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Almin

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Posts posted by Almin

  1. Hi,

    I'm using Arch GNU/Linux 64bit.

    I'm trying to compile from svn, current revision 11101.

    A few days/weeks ago I could do it without any problem.


    ==== Building pyrogenesis (release) ====
    ==== Building test (release) ====
    Creating obj/pyrogenesis_Release
    main.cpp
    Creating obj/test_Release
    precompiled.h
    Linking pyrogenesis
    test_root.cpp
    test_ScriptConversions.cpp
    test_ScriptVal.cpp
    test_ScriptInterface.cpp
    test_Net.cpp
    test_NetMessage.cpp
    test_AtlasObjectXML.cpp
    test_trace.cpp
    /usr/bin/ld: ../../../binaries/system/liblowlevel.a(x.o): undefined reference to symbol 'XConvertSelection'
    /usr/bin/ld: note: 'XConvertSelection' is defined in DSO /usr/lib/libX11.so.6 so try adding it to the linker command line
    /usr/lib/libX11.so.6: could not read symbols: Invalid operation
    collect2: ld gab 1 als Ende-Status zurück
    make[1]: *** [../../../binaries/system/pyrogenesis] Fehler 1
    make: *** [pyrogenesis] Fehler 2
    make: *** Warte auf noch nicht beendete Prozesse...
    test_posix.cpp
    test_allocators.cpp
    test_headerless.cpp
    test_topology.cpp
    test_sysdep.cpp
    test_printf.cpp
    test_rtl.cpp
    test_tex.cpp
    test_secure_crt.cpp
    test_cache_adt.cpp
    test_bits.cpp
    test_base32.cpp
    test_wchar.cpp
    test_regex.cpp
    test_byte_order.cpp
    test_lib.cpp
    test_fnv_hash.cpp
    test_adts.cpp
    test_path_util.cpp
    test_rand.cpp
    test_scripts.cpp
    test_CommandQueue.cpp
    test_Pathfinder.cpp
    test_Position.cpp
    test_RangeManager.cpp
    test_TerritoryManager.cpp
    test_ParamNode.cpp
    test_CmpTemplateManager.cpp
    test_ComponentManager.cpp
    test_Serializer.cpp
    test_Simulation2.cpp
    test_MeshManager.cpp
    test_TextureConverter.cpp
    In file included from ../../../source/simulation2/tests/test_Serializer.cpp:15:0:
    ../../../source/simulation2/tests/../../../source/simulation2/tests/test_Serializer.h: In Elementfunktion »void TestSerializerPerf::test_hash_DISABLED()«:
    ../../../source/simulation2/tests/../../../source/simulation2/tests/test_Serializer.h:530:3: Warnung: Variable »_qzz_res« gesetzt, aber nicht verwendet [-Wunused-but-set-variable]
    ../../../source/simulation2/tests/../../../source/simulation2/tests/test_Serializer.h:537:3: Warnung: Variable »_qzz_res« gesetzt, aber nicht verwendet [-Wunused-but-set-variable]
    test_LOSTexture.cpp
    test_Color.cpp
    test_TextureManager.cpp
    test_Terrain.cpp
    test_CmdLineArgs.cpp
    test_Xeromyces.cpp
    test_XeroXMB.cpp
    test_XMLWriter.cpp
    test_RelaxNG.cpp
    test_Parser.cpp
    stub_impl_hack.cpp
    test_CStr.cpp
    test_test.cpp
    test_CLogger.cpp
    test_FixedVector2D.cpp
    test_Sqrt.cpp
    test_Bound.cpp
    test_Matrix3d.cpp
    test_Random.cpp
    test_FixedVector3D.cpp
    test_MD5.cpp
    test_Fixed.cpp
    precompiled.cpp
    test_setup.cpp
    ../../../source/maths/MD5.h: In Elementfunktion »virtual void TestDescription_TestMD5_test_rfc::runTest()«:
    ../../../source/maths/MD5.h:45:39: Warnung: Feldindex ist oberhalb der Feldgrenzen [-Warray-bounds]
    In file included from ../../../source/maths/tests/test_MD5.cpp:14:0:
    ../../../source/maths/MD5.h: In Elementfunktion »void TestMD5::test_chunks()«:
    ../../../source/maths/MD5.h:45:39: Warnung: Feldindex ist oberhalb der Feldgrenzen [-Warray-bounds]
    ../../../source/maths/MD5.h:45:39: Warnung: Feldindex ist oberhalb der Feldgrenzen [-Warray-bounds]
    Linking test
    /usr/bin/ld: ../../../binaries/system/liblowlevel.a(x.o): undefined reference to symbol 'XConvertSelection'
    /usr/bin/ld: note: 'XConvertSelection' is defined in DSO /usr/lib/libX11.so.6 so try adding it to the linker command line
    /usr/lib/libX11.so.6: could not read symbols: Invalid operation
    collect2: ld gab 1 als Ende-Status zurück
    make[1]: *** [../../../binaries/system/test] Fehler 1
    make: *** [test] Fehler 2

