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newcivs

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Posts posted by newcivs

  1. y make a re

    It can't be you ran that complete script, as you're on r14707, while we're now on r15191. Try updating your svn again.

    i make a otal upgrade and now i get

    SVN: 15191

    OS: RfRemix 20

    Kernel: Linux 3.12.9-300.fc20.i686+PAE i686
    GCC: 4.8.2 20131212

    GPU info

    00:02.0 VGA compatible controller: Intel Corporation 4 Series Chipset Integrated Graphics Controller (rev 03) (prog-if 00 [VGA controller])
    Subsystem: Intel Corporation Device d613
    Flags: bus master, fast devsel, latency 0, IRQ 43
    Memory at d0000000 (64-bit, non-prefetchable)
    Memory at c0000000 (64-bit, prefetchable)
    I/O ports at f140
    Expansion ROM at <unassigned> [disabled]
    Capabilities: [90] MSI: Enable+ Count=1/1 Maskable- 64bit-
    Capabilities: [d0] Power Management version 2
    Kernel driver in use: i915

    CPU intel core duo "aka celeron"

    "GPU", intel gma 950

    tracks:

    http://pastebin.com/qmUGXtxV

  2. Did you try cleaning your workspace?

    in the gcc dir, execute ./clean-workspaces.sh, then ./update-workspaces.sh. And finally the make as you did.

    i use a self-updatetin script, this is the code of my script

    #!/bin/sh

    set -e

    svn up

    cd build/workspaces

    ./clean-workspaces.sh

    ./update-workspaces.sh

    cd gcc

    make clean

    make -j3

    ~

  3. i have an idea for 0AD, if i send and invitation to a player and him acepts it i can train my friends units, i pay the cost of this units, example

    i play with carthage and my friend with seleucida, i send and invitation to him, he acepts and on the market i get a few groups of units to buy, this units are:

    * Parthian Archer

    * Median archer

    * Partheian cathafract

    * helepola.

    * seleucid elephant with the normal cost of this units, these are the units allowed to be used as mercenries

    Athens:

    Marines,

    Helepola,

    Pelthast,

    Ballista

    Scorpio

    Britons

    Chariot,

    Longsowrdsmen,

    Spearmen,

    Carthage:

    Elephant,

    Numidian calvary,

    Ballista,

    Quinquerreme,

    Trirreme,

    Egypt:

    Judean Slinger,

    Nabatean Archer,

    Quinquerreme,

    Peltast,

    Iberian

    Champion Calvary,

    Champion infantry,

    Swordmen,

    Javelinist,

    Slinger,

    Macedon

    Pikeman,

    Thracian calvary,

    Thracian peltast,

    Champion infantry,

    Phalanx "llimited to 100",

    Gauls

    Spearmen,

    Solduros,

    Brithent,

    Persia

    Archer,

    Elephant,

    Chariot,

    Archer,

    Cathafract,

    Seleucids

    Cathafract,

    Archer,

    Parthian archer,

    Helepola,

    Spearmen,

    Rome

    Samnite allies

    Calvary

    Velites

    Spartans

    Spartaties

    Spearmen

    But for buy this mercenaries my friend must accept my invitation and i pay it

  4. Command: make -j3

    SVN: 15191

    OS: RfRemix 20

    Kernel: Linux 3.12.9-300.fc20.i686+PAE i686
    GCC: 4.8.2 20131212

    GPU info

    00:02.0 VGA compatible controller: Intel Corporation 4 Series Chipset Integrated Graphics Controller (rev 03) (prog-if 00 [VGA controller])
    Subsystem: Intel Corporation Device d613
    Flags: bus master, fast devsel, latency 0, IRQ 43
    Memory at d0000000 (64-bit, non-prefetchable)
    Memory at c0000000 (64-bit, prefetchable)
    I/O ports at f140
    Expansion ROM at <unassigned> [disabled]
    Capabilities: [90] MSI: Enable+ Count=1/1 Maskable- 64bit-
    Capabilities: [d0] Power Management version 2
    Kernel driver in use: i915

    CPU intel core duo "aka celeron"

    "GPU", intel gma 950

    tracks:

    http://pastebin.com/qmUGXtxV

  5. you want Elephants with Macedonians?

    Ok may be the tech can be not name as Dadochi Reform, may be Antigonid. Because we're more effective to rule, see Antipater Dynasty only was about 20years hold the rule of Macedon.

    yes, i want a technology with same behavior of iphicratean reforms "antigonid reform", unlock elephants and milita thureos

  6. i think that in A16 we should put another faction "thebes", already exists a simple stub but non-playable, i think that er must copy&paste hellenic actors, "with an only change, thebian shields"

    and about macedonians i think that we can put a technology called "diadochi reforms"

    the diadochi reforms bring 2 new units:

    * milita thureos "cheap and weak soldiers"

    * towered elephants "millitary diadochi symbol"

  7. Starting Nmap 6.40 ( http://nmap.org ) at 2014-02-08 18:24 CST

    Initiating Ping Scan at 18:24

    Scanning 92.243.18.55 [4 ports]

    Completed Ping Scan at 18:24, 1.01s elapsed (1 total hosts)

    Initiating Parallel DNS resolution of 1 host. at 18:24

    Completed Parallel DNS resolution of 1 host. at 18:24, 0.61s elapsed

    Initiating SYN Stealth Scan at 18:24

    Scanning complice.zaynar.co.uk (92.243.18.55) [1000 ports]

    Discovered open port 22/tcp on 92.243.18.55

    Discovered open port 8002/tcp on 92.243.18.55

    Completed SYN Stealth Scan at 18:25, 15.39s elapsed (1000 total ports)

    Initiating OS detection (try #1) against complice.zaynar.co.uk (92.243.18.55)

    adjust_timeouts2: packet supposedly had rtt of -58699 microseconds. Ignoring time.

    adjust_timeouts2: packet supposedly had rtt of -58699 microseconds. Ignoring time.

    Nmap scan report for complice.zaynar.co.uk (92.243.18.55)

    Host is up (0.19s latency).

    Not shown: 995 filtered ports

    PORT STATE SERVICE

    22/tcp open ssh

    80/tcp closed http

    5222/tcp closed xmpp-client

    8001/tcp closed vcom-tunnel

    8002/tcp open teradataordbms

    Device type: general purpose

    Running: Linux 2.6.X

    OS CPE: cpe:/o:linux:linux_kernel:2.6

    OS details: Linux 2.6.18 - 2.6.22

    Uptime guess: 50.143 days (since Fri Dec 20 14:59:29 2013)

    IP ID Sequence Generation: All zeros

  8. i try to update my 0ad compilation, but i get this result "on command-line"

    svn: E000111: Unable to connect to a repository at URL 'http://svn.wildfiregames.com/public/ps/trunk'
    svn: E000111: Error running context: Conexión rehusada

    but i make a pingtest nd i get the resut that the computer is on

    ping svn.wildfiregames.com
    PING svn.wildfiregames.com (92.243.18.55) 56(84) bytes of data.
    64 bytes from complice.zaynar.co.uk (92.243.18.55): icmp_seq=1 ttl=49 time=185 ms
    64 bytes from complice.zaynar.co.uk (92.243.18.55): icmp_seq=2 ttl=49 time=183 ms
    64 bytes from complice.zaynar.co.uk (92.243.18.55): icmp_seq=3 ttl=49 time=195 ms
    64 bytes from complice.zaynar.co.uk (92.243.18.55): icmp_seq=4 ttl=49 time=189 ms
    64 bytes from complice.zaynar.co.uk (92.243.18.55): icmp_seq=5 ttl=49 time=189 ms
    64 bytes from complice.zaynar.co.uk (92.243.18.55): icmp_seq=6 ttl=49 time=187 ms
    64 bytes from complice.zaynar.co.uk (92.243.18.55): icmp_seq=7 ttl=49 time=185 ms
    64 bytes from complice.zaynar.co.uk (92.243.18.55): icmp_seq=8 ttl=49 time=190 ms
    64 bytes from complice.zaynar.co.uk (92.243.18.55): icmp_seq=9 ttl=49 time=193 ms
    64 bytes from complice.zaynar.co.uk (92.243.18.55): icmp_seq=10 ttl=49 time=189 ms
    64 bytes from complice.zaynar.co.uk (92.243.18.55): icmp_seq=11 ttl=49 time=187 ms
    64 bytes from complice.zaynar.co.uk (92.243.18.55): icmp_seq=12 ttl=49 time=183 ms
    ^C
    --- svn.wildfiregames.com ping statistics ---
    12 packets transmitted, 12 received, 0% packet loss, time 11010ms
    rtt min/avg/max/mdev = 183.017/188.336/195.781/3.691 ms

    • Like 1
  9. FAQ

    IB = Infantry Basic

    IA = Infantry Advanced

    IE = Infantry Elite

    CI = Champion infantry

    CC = champion calvary

    suebi units "total war":

    spearmen

    IB

    780xNx2013-10-25_00883.jpg.pagespeed.ic.

    IA

    780xNx2013-10-25_00860.jpg.pagespeed.ic.

    IE

    780xNx2013-10-25_00848.jpg.pagespeed.ic.

    Swordsman

    IB

    780xNx2013-10-25_00865.jpg.pagespeed.ic.

    IA

    780xNx2013-10-25_00829.jpg.pagespeed.ic.

    IE "longsworsmen"

    780xNx2013-10-25_00849.jpg.pagespeed.ic.https://1-ps.googleusercontent.com

    Slinger

    IB

    780xNx2013-10-25_00884.jpg.pagespeed.ic.

    IA

    780xNx2013-10-25_00869.jpg.pagespeed.ic.

    IE "the only change is suebi hair"

    780xNx2013-10-25_00827.jpg.pagespeed.ic.

    Javelinist

    IB780xNx2013-10-26_00001.jpg.pagespeed.ic.

    IA "gets a sword"

    780xNx2013-10-26_00012.jpg.pagespeed.ic.

    IE "suebi knot, and suicide spear attack, with wedge formation "

    780xNx2013-10-25_00825.jpg.pagespeed.ic.

    * Archer!

    IA IB and IE in same image

    780xNx2013-10-26_00007.jpg.pagespeed.ic.

    Calvary Javelinist

    CB

    780xNx2013-10-25_00874.jpg.pagespeed.ic.

    CA "gets a knife"

    780xNx2013-10-25_00855.jpg.pagespeed.ic.

    CE "gets helmet, caih mall and calvary sword"

    780xNx2013-10-25_00791.jpg.pagespeed.ic.

    * calvary swrdsman "copy&paste of Epos"

    CI "simmilar to a Solduros"

    780xNx2013-10-26_00013.jpg.pagespeed.ic.

    CC

    780xNx2013-10-25_00843.jpg.pagespeed.ic.

    *NOTE, the celtic influence of germanic elte armor was very famous

  10. You want to run 0 A.D. in a browser Or do you want to do a remake in a browser?

    • I would not use data URL's for images. Just have them served statically as jpg files helps with caching.
    • Similar to using javascript: put all javascript in a separate file (or files). It's easier to edit and no reload of the data is necessary upon subsequent visits.
    • I don't know if webGL supports everything OpenGL does, but since 0 A.D. uses an older version it should not be a problem.
    • You will run into problems with all the C++ code which you would have to translate to javascript. I don't that's fun or will run well at all (sssllllooowww).
    • You'll need to implement a different way of interpretting the game's XML data, which could be done in javascript. It still requires a lot of work.
    • Quick load... hmm, most of the loading probably goes into XML files, 3D models, and texture images. So the loading will be similar to downloading the game.

    I'm not sure if you are really playing to do this, but it would take considerable effort. Good luck though :)

    run a remix of 0AD in a browser, same UI, same appereance "but the lobby is an only webchat" "multiplayer games" are hostred in a normal connection

    * the data URL and all textures gonna be replaced with clolours "on WEBGL, is possible choose color of 3D models", the 3D models gonna be replaced with webGL Models

    * the sllloooowww would be a troube "i would make some censorship" the "giant" map size deleted "on remix"

    * the XML data would be replaces into JSON notation "useful in canvas"

    *

  11. The normal celtic formation for melee infantry were the boar head, the units were a shock ram, in the rise of battle are a huge and very powerful enemy "2x power" but when the shock finishes the formation is very weak "½ health&attack".

    The appereance of this formation is the wedge calvary formation "but for infantry".

    who gonna enjoy it?

    * celtic factions

    * carthaginian "galic sowdman" "but the wek, of this unit is small" "2x at begginig" and 0.75x "after-shock"

  12. with webgl is possible use OpenGL shaders on a web browser, i know that for make a useful remix i need:

    * transform .dds textures to data URL images "664-bit codification"

    * the javascript code in <script></script> HTML tags

    but what i need remix for make a profitable mod

    profitable = quick download&preload

  13. SVN: 14707

    OS: RfRemix

    Kernel: Linux 3.12.9-300.fc20.i686+PAE i686
    GCC: 4.8.2 20131212

    GPU info

    00:02.0 VGA compatible controller: Intel Corporation 4 Series Chipset Integrated Graphics Controller (rev 03) (prog-if 00 [VGA controller])
    Subsystem: Intel Corporation Device d613
    Flags: bus master, fast devsel, latency 0, IRQ 43
    Memory at d0000000 (64-bit, non-prefetchable)
    Memory at c0000000 (64-bit, prefetchable)
    I/O ports at f140
    Expansion ROM at <unassigned> [disabled]
    Capabilities: [90] MSI: Enable+ Count=1/1 Maskable- 64bit-
    Capabilities: [d0] Power Management version 2
    Kernel driver in use: i915

    CPU intel core duo "aka celeron"

    bug:

    $ make -j3
    ==== Building mocks_real (release) ====
    ==== Building network (release) ====
    ==== Building lobby (release) ====
    Creating obj/mocks_real_Release
    mocks_real.cpp
    Creating obj/network_Release
    Creating obj/lobby_Release
    precompiled.h
    precompiled.h
    Linking mocks_real
    ==== Building glooxwrapper (release) ====
    Creating obj/glooxwrapper_Release
    precompiled.h
    NetServer.cpp
    StanzaExtensions.cpp
    XmppClient.cpp
    precompiled.cpp
    ../../../source/lobby/XmppClient.cpp: En la función miembro ‘void XmppClient::GetRoleString(gloox::MUCRoomRole, std::string&) const’:
    ../../../source/lobby/XmppClient.cpp:891:31: error: ‘gloox::MUCRoomRole’ no es una clase o un espacio de nombres
    #define CASE(x,y) case gloox::MUCRoomRole::x: role = y; break
    ^
    ../../../source/lobby/XmppClient.cpp:892:2: nota: in expansion of macro ‘CASE’
    CASE(RoleNone, "none");
    ^
    ../../../source/lobby/XmppClient.cpp:891:31: error: ‘gloox::MUCRoomRole’ no es una clase o un espacio de nombres
    #define CASE(x,y) case gloox::MUCRoomRole::x: role = y; break
    ^
    ../../../source/lobby/XmppClient.cpp:893:2: nota: in expansion of macro ‘CASE’
    CASE(RoleVisitor, "visitor");
    ^
    ../../../source/lobby/XmppClient.cpp:891:31: error: ‘gloox::MUCRoomRole’ no es una clase o un espacio de nombres
    #define CASE(x,y) case gloox::MUCRoomRole::x: role = y; break
    ^
    ../../../source/lobby/XmppClient.cpp:894:2: nota: in expansion of macro ‘CASE’
    CASE(RoleParticipant, "participant");
    ^
    ../../../source/lobby/XmppClient.cpp:891:31: error: ‘gloox::MUCRoomRole’ no es una clase o un espacio de nombres
    #define CASE(x,y) case gloox::MUCRoomRole::x: role = y; break
    ^
    ../../../source/lobby/XmppClient.cpp:895:2: nota: in expansion of macro ‘CASE’
    CASE(RoleModerator, "moderator");
    ^
    ../../../source/lobby/XmppClient.cpp:891:31: error: ‘gloox::MUCRoomRole’ no es una clase o un espacio de nombres
    #define CASE(x,y) case gloox::MUCRoomRole::x: role = y; break
    ^
    ../../../source/lobby/XmppClient.cpp:896:2: nota: in expansion of macro ‘CASE’
    CASE(RoleInvalid, "invalid");
    ^
    make[1]: *** [obj/lobby_Release/XmppClient.o] Error 1
    make: *** [lobby] Error 2
    make: *** Se espera a que terminen otras tareas....
    NetClient.cpp
    glooxwrapper.cpp
    NetMessage.cpp
    Linking glooxwrapper
    NetStats.cpp
    NetHost.cpp
    NetSession.cpp
    NetFileTransfer.cpp
    fsm.cpp
    NetTurnManager.cpp
    precompiled.cpp
    NetMessageSim.cpp

    user: that's not important "in normal and root i get bug!"

