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

[me@mypc system]$ wine pyrogenesis.exe

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

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

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

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

fixme:heap:HeapSetInformation 0x110000 0 0x32fdd0 4

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

fixme:winhttp:WinHttpDetectAutoProxyConfigUrl discovery via DHCP not supported

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

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

fixme:process:GetNumaHighestNodeNumber (0x32ec5c): stub

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

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

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

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

Register dump:

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

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

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

ESI:0000009b EDI:00000000

Stack dump:

0x003253c8: 137b709c 0f3eaef8 00000000 00110000

0x003253d8: 00000000 00000000 7ac32e0b 00000000

0x003253e8: 00000000 001e2aa0 0f3b9020 0f382000

0x003253f8: 0f3eaef8 003254a8 00325450 7ac33128

0x00325408: ffffffff 7ac32e0b 00000000 00000000

0x00325418: 0f3eaef8 00000000 00000000 00000000

Backtrace:

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

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

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

Modules:

Module Address Debug info Name (108 modules)

PE 330000- 343000 Deferred zlib1

PE 3e0000- 3f5000 Deferred enet

PE 400000- 6cc000 CodeView pyrogenesis

PE 6d0000- 7c1000 Deferred libxml2

PE 7d0000- 8a9000 Deferred iconv

PE ed10000- ed4a000 Deferred libcurl

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

PE 78480000-7850e000 Deferred msvcp90

PE 78520000-785c3000 Deferred msvcr90

ELF 7abed000-7ac50000 Dwarf dbghelp<elf>

\-PE 7abf0000-7ac50000 \ dbghelp

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

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

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

ELF 7aff8000-7b056000 Deferred wldap32<elf>

\-PE 7b000000-7b056000 \ wldap32

ELF 7b800000-7b9c4000 Deferred kernel32<elf>

\-PE 7b810000-7b9c4000 \ kernel32

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

ELF 7bc00000-7bcd2000 Deferred ntdll<elf>

\-PE 7bc10000-7bcd2000 \ ntdll

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

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

ELF 7bd31000-7bd45000 Deferred psapi<elf>

\-PE 7bd40000-7bd45000 \ psapi

ELF 7bd45000-7bd5b000 Deferred wbemprox<elf>

\-PE 7bd50000-7bd5b000 \ wbemprox

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

ELF 7bde5000-7be1b000 Deferred uxtheme<elf>

\-PE 7bdf0000-7be1b000 \ uxtheme

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

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

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

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

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

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

ELF 7bf7c000-7c02b000 Deferred winex11<elf>

\-PE 7bf90000-7c02b000 \ winex11

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

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

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

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

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

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

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

ELF 7c149000-7c16d000 Deferred imm32<elf>

\-PE 7c150000-7c16d000 \ imm32

ELF 7c16d000-7c18a000 Deferred openal32<elf>

\-PE 7c170000-7c18a000 \ openal32

ELF 7c18a000-7c1ad000 Deferred iphlpapi<elf>

\-PE 7c190000-7c1ad000 \ iphlpapi

ELF 7c1ad000-7c1c8000 Deferred wsock32<elf>

\-PE 7c1b0000-7c1c8000 \ wsock32

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

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

ELF 7c422000-7c4bd000 Deferred msvcrt<elf>

\-PE 7c440000-7c4bd000 \ msvcrt

ELF 7c4bd000-7c4e8000 Deferred msvcr80<elf>

\-PE 7c4d0000-7c4e8000 \ msvcr80

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

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

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