    The Troubleshooting part on the wiki article didn't help me out.

  2. Thanks quantumstate, that's good to know.

    By the way, as you changed the file build/premake/extern_libs4.lua, the Troubleshooting at the wiki article for Building Instructions(http://trac.wildfiregames.com/wiki/BuildInstructions#Linux) is no longer correct:

    "If you get linker errors like cannot find -lboost_signals-mt (particularly users of Slackware 13.37 and -current), edit the file build/premake/extern_libs4.lua and remove the -mt suffixes from the boost definitions in line 212, and then run update-workspaces.sh again. It should look like this:

    unix_names = { "boost_signals", "boost_filesystem", "boost_system" },"

    These are now stretched over a couple of lines, namely line 221 and line 230. Could someone correct that in the wiki article?

    edit: and by the way the other troubleshooting tells you to delete a line from build/premake/premake.lua but the file is called build/premake/premake4.lua ;)

  3. Please, stay judicious. Focus on developing the game in the right direction. I didn't thought that it would be ported so fast and as it is (partly) done now I think it's cool to see, especially the stuff that Ykkrosh told, but it doesn't really improve the game. However, my respect for everyone included porting the game.

  4. And you guys get the same word "you" meaning both plural and singular, German with those incredibly long words ("Kugelschreiber" = "pen" / "Süßigkeiten" = "candies"!), spanish speakers speak too fast...

    I laughed out very loud! Kugelschreiber is, in my very german opinion, the only word that makes sense, because it's a writer("Schreiber") with a ball inside("Kugel") and Süßigkeiten are things(~"-keiten") which taste sweet("süß"). But how can one invent words like "candies" or "pen" out of nothing? :blink::D:shrug:

  5. First of all: Welcome to the forums, mmayfield45!

    It's amazing that someone is coming from nowhere and instantly creates such a map! :banana:

    I deeply like the map, in any way. One thing is that you found an awesome solution for the map borders that were already discussed somewhere in the forums, but sadly I can't find the discussion right now. The next thing that made me smile was that this is really a map with enough forest! That's how a map should look like! But furthermore I love your way of implementing various heights and in some lower area you even placed buildings! I know it's just for eye-candy and therefore doesn't influence the gameplay, but this is a very nice idea! :victory:

    Keep on working on maps like this and you will win all the maps-making competitions later! ;):worship:

    @spahbod: And yes! Indeed! You've got an worthy opponent at map-making! Let the battle begin! :bomb::flex:

  6. Why would I want to find out if a medium android phone/tablet is capable of running it?

    I don't understand you, again! :unsure: So, I'm right by thinking that you at least agreed that a medium android phone/tablet is not capable of running it?

  7. O f*** you, I love that so hard! This is awesome! No really, it's so great! Fantastic! One of the most intense steps forward in the development of 0 A.D. in the last couple of months! :banana:

    This reminds me on Age of Kings and the Conquerors and the old AoE 1 and so on! This is incredible! I didn't thought that something like this is possible with the pyrogenesis engine!

    edit: The only bad thing, taht I realize that some of the textures on some of the buildings are now flickering while scrolling. This is better when I set view.near to 32.0 but there's still some flickering. Why do the textures flicker anyway?

  8. AI scripts are found in public/simulation/ai there is a common-api folder which is shared by the bots but this is going to change soon.

    In which why does that change soon, because I think the common-api is quite nice and useful!