  14. What I want to know is how to exclude unit properties and civs from loading.

    For example:

    The viking female unit shouldn't be able to build farmsteads because the house already functions that way, still other civs do have to build it. How do I exclude parts the parent template from loading?

    Other: How do I exclude already existing civs from loading when I start a mod?

    for viking female you only need edit the simulation/templates/unit_suppeort_female_citizen

    <Builder>

    <Rate>1.0</Rate>

    <Entities datatype="tokens">

    structures/{civ}_house

    structures/{civ}_storehouse

    structures/{civ}_farmstead

    structures/{civ}_field

    structures/{civ}_corral

    structures/{civ}_dock

    structures/{civ}_temple

    structures/{civ}_market

    structures/{civ}_civil_centre

    </Entities>

    </Builder>

  15. we put cmall tecnologies that repair the bonus/unbonus

    example: diadochi holipites reduce 40% cost "training inclued" "that put more attack on milita thureos but reduces 15 health"

    reduce time for roman melee infantry training

    reduce cost of celtic calvary "that put even weaker infantry"

    reduce cost of persian calvary "put sparabara even weaker"

    for spartans "millitary reforms" give a stronger calvary and pelthasts and iincrease by another 25% train time for spearmen" "the agoge needs huge cost & time"

    mauryans "35% reduced cost for elephants

    25% cost for infantry

    22% cost for calvary

  16. in 0AD units all is very vey equal, but in ancient world we have many varieable cost:

    FAQ:

    EP Expenmsive but powerful "epos"

    CP cheap & poerful $carthaginian & persian light calvary"

    EW ·expensive and weak" example: Persian champion "except kardaces"

    CW chrap and weak "sparabara"

    civs:

    Athen:

    Calvary "EP" "the greek calvary was powerful but very uncommon"

    Slinger "CW" the thracian peltast and creatan archers are CP "the thracian pelthast and cretan archers are CP because athen has many cash for hire this mercenaries

    Holipites EP

    celts "brit & gaul:

    infantry CW

    calvary EP+ "the celtic calvary was pf the best calvary in the world, but this calvary were the celtic elite and is very expensive"

    carthage:

    Light calvary CP+ "North africa was horse country +100.000 mount per year"

    melee calvary EP "ibear, italic and celtic"

    infantry:

    celtic swordsman CP* "a cheap but poweful soldiers"

    samnite & holipite EP

    iberian mercenaries CP "during second punic war a huge part of iberian peninsula was domininated by carthage and all soldiers avaible must fight for carthage

    iberians:

    Infantry CP "exception: spearman, is CW" "toledo steel gives this power"

    calvary EP "the calvary were the iberian elite"

    macedon:

    infantry ranged CP "thracian peltast"

    holipites: EP "macedonian training"

    calvary EP "very good calvary but expensive"

    maurya:

    elephants CP+

    infantry CW

    calvary CW

    persia:

    calvary "EP" mada asabara is CP+ "horse country"

    ranged infantry CP "a very cheap but powerful archers"

    spearmen CW

    champion infantry EW

    ptolomeaics:

    Calvary:

    EP

    slinger & skrmisher CP "libiophenician skmisher" and jufdean slinger "other super slinger, can't fight aganist iberian slinger but was very goood"

    holipite "required tachnology, default EP"

    "milita thureos" CW

    rome:

    melee infantry EP "super infantry"

    veles CW "a very weak skrmishers"

    calvary EW "very bad calvary"

    Seleucids:

    calvary EP "light calvary is CP+"

    light infantry CP

    holipites: CP "required tachnology, default EP"

    milita thureos CW "poor citizens with celtio-iliran style appereanc and attack"

    spartans:

    light infantry EW

    calvary EW

    holipite EP+

    what means???

    CP+ 30% cost + 2.5x attack

    CP 50% + 2x attack

    CP* "modern armor" ½ cost 2.5x attack

    EP* "moder armor" 2x cost, 2½x attack

    CW 50% cost + ½ attack

    EW 200% cost + ½ attack

    EP 200% cost + 2x attack

    EP+ 300% cost + 2.5x attack

    100% cost is deafult cost of a unit

    1x attack means the deafult attack of this unit

  17. i have a small questions:

    1 what OS are you using??

    GNU/Linux "what distro?

    "Windows"?, what version?,

    Mac? "what version?"

    BSD?? "FreeBSD, NetBSD or OpenBSD" and what BSD Version?"

    and this bug is a "clock time bomb" after 2 hours crashes, ith independce of map or faction?

  18. i setup a match "carthage vs Britons" "i am Carthage" i only lauch an attack of Hayyal Rahum Maisili ·numidian calvary"1 i kill all enemy men avaible after i defeat the enemy barracks after i fill all women, here no huge bug happens, but after i pay a tribute "trying to return my enemy" the enemy builds a CC nears to my territory "i build a colony, metal & stone good mining" y destroy this CC and after CC death a bug happens