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

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

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

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

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

ELF 7e294000-7e36a000 Deferred opengl32<elf>

\-PE 7e2b0000-7e36a000 \ opengl32

ELF 7e36a000-7e39e000 Deferred ws2_32<elf>

\-PE 7e370000-7e39e000 \ ws2_32

ELF 7e39e000-7e3c8000 Deferred msacm32<elf>

\-PE 7e3a0000-7e3c8000 \ msacm32

ELF 7e3c8000-7e471000 Deferred winmm<elf>

\-PE 7e3d0000-7e471000 \ winmm

ELF 7e471000-7e4ab000 Deferred winhttp<elf>

\-PE 7e480000-7e4ab000 \ winhttp

ELF 7e4ab000-7e5b8000 Deferred oleaut32<elf>

\-PE 7e4c0000-7e5b8000 \ oleaut32

ELF 7e5d7000-7e654000 Deferred rpcrt4<elf>

\-PE 7e5e0000-7e654000 \ rpcrt4

ELF 7e654000-7e77b000 Deferred ole32<elf>

\-PE 7e670000-7e77b000 \ ole32

ELF 7e77b000-7e87c000 Deferred comctl32<elf>

\-PE 7e780000-7e87c000 \ comctl32

ELF 7e87c000-7e8ee000 Deferred shlwapi<elf>

\-PE 7e890000-7e8ee000 \ shlwapi

ELF 7e8ee000-7eb19000 Deferred shell32<elf>

\-PE 7e900000-7eb19000 \ shell32

ELF 7eb19000-7eb82000 Deferred advapi32<elf>

\-PE 7eb30000-7eb82000 \ advapi32

ELF 7eb82000-7ec4a000 Deferred gdi32<elf>

\-PE 7eb90000-7ec4a000 \ gdi32

ELF 7ec4a000-7ed9b000 Deferred user32<elf>

\-PE 7ec60000-7ed9b000 \ user32

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

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

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

ELF 7efe6000-7f000000 Deferred version<elf>

\-PE 7eff0000-7f000000 \ version

ELF f7484000-f7489000 Deferred libdl.so.2

ELF f7489000-f7606000 Deferred libc.so.6

ELF f7606000-f7621000 Deferred libpthread.so.0

ELF f7623000-f7630000 Deferred libnss_files.so.2

ELF f7651000-f7658000 Deferred libsm.so.6

ELF f7658000-f779b000 Dwarf libwine.so.1

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

ELF f77bd000-f77be000 Deferred [vdso].so

Threads:

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

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

00000034 0

00000033 0

00000009 0 <==

0000000e services.exe

00000032 0

0000001d 0

0000001b 0

00000017 0

00000015 0

00000010 0

0000000f 0

00000012 winedevice.exe

00000018 0

00000014 0

00000013 0

00000019 plugplay.exe

0000001f 0

0000001c 0

0000001a 0

00000022 explorer.exe

00000023 0

Backtrace:

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

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

Speicherzugriffsfehler

Edited by Almin
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One thing I always wanted to say, Add a "Random" option for civilization choosing drop box. It is more interesting not to know your enemy until you find it's base or units.

I'm definitely in support of this option but until we have random maps with interchangeable factions, this won't be possible. Look forward to this in the future though. :)

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I'm definitely in support of this option but until we have random maps with interchangeable factions, this won't be possible. Look forward to this in the future though. :)

Not sure if I'm misunderstanding what you are saying, but we've had random maps which allows the ability to change factions from I think Alpha 4, so it should just be to add a quick function that would pick a random civ and the GUI option :)

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Perhaps the game should have call to arms option for the civic center, when danger approaches citizen will arm themselves to defend the city either garrison the civic center or take arms against the enemy.

So, you mean all nearby citizen-soldiers will stop gathering resources and immediately move to the nearest dropsite to drop off their resources, then attack the nearest enemy?

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Not sure if I'm misunderstanding what you are saying, but we've had random maps which allows the ability to change factions from I think Alpha 4, so it should just be to add a quick function that would pick a random civ and the GUI option :)

Nope, that's just me misunderstanding the state of the game. :wacko:

So, you mean all nearby citizen-soldiers will stop gathering resources and immediately move to the nearest dropsite to drop off their resources, then attack the nearest enemy?