  9. It's in my opinion not even difficult to handle, it's just that nowadays people don't think anymore while playing. Boys, boys you should really play one of the games of the real AoE-series (before AoE3)!

    edit: One last thing: If we reduce the number of resources we will end up like AoE 3 or Farmville or even worse, and that's really something that no one wants! :throw-up:

  10. If it's a driver problem, it doesn't influence everyone, because I've also a nVidia gtx 560m with the newest driver(290.10). I'm running Arch Linux and I can start the game without any problem and also glxinfo seems to work and doesn't show anything special.

  11. You might not, but that was what you wrote and that was what I responded to. I can't read your mind.

    GTA is not an RPG or a turn-based strategy game either, but there's plenty of RPGs and turn-based strategy game for Android. It's quite silly to suggest that because a game of type X is popular on mobile devices then games of type Y won't be.

    What I am interested in are the technical obstacles, rather than these superflous "it won't work because I don't like it" arguments.

    Sorry, I thought, I wrote that "I also think that it is ways to difficult to create a port for mobile phones", but however...

    Besides the '"it won't work because I don't like it"-arguments' you asked for "the technical obstacles" and here is again what I also sent:

    A link to the building page in the wiki including all the third-party-stuff you need to build the game:

    http://trac.wildfiregames.com/wiki/BuildInstructions#Linux

    GCC (at least 4.0, preferably 4.3 or later)

    Subversion (or git if you want to use the Git mirror; see below)

    SDL

    Boost

    zlib

    libpng

    libxml2

    OpenGL

    OpenAL

    zip (needed by spidermonkey)

    libogg

    libvorbis

    libcurl

    Gamin (FAM should work too, but is considered deprecated)

    CMake

    To compile editing tools (enabled by default; pass the flag --disable-atlas to update-workspaces.sh to disable):

    wxWidgets (packages are probably called wxgtk)

    To use shared system libraries instead of bundled copies (default) of libraries (pass the flag --with-system-$COMPONENT to update-workspaces.sh to use the non-bundled copy):

    ENet 1.3 (--with-system-enet)

    NVTT (--with-system-nvtt)

    SpiderMonkey 1.8.5 (--with-system-mozjs185)

    What I don't know is whether all of that stuff exists (and works) for Android. Now, which other 'technical obstacles' do you need(,besides that I still can't imagine how a GUI on such a small screen that includes all 0 A.D.-functionality should look like)?

  12. I'm playing on Linux and building it myself but I just wanted to experiment a little bit by testing Wine compatibility, but it didn't work.

    [me@mypc system]$ wine pyrogenesis.exe

    wine: cannot find L"C:\\windows\\system32\\winemenubuilder.exe"

    err:wineboot:ProcessRunKeys Error running cmd L"C:\\windows\\system32\\winemenubuilder.exe -a -r" (2)

    fixme:iphlpapi:NotifyAddrChange (Handle 0xebe8fc, overlapped 0xebe8e0): stub

    wine: configuration in '/home/markus/.PlayOnLinux//wineprefix/zeroad' has been updated.

    fixme:heap:HeapSetInformation 0x110000 0 0x32fdd0 4

    err:service:validate_context_handle Access denied - handle created with access 2008d, needed 10

    fixme:winhttp:WinHttpDetectAutoProxyConfigUrl discovery via DHCP not supported

    fixme:ole:CoInitializeSecurity ((nil),-1,(nil),(nil),0,3,(nil),0,(nil)) - stub!

    fixme:wbemprox:wbem_locator_ConnectServer 0x1e48a0, L"ROOT\\CIMV2", (null), (null), (null), 0x00000000, (null), (nil), 0x692194)

    fixme:process:GetNumaHighestNodeNumber (0x32ec5c): stub

    fixme:dbghelp_msc:pdb_parse_cmd_string Couldn't evaluate "$T0 .raSearch = $eip $T0 ^ = $esp $T0 4 + =" => get_zvalue: no value found (.raSearch)

    wine: Unhandled page fault on write access to 0x00000000 at address 0x7ac32e0b (thread 0009), starting debugger...