    before it i gat this bug

    TypeError: gameState.getOwnunits is not a function  ([object Object],[object Object])@simulation/ai/aegis/headquarters.js:234  ([object Object],[object Object],[object Object])@simulation/ai/aegis/headquarters.js:1047  ([object Object])@simulation/ai/aegis/aegis.js:172  ([object Object],2,[object Object])@simulation/ai/common-api/baseAI.js:79ERROR: JavaScript error: simulation/ai/aegis/headquarters.js line 234TypeError: gameState.getOwnunits is not a function  ([object Object],[object Object])@simulation/ai/aegis/headquarters.js:234  ([object Object],[object Object],[object Object])@simulation/ai/aegis/headquarters.js:1047  ([object Object])@simulation/ai/aegis/aegis.js:172  ([object Object],2,[object Object])@simulation/ai/common-api/baseAI.js:79ERROR: JavaScript error: simulation/ai/aegis/headquarters.js line 234TypeError: gameState.getOwnunits is not a function  ([object Object],[object Object])@simulation/ai/aegis/headquarters.js:234  ([object Object],[object Object],[object Object])@simulation/ai/aegis/headquarters.js:1047  ([object Object])@simulation/ai/aegis/aegis.js:172  ([object Object],2,[object Object])@simulation/ai/common-api/baseAI.js:79ERROR: JavaScript error: simulation/ai/aegis/headquarters.js line 234
      ((function (ent) {"use strict";if (ent.position() === undefined) {return;}if (ent.hasClass("Worker")) {var types = gameState.ai.HQ.pickMostNeededResources(gameState);ent.setMetadata(PlayerID, "subrole", "gatherer");ent.setMetadata(PlayerID, "gather-type", types[0]);if (gameState.turnCache["gathererAssignementCache-" + types[0]]) {gameState.turnCache["gathererAssignementCache-" + types[0]]++;} else {gameState.turnCache["gathererAssignementCache-" + types[0]] = 1;}if (self.willGather[types[0]] !== 1) {gameState.ai.HQ.switchWorkerBase(gameState, ent, types[0]);}} else {ent.setMetadata(PlayerID, "subrole", "hunter");}}))@simulation/ai/common-api/entitycollection.js:163  ([object Object])@simulation/ai/aegis/base-manager.js:7...Error printfing console message (buffer size exceeded?)WARNING: JavaScript warning: simulation/ai/aegis/headquarters.js line 886reference to undefined property gameState.getEntityLimits().DefenseTowerERROR: JavaScript error: simulation/ai/aegis/queue.js line 53TypeError: this.queue[1].isGo is not a function  ([object Object])@simulation/ai/aegis/queue.js:53  ([object Object])@simulation/ai/aegis/queue-manager.js:364  ([object Object])@simulation/ai/aegis/aegis.js:184  ([object Object],1,[object Object])@simulation/ai/common-api/baseAI.js:81WARNING: JavaScript warning: simulation/ai/aegis/headquarters.js line 886reference to undefined property gameState.getEntityLimits().DefenseTowerERROR: JavaScript error: simulation/ai/aegis/queue-manager.js line 127TypeError: elem.getCost is not a function  ([object Object])@simulation/ai/aegis/queue-manager.js:127  ([object Object])@simulation/ai/aegis/headquarters.js:462  ([object Object])@simulation/ai/aegis/base-manager.js:747  ((function (ent) {"use strict";if (ent.position() === undefined) {return;}if (ent.hasClass("Worker")) {var types = gameState.ai.HQ.pickMostNeededResources(gameState);ent.setMetadata(PlayerID, "subrole", "gatherer");ent.setMetadata(PlayerID, "gather-type", types[0]);if (gameState.turnCache["gathererAssignementCache-" + types[0]]) {gameState.turnCache["gathererAssignementCache-" + types[0]]++;} else {gameState.turnCache["gathererAssignementCache-" + types[0]] = 1;}if (self.willGather[types[0]] !== 1) {gameState.ai.HQ.switchWorkerBase(gameState, ent, types[0]);}} else {ent.setMetadata(PlayerID, "subrole", "hunter");}}))@simulation/ai/common-api/entitycollection.js:163  ([object Object])@simulation/ai/aegis/base-manager.js:7...Error printfing console message (buffer size exceeded?)WARNING: JavaScript warning: simulation/ai/aegis/headquarters.js line 886reference to undefined property gameState.getEntityLimits().DefenseTowerERROR: JavaScript error: simulation/ai/aegis/queue.js line 53TypeError: this.queue[1].isGo is not a function  ([object Object])@simulation/ai/aegis/queue.js:53  ([object Object])@simulation/ai/aegis/queue-manager.js:364  ([object Object])@simulation/ai/aegis/aegis.js:184  ([object Object],1,[object Object])@simulation/ai/common-api/baseAI.js:81WARNING: JavaScript warning: simulation/ai/aegis/headquarters.js line 886reference to undefined property gameState.getEntityLimits().DefenseTowerERROR: JavaScript error: simulation/ai/aegis/queue-manager.js line 127TypeError: elem.getCost is not a function  ([object Object])@simulation/ai/aegis/queue-manager.js:127  ([object Object])@simulation/ai/aegis/headquarters.js:462  ([object Object])@simulation/ai/aegis/base-manager.js:747  ((function (ent) {"use strict";if (ent.position() === undefined) {return;}if (ent.hasClass("Worker")) {var types = gameState.ai.HQ.pickMostNeededResources(gameState);ent.setMetadata(PlayerID, "subrole", "gatherer");ent.setMetadata(PlayerID, "gather-type", types[0]);if (gameState.turnCache["gathererAssignementCache-" + types[0]]) {gameState.turnCache["gathererAssignementCache-" + types[0]]++;} else {gameState.turnCache["gathererAssignementCache-" + types[0]] = 1;}if (self.willGather[types[0]] !== 1) {gameState.ai.HQ.switchWorkerBase(gameState, ent, types[0]);}} else {ent.setMetadata(PlayerID, "subrole", "hunter");}}))@simulation/ai/common-api/entitycollection.js:163  ([object Object])@simulation/ai/aegis/base-manager.js:7...Error printfing console message (buffer size exceeded?)WARNING: JavaScript warning: simulation/ai/aegis/headquarters.js line 886reference to undefined property gameState.getEntityLimits().DefenseTowerERROR: JavaScript error: simulation/ai/aegis/queue.js line 53TypeError: this.queue[1].isGo is not a function  ([object Object])@simulation/ai/aegis/queue.js:53  ([object Object])@simulation/ai/aegis/queue-manager.js:364  ([object Object])@simulation/ai/aegis/aegis.js:184  ([object Object],1,[object Object])@simulation/ai/common-api/baseAI.js:81WARNING: JavaScript warning: simulation/ai/aegis/headquarters.js line 886reference to undefined property gameState.getEntityLimits().DefenseTowerERROR: JavaScript error: simulation/ai/aegis/queue-manager.js line 127TypeError: elem.getCost is not a function  ([object Object])@simulation/ai/aegis/queue-manager.js:127  ([object Object])@simulation/ai/aegis/headquarters.js:462  ([object Object])@simulation/ai/aegis/base-manager.js:747  ((function (ent) {"use strict";if (ent.position() === undefined) {return;}if (ent.hasClass("Worker")) {var types = gameState.ai.HQ.pickMostNeededResources(gameState);ent.setMetadata(PlayerID, "subrole", "gatherer");ent.setMetadata(PlayerID, "gather-type", types[0]);if (gameState.turnCache["gathererAssignementCache-" + types[0]]) {gameState.turnCache["gathererAssignementCache-" + types[0]]++;} else {gameState.turnCache["gathererAssignementCache-" + types[0]] = 1;}if (self.willGather[types[0]] !== 1) {gameState.ai.HQ.switchWorkerBase(gameState, ent, types[0]);}} else {ent.setMetadata(PlayerID, "subrole", "hunter");}}))@simulation/ai/common-api/entitycollection.js:163  ([object Object])@simulation/ai/aegis/base-manager.js:7...Error printfing console message (buffer size exceeded?)WARNING: JavaScript warning: simulation/ai/aegis/headquarters.js line 886reference to undefined property gameState.getEntityLimits().DefenseTowerERROR: JavaScript error: simulation/ai/aegis/queue.js line 53TypeError: this.queue[1].isGo is not a function  ([object Object])@simulation/ai/aegis/queue.js:53  ([object Object])@simulation/ai/aegis/queue-manager.js:364  ([object Object])@simulation/ai/aegis/aegis.js:184  ([object Object],1,[object Object])@simulation/ai/common-api/baseAI.js:81WARNING: JavaScript warning: simulation/ai/aegis/headquarters.js line 886reference to undefined property gameState.getEntityLimits().DefenseTowerERROR: JavaScript error: simulation/ai/aegis/queue-manager.js line 127TypeError: elem.getCost is not a function  ([object Object])@simulation/ai/aegis/queue-manager.js:127  ([object Object])@simulation/ai/aegis/headquarters.js:462  ([object Object])@simulation/ai/aegis/base-manager.js:747  ((function (ent) {"use strict";if (ent.position() === undefined) {return;}if (ent.hasClass("Worker")) {var types = gameState.ai.HQ.pickMostNeededResources(gameState);ent.setMetadata(PlayerID, "subrole", "gatherer");ent.setMetadata(PlayerID, "gather-type", types[0]);if (gameState.turnCache["gathererAssignementCache-" + types[0]]) {gameState.turnCache["gathererAssignementCache-" + types[0]]++;} else {gameState.turnCache["gathererAssignementCache-" + types[0]] = 1;}if (self.willGather[types[0]] !== 1) {gameState.ai.HQ.switchWorkerBase(gameState, ent, types[0]);}} else {ent.setMetadata(PlayerID, "subrole", "hunter");}}))@simulation/ai/common-api/entitycollection.js:163  ([object Object])@simulation/ai/aegis/base-manager.js:7...Error printfing console message (buffer size exceeded?)WARNING: JavaScript warning: simulation/ai/aegis/headquarters.js line 886reference to undefined property gameState.getEntityLimits().DefenseTowerERROR: JavaScript error: simulation/ai/aegis/queue.js line 53TypeError: this.queue[1].isGo is not a function  ([object Object])@simulation/ai/aegis/queue.js:53  ([object Object])@simulation/ai/aegis/queue-manager.js:364  ([object Object])@simulation/ai/aegis/aegis.js:184  ([object Object],1,[object Object])@simulation/ai/common-api/baseAI.js:81WARNING: JavaScript warning: simulation/ai/aegis/headquarters.js line 886reference to undefined property gameState.getEntityLimits().DefenseTowerERROR: JavaScript error: simulation/ai/aegis/queue-manager.js line 127TypeError: elem.getCost is not a function  ([object Object])@simulation/ai/aegis/queue-manager.js:127  ([object Object])@simulation/ai/aegis/headquarters.js:462  ([object Object])@simulation/ai/aegis/base-manager.js:747  ((function (ent) {"use strict";if (ent.position() === undefined) {return;}if (ent.hasClass("Worker")) {var types = gameState.ai.HQ.pickMostNeededResources(gameState);ent.setMetadata(PlayerID, "subrole", "gatherer");ent.setMetadata(PlayerID, "gather-type", types[0]);if (gameState.turnCache["gathererAssignementCache-" + types[0]]) {gameState.turnCache["gathererAssignementCache-" + types[0]]++;} else {gameState.turnCache["gathererAssignementCache-" + types[0]] = 1;}if (self.willGather[types[0]] !== 1) {gameState.ai.HQ.switchWorkerBase(gameState, ent, types[0]);}} else {ent.setMetadata(PlayerID, "subrole", "hunter");}}))@simulation/ai/common-api/entitycollection.js:163  ([object Object])@simulation/ai/aegis/base-manager.js:7...Error printfing console message (buffer size exceeded?)WARNING: JavaScript warning: simulation/ai/aegis/headquarters.js line 886reference to undefined property gameState.getEntityLimits().DefenseTowerERROR: JavaScript error: simulation/ai/aegis/queue.js line 53TypeError: this.queue[1].isGo is not a function  ([object Object])@simulation/ai/aegis/queue.js:53  ([object Object])@simulation/ai/aegis/queue-manager.js:364  ([object Object])@simulation/ai/aegis/aegis.js:184  ([object Object],1,[object Object])@simulation/ai/common-api/baseAI.js:81WARNING: JavaScript warning: simulation/ai/aegis/headquarters.js line 886reference to undefined property gameState.getEntityLimits().DefenseTowerERROR: JavaScript error: simulation/ai/aegis/queue-manager.js line 127TypeError: elem.getCost is not a function  ([object Object])@simulation/ai/aegis/queue-manager.js:127  ([object Object])@simulation/ai/aegis/headquarters.js:462  ([object Object])@simulation/ai/aegis/base-manager.js:747  ((function (ent) {"use strict";if (ent.position() === undefined) {return;}if (ent.hasClass("Worker")) {var types = gameState.ai.HQ.pickMostNeededResources(gameState);ent.setMetadata(PlayerID, "subrole", "gatherer");ent.setMetadata(PlayerID, "gather-type", types[0]);if (gameState.turnCache["gathererAssignementCache-" + types[0]]) {gameState.turnCache["gathererAssignementCache-" + types[0]]++;} else {gameState.turnCache["gathererAssignementCache-" + types[0]] = 1;}if (self.willGather[types[0]] !== 1) {gameState.ai.HQ.switchWorkerBase(gameState, ent, types[0]);}} else {ent.setMetadata(PlayerID, "subrole", "hunter");}}))@simulation/ai/common-api/entitycollection.js:163  ([object Object])@simulation/ai/aegis/base-manager.js:7...Error printfing console message (buffer size exceeded?)WARNING: JavaScript warning: simulation/ai/aegis/headquarters.js line 886reference to undefined property gameState.getEntityLimits().DefenseTowerERROR: JavaScript error: simulation/ai/aegis/queue.js line 53TypeError: this.queue[1].isGo is not a function  ([object Object])@simulation/ai/aegis/queue.js:53  ([object Object])@simulation/ai/aegis/queue-manager.js:364  ([object Object])@simulation/ai/aegis/aegis.js:184  ([object Object],1,[object Object])@simulation/ai/common-api/baseAI.js:81WARNING: JavaScript warning: simulation/ai/aegis/headquarters.js line 886reference to undefined property gameState.getEntityLimits().DefenseTowerERROR: JavaScript error: simulation/ai/aegis/queue-manager.js line 127TypeError: elem.getCost is not a function  ([object Object])@simulation/ai/aegis/queue-manager.js:127  ([object Object])@simulation/ai/aegis/headquarters.js:462  ([object Object])@simulation/ai/aegis/base-manager.js:747  ((function (ent) {"use strict";if (ent.position() === undefined) {return;}if (ent.hasClass("Worker")) {var types = gameState.ai.HQ.pickMostNeededResources(gameState);ent.setMetadata(PlayerID, "subrole", "gatherer");ent.setMetadata(PlayerID, "gather-type", types[0]);if (gameState.turnCache["gathererAssignementCache-" + types[0]]) {gameState.turnCache["gathererAssignementCache-" + types[0]]++;} else {gameState.turnCache["gathererAssignementCache-" + types[0]] = 1;}if (self.willGather[types[0]] !== 1) {gameState.ai.HQ.switchWorkerBase(gameState, ent, types[0]);}} else {ent.setMetadata(PlayerID, "subrole", "hunter");}}))@simulation/ai/common-api/entitycollection.js:163  ([object Object])@simulation/ai/aegis/base-manager.js:7...Error printfing console message (buffer size exceeded?)WARNING: JavaScript warning: simulation/ai/aegis/headquarters.js line 886reference to undefined property gameState.getEntityLimits().DefenseTowerERROR: JavaScript error: simulation/ai/aegis/queue.js line 53TypeError: this.queue[1].isGo is not a function  ([object Object])@simulation/ai/aegis/queue.js:53  ([object Object])@simulation/ai/aegis/queue-manager.js:364  ([object Object])@simulation/ai/aegis/aegis.js:184  ([object Object],1,[object Object])@simulation/ai/common-api/baseAI.js:81WARNING: JavaScript warning: simulation/ai/aegis/headquarters.js line 886reference to undefined property gameState.getEntityLimits().DefenseTowerERROR: JavaScript error: simulation/ai/aegis/queue-manager.js line 127TypeError: elem.getCost is not a function  ([object Object])@simulation/ai/aegis/queue-manager.js:127  ([object Object])@simulation/ai/aegis/headquarters.js:462  ([object Object])@simulation/ai/aegis/base-manager.js:747  ((function (ent) {"use strict";if (ent.position() === undefined) {return;}if (ent.hasClass("Worker")) {var types = gameState.ai.HQ.pickMostNeededResources(gameState);ent.setMetadata(PlayerID, "subrole", "gatherer");ent.setMetadata(PlayerID, "gather-type", types[0]);if (gameState.turnCache["gathererAssignementCache-" + types[0]]) {gameState.turnCache["gathererAssignementCache-" + types[0]]++;} else {gameState.turnCache["gathererAssignementCache-" + types[0]] = 1;}if (self.willGather[types[0]] !== 1) {gameState.ai.HQ.switchWorkerBase(gameState, ent, types[0]);}} else {ent.setMetadata(PlayerID, "subrole", "hunter");}}))@simulation/ai/common-api/entitycollection.js:163  ([object Object])@simulation/ai/aegis/base-manager.js:7...Error printfing console message (buffer size exceeded?)WARNING: JavaScript warning: simulation/ai/aegis/headquarters.js line 886reference to undefined property gameState.getEntityLimits().DefenseTowerERROR: JavaScript error: simulation/ai/aegis/queue.js line 53TypeError: this.queue[1].isGo is not a function  ([object Object])@simulation/ai/aegis/queue.js:53  ([object Object])@simulation/ai/aegis/queue-manager.js:364  ([object Object])@simulation/ai/aegis/aegis.js:184  ([object Object],1,[object Object])@simulation/ai/common-api/baseAI.js:81WARNING: JavaScript warning: simulation/ai/aegis/headquarters.js line 886reference to undefined property gameState.getEntityLimits().DefenseTowerERROR: JavaScript error: simulation/ai/aegis/queue-manager.js line 127TypeError: elem.getCost is not a function  ([object Object])@simulation/ai/aegis/queue-manager.js:127  ([object Object])@simulation/ai/aegis/headquarters.js:462  ([object Object])@simulation/ai/aegis/base-manager.js:747  ((function (ent) {"use strict";if (ent.position() === undefined) {return;}if (ent.hasClass("Worker")) {var types = gameState.ai.HQ.pickMostNeededResources(gameState);ent.setMetadata(PlayerID, "subrole", "gatherer");ent.setMetadata(PlayerID, "gather-type", types[0]);if (gameState.turnCache["gathererAssignementCache-" + types[0]]) {gameState.turnCache["gathererAssignementCache-" + types[0]]++;} else {gameState.turnCache["gathererAssignementCache-" + types[0]] = 1;}if (self.willGather[types[0]] !