View Full Version : Bugs!!!
Ploeperpengel Jul 06, 2006, 01:27 PM Version 0.65 Bugs reported:
-versionnumber not displaying correctly(I forgot to change the ini)
-random ctd (check the logs I uploaded in the construction site)
-several growing logs- thankful for any help you can offer about it.
CTDs confirmed:
http://forums.civfanatics.com/attachment.php?attachmentid=137944&d=1157915152
ctd in two turns, dumpfile speaks of python component missing
-a save sent by strategyonly gives me the same text in the dump
http://www.civfanatics.net/warhammer/files/World.Civ4SavedGame
Interface:
-I receive several pythonerrors and a black screen(like PL mentioned earlier) if I try to enter the game in multiplayer-hotseat
Ploeperpengel Jul 06, 2006, 01:41 PM Ok the kislevflag wasn't provided yet. Fix below. Thx for that find, Lopez!
As pmd the units worries me please tell me I won't have to do all that xml again!:cry:
For the python please Lopez post a patch here, I don't know to change that myself or is this just copy paste and I can use notepad?
Edit: This should fix the issue with the flag temporarily:
TheLopez Jul 06, 2006, 02:04 PM For the python please Lopez post a patch here, I don't know to change that myself or is this just copy paste and I can use notepad?
You can make the change yourself really easily in notepad. :D
Ploeperpengel Jul 06, 2006, 02:10 PM Ok will do. My first python change, yah!:D
Ploeperpengel Jul 06, 2006, 03:07 PM Ok, thx Lopez the python I could fix.
Leaves the pediaerrors. I noticed some of the units didn't have a proper alphachannel but that fixed didn't change anything I'm still puzzled. I will replace the artfiles totally with fresh downloads now and see what it will change.
Could filecompression screw up artfiles in any way? I can't think of anything else since most of that units I didn't even touch before in any other way than compressing them.:confused:
Ploeperpengel Jul 06, 2006, 03:21 PM Ok, seems to be the units. They got corrupted somehow. The replaced files work. I could hug you pointing this out to me, Lopez!
Just leaves the question how could they get corrupted in the first place? A bad upload which dl again haunts the current mod? 7zip my compression program? Damn it!
Btw the civ also show in the pedia again allthough I didn't change the artfiles for them. Maybe this was releated to the flagthing?
TheLopez Jul 06, 2006, 03:31 PM Ok, seems to be the units. They got corrupted somehow. The replaced files work. I could hug you pointing this out to me, Lopez!
Just leaves the question how could they get corrupted in the first place? A bad upload which dl again haunts the current mod? 7zip my compression program? Damn it!
Btw the civ also show in the pedia again allthough I didn't change the artfiles for them. Maybe this was releated to the flagthing?
What program did you use to zip the files? 7zip? Never heard of it.
Well, it could have been the units causing the issue, then of course it could have been the flag issue.
So when will you post a new version for more bug hunting?
EDIT: SO now that these problems are fixed do this mean you're going to be making some leader units for the Dynasty Mod?
Ploeperpengel Jul 06, 2006, 03:55 PM I will upload today in one or two ours and sure I will try my hand on German Leaderheads;)
I'll start this Saturday with it and will pm you about the progress by monday(I'm slow with skinning but the model will be the nut to crack):)
7zip is a free program and much used by morrowind modders. Because of this I thought it would be ok using it. Well, I'm not sure anymore.:(
Still there is one point that makes me doubt. The fireelemental unit is assigned to a vanilla file -the great prophet and that works normally, strange thing. It's just scaled down but there still should be an interface, I'll try again after I fixed the rest.
woodelf Jul 06, 2006, 05:07 PM I know TAM uses 7zip, but I've never had anything but problems using it to extract or zip stuff up personally.
Duke van Frost Jul 06, 2006, 05:08 PM Now... is it really good news or just good news?
Will you be able to fix the problems with the units soon or not? (I know that you canīt really give an answer to this question) But keep up the GREAT bughunting work Lopez - then youīll probably be my livesaviour ;)
BTW: I didnīt want to get offtopic, just posted to inform you that i dled all the latest files and will be checking them tomorrow! Will post anything I find concerning every unit Ploe mentioned (and maybe some other stuff :( ).
Ploeperpengel Jul 06, 2006, 06:02 PM More or less good news. I was able to fix all units but the Emperor Dragon, Wardancers, Silverhelms and Wyvern. I copied new files over old ones, Deleted folders, made new ones- no matter what I do I can't get these models neither to show in the pedia nor in the interface:(
TheLopez Jul 06, 2006, 06:47 PM More or less good news. I was able to fix all units but the Emperor Dragon, Wardancers, Silverhelms and Wyvern. I copied new files over old ones, Deleted folders, made new ones- no matter what I do I can't get these models neither to show in the pedia nor in the interface:(
Ploep, if you post a new version I'll grab it and check it out to see what might be wrong with it.
Ploeperpengel Jul 06, 2006, 06:50 PM Ok I make a last check for the wardancers and then load it up. 1 and a half hour and it's there (latest).
TheLopez Jul 06, 2006, 06:51 PM Ok I make a last check for the wardancers and then load it up. 1 and a half hour and it's there (latest).
Good timing, that gives me enough time to go grocery shopping... :D
Kael Jul 06, 2006, 07:14 PM I checked all the xml for the wardancer and its all good. We use that unit in FfH to so I copied our unit dir into WH and it worked. I attacked the folder that works, apparently the WH version of the model is pooched.
Ploeperpengel Jul 06, 2006, 07:15 PM Heh, uploading now. One hour and 15 mins to go. Should be plenty of time to empty your purse;)
Ploeperpengel Jul 06, 2006, 07:16 PM I checked all the xml for the wardancer and its all good. We use that unit in FfH to so I copied our unit dir into WH and it worked. I attacked the folder that works, apparently the WH version of the model is pooched.
The strange thing is I dl a new wardancer from seZs thread and replaced it. But I'll try yours again. Maybe it's really my system then, drat!
The replacement of other units seemed to work on a RANDOMLY basis! I'm short of collaps here!
Psychic_Llamas Jul 06, 2006, 07:22 PM by Ploe:
Please have him turn on debugging in the Civilization4.ini file and have him post his log files."
Sorry, but could you say where the Civilization4.ini file is :blush: and also how to Debug it (im technologically challenged)
Ploeperpengel Jul 06, 2006, 07:50 PM Kael! luck was with me this time. The wardancer works now. Still don't know why but it works. Did seZ send it to you or did you dl it from the units-forum like me before?
That makes it just three more to go:
Silverhelms
Emperor Dragon(Dragon-Gold-White)
and Wyvern (Dragon-Black-Green)
Could someone dl my Silverhelms (http://forums.civfanatics.com/attachment.php?attachmentid=129612&d=1149992563) and check if they work on his system(any mod) and if so send them back here with the complete animations, first place the knightanimation in the folder and then the Silverhelms overwriting everything(I know that makes no sense but it worked that way this time with the wardancer). Something really is screwed up here!
Psychic_Llamas Jul 06, 2006, 09:16 PM Ploe asked me to post my pythonerror.log here so people can look at it. not too sure what a pythonerror.log is, but i found this in the Civ4 / log file in the "init" file:
[98052.251] ERR: InitWinApp() failed, exiting
[98052.251] ERR: CIV Init FAILED, exiting
Ploe said it didnt look good...
Ploeperpengel Jul 06, 2006, 09:26 PM Post the whole file and the textfile named pythonerr2. It's in the folder named logs directly beside the customassets.
