a000 - 0x7fff8fd14fff libcommonCrypto.dylib (60049) <8C4F0CA0-389C-3EDC-B155-E62DD2187E1D> /usr/lib/system/libcommonCrypto.dylib
0x7fff8fda2000 - 0x7fff8fdb2ffb libsasl2.2.dylib (170) <C8E25710-68B6-368A-BF3E-48EC7273177B> /usr/lib/libsasl2.2.dylib
0x7fff8fdde000 - 0x7fff8fdebfff com.apple.Sharing (132.2 - 132.2) <F983394A-226D-3244-B511-FA51FDB6ADDA> /System/Library/PrivateFrameworks/Sharing.framework/Versions/A/Sharing
0x7fff8ff2d000 - 0x7fff8ff2dfff com.apple.Carbon (154 - 157) <45A9A40A-78FF-3EA0-8FAB-A4F81052FA55> /System/Library/Frameworks/Carbon.framework/Versions/A/Carbon
0x7fff8ff41000 - 0x7fff8ff4ffff com.apple.opengl (9.0.83 - 9.0.83) <AF467644-7B1D-327A-AC47-CECFCAF61990> /System/Library/Frameworks/OpenGL.framework/Versions/A/OpenGL
0x7fff8ff76000 - 0x7fff90357ffe libLAPACK.dylib (1094.5) <7E7A9B8D-1638-3914-BAE0-663B69865986> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libLAPACK.dylib
0x7fff903ab000 - 0x7fff904b0fff com.apple.ImageIO.framework (3.3.0 - 1038) <2C058216-C6D8-3380-A7EA-92A3F04520C1> /System/Library/Frameworks/ImageIO.framework/Versions/A/ImageIO
0x7fff904b1000 - 0x7fff904b7fff com.apple.AOSNotification (1.7.0 - 760.3) <7901B867-60F7-3645-BB3E-18C51A6FBCC6> /System/Library/PrivateFrameworks/AOSNotification.framework/Versions/A/AOSNotification
0x7fff904b8000 - 0x7fff9069dff7 com.apple.CoreFoundation (6.9 - 855.11) <E22C6A1F-8996-349C-905E-96C3BBE07C2F> /System/Library/Frameworks/CoreFoundation.framework/Versions/A/CoreFoundation
0x7fff9069e000 - 0x7fff906cffff com.apple.MediaKit (15 - 709) <23E33409-5C39-3F93-9E73-2B0E9EE8883E> /System/Library/PrivateFrameworks/MediaKit.framework/Versions/A/MediaKit
0x7fff906d0000 - 0x7fff906d1ff7 com.apple.print.framework.Print (9.0 - 260) <EE00FAE1-DA03-3EC2-8571-562518C46994> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/Print.framework/Versions/A/Print
0x7fff906df000 - 0x7fff9074cfff com.apple.SearchKit (1.4.0 - 1.4.0) <B9B8D510-A27E-36B0-93E9-17146D9E9045> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/SearchKit.framework/Versions/A/SearchKit
0x7fff9074d000 - 0x7fff9078cfff libGLU.dylib (9.0.83) <8B457205-513B-3477-AE9C-3AD979D5FE11> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLU.dylib
0x7fff9078d000 - 0x7fff907fcff1 com.apple.ApplicationServices.ATS (360 - 363.1) <88976B22-A9B8-3E7B-9AE6-0B8E09A968FC> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ATS.framework/Versions/A/ATS
0x7fff907fd000 - 0x7fff9084ffff libc++.1.dylib (120) <4F68DFC5-2077-39A8-A449-CAC5FDEE7BDE> /usr/lib/libc++.1.dylib
0x7fff9086b000 - 0x7fff90894fff GLRendererFloat (9.0.83) <1F1160A8-5047-3CEE-AC1E-D29520D0B367> /System/Library/Frameworks/OpenGL.framework/Versions/A/Resources/GLRendererFloat.bundle/GLRendererFloat
0x7fff90dba000 - 0x7fff90e49ff7 com.apple.Metadata (10.7.0 - 800.12) <04486C95-3E49-36C4-89B6-925E925BB417> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/Metadata.framework/Versions/A/Metadata
0x7fff90e4a000 - 0x7fff90e56ff7 com.apple.OpenDirectory (10.9 - 173.1.1) <6B78BD7B-5622-38E6-8FC6-86A117E3ACCA> /System/Library/Frameworks/OpenDirectory.framework/Versions/A/OpenDirectory
0x7fff90e57000 - 0x7fff90e90ff7 com.apple.QD (3.50 - 298) <C1F20764-DEF0-34CF-B3AB-AB5480D64E66> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/QD.framework/Versions/A/QD
0x7fff90e91000 - 0x7fff90e94ffa libCGXType.A.dylib (599.7) <2FC9C2BC-B5C5-3C27-93F9-51C6C4512E9D> /System/Library/Frameworks/CoreGraphics.framework/Versions/A/Resources/libCGXType.A.dylib
0x7fff90e95000 - 0x7fff90f7ffff libsqlite3.dylib (158) <00269BF9-43BE-39E0-9C85-24585B9923C8> /usr/lib/libsqlite3.dylib
0x7fff90f86000 - 0x7fff90fc7fff com.apple.PerformanceAnalysis (1.47 - 47) <784ED7B8-FAE4-36CE-8C76-B7D300316C9F> /System/Library/PrivateFrameworks/PerformanceAnalysis.framework/Versions/A/PerformanceAnalysis
0x7fff91040000 - 0x7fff9195c05f com.apple.CoreGraphics (1.600.0 - 599.7) <7D0FD5A7-A061-39BA-8E00-723825D2C4DD> /System/Library/Frameworks/CoreGraphics.framework/Versions/A/CoreGraphics
0x7fff91b6f000 - 0x7fff91bb1ff7 libauto.dylib (185.5) <F45C36E8-B606-3886-B5B1-B6745E757CA8> /usr/lib/libauto.dylib
0x7fff91bb2000 - 0x7fff91bd7ff7 com.apple.CoreVideo (1.8 - 117.2) <4674339E-26D0-35FA-9958-422832B39B12> /System/Library/Frameworks/CoreVideo.framework/Versions/A/CoreVideo
0x7fff91bd8000 - 0x7fff91d65ff7 GLEngine (9.0.83) <26CCE609-D645-3945-A678-517ED5B65785> /System/Library/Frameworks/OpenGL.framework/Versions/A/Resources/GLEngine.bundle/GLEngine
0x7fff91d7d000 - 0x7fff91dd6fff libTIFF.dylib (1038) <5CBFE0C2-9DD8-340B-BA63-A94CE2E476F2> /System/Library/Frameworks/ImageIO.framework/Versions/A/Resources/libTIFF.dylib
0x7fff91dd7000 - 0x7fff91dd8ffb libremovefile.dylib (33) <3543F917-928E-3DB2-A2F4-7AB73B4970EF> /usr/lib/system/libremovefile.dylib
0x7fff91e26000 - 0x7fff91e2eff3 libCGCMS.A.dylib (599.7) <92AA4E85-7633-36E2-BAD0-7B1A2E48E75C> /System/Library/Frameworks/CoreGraphics.framework/Versions/A/Resources/libCGCMS.A.dylib
0x7fff91e76000 - 0x7fff91f02ff7 com.apple.ink.framework (10.9 - 207) <8A50B893-AD03-3826-8555-A54FEAF08F47> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/Ink.framework/Versions/A/Ink
0x7fff91f03000 - 0x7fff921edfff com.apple.CoreServices.CarbonCore (1077.13 - 1077.13) <21324540-8B84-3333-ADB8-D3D5181D4639> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/CarbonCore.framework/Versions/A/CarbonCore
0x7fff921ee000 - 0x7fff92217fff com.apple.DictionaryServices (1.2 - 208) <A539A058-BA57-35EE-AA08-D0B0E835127D> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/DictionaryServices.framework/Versions/A/DictionaryServices
0x7fff92218000 - 0x7fff92223fff libkxld.dylib (2422.1.72) <C88EF3E6-B31F-3E12-BE9B-562D912BA733> /usr/lib/system/libkxld.dylib
0x7fff92224000 - 0x7fff92224ffd libOpenScriptingUtil.dylib (157) <19F0E769-0989-3062-9AFB-8976E90E9759> /usr/lib/libOpenScriptingUtil.dylib
0x7fff922cf000 - 0x7fff9234ffff com.apple.CoreSymbolication (3.0 - 141) <B018335C-698B-3F87-AF1C-6115C4FA8954> /System/Library/PrivateFrameworks/CoreSymbolication.framework/Versions/A/CoreSymbolication
External Modification Summary:
Calls made by other processes targeting this process:
task_for_pid: 1
thread_create: 0
thread_set_state: 0
Calls made by this process:
task_for_pid: 0
thread_create: 0
thread_set_state: 0
Calls made by all processes on this machine:
task_for_pid: 94044
thread_create: 2
thread_set_state: 0
VM Region Summary:
ReadOnly portion of Libraries: Total=192.1M resident=172.5M(90%) swapped_out_or_unallocated=19.7M(10%)
Writable regions: Total=117.2M written=15.8M(13%) resident=27.3M(23%) swapped_out=1048K(1%) unallocated=89.9M(77%)
REGION TYPE VIRTUAL
=========== =======
CG backing stores 4124K
CG image 4K
CG shared images 212K
IOKit 5500K
IOKit (reserved) 4K reserved VM address space (unallocated)
JS JIT generated code 192K
JS JIT generated code (reserved) 64K reserved VM address space (unallocated)
Kernel Alloc Once 8K
MALLOC 73.9M
MALLOC (admin) 32K
Memory Tag 242 12K
Memory Tag 249 264K
STACK GUARD 56.0M
Stack 11.6M
VM_ALLOCATE 524.0M
VM_ALLOCATE (reserved) 40K reserved VM address space (unallocated)
__DATA 39.5M
__IMAGE 528K
__LINKEDIT 70.2M
__TEXT 121.9M
__UNICODE 544K
mapped file 46.1M
shared memory 4K
=========== =======
TOTAL 954.5M
TOTAL, minus reserved VM space 954.4M
|
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| #270 | fixed | Crash rendering water shaders when GL_ARB_shader_objects not supported | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Game crashed on startup. I have a pretty crappy graphics card - Mobile Intel 945 Express Chipset Family - so that might be the cause. |
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| #900 | worksforme | Crash running two instances of the game at once | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
OS: WinXP Build: [9845] release or debug in VS2008 express I get this error when I have one instance of the game open and then open a new one, it's unable to start (pressing continue does seem to work but only momentarily, as other errors occur). Assertion failed: "GetLastError() == ERROR_FILE_NOT_FOUND"
Location: mahaf.cpp:350 (Init)
Call stack:
Init (mahaf.cpp:350)
s =
m_lastError = 2090328352 (0x7C97E120)
driverPathname =
path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >)
separator = 65134
ModuleInit (module_init.cpp:47)
initState = 0x0064AEDC -> 4294867266 (0xFFFE7942)
init = 0x00424AA0 -> (Init)
mahaf_Init (mahaf.cpp:372)
CounterHPET::MapRegisters (hpet.cpp:152)
registers = 0x0064ACA4 -> 0x00000000
CounterHPET::Activate (hpet.cpp:61)
this = (unavailable)
revision = (unavailable)
vendorID = (unavailable)
GetNextBestSafeCounter (whrt.cpp:77)
counter = 0x0012FEF0 -> (ICounter)
nextCounterId = 1 (0x00000001)
buf = [100]
12844
94 ('^')
25536
67 ('C')
64930
30275
5
0
46 ('.')
21044
1
0 ...
InitCounter (whrt.cpp:108)
whrt_Init (whrt.cpp:303)
winit_CallInitFunctions (winit.cpp:89)
wstartup_InitAndRegisterShutdown (wstartup.cpp:109)
initterm_e (:0)
__tmainCRTStartup (crtexe.c:483)
nested = 0 (0x00000000)
CallStartupWithinTryBlock (wseh.cpp:397)
ret = 1229579465 (0x4949E4C9)
RegisterWaitForInputIdle (:0)
errno = 0 (Unknown error (0, 0x0))
OS error = 2 (The system cannot find the file specified.)
This leads to other errors like: ERROR: CVFSFile: file shaders/model_common.vp couldn't be opened (vfs_load: -110300) ERROR: CVFSFile: file shaders/solid.fp couldn't be opened (vfs_load: -110300) ERROR: CVFSFile: file shaders/solid_tex.fp couldn't be opened (vfs_load: -110300) ERROR: CVFSFile: file shaders/solid_color.fp couldn't be opened (vfs_load: -110300) and Assertion failed: "p"
Location: trace.cpp:218 (Trace::Allocate)
Call stack:
Trace::NotifyLoad (trace.cpp:160)
this = (unavailable)
pathname = 0x0B9FB934 ->
path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >)
separator = [8] { 47 ('/'), 0, 0, 0, 47496, 2975, 2, 0 }
size = 2442 (0x0000098A)
VFS::LoadFile (vfs.cpp:187)
this = (unavailable)
pathname = 0x0B9FB934 (see above)
fileContents = 0x0012FB5C ->
px = 0x1024C000 -> "!!ARBfp1.0
#ifdef USE_FP_SHADOW
OPTION ARB_fragment_program_shadow;
#endif
#ifdef LIGHTING_MODEL_old
#define CLAMP_LIGHTING
#endif
#ifdef CLAMP_LIGHTING // for compat with old scenarios that expect clamped lighting
#define MAD_MAYBE_SAT MAD_SAT
#else
#define MAD_MAYBE_SAT MAD
#endif
#ifdef USE_OBJECTCOLOR
PARAM objectColor = program.local[0];
#endif
PARAM shadingColor = program.local[1];
PARAM ambient = program.local[2];
#ifdef USE_SHADOW_PCF
PARAM shadowOffsets1 = p"
pn =
pi_ = 0x0BA06E68 ->
use_count_ = 2 (0x00000002)
weak_count_ = 1 (0x00000001)
size = 0x0012FB64 -> 2442 (0x0000098A)
s = (ScopedLock)
directory = 0x1024B000 ->
m_files = (error -100500 while analyzing map<Path,VfsFile >)
m_subdirectories = (error -100500 while analyzing map<Path,VfsDirectory >)
m_realDirectory =
px = 0x70203D20 ->
(IFileLoader)
m_path =
path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >)
separator = (unavailable - internal error)
m_priority = (unavailable - internal error)
m_flags = (unavailable - internal error)
m_watch =
px = (unavailable - internal error)
pn =
pi_ = (unavailable - internal error)
pn =
pi_ = 0x72676F72 ->
use_count_ = (unavailable - internal error)
weak_count_ = (unavailable - internal error)
m_shouldPopulate = 1814981985 (0x6C2E6D61)
file = 0x0012FB64 (see above)
CVFSFile::Load (filesystem.cpp:112)
this = (unavailable)
vfs = 0x0064F2EC ->
px = 0x093F64D0 -> (IVFS)
pn =
pi_ = 0x093F6FF0 ->
use_count_ = 4 (0x00000004)
weak_count_ = 1 (0x00000001)
filename = 0x0B9FB934 (see above)
CShaderProgramARB::Reload (shaderprogram.cpp:110)
this = (unavailable)
vertexFile =
m_Buffer =
px = 0x0FD54430 -> "èP^"
pn =
pi_ = 0x000006DC
m_BufferSize = 270843904 (0x1024C000)
vertexCode = { (error -100500 while analyzing string >) }
fragmentCode = { (error -100500 while analyzing string >) }
fragmentFile =
m_Buffer =
px = 0x0BA06E68 (see above)
pn =
pi_ = 0x0000098A
m_BufferSize = 16907208 (0x0101FBC8)
preprocessor =
Source = 0x0012FACC -> [8] { 12, 251, 18, 0, 241, 206, 92 ('\'), 0 }
SourceEnd = 0x0012FBE8 -> [8] { 216, 18, 76 ('L'), 0, 236, 117 ('u'), 158, 11 }
Line = 1244100 (0x0012FBC4)
BOL = (bool)0x20
EnableOutput = 2089877600 (0x7C910060)
MacroList = 0xFFFFFFFF ->
Name =
Type = (unavailable - internal error)
Allocated = (unavailable - internal error)
String = (unavailable - internal error)
Buffer = (unavailable - internal error)
Length = (unavailable - internal error)
NumArgs = (unavailable - internal error)
Args = (unavailable - internal error)
Value =
Type = (unavailable - internal error)
Allocated = (unavailable - internal error)
String = (unavailable - internal error)
Buffer = (unavailable - internal error)
Length = (unavailable - internal error)
Body =
Type = (unavailable - internal error)
Allocated = (unavailable - internal error)
String = (unavailable - internal error)
Buffer = (unavailable - internal error)
Length = (unavailable - internal error)
Next = (unavailable - internal error)
ExpandFunc = (unavailable - internal error)
Expanding = (unavailable - internal error)
ErrorData = 0x7C91005D
it = (error -100406 while analyzing _Tree<<CStr8,CStr8>::iterator)
CShaderManager::ReloadChangedFile (shadermanager.cpp:206)
this = (unavailable)
path = 0x0012FC70 ->
path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >)
separator = [8] { 47 ('/'), 18, 30724, 32424, 64708, 18, 16217, 93 (']') }
files =
{ { (error -100500 while analyzing iterator<forward_iterator_tag,pair<Path const ,set<boost::weak_ptr<CShaderProgram> > >,int,pair<Path const ,set<boost::weak_ptr<CShaderProgram> > > *,pair<Path const ,set<boost::weak_ptr<CShaderProgram> > > &>) } }
base_ =
bucket_ = 0x0B9FABA8 ->
next_ = 0x005E4554 ->
next_ = 0x00403580 ->
next_ = 0x042444F6 ->
next_ = 0x00000000
node_ = 0x0B9FD8FC ->
next_ = 0x0BA01750 ->
next_ = 0x0B9FD878 ->
next_ = 0x00000000
program =
px = 0x0B9FABA8 (see above)
pn =
pi_ = 0x0B9FD8FC (see above)
CShaderManager::ReloadChangedFileCB (shadermanager.cpp:193)
param = 0x09684DE4
path = 0x0012FC70 (see above)
ReloadChangedFiles (filesystem.cpp:85)
notifications = (error -100500 while analyzing vector<DirWatchNotification >)
pathname =
path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >)
separator = 30724
Frame (main.cpp:296)
need_update = (bool)0x37
TimeSinceLastFrame = 0.000000 (0x093F5884)
need_render = (bool)0x3E
down = [3] { 0.000000 (0x005BA13D), 0.000000 (0x005B9310), 0.000000 (0x0012FEB8) }
RunGameOrAtlas (main.cpp:492)
argc = 1 (0x00000001)
argv = 0x093F5880 -> 0x093F5990 -> "C:\devel\0ad\ps\binaries\system\pyrogenesis.exe"
args =
m_Args = (error -100500 while analyzing vector<pair<CStr8,CStr8> >)
m_Arg0 =
path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >)
separator = 576
paths =
m_root =
path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >)
separator = 65068
m_rdata =
path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >)
separator = 22823
m_data =
path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >)
separator = 0
m_config =
path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >)
separator = 0
m_cache =
path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >)
separator = 65204
m_logs =
path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >)
separator = 30852
replay =
m_Stream = 0x00000001
mod =
path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >)
separator = 65128
zip =
path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >)
separator = 4
paths =
m_root =
path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >)
separator = 65068
m_rdata =
path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >)
separator = 22823
m_data =
path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >)
separator = 0
m_config =
path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >)
separator = 0
m_cache =
path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >)
separator = 65204
m_logs =
path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >)
separator = 30852
builder =
m_VFS =
px = 0x00000000
pn =
pi_ = 0x00000002
m_Files = (error -100500 while analyzing vector<Path >)
m_TempDir =
path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >)
separator = 47 ('/')
main (main.cpp:511)
argc = 1 (0x00000001)
argv = 0x093F5880 (see above)
wmain (wseh.cpp:380)
argc = 1 (0x00000001)
argv = 0x093F5210 -> 0x093F5218 -> "C:\devel\0ad\ps\binaries\system\pyrogenesis.exe"
utf8_argv = (error -100500 while analyzing vector<char * >)
ret = 6009910 (0x005BB436)
utf8 = (error -100500 while analyzing string >)
__tmainCRTStartup (crtexe.c:583)
nested = 0 (0x00000000)
CallStartupWithinTryBlock (wseh.cpp:397)
ret = 1196924228 (0x47579D44)
RegisterWaitForInputIdle (:0)
errno = 0 (No error reported here)
OS error = 2 (The system cannot find the file specified.)
|
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| #1092 | fixed | Crash saving games in debug-mode: Compartment mismatch | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
When saving a game in debug-mode it crashes. Apparently the reason is that SavedGames::Save tries calling "SetProperty" with a value returned by the GUI's scriptinterface using it's own instance of scriptinterface (simulation.GetScriptInterface()). simulation.GetScriptInterface().SetProperty(metadata.get(), "gui", gui->GetSavedGameData()); Each scriptinterface uses its own Spidermonkey runtime with an own compartment. the Value returned by gui->GetSavedGameData() "contains" another compartment than the one contained in the scriptinterface object of simulation. Spidermonkey checks if they match and raises an exception in debug mode because they don't. In release mode everything seems to work fine, but there are probably some hidden problems there too because the compartments don't match either. According to the Spidermonkey documentation objects of one compartment can't be used in another one by default, but there seem to be ways to interchange objects between compartments. I've started looking into spidermonkey a few hours ago, so I don't yet fully understand it. I'll need a bit more time before I know more details and what an appropriate solution would be. |
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| #4361 | needsinfo | Crash switching windows with Alt+Tab with dual monitor | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Hi my game crash and i get an error. Please see the log file for more Details. |
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| #5448 | needsinfo | Crash the game when playing, happened quite usually | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Using Wi-Fi as connection, which is not stable. It might be the cause of the problem. This is not the first time. Crashing periodically. |
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| #1618 | fixed | Crash towards end of game | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Twice when hosting multiplayer games, I've gotten this message: Much to our regret we must report the program has encountered an error. Please let us know at http://trac.wildfiregames.com/ and attach the crashlog.txt and crashlog.dmp files. Details: unhandled exception (Access violation reading 0x00000000) Location: unknown:0 (?) Call stack: (error while dumping stack: No stack frames found) errno = 0 (No error reported here) OS error = 487 (Attempt to access invalid address.) OS: Win7 64 bit Logs attached |
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| #860 | fixed | Crash upon exiting the game | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Operating System : Debian GNU/Linux 6.0.1 Kernel : Linux 2.6.32-5-amd64 (x86_64) C Library : GNU C Library version 2.11.2 (stable) Default C Compiler: GNU C Compiler version 4.4.5 (Debian 4.4.5-8) Processor : 4x Intel(R) Core(TM) i5 CPU 750 @ 2.67GHz Memory : 2025MB (1445MB used) OpenGL Renderer : GeForce GTS 250/PCI/SSE2 Resolution : 1920x1080 pixels h_mgr.cpp(659): Function call failed: return value was -100022 (Invalid handle)
Function call failed: return value was -100022 (Invalid handle)
Location: h_mgr.cpp:659 (h_free)
Call stack:
(0x7013bd) ./pyrogenesis() [0x7013bd]
(0x6aa114) ./pyrogenesis() [0x6aa114]
(0x6aa816) ./pyrogenesis() [0x6aa816]
(0x6aa999) ./pyrogenesis() [0x6aa999]
(0x6d13a4) ./pyrogenesis() [0x6d13a4]
(0x6d3499) ./pyrogenesis() [0x6d3499]
(0x6d0b5d) ./pyrogenesis() [0x6d0b5d]
(0x6d0ddf) ./pyrogenesis() [0x6d0ddf]
(0x708303) ./pyrogenesis() [0x708303]
(0x513186) ./pyrogenesis() [0x513186]
(0x414df5) ./pyrogenesis() [0x414df5]
(0x415b13) ./pyrogenesis() [0x415b13]
(0x7f58d18efc4d) /lib/libc.so.6(__libc_start_main+0xfd) [0x7f58d18efc4d]
(0x4134c9) ./pyrogenesis() [0x4134c9]
errno = 0 (?)