== 1) {gameState.ai.HQ.switchWorkerBase(gameState, ent, types[0]);}} else {ent.setMetadata(PlayerID, "subrole", "hunter");}}))@simulation/ai/common-api/entitycollection.js:163  ([object Object])@simulation/ai/aegis/base-manager.js:7...Error printfing console message (buffer size exceeded?)WARNING: JavaScript warning: simulation/ai/aegis/headquarters.js line 886reference to undefined property gameState.getEntityLimits().DefenseTowerERROR: JavaScript error: simulation/ai/aegis/queue.js line 53TypeError: this.queue[1].isGo is not a function  ([object Object])@simulation/ai/aegis/queue.js:53  ([object Object])@simulation/ai/aegis/queue-manager.js:364  ([object Object])@simulation/ai/aegis/aegis.js:184  ([object Object],1,[object Object])@simulation/ai/common-api/baseAI.js:81WARNING: JavaScript warning: simulation/ai/aegis/headquarters.js line 886reference to undefined property gameState.getEntityLimits().DefenseTowerERROR: JavaScript error: simulation/ai/aegis/queue-manager.js line 127TypeError: elem.getCost is not a function  ([object Object])@simulation/ai/aegis/queue-manager.js:127  ([object Object])@simulation/ai/aegis/headquarters.js:462  ([object Object])@simulation/ai/aegis/base-manager.js:747  ((function (ent) {"use strict";if (ent.position() === undefined) {return;}if (ent.hasClass("Worker")) {var types = gameState.ai.HQ.pickMostNeededResources(gameState);ent.setMetadata(PlayerID, "subrole", "gatherer");ent.setMetadata(PlayerID, "gather-type", types[0]);if (gameState.turnCache["gathererAssignementCache-" + types[0]]) {gameState.turnCache["gathererAssignementCache-" + types[0]]++;} else {gameState.turnCache["gathererAssignementCache-" + types[0]] = 1;}if (self.willGather[types[0]] !== 1) {gameState.ai.HQ.switchWorkerBase(gameState, ent, types[0]);}} else {ent.setMetadata(PlayerID, "subrole", "hunter");}}))@simulation/ai/common-api/entitycollection.js:163  ([object Object])@simulation/ai/aegis/base-manager.js:7...Error printfing console message (buffer size exceeded?)WARNING: JavaScript warning: simulation/ai/aegis/headquarters.js line 886reference to undefined property gameState.getEntityLimits().DefenseTowerERROR: JavaScript error: simulation/ai/aegis/queue.js line 53TypeError: this.queue[1].isGo is not a function  ([object Object])@simulation/ai/aegis/queue.js:53  ([object Object])@simulation/ai/aegis/queue-manager.js:364  ([object Object])@simulation/ai/aegis/aegis.js:184  ([object Object],1,[object Object])@simulation/ai/common-api/baseAI.js:81WARNING: JavaScript warning: simulation/ai/aegis/headquarters.js line 886reference to undefined property gameState.getEntityLimits().DefenseTowerERROR: JavaScript error: simulation/ai/aegis/queue-manager.js line 127TypeError: elem.getCost is not a function  ([object Object])@simulation/ai/aegis/queue-manager.js:127  ([object Object])@simulation/ai/aegis/headquarters.js:462  ([object Object])@simulation/ai/aegis/base-manager.js:747  ((function (ent) {"use strict";if (ent.position() === undefined) {return;}if (ent.hasClass("Worker")) {var types = gameState.ai.HQ.pickMostNeededResources(gameState);ent.setMetadata(PlayerID, "subrole", "gatherer");ent.setMetadata(PlayerID, "gather-type", types[0]);if (gameState.turnCache["gathererAssignementCache-" + types[0]]) {gameState.turnCache["gathererAssignementCache-" + types[0]]++;} else {gameState.turnCache["gathererAssignementCache-" + types[0]] = 1;}if (self.willGather[types[0]] !== 1) {gameState.ai.HQ.switchWorkerBase(gameState, ent, types[0]);}} else {ent.setMetadata(PlayerID, "subrole", "hunter");}}))@simulation/ai/common-api/entitycollection.js:163  ([object Object])@simulation/ai/aegis/base-manager.js:7...Error printfing console message (buffer size exceeded?)WARNING: JavaScript warning: simulation/ai/aegis/headquarters.js line 886reference to undefined property gameState.getEntityLimits().DefenseTowerERROR: JavaScript error: simulation/ai/aegis/queue.js line 53TypeError: this.queue[1].isGo is not a function  ([object Object])@simulation/ai/aegis/queue.js:53  ([object Object])@simulation/ai/aegis/queue-manager.js:364  ([object Object])@simulation/ai/aegis/aegis.js:184  ([object Object],1,[object Object])@simulation/ai/common-api/baseAI.js:81WARNING: JavaScript warning: simulation/ai/aegis/headquarters.js line 886reference to undefined property gameState.getEntityLimits().DefenseTowerERROR: JavaScript error: simulation/ai/aegis/queue-manager.js line 127TypeError: elem.getCost is not a function  ([object Object])@simulation/ai/aegis/queue-manager.js:127  ([object Object])@simulation/ai/aegis/headquarters.js:462  ([object Object])@simulation/ai/aegis/base-manager.js:747  ((function (ent) {"use strict";if (ent.position() === undefined) {return;}if (ent.hasClass("Worker")) {var types = gameState.ai.HQ.pickMostNeededResources(gameState);ent.setMetadata(PlayerID, "subrole", "gatherer");ent.setMetadata(PlayerID, "gather-type", types[0]);if (gameState.turnCache["gathererAssignementCache-" + types[0]]) {gameState.turnCache["gathererAssignementCache-" + types[0]]++;} else {gameState.turnCache["gathererAssignementCache-" + types[0]] = 1;}if (self.willGather[types[0]] !== 1) {gameState.ai.HQ.switchWorkerBase(gameState, ent, types[0]);}} else {ent.setMetadata(PlayerID, "subrole", "hunter");}}))@simulation/ai/common-api/entitycollection.js:163  ([object Object])@simulation/ai/aegis/base-manager.js:7...Error printfing console message (buffer size exceeded?)WARNING: JavaScript warning: simulation/ai/aegis/headquarters.js line 886reference to undefined property gameState.getEntityLimits().DefenseTowerERROR: JavaScript error: simulation/ai/aegis/queue.js line 53TypeError: this.queue[1].isGo is not a function  ([object Object])@simulation/ai/aegis/queue.js:53  ([object Object])@simulation/ai/aegis/queue-manager.js:364  ([object Object])@simulation/ai/aegis/aegis.js:184  ([object Object],1,[object Object])@simulation/ai/common-api/baseAI.js:81WARNING: JavaScript warning: simulation/ai/aegis/headquarters.js line 886reference to undefined property gameState.getEntityLimits().DefenseTowerERROR: JavaScript error: simulation/ai/aegis/queue-manager.js line 127TypeError: elem.getCost is not a function  ([object Object])@simulation/ai/aegis/queue-manager.js:127  ([object Object])@simulation/ai/aegis/headquarters.js:462  ([object Object])@simulation/ai/aegis/base-manager.js:747  ((function (ent) {"use strict";if (ent.position() === undefined) {return;}if (ent.hasClass("Worker")) {var types = gameState.ai.HQ.pickMostNeededResources(gameState);ent.setMetadata(PlayerID, "subrole", "gatherer");ent.setMetadata(PlayerID, "gather-type", types[0]);if (gameState.turnCache["gathererAssignementCache-" + types[0]]) {gameState.turnCache["gathererAssignementCache-" + types[0]]++;} else {gameState.turnCache["gathererAssignementCache-" + types[0]] = 1;}if (self.willGather[types[0]] !== 1) {gameState.ai.HQ.switchWorkerBase(gameState, ent, types[0]);}} else {ent.setMetadata(PlayerID, "subrole", "hunter");}}))@simulation/ai/common-api/entitycollection.js:163  ([object Object])@simulation/ai/aegis/base-manager.js:7...Error printfing console message (buffer size exceeded?)WARNING: JavaScript warning: simulation/ai/aegis/headquarters.js line 886reference to undefined property gameState.getEntityLimits().DefenseTowerERROR: JavaScript error: simulation/ai/aegis/queue.js line 53TypeError: this.queue[1].isGo is not a function  ([object Object])@simulation/ai/aegis/queue.js:53  ([object Object])@simulation/ai/aegis/queue-manager.js:364  ([object Object])@simulation/ai/aegis/aegis.js:184  ([object Object],1,[object Object])@simulation/ai/common-api/baseAI.js:81WARNING: JavaScript warning: simulation/ai/aegis/headquarters.js line 886reference to undefined property gameState.getEntityLimits().DefenseTowerERROR: JavaScript error: simulation/ai/aegis/queue-manager.js line 127TypeError: elem.getCost is not a function  ([object Object])@simulation/ai/aegis/queue-manager.js:127  ([object Object])@simulation/ai/aegis/headquarters.js:462  ([object Object])@simulation/ai/aegis/base-manager.js:747  ((function (ent) {"use strict";if (ent.position() === undefined) {return;}if (ent.hasClass("Worker")) {var types = gameState.ai.HQ.pickMostNeededResources(gameState);ent.setMetadata(PlayerID, "subrole", "gatherer");ent.setMetadata(PlayerID, "gather-type", types[0]);if (gameState.turnCache["gathererAssignementCache-" + types[0]]) {gameState.turnCache["gathererAssignementCache-" + types[0]]++;} else {gameState.turnCache["gathererAssignementCache-" + types[0]] = 1;}if (self.willGather[types[0]] !== 1) {gameState.ai.HQ.switchWorkerBase(gameState, ent, types[0]);}} else {ent.setMetadata(PlayerID, "subrole", "hunter");}}))@simulation/ai/common-api/entitycollection.js:163  ([object Object])@simulation/ai/aegis/base-manager.js:7...Error printfing console message (buffer size exceeded?)WARNING: JavaScript warning: simulation/ai/aegis/headquarters.js line 886reference to undefined property gameState.getEntityLimits().DefenseTowerERROR: JavaScript error: simulation/ai/aegis/queue.js line 53TypeError: this.queue[1].isGo is not a function  ([object Object])@simulation/ai/aegis/queue.js:53  ([object Object])@simulation/ai/aegis/queue-manager.js:364  ([object Object])@simulation/ai/aegis/aegis.js:184  ([object Object],1,[object Object])@simulation/ai/common-api/baseAI.js:81WARNING: JavaScript warning: simulation/ai/aegis/headquarters.js line 886reference to undefined property gameState.getEntityLimits().DefenseTowerERROR: JavaScript error: simulation/ai/aegis/queue-manager.js line 127TypeError: elem.getCost is not a function  ([object Object])@simulation/ai/aegis/queue-manager.js:127  ([object Object])@simulation/ai/aegis/headquarters.js:462  ([object Object])@simulation/ai/aegis/base-manager.js:747  ((function (ent) {"use strict";if (ent.position() === undefined) {return;}if (ent.hasClass("Worker")) {var types = gameState.ai.HQ.pickMostNeededResources(gameState);ent.setMetadata(PlayerID, "subrole", "gatherer");ent.setMetadata(PlayerID, "gather-type", types[0]);if (gameState.turnCache["gathererAssignementCache-" + types[0]]) {gameState.turnCache["gathererAssignementCache-" + types[0]]++;} else {gameState.turnCache["gathererAssignementCache-" + types[0]] = 1;}if (self.willGather[types[0]] !== 1) {gameState.ai.HQ.switchWorkerBase(gameState, ent, types[0]);}} else {ent.setMetadata(PlayerID, "subrole", "hunter");}}))@simulation/ai/common-api/entitycollection.js:163  ([object Object])@simulation/ai/aegis/base-manager.js:7...Error printfing console message (buffer size exceeded?)WARNING: JavaScript warning: simulation/ai/aegis/headquarters.js line 886reference to undefined property gameState.getEntityLimits().DefenseTowerERROR: JavaScript error: simulation/ai/aegis/queue.js line 53TypeError: this.queue[1].isGo is not a function  ([object Object])@simulation/ai/aegis/queue.js:53  ([object Object])@simulation/ai/aegis/queue-manager.js:364  ([object Object])@simulation/ai/aegis/aegis.js:184  ([object Object],1,[object Object])@simulation/ai/common-api/baseAI.js:81WARNING: JavaScript warning: simulation/ai/aegis/headquarters.js line 886reference to undefined property gameState.getEntityLimits().DefenseTowerERROR: JavaScript error: simulation/ai/aegis/queue-manager.js line 127TypeError: elem.getCost is not a function  ([object Object])@simulation/ai/aegis/queue-manager.js:127  ([object Object])@simulation/ai/aegis/headquarters.js:462  ([object Object])@simulation/ai/aegis/base-manager.js:747  ((function (ent) {"use strict";if (ent.position() === undefined) {return;}if (ent.hasClass("Worker")) {var types = gameState.ai.HQ.pickMostNeededResources(gameState);ent.setMetadata(PlayerID, "subrole", "gatherer");ent.setMetadata(PlayerID, "gather-type", types[0]);if (gameState.turnCache["gathererAssignementCache-" + types[0]]) {gameState.turnCache["gathererAssignementCache-" + types[0]]++;} else {gameState.turnCache["gathererAssignementCache-" + types[0]] = 1;}if (self.willGather[types[0]] !== 1) {gameState.ai.HQ.switchWorkerBase(gameState, ent, types[0]);}} else {ent.setMetadata(PlayerID, "subrole", "hunter");}}))@simulation/ai/common-api/entitycollection.js:163  ([object Object])@simulation/ai/aegis/base-manager.js:7...Error printfing console message (buffer size exceeded?)WARNING: JavaScript warning: simulation/ai/aegis/headquarters.js line 886reference to undefined property gameState.getEntityLimits().DefenseTowerERROR: JavaScript error: simulation/ai/aegis/queue.js line 53TypeError: this.queue[1].isGo is not a function  ([object Object])@simulation/ai/aegis/queue.js:53  ([object Object])@simulation/ai/aegis/queue-manager.js:364  ([object Object])@simulation/ai/aegis/aegis.js:184  ([object Object],1,[object Object])@simulation/ai/common-api/baseAI.js:81WARNING: JavaScript warning: simulation/ai/aegis/headquarters.js line 886reference to undefined property gameState.getEntityLimits().DefenseTowerERROR: JavaScript error: simulation/ai/aegis/queue-manager.js line 127TypeError: elem.getCost is not a function  ([object Object])@simulation/ai/aegis/queue-manager.js:127  ([object Object])@simulation/ai/aegis/headquarters.js:462  ([object Object])@simulation/ai/aegis/base-manager.js:747  ((function (ent) {"use strict";if (ent.position() === undefined) {return;}if (ent.hasClass("Worker")) {var types = gameState.ai.HQ.pickMostNeededResources(gameState);ent.setMetadata(PlayerID, "subrole", "gatherer");ent.setMetadata(PlayerID, "gather-type", types[0]);if (gameState.turnCache["gathererAssignementCache-" + types[0]]) {gameState.turnCache["gathererAssignementCache-" + types[0]]++;} else {gameState.turnCache["gathererAssignementCache-" + types[0]] = 1;}if (self.willGather[types[0]] !== 1) {gameState.ai.HQ.switchWorkerBase(gameState, ent, types[0]);}} else {ent.setMetadata(PlayerID, "subrole", "hunter");}}))@simulation/ai/common-api/entitycollection.js:163  ([object Object])@simulation/ai/aegis/base-manager.js:7...Error printfing console message (buffer size exceeded?)WARNING: JavaScript warning: simulation/ai/aegis/headquarters.js line 886reference to undefined property gameState.getEntityLimits().DefenseTowerERROR: JavaScript error: simulation/ai/aegis/queue.js line 53TypeError: this.queue[1].isGo is not a function  ([object Object])@simulation/ai/aegis/queue.js:53  ([object Object])@simulation/ai/aegis/queue-manager.js:364  ([object Object])@simulation/ai/aegis/aegis.js:184  ([object Object],1,[object Object])@simulation/ai/common-api/baseAI.js:81WARNING: JavaScript warning: simulation/ai/aegis/headquarters.js line 886reference to undefined property gameState.getEntityLimits().DefenseTowerERROR: JavaScript error: simulation/ai/aegis/queue-manager.js line 127TypeError: elem.getCost is not a function  ([object Object])@simulation/ai/aegis/queue-manager.js:127  ([object Object])@simulation/ai/aegis/headquarters.js:462  ([object Object])@simulation/ai/aegis/base-manager.js:747  ((function (ent) {"use strict";if (ent.position() === undefined) {return;}if (ent.hasClass("Worker")) {var types = gameState.ai.HQ.pickMostNeededResources(gameState);ent.setMetadata(PlayerID, "subrole", "gatherer");ent.setMetadata(PlayerID, "gather-type", types[0]);if (gameState.turnCache["gathererAssignementCache-" + types[0]]) {gameState.turnCache["gathererAssignementCache-" + types[0]]++;} else {gameState.turnCache["gathererAssignementCache-" + types[0]] = 1;}if (self.willGather[types[0]] !== 1) {gameState.ai.HQ.switchWorkerBase(gameState, ent, types[0]);}} else {ent.setMetadata(PlayerID, "subrole", "hunter");}}))@simulation/ai/common-api/entitycollection.js:163  ([object Object])@simulation/ai/aegis/base-manager.js:7...Error printfing console message (buffer size exceeded?)WARNING: JavaScript warning: simulation/ai/aegis/headquarters.js line 886reference to undefined property gameState.getEntityLimits().DefenseTowerERROR: JavaScript error: simulation/ai/aegis/queue.js line 53TypeError: this.queue[1].isGo is not a function  ([object Object])@simulation/ai/aegis/queue.js:53  ([object Object])@simulation/ai/aegis/queue-manager.js:364  ([object Object])@simulation/ai/aegis/aegis.js:184  ([object Object],1,[object Object])@simulation/ai/common-api/baseAI.js:81WARNING: JavaScript warning: simulation/ai/aegis/headquarters.js line 886reference to undefined property gameState.getEntityLimits().DefenseTowerERROR: JavaScript error: simulation/ai/aegis/queue-manager.js line 127TypeError: elem.getCost is not a function  ([object Object])@simulation/ai/aegis/queue-manager.js:127  ([object Object])@simulation/ai/aegis/headquarters.js:462  ([object Object])@simulation/ai/aegis/base-manager.js:747  ((function (ent) {"use strict";if (ent.position() === undefined) {return;}if (ent.hasClass("Worker")) {var types = gameState.ai.HQ.pickMostNeededResources(gameState);ent.setMetadata(PlayerID, "subrole", "gatherer");ent.setMetadata(PlayerID, "gather-type", types[0]);if (gameState.turnCache["gathererAssignementCache-" + types[0]]) {gameState.turnCache["gathererAssignementCache-" + types[0]]++;} else {gameState.turnCache["gathererAssignementCache-" + types[0]] = 1;}if (self.willGather[types[0]] !