Psychic_Llamas Jul 06, 2006, 09:39 PM Ok,i found it now, thanks ploe. here they are:
Init file
[11287.951] DBG: CIV Init
[11287.951] VERSION: App: C:\Games\Sid Meier's Civilization 4\Civilization4.exe
[11287.951] VERSION: Build: Thu Mar 30 23:49:29 2006
[11287.951] VERSION: 1.6.1.1841 (45604)
[11575.664] VERSION: Mod Loaded: Mods\WH-TEST-MOD\
PythonErr2 file
sys.path = ['ASSETS\\PYTHON\\SYSTEM\\email', 'ASSETS\\PYTHON\\SYSTEM\\encodings', 'ASSETS\\PYTHON\\SYSTEM\\wx', 'ASSETS\\PYTHON\\SYSTEM\\wx\\build', 'ASSETS\\PYTHON\\SYSTEM\\wx\\lib', 'ASSETS\\PYTHON\\SYSTEM\\wx\\py', 'ASSETS\\PYTHON\\SYSTEM\\wx\\tools', 'ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\colourchooser', 'ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\editor', 'ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\floatcanvas', 'ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\masked', 'ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\mixins', 'ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\ogl', 'ASSETS\\PYTHON\\SYSTEM\\wx\\py\\tests', 'ASSETS\\PYTHON\\SYSTEM\\wx\\tools\\XRCed', 'ASSETS\\PYTHON\\SYSTEM']
sys.modules = {'zipimport': <module 'zipimport' (built-in)>, 'signal': <module 'signal' (built-in)>, '__builtin__': <module '__builtin__' (built-in)>, 'sys': <module 'sys' (built-in)>, '__main__': <module '__main__' (built-in)>, 'exceptions': <module 'exceptions' (built-in)>, 'CvPythonExtensions': <module 'CvPythonExtensions' (built-in)>}
sys.builtin_module_names = ('CvPythonExtensions', '__builtin__', '__main__', '_bisect', '_codecs', '_codecs_cn', '_codecs_hk', '_codecs_iso2022', '_codecs_jp', '_codecs_kr', '_codecs_tw', '_csv', '_heapq', '_hotshot', '_locale', '_multibytecodec', '_random', '_sre', '_subprocess', '_symtable', '_weakref', '_winreg', 'array', 'audioop', 'binascii', 'cPickle', 'cStringIO', 'cmath', 'collections', 'datetime', 'errno', 'exceptions', 'gc', 'imageop', 'imp', 'itertools', 'marshal', 'math', 'md5', 'mmap', 'msvcrt', 'nt', 'operator', 'parser', 'regex', 'rgbimg', 'sha', 'signal', 'strop', 'struct', 'sys', 'thread', 'time', 'xxsubtype', 'zipimport')
load_module CvEventInterface
load_module CvUtil
load_module traceback
load_module CvEventManager
load_module CvScreensInterface
load_module CvMainInterface
load_module ScreenInput
load_module CvScreenEnums
load_module time
load_module CvDomesticAdvisor
load_module PyHelpers
load_module CvTechChooser
load_module CvForeignAdvisor
load_module math
load_module CvMilitaryAdvisor
load_module re
load_module CvFinanceAdvisor
load_module CvReligionScreen
load_module CvCivicsScreen
load_module string
load_module CvVictoryScreen
load_module CvOptionsScreen
load_module CvReplayScreen
load_module CvHallOfFameScreen
load_module CvDanQuayle
load_module CvGameUtils
load_module CvUnVictoryScreen
load_module CvDawnOfMan
load_module CvTechSplashScreen
load_module CvTopCivs
load_module random
load_module CvInfoScreen
load_module CvIntroMovieScreen
load_module CvVictoryMovieScreen
load_module CvWonderMovieScreen
load_module CvEraMovieScreen
load_module CvPediaMain
load_module CvPediaScreen
load_module CvScreen
load_module CvPediaTech
load_module CvPediaUnit
load_module CvPediaBuilding
load_module CvPediaPromotion
load_module CvPediaUnitChart
load_module CvPediaBonus
load_module CvPediaTerrain
load_module CvPediaFeature
load_module CvPediaImprovement
load_module CvPediaCivic
load_module CvPediaCivilization
load_module CvPediaLeader
load_module CvPediaSpecialist
load_module CvPediaHistory
load_module CvPediaProject
load_module CvPediaReligion
load_module CvWorldBuilderScreen
load_module Popup
load_module CvWorldBuilderDiplomacyScreen
load_module CvDebugTools
load_module CvDebugInfoScreen
load_module CvMapGeneratorUtil
load_module CvGFCScreen
load_module CvPopupInterface
load_module CvScreenUtilsInterface
load_module CvScreenUtils
load_module CvWBPopups
load_module CvCameraControls
load_module CvAdvisorUtils
PY:OnInit
load_module CvAppInterface
resmgr file is Empty.
xml file
[11575.885] Loading XML file Assets//XML\GameInfo/CIV4PlayerOptionInfos.xml
[11576.636] Load XML file Assets//XML\GameInfo/CIV4PlayerOptionInfos.xml SUCCEEDED
[11576.636] SetGlobalClassInfo (Civ4PlayerOptionInfos/PlayerOptionInfos/PlayerOptionInfo)
[11576.676] Loading XML file Assets//XML\GameInfo/CIV4GraphicOptionInfos.xml
[11576.786] Load XML file Assets//XML\GameInfo/CIV4GraphicOptionInfos.xml SUCCEEDED
[11576.786] SetGlobalClassInfo (Civ4GraphicOptionInfos/GraphicOptionInfos/GraphicOptionInfo)
I would have uploaded them, but it wouldnt let me :sad:
Ploeperpengel Jul 06, 2006, 10:18 PM Btw did you check the new upload too PL?
Kael Jul 06, 2006, 10:47 PM Kael! luck was with me this time. The wardancer works now. Still don't know why but it works. Did seZ send it to you or did you dl it from the units-forum like me before?
It has been in FfH for a while, I dont recall a problem with it but I would have downloaded it about the time it was first posted.
Ploeperpengel Jul 07, 2006, 05:42 AM So we actually both dl the same model. Mine didn't work and yours works:confused:
Duke van Frost Jul 07, 2006, 01:26 PM I got bad news.
I tried what you said Ploe and overwrote all of the corrupted units with new downloads - none of them did work :mad:
Another thing, it is no bug, but thereīs a copy of Civ4GameTextInfos_Objects in the "XML/Buildings" folder.
Ploeperpengel Jul 07, 2006, 03:03 PM Damn!!! this is weird!
Ok I "fixed" the Silverhelms. I took the model and put in in another mod. Renamed it to knight and knight_fx and it worked so I put it back and it worked again! So don't tell me anyone my Silverhelms are broken or something! They are unbreakable!(sort of):D
What's wrong here I still need to know though. This is really really weird!
btw: deleted the text you mentioned.
Ploeperpengel Jul 07, 2006, 06:12 PM HOOOORAAY!!!!!
All units are working! After hours of trial and error I still don't know why but anyway it works now:crazyeye:
Until you guys discover any more issues this thread has a break:D
woodelf Jul 07, 2006, 08:28 PM Well done Ploep. Sometimes things fix themselves when you rearrange them. Women hate that we as males can fix problems this way. :D
Psychic_Llamas Jul 07, 2006, 11:11 PM :lol: good job Ploe.:goodjob: are you going to upload a new version yet or wait a bit?
PS i havnt tried the latest DL yet, got rellies from overseas and i havent had access to the comp for a while, so dont worry if you dont hear from me for a while;)
Duke van Frost Jul 08, 2006, 07:05 AM HOOOORAAY!!!!!
All units are working! After hours of trial and error I still don't know why but anyway it works now:crazyeye:
Until you guys discover any more issues this thread has a break:D
Just this: [party] :worship: :band: :dance: :clap: :thanx:
Ploeperpengel Jul 08, 2006, 09:24 PM Mercmod bug Scytale reported is fixed thx to theLopez. I edited the first post to include known bugs from now on. New hopefully stable Testversion is uploaded.
Duke van Frost Jul 10, 2006, 07:38 AM !!NEW BUG (although a very small one):
No tech is assigned to let the Players work Watertiles.
I cleaned that out in the TechInfos.xml I uploaded in "dukesassets15" - available in the Construction-Site Thread.
Duke van Frost Jul 10, 2006, 07:55 AM There is also still the bug, that the symbols over the citytabs don´t display properly (showing the wrong symbols).
Lord Olleus Jul 10, 2006, 01:11 PM There is also still the bug, that the symbols over the citytabs donīt display properly (showing the wrong symbols).
Whoever added the new symbols probably put them in the wrong order. They have to be in exactly the same order as in vanilla civ
Duke van Frost Jul 10, 2006, 03:26 PM Whoever added the new symbols probably put them in the wrong order. They have to be in exactly the same order as in vanilla civ
You mean in the Graphics? They are in vanilla cIV order and are displayed properly everywhere in the game except the city-tabs.
But Iīll check them one more time, though I still think it has something to do with python. Which file handles the city-tabs there?
Duke van Frost Jul 26, 2006, 12:14 PM After installing the Version SeZ uploaded I got a new bug concerning the "gamefont symbols" I played a game to around 1500BC and the only symbol that showed up over the city-tab was a symbol of the religion that was in the city - no other ones were there.
Another thing about the Mercmod (I don´t know if this is a known isuue):
if you enter the Mercenary Manager and then go to Mercenary Contracts, under Available Units if you click on the "eye-symbol" (show unit) you can´t sidescroll anymore - but it´s easily solved by clicking on an empty square (we should just write this into the readme under known issues)
In the FormationInfos.xml are tags for a UNIT_WE_AXEMAN - this unit doesn´t exist, so it´s causin some XML Error popups when loading a game.
seZereth Jul 27, 2006, 03:19 AM After installing the Version SeZ uploaded I got a new bug concerning the "gamefont symbols" I played a game to around 1500BC and the only symbol that showed up over the city-tab was a symbol of the religion that was in the city - no other ones were there.
Another thing about the Mercmod (I donīt know if this is a known isuue):
if you enter the Mercenary Manager and then go to Mercenary Contracts, under Available Units if you click on the "eye-symbol" (show unit) you canīt sidescroll anymore - but itīs easily solved by clicking on an empty square (we should just write this into the readme under known issues)
In the FormationInfos.xml are tags for a UNIT_WE_AXEMAN - this unit doesnīt exist, so itīs causin some XML Error popups when loading a game.
the art for the woodelven axeman is in, just the unitinfo entry is missing, so include it there and we have a working formation for him too already included ;)
Duke van Frost Jul 27, 2006, 06:58 AM Ähm? A woodelven Axeman? this isn´t in the list fro the Unitdesign thread and I think it shouldn´t be included because of fluff (Axes are very suitable to chop down forests, you know, so I would like our woodelves not even to touch them).