OS error = ?
0x00007f58d197178d in nanosleep () at ../sysdeps/unix/syscall-template.S:82
82 ../sysdeps/unix/syscall-template.S: Ingen slik fil eller filkatalog.
in ../sysdeps/unix/syscall-template.S
(gdb) bt
#0 0x00007f58d197178d in nanosleep () at ../sysdeps/unix/syscall-template.S:82
#1 0x00007f58d1971600 in __sleep (seconds=<value optimized out>)
at ../sysdeps/unix/sysv/linux/sleep.c:138
#2 0x0000000000705ad9 in udbg_launch_debugger ()
at ../../../source/lib/sysdep/os/unix/udbg.cpp:76
#3 0x0000000000706b23 in try_gui_display_error (text=<value optimized out>,
manual_break=<value optimized out>, allow_suppress=true, no_continue=false)
at ../../../source/lib/sysdep/os/unix/unix.cpp:173
#4 0x0000000000706c7c in sys_display_error (
text=0x7f58cb61f000 L"Function call failed: return value was -100022 (Invalid handle)\r\nLocation: h_mgr.cpp:659 (h_free)\r\n\r\nCall stack:\r\n\r\n(0x7013bd) ./pyrogenesis() [0x7013bd]\n(0x6aa114) ./pyrogenesis() [0x6aa114]\n(0x6aa81"..., flags=<value optimized out>)
at ../../../source/lib/sysdep/os/unix/unix.cpp:214
#5 0x00000000006aa82c in debug_DisplayError (
description=<value optimized out>, flags=6,
lastFuncToSkip=<value optimized out>, pathname=<value optimized out>,
line=659, func=<value optimized out>, suppress=0xa0cf08,
context=<value optimized out>) at ../../../source/lib/debug.cpp:466
#6 0x00000000006aa999 in debug_OnError (err=-100022, suppress=0xa0cf08,
file=0x76c318 L"../../../source/lib/res/h_mgr.cpp", line=659,
func=0x76c8f6 "h_free") at ../../../source/lib/debug.cpp:541
#7 0x00000000006d13a4 in h_free (h=@0x7f5881fd7c10, type=0x9fee60)
---Type <return> to continue, or q <return> to quit---
at ../../../source/lib/res/h_mgr.cpp:659
#8 0x00000000006d3499 in GLCursor::destroy (c=0x7f5881fd7c00)
at ../../../source/lib/res/graphics/cursor.cpp:110
#9 Cursor_dtor (c=0x7f5881fd7c00)
at ../../../source/lib/res/graphics/cursor.cpp:178
#10 0x00000000006d0b5d in h_free_idx (idx=646, hd=0x7f5881fd7bd0)
at ../../../source/lib/res/h_mgr.cpp:615
#11 0x00000000006d0ddf in Shutdown () at ../../../source/lib/res/h_mgr.cpp:840
#12 0x0000000000708303 in ModuleShutdown (initState=0xa07cb8,
shutdown=0x6d0d20 <Shutdown>) at ../../../source/lib/module_init.cpp:71
#13 0x0000000000513186 in Shutdown ()
at ../../../source/ps/GameSetup/GameSetup.cpp:657
#14 0x0000000000414df5 in RunGameOrAtlas (argc=<value optimized out>,
argv=<value optimized out>) at ../../../source/main.cpp:493
#15 0x0000000000415b13 in main (argc=1, argv=0x7fff3d752d38)
at ../../../source/main.cpp:511
Current language: auto
The current source language is "auto; currently asm".
|
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| #5063 | duplicate | Crash upon gamestart at CPostprocManager::ApplyBlurDownscale2x | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Hello, every time I started a game it crashes when it gets to a 100%. In solo an in Multiplayer. I always get Details: unhandled exception (Access violation reading 0x65762065) Location: unknown:0 (?) Call stack: (error while dumping stack: No stack frames found) errno = 0 (No error reported here) OS error = 0 (no error code was set) |
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| #5281 | duplicate | Crash when create or join a multiplayer game on macOS High Sierra 10.13.3 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
I installed Mac osx version 12 mai 2018 (21819MP-release) My MAC version is macOS High Sierra 10.13.3 There is my crash report : Process: pyrogenesis [1169] Path: /Applications/0 A.D..app/Contents/MacOS/pyrogenesis Identifier: com.wildfiregames.0ad Version: 0.0.23 (0.0.23) Code Type: X86-64 (Native) Parent Process: ??? [1] Responsible: pyrogenesis [1169] User ID: 501 Date/Time: 2018-08-08 21:02:45.110 +0200 OS Version: Mac OS X 10.13.3 (17D102) Report Version: 12 Anonymous UUID: 221CC741-FE24-22F8-C140-AB3E83D2358E Time Awake Since Boot: 1700 seconds System Integrity Protection: enabled Crashed Thread: 0 Dispatch queue: com.apple.main-thread Exception Type: EXC_CRASH (SIGTRAP) Exception Codes: 0x0000000000000000, 0x0000000000000000 Exception Note: EXC_CORPSE_NOTIFY Termination Signal: Trace/BPT trap: 5 Termination Reason: Namespace SIGNAL, Code 0x5 Terminating Process: pyrogenesis [1169] Thread 0 Crashed:: Dispatch queue: com.apple.main-thread 0 libsystem_kernel.dylib 0x00007fff7eb7b77a kill + 10 1 com.wildfiregames.0ad 0x00000001049829ab TexCodecDds::decode(unsigned char*, unsigned long, Tex*) const + 427 2 com.wildfiregames.0ad 0x0000000104981523 Tex::decode(std::1::shared_ptr<unsigned char> const&, unsigned long) + 323 3 com.wildfiregames.0ad 0x000000010495021f OglTex_reload(OglTex*, std::1::shared_ptr<IVFS> const&, Path const&, long long) + 111 4 com.wildfiregames.0ad 0x0000000104950d74 h_alloc(H_VTbl*, std::1::shared_ptr<IVFS> const&, Path const&, unsigned long, ...) + 1268 5 com.wildfiregames.0ad 0x000000010480ab62 CTextureManagerImpl::LoadTexture(std::1::shared_ptr<CTexture> const&, Path const&) + 178 6 com.wildfiregames.0ad 0x0000000104809407 CTextureManagerImpl::TryLoadingCached(std::1::shared_ptr<CTexture> const&) + 183 7 com.wildfiregames.0ad 0x00000001048092a9 CTexture::TryLoad() + 105 8 com.wildfiregames.0ad 0x000000010480921c CTexture::GetHandle() + 28 9 com.wildfiregames.0ad 0x00000001047ea47d CShaderProgram::BindTexture(CStrIntern, std::1::shared_ptr<CTexture>) + 45 10 com.wildfiregames.0ad 0x00000001049023a9 GUIRenderer::Draw(GUIRenderer::DrawCalls&, float) + 281 11 com.wildfiregames.0ad 0x00000001048dc7a0 CGUISpriteInstance::Draw(CRect, int, std::1::map<CStr8, CGUISprite*, std::1::less<CStr8>, std::1::allocator<std::__1::pair<CStr8 const, CGUISprite*> > >&, float) const + 144 12 com.wildfiregames.0ad 0x000000010491795c IGUIButtonBehavior::DrawButton(CRect const&, float const&, CGUISpriteInstance&, CGUISpriteInstance&, CGUISpriteInstance&, CGUISpriteInstance&, int) + 316 13 com.wildfiregames.0ad 0x00000001048bbea7 CButton::Draw() + 887 14 com.wildfiregames.0ad 0x000000010490ccaa GUI<int>::RecurseObject(int, IGUIObject*, void (IGUIObject::*)()) + 74 15 com.wildfiregames.0ad 0x000000010490ccd1 GUI<int>::RecurseObject(int, IGUIObject*, void (IGUIObject::*)()) + 113 16 com.wildfiregames.0ad 0x000000010490ccd1 GUI<int>::RecurseObject(int, IGUIObject*, void (IGUIObject::*)()) + 113 17 com.wildfiregames.0ad 0x000000010490ccd1 GUI<int>::RecurseObject(int, IGUIObject*, void (IGUIObject::*)()) + 113 18 com.wildfiregames.0ad 0x00000001048c938b CGUI::Draw() + 59 19 com.wildfiregames.0ad 0x00000001048fe049 CGUIManager::Draw() + 169 20 com.wildfiregames.0ad 0x00000001046e14ba Render() + 522 21 com.wildfiregames.0ad 0x00000001045165a5 RunGameOrAtlas(int, char const) + 8069 22 com.wildfiregames.0ad 0x0000000104514556 main + 54 23 libdyld.dylib 0x00007fff7ea2c115 start + 1 Thread 1:: Analysis Helper 0 libsystem_kernel.dylib 0x00007fff7eb7bcee psynch_cvwait + 10 1 libsystem_pthread.dylib 0x00007fff7ecb8662 _pthread_cond_wait + 732 2 com.wildfiregames.0ad 0x0000000104b1da45 PR_WaitCondVar + 389 3 com.wildfiregames.0ad 0x0000000104c69a41 js::HelperThread::threadLoop() + 1297 4 libsystem_pthread.dylib 0x00007fff7ecb76c1 _pthread_body + 340 5 libsystem_pthread.dylib 0x00007fff7ecb756d _pthread_start + 377 6 libsystem_pthread.dylib 0x00007fff7ecb6c5d thread_start + 13 Thread 2:: Analysis Helper 0 libsystem_kernel.dylib 0x00007fff7eb7bcee psynch_cvwait + 10 1 libsystem_pthread.dylib 0x00007fff7ecb8662 _pthread_cond_wait + 732 2 com.wildfiregames.0ad 0x0000000104b1da45 PR_WaitCondVar + 389 3 com.wildfiregames.0ad 0x0000000104c69a41 js::HelperThread::threadLoop() + 1297 4 libsystem_pthread.dylib 0x00007fff7ecb76c1 _pthread_body + 340 5 libsystem_pthread.dylib 0x00007fff7ecb756d _pthread_start + 377 6 libsystem_pthread.dylib 0x00007fff7ecb6c5d thread_start + 13 Thread 3:: Analysis Helper 0 libsystem_kernel.dylib 0x00007fff7eb7bcee psynch_cvwait + 10 1 libsystem_pthread.dylib 0x00007fff7ecb8662 _pthread_cond_wait + 732 2 com.wildfiregames.0ad 0x0000000104b1da45 PR_WaitCondVar + 389 3 com.wildfiregames.0ad 0x0000000104c69a41 js::HelperThread::threadLoop() + 1297 4 libsystem_pthread.dylib 0x00007fff7ecb76c1 _pthread_body + 340 5 libsystem_pthread.dylib 0x00007fff7ecb756d _pthread_start + 377 6 libsystem_pthread.dylib 0x00007fff7ecb6c5d thread_start + 13 Thread 4:: Analysis Helper 0 libsystem_kernel.dylib 0x00007fff7eb7bcee psynch_cvwait + 10 1 libsystem_pthread.dylib 0x00007fff7ecb8662 _pthread_cond_wait + 732 2 com.wildfiregames.0ad 0x0000000104b1da45 PR_WaitCondVar + 389 3 com.wildfiregames.0ad 0x0000000104c69a41 js::HelperThread::threadLoop() + 1297 4 libsystem_pthread.dylib 0x00007fff7ecb76c1 _pthread_body + 340 5 libsystem_pthread.dylib 0x00007fff7ecb756d _pthread_start + 377 6 libsystem_pthread.dylib 0x00007fff7ecb6c5d thread_start + 13 Thread 5:: Analysis Helper 0 libsystem_kernel.dylib 0x00007fff7eb7bcee psynch_cvwait + 10 1 libsystem_pthread.dylib 0x00007fff7ecb8662 _pthread_cond_wait + 732 2 com.wildfiregames.0ad 0x0000000104b1da45 PR_WaitCondVar + 389 3 com.wildfiregames.0ad 0x0000000104c69a41 js::HelperThread::threadLoop() + 1297 4 libsystem_pthread.dylib 0x00007fff7ecb76c1 _pthread_body + 340 5 libsystem_pthread.dylib 0x00007fff7ecb756d _pthread_start + 377 6 libsystem_pthread.dylib 0x00007fff7ecb6c5d thread_start + 13 Thread 6:: Analysis Helper 0 libsystem_kernel.dylib 0x00007fff7eb7bcee psynch_cvwait + 10 1 libsystem_pthread.dylib 0x00007fff7ecb8662 _pthread_cond_wait + 732 2 com.wildfiregames.0ad 0x0000000104b1da45 PR_WaitCondVar + 389 3 com.wildfiregames.0ad 0x0000000104c69a41 js::HelperThread::threadLoop() + 1297 4 libsystem_pthread.dylib 0x00007fff7ecb76c1 _pthread_body + 340 5 libsystem_pthread.dylib 0x00007fff7ecb756d _pthread_start + 377 6 libsystem_pthread.dylib 0x00007fff7ecb6c5d thread_start + 13 Thread 7:: Analysis Helper 0 libsystem_kernel.dylib 0x00007fff7eb7bcee psynch_cvwait + 10 1 libsystem_pthread.dylib 0x00007fff7ecb8662 _pthread_cond_wait + 732 2 com.wildfiregames.0ad 0x0000000104b1da45 PR_WaitCondVar + 389 3 com.wildfiregames.0ad 0x0000000104c69a41 js::HelperThread::threadLoop() + 1297 4 libsystem_pthread.dylib 0x00007fff7ecb76c1 _pthread_body + 340 5 libsystem_pthread.dylib 0x00007fff7ecb756d _pthread_start + 377 6 libsystem_pthread.dylib 0x00007fff7ecb6c5d thread_start + 13 Thread 8:: Analysis Helper 0 libsystem_kernel.dylib 0x00007fff7eb7bcee psynch_cvwait + 10 1 libsystem_pthread.dylib 0x00007fff7ecb8662 _pthread_cond_wait + 732 2 com.wildfiregames.0ad 0x0000000104b1da45 PR_WaitCondVar + 389 3 com.wildfiregames.0ad 0x0000000104c69a41 js::HelperThread::threadLoop() + 1297 4 libsystem_pthread.dylib 0x00007fff7ecb76c1 _pthread_body + 340 5 libsystem_pthread.dylib 0x00007fff7ecb756d _pthread_start + 377 6 libsystem_pthread.dylib 0x00007fff7ecb6c5d thread_start + 13 Thread 9:: Analysis Helper 0 libsystem_kernel.dylib 0x00007fff7eb7bcee psynch_cvwait + 10 1 libsystem_pthread.dylib 0x00007fff7ecb8662 _pthread_cond_wait + 732 2 com.wildfiregames.0ad 0x0000000104b1da45 PR_WaitCondVar + 389 3 com.wildfiregames.0ad 0x0000000104c69a41 js::HelperThread::threadLoop() + 1297 4 libsystem_pthread.dylib 0x00007fff7ecb76c1 _pthread_body + 340 5 libsystem_pthread.dylib 0x00007fff7ecb756d _pthread_start + 377 6 libsystem_pthread.dylib 0x00007fff7ecb6c5d thread_start + 13 Thread 10:: Analysis Helper 0 libsystem_kernel.dylib 0x00007fff7eb7bcee psynch_cvwait + 10 1 libsystem_pthread.dylib 0x00007fff7ecb8662 _pthread_cond_wait + 732 2 com.wildfiregames.0ad 0x0000000104b1da45 PR_WaitCondVar + 389 3 com.wildfiregames.0ad 0x0000000104c69a41 js::HelperThread::threadLoop() + 1297 4 libsystem_pthread.dylib 0x00007fff7ecb76c1 _pthread_body + 340 5 libsystem_pthread.dylib 0x00007fff7ecb756d _pthread_start + 377 6 libsystem_pthread.dylib 0x00007fff7ecb6c5d thread_start + 13 Thread 11:: Analysis Helper 0 libsystem_kernel.dylib 0x00007fff7eb7bcee psynch_cvwait + 10 1 libsystem_pthread.dylib 0x00007fff7ecb8662 _pthread_cond_wait + 732 2 com.wildfiregames.0ad 0x0000000104b1da45 PR_WaitCondVar + 389 3 com.wildfiregames.0ad 0x0000000104c69a41 js::HelperThread::threadLoop() + 1297 4 libsystem_pthread.dylib 0x00007fff7ecb76c1 _pthread_body + 340 5 libsystem_pthread.dylib 0x00007fff7ecb756d _pthread_start + 377 6 libsystem_pthread.dylib 0x00007fff7ecb6c5d thread_start + 13 Thread 12:: Analysis Helper 0 libsystem_kernel.dylib 0x00007fff7eb7bcee psynch_cvwait + 10 1 libsystem_pthread.dylib 0x00007fff7ecb8662 _pthread_cond_wait + 732 2 com.wildfiregames.0ad 0x0000000104b1da45 PR_WaitCondVar + 389 3 com.wildfiregames.0ad 0x0000000104c69a41 js::HelperThread::threadLoop() + 1297 4 libsystem_pthread.dylib 0x00007fff7ecb76c1 _pthread_body + 340 5 libsystem_pthread.dylib 0x00007fff7ecb756d _pthread_start + 377 6 libsystem_pthread.dylib 0x00007fff7ecb6c5d thread_start + 13 Thread 13: 0 libsystem_kernel.dylib 0x00007fff7eb727c2 mach_msg_trap + 10 1 libsystem_kernel.dylib 0x00007fff7eb71cdc mach_msg + 60 2 com.wildfiregames.0ad 0x0000000104b88a8d AsmJSMachExceptionHandlerThread(void*) + 61 Thread 14:: com.apple.audio.IOThread.client 0 libsystem_kernel.dylib 0x00007fff7eb727c2 mach_msg_trap + 10 1 libsystem_kernel.dylib 0x00007fff7eb71cdc mach_msg + 60 2 com.apple.audio.CoreAudio 0x00007fff56b7395a HALB_MachPort::SendMessageWithReply(unsigned int, unsigned int, unsigned int, unsigned int, mach_msg_header_t*, bool, unsigned int) + 124 3 com.apple.audio.CoreAudio 0x00007fff56b738cd HALB_MachPort::SendSimpleMessageWithSimpleReply(unsigned int, unsigned int, int, int&, bool, unsigned int) + 45 4 com.apple.audio.CoreAudio 0x00007fff56b70939 HALC_ProxyIOContext::IOWorkLoop() + 977 5 com.apple.audio.CoreAudio 0x00007fff56b7039c HALC_ProxyIOContext::IOThreadEntry(void*) + 128 6 com.apple.audio.CoreAudio 0x00007fff56b700de HALB_IOThread::Entry(void*) + 72 7 libsystem_pthread.dylib 0x00007fff7ecb76c1 _pthread_body + 340 8 libsystem_pthread.dylib 0x00007fff7ecb756d _pthread_start + 377 9 libsystem_pthread.dylib 0x00007fff7ecb6c5d thread_start + 13 Thread 15: 0 libsystem_kernel.dylib 0x00007fff7eb7c05a semwait_signal + 10 1 libsystem_c.dylib 0x00007fff7eaf775c nanosleep + 199 2 com.wildfiregames.0ad 0x0000000104ac6f66 SDL_Delay_REAL + 102 3 com.wildfiregames.0ad 0x00000001049dcc87 SDL_Delay + 23 4 com.wildfiregames.0ad 0x000000010476ee72 CSoundManagerWorker::Run() + 146 5 com.wildfiregames.0ad 0x000000010476ed99 CSoundManagerWorker::RunThread(void*) + 121 6 libsystem_pthread.dylib 0x00007fff7ecb76c1 _pthread_body + 340 7 libsystem_pthread.dylib 0x00007fff7ecb756d _pthread_start + 377 8 libsystem_pthread.dylib 0x00007fff7ecb6c5d thread_start + 13 Thread 16: 0 libsystem_kernel.dylib 0x00007fff7eb7bcee psynch_cvwait + 10 1 libsystem_pthread.dylib 0x00007fff7ecb8662 _pthread_cond_wait + 732 2 com.wildfiregames.0ad 0x0000000104abef0d SDL_CondWaitTimeout_REAL + 205 3 com.wildfiregames.0ad 0x0000000104abe8e5 SDL_SemWaitTimeout_REAL + 181 4 com.wildfiregames.0ad 0x0000000104abe94a SDL_SemWait_REAL + 26 5 com.wildfiregames.0ad 0x00000001049d9a64 SDL_SemWait + 36 6 com.wildfiregames.0ad 0x00000001047438f8 CUserReporterWorker::Run() + 536 7 com.wildfiregames.0ad 0x0000000104743608 CUserReporterWorker::RunThread(void*) + 120 8 libsystem_pthread.dylib 0x00007fff7ecb76c1 _pthread_body + 340 9 libsystem_pthread.dylib 0x00007fff7ecb756d _pthread_start + 377 10 libsystem_pthread.dylib 0x00007fff7ecb6c5d thread_start + 13 Thread 17:: SDLTimer 0 libsystem_kernel.dylib 0x00007fff7eb7bcee psynch_cvwait + 10 1 libsystem_pthread.dylib 0x00007fff7ecb8662 _pthread_cond_wait + 732 2 com.wildfiregames.0ad 0x0000000104abef0d SDL_CondWaitTimeout_REAL + 205 3 com.wildfiregames.0ad 0x0000000104abe8e5 SDL_SemWaitTimeout_REAL + 181 4 com.wildfiregames.0ad 0x0000000104a3e95c SDL_TimerThread + 604 5 com.wildfiregames.0ad 0x0000000104a3df24 SDL_RunThread + 132 6 com.wildfiregames.0ad 0x0000000104abe385 RunThread + 21 7 libsystem_pthread.dylib 0x00007fff7ecb76c1 _pthread_body + 340 8 libsystem_pthread.dylib 0x00007fff7ecb756d _pthread_start + 377 9 libsystem_pthread.dylib 0x00007fff7ecb6c5d thread_start + 13 Thread 18:: com.apple.NSEventThread 0 libsystem_kernel.dylib 0x00007fff7eb727c2 mach_msg_trap + 10 1 libsystem_kernel.dylib 0x00007fff7eb71cdc mach_msg + 60 2 com.apple.CoreFoundation 0x00007fff57102575 CFRunLoopServiceMachPort + 341 3 com.apple.CoreFoundation 0x00007fff571018c7 CFRunLoopRun + 1783 4 com.apple.CoreFoundation 0x00007fff57100f43 CFRunLoopRunSpecific + 483 5 com.apple.AppKit 0x00007fff548213c8 _NSEventThread + 184 6 libsystem_pthread.dylib 0x00007fff7ecb76c1 _pthread_body + 340 7 libsystem_pthread.dylib 0x00007fff7ecb756d _pthread_start + 377 8 libsystem_pthread.dylib 0x00007fff7ecb6c5d thread_start + 13 Thread 19: 0 libsystem_kernel.dylib 0x00007fff7eb7bcee psynch_cvwait + 10 1 libsystem_pthread.dylib 0x00007fff7ecb8662 _pthread_cond_wait + 732 2 com.wildfiregames.0ad 0x0000000104abef0d SDL_CondWaitTimeout_REAL + 205 3 com.wildfiregames.0ad 0x0000000104abe8e5 SDL_SemWaitTimeout_REAL + 181 4 com.wildfiregames.0ad 0x0000000104abe94a SDL_SemWait_REAL + 26 5 com.wildfiregames.0ad 0x00000001049d9a64 SDL_SemWait + 36 6 com.wildfiregames.0ad 0x000000010480458a CTextureConverter::RunThread(void*) + 122 7 libsystem_pthread.dylib 0x00007fff7ecb76c1 _pthread_body + 340 8 libsystem_pthread.dylib 0x00007fff7ecb756d _pthread_start + 377 9 libsystem_pthread.dylib 0x00007fff7ecb6c5d thread_start + 13 Thread 20: 0 libsystem_kernel.dylib 0x00007fff7eb7c562 workq_kernreturn + 10 1 libsystem_pthread.dylib 0x00007fff7ecb726f _pthread_wqthread + 1552 2 libsystem_pthread.dylib 0x00007fff7ecb6c4d start_wqthread + 13 Thread 21: 0 libsystem_kernel.dylib 0x00007fff7eb7bfca select + 10 1 com.wildfiregames.0ad 0x00000001053a9d9e enet_socket_wait + 398 2 com.wildfiregames.0ad 0x00000001053a4dae enet_host_service + 798 3 com.wildfiregames.0ad 0x000000010453a6c9 CNetServerWorker::RunStep() + 809 4 com.wildfiregames.0ad 0x000000010453a235 CNetServerWorker::Run() + 389 5 com.wildfiregames.0ad 0x00000001045389cb CNetServerWorker::RunThread(void*) + 43 6 libsystem_pthread.dylib 0x00007fff7ecb76c1 _pthread_body + 340 7 libsystem_pthread.dylib 0x00007fff7ecb756d _pthread_start + 377 8 libsystem_pthread.dylib 0x00007fff7ecb6c5d thread_start + 13 Thread 22: 0 libsystem_kernel.dylib 0x00007fff7eb7bfca select + 10 1 com.wildfiregames.0ad 0x0000000104b2a984 poll + 804 2 com.wildfiregames.0ad 0x000000010584009f receivedata + 111 3 com.wildfiregames.0ad 0x0000000105841cd2 ssdpDiscoverDevices + 2258 4 com.wildfiregames.0ad 0x0000000105839f6b upnpDiscoverDevices + 555 5 com.wildfiregames.0ad 0x000000010583a05b upnpDiscover + 123 6 com.wildfiregames.0ad 0x0000000104538ca4 CNetServerWorker::SetupUPnP(void*) + 692 7 libsystem_pthread.dylib 0x00007fff7ecb76c1 _pthread_body + 340 8 libsystem_pthread.dylib 0x00007fff7ecb756d _pthread_start + 377 9 libsystem_pthread.dylib 0x00007fff7ecb6c5d thread_start + 13 Thread 23: 0 libsystem_kernel.dylib 0x00007fff7eb727c2 mach_msg_trap + 10 1 libsystem_kernel.dylib 0x00007fff7eb71cdc mach_msg + 60 2 com.wildfiregames.0ad 0x0000000104b88a8d AsmJSMachExceptionHandlerThread(void*) + 61 Thread 24: 0 libsystem_kernel.dylib 0x00007fff7eb7c562 workq_kernreturn + 10 1 libsystem_pthread.dylib 0x00007fff7ecb706a _pthread_wqthread + 1035 2 libsystem_pthread.dylib 0x00007fff7ecb6c4d start_wqthread + 13 Thread 25: 0 libsystem_kernel.dylib 0x00007fff7eb7c562 workq_kernreturn + 10 1 libsystem_pthread.dylib 0x00007fff7ecb726f _pthread_wqthread + 1552 2 libsystem_pthread.dylib 0x00007fff7ecb6c4d start_wqthread + 13 Thread 26: 0 libsystem_kernel.dylib 0x00007fff7eb7c562 workq_kernreturn + 10 1 libsystem_pthread.dylib 0x00007fff7ecb726f _pthread_wqthread + 1552 2 libsystem_pthread.dylib 0x00007fff7ecb6c4d start_wqthread + 13 Thread 27: 0 libsystem_kernel.dylib 0x00007fff7eb7c562 workq_kernreturn + 10 1 libsystem_pthread.dylib 0x00007fff7ecb726f _pthread_wqthread + 1552 2 libsystem_pthread.dylib 0x00007fff7ecb6c4d start_wqthread + 13 Thread 28: 0 libsystem_kernel.dylib 0x00007fff7eb7c562 workq_kernreturn + 10 1 libsystem_pthread.dylib 0x00007fff7ecb726f _pthread_wqthread + 1552 2 libsystem_pthread.dylib 0x00007fff7ecb6c4d start_wqthread + 13 Thread 29: 0 libsystem_kernel.dylib 0x00007fff7eb7c562 workq_kernreturn + 10 1 libsystem_pthread.dylib 0x00007fff7ecb706a _pthread_wqthread + 1035 2 libsystem_pthread.dylib 0x00007fff7ecb6c4d start_wqthread + 13 Thread 30: 0 libsystem_kernel.dylib 0x00007fff7eb7c562 workq_kernreturn + 10 1 libsystem_pthread.dylib 0x00007fff7ecb726f _pthread_wqthread + 1552 2 libsystem_pthread.dylib 0x00007fff7ecb6c4d start_wqthread + 13 Thread 0 crashed with X86 Thread State (64-bit):