    Unhandled exception: page fault on write access to 0x00000000 in 32-bit code (0x7ac32e0b).

    fixme:dbghelp_msc:pdb_parse_cmd_string Couldn't evaluate "$T0 .raSearch = $eip $T0 ^ = $esp $T0 4 + =" => get_zvalue: no value found (.raSearch)

    Register dump:

    CS:0023 SS:002b DS:002b ES:002b FS:0063 GS:006b

    EIP:7ac32e0b ESP:003253c8 EBP:00325400 EFLAGS:00210246( R- -- I Z- -P- )

    EAX:00000000 EBX:7ac45ff4 ECX:00006464 EDX:0f3eaf57

    ESI:0000009b EDI:00000000

    Stack dump:

    0x003253c8: 137b709c 0f3eaef8 00000000 00110000

    0x003253d8: 00000000 00000000 7ac32e0b 00000000

    0x003253e8: 00000000 001e2aa0 0f3b9020 0f382000

    0x003253f8: 0f3eaef8 003254a8 00325450 7ac33128

    0x00325408: ffffffff 7ac32e0b 00000000 00000000

    0x00325418: 0f3eaef8 00000000 00000000 00000000

    Backtrace:

    =>0 0x7ac32e0b SymFromAddr+0x9b() in dbghelp (0x00325400)

    1 0x7ac33128 SymFromAddrW+0x87() in dbghelp (0x00325450)

    0x7ac32e0b SymFromAddr+0x9b in dbghelp: movl %esi,0x0(%eax)

    Modules:

    Module Address Debug info Name (108 modules)

