View Full Version : Bug Report


purplexus
Apr 23, 2007, 07:52 PM
If you find an error in one of the Modules in this library please post it here.

Bug report: Issues to be dealt with
(if any of these are your Modules make some corrections please)



Aug 13,2007 The following Bugs are found as submitted by Purplexus

Joan D'Arc LH There is XML loading error as in the CivInfos xml file
References to Unit artstyle as FRENCH and not EUROPEAN



Aug 11,2007(the following were reported by Impaler[WRG])

I noticed some of the graphics aren't working for me due to no shader versions on Dido Leader Head
Dido LH Button has that annoying square of bad alpha channel

Wilhelmina LH Button is Over sized.
I noticed some of the graphics aren't working for me due to no shader versions on the Wilhelmina LH

Croatian Building buttons appear shrunken on low graphic settings, again medium fixes it
Croatian UB does not seem to offer any advantages over a wall, in fact it costs more

Brazilian Leader Dom Pedro get the 'white eyes' effect on low graphic settings Medium Graphic level fixes it.
Brazilian Building buttons appear shrunken on low graphic settings, again medium fixes it
Brazillian stadium has +1 happiness all cities which is going to be very broken as you can make one in every city and get a +1 in every city for each city you own. (perhaps this was the authors intent?)

Irish publishing house Strategy text is Missing.
Irish leader Niall get the 'white eyes' effect on low graphic settings Medium Graphic level fixes it.
The Irish flag is getting an odd effect here, the shamrock is turning white and the border light Green

Also the flag system in BtS has been changed...now they utilize an alpha channel mask.Art/Interface/TeamColor you can see some examples of them in the BtS directory their relatively simple looking and force the flag to be two colors only. Think its also involved in making the flag change in shape through the course of the game

wesleybb
Aug 07, 2007, 05:26 PM
I have created a folder called more modules under my mods folder as instructed. I have also modified my .ini file as instructed.

I extracted the Brazil and Ireland civs to that folder. I also extracted the sound files to that folder. My folder structure now looks like this:

More modules
Assets
Brazil
Ireland

When I load the module the civilizations are not available either in a custom game or play now. If I am setting this up wrong I would appreciate any assistance in fixing it.

Wes

purplexus
Aug 08, 2007, 07:18 PM
The correct Folder Format should be
Mods
->More Modules
--->Assets
------>Custom Civilizations
--------->Brazil
--------->Ireland
------>XML
--------->Audio (where the audio files go)

purplexus
Aug 10, 2007, 07:18 PM
An issue that arrived is what if someone converts a module for someone who is no longer around and then a bug is found.

The Bug report board will have a date beside the bug report error.
there will be a 2 week period in which the original author has a chance to deal with the bug. A PM will go out to the Author. After 2 weeks anyone will be allowed to correct the errors.

Impaler[WrG]
Aug 11, 2007, 10:42 AM
*Cough* Correction :rolleyes:

Mods
->More Modules
--->Assets
------>XML
--------->Audio (where the audio files go)
------>Modules
---------->Custom Civilizations
-------------->Brazil
-------------->Ireland

purplexus
Aug 12, 2007, 03:09 AM
;5806306']*Cough* Correction :rolleyes:

Mods
->More Modules
--->Assets
------>XML
--------->Audio (where the audio files go)
------>Modules
---------->Custom Civilizations
-------------->Brazil
-------------->Ireland

:eek: oops and Yikes forgot the Most important Modules Folder!:blush:

Thanks for watching my back Impaler[WRG]

Aeven
Aug 12, 2007, 05:13 AM
I've fixed the issue with the button being oversized :) Also, I've noticed that the Pedia in my file doesn't work as it should, but that seems to be unfixable, or only I get that problem.

purplexus
Aug 12, 2007, 11:16 AM
I've fixed the issue with the button being oversized :) Also, I've noticed that the Pedia in my file doesn't work as it should, but that seems to be unfixable, or only I get that problem.

I already fixed your Pedia. Download the LH as is posted from this forum.
You'll Notice the Wilhelmina_Civ4GameText.Xml file is a combination of both your
Civ4GameText_Diplomacy.xml and Civ4GameText_Leaderheads.xml files. Its perhaps the first time that I have seen this. but the Extensions on the end of Civ4GameText.xml don't seem well liked by the MXMLL Loader.