Logical CPU: 0 Error Code: 0x02000025 Trap Number: 133 Binary Images:
External Modification Summary:
VM Region Summary: ReadOnly portion of Libraries: Total=420.0M resident=0K(0%) swapped_out_or_unallocated=420.0M(100%) Writable regions: Total=652.7M written=0K(0%) resident=0K(0%) swapped_out=0K(0%) unallocated=652.7M(100%)
REGION TYPE SIZE COUNT (non-coalesced) =========== ======= ======= Accelerate framework 128K 2 Activity Tracing 256K 2 CG backing stores 6056K 4 CG image 300K 7 CoreAnimation 28K 6 CoreGraphics 8K 2 CoreImage 24K 3 CoreUI image data 784K 12 CoreUI image file 180K 3 Foundation 5808K 3 IOKit 15.5M 2 Kernel Alloc Once 8K 2 MALLOC 559.7M 99 MALLOC guard page 48K 12 Memory Tag 242 12K 2 Memory Tag 249 156K 3 OpenGL GLSL 256K 4 STACK GUARD 56.1M 32 Stack 23.2M 32 VM_ALLOCATE 57.5M 48 VM_ALLOCATE (reserved) 1660K 4 reserved VM address space (unallocated) DATA 25.9M 259 FONT_DATA 4K 2 GLSLBUILTINS 2588K 2 LINKEDIT 201.4M 10 TEXT 218.6M 263 UNICODE 560K 2 mapped file 45.8M 15 shared memory 812K 15 =========== ======= ======= TOTAL 1.2G 823 TOTAL, minus reserved VM space 1.2G 823 Model: MacBookPro11,5, BootROM MBP114.0177.B00, 4 processors, Intel Core i7, 2,5 GHz, 16 GB, SMC 2.30f2 Graphics: AMD Radeon R9 M370X, AMD Radeon R9 M370X, PCIe, 2 GB Graphics: Intel Iris Pro, Intel Iris Pro, Built-In Memory Module: BANK 0/DIMM0, 8 GB, DDR3, 1600 MHz, 0x80AD, 0x484D54343147533642465238412D50422020 Memory Module: BANK 1/DIMM0, 8 GB, DDR3, 1600 MHz, 0x80AD, 0x484D54343147533642465238412D50422020 AirPort: spairport_wireless_card_type_airport_extreme (0x14E4, 0x152), Broadcom BCM43xx 1.0 (7.77.37.5.1a3) Bluetooth: Version 6.0.2f2, 3 services, 27 devices, 1 incoming serial ports Network Service: Wi-Fi, AirPort, en0 Serial ATA Device: APPLE SSD SM0512G, 500,28 GB USB Device: USB 3.0 Bus USB Device: Apple Internal Keyboard / Trackpad USB Device: Bluetooth USB Host Controller USB Device: Gaming Mouse G502 Thunderbolt Bus: MacBook Pro, Apple Inc., 27.1 |
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| #2935 | fixed | Crash when deleting the last saved game | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
I've got a crash when going to the "load save game", selecting the last game in the list and trying to suppress it. This is on Linux. Running in the debugger, I got CList.cpp(360): Assertion failed: "selected >= 0 && selected+1 < (int)m_ItemsYPositions.size()" Assertion failed: "selected >= 0 && selected+1 < (int)m_ItemsYPositions.size()" Location: CList.cpp:360 (DrawList) The job crash, but the saved game is nonetheless suppressed. |
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| #5688 | duplicate | Crash when i try to create multiplayer account | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
This si the error: Process: pyrogenesis [17436] Path: /Applications/0 A.D.app/Contents/MacOS/pyrogenesis Identifier: com.wildfiregames.0ad Version: 0.0.X (0.0.X) Code Type: X86-64 (Native) Parent Process: ??? [1] Responsible: pyrogenesis [17436] User ID: 501 Date/Time: 2020-03-01 19:24:17.201 +0100 OS Version: Mac OS X 10.15.3 (19D76) Report Version: 12 Anonymous UUID: 725E5C3E-DCA1-545F-6DE1-981F0F8815DB Sleep/Wake UUID: 31360AA4-7A41-49AF-AFBF-20F688B58067 Time Awake Since Boot: 220000 seconds Time Since Wake: 1700 seconds System Integrity Protection: enabled Crashed Thread: 0 Dispatch queue: com.apple.main-thread Exception Type: EXC_BAD_INSTRUCTION (SIGILL) Exception Codes: 0x0000000000000001, 0x0000000000000000 Exception Note: EXC_CORPSE_NOTIFY Termination Signal: Illegal instruction: 4 Termination Reason: Namespace SIGNAL, Code 0x4 Terminating Process: exc handler [17436] Thread 0 Crashed:: Dispatch queue: com.apple.main-thread 0 com.wildfiregames.0ad 0x0000000101426847 gmpn_submul_1 + 183 Thread 1:: Analysis Helper 0 libsystem_kernel.dylib 0x00007fff73e29ce6 psynch_cvwait + 10 1 libsystem_pthread.dylib 0x00007fff73ef0185 _pthread_cond_wait + 701 2 com.wildfiregames.0ad 0x00000001005bbefe PR_WaitCondVar + 414 3 com.wildfiregames.0ad 0x0000000100709a47 js::HelperThread::threadLoop() + 1143 4 libsystem_pthread.dylib 0x00007fff73eefe65 _pthread_start + 148 5 libsystem_pthread.dylib 0x00007fff73eeb83b thread_start + 15 Thread 2:: Analysis Helper 0 libsystem_kernel.dylib 0x00007fff73e29ce6 psynch_cvwait + 10 1 libsystem_pthread.dylib 0x00007fff73ef0185 _pthread_cond_wait + 701 2 com.wildfiregames.0ad 0x00000001005bbefe PR_WaitCondVar + 414 3 com.wildfiregames.0ad 0x0000000100709a47 js::HelperThread::threadLoop() + 1143 4 libsystem_pthread.dylib 0x00007fff73eefe65 _pthread_start + 148 5 libsystem_pthread.dylib 0x00007fff73eeb83b thread_start + 15 Thread 3:: Analysis Helper 0 libsystem_kernel.dylib 0x00007fff73e29ce6 psynch_cvwait + 10 1 libsystem_pthread.dylib 0x00007fff73ef0185 _pthread_cond_wait + 701 2 com.wildfiregames.0ad 0x00000001005bbefe PR_WaitCondVar + 414 3 com.wildfiregames.0ad 0x0000000100709a47 js::HelperThread::threadLoop() + 1143 4 libsystem_pthread.dylib 0x00007fff73eefe65 _pthread_start + 148 5 libsystem_pthread.dylib 0x00007fff73eeb83b thread_start + 15 Thread 4:: Analysis Helper 0 libsystem_kernel.dylib 0x00007fff73e29ce6 psynch_cvwait + 10 1 libsystem_pthread.dylib 0x00007fff73ef0185 _pthread_cond_wait + 701 2 com.wildfiregames.0ad 0x00000001005bbefe PR_WaitCondVar + 414 3 com.wildfiregames.0ad 0x0000000100709a47 js::HelperThread::threadLoop() + 1143 4 libsystem_pthread.dylib 0x00007fff73eefe65 _pthread_start + 148 5 libsystem_pthread.dylib 0x00007fff73eeb83b thread_start + 15 Thread 5:: Analysis Helper 0 libsystem_kernel.dylib 0x00007fff73e29ce6 psynch_cvwait + 10 1 libsystem_pthread.dylib 0x00007fff73ef0185 _pthread_cond_wait + 701 2 com.wildfiregames.0ad 0x00000001005bbefe PR_WaitCondVar + 414 3 com.wildfiregames.0ad 0x0000000100709a47 js::HelperThread::threadLoop() + 1143 4 libsystem_pthread.dylib 0x00007fff73eefe65 _pthread_start + 148 5 libsystem_pthread.dylib 0x00007fff73eeb83b thread_start + 15 Thread 6:: Analysis Helper 0 libsystem_kernel.dylib 0x00007fff73e29ce6 psynch_cvwait + 10 1 libsystem_pthread.dylib 0x00007fff73ef0185 _pthread_cond_wait + 701 2 com.wildfiregames.0ad 0x00000001005bbefe PR_WaitCondVar + 414 3 com.wildfiregames.0ad 0x0000000100709a47 js::HelperThread::threadLoop() + 1143 4 libsystem_pthread.dylib 0x00007fff73eefe65 _pthread_start + 148 5 libsystem_pthread.dylib 0x00007fff73eeb83b thread_start + 15 Thread 7:: Analysis Helper 0 libsystem_kernel.dylib 0x00007fff73e29ce6 psynch_cvwait + 10 1 libsystem_pthread.dylib 0x00007fff73ef0185 _pthread_cond_wait + 701 2 com.wildfiregames.0ad 0x00000001005bbefe PR_WaitCondVar + 414 3 com.wildfiregames.0ad 0x0000000100709a47 js::HelperThread::threadLoop() + 1143 4 libsystem_pthread.dylib 0x00007fff73eefe65 _pthread_start + 148 5 libsystem_pthread.dylib 0x00007fff73eeb83b thread_start + 15 Thread 8:: Analysis Helper 0 libsystem_kernel.dylib 0x00007fff73e29ce6 psynch_cvwait + 10 1 libsystem_pthread.dylib 0x00007fff73ef0185 _pthread_cond_wait + 701 2 com.wildfiregames.0ad 0x00000001005bbefe PR_WaitCondVar + 414 3 com.wildfiregames.0ad 0x0000000100709a47 js::HelperThread::threadLoop() + 1143 4 libsystem_pthread.dylib 0x00007fff73eefe65 _pthread_start + 148 5 libsystem_pthread.dylib 0x00007fff73eeb83b thread_start + 15 Thread 9:: AMCP Logging Spool 0 libsystem_kernel.dylib 0x00007fff73e27296 semaphore_wait_trap + 10 1 com.apple.audio.caulk 0x00007fff6fe3da96 caulk::mach::semaphore::wait() + 16 2 com.apple.audio.caulk 0x00007fff6fe3d922 caulk::semaphore::timed_wait(double) + 106 3 com.apple.audio.caulk 0x00007fff6fe3d734 caulk::concurrent::details::worker_thread::run() + 30 4 com.apple.audio.caulk 0x00007fff6fe3d174 void* caulk::thread_proxy<std::__1::tuple<caulk::thread::attributes, void (caulk::concurrent::details::worker_thread::*)(), std::__1::tuple<caulk::concurrent::details::worker_thread*> > >(void*) + 45 5 libsystem_pthread.dylib 0x00007fff73eefe65 _pthread_start + 148 6 libsystem_pthread.dylib 0x00007fff73eeb83b thread_start + 15 Thread 10: 0 libsystem_kernel.dylib 0x00007fff73e27296 semaphore_wait_trap + 10 1 com.apple.audio.caulk 0x00007fff6fe3da96 caulk::mach::semaphore::wait() + 16 2 com.apple.audio.caulk 0x00007fff6fe3d922 caulk::semaphore::timed_wait(double) + 106 3 com.apple.audio.caulk 0x00007fff6fe3d734 caulk::concurrent::details::worker_thread::run() + 30 4 com.apple.audio.caulk 0x00007fff6fe3d174 void* caulk::thread_proxy<std::__1::tuple<caulk::thread::attributes, void (caulk::concurrent::details::worker_thread::*)(), std::__1::tuple<caulk::concurrent::details::worker_thread*> > >(void*) + 45 5 libsystem_pthread.dylib 0x00007fff73eefe65 _pthread_start + 148 6 libsystem_pthread.dylib 0x00007fff73eeb83b thread_start + 15 Thread 11: 0 libsystem_kernel.dylib 0x00007fff73e2725a mach_msg_trap + 10 1 libsystem_kernel.dylib 0x00007fff73e275d0 mach_msg + 60 2 com.wildfiregames.0ad 0x0000000100626a8d AsmJSMachExceptionHandlerThread(void*) + 61 Thread 12:: com.apple.audio.IOThread.client 0 libsystem_kernel.dylib 0x00007fff73e2725a mach_msg_trap + 10 1 libsystem_kernel.dylib 0x00007fff73e275d0 mach_msg + 60 2 com.apple.audio.CoreAudio 0x00007fff3bc8c0c3 HALB_MachPort::SendSimpleMessageWithSimpleReply(unsigned int, unsigned int, int, int&, bool, unsigned int) + 111 3 com.apple.audio.CoreAudio 0x00007fff3bb86462 invocation function for block in HALC_ProxyIOContext::HALC_ProxyIOContext(unsigned int, unsigned int) + 2677 4 com.apple.audio.CoreAudio 0x00007fff3bcbc61c HALB_IOThread::Entry(void*) + 72 5 libsystem_pthread.dylib 0x00007fff73eefe65 _pthread_start + 148 6 libsystem_pthread.dylib 0x00007fff73eeb83b thread_start + 15 Thread 13: 0 libsystem_kernel.dylib 0x00007fff73e29bba semwait_signal + 10 1 libsystem_c.dylib 0x00007fff73dad0fa nanosleep + 196 2 com.wildfiregames.0ad 0x000000010055edc4 SDL_Delay_REAL + 100 3 com.wildfiregames.0ad 0x0000000100472ea7 SDL_Delay + 23 4 com.wildfiregames.0ad 0x0000000100232017 CSoundManagerWorker::Run() + 71 5 com.wildfiregames.0ad 0x0000000100231f92 CSoundManagerWorker::RunThread(void*) + 98 6 libsystem_pthread.dylib 0x00007fff73eefe65 _pthread_start + 148 7 libsystem_pthread.dylib 0x00007fff73eeb83b thread_start + 15 Thread 14: 0 libsystem_kernel.dylib 0x00007fff73e29ce6 psynch_cvwait + 10 1 libsystem_pthread.dylib 0x00007fff73ef0185 _pthread_cond_wait + 701 2 com.wildfiregames.0ad 0x0000000100556642 SDL_CondWaitTimeout_REAL + 210 3 com.wildfiregames.0ad 0x0000000100555fd2 SDL_SemWaitTimeout_REAL + 194 4 com.wildfiregames.0ad 0x000000010055604a SDL_SemWait_REAL + 26 5 com.wildfiregames.0ad 0x000000010046fcb4 SDL_SemWait + 36 6 com.wildfiregames.0ad 0x000000010020a961 CUserReporterWorker::Run() + 561 7 com.wildfiregames.0ad 0x000000010020a6f2 CUserReporterWorker::RunThread(void*) + 98 8 libsystem_pthread.dylib 0x00007fff73eefe65 _pthread_start + 148 9 libsystem_pthread.dylib 0x00007fff73eeb83b thread_start + 15 Thread 15:: SDLTimer 0 libsystem_kernel.dylib 0x00007fff73e29ce6 psynch_cvwait + 10 1 libsystem_pthread.dylib 0x00007fff73ef0185 _pthread_cond_wait + 701 2 com.wildfiregames.0ad 0x0000000100556642 SDL_CondWaitTimeout_REAL + 210 3 com.wildfiregames.0ad 0x0000000100555fd2 SDL_SemWaitTimeout_REAL + 194 4 com.wildfiregames.0ad 0x00000001004d7c79 SDL_TimerThread + 633 5 com.wildfiregames.0ad 0x00000001004d7167 SDL_RunThread + 135 6 com.wildfiregames.0ad 0x00000001005559f5 RunThread + 21 7 libsystem_pthread.dylib 0x00007fff73eefe65 _pthread_start + 148 8 libsystem_pthread.dylib 0x00007fff73eeb83b thread_start + 15 Thread 16:: com.apple.NSEventThread 0 libsystem_kernel.dylib 0x00007fff73e2725a mach_msg_trap + 10 1 libsystem_kernel.dylib 0x00007fff73e275d0 mach_msg + 60 2 com.apple.CoreFoundation 0x00007fff3c591890 CFRunLoopServiceMachPort + 322 3 com.apple.CoreFoundation 0x00007fff3c590456 CFRunLoopRun + 1705 4 com.apple.CoreFoundation 0x00007fff3c58f738 CFRunLoopRunSpecific + 503 5 com.apple.AppKit 0x00007fff398e8792 _NSEventThread + 132 6 libsystem_pthread.dylib 0x00007fff73eefe65 _pthread_start + 148 7 libsystem_pthread.dylib 0x00007fff73eeb83b thread_start + 15 Thread 17: 0 libsystem_kernel.dylib 0x00007fff73e29ce6 psynch_cvwait + 10 1 libsystem_pthread.dylib 0x00007fff73ef0185 _pthread_cond_wait + 701 2 com.wildfiregames.0ad 0x0000000100556642 SDL_CondWaitTimeout_REAL + 210 3 com.wildfiregames.0ad 0x0000000100555fd2 SDL_SemWaitTimeout_REAL + 194 4 com.wildfiregames.0ad 0x000000010055604a SDL_SemWait_REAL + 26 5 com.wildfiregames.0ad 0x000000010046fcb4 SDL_SemWait + 36 6 com.wildfiregames.0ad 0x00000001002b92fb CTextureConverter::RunThread(void*) + 107 7 libsystem_pthread.dylib 0x00007fff73eefe65 _pthread_start + 148 8 libsystem_pthread.dylib 0x00007fff73eeb83b thread_start + 15 Thread 18: 0 libsystem_pthread.dylib 0x00007fff73eeb818 start_wqthread + 0 Thread 0 crashed with X86 Thread State (64-bit):
Logical CPU: 0 Error Code: 0x00000000 Trap Number: 6 Binary Images:
External Modification Summary:
VM Region Summary: ReadOnly portion of Libraries: Total=605.4M resident=0K(0%) swapped_out_or_unallocated=605.4M(100%) Writable regions: Total=677.2M written=0K(0%) resident=0K(0%) swapped_out=0K(0%) unallocated=677.2M(100%)
REGION TYPE SIZE COUNT (non-coalesced) =========== ======= ======= Accelerate framework 256K 2 Activity Tracing 256K 1 CG backing stores 4224K 3 CG image 548K 6 CoreAnimation 40K 8 CoreGraphics 8K 1 CoreImage 8K 2 CoreUI image data 220K 3 Foundation 4K 1 IOKit 7940K 1 Kernel Alloc Once 8K 1 MALLOC 368.2M 179 MALLOC guard page 32K 7 MALLOC_NANO (reserved) 256.0M 1 reserved VM address space (unallocated) Memory Tag 242 12K 1 OpenGL GLSL 256K 3 STACK GUARD 56.1M 19 Stack 17.1M 19 VM_ALLOCATE 33.2M 51 VM_ALLOCATE (reserved) 48K 2 reserved VM address space (unallocated) DATA 25.4M 308 DATA_CONST 344K 4 FONT_DATA 4K 1 GLSLBUILTINS 5176K 1 LINKEDIT 364.2M 7 OBJC_RO 32.0M 1 OBJC_RW 1780K 2 TEXT 241.3M 302 UNICODE 564K 1 mapped file 55.0M 18 shared memory 640K 15 =========== ======= ======= TOTAL 1.4G 971 TOTAL, minus reserved VM space 1.2G 971 Model: MacBookPro9,2, BootROM 230.0.0.0.0, 2 processors, Dual-Core Intel Core i5, 2,5 GHz, 16 GB, SMC 2.2f44 Graphics: kHW_IntelHD4000Item, Intel HD Graphics 4000, spdisplays_builtin Memory Module: BANK 0/DIMM0, 8 GB, DDR3, 1600 MHz, 0x859B, 0x43543130323436344246313630422E4D3136 Memory Module: BANK 1/DIMM0, 8 GB, DDR3, 1600 MHz, 0x0D9B, - AirPort: spairport_wireless_card_type_airport_extreme (0x14E4, 0xF5), Broadcom BCM43xx 1.0 (7.21.190.33 AirPortDriverBrcm4360-1415) Bluetooth: Version 7.0.3f5, 3 services, 27 devices, 1 incoming serial ports Network Service: Wi-Fi, AirPort, en1 Serial ATA Device: KINGSTON SV300S37A240G, 240,06 GB Serial ATA Device: HL-DT-ST DVDRW GS41N USB Device: USB 2.0 Bus USB Device: Hub USB Device: FaceTime HD Camera (Built-in) USB Device: USB 2.0 Bus USB Device: Hub USB Device: Hub USB Device: Apple Internal Keyboard / Trackpad USB Device: IR Receiver USB Device: BRCM20702 Hub USB Device: Bluetooth USB Host Controller USB Device: USB 3.0 Bus Thunderbolt Bus: MacBook Pro, Apple Inc., 25.1 |
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| #3554 | duplicate | Crash when joining a game with a map that was not found locally | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
If you join a multiplayer match or start a replay for a map that you don't have in your repository, the game will crash: <p class="error">ERROR: CCacheLoader failed to find archived or source file for: "maps/scenarios/elephant_test.xml"</p> <p class="error">ERROR: CCacheLoader failed to find archived or source file for: "maps/scenarios/elephant_test.xml"</p> <p class="error">ERROR: CCacheLoader failed to find archived or source file for: "maps/scenarios/elephant_test.xml"</p> <p class="error">ERROR: Failed to load map maps/scenarios/elephant_test.pmp: File_OpenFailed</p>
The client should check before starting the game whether it actually has that map and then returning cleanly to the menu. In case of starting a game with a randomly chosen map that a client doesn't have, that client should send the not-ready signal to the host. The host should in return chose another map. The client should then send the ready signal again.