    PE 330000- 343000 Deferred zlib1

    PE 3e0000- 3f5000 Deferred enet

    PE 400000- 6cc000 CodeView pyrogenesis

    PE 6d0000- 7c1000 Deferred libxml2

    PE 7d0000- 8a9000 Deferred iconv

    PE ed10000- ed4a000 Deferred libcurl

    PE 10000000-101ac000 Deferred mozjs185-ps-release-1.0

    PE 78480000-7850e000 Deferred msvcp90

    PE 78520000-785c3000 Deferred msvcr90

    ELF 7abed000-7ac50000 Dwarf dbghelp<elf>

    \-PE 7abf0000-7ac50000 \ dbghelp

    ELF 7ada6000-7af51000 Deferred libcrypto.so.1.0.0

    ELF 7af51000-7afa8000 Deferred libssl.so.1.0.0

    ELF 7afa8000-7aff8000 Deferred libldap_r-2.4.so.2

    ELF 7aff8000-7b056000 Deferred wldap32<elf>

    \-PE 7b000000-7b056000 \ wldap32

    ELF 7b800000-7b9c4000 Deferred kernel32<elf>

    \-PE 7b810000-7b9c4000 \ kernel32

    ELF 7b9c9000-7b9e0000 Deferred libresolv.so.2

    ELF 7bc00000-7bcd2000 Deferred ntdll<elf>

    \-PE 7bc10000-7bcd2000 \ ntdll

    ELF 7bd0e000-7bd15000 Deferred libnss_dns.so.2

    ELF 7bd15000-7bd24000 Deferred liblber-2.4.so.2

    ELF 7bd31000-7bd45000 Deferred psapi<elf>

    \-PE 7bd40000-7bd45000 \ psapi

    ELF 7bd45000-7bd5b000 Deferred wbemprox<elf>

    \-PE 7bd50000-7bd5b000 \ wbemprox

    ELF 7bdd9000-7bde4000 Deferred libxcursor.so.1

    ELF 7bde5000-7be1b000 Deferred uxtheme<elf>

    \-PE 7bdf0000-7be1b000 \ uxtheme

    ELF 7bed7000-7bf00000 Deferred libexpat.so.1

    ELF 7bf00000-7bf04000 Deferred <wine-loader>

    ELF 7bf04000-7bf32000 Deferred libfontconfig.so.1

    ELF 7bf32000-7bf42000 Deferred libxi.so.6

    ELF 7bf42000-7bf45000 Deferred libxcomposite.so.1

    ELF 7bf4c000-7bf52000 Deferred libxfixes.so.3

    ELF 7bf7c000-7c02b000 Deferred winex11<elf>

    \-PE 7bf90000-7c02b000 \ winex11

    ELF 7c02b000-7c03b000 Deferred libbz2.so.1.0

    ELF 7c03b000-7c050000 Deferred libz.so.1

    ELF 7c050000-7c0ec000 Deferred libfreetype.so.6

    ELF 7c0ec000-7c0f5000 Deferred librt.so.1

    ELF 7c0f5000-7c136000 Deferred libopenal.so.1

    ELF 7c138000-7c141000 Deferred libxrandr.so.2

    ELF 7c141000-7c149000 Deferred libxrender.so.1

    ELF 7c149000-7c16d000 Deferred imm32<elf>

    \-PE 7c150000-7c16d000 \ imm32

    ELF 7c16d000-7c18a000 Deferred openal32<elf>

    \-PE 7c170000-7c18a000 \ openal32

    ELF 7c18a000-7c1ad000 Deferred iphlpapi<elf>

    \-PE 7c190000-7c1ad000 \ iphlpapi

    ELF 7c1ad000-7c1c8000 Deferred wsock32<elf>

    \-PE 7c1b0000-7c1c8000 \ wsock32

    ELF 7c2c8000-7c400000 Deferred libx11.so.6

    ELF 7c405000-7c40a000 Deferred libxxf86vm.so.1

    ELF 7c422000-7c4bd000 Deferred msvcrt<elf>

    \-PE 7c440000-7c4bd000 \ msvcrt

    ELF 7c4bd000-7c4e8000 Deferred msvcr80<elf>

    \-PE 7c4d0000-7c4e8000 \ msvcr80

    ELF 7c526000-7c529000 Deferred libxinerama.so.1

    ELF 7c53b000-7c540000 Deferred libxdmcp.so.6

    ELF 7c540000-7c543000 Deferred libxau.so.6

    ELF 7c543000-7c55b000 Deferred libxcb.so.1

    ELF 7c55b000-7c56e000 Deferred libxext.so.6

    ELF 7c56e000-7e182000 Deferred libnvidia-glcore.so.290.10

    ELF 7e182000-7e186000 Deferred libnvidia-tls.so.290.10

    ELF 7e186000-7e25d000 Deferred libgl.so.1

    ELF 7e294000-7e36a000 Deferred opengl32<elf>

    \-PE 7e2b0000-7e36a000 \ opengl32

    ELF 7e36a000-7e39e000 Deferred ws2_32<elf>

    \-PE 7e370000-7e39e000 \ ws2_32

    ELF 7e39e000-7e3c8000 Deferred msacm32<elf>

    \-PE 7e3a0000-7e3c8000 \ msacm32

    ELF 7e3c8000-7e471000 Deferred winmm<elf>

    \-PE 7e3d0000-7e471000 \ winmm

    ELF 7e471000-7e4ab000 Deferred winhttp<elf>

    \-PE 7e480000-7e4ab000 \ winhttp

    ELF 7e4ab000-7e5b8000 Deferred oleaut32<elf>

    \-PE 7e4c0000-7e5b8000 \ oleaut32

    ELF 7e5d7000-7e654000 Deferred rpcrt4<elf>

    \-PE 7e5e0000-7e654000 \ rpcrt4

    ELF 7e654000-7e77b000 Deferred ole32<elf>

    \-PE 7e670000-7e77b000 \ ole32

    ELF 7e77b000-7e87c000 Deferred comctl32<elf>

    \-PE 7e780000-7e87c000 \ comctl32

    ELF 7e87c000-7e8ee000 Deferred shlwapi<elf>

    \-PE 7e890000-7e8ee000 \ shlwapi

    ELF 7e8ee000-7eb19000 Deferred shell32<elf>

    \-PE 7e900000-7eb19000 \ shell32

    ELF 7eb19000-7eb82000 Deferred advapi32<elf>

    \-PE 7eb30000-7eb82000 \ advapi32

    ELF 7eb82000-7ec4a000 Deferred gdi32<elf>

    \-PE 7eb90000-7ec4a000 \ gdi32

    ELF 7ec4a000-7ed9b000 Deferred user32<elf>

    \-PE 7ec60000-7ed9b000 \ user32

    ELF 7ef9b000-7efc9000 Deferred libm.so.6

    ELF 7efc9000-7efcf000 Deferred libuuid.so.1

    ELF 7efcf000-7efe6000 Deferred libice.so.6

    ELF 7efe6000-7f000000 Deferred version<elf>

    \-PE 7eff0000-7f000000 \ version

    ELF f7484000-f7489000 Deferred libdl.so.2

    ELF f7489000-f7606000 Deferred libc.so.6

    ELF f7606000-f7621000 Deferred libpthread.so.0

    ELF f7623000-f7630000 Deferred libnss_files.so.2

    ELF f7651000-f7658000 Deferred libsm.so.6

    ELF f7658000-f779b000 Dwarf libwine.so.1

    ELF f779c000-f77bd000 Deferred ld-linux.so.2

    ELF f77bd000-f77be000 Deferred [vdso].so

    Threads:

    process tid prio (all id:s are in hex)