== 1) {gameState.ai.HQ.switchWorkerBase(gameState, ent, types[0]);}} else {ent.setMetadata(PlayerID, "subrole", "hunter");}}))@simulation/ai/common-api/entitycollection.js:163  ([object Object])@simulation/ai/aegis/base-manager.js:7...Error printfing console message (buffer size exceeded?)WARNING: JavaScript warning: simulation/ai/aegis/headquarters.js line 886reference to undefined property gameState.getEntityLimits().DefenseTowerERROR: JavaScript error: simulation/ai/aegis/queue.js line 53TypeError: this.queue[1].isGo is not a function  ([object Object])@simulation/ai/aegis/queue.js:53  ([object Object])@simulation/ai/aegis/queue-manager.js:364  ([object Object])@simulation/ai/aegis/aegis.js:184  ([object Object],1,[object Object])@simulation/ai/common-api/baseAI.js:81WARNING: JavaScript warning: simulation/ai/aegis/headquarters.js line 886reference to undefined property gameState.getEntityLimits().DefenseTowerERROR: JavaScript error: simulation/ai/aegis/queue-manager.js line 127TypeError: elem.getCost is not a function  ([object Object])@simulation/ai/aegis/queue-manager.js:127  ([object Object])@simulation/ai/aegis/headquarters.js:462  ([object Object])@simulation/ai/aegis/base-manager.js:747  ((function (ent) {"use strict";if (ent.position() === undefined) {return;}if (ent.hasClass("Worker")) {var types = gameState.ai.HQ.pickMostNeededResources(gameState);ent.setMetadata(PlayerID, "subrole", "gatherer");ent.setMetadata(PlayerID, "gather-type", types[0]);if (gameState.turnCache["gathererAssignementCache-" + types[0]]) {gameState.turnCache["gathererAssignementCache-" + types[0]]++;} else {gameState.turnCache["gathererAssignementCache-" + types[0]] = 1;}if (self.willGather[types[0]] !== 1) {gameState.ai.HQ.switchWorkerBase(gameState, ent, types[0]);}} else {ent.setMetadata(PlayerID, "subrole", "hunter");}}))@simulation/ai/common-api/entitycollection.js:163  ([object Object])@simulation/ai/aegis/base-manager.js:7...Error printfing console message (buffer size exceeded?)WARNING: JavaScript warning: simulation/ai/aegis/headquarters.js line 886reference to undefined property gameState.getEntityLimits().DefenseTowerERROR: JavaScript error: simulation/ai/aegis/queue.js line 53TypeError: this.queue[1].isGo is not a function  ([object Object])@simulation/ai/aegis/queue.js:53  ([object Object])@simulation/ai/aegis/queue-manager.js:364  ([object Object])@simulation/ai/aegis/aegis.js:184  ([object Object],1,[object Object])@simulation/ai/common-api/baseAI.js:81WARNING: JavaScript warning: simulation/ai/aegis/headquarters.js line 886reference to undefined property gameState.getEntityLimits().DefenseTowerERROR: JavaScript error: simulation/ai/aegis/queue-manager.js line 127TypeError: elem.getCost is not a function  ([object Object])@simulation/ai/aegis/queue-manager.js:127  ([object Object])@simulation/ai/aegis/headquarters.js:462  ([object Object])@simulation/ai/aegis/base-manager.js:747  ((function (ent) {"use strict";if (ent.position() === undefined) {return;}if (ent.hasClass("Worker")) {var types = gameState.ai.HQ.pickMostNeededResources(gameState);ent.setMetadata(PlayerID, "subrole", "gatherer");ent.setMetadata(PlayerID, "gather-type", types[0]);if (gameState.turnCache["gathererAssignementCache-" + types[0]]) {gameState.turnCache["gathererAssignementCache-" + types[0]]++;} else {gameState.turnCache["gathererAssignementCache-" + types[0]] = 1;}if (self.willGather[types[0]] !== 1) {gameState.ai.HQ.switchWorkerBase(gameState, ent, types[0]);}} else {ent.setMetadata(PlayerID, "subrole", "hunter");}}))@simulation/ai/common-api/entitycollection.js:163  ([object Object])@simulation/ai/aegis/base-manager.js:7...Error printfing console message (buffer size exceeded?)WARNING: JavaScript warning: simulation/ai/aegis/headquarters.js line 886reference to undefined property gameState.getEntityLimits().DefenseTowerERROR: JavaScript error: simulation/ai/aegis/queue.js line 53TypeError: this.queue[1].isGo is not a function  ([object Object])@simulation/ai/aegis/queue.js:53  ([object Object])@simulation/ai/aegis/queue-manager.js:364  ([object Object])@simulation/ai/aegis/aegis.js:184  ([object Object],1,[object Object])@simulation/ai/common-api/baseAI.js:81WARNING: JavaScript warning: simulation/ai/aegis/headquarters.js line 886reference to undefined property gameState.getEntityLimits().DefenseTowerERROR: JavaScript error: simulation/ai/aegis/queue-manager.js line 127TypeError: elem.getCost is not a function  ([object Object])@simulation/ai/aegis/queue-manager.js:127  ([object Object])@simulation/ai/aegis/headquarters.js:462  ([object Object])@simulation/ai/aegis/base-manager.js:747  ((function (ent) {"use strict";if (ent.position() === undefined) {return;}if (ent.hasClass("Worker")) {var types = gameState.ai.HQ.pickMostNeededResources(gameState);ent.setMetadata(PlayerID, "subrole", "gatherer");ent.setMetadata(PlayerID, "gather-type", types[0]);if (gameState.turnCache["gathererAssignementCache-" + types[0]]) {gameState.turnCache["gathererAssignementCache-" + types[0]]++;} else {gameState.turnCache["gathererAssignementCache-" + types[0]] = 1;}if (self.willGather[types[0]] !== 1) {gameState.ai.HQ.switchWorkerBase(gameState, ent, types[0]);}} else {ent.setMetadata(PlayerID, "subrole", "hunter");}}))@simulation/ai/common-api/entitycollection.js:163  ([object Object])@simulation/ai/aegis/base-manager.js:7...Error printfing console message (buffer size exceeded?)WARNING: JavaScript warning: simulation/ai/aegis/headquarters.js line 886reference to undefined property gameState.getEntityLimits().DefenseTowerERROR: JavaScript error: simulation/ai/aegis/queue.js line 53TypeError: this.queue[1].isGo is not a function  ([object Object])@simulation/ai/aegis/queue.js:53  ([object Object])@simulation/ai/aegis/queue-manager.js:364  ([object Object])@simulation/ai/aegis/aegis.js:184  ([object Object],1,[object Object])@simulation/ai/common-api/baseAI.js:81WARNING: JavaScript warning: simulation/ai/aegis/headquarters.js line 886reference to undefined property gameState.getEntityLimits().DefenseTowerERROR: JavaScript error: simulation/ai/aegis/queue-manager.js line 127TypeError: elem.getCost is not a function  ([object Object])@simulation/ai/aegis/queue-manager.js:127  ([object Object])@simulation/ai/aegis/headquarters.js:462  ([object Object])@simulation/ai/aegis/base-manager.js:747  ((function (ent) {"use strict";if (ent.position() === undefined) {return;}if (ent.hasClass("Worker")) {var types = gameState.ai.HQ.pickMostNeededResources(gameState);ent.setMetadata(PlayerID, "subrole", "gatherer");ent.setMetadata(PlayerID, "gather-type", types[0]);if (gameState.turnCache["gathererAssignementCache-" + types[0]]) {gameState.turnCache["gathererAssignementCache-" + types[0]]++;} else {gameState.turnCache["gathererAssignementCache-" + types[0]] = 1;}if (self.willGather[types[0]] !== 1) {gameState.ai.HQ.switchWorkerBase(gameState, ent, types[0]);}} else {ent.setMetadata(PlayerID, "subrole", "hunter");}}))@simulation/ai/common-api/entitycollection.js:163  ([object Object])@simulation/ai/aegis/base-manager.js:7...Error printfing console message (buffer size exceeded?)WARNING: JavaScript warning: simulation/ai/aegis/headquarters.js line 886reference to undefined property gameState.getEntityLimits().DefenseTowerERROR: JavaScript error: simulation/ai/aegis/queue.js line 53TypeError: this.queue[1].isGo is not a function  ([object Object])@simulation/ai/aegis/queue.js:53  ([object Object])@simulation/ai/aegis/queue-manager.js:364  ([object Object])@simulation/ai/aegis/aegis.js:184  ([object Object],1,[object Object])@simulation/ai/common-api/baseAI.js:81WARNING: JavaScript warning: simulation/ai/aegis/headquarters.js line 886reference to undefined property gameState.getEntityLimits().DefenseTowerERROR: JavaScript error: simulation/ai/aegis/queue-manager.js line 127TypeError: elem.getCost is not a function  ([object Object])@simulation/ai/aegis/queue-manager.js:127  ([object Object])@simulation/ai/aegis/headquarters.js:462  ([object Object])@simulation/ai/aegis/base-manager.js:747  ((function (ent) {"use strict";if (ent.position() === undefined) {return;}if (ent.hasClass("Worker")) {var types = gameState.ai.HQ.pickMostNeededResources(gameState);ent.setMetadata(PlayerID, "subrole", "gatherer");ent.setMetadata(PlayerID, "gather-type", types[0]);if (gameState.turnCache["gathererAssignementCache-" + types[0]]) {gameState.turnCache["gathererAssignementCache-" + types[0]]++;} else {gameState.turnCache["gathererAssignementCache-" + types[0]] = 1;}if (self.willGather[types[0]] !== 1) {gameState.ai.HQ.switchWorkerBase(gameState, ent, types[0]);}} else {ent.setMetadata(PlayerID, "subrole", "hunter");}}))@simulation/ai/common-api/entitycollection.js:163  ([object Object])@simulation/ai/aegis/base-manager.js:7...Error printfing console message (buffer size exceeded?)WARNING: JavaScript warning: simulation/ai/aegis/headquarters.js line 886reference to undefined property gameState.getEntityLimits().DefenseTowerERROR: JavaScript error: simulation/ai/aegis/queue.js line 53TypeError: this.queue[1].isGo is not a function  ([object Object])@simulation/ai/aegis/queue.js:53  ([object Object])@simulation/ai/aegis/queue-manager.js:364  ([object Object])@simulation/ai/aegis/aegis.js:184  ([object Object],1,[object Object])@simulation/ai/common-api/baseAI.js:81WARNING: JavaScript warning: simulation/ai/aegis/headquarters.js line 886reference to undefined property gameState.getEntityLimits().DefenseTowerERROR: JavaScript error: simulation/ai/aegis/queue-manager.js line 127TypeError: elem.getCost is not a function  ([object Object])@simulation/ai/aegis/queue-manager.js:127  ([object Object])@simulation/ai/aegis/headquarters.js:462  ([object Object])@simulation/ai/aegis/base-manager.js:747  ((function (ent) {"use strict";if (ent.position() === undefined) {return;}if (ent.hasClass("Worker")) {var types = gameState.ai.HQ.pickMostNeededResources(gameState);ent.setMetadata(PlayerID, "subrole", "gatherer");ent.setMetadata(PlayerID, "gather-type", types[0]);if (gameState.turnCache["gathererAssignementCache-" + types[0]]) {gameState.turnCache["gathererAssignementCache-" + types[0]]++;} else {gameState.turnCache["gathererAssignementCache-" + types[0]] = 1;}if (self.willGather[types[0]] !== 1) {gameState.ai.HQ.switchWorkerBase(gameState, ent, types[0]);}} else {ent.setMetadata(PlayerID, "subrole", "hunter");}}))@simulation/ai/common-api/entitycollection.js:163  ([object Object])@simulation/ai/aegis/base-manager.js:7...Error printfing console message (buffer size exceeded?)WARNING: JavaScript warning: simulation/ai/aegis/headquarters.js line 886reference to undefined property gameState.getEntityLimits().DefenseTowerERROR: JavaScript error: simulation/ai/aegis/queue.js line 53TypeError: this.queue[1].isGo is not a function  ([object Object])@simulation/ai/aegis/queue.js:53  ([object Object])@simulation/ai/aegis/queue-manager.js:364  ([object Object])@simulation/ai/aegis/aegis.js:184  ([object Object],1,[object Object])@simulation/ai/common-api/baseAI.js:81WARNING: JavaScript warning: simulation/ai/aegis/headquarters.js line 886reference to undefined property gameState.getEntityLimits().DefenseTowerERROR: JavaScript error: simulation/ai/aegis/queue-manager.js line 127TypeError: elem.getCost is not a function  ([object Object])@simulation/ai/aegis/queue-manager.js:127  ([object Object])@simulation/ai/aegis/headquarters.js:462  ([object Object])@simulation/ai/aegis/base-manager.js:747  ((function (ent) {"use strict";if (ent.position() === undefined) {return;}if (ent.hasClass("Worker")) {var types = gameState.ai.HQ.pickMostNeededResources(gameState);ent.setMetadata(PlayerID, "subrole", "gatherer");ent.setMetadata(PlayerID, "gather-type", types[0]);if (gameState.turnCache["gathererAssignementCache-" + types[0]]) {gameState.turnCache["gathererAssignementCache-" + types[0]]++;} else {gameState.turnCache["gathererAssignementCache-" + types[0]] = 1;}if (self.willGather[types[0]] !== 1) {gameState.ai.HQ.switchWorkerBase(gameState, ent, types[0]);}} else {ent.setMetadata(PlayerID, "subrole", "hunter");}}))@simulation/ai/common-api/entitycollection.js:163  ([object Object])@simulation/ai/aegis/base-manager.js:7...Error printfing console message (buffer size exceeded?)WARNING: JavaScript warning: simulation/ai/aegis/headquarters.js line 886reference to undefined property gameState.getEntityLimits().DefenseTowerERROR: JavaScript error: simulation/ai/aegis/queue.js line 53TypeError: this.queue[1].isGo is not a function  ([object Object])@simulation/ai/aegis/queue.js:53  ([object Object])@simulation/ai/aegis/queue-manager.js:364  ([object Object])@simulation/ai/aegis/aegis.js:184  ([object Object],1,[object Object])@simulation/ai/common-api/baseAI.js:81WARNING: JavaScript warning: simulation/ai/aegis/headquarters.js line 886reference to undefined property gameState.getEntityLimits().DefenseTowerERROR: JavaScript error: simulation/ai/aegis/queue-manager.js line 127TypeError: elem.getCost is not a function  ([object Object])@simulation/ai/aegis/queue-manager.js:127  ([object Object])@simulation/ai/aegis/headquarters.js:462  ([object Object])@simulation/ai/aegis/base-manager.js:747  ((function (ent) {"use strict";if (ent.position() === undefined) {return;}if (ent.hasClass("Worker")) {var types = gameState.ai.HQ.pickMostNeededResources(gameState);ent.setMetadata(PlayerID, "subrole", "gatherer");ent.setMetadata(PlayerID, "gather-type", types[0]);if (gameState.turnCache["gathererAssignementCache-" + types[0]]) {gameState.turnCache["gathererAssignementCache-" + types[0]]++;} else {gameState.turnCache["gathererAssignementCache-" + types[0]] = 1;}if (self.willGather[types[0]] !== 1) {gameState.ai.HQ.switchWorkerBase(gameState, ent, types[0]);}} else {ent.setMetadata(PlayerID, "subrole", "hunter");}}))@simulation/ai/common-api/entitycollection.js:163  ([object Object])@simulation/ai/aegis/base-manager.js:7...Error printfing console message (buffer size exceeded?)WARNING: JavaScript warning: simulation/ai/aegis/headquarters.js line 886reference to undefined property gameState.getEntityLimits().DefenseTowerERROR: JavaScript error: simulation/ai/aegis/queue.js line 53TypeError: this.queue[1].isGo is not a function  ([object Object])@simulation/ai/aegis/queue.js:53  ([object Object])@simulation/ai/aegis/queue-manager.js:364  ([object Object])@simulation/ai/aegis/aegis.js:184  ([object Object],1,[object Object])@simulation/ai/common-api/baseAI.js:81WARNING: JavaScript warning: simulation/ai/aegis/headquarters.js line 886reference to undefined property gameState.getEntityLimits().DefenseTowerERROR: JavaScript error: simulation/ai/aegis/queue-manager.js line 127TypeError: elem.getCost is not a function  ([object Object])@simulation/ai/aegis/queue-manager.js:127  ([object Object])@simulation/ai/aegis/headquarters.js:462  ([object Object])@simulation/ai/aegis/base-manager.js:747  ((function (ent) {"use strict";if (ent.position() === undefined) {return;}if (ent.hasClass("Worker")) {var types = gameState.ai.HQ.pickMostNeededResources(gameState);ent.setMetadata(PlayerID, "subrole", "gatherer");ent.setMetadata(PlayerID, "gather-type", types[0]);if (gameState.turnCache["gathererAssignementCache-" + types[0]]) {gameState.turnCache["gathererAssignementCache-" + types[0]]++;} else {gameState.turnCache["gathererAssignementCache-" + types[0]] = 1;}if (self.willGather[types[0]] !