Probably some amount of refactoring could be done in |
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| #6442 | fixed | Crash when joining local game on Hostname | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
When I try to join Freagarach his game in the local network using Hostname it just crashes the game. When we try it using the IP it works fine |
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| #4938 | needsinfo | Crash when launching the game | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Much to our regret we must report the program has encountered an error. Please let us know at http://trac.wildfiregames.com/ and attach the crashlog.txt and crashlog.dmp files. Details: unhandled exception (Access violation reading 0x00000004) Location: unknown:0 (?) Call stack: (error while dumping stack: No stack frames found) errno = 2 (Error during IO) OS error = 0 (no error code was set) |
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| #235 | worksforme | Crash when loading a different map | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Reproduction method:
Dump and log: http://www.wildfiregames.com/forum/index.php?act=Attach&type=post&id=2055 |
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| #4538 | fixed | Crash when loading a saved game which was saved when under gaia perspective | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
After saving a game while under gaia perspective, trying to reload it fails with WARNING: JavaScript warning: gui/session/session.js line 456 reference to undefined property g_CivData[g_Players[g_ViewedPlayer].civ].Music ERROR: JavaScript error: gui/common/music.js line 111 TypeError: civMusic is undefined Music.prototype.storeTracks@gui/common/music.js:111:11 initializeMusic@gui/session/session.js:456:3 init@gui/session/session.js:281:2 reallyStartGame@gui/loading/loading.js:102:2 ERROR: GUI page 'page_session.xml': Failed to call init() function |
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| #285 | fixed | Crash when loading single player game | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Much to our regret we must report the program has encountered an error. Details: unhandled exception (Access violation writing 0x00000000) Location: unknown:0 (?) Call stack: (error while dumping stack: No stack frames found) errno = 0 (?) OS error = Accesso a posizione di memoria non valido. |
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| #578 | duplicate | Crash when moving large masses of soldiers | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
The following happens ocasionally after 20 minutes or so of playing, with lots of soldiers (30-40) and few other units. Now, if I select as many soldiers as I can (selection limit) and then try move them to another location, the game crashes. Remember, this does not happen every time (I'd say every tenth attempt, but that's just guessing) and is quite hard to reconstruct exactly. It just happens. Judging from the crashlog, I'd say it's a bug in the sound manager, but I don't have any experience with the code, so don't listen to me :) As far as I an tell, it doesn't matter on which map I'm playing, and I haven't yet found any other patterns. |
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| #5474 | needsinfo | Crash when opening game under Kaspersky Internet Security | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
I just started running Kaspersky Internet Security () on 20-Jun-19 10:37 AM. Since then, everytime I invoke ) AD, I get an error unless I suppress it. Today I set a break point, and crashed the game. Details: unhandled exception (Breakpoint) Location: unknown:0 (?) Call stack: (error while dumping stack: No stack frames found) errno = 13 (Insufficient access rights to open file) OS error = 0 (no error code was set) |
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| #6065 | needsinfo | Crash when opening lobby from session (in-game). | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
After pressing Alt+ L to open lobby crash(freeze for more than 2 min) occurred. Mods:
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| #506 | fixed | Crash when selecting host game then cancel then join game | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
18:32 < janwas> booom in CNetSession::SetPlayerSlot 18:32 < janwas> because m_psession == 0 18:33 < janwas> oops, that happened because i fat-fingered "host", aborted that, then did join |
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| #5421 | needsinfo | Crash when start to play | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
I'm just install the game, and when i tried to play in tutorial or battle after the loading screen the game crashes. I change the shadows quality but still happening. PD I apologize for my bad english. |
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| #449 | fixed | Crash when starting a new game | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
When starting a new game Pyrogenesis crashes. It seems to be loading the map and all as I get ~ a second before the game crashes when I can see the game, and hear the music, it's at most a second though as the game crashes almost immediately and the music start to repeat the first < second or so. See below for call stack + output from VC++ Call stack: wrap_oal.dll!0b641d5a()
[Frames below may be incorrect and/or missing, no symbols loaded for wrap_oal.dll]
winmm.dll!76b454e3()
winmm.dll!76b5adfe()
winmm.dll!76b5aee9()
winmm.dll!76b5af02()
kernel32.dll!7c80b729()
> pyrogenesis_dbg.exe!CreateDirectories(const boost::filesystem::basic_path<std::basic_string<wchar_t,std::char_traits<wchar_t>,std::allocator<wchar_t> >,boost::filesystem::wpath_traits> & path={...}, unsigned int mode=0) Line 116 + 0x13 bytes C++
Output from VC++: TIMER| common/global.xml: 17.62 ms GAME STARTED, ALL INIT COMPLETE First-chance exception at 0x0b641d5a in pyrogenesis_dbg.exe: 0xC0000094: Integer division by zero. Unhandled exception at 0x0b641d5a in pyrogenesis_dbg.exe: 0xC0000094: Integer division by zero. The program '[116860] pyrogenesis_dbg.exe: Native' has exited with code 0 (0x0). Please tell me if there's anything else you want to know. I've attached my system_info.txt. |
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| #6768 | fixed | Crash when there are to many entities | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
First time I have seen this error after many, many games. Assertion failed: "m_EntitiesDrawn < MAX_ENTITIES_DRAWN" Location: minimaptexture.cpp:691 (CMiniMapTexture::RenderFinalTexture) Call stack: 01361DF8 01364C08 01367523 013510D5 errno = 0 (No error reported here) OS error = 0 (no error code was set) Windows 7 Pro SP1, GTX 750 Ti Clicked 'Continue' (I think) and briefly saw a different, more OS-related error before prog bailed out completely leaving no opportunity to gather any more info. |
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| #1621 | invalid | Crash when trying to restore the application from taskbar | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Steps for reproduce:
Result: crash. Crashlog in attach. Function call failed: return value was -110100 (VFS directory not found) Location: unifont.cpp:212 (unifont_linespacing) Call stack: 00ABCDEE 008E31FD 008E32A4 00A80C0F 00A80C40 7EFDE000 errno = 0 (No error reported here) OS error = 0 (no error code was set) |
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| #3021 | fixed | Crash when writing non-ascii character on linux | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
When clicking on the "learn to play" button with the french translation enabled, the game crashes. Using gdb, we get Program received signal SIGTRAP, Trace/breakpoint trap.
0x00007ffff35d2107 in kill () at ../sysdeps/unix/syscall-template.S:81
81 ../sysdeps/unix/syscall-template.S: Aucun fichier ou dossier de ce type.
(gdb) where
#0 0x00007ffff35d2107 in kill () at ../sysdeps/unix/syscall-template.S:81
#1 0x00000000008cd185 in debug_printf (fmt=fmt@entry=0x9f6300 L"ERROR: %hs\n") at ../../../source/lib/debug.cpp:150
#2 0x00000000005ec61f in CLogger::WriteError (this=0xef1e50,
message=0x24f0e78 "Invalid tag 'sur' at 7496 in '[font=\"sans-bold-18\"]Manuel intégré 0 A.D.\n[font=\"sans-14\"]\nMerci d'avoir installé 0 A.D. ! Cette page vous donnera un bref aperçu des fonctionnalités disponibles de"...) at ../../../source/ps/CLogger.cpp:172
#3 0x0000000000848111 in CGUIString::SetValue (this=this@entry=0x7fffffffa080, str=...) at ../../../source/gui/GUItext.cpp:395
#4 0x000000000088e039 in JSI_IGUIObject::setProperty (cx=cx@entry=0x2478bc0, obj=..., obj@entry=..., id=..., id@entry=..., vp=vp@entry=...)
at ../../../source/gui/scripting/JSInterface_IGUIObject.cpp:396
#5 0x00007ffff7129e31 in CallJSPropertyOpSetter (vp=..., strict=true, id=..., obj=...,
op=0x88c000 <JSI_IGUIObject::setProperty(JSContext*, JS::Handle<JSObject*>, JS::Handle<jsid>, bool, JS::MutableHandle<JS::Value>)>, cx=0x2478bc0)
at /data/kubuntu/jeux/0ad/svnbak/libraries/source/spidermonkey/mozjs31/js/src/jscntxtinlines.h:323
#6 set (vp=..., strict=<optimized out>, receiver=..., obj=..., cx=0x2478bc0, this=<optimized out>)
at /data/kubuntu/jeux/0ad/svnbak/libraries/source/spidermonkey/mozjs31/js/src/vm/Shape-inl.h:112
#7 js::NativeSet<(js::ExecutionMode)0> (cxArg=<optimized out>, obj=..., receiver=..., shape=..., strict=<optimized out>, vp=...)
at /data/kubuntu/jeux/0ad/svnbak/libraries/source/spidermonkey/mozjs31/js/src/jsobj.cpp:4366
#8 0x00007ffff7117cfd in DefinePropertyOrElement<(js::ExecutionMode)0> (cx=0x2478bc0, obj=..., id=...,
getter=0x88a780 <JSI_IGUIObject::getProperty(JSContext*, JS::Handle<JSObject*>, JS::Handle<jsid>, JS::MutableHandle<JS::Value>)>,
setter=0x88c000 <JSI_IGUIObject::setProperty(JSContext*, JS::Handle<JSObject*>, JS::Handle<jsid>, bool, JS::MutableHandle<JS::Value>)>,
attrs=4294943280, value=..., callSetterAfterwards=true, setterIsStrict=true)
at /data/kubuntu/jeux/0ad/svnbak/libraries/source/spidermonkey/mozjs31/js/src/jsobj.cpp:3764
#9 0x00007ffff712ac21 in js::baseops::SetPropertyHelper<(js::ExecutionMode)0> (cxArg=0x2478bc0, obj=..., receiver=..., id=..., qualified=<optimized out>,
vp=..., strict=true) at /data/kubuntu/jeux/0ad/svnbak/libraries/source/spidermonkey/mozjs31/js/src/jsobj.cpp:5060
#10 0x00007ffff71f7f64 in setGeneric (strict=<optimized out>, vp=..., id=..., receiver=..., obj=..., cx=<optimized out>)
at /data/kubuntu/jeux/0ad/svnbak/libraries/source/spidermonkey/mozjs31/js/src/jsobj.h:1024
#11 SetPropertyOperation (rval=..., lval=..., pc=<optimized out>, script=..., cx=<optimized out>)
at /data/kubuntu/jeux/0ad/svnbak/libraries/source/spidermonkey/mozjs31/js/src/vm/Interpreter.cpp:340
---Type <return> to continue, or q <return> to quit---
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| #4063 | duplicate | Crash while saving the game | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Each time I save the game since two weeks more and less, the game crash. Here I attach all files I think it can help |
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| #4919 | invalid | Crash while starting 0 A.D on Win10 - device unhandled exception (Access violation reading 0x0000001C) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Hi, Tried starting the game again on my windows 10 surface device but it always crashes. Was able to run it before but I guess that I installed something that might interfere. I will attach the files in the log directory and also will add the windbg results. Hopefully something can be identified from the logs. Thanks and have a great end of the year and fantastic begin of 2018. Domien |
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| #6393 | fixed | Crash with Intel I9-12900k | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Reported by Basti on IRC today: http://irclogs.wildfiregames.com/%230ad/2021-11-30-QuakeNet-%230ad.log 11:56 < Basti> hallo, everyone. 11:57 < Basti> i habe problems with 0 ad on a i9 12900k / asus prime z690-p d4 / win 10 pro 64bit 11:58 < Basti> Much to our regret we must report the program has encountered an error. Please let us know at http://trac.wildfiregames.com/ and attach the crashlog.txt and crashlog.dmp files. You may find paths to these files at https://trac.wildfiregames.com/wiki/GameDataPaths Details: unhandled exception (std::out_of_range("invalid bitset<N> position")) Location: unknown:0 (RtlGetAppContainerNamedObjectPath) Call stack: (error while dumping stack: No stack 11:58 < Basti> did anyone have an idea? unhandled exception (std::out_of_range("invalid bitset<N> position"))
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| #2429 | wontfix | Crash with OpenAL on OSX 10.6.8 x86 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
This appears to be an problem with the OpenAL lib on OSX 10.6.8 x86. Is it possible to either disable sound altogether? Or include OpenAL? Process: pyrogenesis [6999]
Path: /Applications/0ad.app/Contents/MacOS/pyrogenesis
Identifier: pyrogenesis
Version: ??? (???)
Code Type: X86 (Native)
Parent Process: pyrogenesis [6986]
Date/Time: 2014-02-09 12:29:49.187 -0500
OS Version: Mac OS X 10.6.8 (10K549)
Report Version: 6
Sleep/Wake UUID: 8A1FDF19-A523-4416-843C-515EE521410C
Interval Since Last Report: 154499 sec
Crashes Since Last Report: 4
Per-App Crashes Since Last Report: 2
Anonymous UUID: 444D90BC-5719-4431-96A9-3674E0C11B3F
Exception Type: EXC_CRASH (SIGTRAP)
Exception Codes: 0x0000000000000000, 0x0000000000000000
Crashed Thread: 0 Dispatch queue: com.apple.main-thread
Application Specific Information:
*** multi-threaded process forked ***
Thread 0 Crashed: Dispatch queue: com.apple.main-thread
0 libSystem.B.dylib 0x94936c5a __kill + 10
1 libSystem.B.dylib 0x94936c4c kill$UNIX2003 + 32
2 com.wildfiregames.0ad 0x00379e5d debug_break() + 45
3 com.wildfiregames.0ad 0x0018a2d8 OggStreamImpl<VorbisBufferAdapter>::Open() + 358
4 com.wildfiregames.0ad 0x0018883a OpenOggNonstream(boost::shared_ptr<IVFS> const&, Path const&, boost::shared_ptr<OggStream>&) + 266
5 com.wildfiregames.0ad 0x0018b539 COggData::InitOggFile(Path const&) + 87
6 com.wildfiregames.0ad 0x0018bf17 CSoundData::SoundDataFromOgg(Path const&) + 63
7 com.wildfiregames.0ad 0x0018c060 CSoundData::SoundDataFromFile(Path const&) + 214
8 com.wildfiregames.0ad 0x00186c8e CSoundManager::LoadItem(Path const&) + 114
9 com.wildfiregames.0ad 0x0018641b CSoundManager::PlayAsAmbient(Path const&, bool) + 43
10 com.wildfiregames.0ad 0x0018f93c JSI_Sound::PlayAmbientSound(void*, std::basic_string<wchar_t, std::char_traits<wchar_t>, std::allocator<wchar_t> >, bool) + 92
11 com.wildfiregames.0ad 0x00190cd6 int ScriptInterface::call<void, std::basic_string<wchar_t, std::char_traits<wchar_t>, std::allocator<wchar_t> >, bool, &(JSI_Sound::PlayAmbientSound(void*, std::basic_string<wchar_t, std::char_traits<wchar_t>, std::allocator<wchar_t> >, bool))>(JSContext*, unsigned int, unsigned long long*) + 606
12 com.wildfiregames.0ad 0x0047ab3e js::Interpret(JSContext*, JSStackFrame*, unsigned int, JSInterpMode) + 114286
Thread 0 crashed with X86 Thread State (32-bit):
eax: 0x00000000 ebx: 0x24aea800 ecx: 0xbfffd40c edx: 0x94936c5a
edi: 0xa05974c0 esi: 0xa05974c0 ebp: 0xbfffd428 esp: 0xbfffd40c
ss: 0x0000001f efl: 0x00000282 eip: 0x94936c5a cs: 0x00000007
ds: 0x0000001f es: 0x0000001f fs: 0x00000000 gs: 0x00000037
cr2: 0xffe17a10
Binary Images:
0x1000 - 0xb6afe7 +com.wildfiregames.0ad 0.0.15 (0.0.15) <ADC81024-CE6F-315B-9C95-AAEA803DEAD2> /Applications/0ad.app/Contents/MacOS/pyrogenesis
0xf57000 - 0xf80fff com.apple.audio.OpenAL 1.4 (1.4) <CDC6D2B8-3DCA-E511-2250-75567E4C94BD> /System/Library/Frameworks/OpenAL.framework/Versions/A/OpenAL
0x17c5000 - 0x17c9ff3 com.apple.audio.AudioIPCPlugIn 1.1.6 (1.1.6) <E9CB576C-283B-1DB2-0C69-E7C914BD7922> /System/Library/Extensions/AudioIPCDriver.kext/Contents/Resources/AudioIPCPlugIn.bundle/Contents/MacOS/AudioIPCPlugIn
0x17ce000 - 0x17d4ff7 com.apple.audio.AppleHDAHALPlugIn 2.0.5 (2.0.5f14) <38E3C1A4-84E4-C105-B55F-8FC4C154036D> /System/Library/Extensions/AppleHDA.kext/Contents/PlugIns/AppleHDAHALPlugIn.bundle/Contents/MacOS/AppleHDAHALPlugIn
0x1a342000 - 0x1a366fe7 GLRendererFloat ??? (???) <F19DDBE8-1DF6-6618-F554-0E81ED85CE67> /System/Library/Frameworks/OpenGL.framework/Resources/GLRendererFloat.bundle/GLRendererFloat
0x1a84e000 - 0x1a9c7ff7 GLEngine ??? (???) <76C922AA-A4A7-2835-537B-17F316AD95F6> /System/Library/Frameworks/OpenGL.framework/Resources/GLEngine.bundle/GLEngine
0x1a9f9000 - 0x1ac35fef com.apple.ATIRadeonX1000GLDriver 1.6.36 (6.3.6) <5370EAFE-71E0-6740-7C3F-705442BFC504> /System/Library/Extensions/ATIRadeonX1000GLDriver.bundle/Contents/MacOS/ATIRadeonX1000GLDriver
0x70000000 - 0x700cbfff com.apple.audio.units.Components 1.6.5 (1.6.5) <412DBD1B-E9B5-E67C-99E4-820BF38239AC> /System/Library/Components/CoreAudio.component/Contents/MacOS/CoreAudio
0x8fe00000 - 0x8fe4163b dyld 132.1 (???) <4CDE4F04-0DD6-224E-ACE5-3C06E169A801> /usr/lib/dyld
0x90003000 - 0x90005ff7 com.apple.securityhi 4.0 (36638) <6118C361-61E7-B34E-93DB-1B88108F8F18> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/SecurityHI.framework/Versions/A/SecurityHI
0x90006000 - 0x90188fe7 libicucore.A.dylib 40.0.0 (compatibility 1.0.0) <60FF302E-5FAE-749B-BC70-0496DC2FBF2D> /usr/lib/libicucore.A.dylib
0x90189000 - 0x9018eff7 com.apple.OpenDirectory 10.6 (10.6) <0603680A-A002-D294-DE83-0D028C6BE884> /System/Library/Frameworks/OpenDirectory.framework/Versions/A/OpenDirectory
0x90244000 - 0x9024afff com.apple.CommonPanels 1.2.4 (91) <2438AF5D-067B-B9FD-1248-2C9987F360BA> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/CommonPanels.framework/Versions/A/CommonPanels
0x9024b000 - 0x90258ff7 com.apple.NetFS 3.2.2 (3.2.2) <DDC9C397-C35F-8D7A-BB24-3D1B42FA5FAB> /System/Library/Frameworks/NetFS.framework/Versions/A/NetFS
0x90259000 - 0x90259ff7 com.apple.ApplicationServices 38 (38) <8012B504-3D83-BFBB-DA65-065E061CFE03> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/ApplicationServices
0x9025a000 - 0x90266ff7 libkxld.dylib ??? (???) <9A441C48-2D18-E716-5F38-CBEAE6A0BB3E> /usr/lib/system/libkxld.dylib
0x902d6000 - 0x902d6ff7 com.apple.Accelerate 1.6 (Accelerate 1.6) <3891A689-4F38-FACD-38B2-4BF937DE30CF> /System/Library/Frameworks/Accelerate.framework/Versions/A/Accelerate
0x902d7000 - 0x90318ff7 libRIP.A.dylib 545.0.0 (compatibility 64.0.0) <80998F66-0AD7-AD12-B9AF-3E8D2CE6DE05> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/CoreGraphics.framework/Versions/A/Resources/libRIP.A.dylib
0x90319000 - 0x9032aff7 com.apple.LangAnalysis 1.6.6 (1.6.6) <3036AD83-4F1D-1028-54EE-54165E562650> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/LangAnalysis.framework/Versions/A/LangAnalysis
0x90828000 - 0x9084afef com.apple.DirectoryService.Framework 3.6 (621.16) <5566E769-6459-78A7-DD2C-1D3068BD3932> /System/Library/Frameworks/DirectoryService.framework/Versions/A/DirectoryService
0x9084b000 - 0x9092bfe7 com.apple.vImage 4.1 (4.1) <D029C515-08E1-93A6-3705-DD062A3A672C> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vImage.framework/Versions/A/vImage
0x9092e000 - 0x91211ff7 com.apple.AppKit 6.6.8 (1038.36) <A353465E-CFC9-CB75-949D-786F6F7732F6> /System/Library/Frameworks/AppKit.framework/Versions/C/AppKit
0x91212000 - 0x91226ffb com.apple.speech.synthesis.framework 3.10.35 (3.10.35) <57DD5458-4F24-DA7D-0927-C3321A65D743> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/SpeechSynthesis.framework/Versions/A/SpeechSynthesis
0x91227000 - 0x91327fe7 libxml2.2.dylib 10.3.0 (compatibility 10.0.0) <BE7FCD73-03B5-25A4-FCA4-D4980F1488D6> /usr/lib/libxml2.2.dylib
0x91328000 - 0x91648ff3 com.apple.CoreServices.CarbonCore 861.39 (861.39) <5C59805C-AF39-9010-B8B5-D673C9C38538> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/CarbonCore.framework/Versions/A/CarbonCore
0x9164f000 - 0x9169ffe7 libTIFF.dylib ??? (???) <AB182CEC-188A-F2BC-21E1-0059FD3B2598> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ImageIO.framework/Versions/A/Resources/libTIFF.dylib
0x9177e000 - 0x917dbff7 com.apple.framework.IOKit 2.0 (???) <3DABAB9C-4949-F441-B077-0498F8E47A35> /System/Library/Frameworks/IOKit.framework/Versions/A/IOKit
0x917dc000 - 0x918a7fef com.apple.CoreServices.OSServices 359.2 (359.2) <7C16D9C8-6F41-5754-17F7-2659D9DD9579> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/OSServices.framework/Versions/A/OSServices
0x91adc000 - 0x91aeaff7 com.apple.opengl 1.6.14 (1.6.14) <82622F67-E032-0BF6-A78D-50B346E8D0FD> /System/Library/Frameworks/OpenGL.framework/Versions/A/OpenGL
0x91aeb000 - 0x922da557 com.apple.CoreGraphics 1.545.0 (???) <1D9DC7A5-228B-42CB-7018-66F42C3A9BB3> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/CoreGraphics.framework/Versions/A/CoreGraphics