This should also cause any female citizens to garrison in the nearest building. I'm sick of my women dying.

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So, you mean all nearby citizen-soldiers will stop gathering resources and immediately move to the nearest dropsite to drop off their resources, then attack the nearest enemy?

At first i mean the female citizens but i didn't know that you have include citizen soldiers into the call to arms list.

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talking about special abilities , u can add a certain money gain each time a soldier kills enemies ( it would be like a pillard thing ) . It could really enhance the military aspect of the game unsure.gif

ps : sorry for my english

There is already something called 'loot' described in the design document, but I am not sure if it is implemented/used.

Also, I want to be able to capture my enemy's wimmen and turn them to my side - spoils of war!

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i really would like to see a random-map function! due to the lack of atlas for the mac-version i'm a little bit bored of the maps in the current version...

They are functional! Use the drop on the upper left corner during match making and change it from "Scenario" to "Random". There are 4 random map scripts right now.

Asking the main developers: Would you like to add my random maps into game? It seems I've found a good way to help develop 0 A.D. :D. I can even create more as I've got familiar with the game's rms coding.

Edited by Spahbod
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They are functional! Use the drop on the upper left corner during match making and change it from "Scenario" to "Random". There are 4 random map scripts right now.

Asking the main developers: Would you like to add my random maps into game? It seems I've found a good way to help develop 0 A.D. :D. I can even create more as I've got familiar with the game's rms coding.

yeah, there are 4 you're right. but they tend to be quite similar. i would rather like to have a random-map script in which every map looks really different. like in the older AOE-games... would be cool.

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yeah, there are 4 you're right. but they tend to be quite similar. i would rather like to have a random-map script in which every map looks really different. like in the older AOE-games... would be cool.

That's why I'm developing more Random map scripts :D. You can do it too because it is OS independent. I'd teach you the things I've learned if you like.:happy:

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i don't want to flood but i've got a new suggestion . it's about giving infantry the ability to mount walls . This will make attacking more difficult but i think it'll also be more enjoyable specially when it comes to a siege . Indeed Sieges were so messy and ridiculous by times in AoK good.gif

Units on walls have been postponed to 0 A.D. part 2, it's likely too much work for too little gain at this moment. We want to be able to release the game eventually :) But it's definitely something a lot of people have been asking for, so it is definitely at least something we will look into again when planning part 2.

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I encountered an annoyance, but not a problem when playing LAN with my friends: the client cannot choose his own race. Could this be implemented in the next Alpha? :D

It sure could, however for now we've limited things so that only the host can change things. More options should come after a multiplayer lobby server is added. For now you can just send some quick chat messages and the host can easily change it. It's perhaps not as convenient, but at least it's possible :)

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It sure could, however for now we've limited things so that only the host can change things. More options should come after a multiplayer lobby server is added. For now you can just send some quick chat messages and the host can easily change it. It's perhaps not as convenient, but at least it's possible :)

I understand. Other things are priorities of course. As I said, it's not a real problem, just a convenience matter.

Also, I came over a slight bug, where the Persian "rams" overlap their physical space. Imagine my surprise when qBot seemingly came with one ram, just to split up into 5-7 rams! This should probably be sorted out somewhere before/during beta. :)

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Also, I came over a slight bug, where the Persian "rams" overlap their physical space. Imagine my surprise when qBot seemingly came with one ram, just to split up into 5-7 rams! This should probably be sorted out somewhere before/during beta. :)

Hopefully sooner than that :) Preferably it should be dealt with pretty soon as we're going to do quite a lot of work on formations asap anyway.

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One minor thing that surprised me/felt counter-intuitive when I first played the game was that female citizens and infantry can't hunt wildlife. I actually need a fully equipped, battle-prepared archer to be able to hit any wild animals - otherwise they'll just outrun me. Maybe women and infantry could have some limited, replenishing 'sprint energy' that will allow them to hunt down X number of animals per unit time.

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