== 1) {gameState.ai.HQ.switchWorkerBase(gameState, ent, types[0]);}} else {ent.setMetadata(PlayerID, "subrole", "hunter");}}))@simulation/ai/common-api/entitycollection.js:163  ([object Object])@simulation/ai/aegis/base-manager.js:7...Error printfing console message (buffer size exceeded?)WARNING: JavaScript warning: simulation/ai/aegis/headquarters.js line 886reference to undefined property gameState.getEntityLimits().DefenseTowerERROR: JavaScript error: simulation/ai/aegis/queue.js line 53TypeError: this.queue[1].isGo is not a function  ([object Object])@simulation/ai/aegis/queue.js:53  ([object Object])@simulation/ai/aegis/queue-manager.js:364  ([object Object])@simulation/ai/aegis/aegis.js:184  ([object Object],1,[object Object])@simulation/ai/common-api/baseAI.js:81WARNING: JavaScript warning: simulation/ai/aegis/headquarters.js line 886reference to undefined property gameState.getEntityLimits().DefenseTowerERROR: JavaScript error: simulation/ai/aegis/queue-manager.js line 127TypeError: elem.getCost is not a function  ([object Object])@simulation/ai/aegis/queue-manager.js:127  ([object Object])@simulation/ai/aegis/headquarters.js:462  ([object Object])@simulation/ai/aegis/base-manager.js:747  ((function (ent) {"use strict";if (ent.position() === undefined) {return;}if (ent.hasClass("Worker")) {var types = gameState.ai.HQ.pickMostNeededResources(gameState);ent.setMetadata(PlayerID, "subrole", "gatherer");ent.setMetadata(PlayerID, "gather-type", types[0]);if (gameState.turnCache["gathererAssignementCache-" + types[0]]) {gameState.turnCache["gathererAssignementCache-" + types[0]]++;} else {gameState.turnCache["gathererAssignementCache-" + types[0]] = 1;}if (self.willGather[types[0]] !== 1) {gameState.ai.HQ.switchWorkerBase(gameState, ent, types[0]);}} else {ent.setMetadata(PlayerID, "subrole", "hunter");}}))@simulation/ai/common-api/entitycollection.js:163  ([object Object])@simulation/ai/aegis/base-manager.js:7...Error printfing console message (buffer size exceeded?)WARNING: JavaScript warning: simulation/ai/aegis/headquarters.js line 886reference to undefined property gameState.getEntityLimits().DefenseTowerERROR: JavaScript error: simulation/ai/aegis/queue.js line 53TypeError: this.queue[1].isGo is not a function  ([object Object])@simulation/ai/aegis/queue.js:53  ([object Object])@simulation/ai/aegis/queue-manager.js:364  ([object Object])@simulation/ai/aegis/aegis.js:184  ([object Object],1,[object Object])@simulation/ai/common-api/baseAI.js:81WARNING: JavaScript warning: simulation/ai/aegis/headquarters.js line 886reference to undefined property gameState.getEntityLimits().DefenseTowerERROR: JavaScript error: simulation/ai/aegis/queue-manager.js line 127TypeError: elem.getCost is not a function  ([object Object])@simulation/ai/aegis/queue-manager.js:127  ([object Object])@simulation/ai/aegis/headquarters.js:462  ([object Object])@simulation/ai/aegis/base-manager.js:747  ((function (ent) {"use strict";if (ent.position() === undefined) {return;}if (ent.hasClass("Worker")) {var types = gameState.ai.HQ.pickMostNeededResources(gameState);ent.setMetadata(PlayerID, "subrole", "gatherer");ent.setMetadata(PlayerID, "gather-type", types[0]);if (gameState.turnCache["gathererAssignementCache-" + types[0]]) {gameState.turnCache["gathererAssignementCache-" + types[0]]++;} else {gameState.turnCache["gathererAssignementCache-" + types[0]] = 1;}if (self.willGather[types[0]] !== 1) {gameState.ai.HQ.switchWorkerBase(gameState, ent, types[0]);}} else {ent.setMetadata(PlayerID, "subrole", "hunter");}}))@simulation/ai/common-api/entitycollection.js:163  ([object Object])@simulation/ai/aegis/base-manager.js:7...Error printfing console message (buffer size exceeded?)WARNING: JavaScript warning: simulation/ai/aegis/headquarters.js line 886reference to undefined property gameState.getEntityLimits().DefenseTowerERROR: JavaScript error: simulation/ai/aegis/queue.js line 53TypeError: this.queue[1].isGo is not a function  ([object Object])@simulation/ai/aegis/queue.js:53  ([object Object])@simulation/ai/aegis/queue-manager.js:364  ([object Object])@simulation/ai/aegis/aegis.js:184  ([object Object],1,[object Object])@simulation/ai/common-api/baseAI.js:81WARNING: JavaScript warning: simulation/ai/aegis/headquarters.js line 886reference to undefined property gameState.getEntityLimits().DefenseTowerERROR: JavaScript error: simulation/ai/aegis/queue-manager.js line 127TypeError: elem.getCost is not a function  ([object Object])@simulation/ai/aegis/queue-manager.js:127  ([object Object])@simulation/ai/aegis/headquarters.js:462  ([object Object])@simulation/ai/aegis/base-manager.js:747  ((function (ent) {"use strict";if (ent.position() === undefined) {return;}if (ent.hasClass("Worker")) {var types = gameState.ai.HQ.pickMostNeededResources(gameState);ent.setMetadata(PlayerID, "subrole", "gatherer");ent.setMetadata(PlayerID, "gather-type", types[0]);if (gameState.turnCache["gathererAssignementCache-" + types[0]]) {gameState.turnCache["gathererAssignementCache-" + types[0]]++;} else {gameState.turnCache["gathererAssignementCache-" + types[0]] = 1;}if (self.willGather[types[0]] !== 1) {gameState.ai.HQ.switchWorkerBase(gameState, ent, types[0]);}} else {ent.setMetadata(PlayerID, "subrole", "hunter");}}))@simulation/ai/common-api/entitycollection.js:163  ([object Object])@simulation/ai/aegis/base-manager.js:7...Error printfing console message (buffer size exceeded?)WARNING: JavaScript warning: simulation/ai/aegis/headquarters.js line 886reference to undefined property gameState.getEntityLimits().DefenseTowerERROR: JavaScript error: simulation/ai/aegis/queue.js line 53TypeError: this.queue[1].isGo is not a function  ([object Object])@simulation/ai/aegis/queue.js:53  ([object Object])@simulation/ai/aegis/queue-manager.js:364  ([object Object])@simulation/ai/aegis/aegis.js:184  ([object Object],1,[object Object])@simulation/ai/common-api/baseAI.js:81WARNING: JavaScript warning: simulation/ai/aegis/headquarters.js line 886reference to undefined property gameState.getEntityLimits().DefenseTowerERROR: JavaScript error: simulation/ai/aegis/queue-manager.js line 127TypeError: elem.getCost is not a function  ([object Object])@simulation/ai/aegis/queue-manager.js:127  ([object Object])@simulation/ai/aegis/headquarters.js:462  ([object Object])@simulation/ai/aegis/base-manager.js:747  ((function (ent) {"use strict";if (ent.position() === undefined) {return;}if (ent.hasClass("Worker")) {var types = gameState.ai.HQ.pickMostNeededResources(gameState);ent.setMetadata(PlayerID, "subrole", "gatherer");ent.setMetadata(PlayerID, "gather-type", types[0]);if (gameState.turnCache["gathererAssignementCache-" + types[0]]) {gameState.turnCache["gathererAssignementCache-" + types[0]]++;} else {gameState.turnCache["gathererAssignementCache-" + types[0]] = 1;}if (self.willGather[types[0]] !== 1) {gameState.ai.HQ.switchWorkerBase(gameState, ent, types[0]);}} else {ent.setMetadata(PlayerID, "subrole", "hunter");}}))@simulation/ai/common-api/entitycollection.js:163  ([object Object])@simulation/ai/aegis/base-manager.js:7...Error printfing console message (buffer size exceeded?)WARNING: JavaScript warning: simulation/ai/aegis/headquarters.js line 886reference to undefined property gameState.getEntityLimits().DefenseTowerERROR: JavaScript error: simulation/ai/aegis/queue.js line 53TypeError: this.queue[1].isGo is not a function  ([object Object])@simulation/ai/aegis/queue.js:53  ([object Object])@simulation/ai/aegis/queue-manager.js:364  ([object Object])@simulation/ai/aegis/aegis.js:184  ([object Object],1,[object Object])@simulation/ai/common-api/baseAI.js:81WARNING: JavaScript warning: simulation/ai/aegis/headquarters.js line 886reference to undefined property gameState.getEntityLimits().DefenseTowerERROR: JavaScript error: simulation/ai/aegis/queue-manager.js line 127TypeError: elem.getCost is not a function  ([object Object])@simulation/ai/aegis/queue-manager.js:127  ([object Object])@simulation/ai/aegis/headquarters.js:462  ([object Object])@simulation/ai/aegis/base-manager.js:747  ((function (ent) {"use strict";if (ent.position() === undefined) {return;}if (ent.hasClass("Worker")) {var types = gameState.ai.HQ.pickMostNeededResources(gameState);ent.setMetadata(PlayerID, "subrole", "gatherer");ent.setMetadata(PlayerID, "gather-type", types[0]);if (gameState.turnCache["gathererAssignementCache-" + types[0]]) {gameState.turnCache["gathererAssignementCache-" + types[0]]++;} else {gameState.turnCache["gathererAssignementCache-" + types[0]] = 1;}if (self.willGather[types[0]] !== 1) {gameState.ai.HQ.switchWorkerBase(gameState, ent, types[0]);}} else {ent.setMetadata(PlayerID, "subrole", "hunter");}}))@simulation/ai/common-api/entitycollection.js:163  ([object Object])@simulation/ai/aegis/base-manager.js:7...Error printfing console message (buffer size exceeded?)WARNING: JavaScript warning: simulation/ai/aegis/headquarters.js line 886reference to undefined property gameState.getEntityLimits().DefenseTowerERROR: JavaScript error: simulation/ai/aegis/queue.js line 53TypeError: this.queue[1].isGo is not a function  ([object Object])@simulation/ai/aegis/queue.js:53  ([object Object])@simulation/ai/aegis/queue-manager.js:364  ([object Object])@simulation/ai/aegis/aegis.js:184  ([object Object],1,[object Object])@simulation/ai/common-api/baseAI.js:81WARNING: JavaScript warning: simulation/ai/aegis/headquarters.js line 886reference to undefined property gameState.getEntityLimits().DefenseTowerERROR: JavaScript error: simulation/ai/aegis/queue-manager.js line 127TypeError: elem.getCost is not a function  ([object Object])@simulation/ai/aegis/queue-manager.js:127  ([object Object])@simulation/ai/aegis/headquarters.js:462  ([object Object])@simulation/ai/aegis/base-manager.js:747  ((function (ent) {"use strict";if (ent.position() === undefined) {return;}if (ent.hasClass("Worker")) {var types = gameState.ai.HQ.pickMostNeededResources(gameState);ent.setMetadata(PlayerID, "subrole", "gatherer");ent.setMetadata(PlayerID, "gather-type", types[0]);if (gameState.turnCache["gathererAssignementCache-" + types[0]]) {gameState.turnCache["gathererAssignementCache-" + types[0]]++;} else {gameState.turnCache["gathererAssignementCache-" + types[0]] = 1;}if (self.willGather[types[0]] !== 1) {gameState.ai.HQ.switchWorkerBase(gameState, ent, types[0]);}} else {ent.setMetadata(PlayerID, "subrole", "hunter");}}))@simulation/ai/common-api/entitycollection.js:163  ([object Object])@simulation/ai/aegis/base-manager.js:7...Error printfing console message (buffer size exceeded?)WARNING: JavaScript warning: simulation/ai/aegis/headquarters.js line 886reference to undefined property gameState.getEntityLimits().DefenseTowerERROR: JavaScript error: simulation/ai/aegis/queue.js line 53TypeError: this.queue[1].isGo is not a function  ([object Object])@simulation/ai/aegis/queue.js:53  ([object Object])@simulation/ai/aegis/queue-manager.js:364  ([object Object])@simulation/ai/aegis/aegis.js:184  ([object Object],1,[object Object])@simulation/ai/common-api/baseAI.js:81WARNING: JavaScript warning: simulation/ai/aegis/headquarters.js line 886reference to undefined property gameState.getEntityLimits().DefenseTowerERROR: JavaScript error: simulation/ai/aegis/queue-manager.js line 127TypeError: elem.getCost is not a function  ([object Object])@simulation/ai/aegis/queue-manager.js:127  ([object Object])@simulation/ai/aegis/headquarters.js:462  ([object Object])@simulation/ai/aegis/base-manager.js:747  ((function (ent) {"use strict";if (ent.position() === undefined) {return;}if (ent.hasClass("Worker")) {var types = gameState.ai.HQ.pickMostNeededResources(gameState);ent.setMetadata(PlayerID, "subrole", "gatherer");ent.setMetadata(PlayerID, "gather-type", types[0]);if (gameState.turnCache["gathererAssignementCache-" + types[0]]) {gameState.turnCache["gathererAssignementCache-" + types[0]]++;} else {gameState.turnCache["gathererAssignementCache-" + types[0]] = 1;}if (self.willGather[types[0]] !== 1) {gameState.ai.HQ.switchWorkerBase(gameState, ent, types[0]);}} else {ent.setMetadata(PlayerID, "subrole", "hunter");}}))@simulation/ai/common-api/entitycollection.js:163  ([object Object])@simulation/ai/aegis/base-manager.js:7...Error printfing console message (buffer size exceeded?)WARNING: JavaScript warning: simulation/ai/aegis/headquarters.js line 886reference to undefined property gameState.getEntityLimits().DefenseTowerERROR: JavaScript error: simulation/ai/aegis/queue.js line 53TypeError: this.queue[1].isGo is not a function  ([object Object])@simulation/ai/aegis/queue.js:53  ([object Object])@simulation/ai/aegis/queue-manager.js:364  ([object Object])@simulation/ai/aegis/aegis.js:184  ([object Object],1,[object Object])@simulation/ai/common-api/baseAI.js:81WARNING: JavaScript warning: simulation/ai/aegis/headquarters.js line 886reference to undefined property gameState.getEntityLimits().DefenseTowerERROR: JavaScript error: simulation/ai/aegis/queue-manager.js line 127TypeError: elem.getCost is not a function  ([object Object])@simulation/ai/aegis/queue-manager.js:127  ([object Object])@simulation/ai/aegis/headquarters.js:462  ([object Object])@simulation/ai/aegis/base-manager.js:747  ((function (ent) {"use strict";if (ent.position() === undefined) {return;}if (ent.hasClass("Worker")) {var types = gameState.ai.HQ.pickMostNeededResources(gameState);ent.setMetadata(PlayerID, "subrole", "gatherer");ent.setMetadata(PlayerID, "gather-type", types[0]);if (gameState.turnCache["gathererAssignementCache-" + types[0]]) {gameState.turnCache["gathererAssignementCache-" + types[0]]++;} else {gameState.turnCache["gathererAssignementCache-" + types[0]] = 1;}if (self.willGather[types[0]] !== 1) {gameState.ai.HQ.switchWorkerBase(gameState, ent, types[0]);}} else {ent.setMetadata(PlayerID, "subrole", "hunter");}}))@simulation/ai/common-api/entitycollection.js:163  ([object Object])@simulation/ai/aegis/base-manager.js:7...Error printfing console message (buffer size exceeded?)WARNING: JavaScript warning: simulation/ai/aegis/headquarters.js line 886reference to undefined property gameState.getEntityLimits().DefenseTowerERROR: JavaScript error: simulation/ai/aegis/queue.js line 53TypeError: this.queue[1].isGo is not a function  ([object Object])@simulation/ai/aegis/queue.js:53  ([object Object])@simulation/ai/aegis/queue-manager.js:364  ([object Object])@simulation/ai/aegis/aegis.js:184  ([object Object],1,[object Object])@simulation/ai/common-api/baseAI.js:81WARNING: JavaScript warning: simulation/ai/aegis/headquarters.js line 886reference to undefined property gameState.getEntityLimits().DefenseTowerERROR: JavaScript error: simulation/ai/aegis/queue-manager.js line 127TypeError: elem.getCost is not a function  ([object Object])@simulation/ai/aegis/queue-manager.js:127  ([object Object])@simulation/ai/aegis/headquarters.js:462  ([object Object])@simulation/ai/aegis/base-manager.js:747  ((function (ent) {"use strict";if (ent.position() === undefined) {return;}if (ent.hasClass("Worker")) {var types = gameState.ai.HQ.pickMostNeededResources(gameState);ent.setMetadata(PlayerID, "subrole", "gatherer");ent.setMetadata(PlayerID, "gather-type", types[0]);if (gameState.turnCache["gathererAssignementCache-" + types[0]]) {gameState.turnCache["gathererAssignementCache-" + types[0]]++;} else {gameState.turnCache["gathererAssignementCache-" + types[0]] = 1;}if (self.willGather[types[0]] !== 1) {gameState.ai.HQ.switchWorkerBase(gameState, ent, types[0]);}} else {ent.setMetadata(PlayerID, "subrole", "hunter");}}))@simulation/ai/common-api/entitycollection.js:163  ([object Object])@simulation/ai/aegis/base-manager.js:7...Error printfing console message (buffer size exceeded?)WARNING: JavaScript warning: simulation/ai/aegis/headquarters.js line 886reference to undefined property gameState.getEntityLimits().DefenseTowerERROR: JavaScript error: simulation/ai/aegis/queue.js line 53TypeError: this.queue[1].isGo is not a function  ([object Object])@simulation/ai/aegis/queue.js:53  ([object Object])@simulation/ai/aegis/queue-manager.js:364  ([object Object])@simulation/ai/aegis/aegis.js:184  ([object Object],1,[object Object])@simulation/ai/common-api/baseAI.js:81WARNING: JavaScript warning: simulation/ai/aegis/headquarters.js line 886reference to undefined property gameState.getEntityLimits().DefenseTowerERROR: JavaScript error: simulation/ai/aegis/queue-manager.js line 127TypeError: elem.getCost is not a function  ([object Object])@simulation/ai/aegis/queue-manager.js:127  ([object Object])@simulation/ai/aegis/headquarters.js:462  ([object Object])@simulation/ai/aegis/base-manager.js:747  ((function (ent) {"use strict";if (ent.position() === undefined) {return;}if (ent.hasClass("Worker")) {var types = gameState.ai.HQ.pickMostNeededResources(gameState);ent.setMetadata(PlayerID, "subrole", "gatherer");ent.setMetadata(PlayerID, "gather-type", types[0]);if (gameState.turnCache["gathererAssignementCache-" + types[0]]) {gameState.turnCache["gathererAssignementCache-" + types[0]]++;} else {gameState.turnCache["gathererAssignementCache-" + types[0]] = 1;}if (self.willGather[types[0]] !== 1) {gameState.ai.HQ.switchWorkerBase(gameState, ent, types[0]);}} else {ent.setMetadata(PlayerID, "subrole", "hunter");}}))@simulation/ai/common-api/entitycollection.js:163  ([object Object])@simulation/ai/aegis/base-manager.js:7.
  19. Windows 8 has a new BIOS "UEFI that developed by Intel", is pretty you can edit it with a GUI, but the UEFI has a new utility "exploter by microsoft" is "secure boot" the secure boot bans uncertfied software and Operating Systems "microsoft signs software" that means that GNU/Linux is blocked!