0x922e3000 - 0x922e6fe7 libmathCommon.A.dylib 315.0.0 (compatibility 1.0.0) <1622A54F-1A98-2CBE-B6A4-2122981A500E> /usr/lib/system/libmathCommon.A.dylib
0x922e7000 - 0x92322ffb libFontRegistry.dylib ??? (???) <19ED5DE0-D3AF-B229-9193-35D58FE377E5> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ATS.framework/Versions/A/Resources/libFontRegistry.dylib
0x923da000 - 0x923e0fe7 com.apple.CommerceCore 1.0 (9.1) <521D067B-3BDA-D04E-E1FA-CFA526C87EB5> /System/Library/PrivateFrameworks/CommerceKit.framework/Versions/A/Frameworks/CommerceCore.framework/Versions/A/CommerceCore
0x92490000 - 0x9260bfe7 com.apple.CoreFoundation 6.6.6 (550.44) <F88C95CD-1264-782D-A1F5-204739847E93> /System/Library/Frameworks/CoreFoundation.framework/Versions/A/CoreFoundation
0x92763000 - 0x92865fe7 libcrypto.0.9.8.dylib 0.9.8 (compatibility 0.9.8) <EB34F049-D9E1-BF19-CF03-B26A0352D40C> /usr/lib/libcrypto.0.9.8.dylib
0x92866000 - 0x928b3feb com.apple.DirectoryService.PasswordServerFramework 6.1 (6.1) <00A1A83B-0E7D-D0F4-A643-8C5675C2BB21> /System/Library/PrivateFrameworks/PasswordServer.framework/Versions/A/PasswordServer
0x928b4000 - 0x928b7ffb com.apple.help 1.3.2 (41.1) <8AC20B01-4A3B-94BA-D8AF-E39034B97D8C> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/Help.framework/Versions/A/Help
0x928d7000 - 0x92b48fef com.apple.Foundation 6.6.8 (751.63) <69B3441C-B196-F2AD-07F8-D8DD24E4CD8C> /System/Library/Frameworks/Foundation.framework/Versions/C/Foundation
0x92bc7000 - 0x92f32ff7 com.apple.QuartzCore 1.6.3 (227.37) <E323A5CC-499E-CA9E-9BC3-537231449CAA> /System/Library/Frameworks/QuartzCore.framework/Versions/A/QuartzCore
0x93f9b000 - 0x94043ffb com.apple.QD 3.36 (???) <FA2785A4-BB69-DCB4-3BA3-7C89A82CAB41> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/QD.framework/Versions/A/QD
0x94044000 - 0x94087ff7 libGLU.dylib ??? (???) <6CC3CE6A-7024-C685-EADA-7F9DC27128E2> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLU.dylib
0x94088000 - 0x9408aff7 libRadiance.dylib ??? (???) <090420B3-CB65-9F7B-5349-D42F2F9693B6> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ImageIO.framework/Versions/A/Resources/libRadiance.dylib
0x940a7000 - 0x940bfff7 com.apple.CFOpenDirectory 10.6 (10.6) <D1CF5881-0AF7-D164-4156-9E9067B7FA37> /System/Library/Frameworks/OpenDirectory.framework/Versions/A/Frameworks/CFOpenDirectory.framework/Versions/A/CFOpenDirectory
0x94112000 - 0x94131ff7 com.apple.CoreVideo 1.6.2 (45.6) <EB53CAA4-5EE2-C356-A954-5775F7DDD493> /System/Library/Frameworks/CoreVideo.framework/Versions/A/CoreVideo
0x94132000 - 0x941c4fe7 com.apple.print.framework.PrintCore 6.3 (312.7) <7410D1B2-655D-68DA-D4B9-2C65747B6817> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/PrintCore.framework/Versions/A/PrintCore
0x941c5000 - 0x941c5ff7 com.apple.Accelerate.vecLib 3.6 (vecLib 3.6) <ABF97DA4-3BDF-6FFD-6239-B023CA1F7974> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/vecLib
0x9460d000 - 0x94611ff7 libGIF.dylib ??? (???) <2251F789-B187-0837-6E38-A0E5C7C4FA3C> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ImageIO.framework/Versions/A/Resources/libGIF.dylib
0x9479a000 - 0x947c0ffb com.apple.DictionaryServices 1.1.2 (1.1.2) <43E1D565-6E01-3681-F2E5-72AE4C3A097A> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/DictionaryServices.framework/Versions/A/DictionaryServices
0x947c1000 - 0x947c8ff3 com.apple.print.framework.Print 6.1 (237.1) <F5AAE53D-5530-9004-A9E3-2C1690C5328E> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/Print.framework/Versions/A/Print
0x9486a000 - 0x9489bff7 libGLImage.dylib ??? (???) <D18E2E76-DBF4-6930-039A-F66CA0D120B3> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLImage.dylib
0x948d5000 - 0x94a7cff7 libSystem.B.dylib 125.2.11 (compatibility 1.0.0) <2DCD13E3-1BD1-6F25-119A-3863A3848B90> /usr/lib/libSystem.B.dylib
0x94aed000 - 0x94c2afe7 com.apple.audio.toolbox.AudioToolbox 1.6.7 (1.6.7) <423BDE4D-5082-B6CA-BB2C-E22A037235A4> /System/Library/Frameworks/AudioToolbox.framework/Versions/A/AudioToolbox
0x94c2b000 - 0x94c6dff7 libvDSP.dylib 268.0.1 (compatibility 1.0.0) <8A4721DE-25C4-C8AA-EA90-9DA7812E3EBA> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libvDSP.dylib
0x94c6e000 - 0x94c8ffe7 com.apple.opencl 12.3.6 (12.3.6) <B4104B80-1CB3-191C-AFD3-697843C6BCFF> /System/Library/Frameworks/OpenCL.framework/Versions/A/OpenCL
0x94c90000 - 0x94cffff7 libvMisc.dylib 268.0.1 (compatibility 1.0.0) <595A5539-9F54-63E6-7AAC-C04E1574B050> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libvMisc.dylib
0x94d48000 - 0x94d70ff7 libxslt.1.dylib 3.24.0 (compatibility 3.0.0) <E761F29A-328B-29D9-3DF0-023F2C21E500> /usr/lib/libxslt.1.dylib
0x94d7d000 - 0x94d8bfe7 libz.1.dylib 1.2.3 (compatibility 1.0.0) <33C1B260-ED05-945D-FC33-EF56EC791E2E> /usr/lib/libz.1.dylib
0x94d8c000 - 0x94da1fff com.apple.ImageCapture 6.1 (6.1) <B909459A-EAC9-A7C8-F2A9-CD757CDB59E8> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/ImageCapture.framework/Versions/A/ImageCapture
0x94dfc000 - 0x95062ff7 com.apple.security 6.1.2 (55002) <E88E133F-5FB3-446F-B753-2B8AD577B46A> /System/Library/Frameworks/Security.framework/Versions/A/Security
0x95193000 - 0x951d0ff7 com.apple.SystemConfiguration 1.10.8 (1.10.2) <50E4D49B-4F61-446F-1C21-1B2BA814713D> /System/Library/Frameworks/SystemConfiguration.framework/Versions/A/SystemConfiguration
0x951d1000 - 0x951d5ff7 libGFXShared.dylib ??? (???) <09540618-2ED1-72C4-61CB-938B35927568> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGFXShared.dylib
0x951e2000 - 0x9529bfe7 libsqlite3.dylib 9.6.0 (compatibility 9.0.0) <52438E77-55D1-C231-1936-76F1369518E4> /usr/lib/libsqlite3.dylib
0x9529c000 - 0x952aeff7 com.apple.MultitouchSupport.framework 207.11 (207.11) <6FF4F2D6-B8CD-AE13-56CB-17437EE5B741> /System/Library/PrivateFrameworks/MultitouchSupport.framework/Versions/A/MultitouchSupport
0x952af000 - 0x952b8ff7 com.apple.DiskArbitration 2.3 (2.3) <E9C40767-DA6A-6CCB-8B00-2D5706753000> /System/Library/Frameworks/DiskArbitration.framework/Versions/A/DiskArbitration
0x952b9000 - 0x952cdfe7 libbsm.0.dylib ??? (???) <14CB053A-7C47-96DA-E415-0906BA1B78C9> /usr/lib/libbsm.0.dylib
0x95303000 - 0x95304ff7 com.apple.audio.units.AudioUnit 1.6.7 (1.6.7) <93EC71F1-4D4E-F456-8EFE-32E7EFD7A064> /System/Library/Frameworks/AudioUnit.framework/Versions/A/AudioUnit
0x9531b000 - 0x9539dffb SecurityFoundation ??? (???) <C4506287-1AE2-5380-675D-95B0291AA425> /System/Library/Frameworks/SecurityFoundation.framework/Versions/A/SecurityFoundation
0x9539e000 - 0x9545afff com.apple.ColorSync 4.6.8 (4.6.8) <920DD017-8B41-7334-E554-A85DB99EBD5A> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ColorSync.framework/Versions/A/ColorSync
0x9546b000 - 0x9562efeb com.apple.ImageIO.framework 3.0.6 (3.0.6) <AE641FAD-DF38-AE31-B45B-85AEE7AF3A45> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ImageIO.framework/Versions/A/ImageIO
0x956e1000 - 0x956e1ff7 com.apple.Carbon 150 (152) <8F767518-AD3C-5CA0-7613-674CD2B509C4> /System/Library/Frameworks/Carbon.framework/Versions/A/Carbon
0x95739000 - 0x957b9feb com.apple.SearchKit 1.3.0 (1.3.0) <9E18AEA5-F4B4-8BE5-EEA9-818FC4F46FD9> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/SearchKit.framework/Versions/A/SearchKit
0x95af9000 - 0x95b4cff7 com.apple.HIServices 1.8.3 (???) <1D3C4587-6318-C339-BD0F-1988F246BE2E> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/HIServices.framework/Versions/A/HIServices
0x95b4d000 - 0x95f82ff7 libLAPACK.dylib 219.0.0 (compatibility 1.0.0) <5E2D2283-57DE-9A49-1DB0-CD027FEFA6C2> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libLAPACK.dylib
0x966a5000 - 0x966dfff7 libcups.2.dylib 2.8.0 (compatibility 2.0.0) <A6C207E3-7B42-926D-9C93-BE3F50B92496> /usr/lib/libcups.2.dylib
0x966e0000 - 0x966eaffb com.apple.speech.recognition.framework 3.11.1 (3.11.1) <7486003F-8FDB-BD6C-CB34-DE45315BD82C> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/SpeechRecognition.framework/Versions/A/SpeechRecognition
0x96d7a000 - 0x96d98fe7 libPng.dylib ??? (???) <6C0B95D7-9634-E044-0B79-F1DD56961C33> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ImageIO.framework/Versions/A/Resources/libPng.dylib
0x96db2000 - 0x96e16ffb com.apple.htmlrendering 72 (1.1.4) <4D451A35-FAB6-1288-71F6-F24A4B6E2371> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/HTMLRendering.framework/Versions/A/HTMLRendering
0x9712a000 - 0x9712bff7 com.apple.TrustEvaluationAgent 1.1 (1) <2D970A9B-77E8-EDC0-BEC6-7580D78B2843> /System/Library/PrivateFrameworks/TrustEvaluationAgent.framework/Versions/A/TrustEvaluationAgent
0x971af000 - 0x971d3ff7 libJPEG.dylib ??? (???) <50E17B4D-63D6-24D3-702F-6A6E912A55EA> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ImageIO.framework/Versions/A/Resources/libJPEG.dylib
0x971d4000 - 0x971d4ff7 com.apple.Cocoa 6.6 (???) <EA27B428-5904-B00B-397A-185588698BCC> /System/Library/Frameworks/Cocoa.framework/Versions/A/Cocoa
0x971d5000 - 0x97270fe7 com.apple.ApplicationServices.ATS 275.19 (???) <2E83B3E9-AF39-36FC-5D05-CC1E952098AB> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ATS.framework/Versions/A/ATS
0x97271000 - 0x9727bfe7 com.apple.audio.SoundManager 3.9.3 (3.9.3) <5F494955-7290-2D91-DA94-44B590191771> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/CarbonSound.framework/Versions/A/CarbonSound
0x973c0000 - 0x97406ff7 libauto.dylib ??? (???) <29422A70-87CF-10E2-CE59-FEE1234CFAAE> /usr/lib/libauto.dylib
0x9742f000 - 0x974ddff3 com.apple.ink.framework 1.3.3 (107) <233A981E-A2F9-56FB-8BDE-C2DEC3F20784> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/Ink.framework/Versions/A/Ink
0x97774000 - 0x977d5fe7 com.apple.CoreText 151.13 (???) <23F359DA-D845-5C50-4DF3-19E858CF2B2C> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/CoreText.framework/Versions/A/CoreText
0x977d6000 - 0x97904fe7 com.apple.CoreData 102.1 (251) <87FE6861-F2D6-773D-ED45-345272E56463> /System/Library/Frameworks/CoreData.framework/Versions/A/CoreData
0x9793b000 - 0x979f3feb libFontParser.dylib ??? (???) <D2D0C922-5ED1-3AE9-6F99-707C74DF3E62> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ATS.framework/Versions/A/Resources/libFontParser.dylib
0x9876d000 - 0x9881afe7 libobjc.A.dylib 227.0.0 (compatibility 1.0.0) <9F8413A6-736D-37D9-8EB3-7986D4699957> /usr/lib/libobjc.A.dylib
0x98890000 - 0x9893cfe7 com.apple.CFNetwork 454.12.4 (454.12.4) <DEDCD006-389F-967F-3405-EDF541F406D7> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/CFNetwork.framework/Versions/A/CFNetwork
0x9893d000 - 0x9898dff7 com.apple.framework.familycontrols 2.0.2 (2020) <596ADD85-79F5-A613-537B-F83B6E19013C> /System/Library/PrivateFrameworks/FamilyControls.framework/Versions/A/FamilyControls
0x9898e000 - 0x989c1ff7 com.apple.AE 496.5 (496.5) <BF9673D5-2419-7120-26A3-83D264C75222> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/AE.framework/Versions/A/AE
0x98b64000 - 0x98b6fff7 libGL.dylib ??? (???) <3E34468F-E9A7-8EFB-FF66-5204BD5B4E21> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGL.dylib
0x98c3c000 - 0x98cb6fff com.apple.audio.CoreAudio 3.2.6 (3.2.6) <156A532C-0B60-55B0-EE27-D02B82AA6217> /System/Library/Frameworks/CoreAudio.framework/Versions/A/CoreAudio
0x98ebf000 - 0x98ecfff7 libsasl2.2.dylib 3.15.0 (compatibility 3.0.0) <C8744EA3-0AB7-CD03-E639-C4F2B910BE5D> /usr/lib/libsasl2.2.dylib
0x99322000 - 0x99355fff libTrueTypeScaler.dylib ??? (???) <8ADB7D19-413E-4499-C874-13C383F97685> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ATS.framework/Versions/A/Resources/libTrueTypeScaler.dylib
0x997b3000 - 0x997f7fe7 com.apple.Metadata 10.6.3 (507.15) <74F05E64-2A68-BA10-CCD4-128D164E5A0F> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/Metadata.framework/Versions/A/Metadata
0x997f8000 - 0x997f8ff7 com.apple.vecLib 3.6 (vecLib 3.6) <FF4DC8B6-0AB0-DEE8-ADA8-7B57645A1F36> /System/Library/Frameworks/vecLib.framework/Versions/A/vecLib
0x9981e000 - 0x99861ff7 com.apple.NavigationServices 3.5.4 (182) <8DC6FD4A-6C74-9C23-A4C3-715B44A8D28C> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/NavigationServices.framework/Versions/A/NavigationServices
0x9995e000 - 0x99962ff7 IOSurface ??? (???) <89D859B7-A26A-A5AB-8401-FC1E01AC7A60> /System/Library/Frameworks/IOSurface.framework/Versions/A/IOSurface
0x99963000 - 0x99963ff7 liblangid.dylib ??? (???) <B99607FC-5646-32C8-2C16-AFB5EA9097C2> /usr/lib/liblangid.dylib
0x99964000 - 0x99967ff7 libCGXType.A.dylib 545.0.0 (compatibility 64.0.0) <4D766435-EB76-C384-0127-1D20ACD74076> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/CoreGraphics.framework/Versions/A/Resources/libCGXType.A.dylib
0x99968000 - 0x99c8cfef com.apple.HIToolbox 1.6.5 (???) <21164164-41CE-61DE-C567-32E89755CB34> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/HIToolbox.framework/Versions/A/HIToolbox
0x99d31000 - 0x99e3dfe7 libGLProgrammability.dylib ??? (???) <6167CEB0-D8D6-C4D9-DD74-49755ADB540F> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLProgrammability.dylib
0x99f00000 - 0x99f03ff7 libCoreVMClient.dylib ??? (???) <37F56237-4ABA-E5B5-968D-70FFE357E8E0> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libCoreVMClient.dylib
0x9a14e000 - 0x9a564ff7 libBLAS.dylib 219.0.0 (compatibility 1.0.0) <C4FB303A-DB4D-F9E8-181C-129585E59603> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libBLAS.dylib
0x9a596000 - 0x9a5daff3 com.apple.coreui 2 (114) <2234855E-3BED-717F-0BFA-D1A289ECDBDA> /System/Library/PrivateFrameworks/CoreUI.framework/Versions/A/CoreUI
0x9a5db000 - 0x9a5fbfe7 libresolv.9.dylib 41.1.0 (compatibility 1.0.0) <8C2B5FA8-2469-21C7-D297-F95A0FFE5F19> /usr/lib/libresolv.9.dylib
0x9a5fc000 - 0x9a6d6fff com.apple.DesktopServices 1.5.11 (1.5.11) <800F2040-9211-81A7-B438-7712BF51DEE3> /System/Library/PrivateFrameworks/DesktopServicesPriv.framework/Versions/A/DesktopServicesPriv
0x9a6d7000 - 0x9a774fe3 com.apple.LaunchServices 362.3 (362.3) <15B47388-16C8-97DA-EEBB-1709E136169E> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/LaunchServices.framework/Versions/A/LaunchServices
0x9a775000 - 0x9a780ff7 libCSync.A.dylib 545.0.0 (compatibility 64.0.0) <287DECA3-7821-32B6-724D-AE03A9A350F9> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/CoreGraphics.framework/Versions/A/Resources/libCSync.A.dylib
0x9a884000 - 0x9a91cfe7 edu.mit.Kerberos 6.5.11 (6.5.11) <F36DB665-A88B-7F5B-6244-6A2E7FFFF668> /System/Library/Frameworks/Kerberos.framework/Versions/A/Kerberos
0x9a953000 - 0x9a9bdfe7 libstdc++.6.dylib 7.9.0 (compatibility 7.0.0) <411D87F4-B7E1-44EB-F201-F8B4F9227213> /usr/lib/libstdc++.6.dylib
0x9a9be000 - 0x9a9beff7 com.apple.CoreServices 44 (44) <51CFA89A-33DB-90ED-26A8-67D461718A4A> /System/Library/Frameworks/CoreServices.framework/Versions/A/CoreServices
0x9abd0000 - 0x9abecfe3 com.apple.openscripting 1.3.1 (???) <2A748037-D1C0-6D47-2C4A-0562AF799AC9> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/OpenScripting.framework/Versions/A/OpenScripting
0xffff0000 - 0xffff1fff libSystem.B.dylib ??? (???) <2DCD13E3-1BD1-6F25-119A-3863A3848B90> /usr/lib/libSystem.B.dylib
Model: iMac4,1, BootROM IM41.0055.B08, 2 processors, Intel Core Duo, 2 GHz, 2 GB, SMC 1.1f5
Graphics: ATI Radeon X1600, ATY,RadeonX1600, PCIe, 128 MB
Memory Module: global_name
AirPort: spairport_wireless_card_type_airport_extreme (0x14E4, 0x89), Broadcom BCM43xx 1.0 (5.10.131.42.4)
Bluetooth: Version 2.4.5f3, 2 service, 19 devices, 1 incoming serial ports
Network Service: Ethernet, Ethernet, en0
Serial ATA Device: ST31000340AS, 931.51 GB
Parallel ATA Device: MAT****ADVD-R UJ-846
USB Device: Built-in iSight, 0x05ac (Apple Inc.), 0x8501, 0xfd400000 / 2
USB Device: Hub in Apple Pro Keyboard, 0x05ac (Apple Inc.), 0x1003, 0x5d100000 / 2
USB Device: Apple Pro Keyboard, 0x05ac (Apple Inc.), 0x020b, 0x5d130000 / 3
USB Device: Bluetooth USB Host Controller, 0x05ac (Apple Inc.), 0x8206, 0x7d100000 / 2
USB Device: IR Receiver, 0x05ac (Apple Inc.), 0x8240, 0x7d200000 / 3
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| #2753 | fixed | Crash with wsdl when loading a mod with the selector | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
On Windows, when loading a mod (f.e. the public mod) with the mod selector, pyrogenesis crashes hard when trying to re-create a wsdl window. For players willing to play anyway: just select the mod, enable it, use the "Save configuration" button and relaunch 0ad. Here is a trace: http://pastebin.com/4hgAbThQ leper would obviously be the most qualified to fix this but I believe historic_bruno has some knowledge about wsdl, so I CC him. I tried to debug that but I'm fairly lost within that low-level code... |
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| #5715 | needsinfo | Crash, when loading multiplayer game | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Operating System: Windows 10 Pro Summary: I was logged in to a lobby with 6 persons. When the game was loaded 32% it stopped loading further and finally crashed. attached: log files |
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| #4663 | needsinfo | Crash. pyrogenesis.exe stopped working | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Tried to launch the SP skirmish, and got crashed - First time, instantly after i downloaded and installed the game. |
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| #226 | worksforme | Crash: Game Crashes when deleting a structure that is being built. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
The summary says it all. Start game. Lay a house foundation. Begin constructing the house. Delete the building before it is completed. Crash. This happened while in quick start mode. Someone please verify. |
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| #5224 | needsinfo | Crash: Game starts with low resolution and can't change it | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Game starts with low resolution and can't change it (1280, I suppose, and my screen is 1920). After the crash appears and turns off fullscreen, it doesn't go back to fullscreen even if I change the settings, and I can't change the resolution even in default.cfg. I have reinstalled and it still happens! Thank you in advance! Much to our regret we must report the program has encountered an error. Please let us know at http://trac.wildfiregames.com/ and attach the crashlog.txt and crashlog.dmp files. Details: unhandled exception (Breakpoint) Location: unknown:0 (?) Call stack: (error while dumping stack: No stack frames found) errno = 13 (Insufficient access rights to open file) OS error = 0 (no error code was set) |
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| #1813 | fixed | Crash: infinite recursion in debug stack dump (Win 7/64) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
OS: Win 7 64-bit While testing #1812 I encountered an assertion failure, but there was a hard crash before the error dialog was displayed: Simulation2.cpp(329): Assertion failed: "0 && (L"Serialization test failure")" First-chance exception at 0x522d7c77 in pyrogenesis.exe: 0xC00000FD: Stack overflow. INVALID_UDT boost::unordered::detail::compressed<std::allocator<boost::unordered::detail::ptr_bucket>,std::allocator<boost::unordered::detail::ptr_node<boost::shared_ptr<CTexture> > > > 1 1 First-chance exception at 0x52322203 in pyrogenesis.exe: 0xC0000005: Access violation writing location 0x02e00de8. Unhandled exception at 0x52322203 in pyrogenesis.exe: 0xC0000005: Access violation writing location 0x02e00de8. Here's the call stack for all threads at the time of the crash: http://pastebin.com/Kc3aLKtP
I don't know what could cause this, but we currently have a bug where a thread is running constantly and frequently accessing
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| #4590 | needsinfo | Crashes after trying to start game | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Game seems to load and let me start then instantly crashes just before entering game play. Crash files attached. Using new acer r11, low end machine but 4mb ram. |
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| #4591 | duplicate | Crashes before menu screen | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Function call failed: return value was -100102 (Case 2) Location: wmi.cpp:62 (Init) Call stack: Init (wmi.cpp:62)
ModuleInit (module_init.cpp:47)
wmi_GetClassInstances (wmi.cpp:108)
win_get_snd_info (wsnd.cpp:130)
WriteSystemInfo (util.cpp:87)
InitGraphics (gamesetup.cpp:1029)
, tag = 4319640 }
RunGameOrAtlas (main.cpp:525)
SDL_main (main.cpp:567)
main_utf8 (sdl_windows_main.c:126)
wmain (sdl_windows_main.c:151)
CallStartupWithinTryBlock (wseh.cpp:364)
RtlInitializeExceptionChain (:0) RtlInitializeExceptionChain (:0) errno = 0 (No error reported here) OS error = 1008 (An attempt was made to reference a token that does not exist.) |
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| #6391 | fixed | Crashes during game save. Cannot serialize NaN values | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Crashes during game save: ERROR: Cannot serialize NaN values.