    00000008 (D) C:\users\markus\Lokale Einstellungen\Anwendungsdaten\0 A.D. alpha\binaries\system\pyrogenesis.exe

    00000034 0

    00000033 0

    00000009 0 <==

    0000000e services.exe

    00000032 0

    0000001d 0

    0000001b 0

    00000017 0

    00000015 0

    00000010 0

    0000000f 0

    00000012 winedevice.exe

    00000018 0

    00000014 0

    00000013 0

    00000019 plugplay.exe

    0000001f 0

    0000001c 0

    0000001a 0

    00000022 explorer.exe

    00000023 0

    Backtrace:

    =>0 0x7ac32e0b SymFromAddr+0x9b() in dbghelp (0x00325400)

    1 0x7ac33128 SymFromAddrW+0x87() in dbghelp (0x00325450)

    Speicherzugriffsfehler

  13. Ninja'd :angry:;)

    A tutorial in the form of a mini-campaign with 6 - 8 scenarios would be best, I think. We should definitely rip off learn from the William Wallace Learning Campaign in AOE 2, explain everything from basics like marching, attacking, building, gathering, unit statistics to advanced things like formation, rock-scissor-paper system, resource management,...

    I would love that idea! Oh, how I want to defeat Stirling again!!! :banana::flex:(y)

  14. Well, this illustrates the misunderstanding perfectly. I am not asking anyone to choose between desktop OR mobile. It would be a port, meaning you would still be able to play desktop when it's practical. But in many, many situtations desktop is not practical - like if you're riding the bus and lugging around your laptop just isn't convienient. In those situations you currently have no options, regardless of how much you like big screens.

    As for people not wanting to play on such devices, that is simply not true. Grand Theft Auto III, a ten years old PC game, was just released for iOS and Android on December 22. It has already been downloaded more than 100.000 times (at 2$ each) from Android Market alone. People are craving quality games for mobile.

    You really try to misunderstand me, right? ;)

    1st: There was not a second that I thought you would like to "kill" the desktop version and I understood quite well that you talked about a port.

    2nd: I would like to know when playing a game like 0 A.D. is practical on a mobile device. And please don't misunderstand me, but I really would appreciate seeing the facial expressions of someone trying to play a rts like 0 A.D. on a smartphone or tablet. :D

    3rd:

    As for people not wanting to play on such devices, that is simply not true. Grand Theft Auto III, a ten years old PC game, was just released for iOS and Android on December 22. It has already been downloaded more than 100.000 times (at 2$ each) from Android Market alone. People are craving quality games for mobile.

    Well, and there's no difference between GTA and 0 A.D.(Sorry, but this made me laugh). GTA is not an rts. What do you do in GTA? Right! You run around, steel some cars, kill some people. I think when it comes to First-Person-Shooters, historic_bruno already said everything needed so I don't have to repeat it. Furthermore, as you said yourself, the mobile version of GTA was sold, which means it was developed commercially. But 0 A.D. is foss and therefore nobody here pays a development studio to port 0 A.D.. I therefore don't know where you want to get the people porting the entire stuff. As Ykkrosh already mentioned the rendering must be done with OpenGL ES and you have to care about the build system and third-party libraries. I don't know whether you build 0 A.D. yourself, but I did so. To see how many third-party libraries and other stuff are needed you can look them up here: http://trac.wildfiregames.com/wiki/BuildInstructions#Linux

    So for now I'm quite interested how one can solve all of those problems. ;)

  15. @afeder: To be honest, but I also think that it is ways to difficult to create a port for mobile phones, just to show that it's possible(,-> which it not even is, in the case of 0 A.D.)! And even if it's possible there wouldn't be enough people maintaining this port, because there are just not many people who want to play such a game on an small (and weird) device, rather than on a big screen. But if you feel like you can do it, than no one will stop you. Likewise you can't expect the developers to help you. That's just how foss-development is working.

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