    therfore i have a question: Where is possible buy a powerful desktop computer "Intel I7 proccesor, Nvidia Geforce GPU" with GNU/Linux "at least with windows 7, windows 7 has the ancient hard but unlocked BIOS"

    is it possible???

    and if it is possible, where?

  20. i try to complie 0AD XV Osiris "SVN 14579" and i get

    svn up
    Updating '.':
    ^Csvn: E200015: Unable to connect to a repository at URL 'http://svn.wildfiregames.com/public/ps/trunk/build'
    svn: E200015: Se atrapó una señal
    [alvin@localhost workspaces]$ cd ..
    [alvin@localhost build]$ cd ..
    [alvin@localhost 0ad]$ svn up
    Updating '.':
    En la revisión 14579.
    [alvin@localhost 0ad]$ cd build/workspaces
    [alvin@localhost workspaces]$ ./clean-workspaces.sh
    Cleaning bundled third-party dependencies...
    Cleaning Premake4
    Cleaning Premake4
    Cleaning Premake4
    Cleaning build output...

    Done. Try running update-workspaces.sh again now.
    [alvin@localhost workspaces]$ ./update-workspaces.sh
    Updating bundled third-party dependencies...

    FCollada/FCollada.cpp
    FCollada/FColladaPlugin.cpp
    FCollada/FCDocument/FCDAnimated.cpp
    FCollada/FCDocument/FCDAnimationChannel.cpp
    FCollada/FCDocument/FCDAnimationClip.cpp
    FCollada/FCDocument/FCDAnimationClipTools.cpp
    FCollada/FCDocument/FCDAnimation.cpp
    FCollada/FCDocument/FCDAnimationCurve.cpp
    FCollada/FCDocument/FCDAnimationCurveTools.cpp
    FCollada/FCDocument/FCDAnimationKey.cpp
    FCollada/FCDocument/FCDAnimationMultiCurve.cpp
    FCollada/FCDocument/FCDAsset.cpp
    FCollada/FCDocument/FCDController.cpp
    FCollada/FCDocument/FCDCamera.cpp
    FCollada/FCDocument/FCDControllerInstance.cpp
    FCollada/FCDocument/FCDControllerTools.cpp
    FCollada/FCDocument/FCDEffectCode.cpp
    FCollada/FCDocument/FCDEffect.cpp
    FCollada/FCDocument/FCDEffectParameter.cpp
    FCollada/FCDocument/FCDEffectParameterFactory.cpp
    FCollada/FCDocument/FCDEffectParameterSampler.cpp
    FCollada/FCDocument/FCDEffectParameterSurface.cpp
    FCollada/FCDocument/FCDEffectPass.cpp
    FCollada/FCDocument/FCDEffectPassShader.cpp
    FCollada/FCDocument/FCDEffectPassState.cpp
    FCollada/FCDocument/FCDEffectProfile.cpp
    FCollada/FCDocument/FCDEffectProfileFX.cpp
    FCollada/FCDocument/FCDEffectStandard.cpp
    FCollada/FCDocument/FCDEffectTechnique.cpp
    FCollada/FCDocument/FCDEffectTools.cpp
    FCollada/FCDocument/FCDEmitter.cpp
    FCollada/FCDocument/FCDEmitterInstance.cpp
    FCollada/FCDocument/FCDEmitterObject.cpp
    FCollada/FCDocument/FCDEmitterParticle.cpp
    FCollada/FCDocument/FCDEntity.cpp
    FCollada/FCDocument/FCDEntityInstance.cpp
    FCollada/FCDocument/FCDEntityReference.cpp
    FCollada/FCDocument/FCDExternalReferenceManager.cpp
    FCollada/FCDocument/FCDExtra.cpp
    FCollada/FCDocument/FCDForceDeflector.cpp
    FCollada/FCDocument/FCDForceDrag.cpp
    FCollada/FCDocument/FCDForceField.cpp
    FCollada/FCDocument/FCDForceGravity.cpp
    FCollada/FCDocument/FCDForcePBomb.cpp
    FCollada/FCDocument/FCDForceWind.cpp
    FCollada/FCDocument/FCDGeometry.cpp
    FCollada/FCDocument/FCDGeometryInstance.cpp
    FCollada/FCDocument/FCDGeometryMesh.cpp
    FCollada/FCDocument/FCDGeometryPolygons.cpp
    FCollada/FCDocument/FCDGeometryNURBSSurface.cpp
    FCollada/FCDocument/FCDGeometryPolygonsInput.cpp
    FCollada/FCDocument/FCDGeometryPolygonsTools.cpp
    FCollada/FCDocument/FCDGeometrySource.cpp
    FCollada/FCDocument/FCDGeometrySpline.cpp
    FCollada/FCDocument/FCDImage.cpp
    FCollada/FCDocument/FCDLibrary.cpp
    FCollada/FCDocument/FCDLight.cpp
    FCollada/FCDocument/FCDLibrary.cpp: En la instanciación de ‘void LibraryExport() [with T = FCDAnimation]’:
    FCollada/FCDocument/FCDLibrary.cpp:149:30: se requiere desde aquí
    FCollada/FCDocument/FCDLibrary.cpp:141:11: aviso: se define la variable ‘cptr’ pero no se usa [-Wunused-but-set-variable]
    const T* cptr = ((const FCDLibrary<T>*)l1)->GetEntity(0);
    ^
    FCollada/FCDocument/FCDLibrary.cpp: En la instanciación de ‘void LibraryExport() [with T = FCDAnimationClip]’:
    FCollada/FCDocument/FCDLibrary.cpp:150:34: se requiere desde aquí
    FCollada/FCDocument/FCDLibrary.cpp:141:11: aviso: se define la variable ‘cptr’ pero no se usa [-Wunused-but-set-variable]
    FCollada/FCDocument/FCDLibrary.cpp: En la instanciación de ‘void LibraryExport() [with T = FCDCamera]’:
    FCollada/FCDocument/FCDLibrary.cpp:151:27: se requiere desde aquí
    FCollada/FCDocument/FCDLibrary.cpp:141:11: aviso: se define la variable ‘cptr’ pero no se usa [-Wunused-but-set-variable]
    FCollada/FCDocument/FCDLibrary.cpp: En la instanciación de ‘void LibraryExport() [with T = FCDController]’:
    FCollada/FCDocument/FCDLibrary.cpp:152:31: se requiere desde aquí
    FCollada/FCDocument/FCDLibrary.cpp:141:11: aviso: se define la variable ‘cptr’ pero no se usa [-Wunused-but-set-variable]
    FCollada/FCDocument/FCDLibrary.cpp: En la instanciación de ‘void LibraryExport() [with T = FCDEffect]’:
    FCollada/FCDocument/FCDLibrary.cpp:153:27: se requiere desde aquí
    FCollada/FCDocument/FCDLibrary.cpp:141:11: aviso: se define la variable ‘cptr’ pero no se usa [-Wunused-but-set-variable]
    FCollada/FCDocument/FCDLibrary.cpp: En la instanciación de ‘void LibraryExport() [with T = FCDEmitter]’:
    FCollada/FCDocument/FCDLibrary.cpp:154:28: se requiere desde aquí
    FCollada/FCDocument/FCDLibrary.cpp:141:11: aviso: se define la variable ‘cptr’ pero no se usa [-Wunused-but-set-variable]
    FCollada/FCDocument/FCDLibrary.cpp: En la instanciación de ‘void LibraryExport() [with T = FCDForceField]’:
    FCollada/FCDocument/FCDLibrary.cpp:155:31: se requiere desde aquí
    FCollada/FCDocument/FCDLibrary.cpp:141:11: aviso: se define la variable ‘cptr’ pero no se usa [-Wunused-but-set-variable]
    FCollada/FCDocument/FCDLibrary.cpp: En la instanciación de ‘void LibraryExport() [with T = FCDGeometry]’:
    FCollada/FCDocument/FCDLibrary.cpp:156:29: se requiere desde aquí
    FCollada/FCDocument/FCDLibrary.cpp:141:11: aviso: se define la variable ‘cptr’ pero no se usa [-Wunused-but-set-variable]
    FCollada/FCDocument/FCDLibrary.cpp: En la instanciación de ‘void LibraryExport() [with T = FCDImage]’:
    FCollada/FCDocument/FCDLibrary.cpp:157:26: se requiere desde aquí
    FCollada/FCDocument/FCDLibrary.cpp:141:11: aviso: se define la variable ‘cptr’ pero no se usa [-Wunused-but-set-variable]
    FCollada/FCDocument/FCDLibrary.cpp: En la instanciación de ‘void LibraryExport() [with T = FCDLight]’:
    FCollada/FCDocument/FCDLibrary.cpp:158:26: se requiere desde aquí
    FCollada/FCDocument/FCDLibrary.cpp:141:11: aviso: se define la variable ‘cptr’ pero no se usa [-Wunused-but-set-variable]
    FCollada/FCDocument/FCDLibrary.cpp: En la instanciación de ‘void LibraryExport() [with T = FCDMaterial]’:
    FCollada/FCDocument/FCDLibrary.cpp:159:29: se requiere desde aquí
    FCollada/FCDocument/FCDLibrary.cpp:141:11: aviso: se define la variable ‘cptr’ pero no se usa [-Wunused-but-set-variable]
    FCollada/FCDocument/FCDLibrary.cpp: En la instanciación de ‘void LibraryExport() [with T = FCDSceneNode]’:
    FCollada/FCDocument/FCDLibrary.cpp:160:30: se requiere desde aquí
    FCollada/FCDocument/FCDLibrary.cpp:141:11: aviso: se define la variable ‘cptr’ pero no se usa [-Wunused-but-set-variable]
    FCollada/FCDocument/FCDLibrary.cpp: En la instanciación de ‘void LibraryExport() [with T = FCDPhysicsModel]’:
    FCollada/FCDocument/FCDLibrary.cpp:161:33: se requiere desde aquí
    FCollada/FCDocument/FCDLibrary.cpp:141:11: aviso: se define la variable ‘cptr’ pero no se usa [-Wunused-but-set-variable]
    FCollada/FCDocument/FCDLibrary.cpp: En la instanciación de ‘void LibraryExport() [with T = FCDPhysicsMaterial]’:
    FCollada/FCDocument/FCDLibrary.cpp:162:36: se requiere desde aquí
    FCollada/FCDocument/FCDLibrary.cpp:141:11: aviso: se define la variable ‘cptr’ pero no se usa [-Wunused-but-set-variable]
    FCollada/FCDocument/FCDLibrary.cpp: En la instanciación de ‘void LibraryExport() [with T = FCDPhysicsScene]’:
    FCollada/FCDocument/FCDLibrary.cpp:163:33: se requiere desde aquí
    FCollada/FCDocument/FCDLibrary.cpp:141:11: aviso: se define la variable ‘cptr’ pero no se usa [-Wunused-but-set-variable]
    FCollada/FCDocument/FCDLightTools.cpp
    FCollada/FCDocument/FCDMaterial.cpp
    FCollada/FCDocument/FCDMaterialInstance.cpp
    FCollada/FCDocument/FCDMorphController.cpp
    FCollada/FCDocument/FCDObject.cpp
    FCollada/FCDocument/FCDObjectWithId.cpp
    FCollada/FCDocument/FCDocument.cpp
    FCollada/FCDocument/FCDocumentTools.cpp
    FCollada/FCDocument/FCDParameterAnimatable.cpp
    FCollada/FCDocument/FCDParticleModifier.cpp
    FCollada/FCDocument/FCDPhysicsAnalyticalGeometry.cpp
    FCollada/FCDocument/FCDPhysicsForceFieldInstance.cpp
    FCollada/FCDocument/FCDPhysicsMaterial.cpp
    FCollada/FCDocument/FCDPhysicsModel.cpp
    FCollada/FCDocument/FCDPhysicsModelInstance.cpp
    FCollada/FCDocument/FCDPhysicsRigidBody.cpp
    FCollada/FCDocument/FCDPhysicsRigidBodyInstance.cpp
    FCollada/FCDocument/FCDPhysicsRigidBodyParameters.cpp
    FCollada/FCDocument/FCDPhysicsRigidConstraint.cpp
    FCollada/FCDocument/FCDPhysicsRigidConstraintInstance.cpp
    FCollada/FCDocument/FCDPhysicsScene.cpp
    FCollada/FCDocument/FCDPhysicsShape.cpp
    FCollada/FCDocument/FCDPlaceHolder.cpp
    FCollada/FCDocument/FCDSceneNode.cpp
    FCollada/FCDocument/FCDSceneNodeIterator.cpp
    FCollada/FCDocument/FCDSceneNodeTools.cpp
    FCollada/FCDocument/FCDSkinController.cpp
    FCollada/FCDocument/FCDTargetedEntity.cpp
    FCollada/FCDocument/FCDTexture.cpp
    FCollada/FCDocument/FCDTransform.cpp
    FCollada/FCDocument/FCDVersion.cpp
    FCollada/FMath/FMAllocator.cpp
    FCollada/FMath/FMAngleAxis.cpp
    FCollada/FMath/FMColor.cpp
    FCollada/FMath/FMInterpolation.cpp
    FCollada/FMath/FMLookAt.cpp
    FCollada/FMath/FMMatrix33.cpp
    FCollada/FMath/FMMatrix44.cpp
    FCollada/FMath/FMQuaternion.cpp
    FCollada/FMath/FMRandom.cpp
    FCollada/FMath/FMSkew.cpp
    FCollada/FMath/FMVector3.cpp
    FCollada/FUtils/FUAssert.cpp
    FCollada/FMath/FMVolume.cpp
    FCollada/FUtils/FUBase64.cpp
    FCollada/FUtils/FUBoundingBox.cpp
    FCollada/FUtils/FUBoundingSphere.cpp
    FCollada/FUtils/FUCrc32.cpp
    FCollada/FUtils/FUCriticalSection.cpp
    FCollada/FUtils/FUDaeEnum.cpp
    FCollada/FUtils/FUDateTime.cpp
    FCollada/FUtils/FUDebug.cpp
    FCollada/FUtils/FUError.cpp
    FCollada/FUtils/FUErrorLog.cpp
    FCollada/FUtils/FUFile.cpp
    FCollada/FUtils/FUFileManager.cpp
    FCollada/FUtils/FULogFile.cpp
    FCollada/FUtils/FUObject.cpp
    FCollada/FUtils/FUObjectType.cpp
    FCollada/FUtils/FUParameter.cpp
    FCollada/FUtils/FUParameterizable.cpp
    FCollada/FUtils/FUPluginManager.cpp
    FCollada/FUtils/FUSemaphore.cpp
    FCollada/FUtils/FUStringBuilder.cpp
    In file included from FCollada/FUtils/FUSemaphore.cpp:10:0:
    FCollada/FUtils/FUSemaphore.h:36:2: aviso: #warning "FUSemaphore: Semaphore not implemented for non Windows" [-Wcpp]
    #warning "FUSemaphore: Semaphore not implemented for non Windows"
    ^
    FCollada/FUtils/FUStringConversion.cpp
    FCollada/FUtils/FUSynchronizableObject.cpp
    FCollada/FUtils/FUStringConversion.cpp: En la función ‘void TrickLinkerFUStringConversion()’:
    FCollada/FUtils/FUStringConversion.cpp:278:8: aviso: se define la variable ‘f’ pero no se usa [-Wunused-but-set-variable]
    float f = FUStringConversion::ToFloat(&c);
    ^
    FCollada/FUtils/FUStringConversion.cpp:280:7: aviso: se define la variable ‘b’ pero no se usa [-Wunused-but-set-variable]
    bool b = FUStringConversion::ToBoolean©;
    ^
    FCollada/FUtils/FUStringConversion.cpp:282:8: aviso: se define la variable ‘i32’ pero no se usa [-Wunused-but-set-variable]
    int32 i32 = FUStringConversion::ToInt32(&c);
    ^
    FCollada/FUtils/FUStringConversion.cpp:284:9: aviso: se define la variable ‘u32’ pero no se usa [-Wunused-but-set-variable]
    uint32 u32 = FUStringConversion::ToUInt32(&c);
    ^
    FCollada/FUtils/FUThread.cpp
    FCollada/FUtils/FUTracker.cpp
    In file included from FCollada/FUtils/FUThread.cpp:10:0:
    FCollada/FUtils/FUThread.h:30:2: aviso: #warning "Threads not yet implemented for non Windows." [-Wcpp]
    #warning "Threads not yet implemented for non Windows."
    ^
    FCollada/FUtils/FUUniqueStringMap.cpp
    FCollada/FUtils/FUUri.cpp
    FCollada/FUtils/FUXmlDocument.cpp
    FCollada/FUtils/FUXmlParser.cpp
    FCollada/FUtils/FUXmlWriter.cpp
    FColladaPlugins/FArchiveXML/FArchiveXML.cpp
    FColladaPlugins/FArchiveXML/FAXAnimationExport.cpp
    FColladaPlugins/FArchiveXML/FAXAnimationImport.cpp
    FColladaPlugins/FArchiveXML/FAXCameraExport.cpp
    FColladaPlugins/FArchiveXML/FAXCameraImport.cpp
    FColladaPlugins/FArchiveXML/FAXColladaParser.cpp
    FColladaPlugins/FArchiveXML/FAXColladaWriter.cpp
    FColladaPlugins/FArchiveXML/FAXControllerExport.cpp
    FColladaPlugins/FArchiveXML/FAXControllerImport.cpp
    FColladaPlugins/FArchiveXML/FAXEmitterExport.cpp
    FColladaPlugins/FArchiveXML/FAXEmitterImport.cpp
    FColladaPlugins/FArchiveXML/FAXEntityExport.cpp
    FColladaPlugins/FArchiveXML/FAXEntityImport.cpp
    FColladaPlugins/FArchiveXML/FAXForceFieldExport.cpp
    FColladaPlugins/FArchiveXML/FAXForceFieldImport.cpp
    FColladaPlugins/FArchiveXML/FAXGeometryExport.cpp
    FColladaPlugins/FArchiveXML/FAXGeometryImport.cpp
    FColladaPlugins/FArchiveXML/FAXImportLinking.cpp
    FColladaPlugins/FArchiveXML/FAXInstanceExport.cpp
    FColladaPlugins/FArchiveXML/FAXInstanceImport.cpp
    FColladaPlugins/FArchiveXML/FAXLightExport.cpp
    FColladaPlugins/FArchiveXML/FAXLightImport.cpp
    FColladaPlugins/FArchiveXML/FAXMaterialExport.cpp