ERROR: Script component Player of entity 6 failed to serialize: Serialize_InvalidScriptValue
Serializing:
({playerID:4, name:"\u0427\u0430\u043D\u0434\u0440\u0430\u0433\u0443\u043F\u0442\u0430 \u041C\u0430\u0443\u0440\u044C\u044F", civ:"maur", color:{r:0.9058823529411765, g:0.7843137254901961, b:0.0196078431372549, a:1}, diplomacyColor:(void 0), displayDiplomacyColor:false, popUsed:NaN, popBonuses:0, maxPop:100, trainingBlocked:false, resourceCount:{food:190, wood:175, stone:262, metal:339}, resourceGatherers:{food:0, wood:0, stone:0, metal:0}, tradingGoods:[{goods:"food", proba:0}, {goods:"wood", proba:0}, {goods:"stone", proba:70}, {goods:"metal", proba:30}], team:1, teamsLocked:false, state:"active", diplomacy:[-1, -1, 1, 1, 1, 1], sharedDropsites:false, formations:["special/formations/null", "special/formations/box", "special/formations/column_closed", "special/formations/line_closed", "special/formations/column_open", "special/formations/line_open", "special/formations/flank", "special/formations/battle_line", "special/formations/skirmish", "special/formations/wedge"], startCam:(void 0), controlAllUnits:false, isAI:true, cheatsEnabled:true, panelEntities:[], resourceNames:{food:"Food", wood:"Wood", stone:"Stone", metal:"Metal"}, disabledTemplates:{}, disabledTechnologies:{}, spyCostMultiplier:1, barterEntities:[], barterMultiplier:{buy:{food:"1.0", metal:"1.0", stone:"1.0", wood:"1.0"}, sell:{food:"1.0", metal:"1.0", stone:"1.0", wood:"1.0"}}})
terminate called after throwing an instance of 'PSERROR_Serialize_InvalidScriptValue'
what(): Serialize_InvalidScriptValue
Аварийный останов
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| #5271 | duplicate | Crashes for map Djebel Barkal | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
When I launch a solo game with the map Djebel Barkal, it stops with some javascript errors |
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| #6489 | fixed | Crashes on Start up | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Whenever I try to start the game I get this error Details: unhandled exception (Access violation reading 0x00000024) Location: unknown:0 (?) Call stack: (error while dumping stack: No stack frames found) errno = 0 (No error reported here) OS error = 0 (no error code was set) |
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| #6761 | duplicate | Crashing when opened | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
At first I was installing the latest version (0.0.26), but I was trying to install a mod onto it and it required an older version. I made sure to uninstall the newest version so I could get the older one ready, but every time I try to install that version of 0 A.D. the game crashes and says: Much to our regret we must report the program has encountered an error. Please let us know at http://trac.wildfiregames.com/ and attach the crashlog.txt and crashlog.dmp files. You may find paths to these files at https://trac.wildfiregames.com/wiki/GameDataPaths Details: unhandled exception (std::out_of_range("invalid bitset<N> position")) Location: unknown:0 (RtlClearBits) Call stack: (error while dumping stack: No stack frames found) errno = 0 (No error reported here) OS error = 0 (no error code was set) I contacted the owner of the mod and they tried to help me with it, but ultimately its a problem with the game engine. |
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| #5482 | needsinfo | Crashlog | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Quando inicio o jogo não há problemas, mas quando vou iniciar a partida ocorrem erros que a impede de iniciar. |
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| #5129 | fixed | Create a CPP Interface for cmp Attack | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Currently there is some hacky atlas code to get some variables in Javascript mostly using evals. It would be better to define the component interface in c++ instead so that if changes were to be made to that function it would not break. CStr code = "var cmp = Engine.QueryInterface("+CStr::FromUInt(m.Entity)+", IID_Attack); " +
"if (cmp) cmp.GetTimers(cmp.GetBestAttack()).repeat; else 0;";
m.Simulation2.GetScriptInterface().Eval(code.c_str(), repeattime);
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| #4753 | wontfix | Create a clone of the art_source repository on Github | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
I managed to successfully get the source code from https://github.com/0ad/0ad but now I am looking for Art Source files from Github too. Could you please create another repository on your Github account for the art source ? For example, a clone of https://svn.wildfiregames.com/public/art_source/trunk/ that could be located at https://github.com/0ad/art_source/ ? Ideally, this repository would also be in sync with the one hosted on SVN. Please. |
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| #6421 | fixed | Create a cmpRequirements. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
There are several components using requirements (auras, techs, entities (identity)) it would be nice to have one component handling requirements, such as civ, entity and technology requirements. That would allow to e.g. put formations behind a technology. It would also allow more complex requirements for entities, like we have now for technologies (and auras?). For the specs, look at the technologies, especially the "all" "any" "none" characteristics. |
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| #5256 | invalid | Create accownt for multiplayer | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Hello, i have just installed the game and i want try to play online with my brother. Him have create a new account just 1 minute first than me and now, i don't know why i can't create my multiplayer accoun. when i write my username and my passwords, i read all terms and click to register the game don't create nothing. What i can do? please help me |
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| #1093 | fixed | Create multiple instances of WP | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
We need to create multiple instances of WordPress so that teams can work without fear of accidentally stepping on another team's toes. We need the following installations: Platform dev Content Skinning/Theme work plus an additional installation for bringing completed parts of the 3 dev instances together. |
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| #1250 | fixed | Create regular backups of the website development work | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Versioning content is a tad silly since WordPress already does that. Instead, we need to protect our development database and file structure. There are backups that are already carried out on a regular basis, but they need to be evaluated to make sure that they cover the website development effort. If they do not, then we will implement something. |
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| #648 | fixed | Created files shouldn't have the execute bit set | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Many files created by 0ad (e.g. cache, screenshots, ...) have the x (execute) bit set on linux. They should be created using the default mask. |
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| #6019 | fixed | Creating lots of units, unknown error | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
I do not know what causes this error. Median Oasis (2) as Cart
ERROR: JavaScript error: simulation/components/ResourceGatherer.js line 136 right-hand side of 'in' should be an object, got undefined ResourceGatherer.prototype.RecalculateCapacity@simulation/components/ResourceGatherer.js:136:6 ResourceGatherer.prototype.OnValueModification@simulation/components/ResourceGatherer.js:389:9 ModifiersManager.prototype.SendPlayerModifierMessages@simulation/components/ModifiersManager.js:74:9 ModifiersManager.prototype.ModifiersChanged@simulation/components/ModifiersManager.js:60:9 ModifiersManager.prototype.Init/this.modifiersStorage._OnItemModified@simulation/components/ModifiersManager.js:23:87 MultiKeyMap.prototype.AddItem@simulation/helpers/MultiKeyMap.js:49:7 MultiKeyMap.prototype.AddItems@simulation/helpers/MultiKeyMap.js:62:19 ModifiersManager.prototype.AddModifiers@simulation/components/ModifiersManager.js:265:31 TechnologyManager.prototype.ResearchTechnology@simulation/components/TechnologyManager.js:228:23 ProductionQueue.prototype.ProgressTimeout@simulation/components/ProductionQueue.js:917:26 Timer.prototype.OnUpdate@simulation/components/Timer.js:139:44 ERROR: Script message handler OnValueModification failed My guess is that the siege manufacturer had trouble putting out 16 units because two animals blocked the space for the 16th unit. So only 15 were around the building. Maybe this is causing the error. I am attaching a zip file that contains the following:
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| #2696 | duplicate | Cursor Icon Stuck | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
When the cursor is on something that changes it (like a tree or a berry bush) and someone makes a dialog pop up, like an end game dialog (as the opponent resigns), the cursors gets stuck as that. |
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| #6168 | fixed | Cursor changes icon far away from dead elephant | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
When testing rP25380, watch the cursor in the GIF below, it changes the icon before I am near the elephant.
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| #3279 | needsinfo | Cursor has wrong hotspot (Alpha 18) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Under Windows (Vista, 32 bit), the hotspot of the mouse cursor is wrong. It seems to be somewhere in the middle, but should be in the upper left corner. Because of this it is annoying to navigate through menus, select units etc. This problem does not happen under Ubuntu (14.04, 64 bit) |
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| #1344 | invalid | Cursor is flashing when 0ad is running | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
When 0ad is running in the background the cursor is flashing. Tested on ubuntu 12.04 beta 2. |
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| #508 | fixed | Cursor should be restricted to the game window when fullscreen on Win32 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
When running fullscreen on a multi-monitor system, the mouse can easily leave the game window and move onto the other screen, which breaks edge-of-screen scrolling, and if you accidentally click outside then the game minimises which is quite irritating.
When fullscreen, the mouse ought to be restricted to the window (presumably via |
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| #2995 | fixed | Cursor should go at the end of the text when tabulate a player name | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
In multiplayer lobby, when tabulate a player name, the cursor stay at the beginning of the text. |
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| #5762 | invalid | DELENDA EST : tableau des ressources vide en fin de partie | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Le tableau ne contient rien. Bonne journée !! |
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| #2285 | fixed | Damage helper holds simulation aware data in static function | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
The Damage helper script creates a new entity on the first missile fired and missed Damage.dummyTargetEntity = Engine.AddEntity('special/dummy');
As the script is static, the dummyTargetEntity is always remembered, even if the game is terminated (without the engine closed). You can see this in Atlas:
Depending on the number of entities in previous games, it can even cause OOS problems if people didn't restart the entire game before starting a new game. This should be solved properly, by adding a method to RangeManager that allows a range query around a position instead of just around an entity. |
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| #1304 | invalid | Damage in the absence of the main building. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
If you lose the main building of the remaining buildings causes damage 5 hits per second. |
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| #3755 | invalid | Damage to walls and buildings | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
With the new capture engine I think it would be nice to redefine damage to buildings from units which are not designed for sieges (all except, siege weapons - rams, catapults, etc. -, Romans italic heavy infantry and Iberians Leial Zanduneira AFAIK). This would have some direct consequences: · Civs picks will have direct consequences when/if a siege situation come into the game · Tactical decisions about how to manage armies, depending on situations or objectives (no more champions nukes zerging, for example), both for defenders and attackers · Early game is relevant again There are some ideas: a) Normal buildings: 30% percent of melee damage and 25% from ranged units b) Defensive buildings and Walls: 5% percent of melee damage and 2% from ranged units Of course, this damage modifications won't apply to any unit designed for sieges. In my humble opinion, this would lead to a drastic change of what we have seen until now and will probably needs further modifications of other siege/game related parameters like: formations to protect siege units, specialization of some siege units as suggested in #2038 and much more. |
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| #5630 | duplicate | Danubis sometimes fails to generate. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Sometimes the Danubis map fails to generate: Creating island metal mines...ERROR: JavaScript error: maps/random/rmgen/library.js line 172 TypeError: pickRandom(...) is undefined createObjectGroupsByAreas/placeFunc@maps/random/rmgen/library.js:172:38 retryPlacing@maps/random/rmgen/library.js:100:16 createObjectGroupsByAreas@maps/random/rmgen/library.js:176:9 @maps/random/danubius.js:474:1 ERROR: CMapGeneratorWorker::Run: Failed to load RMS 'maps/random/danubius.js' terminate called after throwing an instance of 'PSERROR_Game_World_MapLoadFailed' what(): Error generating random map. Check application log for details. Aborted (core dumped) The attached replay gives this error on non-visual replay as well. |
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| #4622 | fixed | Danubius attackers should ignore units on the other side of the map | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
After being ungarrisoned from a gaia ship, the attackers look for the N closest enemies around and then patrol. This prevents them from spending a lot of time doing unneeded things and especially rams will directly go for towers, fortresses and civic centers without further ado. However it can rarely occur that the gaia attacker choses an enemy on the other side of the river as a target, because that is the closest enemy of that unit. Thus the entire shipload will be stuck at the shoreline trying to reach that unit until that unit died.
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| #6484 | fixed | Data counter clashes with tech icon in top right corner | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
to reproduceIssue (1)
Issue (2)
bisectreproducible
Issue (1) is not reproducible on A25b. |
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| #5673 | duplicate | Datacrash while starting | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Function call failed: return value was -100010 (Logic error in code) Location: apic.cpp:121 (IndexFromApicId) Call stack: IndexFromApicId (apic.cpp:121)
ProcessorFromApicId (apic.cpp:131)
ExtractProximityDomainsFromSRAT (wnuma.cpp:236)
InitTopology (wnuma.cpp:277)
ModuleInit (module_init.cpp:47)
numa_NumNodes (wnuma.cpp:297) RunHardwareDetection (hwdetect.cpp:313)
, tag = -2021161338 }
, tag = -1819045230 }
, pCBData = 0x97979696 (see above) }
, tag = -120 }
InitGraphics (gamesetup.cpp:1004)
, tag = 0 }
RunGameOrAtlas (main.cpp:632)
SDL_main (main.cpp:680)
main_utf8 (sdl_windows_main.c:126)
wmain (sdl_windows_main.c:151)
CallStartupWithinTryBlock (wseh.cpp:364)
RtlInitializeExceptionChain (:0) RtlInitializeExceptionChain (:0) errno = 0 (No error reported here) OS error = 0 (no error code was set) |
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| #5674 | duplicate | Datacrash while starting | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Function call failed: return value was -100010 (Logic error in code) Location: apic.cpp:121 (IndexFromApicId) Call stack: 012896AD 0128B403 01281035 012810C4 errno = 0 (No error reported here) OS error = 0 (no error code was set) |
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| #5052 | fixed | Date / time is not displayed correctly on load / save dialog with Hungarian local / language | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
On my machine I have Hungarian local (hu) and also Hungarian is set as language for 0 A.D.. In this case the date / time of the gamesave is not displayed correctly. I see "éééé-04-". éééé is something similar to "yyyy" date format in Hungarian (year is "év' in Hungarian). If I change the language to English the date/time is displayed correctly. |
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| #2201 | wontfix | Day and night cycle | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Hello, it is a bit unusual in RTS games, but it might be nice. There are few night maps, but what about real day/night cycle?
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| #2892 | duplicate | Dead Bear Animation | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
I'm not sure if this is a bug or just hasn't been implemented yet, it's not a problem, the game can run smooth without it, but when I killed a bear, it glitched. It was standing there frozen. I could still collect food from it, but it's just a visual thing. |
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| #6152 | duplicate | Dead hunt should be in FOW | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Dead hunt should be shown in the fog of war because it makes it hard to set the rally points to hunting because the dead hunt is only shown if there is vision there. This is just a bit annoying. The dead hunt should only be shown if they have been previously seen that way it does not allow enemies to see more hunt information without scouting. If someone kills all of the hunt before they gather, this is sometimes annoying if they cannot set the rally point to the dead hunt. |
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| #427 | fixed | Deadlock in Atlas | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
(Haven't tried to reproduce.) Did something to get a crash in the game, while loading a map, triggered by the MRU file list in editor. The GUI froze completely. (thread 1) #0 0x00007f227c59adc9 in pthread_cond_wait@@GLIBC_2.3.2 () from /lib/libpthread.so.0 #1 0x00007f22752d6c7d in g_main_context_wait () from /usr/lib/libglib-2.0.so.0 #2 0x00007f22752d8ee1 in g_main_loop_run () from /usr/lib/libglib-2.0.so.0 #3 0x00007f2276f96a07 in gtk_main () from /usr/lib/libgtk-x11-2.0.so.0 #4 0x00007f22780af478 in wxEventLoop::Run () from /usr/lib/libwx_gtk2u_core-2.8.so.0 #5 0x00007f22781008e4 in wxDialog::ShowModal () from /usr/lib/libwx_gtk2u_core-2.8.so.0 #6 0x00007f2278a9ca9b in wxDebugReportPreviewStd::Show () from /usr/lib/libwx_gtk2u_qa-2.8.so.0 #7 0x00007f22797adfb5 in AtlasDLLApp::OnFatalException (this=0x2da95f0) at ../../../source/tools/atlas/AtlasUI/Misc/DLLInterface.cpp:254 #8 0x00007f2277a1fe4c in wxFatalSignalHandler () from /usr/lib/libwx_baseu-2.8.so.0 #9 <signal handler called> (thread 3) #0 0x00007f227c59cc81 in sem_wait () from /lib/libpthread.so.0 #1 0x00000000008e0d9d in MessagePasserImpl::Query (this=0xf1fc20, qry=0x7f2272c75530) at ../../../source/tools/atlas/GameInterface/MessagePasserImpl.cpp:166 #2 0x00007f22797af050 in AtlasMessage::QueryMessage::Post (this=0x7f2272c75530) at ../../../source/tools/atlas/AtlasUI/ScenarioEditor/ScenarioEditor.cpp:796 #3 0x00007f22797b17a9 in ScenarioEditor::OpenFile (this=0x2ec5530, name=@0x7f2272c755d0) at ../../../source/tools/atlas/AtlasUI/ScenarioEditor/ScenarioEditor.cpp:581 #4 0x00007f22797b1943 in ScenarioEditor::OnMRUFile (this=0x2ec5530, event=@0x7f2272c756d0) at ../../../source/tools/atlas/AtlasUI/ScenarioEditor/ScenarioEditor.cpp:611 #5 0x00007f2277a1b7b9 in wxEvtHandler::ProcessEventIfMatches () from /usr/lib/libwx_baseu-2.8.so.0 #6 0x00007f2277a1c993 in wxEventHashTable::HandleEvent () from /usr/lib/libwx_baseu-2.8.so.0 #7 0x00007f2277a1ca87 in wxEvtHandler::ProcessEvent () from /usr/lib/libwx_baseu-2.8.so.0 |
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| #397 | invalid | Death - Multiple | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Death - Multiple SDD# 108 Specifications Stereo 2-Minutes Looping 2 Sounds Req'd |
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| #120 | fixed | Death bug | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
After a unit finishes its dying animation, it "jumps" over to another spot when changing to the corpse actor. |
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| #6057 | fixed | Debian 10 install instructions incorrect | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Here it states "For users of Debian 10.x (Buster) or unstable, the latest version is in the default repository:" Which is now (since the release of a24) completely incorrect. |
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| #2677 | fixed | Debug Helper Crash | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
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| #3609 | fixed | Debug Symbols for Nvidia Texture Tools. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Since we are bundling the game with Nvidia Texture Tools (NVTT.DLL on Windows) It'd be nice to have a *.pdb file with it so that we can actually see code inside it. It seems to be just a flag to pass when compiling though I couldn't find a way to do it myself, being stuck with the CMake project generation. Since a lot of errors seem to happen on DDS conversions when running low on memory I think it is important to have it. |
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| #164 | fixed | Debug messages show incorrect "OS error" | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Every time the game brings up its Program Error window which looks somewhat like ... Function call failed: return value was -100101 (Case 1)
Location: allocators.cpp:174 (validate_da)
errno = 0 (?)