Psychic_Llamas Jul 27, 2006, 07:02 AM Yes! i agree with Duke on this, Dont insult the woodelves by even suggesting such a thing;), no, but seriously, no axes for woodelves. Replace them with another, specialized archer, perhaps a shortrange, powerful bow? or maybe a sub-dryad being, maybe... a Saproling, like a little swarm of tiny tree people.
Duke van Frost Jul 27, 2006, 07:02 AM After installing the Version SeZ uploaded I got a new bug concerning the "gamefont symbols" I played a game to around 1500BC and the only symbol that showed up over the city-tab was a symbol of the religion that was in the city - no other ones were there.
I have to correct this, the symbols for the city with biggest production, income and science actually show up :)
The symbols that donīt show up are the ones like "defense+" and "connected to trade network" Iīll have a look into this, because I think itīs connected to the gamefont-files.
Psychic_Llamas Jul 27, 2006, 07:07 AM yeh, ive got that bug too, it took me a while to figure out why there were great people defending my cities though:crazyeye:
woodelf Jul 27, 2006, 07:09 AM I second and third this. :)
edit - the woodelven axe part...
Duke van Frost Jul 27, 2006, 07:10 AM Another thing I found while playing yesterday was that Great Prophets arenīt able to construct the Artifacts (Wonders) of the religious buildings.
to change that the UnitInfos have to be changed.
for <Type>UNIT_PROPHET</Type>
change:
<Buildings/>
to:
<Buildings>
<Building>
<BuildingType>BUILDING_ORCSARTIFACT</BuildingType>
<bBuilding>1</bBuilding>
</Building>
<Building>
<BuildingType>BUILDING_DWARFARTIFACT</BuildingType>
<bBuilding>1</bBuilding>
</Building>
<Building>
<BuildingType>BUILDING_CHAOSARTIFACT</BuildingType>
<bBuilding>1</bBuilding>
</Building>
<Building>
<BuildingType>BUILDING_MANARTIFACT</BuildingType>
<bBuilding>1</bBuilding>
</Building>
<Building>
<BuildingType>BUILDING_ELFARTIFACT</BuildingType>
<bBuilding>1</bBuilding>
</Building>
<Building>
<BuildingType>BUILDING_OLDONESARTIFACT</BuildingType>
<bBuilding>1</bBuilding>
</Building>
</Buildings>
Psychic_Llamas Jul 27, 2006, 07:55 AM yeh, i was wandering about that, but i dont think its a big deal, because the religeons are only going to be changed (hopefully ;))
Ploeperpengel Jul 27, 2006, 08:43 AM Another thing I found while playing yesterday was that Great Prophets arenīt able to construct the Artifacts (Wonders) of the religious buildings.
to change that the UnitInfos have to be changed.
for <Type>UNIT_PROPHET</Type>
change:
<Buildings/>
to:
<Buildings>
<Building>
<BuildingType>BUILDING_ORCSARTIFACT</BuildingType>
<bBuilding>1</bBuilding>
</Building>
<Building>
<BuildingType>BUILDING_DWARFARTIFACT</BuildingType>
<bBuilding>1</bBuilding>
</Building>
<Building>
<BuildingType>BUILDING_CHAOSARTIFACT</BuildingType>
<bBuilding>1</bBuilding>
</Building>
<Building>
<BuildingType>BUILDING_MANARTIFACT</BuildingType>
<bBuilding>1</bBuilding>
</Building>
<Building>
<BuildingType>BUILDING_ELFARTIFACT</BuildingType>
<bBuilding>1</bBuilding>
</Building>
<Building>
<BuildingType>BUILDING_OLDONESARTIFACT</BuildingType>
<bBuilding>1</bBuilding>
</Building>
</Buildings>
I fixed that in my homeedition. Please tell me if you get news about the citybaricons. I really hate that bug!
Duke van Frost Jul 27, 2006, 11:01 AM Yeah, me too! But I think Kael found the source of it, so I will have a look at it ASAP - I think the symbols aren´t sorted in the right way in the python file, but then again I may be wrong.
Maybe I´ll have a look in which version the symbols weren´t corrupted, btu that would take some time.
Ploeperpengel Jul 27, 2006, 11:06 AM Lopez said he will check it. I don't think it's about how the buttons are ordered. And I even think it's screwed up all the time but just hasn't been noticed before.
Edit: remind they don't show at all not just not in the correct order.
Kael Jul 27, 2006, 03:56 PM Nevermind, I was wrong. The problem was in the gamefonts file. The fixed file is attached.
There were 2 problems:
1. One of the pink lines between 2 of the resources was only 232,0,232. It needs to be 255,0,255.
2. In the alpha channel on of the borders for one of the new resources was only 96% black instead of 100% black.
Ploeperpengel Jul 27, 2006, 04:08 PM Keen eyes you have! Great job. Thanks alot!:)
Edit: think Duke owes you a premiumbeer:beer: :lol:
Kael Jul 27, 2006, 04:15 PM Keen eyes you have! Great job. Thanks alot!:)
I use that little eye dropper tool in PSP to pickup the color. It shows its stats on the right hand side so I can see the numerical values of it and I look for anything that doesn't match. To the naked eye those two issues are impossible to see.
Did I mention i hate the gamefonts file? Its such a pain. :)
Ploeperpengel Jul 27, 2006, 04:19 PM Yes they should have made simple dds files for that too. That way I could use gimp and wouldn't need photoshop(trials over again-waiting for next version:D ).
woodelf Jul 27, 2006, 07:38 PM Observations and bugs from 15 whopping turns of play, ;)
The opening music kicks ass.
The units might be too small, but I think I could get used to it if there are some bigger ones down the pike for visual balance.
Primary Gods icon is pink.
woodelf Jul 27, 2006, 07:47 PM Okay, this is wierd. Someone else researched Primary Gods and then my icon went from pink to normal. :confused:
seZereth Jul 28, 2006, 06:03 AM i think i will do something today what i havent done for at least 3 months... i will actually play a game of civ ... unnecessary to say that it will be the warhammer mod :P just downloading the actual version!
woodelf Jul 28, 2006, 07:07 AM :lol:
I'm finding that I enjoy a game now or then myself, when I find that elusive time.
Duke van Frost Jul 28, 2006, 10:45 AM Ok, Kael was faster than me - also found the reason for this gamefonts issue.
Already uploaded the patch in the Construction-Site thread, the gamefont files are completely new to avoid further issues.
Duke van Frost Aug 01, 2006, 11:28 AM Two small things I found yesterday:
the KNIGHTS graphic is partially pink in the Pedia (don´t know about ingame)
and the UNITCLASS_EXECUTIONER tag is two times in the CivilizationInfos for the Darkelves.
Ploeperpengel Aug 01, 2006, 11:30 AM is it the reigns? I think that was a shared file. I'll have a look at it. thx
Ploeperpengel Aug 01, 2006, 11:33 AM Wait a moment that can't be the reason. I don't know why. The Knight is no changed model at all, that's strange!
Duke van Frost Aug 01, 2006, 11:58 AM Yes, it´s the reins and I think it´s just a texture-file missing.
Ploeperpengel Aug 01, 2006, 12:08 PM Ok I hope I fixed that now.
Ploeperpengel Aug 01, 2006, 11:26 PM Ok this is a serious bug E.L.M. reported.
All orcunits(savage boyz, swordboyz) when they attack Warriorunits(and only those) cause not allways but often CTDs. I tested the models in my niftestmod and killed about 50 warriors without issue so I guess this is no gfx thingy.
El Loco suggested something with the combat odds calculations. I'm clueless. Any idea? Maybe something with the formations?
Details you can read in his report. Links to it are in the playtestfeedbackthread.
Ploeperpengel Aug 02, 2006, 11:19 AM Bump!
@Lopez, Kael, Belizan, Gerikes, Olleus can one of you guys have a look at this?
We would have to trigger orcs unplayable if we don't find that one and I really don't know how to find that bug.
Kael Aug 05, 2006, 08:20 PM Bump!
@Lopez, Kael, Belizan, Gerikes, Olleus can one of you guys have a look at this?
We would have to trigger orcs unplayable if we don't find that one and I really don't know how to find that bug.
Checking into it now. I'll have something back (hopefully good news) by tomorrow.
Kael Aug 06, 2006, 12:12 AM Ok this is a serious bug E.L.M. reported.
All orcunits(savage boyz, swordboyz) when they attack Warriorunits(and only those) cause not allways but often CTDs. I tested the models in my niftestmod and killed about 50 warriors without issue so I guess this is no gfx thingy.
El Loco suggested something with the combat odds calculations. I'm clueless. Any idea? Maybe something with the formations?
Details you can read in his report. Links to it are in the playtestfeedbackthread.
It being caused by formations. If you lower to 3 units in the orc group the crash doesn't happen anymore. I dont know why its just effecting the orcs. My guess would be that you will see it in other combinations too, they just aren't as common.
Ploeperpengel Aug 06, 2006, 12:40 AM It being caused by formations. If you lower to 3 units in the orc group the crash doesn't happen anymore. I dont know why its just effecting the orcs. My guess would be that you will see it in other combinations too, they just aren't as common.