    FColladaPlugins/FArchiveXML/FAXMaterialImport.cpp
    FColladaPlugins/FArchiveXML/FAXPhysicsExport.cpp
    FColladaPlugins/FArchiveXML/FAXPhysicsImport.cpp
    FColladaPlugins/FArchiveXML/FAXSceneExport.cpp
    FColladaPlugins/FArchiveXML/FAXSceneImport.cpp
    FCollada/FCollada.cpp
    FCollada/FColladaPlugin.cpp
    FCollada/FCDocument/FCDAnimated.cpp
    FCollada/FCDocument/FCDAnimationChannel.cpp
    FCollada/FCDocument/FCDAnimationClip.cpp
    FCollada/FCDocument/FCDAnimationClipTools.cpp
    FCollada/FCDocument/FCDAnimation.cpp
    FCollada/FCDocument/FCDAnimationCurve.cpp
    FCollada/FCDocument/FCDAnimationCurveTools.cpp
    FCollada/FCDocument/FCDAnimationKey.cpp
    FCollada/FCDocument/FCDAnimationMultiCurve.cpp
    FCollada/FCDocument/FCDAsset.cpp
    FCollada/FCDocument/FCDCamera.cpp
    FCollada/FCDocument/FCDControllerInstance.cpp
    FCollada/FCDocument/FCDController.cpp
    FCollada/FCDocument/FCDControllerTools.cpp
    FCollada/FCDocument/FCDEffectCode.cpp
    FCollada/FCDocument/FCDEffect.cpp
    FCollada/FCDocument/FCDEffectParameter.cpp
    FCollada/FCDocument/FCDEffectParameterFactory.cpp
    FCollada/FCDocument/FCDEffectParameterSampler.cpp
    FCollada/FCDocument/FCDEffectParameterSurface.cpp
    FCollada/FCDocument/FCDEffectPass.cpp
    FCollada/FCDocument/FCDEffectPassShader.cpp
    FCollada/FCDocument/FCDEffectPassState.cpp
    FCollada/FCDocument/FCDEffectProfile.cpp
    FCollada/FCDocument/FCDEffectProfileFX.cpp
    FCollada/FCDocument/FCDEffectStandard.cpp
    FCollada/FCDocument/FCDEffectTechnique.cpp
    FCollada/FCDocument/FCDEffectTools.cpp
    FCollada/FCDocument/FCDEmitter.cpp
    FCollada/FCDocument/FCDEmitterInstance.cpp
    FCollada/FCDocument/FCDEmitterObject.cpp
    FCollada/FCDocument/FCDEmitterParticle.cpp
    FCollada/FCDocument/FCDEntityInstance.cpp
    FCollada/FCDocument/FCDEntity.cpp
    FCollada/FCDocument/FCDEntityReference.cpp
    FCollada/FCDocument/FCDExternalReferenceManager.cpp
    FCollada/FCDocument/FCDExtra.cpp
    FCollada/FCDocument/FCDForceDeflector.cpp
    FCollada/FCDocument/FCDForceDrag.cpp
    FCollada/FCDocument/FCDForceField.cpp
    FCollada/FCDocument/FCDForceGravity.cpp
    FCollada/FCDocument/FCDForcePBomb.cpp
    FCollada/FCDocument/FCDForceWind.cpp
    FCollada/FCDocument/FCDGeometry.cpp
    FCollada/FCDocument/FCDGeometryInstance.cpp
    FCollada/FCDocument/FCDGeometryMesh.cpp
    FCollada/FCDocument/FCDGeometryNURBSSurface.cpp
    FCollada/FCDocument/FCDGeometryPolygons.cpp
    FCollada/FCDocument/FCDGeometryPolygonsInput.cpp
    FCollada/FCDocument/FCDGeometryPolygonsTools.cpp
    FCollada/FCDocument/FCDGeometrySource.cpp
    FCollada/FCDocument/FCDGeometrySpline.cpp
    FCollada/FCDocument/FCDImage.cpp
    FCollada/FCDocument/FCDLibrary.cpp
    FCollada/FCDocument/FCDLight.cpp
    FCollada/FCDocument/FCDLibrary.cpp: En la instanciación de ‘void LibraryExport() [con T = FCDAnimation]’:
    FCollada/FCDocument/FCDLibrary.cpp:149:30: se requiere desde aquí
    FCollada/FCDocument/FCDLibrary.cpp:141:11: aviso: se define la variable ‘cptr’ pero no se usa [-Wunused-but-set-variable]
    const T* cptr = ((const FCDLibrary<T>*)l1)->GetEntity(0);
    ^
    FCollada/FCDocument/FCDLibrary.cpp: En la instanciación de ‘void LibraryExport() [con T = FCDAnimationClip]’:
    FCollada/FCDocument/FCDLibrary.cpp:150:34: se requiere desde aquí
    FCollada/FCDocument/FCDLibrary.cpp:141:11: aviso: se define la variable ‘cptr’ pero no se usa [-Wunused-but-set-variable]
    FCollada/FCDocument/FCDLibrary.cpp: En la instanciación de ‘void LibraryExport() [con T = FCDCamera]’:
    FCollada/FCDocument/FCDLibrary.cpp:151:27: se requiere desde aquí
    FCollada/FCDocument/FCDLibrary.cpp:141:11: aviso: se define la variable ‘cptr’ pero no se usa [-Wunused-but-set-variable]
    FCollada/FCDocument/FCDLibrary.cpp: En la instanciación de ‘void LibraryExport() [con T = FCDController]’:
    FCollada/FCDocument/FCDLibrary.cpp:152:31: se requiere desde aquí
    FCollada/FCDocument/FCDLibrary.cpp:141:11: aviso: se define la variable ‘cptr’ pero no se usa [-Wunused-but-set-variable]
    FCollada/FCDocument/FCDLibrary.cpp: En la instanciación de ‘void LibraryExport() [con T = FCDEffect]’:
    FCollada/FCDocument/FCDLibrary.cpp:153:27: se requiere desde aquí
    FCollada/FCDocument/FCDLibrary.cpp:141:11: aviso: se define la variable ‘cptr’ pero no se usa [-Wunused-but-set-variable]
    FCollada/FCDocument/FCDLibrary.cpp: En la instanciación de ‘void LibraryExport() [con T = FCDEmitter]’:
    FCollada/FCDocument/FCDLibrary.cpp:154:28: se requiere desde aquí
    FCollada/FCDocument/FCDLibrary.cpp:141:11: aviso: se define la variable ‘cptr’ pero no se usa [-Wunused-but-set-variable]
    FCollada/FCDocument/FCDLibrary.cpp: En la instanciación de ‘void LibraryExport() [con T = FCDForceField]’:
    FCollada/FCDocument/FCDLibrary.cpp:155:31: se requiere desde aquí
    FCollada/FCDocument/FCDLibrary.cpp:141:11: aviso: se define la variable ‘cptr’ pero no se usa [-Wunused-but-set-variable]
    FCollada/FCDocument/FCDLibrary.cpp: En la instanciación de ‘void LibraryExport() [con T = FCDGeometry]’:
    FCollada/FCDocument/FCDLibrary.cpp:156:29: se requiere desde aquí
    FCollada/FCDocument/FCDLibrary.cpp:141:11: aviso: se define la variable ‘cptr’ pero no se usa [-Wunused-but-set-variable]
    FCollada/FCDocument/FCDLibrary.cpp: En la instanciación de ‘void LibraryExport() [con T = FCDImage]’:
    FCollada/FCDocument/FCDLibrary.cpp:157:26: se requiere desde aquí
    FCollada/FCDocument/FCDLibrary.cpp:141:11: aviso: se define la variable ‘cptr’ pero no se usa [-Wunused-but-set-variable]
    FCollada/FCDocument/FCDLibrary.cpp: En la instanciación de ‘void LibraryExport() [con T = FCDLight]’:
    FCollada/FCDocument/FCDLibrary.cpp:158:26: se requiere desde aquí
    FCollada/FCDocument/FCDLibrary.cpp:141:11: aviso: se define la variable ‘cptr’ pero no se usa [-Wunused-but-set-variable]
    FCollada/FCDocument/FCDLibrary.cpp: En la instanciación de ‘void LibraryExport() [con T = FCDMaterial]’:
    FCollada/FCDocument/FCDLibrary.cpp:159:29: se requiere desde aquí
    FCollada/FCDocument/FCDLibrary.cpp:141:11: aviso: se define la variable ‘cptr’ pero no se usa [-Wunused-but-set-variable]
    FCollada/FCDocument/FCDLibrary.cpp: En la instanciación de ‘void LibraryExport() [con T = FCDSceneNode]’:
    FCollada/FCDocument/FCDLibrary.cpp:160:30: se requiere desde aquí
    FCollada/FCDocument/FCDLibrary.cpp:141:11: aviso: se define la variable ‘cptr’ pero no se usa [-Wunused-but-set-variable]
    FCollada/FCDocument/FCDLibrary.cpp: En la instanciación de ‘void LibraryExport() [con T = FCDPhysicsModel]’:
    FCollada/FCDocument/FCDLibrary.cpp:161:33: se requiere desde aquí
    FCollada/FCDocument/FCDLibrary.cpp:141:11: aviso: se define la variable ‘cptr’ pero no se usa [-Wunused-but-set-variable]
    FCollada/FCDocument/FCDLibrary.cpp: En la instanciación de ‘void LibraryExport() [con T = FCDPhysicsMaterial]’:
    FCollada/FCDocument/FCDLibrary.cpp:162:36: se requiere desde aquí
    FCollada/FCDocument/FCDLibrary.cpp:141:11: aviso: se define la variable ‘cptr’ pero no se usa [-Wunused-but-set-variable]
    FCollada/FCDocument/FCDLibrary.cpp: En la instanciación de ‘void LibraryExport() [con T = FCDPhysicsScene]’:
    FCollada/FCDocument/FCDLibrary.cpp:163:33: se requiere desde aquí
    FCollada/FCDocument/FCDLibrary.cpp:141:11: aviso: se define la variable ‘cptr’ pero no se usa [-Wunused-but-set-variable]
    FCollada/FCDocument/FCDLightTools.cpp
    FCollada/FCDocument/FCDMaterial.cpp
    FCollada/FCDocument/FCDMaterialInstance.cpp
    FCollada/FCDocument/FCDMorphController.cpp
    FCollada/FCDocument/FCDObject.cpp
    FCollada/FCDocument/FCDObjectWithId.cpp
    FCollada/FCDocument/FCDocument.cpp
    FCollada/FCDocument/FCDocumentTools.cpp
    FCollada/FCDocument/FCDParameterAnimatable.cpp
    FCollada/FCDocument/FCDParticleModifier.cpp
    FCollada/FCDocument/FCDPhysicsAnalyticalGeometry.cpp
    FCollada/FCDocument/FCDPhysicsForceFieldInstance.cpp
    FCollada/FCDocument/FCDPhysicsMaterial.cpp
    FCollada/FCDocument/FCDPhysicsModel.cpp
    FCollada/FCDocument/FCDPhysicsModelInstance.cpp
    FCollada/FCDocument/FCDPhysicsRigidBody.cpp
    FCollada/FCDocument/FCDPhysicsRigidBodyInstance.cpp
    FCollada/FCDocument/FCDPhysicsRigidBodyParameters.cpp
    FCollada/FCDocument/FCDPhysicsRigidConstraint.cpp
    FCollada/FCDocument/FCDPhysicsRigidConstraintInstance.cpp
    FCollada/FCDocument/FCDPhysicsScene.cpp
    FCollada/FCDocument/FCDPhysicsShape.cpp
    FCollada/FCDocument/FCDPlaceHolder.cpp
    FCollada/FCDocument/FCDSceneNode.cpp
    FCollada/FCDocument/FCDSceneNodeIterator.cpp
    FCollada/FCDocument/FCDSceneNodeTools.cpp
    FCollada/FCDocument/FCDSkinController.cpp
    FCollada/FCDocument/FCDTexture.cpp
    FCollada/FCDocument/FCDTargetedEntity.cpp
    FCollada/FCDocument/FCDTransform.cpp
    FCollada/FMath/FMAllocator.cpp
    FCollada/FCDocument/FCDVersion.cpp
    FCollada/FMath/FMAngleAxis.cpp
    FCollada/FMath/FMColor.cpp
    FCollada/FMath/FMInterpolation.cpp
    FCollada/FMath/FMLookAt.cpp
    FCollada/FMath/FMMatrix33.cpp
    FCollada/FMath/FMMatrix44.cpp
    FCollada/FMath/FMQuaternion.cpp
    FCollada/FMath/FMRandom.cpp
    FCollada/FMath/FMSkew.cpp
    FCollada/FMath/FMVector3.cpp
    FCollada/FMath/FMVolume.cpp
    FCollada/FUtils/FUAssert.cpp
    FCollada/FUtils/FUBase64.cpp
    FCollada/FUtils/FUBoundingSphere.cpp
    FCollada/FUtils/FUBoundingBox.cpp
    FCollada/FUtils/FUCrc32.cpp
    FCollada/FUtils/FUCriticalSection.cpp
    FCollada/FUtils/FUDaeEnum.cpp
    FCollada/FUtils/FUDateTime.cpp
    FCollada/FUtils/FUDebug.cpp
    FCollada/FUtils/FUError.cpp
    FCollada/FUtils/FUErrorLog.cpp
    FCollada/FUtils/FUFile.cpp
    FCollada/FUtils/FUFileManager.cpp
    FCollada/FUtils/FULogFile.cpp
    FCollada/FUtils/FUObject.cpp
    FCollada/FUtils/FUObjectType.cpp
    FCollada/FUtils/FUParameter.cpp
    FCollada/FUtils/FUParameterizable.cpp
    FCollada/FUtils/FUPluginManager.cpp
    FCollada/FUtils/FUSemaphore.cpp
    FCollada/FUtils/FUStringBuilder.cpp
    In file included from FCollada/FUtils/FUSemaphore.cpp:10:0:
    FCollada/FUtils/FUSemaphore.h:36:2: aviso: #warning "FUSemaphore: Semaphore not implemented for non Windows" [-Wcpp]
    #warning "FUSemaphore: Semaphore not implemented for non Windows"
    ^
    FCollada/FUtils/FUSynchronizableObject.cpp
    FCollada/FUtils/FUStringConversion.cpp
    FCollada/FUtils/FUStringConversion.cpp: En la función ‘void TrickLinkerFUStringConversion()’:
    FCollada/FUtils/FUStringConversion.cpp:278:8: aviso: se define la variable ‘f’ pero no se usa [-Wunused-but-set-variable]
    float f = FUStringConversion::ToFloat(&c);
    ^
    FCollada/FUtils/FUStringConversion.cpp:280:7: aviso: se define la variable ‘b’ pero no se usa [-Wunused-but-set-variable]
    bool b = FUStringConversion::ToBoolean©;
    ^
    FCollada/FUtils/FUStringConversion.cpp:282:8: aviso: se define la variable ‘i32’ pero no se usa [-Wunused-but-set-variable]
    int32 i32 = FUStringConversion::ToInt32(&c);
    ^
    FCollada/FUtils/FUStringConversion.cpp:284:9: aviso: se define la variable ‘u32’ pero no se usa [-Wunused-but-set-variable]
    uint32 u32 = FUStringConversion::ToUInt32(&c);
    ^
    FCollada/FUtils/FUThread.cpp
    FCollada/FUtils/FUTracker.cpp
    In file included from FCollada/FUtils/FUThread.cpp:10:0:
    FCollada/FUtils/FUThread.h:30:2: aviso: #warning "Threads not yet implemented for non Windows." [-Wcpp]
    #warning "Threads not yet implemented for non Windows."
    ^
    FCollada/FUtils/FUUniqueStringMap.cpp
    FCollada/FUtils/FUUri.cpp
    FCollada/FUtils/FUXmlDocument.cpp
    FCollada/FUtils/FUXmlParser.cpp
    FCollada/FUtils/FUXmlWriter.cpp
    FColladaPlugins/FArchiveXML/FArchiveXML.cpp
    FColladaPlugins/FArchiveXML/FAXAnimationExport.cpp
    FColladaPlugins/FArchiveXML/FAXAnimationImport.cpp
    FColladaPlugins/FArchiveXML/FAXCameraExport.cpp
    FColladaPlugins/FArchiveXML/FAXCameraImport.cpp
    FColladaPlugins/FArchiveXML/FAXColladaParser.cpp
    FColladaPlugins/FArchiveXML/FAXColladaWriter.cpp
    FColladaPlugins/FArchiveXML/FAXControllerExport.cpp
    FColladaPlugins/FArchiveXML/FAXControllerImport.cpp
    FColladaPlugins/FArchiveXML/FAXEmitterExport.cpp
    FColladaPlugins/FArchiveXML/FAXEmitterImport.cpp
    FColladaPlugins/FArchiveXML/FAXEntityExport.cpp
    FColladaPlugins/FArchiveXML/FAXEntityImport.cpp
    FColladaPlugins/FArchiveXML/FAXForceFieldExport.cpp
    FColladaPlugins/FArchiveXML/FAXForceFieldImport.cpp
    FColladaPlugins/FArchiveXML/FAXGeometryExport.cpp
    FColladaPlugins/FArchiveXML/FAXGeometryImport.cpp
    FColladaPlugins/FArchiveXML/FAXImportLinking.cpp
    FColladaPlugins/FArchiveXML/FAXInstanceExport.cpp
    FColladaPlugins/FArchiveXML/FAXInstanceImport.cpp
    FColladaPlugins/FArchiveXML/FAXLightExport.cpp
    FColladaPlugins/FArchiveXML/FAXLightImport.cpp
    FColladaPlugins/FArchiveXML/FAXMaterialExport.cpp
    FColladaPlugins/FArchiveXML/FAXMaterialImport.cpp
    FColladaPlugins/FArchiveXML/FAXPhysicsExport.cpp
    FColladaPlugins/FArchiveXML/FAXPhysicsImport.cpp
    FColladaPlugins/FArchiveXML/FAXSceneExport.cpp
    FColladaPlugins/FArchiveXML/FAXSceneImport.cpp
    output/libFColladaSD.a
    output/libFColladaSR.a

    Building SpiderMonkey...

    SpiderMonkey build options: --disable-tests
    ./build.sh: línea 51: patch: no se encontró la orden
    ERROR: SpiderMonkey build failed
    [alvin@localhost workspaces]$ cd gcc
    bash: cd: gcc: No existe el fichero o el directorio
    [alvin@localhost workspaces]$ make clean
    make: *** No hay ninguna regla para construir el objetivo `clean'. Alto.
    [alvin@localhost workspaces]$ make -j3

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