OS error = The system cannot find the file specified.
Call stack:
validate_da (allocators.cpp:164)
da = 0x00CEE6A0 ->
base = 0x00000000
max_size_pa = 0x00000000
cur_size = 0x00000000
prot = 0
pos = 0x00000000
pos = 0xCCCCCCCC
prot = 0xCCCCCCCC
base = 0xCCCCCCCC
cur_size = 0xCCCCCCCC
max_size_pa = 0xCCCCCCCC
... I can't help but read the one piece of understandable meaningful English on it, which is nearly always "OS error = The system cannot find the file specified.", which is nearly always completely irrelevant (because it was probably set seconds ago by some unrelated operation). Then I unfailingly get confused for a while before remembering that that message is completey irrelevant, and have to start again at trying to work out what the error is complaining about. Since it's worse than useless in most cases (because it distracts me from what the real problem is), it would be nice to remove it. If there are cases where it's actually useful, it could at least report the error number instead of the string so it doesn't stand out (and change the "OS error" text because that's distractingly English too), and we can always look up the meaning of that number in the rare cases when it's relevant to a bug report. So, it could look more like: Function call failed: return value was -100101 (Case 1)
Location: allocators.cpp:174 (validate_da)
(errno=0, oserr=2)
Call stack:
validate_da (allocators.cpp:164)
da = 0x00CEE6A0 ->
base = 0x00000000
max_size_pa = 0x00000000
cur_size = 0x00000000
prot = 0
pos = 0x00000000
pos = 0xCCCCCCCC
prot = 0xCCCCCCCC
base = 0xCCCCCCCC
cur_size = 0xCCCCCCCC
max_size_pa = 0xCCCCCCCC
and then it's still not very helpful but at least it's not misleading, and I can see I should just look in the code or the debugger to work out what's wrong. |
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| #2176 | invalid | DebuggingServer not giving proper response when queried for any of the value trees. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
I am trying to use the JsDebugger and when I try to open one of the value branches (this, global, local) it never loads anything. If I go directly to http://127.0.0.1:9000/GetCurrentGlobalObject?threadDebuggerID=4 I get the following response: 11DFF940 Since this is not proper json, jquery returns an error so nothing happens. I get a similar response for the other branches, no JSON at all. |
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| #6695 | fixed | Decal Alpha Rendering Badly | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
The alpha of decals is being rendered poorly. See Screenshots, which can illustrate the issue better than words.
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| #2855 | fixed | Decide on ptol and sele military colonies attack | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
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| #2475 | fixed | Decide on using new ES6 keyed collections (e.g. Map, Set) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
I'd like to have a team decision if we start using the new keyed collections which are available with SpiderMonkey 24 and later. These features are marked "experimental". OverviewMozilla writes this:
Check the descriptions of these objects and also the browser compatibility list at the end of the articles: Why should we use them?It's mainly for performance reasons. Performance exampleBecause I don't like generic benchmarks, here's an example of a test with our code I made today. It's a non-visual replay of a 2vs2 AI game with aegis bots on Oasis 04 going over around 15000 turns. I've measured the total runtime in seconds of the get function in entity.js. I've used my v31 testing branch for the measurements but I don't know if it makes a difference compared to v24. The function gets called 51'206'230 times in total and the hash is the same with and without patch. The patch is attached. It's very simple and we could improve performance even further if we used it at some more key locations that use key/value pairs. Before: Time in seconds for get function: 43.91533856391563 Total execution time (some variantion is normal): 995 seconds Get taking 4.4% of total execution time After (2nd version of the patch): Time in seconds for get function: 21.613286443973905 Total execution time (some variation is normal): 987 seconds Get taking 2.19% of total execution time |
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| #2205 | fixed | Decide upon setting rally points in mixed selections (units and buildings) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
(Split from #2189) Currently when selecting units and buildings giving a command always gives a command to the unit, so you can't set a rally point. Should orders only go to units (as it is now), or only to buildings, or even to both (unit order and rally point)? |
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| #178 | fixed | Decouple entity simulation and actor animation | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Let the entity code simply tell the actor to switch to a certain animation state, and not worry about any timing details itself. The actor should handle looping, randomisation, and potentially things like blending. The animation speed should be determined just by the actor XML. Change the entity XML files to store only a Rate (units per second) for actions, rather than Speed+Rate. Update the simulation world at a fixed frequency, independent of the animation speed. Experiment with the same for attack animations to see if it still looks alright, but at least keep projectile launches synchronised. |
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| #821 | fixed | Decrease intensity of building construction particles | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
The dust is a bit strong right now. Make less of it, and in a lighter shade. |
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| #6523 | duplicate | Deep Freeze interface on the "Download Mods" button | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
An issue has been reported via the forum by
to reproduce
bisect
related tickets |
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| #4257 | fixed | DeepFreeze JS variables that are data sources | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
The functions However, returning an object means that the reference is returned, not a copy. This isn't an issue if that object was newly created (or cloned). But if the function returns an object which is accessible outside of the scope of the function (f.e. a global cache variable), modifying the returned object modifies the cache, which is not intentional and adulterates the original data. This is often not considered and has caused a number of bugs already, f.e. r18788 r17324 r17673 r17441 r17712 r17715.
The mentioned functions should use
There are likely many other places in |
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| #5338 | fixed | Deer walk speed way too slow | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Whenever hunting deer (attacking it from opposed to the CC so that it flees towards the CC), one notices that the deer and camel walks much slower than it would realistically, much slower than its animation suggests, much slower than the cavalry that attacks it, much slower in releases previous to alpha 23, about as fast as a grandma. The walk speed shold be increased appropriately. |
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| #180 | fixed | Default DepthTextureBits is very slow on GF4 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
By default, the shadow DepthTextureBits is 16. With a GF4, that is very slow compared to other depths - e.g. on a blank grass map, with AA disabled, it is 72fps with DepthTextureBits=32 and 23fps with DepthTextureBits=16. With 4xAA enabled, it is 36fps at 32, but only 2fps at 16. Is a similar effect visible on other graphics cards? (Use renderer.depthTextureBits in the console to change it). If so, presumably the default should be changed; otherwise, the default should depend on the hardware. |
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| #1895 | duplicate | Default installation directory should be Program Files on Windows | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Steps to reproduce:
Expected behavior: 0 A.D. should install in the "Program Files" folder on Windows 32-bit, or "Program Files (x86)" folder on Windows 64-bit. Actual behavior: 0 A.D. installs to the AppData folder instead (see screenshot attached). Using 0ad-0.0.13-alpha-win32.exe on Windows 7 (64-bit). |
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| #1578 | fixed | Default map dropdown broken | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
The default maps show as "Acropolis 1" instead of what's listed in |
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| #6221 | wontfix | Default shadow cutoff distance too low | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
The newly introduced cutoff for shadows is currently too low by default. When starting a normal flat map, at default camera tilt and zooming out as far out as possible, a very prominent boundary appears beyond the distance where the shadows are cut off. This is bad because most people don‘t change the default settings and there will be a lot of 0 A.D. Screenshots with a noticeable shadow border… Currently, the default cutoff distance for shadows is 300. I suggest 500, which is just beyond the frustum at default camera tilt and minimum zoom. (Ideally, the shadow cutoff distance would scale with the current zoom factor and this scaling factor would be in the settings instead of the absolute value - this might be an addendum to this ticket for Alpha 26) |
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| #4382 | fixed | Defeat reason | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Often players wonder why a player is being defeated.
For example the default conquest victory condition defeats players if they don't have a set of whitelisted units remaining ( Since regicide is combined with conquest, players wonder why they are being defeated if they still have the hero. Another example would be on survival of the fittest where players can become defeated by losing the civic center, or by losing the hero (if regicide is set). A third example would be combining victory conditions #4014.
A new argument could be passed whenever
[*] one can still survive on conquest with a dock only, but that detail must not necessarily be reflected in the string
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| #1787 | fixed | Defeated players can still tribute. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
After resigning but continuing to stay on the server to watch, I was able to tribute 100 stone to each of the other players. |
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| #4013 | fixed | Defeating players twice | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
It obviously shouldn't be possible to defeat a player twice or win a game after being defeated and the like.
However due to the fact of defeating players by broadcasting a message
Instead of broadcasting a message when wanting to ensure that a player is defeated, the simulation should just use a function of the
Furthermore we send a
That further messed up the GUI code. For example there are messages for players that were defeated but it doesn't show who won.
The |
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| #2620 | fixed | Define "Advanced" and "Elite" bonuses as technologies | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Currently, Soldiers have a template where they're based on (like template_unit_infantry_ranged_javelinist.xml for units/athen_infantry_jevelinist_b.xml). But all CitizenSoldiers have a Basic version, an Advanced and an Elite. Those always redefine a whole lot of the stats. Every Advanced unit has -25% gather speed for example. But if you want to buff or nerf that, you have to edit over 100 files. Also, sometimes, only the base template is edited, and Elite or Advanced units end up with worse stats than their Basic versions. Basically, there should be a few global technologies that add modify stats of Advanced and Elite units. So the Advanced and Elite templates would be pretty much empty, apart from the Identity component (to overwrite the rank), the Promotion component (to overwrite the next upgrade) and the visual actor. So we only have to edit those 200-ish files once, and be done with it. The technologies would be quite simple, like {
"genericName": "Advanced stats",
"autoResearch": true,
"description": "Modifications for the advanced units",
"modifications": [
{"value": "Health/Max", "add": 10},
{"value": "Attack/Ranged/MaxRange", "multiply": 1.1},
{"value": "ResourceGather/BaseSpeed", "multiply": 0.75},
...
],
"affects": ["Advanced Unit"]
}
As for modifying the files, a simple script would do. For every file ending in *_a.xml and *_e.xml, remove every line that doesn't contain xml, Entity, Identity, Rank, Promotion, Actor So as a oneliner (should be checked for corectness): find *_[ae].xml -type f -exec sed -i '/xml\|Entity\|Identity\|Rank\|Promotion\|Actor/!d' {} \;
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| #689 | duplicate | Delay disappearance of loading screen in single player | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
With the new loading screen, people will want to read the new tips. Fast computers load the map too quickly though, and don't give users a chance to read them fully. In single player, stop the game from auto-starting, provide a "Start game" button on the loading screen that the user clicks when they are ready to start. Provide a local.cfg setting which can disable this pausing. config.loading.wait_for_user = true Setting to false does the current behavior of starting the game right away when map is loaded. |
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| #1911 | fixed | Delayed damage | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
A projectile hits the target/ground and only causes damage a few seconds later. A particle animation should play when the damage is produced. This functionality can be used for grenades. |
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| #6473 | invalid | Delenda errors on Atlas Valleys (8) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
The Delenda Est mod has too many errors on the map Atlas Valleys, which has eight players. The errors start while the map is loading. I'll paste those errors. After a while, the errors go away and then come and go until at one point, they're covering up too much of the screen. I remember some JavaScript errors or warnings. Here are the initial errors: 0 A.D. (0.0.25) Main log (warnings and errors only) ERROR: CCacheLoader failed to find archived or source file for: "simulation/templates/units/sueb/support_female_citizen.xml" ERROR: Failed to load entity template 'units/sueb/support_female_citizen' ERROR: CCacheLoader failed to find archived or source file for: "simulation/templates/units/sueb/support_female_citizen.xml" ERROR: Failed to load entity template 'units/sueb/support_female_citizen' ERROR: CCacheLoader failed to find archived or source file for: "simulation/templates/units/sueb/support_female_citizen.xml" ERROR: Failed to load entity template 'units/sueb/support_female_citizen' ERROR: CCacheLoader failed to find archived or source file for: "simulation/templates/units/sueb/support_female_citizen.xml" ERROR: Failed to load entity template 'units/sueb/support_female_citizen' ERROR: CCacheLoader failed to find archived or source file for: "simulation/templates/units/scyth/support_female_citizen.xml" ERROR: Failed to load entity template 'units/scyth/support_female_citizen' ERROR: CCacheLoader failed to find archived or source file for: "simulation/templates/units/scyth/support_female_citizen.xml" ERROR: Failed to load entity template 'units/scyth/support_female_citizen' ERROR: CCacheLoader failed to find archived or source file for: "simulation/templates/units/scyth/support_female_citizen.xml" ERROR: Failed to load entity template 'units/scyth/support_female_citizen' ERROR: CCacheLoader failed to find archived or source file for: "simulation/templates/units/scyth/support_female_citizen.xml" ERROR: Failed to load entity template 'units/scyth/support_female_citizen' ERROR: CCacheLoader failed to find archived or source file for: "simulation/templates/units/imp/support_female_citizen.xml" ERROR: Failed to load entity template 'units/imp/support_female_citizen' ERROR: CCacheLoader failed to find archived or source file for: "simulation/templates/units/imp/support_female_citizen.xml" ERROR: Failed to load entity template 'units/imp/support_female_citizen' ERROR: CCacheLoader failed to find archived or source file for: "simulation/templates/units/imp/support_female_citizen.xml" ERROR: Failed to load entity template 'units/imp/support_female_citizen' ERROR: CCacheLoader failed to find archived or source file for: "simulation/templates/units/imp/support_female_citizen.xml" ERROR: Failed to load entity template 'units/imp/support_female_citizen' ERROR: CCacheLoader failed to find archived or source file for: "simulation/templates/units/sueb/support_female_citizen.xml" ERROR: Failed to load entity template 'units/sueb/support_female_citizen' ERROR: CCacheLoader failed to find archived or source file for: "simulation/templates/units/scyth/support_female_citizen.xml" ERROR: Failed to load entity template 'units/scyth/support_female_citizen' ERROR: CCacheLoader failed to find archived or source file for: "simulation/templates/units/imp/support_female_citizen.xml" ERROR: Failed to load entity template 'units/imp/support_female_citizen' |
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| #4973 | fixed | Delete BaseHeight and BaseTerrain, cleanup rmgen Init | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
r8494 has introduced BaseTerrain and BaseHeight property parsing of random map scripts in the gamesetup. r9096 has introduced random map script JSON files containing these values. But it totally doesn't belong there, but should be grouped with all the other elevation and terrain constants. The gamesetup shouldn't be able read nor write to it (but can). It's even exposed to the simulation. Furthermore it makes comprehending the rmgen code much harder. It has also led to a side effects of maps being initialized with the base values just to be overwritten right afterwards with different values. |
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| #3985 | fixed | Delete miraged construction sites | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
It is possible to delete all buildings (given enough of capture points), unless the building hasn't been finished yet and is outside the players vision range (fog of war). This is in particular annoying if one placed a civic center far away and wants to relocate it. (Before #3107 the construction site heppened to be visible in the fog of war and was deletable until it was explored and inside the FoW again). |
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| #4958 | fixed | Delete mysterious lSize lake area factor | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
As discussed with bb and FeXoR here https://wildfiregames.com/forum/index.php?/topic/21370-random-map-code-library-math-function-shortcut-usefull-or-not/ and temple on irc yesterday:
There is an The strange part is that it doesn't scale linearily with the mapsize or maparea, but with the power of 1/8, i.e. the squareroot of the squareroot of the squareroot.
History: So the idea was in every instance to use that as an area factor. It must be simplified so that noone will ever ask any question about the origin of the number. |
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| #4166 | fixed | Delete unused sprites and styles | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
There are many sprites which have been used in some ancient version, but became unused and orphaned.
Every
There could be a tool for Furthermore the indentation of many GUI XML files is broken. |
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| #937 | fixed | Delete/Kill command no longer works | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
error: gui/session/input.js line: 1098 |
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| #587 | worksforme | Depth texture shadows break untextured rendering | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Using
When shadows are enabled at startup, untextured things (flat colours in GUI, and unit selection circles) render incorrectly (black in GUI, invisible or mostly-terrain-coloured selection circles). This seems to happen regardless of whether shadows are enabled or disabled at runtime via the menu. This doesn't seem to happen if shadows are disabled by default, then enabled at runtime. This doesn't seem to happen when running with |
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| #3175 | wontfix | Deserialization failed! | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
I tested the latest SVN16546. When loading a previous version of the game savegame, an error message appears: ERROR: Deserialization failed: retain in fog My os is win8.1 64bit |
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| #4083 | duplicate | Design Docs : Civ Bonuses | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
This ticket should be done in two parts
NB : Not all of those should be techs, only the ones that affects gameplay, for instance new buildings are not done as part of techs. Civ Bonuses Hellenes : Generic Name: Hellenization. Specific Name: Exellinismós. History: The Greeks were highly successful in Hellenising various foreigners. During the Hellenistic Age, Greek was the 'lingua franca' of the Ancient World, spoken widely from Spain to India. Effect: Constructing an expensive Theatron increases the territory expanse of all buildings by 20%.
Iberian Name: Harritsu Leku History: With exception to alluvial plains and river valleys, stone is abundant in the Iberian Peninsula and was greatly used in construction of structures of all types. Effect: The Iberian player starts the match with a powerful prefabricated circuit of stone walls. Name: Zaldi Saldoa History: Not unlike Numidia in North Africa, the Iberian Peninsula was known as 'horse country', capable of producing up to 100,000 new mounts each year. Effect: Horses can be captured in the wild and placed in the corral. Unlike normal corralled animals that generate food, the corralled horse functions similarly to a relic as in Age of Mythology: As long as it/they remain(s) in the corral, the resource cost of training horse-mounted units (cavalry) is reduced by a fixed amount of -5% per animal corralled. → #1907 Carth:
Name: Roundup History: Not unlike the Iberian Peninsula, North Africa was known as ‘horse country’, capable of producing up to 100,000 new mounts each year. It was also the home of the North African Forest Elephant. Effect: Horses, elephants, and camels can be captured in the wild and placed in the Corral. Unlike normal corralled animals that generate food, the corralled horses, elephants, and camels functions similarly to a relic as in AoK. As long as it/they remain(s) in the Corral, the resource cost of training horse-mounted units (cavalry), War Elephant Champion Units, and camel caravans (traders) is reduced by a fixed amount of –5% per animal corralled appropriate to kind. → #1907 Celts : Name: Deas Celtica History: Celtic religion and druidry inspired their warlike mindset. Effect: Druids increase attack rates of soldiers near them slightly. Name: Ardiosmanae History: Represents Celtic farming methods. Effect: Enhanced food gained from ranching and farming.
Mauryans
Generic Name: Warrior Caste. Specific Name: Kṣhatriya. History: Kshatriya or Kashtriya, meaning warrior, is one of the four varnas (social orders) in Hinduism. Traditionally Kshatriya constitute the military and ruling elite of the Vedic-Hindu social system outlined by the Vedas and the Laws of Manu. The earliest Vedic literature listed by organisation of function, not of caste, the Kshatriya (holders of kṣatra, or authority) as first in rank, and the Brahmins second (priests and teachers of law), before the Vaisya (Cattle-herders, merchant-traders, farmers and some artisan castes), and the Sudra (labourers, some farming castes and other artisan castes). Effect: Mauryans gain access to 4 champion units, instead of the standard 2. Ptolemies: Generic Name: Mercenary Army. Specific Name: . History: The Greco-Macedonian Ptolemy Dynasty relied on large numbers of Greek and foreign mercenaries for the bulk of its military force, mainly because the loyalty of native Egyptian units was often suspect. Indeed, during one native uprising, Upper Egypt was lost to the Ptolemies for decades. Mercenaries were often battle-hardened and their loyalty can be bought, sometimes cheaply, sometimes not cheaply. This was of no matter, since Egypt under the Ptolemies was so prosperous as to be the richest of Alexander's successor states. Effect: The Ptolemies receive the "Stratópedo Misthophóron" special building (or "Mercenary Camp"), which is essentially a barracks that is constructed in neutral territory and trains all mercenary soldiers. Generic Name: Nile Delta. History: . Effect: The Ptolemaic Egyptians receive 3 additional farming technologies (see below) above and beyond the maximum number of farming technologies usually available to a faction. Generic Name: Roundup. History: . Effect: Can capture gaia elephants and camels. Hosting these animals at the corral structure reduces the cost of training elephant and camel units. Persians: Name: Ability to Corral Camels and Horses. History: Horses were of great importance to the Achaemenids, especially in the eastern provinces. Camels, as beasts of burden, were also prized. Effect: Camels and horses can be captured in the wild and placed in the Corral. Unlike normal corralled animals, which generate food, the Corralled Camel/Horse? functions similarly to a relic. As long as it remains in the Corral, the resource cost of training camel-mounted units (the Trader, specifically) or horse-mounted units (as appropriate) is reduced by a fixed amount.
Romans: Name: Testudo Formation. History: The Romans commonly used the Testudo or "turtle" formation for defense: Legionaries were formed into hollow squares with twelve men on each side, standing so close together that their shields overlapped like fish scales. Effect: Roman Legionaries can form a Testudo. The Legionaries at the front, back and sides hold their shields to the outside and the Legionaries in the centre raise their shields above their heads. This formation provides improved protection against melee and ranged attacks. However, their movement rate is much slower. The formation button is only available for a group that consists exclusively of Roman Legionaries. Name: Citizenship History: Roman Citizenship was highly prized in the ancient world. Basic rights and privileges were afforded Roman citizens that were denied other conquered peoples. It is said that harming a Roman citizen was akin to harming Rome herself, and would cause the entire might of Rome to fall upon the perpetrator. Effect: Any Roman citizen-soldier fighting within Roman territory gains a non-permanent +10% bonus in armor. |
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| #4084 | duplicate | Design Docs : Civ Special Techs | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Some techs were forgotten over time in the design docs, So I made a list of the missing ones, that includes some techs for formations that will probably have to wait. Athen: Name: Othismos. History: The classical phalanx formation was developed about VIII century BC. It was eight men deep and over two hundred men wide, and used overlapping shields and combined pushing power. "Othismos" refers to the point in a phalanx battle where both sides try to shove each other out of formation, attempting to breaking up the enemy lines and routing them. Effect: The player gains the ability to order his troops into a Phalanx formation, providing +30% Attack and +30% Pierce Armour if attacked from the front.
Brits: Generic Name: Woad Painting. Specific Name: Sevili Dusios. History: The Britons took up the practice of either making permanent marks on their body in the form of tattoos or temporarily painted their bodies with woad paint. The effect was very frightening. Effect: Increased attack and movement rate for melee soldiers. Generic Name: Great Tower. Specific Name: Turos Maros. History: Celtic legends abound with stories of massive tall towers built by the most powerful kings, and the remains of some very large towers have been found . Effect: Increases pierce attack for Defense Towers and Brochs. Gauls Generic Name: Woe to the Conquered. Specific Name: Uae Uictos. History: "Woe to the Conquered" – It was the words that the Gallic Leader, Brennos, spoke at the Capitol at Rome after they took their plunder. Just used Gallic spelling here. Effect: Loot amounts from destroyed enemy buildings or killed enemy units are quadrupled. Name: Carnutes History: The Carnutes were druids from Aulercia. They fought when needed, and were largely responsible for turning back the Belgae incursions into Armorica and Aulercia. Effect: Gallic druids gain a small melee attack.