I checked without the formations.xml but same numbers and it seems it's not the formations it's just the numbers then. Damnit! They need their numbers:(
Thx Kael for figuring this out. Let's hope we don't get that issue with other units so we can have a workaround more welcome. Up to now we didnt experience any others. But then it seems we don't have such a high polycount for other units coming in such a large number. Hm maybe we reached a limit of the game here...
Gerikes Aug 06, 2006, 01:41 AM I'm taking a second look at that orc thing. But, in the mean time, here are some asserts that are being thrown with my debug build. Hopefully they can help out with some small junk that needs to be fixed:
1.) There are two "UNITCLASS_WIZARD" entries in the Civ4UnitClass.xml file.
2.) LEADER_KHALIDAR has flavor "FLAVOR_SCIENTIFIC". Should this be "FLAVOR_SCIENCE"?
Edit:
BTW, I'm also getting some asserts from not being able to find "ERA_ANCIENT". Looking at the trace, it looks like it's coming from python. My guess is the Mercenary mod isn't loading correctly? It's got a "gc.getInfoTypeForString("ERA_ANCIENT"), and not finding ERA_ANCIENT is what's coughing up the assert. I think this module is getting loaded before the XML files are read in. (Just saw your post in the Missionary thread. I've posted my finds there)
Apparently this was just me screwing up the directories. But I know I'm not the first to have this problem.
Edit2: I experienced a crash reloading a game save file. However, I can't seem to recreate it, but I'm looking into it.
Edit3: Any problems you have with Mercenaries and other mods using the ini files are probably resulting from never updating the CvModName.py file. That must now be "WH-TEST-MOD". This is why it was defaulting to allowing for mercenaries at the ancient era, because it wasn't finding the ini file since this name was wrong, and thus it was looking in the wrong path.
Edit4: Lot's of problems because of this line in the Mercenary ini file:
Mercenary Starting Location = Random, BUILDING_TAVERN
Just make that:
Mercenary Starting Location = BUILDING_TAVERN
Random only works if it's the only thing in the list, it seems. And, I believe that if a player doesn't own a tavern, it will pick a random city anyway. Not too sure on this, but I know that if you have it the way it is now you're going to run into trouble because it's going to try to find the "Random" building.
Edit 5: I've been looking into the "orc crash" (you guys should name a spell after that, just for the story). I think it's the battle planning calculations. After the battle is calculated, I see one round of battle where a ginormously large number is being calculated for units left alive.I'm looking into it, although it probably is just the formations being huge like Kael said. Yeah, I was mistaken. The vector that is used to store the battle plans has extra spaces at the end, and I saw these extra spaces as actual values. So, the calculations look okay.
Ploeperpengel Aug 06, 2006, 06:40 AM Thx I fixed this, will upload a patch in a couple of minutes.:)
Ploeperpengel Aug 06, 2006, 07:05 AM Patch uploaded. Thx Gerikes
Any idea why the customsound for Dragons, Giant spiders, Hawks etc. isn't playing? instead we get the standard selection sound for the civ you're playing allthough there don't seem to be xml errors.
Gerikes Aug 06, 2006, 07:17 AM Patch uploaded. Thx Gerikes
Any idea why the customsound for Dragons, Giant spiders, Hawks etc. isn't playing? instead we get the standard selection sound for the civ you're playing allthough there don't seem to be xml errors.
There do seem to be audio errors though. Maybe you have a better idea of the similarities between them?
Audio.log:
[21722.425] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS3D_UN_SPIDER_SELECT of TagId 4
[21722.425] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS3D_UN_HAWK_PATROL of TagId 4
[21722.425] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS3D_UN_HAWK_PATROL of TagId 4
[21722.445] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS3D_UN_HAWK_PATROL of TagId 4
[21722.875] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS3D_UN_HAWK_PATROL of TagId 4
[21723.106] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS3D_UN_DRAGON_ROAR of TagId 4
[21723.106] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS3D_UN_DRAGON_BREATH_IN of TagId 4
[21723.106] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS3D_UN_DRAGON_ROAR of TagId 4
[21723.106] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS3D_UN_DRAGON_BREATH_IN of TagId 4
[21723.116] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS3D_UN_DRAGON_ROAR of TagId 4
[21723.116] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS3D_UN_DRAGON_BREATH_IN of TagId 4
[21723.116] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS3D_UN_DRAGON_ROAR of TagId 4
[21723.116] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS3D_UN_DRAGON_BREATH_IN of TagId 4
[21723.116] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS3D_UN_DRAGON_ROAR of TagId 4
[21723.116] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS3D_UN_DRAGON_BREATH_IN of TagId 4
[21723.116] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS3D_UN_DRAGON_ROAR of TagId 4
[21723.116] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS3D_UN_DRAGON_BREATH_IN of TagId 4
[21723.116] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS3D_UN_DRAGON_ROAR of TagId 4
[21723.116] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS3D_UN_DRAGON_BREATH_IN of TagId 4
[21723.116] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS3D_UN_DRAGON_ROAR of TagId 4
[21723.116] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS3D_UN_DRAGON_BREATH_IN of TagId 4
[21723.126] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS3D_UN_DRAGON_ROAR of TagId 4
[21723.126] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS3D_UN_DRAGON_BREATH_IN of TagId 4
[21726.981] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_FINUBAR_LATE_INTRO of TagId 3
[21726.981] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_FINUBAR_LATE_INTRO of TagId 3
[21726.981] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_FINUBAR_LATE_INTRO of TagId 3
[21726.981] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_FINUBAR_EARLY of TagId 3
[21726.981] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_FINUBAR_EARLY of TagId 3
[21726.981] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_FINUBAR_MIDDLE of TagId 3
[21726.981] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_FINUBAR_MIDDLE of TagId 3
[21726.981] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_FINUBAR_LATE_LP of TagId 3
[21726.981] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_FINUBAR_LATE_LP of TagId 3
[21726.981] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_FINUBAR_LATE_LP of TagId 3
[21726.991] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_ARIEL_EARLY of TagId 3
[21726.991] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_ARIEL_EARLY of TagId 3
[21726.991] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_ARIEL_MIDDLE of TagId 3
[21726.991] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_ARIEL_MIDDLE of TagId 3
[21726.991] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_ARIEL_LATE of TagId 3
[21726.991] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_ARIEL_LATE of TagId 3
[21726.991] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_ARIEL_LATE of TagId 3
[21727.001] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_ORION_EARLY of TagId 3
[21727.001] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_ORION_EARLY of TagId 3
[21727.001] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_ORION_MIDDLE of TagId 3
[21727.001] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_ORION_MIDDLE of TagId 3
[21727.001] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_ORION_LATE of TagId 3
[21727.001] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_ORION_LATE of TagId 3
[21727.001] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_ORION_LATE of TagId 3
[21727.011] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_WASHINGTON_MIDDLE_INTRO of TagId 3
[21727.011] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_WASHINGTON_MIDDLE_INTRO of TagId 3
[21727.011] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_WASHINGTON_EARLY of TagId 3
[21727.011] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_WASHINGTON_EARLY of TagId 3
[21727.011] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_WASHINGTON_MIDDLE_LP of TagId 3
[21727.011] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_WASHINGTON_MIDDLE_LP of TagId 3
[21727.011] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_WASHINGTON_LATE of TagId 3
[21727.011] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_WASHINGTON_LATE of TagId 3
[21727.011] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_WASHINGTON_LATE of TagId 3
[21727.021] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_AENARION_EARLY of TagId 3
[21727.021] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_AENARION_EARLY of TagId 3
[21727.021] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_AENARION_MIDDLE of TagId 3
[21727.021] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_AENARION_MIDDLE of TagId 3
[21727.021] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_AENARION_LATE of TagId 3
[21727.021] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_AENARION_LATE of TagId 3
[21727.021] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_AENARION_LATE of TagId 3
[21727.021] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_NAGASH_EARLY_INTRO of TagId 3
[21727.021] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_NAGASH_EARLY_INTRO of TagId 3
[21727.031] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_NAGASH_EARLY_LP of TagId 3
[21727.031] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_NAGASH_EARLY_LP of TagId 3
[21727.031] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_NAGASH_MIDDLE of TagId 3
[21727.031] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_NAGASH_MIDDLE of TagId 3
[21727.031] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_NAGASH_LATE of TagId 3
[21727.031] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_NAGASH_LATE of TagId 3
[21727.031] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_NAGASH_LATE of TagId 3
[21727.031] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_NAGASH_EARLY_INTRO of TagId 3
[21727.031] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_NAGASH_EARLY_INTRO of TagId 3
[21727.031] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_NAGASH_EARLY_LP of TagId 3
[21727.031] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_NAGASH_EARLY_LP of TagId 3
[21727.031] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_NAGASH_MIDDLE of TagId 3
[21727.031] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_NAGASH_MIDDLE of TagId 3
[21727.031] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_NAGASH_LATE of TagId 3
[21727.031] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_NAGASH_LATE of TagId 3
[21727.031] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_NAGASH_LATE of TagId 3