Ptolemies:
Generic Name: Pharaonic Cult. Specific Name: . History: . Effect: Hero aura range boosted by 50%. (Extra Farming Tech 1) Generic Name: Well Sweep. Specific Name: Kēlōneion. History: An ancient tool for efficiently drawing water from a well. Effect: Increased food production for farm fields. (Extra Farming Tech 2) Generic Name: Water Wheel. Specific Name: Sāqīya. History: A water wheel used to disburse water from lower elevations into irrigation canals. The earliest evidence of a sakia is from a Hellenistic tomb painting in Ptolemaic Egypt which dates to the 2nd century BC. It shows a pair of yoked oxen driving a compartmented waterwheel, which is for the first time depicted, too. The Greek sakia gear system is already shown fully developed to the point that modern Egyptian devices are virtually identical. It is assumed that the scientists of the Museum of Alexandria, at the time the most active Greek research center, may have been involved in its invention. An episode from the Alexandrian War in 48 BC tells of how Caesar's enemies employed geared waterwheels to pour sea water from elevated places onto the position of the trapped Romans. (source: Wikipedia) Effect: Increased food production for farm fields. (Extra Farming Tech 3) Generic Name: Archimedes' Screw. Specific Name: . History: A machine historically used for transferring water from a low-lying body of water into irrigation ditches, whose invention is traditionally attributed to Archimedes of Syracuse, the famous Greek mathematician and engineer. Effect: Increased food production for farm fields. Macedonians : Generic Name: Military Reforms. Specific Name: Military Reforms. History: When Philip II came to the Macedonian throne he began a total reorganization of the Macedonian army. His reforms created a powerful cavalry arm to his army that would prove useful to both himself and his son Alexander's conquests. Effect: Each subsequent Barracks constructed comes with 5 free (random) Macedonian military units. This also applies to the Barracks of allied players (they receive 5 free units of their own culture for each new Barracks constructed).
Persians: Name: Naval Craftsmanship History: Early Achaemenid rulers acted towards making Persia the first great Asian empire to rule the seas. The Great King behaved favourably towards the various sea peoples in order to secure their services, but also carried out various marine initiatives. During the reign of Darius the Great, for example, a canal was built in Egypt and a Persian navy was sent exploring the Indus river. According to Herodotus, some 300 ships in the Persian navy were retrofitted to carry horses and their riders. Effect: Phoenician Triremes gain the ability to train cavalry units.
Mauryans : Generic Name: Elephant Roundup. Specific Name: . History: . Effect: Mauryan units can "capture" Gaia elephants in the wild and garrison up to 5 of them inside the Elephant Stables. This unlocks the "Elephant Breeding" bonus that reduces elephant unit costs by 5% and train time by 5% for each garrisoned elephant for a total maximum bonus of 25%.
Seleucid:
Generic Name: Marriage Alliance. Specific Name: Epigamia. History: Seleucus I Nicator invaded the Punjab region region of India in 305 BC, confronting Chandragupta Maurya (Sandrokottos), founder of the Mauryan empire. It is said that Chandragupta fielded an army of 600,000 men and 9,000 war elephants (Pliny, Natural History VI, 22.4). Seleucus met with no success and to establish peace between the two great powers and to formalize their alliance, he married his daughter to Chandragupta. In return, Chandragupta gifted Seleucus a corps of 500 war elephants, which would prove a decisive military asset for Seleucus as he fought the rest of Alexander's successors. Effect: A one-time purchase of 20 Indian War Elephants from the Mauryan Empire. Iberians: Name: Suzko Txabalina History: Iberian tribesmen were noted for wrapping bundles of grass about the shafts of their throwing spears, soaking that in some sort of flammable pitch, then setting it afire just before throwing. Effect: Unlocks the flaming component attributed to javelin-armed units; causes targets struck to become inflamed and lose hitpoints at a constant rate until and if either healed or repaired, as appropriate. Name: Maisu Burdina Langileak History: The Iberians were known to produce the finest iron and steel implements and weapons of the age. Effect: Metal costs for units and technologies reduced by 50%. Spartans: Name: Feminine Mystique. History: Spartan women were some of the freest in the ancient world. They could own land and slaves and even exercise naked like Spartan men. It is said that only Spartan women gave birth to real men. Such tough-as-nails women more than once helped save their city from disaster, for example when after a lost battle against Pyrrhus of Epirus they overnight built an earthen rampart to protect the city while their men slept in preparation for the next day's siege. Effect: Spartan female citizens cannot be captured and will doggedly fight back against any attackers. They are also capable of constructing defense towers and palisades. Name: Tyrtean Paeans. History: Paeans were battle hymns that were sung by the hoplites when they charged the enemy lines. One of the first known Paeans were composed by Tirteus, a warrior poet of Sparta, during the First Messenian War. Effect: Units in phalanx formation move faster.
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| #349 | invalid | Destruction - Civil | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Destruction - Civil SDD# 381 Specifications MONO 2-Seconds Non-Looping 5 Sounds Req'd |
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| #350 | invalid | Destruction - Generic | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Destruction - Generic SDD# 391 Specifications MONO 2-Seconds Non-Looping 5 Sounds Req'd |
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| #352 | fixed | Destruction - Generic | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Destruction - Gate SDD# 399 Specifications MONO 2-Seconds Non-Looping 5 Sounds Req'd |
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| #351 | invalid | Destruction - Military | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Destruction - Military SDD# 393 Specifications MONO 2-Seconds Non-Looping 5 Sounds Req'd |
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| #1059 | wontfix | Detailed documentation of default mod "public" files/filestructure | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
A major aspect of the game that I find lacking is documentation. The wiki currently contains descriptions of the source code and method descriptions, but a layout of the "public" mod cannot be found. This is all fine for current developers, but future developers need to find their way around the code. To help speed up the process, a map/list of file references would go a long way. My thought is an easy-to-search system where a person can jump in at, for example, the event handler for a mouse click and be given references to the points where a mouse click is processed. I probably have my head in the clouds here, but I'm going to look into documenting my exploration of the code and getting a start on this. For now, I'm going to start at function declarations and work out where they are used. Any suggestions on how to make the searchable references would be nice. |
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| #6467 | duplicate | Details: unhandled exception (Access violation reading 0x0000000C) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
after installing 0 ad for the first time in the D drive when I launched the game I got this error Much to our regret we must report the program has encountered an error. Please let us know at http://trac.wildfiregames.com/ and attach the crashlog.txt and crashlog.dmp files. You may find paths to these files at https://trac.wildfiregames.com/wiki/GameDataPaths Details: unhandled exception (Access violation reading 0x0000000C) Location: unknown:0 (?) Call stack: (error while dumping stack: No stack frames found) errno = 13 (Insufficient access rights to open file) OS error = 0 (no error code was set) |
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| #6143 | invalid | Developer Overlay - Control all units (bug) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
When testing [25253]+ D3849, I noticed that the
I tracked the issue down to changeset [25125]
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| #2569 | fixed | Developer Overlay should not have a global, persistent config setting | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
If the Developer Overlay is enabled in the settings, it is automatically opened in unrated games which is only an annoyance. Therefore, the setting should be removed and the developer overlay should only be openable via keyboard shortcut. |
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| #5551 | invalid | Developer overlay triggered by Alt+Shift+D not Alt+D | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
I don't know if this is specific to macOS or not, but contrary to what the hotkey information says in "binaries/data/config/default.cfg" and in-game on the Manual page, I am unable to trigger the Developer overlay with the documented key combo of "Alt+D". Instead, it seems to open with Alt+Shift+D instead (similar to Alt+Shift+W for wireframe, which is already documented correctly as such). Both with A23 and latest trunk (r22604), it only opens for me with "Alt+Shift+D". |
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| #2837 | fixed | Dialog Button placement should be consistent. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
The Yes/No, Continue/Cancel button placement on dialogs is inconsistent. |
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| #5267 | invalid | Different font size after exit | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
HI ... love the game ... this is minor: after quitting 0AD, the font size on the desktop is larger than before launching 0AD.. OSX 10.11.6 |
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| #5374 | fixed | Differentiating building structure voices from repairing it | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Currently when ordering units to build something they use the repair sound instead of the building sound. That is because there is no building state, only repairing ones. Basically, when units are building a structure, they are repairing it. It would be nice to have two different sounds for it. The female template has this line: <order_build>voice/{lang}/civ/civ_{gender}_build.xml</order_build>
We currently have the sounds for Latin but not Greek, they would need to be added as well. |
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| #4931 | fixed | Difficulty setting not available when using non English locale | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
While testing a development trigger map, I noticed the difficulty setting is not available in the "More Options" window when using a non English locale. Originally reported on the staff forums here. |
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| #7 | fixed | Diplomacy | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
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| #4747 | fixed | Diplomacy colors | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Add a button to toggle between normal and "diplomacy" colors:
Work in progress at https://code.wildfiregames.com/D754 |
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| #5262 | fixed | Diplomacy screen doesn't show defeated players after rejoin | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
When rejoining a match where some player is defeated, the diplomacy screen won't show the 'defeated' icon at that player until A not directly related bug is that after a rejoin the "PlayerWon" simulation message is broadcasted for the rejoined client but not the non-rejoined one. |
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| #1764 | fixed | Diplomacy settings are available after resignation/defeat | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
The diplomacy options should be hidden and the relevant code should not respond after the player has been defeated. |
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| #446 | worksforme | DirWatch doesn't like Windows symbolic links | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
If I create a symbolic directory link (via
It'd be nicer if worked. (But it already works fine with junctions ( |
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| #1263 | fixed | Disable CUDA in bundled NVTT's CMake build script | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
The bundled |
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| #879 | fixed | Disable FoW for AI players | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
r9657 made |
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| #671 | fixed | Disable compression of public.zip | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Using zip compression when generating public.zip for release packages has a significant detrimental effect on download size (maybe around 25%), because it conflicts with the (much better) bz2/lzma package compression. People would probably have to play the game dozens of times for the gain in startup performance to outweigh the extra download time, so the tradeoff doesn't seem good at our current stage. So we should disable compression now, for the clear improvement in download size, and then later we can spend more time thinking about and measuring and optimising startup performance again. |
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| #614 | fixed | Disable developer tools in multiplayer | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Obviously! I can't kill units or buildings, but I can control them and build things, depleting the other persons resources. Not to mention revealing the whole map right away. |
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| #3669 | fixed | Disable late-observer-join ingame | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
It would be nice if we could enabled and disable late-observer-joins after the game started. This way games could be launched with that setting enabled and if it becomes too annoying to have observers joining and/or lagging, further joins could be prohibited. Observers that are already connected can be kicked/banned from a match (#3241). Refs #3242 |
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| #4922 | duplicate | Disable map rotation hotkey in ingame chat | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
While moving the map using Shift + arrow keys is already disabled in the ingame chat window, using CTRL + arrow keys is not. So when using CTRL + arrow keys in the ingame chat to jump from word to word the map gets rotated as well. Therefore the map rotation hotkey should be disabled in the ingame chat window too. Alt + arrow keys should be probably disabled as well in the chat window. |
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| #780 | fixed | Disable shader renderer on r300c | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
According to this thread, the shader mode causes graphical errors on Mesa r300c drivers. We should default to fixed mode and probably suggest users should upgrade to r300g (Gallium) drivers. |
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| #6660 | invalid | Disable unload warning for siege turret on ship | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
expected behavior
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| #6536 | fixed | Disabled icons are slightly colored for openGL ARB | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
to reproduce
bisect(not yet) reproducible
There is no difference between |
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| #4287 | fixed | Disabling "shadows on water" makes water featureless | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
On the scenario map "Siwa Oasis" and the random map "Pyrennean Sierra" the water becomes featureless when disabling shadows on water. This wasn't the case in alpha 20 and looks like a dependency of r18443 / #3781 on that setting which shouldn't be there. |
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| #6236 | fixed | Disabling 'background pause' doesnt work | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
The game pauses after alt tabbing out of the game when the setting is disabled. |
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| #4576 | needsinfo | Disallow construction of military buildings with female citizens | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
It is possible to construct any number of military buildings by selecting a citizen-soldier, placing their foundation somewhere on the map and let female citizens build them without the citizen-soldier ever getting close. This is certainly not intended and should be fixed. |
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| #6071 | invalid | Disappearing messages about players leaving/entering the lobby | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
When you enter the lobby and wait a bit, messages about players leaving and entering are displayed, but as soon as you enter a game and press
This bug can not be reproduced for A23b.
The bug was first reported by "DoctorOrgans" in the A24b lobby. (I'm creating the ticket now so the bug won't be forgotten). |
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| #5178 | invalid | Disappearing women in Pyrogenesis 0.0.22 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
I have a game whivh has reached a a state where, when I produce Spartiates, they momentarily appear (making their entrance sound) and then vanish. It looks like my population number is incremented, but I can't find those units anywhere. What can I do to help with diagnostics? |
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| #4787 | fixed | Disconnected territory considered rooted after capturing | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
In this replay, borg- captured a barracks from Liberty at minute 13:30. The territory didn't blink and borg- was able to build a tower in that disconnected territory. refs #3526 |
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| #3516 | duplicate | Disconnected walls don't decay anymore | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Reproduce: Start a game with iberian, delete the CC (or another civ and build the walls) It was not introduced by r17053 (which fixed #3426) as the commit before that also has this problem. With r16500 unconnected walls were decaying and that should be the case (close as won't fix otherwise). |
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| #2818 | duplicate | Disconnection from own pregame lobby. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Both scythetwirler and I have experienced this recently. When hosting a game through the multiplayer lobby, we have gotten randomly disconnected from our own game (while browsing maps before the game starts) with the message "lost connection to server" (or something along those lines). Cause is unknown and appears to not be easily reproducible. I don't even know if it only happens while browsing maps. |
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| #6267 | duplicate | Discrepancy in the recognition of ai's json file | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
ProblemGetAIsHelper::Run (in ICmpAIManager.cpp) and CAIPlayer::Initialise (in CCmpAIManager.cpp) disagree, how the json should be named. Because of GetAIsHelper::Run, every json file in the directory is interpreted as metadata for an AI. CAIPlayer::Initialise however requires it to be named "data.json". This leads to a problem, if other .json files are in the directory. In my case, I have a tsconfig.json for Typescript-Configuration. I cannot use it for the metadata, because CAIPlayer::Initialise doesn't allow this, but if I make two files (data.json and tsconfig.json), GetAIsHelper::Run expects both files to be AIs. Suggested SolutionCAIPlayer::Initialise already requires the name data.json. So GetAIsHelper::Run should only search for "data.json" to begin with. Suggested Code ChangeOld:
New:
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| #6068 | wontfix | Display Bug | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Hi ! Description : Appearance of parasitic black areas during the game on different maps. Pictures about the bug : https://www.home-cloud.fr/s/N8SYfAbLm3LJxM5 System descriptions : OA.D version : Alpha 24 OS : Fedora 33 Install from flatpak Graphic card: Mesa Intel® Xe Graphics (TGL GT2) Otherwise thank you it's a very great game !! |
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| #6069 | duplicate | Display Bug | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Hi ! Description : Appearance of parasitic black areas during the game on different maps. Pictures about the bug : https://www.home-cloud.fr/s/N8SYfAbLm3LJxM5 System descriptions : OA.D version : Alpha 24 OS : Fedora 33 Install from flatpak Graphic card: Mesa Intel® Xe Graphics (TGL GT2) Otherwise thank you it's a very great game !! |
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| #3023 | wontfix | Display Multiplayer Games Elapsed Time | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
It could be great to display game duration of games in the lobby. That gave us an idea when our friends will end their games and could play with us. |
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| #690 | fixed | Display actions for units as a group, not first selected unit | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
When a unit i na group can build, show the build icons in the GUI. Currently, the GUI is determined by the first selected unit. If the unit is a hero, you can't build a thing. Ideally, it'd show the the actions of the most capable unit. So with a hero and women selected, the buildings women can build would be selected. If any infantry was in the group, you'd add the additional special buildings. |
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| #3306 | fixed | Display chat scrollback again when returning from gamesetup | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Currently chat messages are only displayed in the This means you will miss messages (imagine someone sending you one while you were just clicking on the host game button and returned, because you noticed that someone wrote your nickname).
The
There is a setting
A script function must be added to |
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| #527 | fixed | Display correct player names | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Currently, players in the game are shown as "Player 1", "Player 2", etc. The names ought to match the names given in the (multiplayer) game setup screen. Possibly the names should be entirely a GUI thing - the simulation code will only care about player ID numbers and will never know the names. |
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| #644 | wontfix | Display idle units in the empty panels when no units are selected | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Now that Brian made the panels always show, when no units are selected, the panels are empty. After some discussion by several people in IRC, a possible use for this empty space would be to display idle units. When there are only 16 or less idle units, display each individually. You should be able to click one and assign that single unit to a task. When there are more than 16 idle units, group them by type. e.g. if there are 10 women, and 14 warriors, show two icons, women (with the number 10 on the icon), and the type of warrior (similar to how unit movement is already done). When a group is clicked, all units are selected and the player can assign all those idle units to a single job. When there is more idle units than the max selection limit, break them out into multiple idle unit icons. So you could have up to 16 * max limit, which is more than enough room for all different idle unit types. |
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| #5365 | worksforme | Display problem | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Hi, I've got a problem with the display of the menu bar on the left when we're starting the game and with the display of the game bar when I'm playing. Indeed these are tiny! I can't read correctly what's written so far... However, the graphics during the game or the wallpaper image at the start of the game are at normal size. I've got Ubuntu 18.04 and in my memories I didn't have this problem with 16.04... Thank you. |
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| #4375 | fixed | Display which clients are still in the loading screen | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
When a multiplayergame has finished the gamesetup phase, clients will load the map. Few clients are loading significantly slower, so often people ask in the chat who is missing. Instead we could show a message (for example in the network warning panel) who is still missing.
Network implementation:
Whenever
The existing So the type can receive a new GUID argument that is empty in the current use cases and gets the GUID in the new use case.
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| #6039 | fixed | DivByZero Crash in PickSpawnPoint | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
This occurred while I was playing, so I regrettably don't have reproducible steps. I do have a stacktrace that might allow us to track down the issue. The relevant portion: Exception Type: EXC_ARITHMETIC (SIGFPE) Exception Codes: EXC_I386_DIV (divide by zero) Exception Note: EXC_CORPSE_NOTIFY Termination Signal: Floating point exception: 8 Termination Reason: Namespace SIGNAL, Code 0x8 Terminating Process: exc handler [3586] Thread 0 Crashed:: Dispatch queue: com.apple.main-thread 0 com.wildfiregames.0ad 0x0000000100083deb CCmpFootprint::PickSpawnPoint(unsigned int) const + 587 1 com.wildfiregames.0ad 0x00000001000e2d82 bool ScriptInterface::callMethodConst<CFixedVector3D, unsigned int, &(class_ICmpFootprint), ICmpFootprint, &(ICmpFootprint::PickSpawnPoint(unsigned int) const)>(JSContext*, unsigned int, JS::Value*) + 258 2 ??? 0x0000000111f66a8e 0 + 4596329102 3 ??? 0x000060001bf28398 0 + 105553585144728 4 ??? 0x0000000111f685d5 0 + 4596336085 5 ??? 0x000060001bfe2720 0 + 105553585907488 6 ??? 0x000000010566a811 0 + 4385581073 7 com.wildfiregames.0ad 0x000000010089a4b8 EnterBaseline(JSContext*, js::jit::EnterJitData&) + 232 From examining the code (at least at the version mirrored to GitHub) my inferance is a division by zero is only possible if:
Before I pursue it further I thought I should check if this is already a known or solved issue. |
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| #456 | fixed | DllLoader should handle missing files better | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
(Ignore the comment in
Because Atlas is a bit awkward and slow to compile, it's disabled by default on Windows, so
So in Debug builds on Windows,
In all cases, it shouldn't trigger internal error messages in |
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| #6123 | fixed | Do not execute multiple keyboard hotkey events if another hotkey in released simultaneously. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Example case: you have two different hotkeys.
1) press Ctrl+H: an event "hotkeyA" type "hotkeydown" is fired, the handler is executed What changed from a23 to a24 that didn't cause this problem? "hotkeyB" wasn't triggered at the same time "hotkeyA" was released, instead it was (ignored implicitly?) executed when the event fired a little more after (the OS keyboard wait time before a pressed key repeats, aprox 500 ms in my case) and the initial "hotkeydown" for "hotkeyB" was never fired.
Possible solutions: B) Don't fire a "hotkeydown" when that hotkey was already in a theoretical "hotkeydown" state. |
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| #6300 | fixed | Do not include source/test_root.cpp in the source archive | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
The archive https://releases.wildfiregames.com/0ad-0.0.25b-alpha-unix-build.tar.xz contains the file source/test_root.cpp This file is a generated file. My problem is that the file is erased by build/workspaces/update-workspaces.sh https://trac.wildfiregames.com/browser/ps/trunk/build/workspaces/update-workspaces.sh#L141 So when I build the Debian package I have an error because after the directory is "cleaned" the file has disappeared and the Debian build tool complains the file is missing compared to the original source code. For Debian I have removed the file but it would be nice if you stop distributing it upstream. https://salsa.debian.org/games-team/0ad/-/commit/b48b9a6129af5e8a88b59b24c17e041c2cf92ff1 |
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| #6094 | invalid | Do not use let or const in global scope unless strictly necessary. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Using global let or const makes the variables inaccessibles from the global scope for mods that need to access those variables, making impossible to access them. This also makes them impossible to access them from the console. |
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| #4843 | fixed | Dock placement | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Docks can be sometimes placed in such a way that they can be built but that units can't return resources there. Same for garrisoning in a Briton island settlement. |
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| #3325 | wontfix | Document CTextRenderer::Render | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
It's a very frequently called function and yet completely undocumented in the source. |
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| #65 | fixed | Document GUI Engine Needs | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
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| #64 | wontfix | Document Latest Session GUI | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
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| #4502 | fixed | Document lobby config | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Document server rules and ejabberd configs. |
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| #437 | fixed | Document the process of writing components | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
See SimulationSyntax. Need to extend it to cover writing script wrappers for interfaces, defining components in C++, and defining components in JS. Also need to cover all the simulation-specific things you might want to do inside a component ( |
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| #429 | fixed | Documentation and tests for new serialization, CParamNode code | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
The new serialization and CParamNode code needs tests and documentation. |
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| #3776 | invalid | Does wonders expand territories? | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Does wonders expand territories? When I have built a wonder, I think that my territory is the same |
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| #5442 | fixed | Don't add GUI object type specific functions to JSInterface_IGUIObject | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
But such GUI object type specific functions should be defined in a function specific to the affected object types, see the tirades in the references. |
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| #1666 | duplicate | Don't crash when loading an incompatible saved game | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
Currently it's possible and even likely to crash the game by loading a saved game from an incompatible version. At the very least, we should give the user a friendly message about their outdated save and refuse to load it. This is probably a good enough solution while we're in alpha, later we can think more about maintaining backward compatibility if some aspect of the engine/simulation needs to be tweaked as part of an update. |
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