[21727.061] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_JOSEPAUL_EARLY_INTRO of TagId 3
[21727.061] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_JOSEPAUL_EARLY_INTRO of TagId 3
[21727.061] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_JOSEPAUL_MIDDLE_INTRO of TagId 3
[21727.061] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_JOSEPAUL_MIDDLE_INTRO of TagId 3
[21727.061] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_JOSEPAUL_LATE_INTRO of TagId 3
[21727.061] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_JOSEPAUL_LATE_INTRO of TagId 3
[21727.061] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_JOSEPAUL_LATE_INTRO of TagId 3
[21727.061] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_JOSEPAUL_EARLY_LP of TagId 3
[21727.061] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_JOSEPAUL_EARLY_LP of TagId 3
[21727.061] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_JOSEPAUL_MIDDLE_LP of TagId 3
[21727.061] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_JOSEPAUL_MIDDLE_LP of TagId 3
[21727.061] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_JOSEPAUL_LATE_LP of TagId 3
[21727.061] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_JOSEPAUL_LATE_LP of TagId 3
[21727.061] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_JOSEPAUL_LATE_LP of TagId 3
[21727.121] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_MAZDAMUNDI_EARLY_INTRO of TagId 3
[21727.121] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_MAZDAMUNDI_EARLY_INTRO of TagId 3
[21727.121] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_MAZDAMUNDI_MIDDLE_INTRO of TagId 3
[21727.121] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_MAZDAMUNDI_MIDDLE_INTRO of TagId 3
[21727.121] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_MAZDAMUNDI_LATE_INTRO of TagId 3
[21727.121] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_MAZDAMUNDI_LATE_INTRO of TagId 3
[21727.121] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_MAZDAMUNDI_LATE_INTRO of TagId 3
[21727.121] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_MAZDAMUNDI_EARLY_LP of TagId 3
[21727.121] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_MAZDAMUNDI_EARLY_LP of TagId 3
[21727.121] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_MAZDAMUNDI_MIDDLE_LP of TagId 3
[21727.121] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_MAZDAMUNDI_MIDDLE_LP of TagId 3
[21727.121] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_MAZDAMUNDI_LATE_LP of TagId 3
[21727.121] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_MAZDAMUNDI_LATE_LP of TagId 3
[21727.121] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_MAZDAMUNDI_LATE_LP of TagId 3
[21727.131] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_TENEHUINI_EARLY_INTRO of TagId 3
[21727.131] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_TENEHUINI_EARLY_INTRO of TagId 3
[21727.131] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_TENEHUINI_MIDDLE_INTRO of TagId 3
[21727.131] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_TENEHUINI_MIDDLE_INTRO of TagId 3
[21727.131] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_TENEHUINI_LATE_INTRO of TagId 3
[21727.131] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_TENEHUINI_LATE_INTRO of TagId 3
[21727.131] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_TENEHUINI_LATE_INTRO of TagId 3
[21727.131] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_TENEHUINI_EARLY_LP of TagId 3
[21727.131] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_TENEHUINI_EARLY_LP of TagId 3
[21727.131] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_TENEHUINI_MIDDLE_LP of TagId 3
[21727.131] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_TENEHUINI_MIDDLE_LP of TagId 3
[21727.131] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_TENEHUINI_LATE_LP of TagId 3
[21727.131] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_TENEHUINI_LATE_LP of TagId 3
[21727.131] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_TENEHUINI_LATE_LP of TagId 3
[21727.151] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_MARCO_EARLY_INTRO of TagId 3
[21727.151] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_MARCO_EARLY_INTRO of TagId 3
[21727.151] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_MARCO_MIDDLE_INTRO of TagId 3
[21727.151] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_MARCO_MIDDLE_INTRO of TagId 3
[21727.151] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_MARCO_LATE_INTRO of TagId 3
[21727.151] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_MARCO_LATE_INTRO of TagId 3
[21727.151] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_MARCO_LATE_INTRO of TagId 3
[21727.151] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_MARCO_EARLY_LP of TagId 3
[21727.151] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_MARCO_EARLY_LP of TagId 3
[21727.151] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_MARCO_MIDDLE_LP of TagId 3
[21727.151] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_MARCO_MIDDLE_LP of TagId 3
[21727.151] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_MARCO_LATE_LP of TagId 3
[21727.151] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_MARCO_LATE_LP of TagId 3
[21727.151] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_MARCO_LATE_LP of TagId 3
[21727.162] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_VLAD_EARLY_INTRO of TagId 3
[21727.162] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_VLAD_EARLY_INTRO of TagId 3
[21727.162] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_VLAD_MIDDLE_INTRO of TagId 3
[21727.162] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_VLAD_MIDDLE_INTRO of TagId 3
[21727.162] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_VLAD_LATE_INTRO of TagId 3
[21727.162] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_VLAD_LATE_INTRO of TagId 3
[21727.162] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_VLAD_LATE_INTRO of TagId 3
[21727.162] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_VLAD_EARLY_LP of TagId 3
[21727.162] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_VLAD_EARLY_LP of TagId 3
[21727.162] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_VLAD_MIDDLE_LP of TagId 3
[21727.162] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_VLAD_MIDDLE_LP of TagId 3
[21727.162] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_VLAD_LATE_LP of TagId 3
[21727.162] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_VLAD_LATE_LP of TagId 3
[21727.162] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_VLAD_LATE_LP of TagId 3
[21727.192] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_ARCHAON_EARLY of TagId 3
[21727.192] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_ARCHAON_EARLY of TagId 3
[21727.192] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_ARCHAON_MIDDLE of TagId 3
[21727.192] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_ARCHAON_MIDDLE of TagId 3
[21727.192] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_ARCHAON_LATE of TagId 3
[21727.192] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_ARCHAON_LATE of TagId 3
[21727.192] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_ARCHAON_LATE of TagId 3
[21727.202] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_WASHINGTON_MIDDLE_INTRO of TagId 3
[21727.202] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_WASHINGTON_MIDDLE_INTRO of TagId 3
[21727.202] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_WASHINGTON_EARLY of TagId 3
[21727.202] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_WASHINGTON_EARLY of TagId 3
[21727.202] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_WASHINGTON_MIDDLE_LP of TagId 3
[21727.202] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_WASHINGTON_MIDDLE_LP of TagId 3
[21727.202] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_WASHINGTON_LATE of TagId 3
[21727.202] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_WASHINGTON_LATE of TagId 3
[21727.202] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_WASHINGTON_LATE of TagId 3
[21727.212] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_WASHINGTON_MIDDLE_INTRO of TagId 3
[21727.212] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_WASHINGTON_MIDDLE_INTRO of TagId 3
[21727.212] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_WASHINGTON_EARLY of TagId 3
[21727.212] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_WASHINGTON_EARLY of TagId 3
[21727.212] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_WASHINGTON_MIDDLE_LP of TagId 3
[21727.212] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_WASHINGTON_MIDDLE_LP of TagId 3
[21727.212] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_WASHINGTON_LATE of TagId 3
[21727.212] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_WASHINGTON_LATE of TagId 3
[21727.212] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_WASHINGTON_LATE of TagId 3
[21727.222] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_WASHINGTON_MIDDLE_INTRO of TagId 3
[21727.222] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_WASHINGTON_MIDDLE_INTRO of TagId 3
[21727.222] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_WASHINGTON_EARLY of TagId 3
[21727.222] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_WASHINGTON_EARLY of TagId 3
[21727.222] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_WASHINGTON_MIDDLE_LP of TagId 3
[21727.222] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_WASHINGTON_MIDDLE_LP of TagId 3
[21727.222] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_WASHINGTON_LATE of TagId 3
[21727.222] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_WASHINGTON_LATE of TagId 3
[21727.222] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_WASHINGTON_LATE of TagId 3
Ploeperpengel Aug 06, 2006, 07:22 AM To be true no I don't get the idea:(
Could be something gets messed up because there are sounds that really aren't in yet(the diplosounds for the Leaders-the unitsounds are all there!)
Edit: Washington is strange here, this should be there also being vanilla.
Gerikes Aug 06, 2006, 07:45 AM To be true no I don't get the idea:(
Could be something gets messed up because there are sounds that really aren't in yet(the diplosounds for the Leaders-the unitsounds are all there!)
Edit: Washington is strange here, this should be there also being vanilla.
Not sure either. I'll take a closer look.
I had a saved game where I had a Orc ready to attack an elven warrior of some kind, and got that CTD every time. I went ahead and, on a whim, changed the values of any unit with a ranged wave size of 0 to a number other than zero (I think I used three). I did avoid the CTD. I'm not sure what reprecussions this has however, or if it even "fixes" the problem, or just puts it off until later :P
Ploeperpengel Aug 06, 2006, 08:02 AM Every unit or every orcunit? This is really weird:confused:
Ploeperpengel Aug 06, 2006, 08:07 AM I fixed the sounderror!!!
The audio3D.xml had the birdambience 2 times it it(silly me) and I erased the modstopcomments. Don't know what of those two fixed the issue but it works now. Our Dragons roar!
Gerikes Aug 06, 2006, 08:27 AM Every unit or every orcunit? This is really weird:confused:
Every unit, although I'm sure if you just changed it for the units involved in the attacks that cause the CTD's you could get your possible fix. The reason is probably that too many units were for some reason being told to attack during one wave. If the number in the XML that is the wave is set to zero, it defaults to 10. This makes the max amount of units that can be involved in the wave to be 10. I don't know how much I like that idea. By making it a smaller number, you default to that smaller number, and thus don't run into a large wave that might be the cause problems.
Very unexact, eh?
Ploeperpengel Aug 06, 2006, 08:46 AM Heh, yes. With groups of 10 this'll have long battles then but surly better than ctds. Can you send the unitinf you got?(that means if based on version 8)
Gerikes Aug 06, 2006, 09:08 AM Heh, yes. With groups of 10 this'll have long battles then but surly better than ctds. Can you send the unitinf you got?(that means if based on version 8)
Well, I changed EVERY unit, which I think was a bit of overkill, so you probably don't want that file. Also, the problem I believe is that it was defaulting to groups of 10, which I believe was making problems. I think it's best if they're changed on a unit-by-unit basis. Also, if you're fealing lucky, you might want to try starting higher and slowly lowering until you get no CTD, so you might still have a large wave size but don't get the CTD. All I did was change the "RangedWaveSize" tag in the unit info from 0 to a higher number.
Ploeperpengel Aug 06, 2006, 09:22 AM Ok maybe you're right. I'll do this.
Kael Aug 06, 2006, 10:08 AM So we have a handle on the orc CTD's. You fixed the sound problems. What else needs fixed?
Ploeperpengel Aug 06, 2006, 10:15 AM The shaman unit I included from FFH causes a CTD also. I didn't have the time to look at that yet though. I think I will see first if I can fix and ask you if I can't figure that out. Else I can't think of anything right now.:)
No not true. A Unicorn attacking an archer was reported to causes performance lags. See the last report El Loco Mono posted in the playtestfeedback thread if you would like to go for that. But it's not yet causing that much trouble but who knows what comes of that.
Gerikes Aug 06, 2006, 10:43 AM The shaman unit I included from FFH causes a CTD also. I didn't have the time to look at that yet though. I think I will see first if I can fix and ask you if I can't figure that out. Else I can't think of anything right now.:)
No not true. A Unicorn attacking an archer was reported to causes performance lags. See the last report El Loco Mono posted in the playtestfeedback thread if you would like to go for that. But it's not yet causing that much trouble but who knows what comes of that.
Actually, I tried both of those and couldn't replicate either problem. I was only able to replicate the Orc attack.
Ploeperpengel Aug 07, 2006, 01:27 PM Maybe we're lucky then. I will try out myself tommorow right now don't have access to game and slow connection.
Duke van Frost Aug 10, 2006, 12:06 PM Oh, I nearly forgot about this one:
in version 9 the Orcs Temple and the Chaos Temple don´t show up in the pedia (same thing we had with some units before).
I don´t know if this is maybe fixed already with the patch.
Ploeperpengel Aug 11, 2006, 12:46 AM No that's not fixed. :mad: Seems everytime I load up something gets crippled.
Ploeperpengel Aug 11, 2006, 10:49 AM Goblinarchers cause a ctd attacking warriors as well.
Edit: However this time the wavesizes were 10(both), I noticed the groupsize was 9 only and changed that to 10 as well however that didn't fix it. The goblins don't use their rangedattack at all btw.
Any clues why this only happens seemingly with models that use DoW meshes?
Ploeperpengel Aug 11, 2006, 04:20 PM Ok bad news it also happened to Skeletonswordsmen attacking Empire swordsman now(Skeleton str. must be reduced btw-Duke if you read this please lower their str to 7)
We MUST find the reason for this! Or we'll have to stick to standard meshgroups of 3 and that would really make me vomit!:mad:
Ploeperpengel Aug 11, 2006, 05:45 PM Another guess I had was this maybe caused due to polycount but goblinarchers only have 972 polies which is pretty close to vanilla units.
Skeletonswordsman have a higher polycount but don't use DoW parts neither do Empireswordsman.I'm clueless:sad:
Gerikes Aug 11, 2006, 05:51 PM Another guess I had was this maybe caused due to polycount but goblinarchers only have 972 polies which is pretty close to vanilla units.
Skeletonswordsman have a higher polycount but don't use DoW parts neither do Empireswordsman.I'm clueless:sad:
Have you tried lowering the max wave size like I suggested earlier on any of these?
Edit: BTW, this was my 666th post :devil:
Ploeperpengel Aug 11, 2006, 06:04 PM Have you tried lowering the max wave size like I suggested earlier on any of these?
You suggested to make the ranged wavesize not zero earlier-well this fixed the ctd for orcs but gives weird animations(in vanilla meleeunits don't have rangedwaves other than 0 btw).
I tried the archers with other combies as well but didn't have much luck yet.
However the problem is even if we can handle some ctds with this we still get stupid effects.:(
It's a workaround if we only have some models but now this is going to be really annoying if we have to use weird settings for many more of this units I think we will be better of using only 3 models instead of 10- but that would mean WH without epicbattles feeling to it:(
This bug seriously must be tracked to its source otherwise we will have to drop the whole formation thingy- I don't want to pay this price if we have any hope left. I still hope this problem isn't caused by anything that's hardcoded-I pray for that!(allthough I'm not religious)
Duke van Frost Aug 11, 2006, 06:18 PM Getting down the numbers in formations makes me also feel sick like you. I just love those regiments SeZ put up too much!! We just have to keep them, the regiments are FAR too good to simply cut them because of crappy Firaxis programming (If that´s really a problem connected to some hard-coded stuff?).
I´ll reduce Skeleton swordsmen str. to 7, but I got some bad news: I deleted my "Eggs"-resources and can´t recall how to get them back to "stitch" to the ground (on hills for example).
Gerikes Aug 11, 2006, 06:58 PM You suggested to make the ranged wavesize not zero earlier-well this fixed the ctd for orcs but gives weird animations(in vanilla meleeunits don't have rangedwaves other than 0 btw).
Ah, gotcha. Well, I cant' see anything going wrong in the code. There aren't any variables that are getting weird values, it just calls one function and suddenly there's an error that's spawning from somewhere in the exe.
Ploeperpengel Aug 11, 2006, 07:06 PM Damn, if I understand you correctly I have to make my request by Firaxis to fix that bug right?
Duke van Frost Aug 11, 2006, 07:19 PM If youīre going to do that, try to find out where you can send e-mails to if you want to know if youīre allowed to use Warlords gfx in a vanilla-only cIV mod!
tried to find the right place for 2 hours yesterday and just found out what crappy kind of site they got for the company, cIV and especially concerning the Warlords expansion itself (just have a lok at the news on the cIV site and youīll nearly know when they last updated it!!).
I know - Iīm in a p**sed off kind of mood again right now - but the last exams werenīt as good as expected (the worst part is that itīs not the profs or assistants fault but all my own :mad:)
Ploeperpengel Aug 11, 2006, 11:53 PM This is the content of some pms I didn't want to rewrite everything but maybe someone can get a clue now:
Settings(changed ones):
Goblinarcher:
meshgroupsize 10
melee wave 10
rangedwave 10
irequired 10
Firststrike 0
Firststrikechance 1
Warrior:
meshgroupsize 10
melee wave 10
rangedwave 0
irequired 10
1 Firststrike
I just checked the Goblinarchers in Warlords with groupsize and wavesizes like I had them in the mod.
No problem!
Everything runs smooth and the performance is great so I guess it's either in vanilla and fixed with Warlords or it's in the mod. I will check the model in vanilla(replacing the archer) as well to make sure.
After the first time I checked I thought it could be the firststrikes maybe since we changed that a lot. Did they do something about Firststrikes in Warlords? I know the combat odds often displayed not correct in vanilla now they seem ok. I set the firststrikes like we have them in the mod and still everything is nice.
Well at least that gives me some hope now we can have the model with large numbers at least after Warlords conversion.
Vanilla:
1. I didn't receive a CTD
BUT
2. while in Warlords the goblinarchers used their ranged animation quite frequently without problem in vanilla they only fought melee AND a lack of performance is noticeable here.
It seems vanilla has a problem with large groups which doesn't apply to warlords(maybe because the Warlordfeature could required a new coding of files related to the meshgroupsize?). The case seems to be in the mod that everytime the ranged animation is called a ctd occurs while in vanilla it's just replaced by melee.:confused:
Gerikes analyzes;
Here's a brain dump of what I know on the issue:
Well, the error spawns from somewhere in the graphics system (which I call the ".exe", but really mean some part of the system that doesn't include the SDK), but that doesn't mean that the problem IS in the .exe. I really don't know enough about graphics modeling and all that to have any guesses as to how all that factors in, but here's what I do know:
Inside updateCombat (a function inside CvUnit.cpp that's run when combat between two units starts and finishes) there's a function that first calculates the results of the battle (how many hit points are left for each unit). Then, the results are sent to another function that actually creates what happens in the battle (who dies when, how many units go where, etc). This is a process that isn't exact: what actually happens is so complex that it actually just takes some educated guesses to how a battle could progress, then at the end checks if the way it sees the battle working out is "valid" (i.e. when the battle I've created is run, does each unit lose the same amount of hit points that the battle calculations made earlier said they would?). It might take a good 10 or more tries before it gets it right.
Then, once the actual battle moves have been figured out, a function is called that actually starts the action. Here is some of the code:
Code:
int iTurns = planBattle( kBattle); kBattle.fMissionTime = iTurns * gDLL->getSecsPerTurn(); setCombatTimer(iTurns); GC.getGameINLINE().incrementTurnTimer(getCombatTim er()); if (pPlot->isActiveVisible(false)) { ExecuteMove(0.0f); gDLL->getEntityIFace()->AddMission(kBattle); }
Now, I can run the code in debugging mode. That means that I can rather than have all the code executing in it's normal speed, have it execute one line of code and then stop, and not execute the next line of code until I say so. Thus, after the first bit of code executes, the value of iTurns is set to some number. The number of turns in a battle is normally somewhere in the range of 5-30, depending on how long the battle played out. If that number is 523492-bajillion, then I know that there could be a problem with the planBattle function (or possibly the value of kBattle).
I can even go further and look at the function planBattle, located elsewhere in the source file, and look at exactly how it's calculated and look at those data values, trying to see if there are any wrong-looking numbers there.
In all this, I haven't seen anything out of the ordinary.
Here's where I get to the part where I can't look at the problem anymore. The kBattle structure (a structure that holds the variables that tells what subentities to go where during a battle and when) is sent to the the Civ4 system (for lack of a better word: basically, the parts of the Civ4 system that we don't have code access to, which typically has been called the "exe", for, once again, a lack of better words). This happens at the "gDLL->getEntityIFace()->AddMission" line.
Now, when I go step by step through the code, typically this function will go, run, and then return so that I may go to the next piece of code. However, when I try to "step over" this function during times when the CTD happen, I instead get an error message that says it can't read memory location 0x000005, or something to that nature. This tells me that somewhere, either a pointer is referencing a memory location that has already been freed, or data is being loaded into a memory location that can't hold that data. This all happens before the code execution gets back to the SDK.
That's why I believe that the issue HAPPENS in the "exe". However, that doesn't mean that the problem is in the exe. It might be that there is some weird glitch in the planBattle function that passes bad data to the AddMission function, which will cause a crash (although I quickly looked at this case, I really don't have complete knowledge of what the planBattle function does, so I can't eliminate this as an option). It might be that the unit meshes are loaded into some data structure internally which is only set to hold so much data, and we're giving it too much. It could even be that the export script for the model files have a flaw that will cause illegal moves to be done during the animation. I have no idea. All I DO know is that the error happens sometime after the SDK calls AddMission, and sometime before that call finishes.
seZereth Aug 12, 2006, 05:12 AM ok, so we should test this with warlords, maybe they fixed it... if its like that, we will switch to warlords and have fun with our mod, otherwise i dont know what else we should do, i will look if i get a ctd with this units, when i tested them (after creating them) it never happened... it didnt even have performance lacks... so please investigate a bit more...
Ploeperpengel Aug 12, 2006, 10:18 AM Ok I have a workaround.:
sk swordsman rangedwave 1 similar to the orcs and goblinarcher both wavesizes 5.(no garantee for that last one though)
Again we sometimes get weird animations but lets hope the conversion to Warlords will run better with our formations.
Psychic_Llamas Aug 12, 2006, 07:39 PM well, if Warlords fixes it, then i say we change straight after the next release. but do you have to have 'warlords' to be able to play the warlords version of this??? because i dont, and i still dont have enough money:sad:
seZereth Aug 13, 2006, 04:47 AM well, if Warlords fixes it, then i say we change straight after the next release. but do you have to have 'warlords' to be able to play the warlords version of this??? because i dont, and i still dont have enough money:sad:
hehe same with me here, didnt want to buy it that fast... but for the sake of a better warhammer mod i would spend that money...
Psychic_Llamas Aug 13, 2006, 08:49 AM ditto, its my birthday soon, so cross fingers :D
Ploeperpengel Aug 14, 2006, 12:39 PM Interfacebugs:
http://img233.imageshack.us/img233/5580/civ4screenshot0040hs6.th.jpg (http://img233.imageshack.us/my.php?image=civ4screenshot0040hs6.jpg)
http://img223.imageshack.us/img223/3551/civ4screenshot0041bz2.th.jpg (http://img223.imageshack.us/my.php?image=civ4screenshot0041bz2.jpg)
http://img208.imageshack.us/img208/2840/civ4screenshot0042iz6.th.jpg (http://img208.imageshack.us/my.php?image=civ4screenshot0042iz6.jpg)
These bugs seem similar to the ones we had earlier with units however this time the related files are just links to vanilla so we can't fix it by just changing the nifs.
Infected are the orctemple, chaostemple and various priestunits.
Can someone please check this?:(
Ploeperpengel Aug 15, 2006, 06:22 PM http://forums.civfanatics.com/showpost.php?p=4411546&postcount=12
Kael Aug 15, 2006, 09:56 PM In case the formation problem becomes more prevelant (I think it will) I attached a unitinfos that reduces all fighting units down to a max of 3 units. There is also a lot of strangeness in the unit mesh values (unit with a groupsize of 1 that have 3 melee, stuff like that) that I tried to get cleaned up as well.
Ploeperpengel Aug 15, 2006, 10:59 PM Ok I will upload this as alternative(in case my patch won't do it) in the thread as well. Thx again Kael:)
Ploeperpengel Aug 16, 2006, 04:44 AM Ok just played more than 200 turns with my patch and no single ctd. I suppose that's good news(even if we have a couple of performance lags-but not that hard).;)
neener Aug 25, 2006, 10:24 AM I figured I'd post this here rather than clutter up the Unit Design thread.
I'm not sure if any of my formations are working, and ever have been. I went into the WorldBuilder and just started throwing units all over the place, including one of every High Elf unit, and they all show up as just one soldier on the tile. Is that what's supposed to happen? Judging from the screenshots, I thought that one, say, Swordmaster of Hoeth would show up in the game as 6 or more 'soldiers' in formation together. But that isn't happening for me.
Note that I haven't edited any units other than inserting my Orc into the Formations list, and even before I inserted any of my own units I was only getting single Warriors in the ancient era. Again, I don't know if that's normal or not. I assumed that formations would only kick in when you get some more advanced units, but woodelf said that any warrior should be in a formation of 10? That definitely never happened for me, even before I added my units.
Any ideas?
Gerikes Aug 25, 2006, 10:40 AM I figured I'd post this here rather than clutter up the Unit Design thread.
I'm not sure if any of my formations are working, and ever have been. I went into the WorldBuilder and just started throwing units all over the place, including one of every High Elf unit, and they all show up as just one soldier on the tile. Is that what's supposed to happen? Judging from the screenshots, I thought that one, say, Swordmaster of Hoeth would show up in the game as 6 or more 'soldiers' in formation together. But that isn't happening for me.
Note that I haven't edited any units other than inserting my Orc into the Formations list, and even before I inserted any of my own units I was only getting single Warriors in the ancient era. Again, I don't know if that's normal or not. I assumed that formations would only kick in when you get some more advanced units, but woodelf said that any warrior should be in a formation of 10? That definitely never happened for me, even before I added my units.
Any ideas?
Go into the graphics tab of the options menu and unclick "One Unit Graphics". Although truthfully, once you start filling the screen with units, if you're like me and despise low frame rates, you'll go back to single units and lose all the graphical goodness all-together. :P
neener Aug 25, 2006, 10:57 AM Go into the graphics tab of the options menu and unclick "One Unit Graphics". Although truthfully, once you start filling the screen with units, if you're like me and despise low frame rates, you'll go back to single units and lose all the graphical goodness all-together. :P
Haha, okay, yeah, that was it. Sorry about that! I might know 3DS Max and Photoshop, but this shows how little I know about the modding side of things :)
Gerikes Aug 25, 2006, 11:32 AM Haha, okay, yeah, that was it. Sorry about that! I might know 3DS Max and Photoshop, but this shows how little I know about the modding side of things :)
Well, as long as I stay on my side and you stay on your side, we'll be ok (check that, you can come over here whenever you want, but please, if anyone sees me trying to screw around with 3DS max, I officially give you permission to take me out back and shoot me. Try to make it a tear-jerker, though. I couldn't stand if I went out all Hedda Gabler).
Ploeperpengel Aug 29, 2006, 04:22 AM Interfacebugs:
http://img233.imageshack.us/img233/5580/civ4screenshot0040hs6.th.jpg (http://img233.imageshack.us/my.php?image=civ4screenshot0040hs6.jpg)
http://img223.imageshack.us/img223/3551/civ4screenshot0041bz2.th.jpg (http://img223.imageshack.us/my.php?image=civ4screenshot0041bz2.jpg)
http://img208.imageshack.us/img208/2840/civ4screenshot0042iz6.th.jpg (http://img208.imageshack.us/my.php?image=civ4screenshot0042iz6.jpg)
These bugs seem similar to the ones we had earlier with units however this time the related files are just links to vanilla so we can't fix it by just changing the nifs.
Infected are the orctemple, chaostemple and various priestunits.
Can someone please check this?:(
Have to bump this.
Lord Olleus Aug 29, 2006, 01:13 PM I have a problem with the sound. I have patch 0.6a and 0.6b but I still don't have any music apart from the main menu theme.
Ploeperpengel Aug 29, 2006, 01:21 PM I have a problem with the sound. I have patch 0.6a and 0.6b but I still don't have any music apart from the main menu theme.
You probably installed to the wrong folder then. You must unpack inside the WH-mod folder not the Mod folder!
Ploeperpengel Aug 31, 2006, 06:38 PM Another CTD for WFB06b+
Edit: forget about. It was caused by missing artdefines for the Great General-stupid me...
File removed
Ploeperpengel Sep 02, 2006, 03:39 PM Version d:
Crash file
Also please check those issues reported with the public version.
http://forums.civfanatics.com/showpost.php?p=4483255&postcount=192
and:
http://forums.civfanatics.com/attachment.php?attachmentid=137302&d=1157228078
Edit: with this save those 2 lines seem interesting:
LSystem failed to place node Leaf_Farm_4x4!
LSystem failed to place node Leaf_Farm_4x4!
Lord Olleus Sep 02, 2006, 03:44 PM Massive bug when using Quick Combat.
There is still 10 models per formation even when the unit has been badly hurt. Not particularly important but might get annoying for some players.
Ploeperpengel Sep 04, 2006, 02:29 PM @Olleus, Elm
A crash sent by a player is going to be analyzed in these two threads. Could you also have a look at it? Thx
http://forums.civfanatics.com/showthread.php?t=184756
and another report that also reports messed up Lsystems but no crash-maybe related:
http://forums.civfanatics.com/showthread.php?t=184804
Gerikes Sep 04, 2006, 03:18 PM Error here:
http://forums.civfanatics.com/showpost.php?p=4490630&postcount=11
Save can be found here:
http://forums.civfanatics.com/attachment.php?attachmentid=137302&d=1157228078
Problem in this code:
MercenaryUtils.py:
# Places the mercenary in the city specified by the objCity variable
def place(self, objCity):
# Return immediately if the mercenary is already in the game
if(self.objUnit != None):
return
# get the player instance
player = gc.getPlayer(self.iOwner)
# return nothing if the player is an invalid value
if(player == None):
player = gc.getPlayer(self.iBuilder)
if(player == None):
return
# return nothing if the player is dead
if(player.isAlive() == false):
return
unitType = gc.getInfoTypeForString(self.objUnitInfo.getType() )
# Create the unit and place it in the game
self.objUnit = player.initUnit(unitType, objCity.getX(), objCity.getY(), UnitAITypes.NO_UNITAI)
So far, I've come up with the fact that the function is getting passed a city whose X and Y are -1, -1. Thus, apparently the unit is being init'd at -1, -1. Apparently, the AI bought a unit and something went ka-blammo?
I'm still working on it.
Edit: So far, I think there's a problem in the function used in the merc mod where it gets a random city. It gets a random number between 0 and the number of cities the player owns, and uses that number to get the city object using pPlayer.getCity(i). The problem is that I don't believe that that is how the getCity function works.
Say you create three cities (0, 1, 2). You now have 3 cities. Say city 1 gets knocked off. You're down to two cities, affectionately named 0 and 2. However, 2 doesn't "move over" to fill the gap in the city list, because it's stored in a fixed array. So, you have a city object in index 0 and 2, and a NULL in spot 1. Now, say you go through this bit of code:
def getMercenaryStartingLocation(self, iPlayer):
' CyCity - the starting city for hired mercenaries'
player = gc.getPlayer(iPlayer)
objCity = None
if(g_strMercenaryStartingLocation == "Capital City"):
objCity = player.getCapitalCity()
elif(g_strMercenaryStartingLocation == "Civilization Edge"):
objCity = self.getCivilizationEdgeCity(iPlayer)
elif(g_strMercenaryStartingLocation == "Random"):
objCity = player.getCity(gc.getGame().getMapRand().get(playe r.getNumCities(), "Random City"))
elif(len(g_strMercenaryStartingLocation) > 0):
objCity = self.getRandomCityWithBuildings(iPlayer)
else:
objCity = player.getCity(gc.getGame().getMapRand().get(playe r.getNumCities(), "Random City"))
if(objCity == None):
objCity = player.getCity(gc.getGame().getMapRand().get(playe r.getNumCities(), "Random City"))
return objCity
In all of those places, you have a chance of getting back a city object that is actually invalid, because with 2 cities, your random number will either be 0 or 1. If it's one, you will call getCity(1), which will get you this code in the SDK:
CyCity* CyPlayer::getCity(int iID)
{
return m_pPlayer ? new CyCity(m_pPlayer->getCity(iID)) : NULL;
}
Because what is actually returned is a new CyCity object, it won't be returned as None.
I'm gonna' go try to confirm this with TheLopez however.
Edit 2: Posted this report (http://forums.civfanatics.com/showpost.php?p=4490902&postcount=228)to TheLopez.
Ploeperpengel Sep 04, 2006, 06:40 PM Thx Gerikes:)
In what file will I have to put these changes? Or can you send the changed file here?
Gerikes Sep 04, 2006, 06:53 PM I've attached the file. Rename to .py, and put into Assets\Python\MercenaryUtils
Ploeperpengel Sep 04, 2006, 07:04 PM Thx again:)
Ploeperpengel Sep 08, 2006, 01:50 PM I updated the first post with the current reports. Please notify me if I miss anything.
Ploeperpengel Sep 10, 2006, 08:06 PM Another ctd for WFB0.65 in first post. Darkdone seems to like the WB a lot. Still I think we should check it. I don't believe it's caused by his WB actions since it comes after two turns.
Gerikes Sep 11, 2006, 01:54 AM Just some things I spotted, not sure if any of them are causing problems or not...
In CvUnit.cpp, around line 609...
// ELM / Warhammer Mod / 12th August 2006
// Animosity
CyUnit* pyUnit = new CyUnit(this);
CyArgsList pyArgs;
pyArgs.add(gDLL->getPythonIFace()->makePythonObject(pyUnit));
gDLL->getEventReporterIFace()->genericEvent("endUnitTurn", pyArgs.makeFunctionArgs());
//ELM End
Don't forget to:
delete pyUnit;
afterwords! Otherwise, the pointer variable is deleted when it goes out of scope and the memory is leaked. You might want to check any other events you've created, just in case.
---
I am getting a ton of Assertion failures over anyplace where there's a check for UNITAI types. This is probably from Spellbook and Wizard being added to the list of UNITAI types in CvEnums. Anywhere where there's:
switch (AI_getUnitAIType())
and no mention of the new types it hits it's default case and throws an assert, which although shouldn't do anything bad it annoys me since it pops up the assertion 20-some times every turn, and I'm not one to ignore assertions :P
---
When checking for promotions ( the Animosity.py, around line 175) there are a few getInfoTypeForString messages that are sometimes having an empty string passed in, throwing an assert. Perhaps you can make sure that the strings returned from getProtagonist1, 2, & 3 are not empty before calling getInfoTypeForString? Otherwise, that function is being called many times without it needing to be (and each time throwing an assertion... I stopped counting after 200 :P)
---
The assertion error is being thrown on CvUnit.cpp 9959 (CvUnit::animosityAttack).
FAssert(canMoveInto(pPlot, true, false, true));
The reason the unit couldn't move into the plot is because the pCurrPlot and pPlot were the same plot. When you check for if the plot's valid in python, are you checking to make sure that the plots aren't the same?
El Loco Mono Sep 11, 2006, 02:47 AM When checking for promotions ( the Animosity.py, around line 175) there are a few getInfoTypeForString messages that are sometimes having an empty string passed in, throwing an assert. Perhaps you can make sure that the strings returned from getProtagonist1, 2, & 3 are not empty before calling getInfoTypeForString? Otherwise, that function is being called many times without it needing to be (and each time throwing an assertion... I stopped counting after 200 :P)
Ahhh, your right. The check was there when I was only using one tag but because I put the new check on 3 tags in a new function, I forgot the content check.
delete pyUnit;
Hmm, I thought about this, but because I was using a cut&paste from another part of the code which didn't delete the pointer anywhere in the funciton, I thought "I'll leave it for now, just in case, and come back to it". Obviously I never came back to it ...... I'll change it in the next code change I do. Oh, and it's the only event I created so it will be the only place that needs it.
Gerikes Sep 11, 2006, 03:08 AM Hmm, I thought about this, but because I was using a cut&paste from another part of the code which didn't delete the pointer anywhere in the funciton,
Do you remember where this was that you C&P'ed from?
El Loco Mono Sep 18, 2006, 11:57 PM Do you remember where this was that you C&P'ed from?
Sorry about the incredibly late reply. It's not actually a true cut & paste but used the structure from updateCombat but know I noticed it used a Struct not a class, which maybe why it was never deleted... so I've added the delete to the warlords version that I'm currently testing.
Arexack_heretic Oct 10, 2006, 06:22 PM I should be able to build 'woodland cottages' according to the techtree, but I cannot.
Are those treehouses for woodelves only (missing woodelf only note) or is this a true bug?
Ploeperpengel Oct 10, 2006, 06:27 PM They are woodelf only.
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