Please get back to me with a link of the newly uploaded Zip file. with the corrections. Thanks.

Aeven
Aug 12, 2007, 12:19 PM
Ack, I updated it again :) I'm going to work on a modular civilization soon, Numidia, using esnaz's Massinissa leaderhead :)

bmarnz
Aug 14, 2007, 01:33 PM
Fixed my Joan of Arc leaderhead bug and uploaded it. I forgot I was working out of a mod with extra flavor...oops.

NikNaks
Aug 14, 2007, 02:27 PM
Oversized buttons? They're made to fit in with Blue Marble.
As for the folder structure error, that's a simple fix.

bmarnz
Aug 14, 2007, 05:58 PM
In the Canada Module the strategy text for the mountie states that it is just a flavor unit with no changes in ability. However, this is not so. It ignores movement costs and gives better results from tribal villages.

purplexus
Aug 16, 2007, 02:00 AM
In the Canada Module the strategy text for the mountie states that it is just a flavor unit with no changes in ability. However, this is not so. It ignores movement costs and gives better results from tribal villages.

Let me look into that.

purplexus
Aug 16, 2007, 02:09 AM
Repair of Canada Mountie Movement and Goodie hut done.

alibaba
Aug 18, 2007, 03:31 AM
Pearson of Canada has all of the traits, and when I play as Canada with any leader I start with 2 mounties,2 settlers,2 workers , 1 scout and no warriors

NikNaks
Aug 18, 2007, 03:38 AM
The Polish bug has been fixed. I hadn't updated the opening post to match the folder structure in the d/load.

alibaba
Aug 18, 2007, 03:05 PM
Theodora's crown doesnt show up . it is just a pink shape on her head

alibaba
Aug 18, 2007, 06:09 PM
Ivan IV only has part of his eyeball showing , the other half is just white

rockinroger
Aug 18, 2007, 06:29 PM
Theodora's crown doesnt show up . it is just a pink shape on her head

I had the same problem and Esnaz provided the solution "If it doesn't work, try copying and pasting the Justinian_NOSHADER.dds into her folder". I did that and it works fine.

rockinroger
Aug 18, 2007, 07:07 PM
Ivan IV only has part of his eyeball showing , the other half is just white

I got this plug and play to work ok try reinstalling it to see if it works.

Aeven
Aug 19, 2007, 04:52 AM
I do not know what would cause that Ivan IV error, because in my game it works correctly. Could you post a screenshot?

alibaba
Aug 19, 2007, 01:40 PM
http://img69.imageshack.us/img69/8071/ivan4ke2.png

Aeven
Aug 19, 2007, 01:47 PM
Very strange. What did you set your graphics to? And what kind of graphics card do you have?

alibaba
Aug 19, 2007, 02:07 PM
standard graphics , nvidia 6600

ambrox62
Aug 20, 2007, 04:17 PM
Aug 11,2007(the following were reported by Impaler[WRG])

1) I noticed some of the graphics aren't working for me due to no shader versions on Dido Leader Head
2) Dido LH Button has that annoying square of bad alpha channel


1) Good point, but I can't do anything because I'm not an art designer. Aranor made original Isabell dds reskin, so he or another else artist could solve such bug.
Otherwise you should remove Dido from downloadable modular LHs

2) I made the button, but what exactly means "has that annoying square of bad alpha channel"? dds button has no alpha channel at all :confused:

NikNaks
Aug 21, 2007, 01:05 PM
A general bug:
Creating a modular TechInfos file results in very weird results. Techs switch requirements and form crazy Tech loops (Polytheism requiring Laser and Advanced Flight for example)

Kiefmaster99
Aug 21, 2007, 11:17 PM
The Canada Mod's RCMP unit has the same tech prerequisites as the cuirassier even though it is a cavalry unit. It has Gunpowder as a prerequisite instead of Rifling.

Gedemon
Aug 22, 2007, 01:07 AM
A general bug:
Creating a modular TechInfos file results in very weird results. Techs switch requirements and form crazy Tech loops (Polytheism requiring Laser and Advanced Flight for example)

Same problem with the promotions file :(

Impaler[WrG]
Aug 23, 2007, 12:38 PM
NN: Techs that are modular need to have pre-requisites that are either in the 'base' assets (what ever is found on TechInfo.xml under the XML folder) or a prerequisite on the same xml file. For example a line of techs A -> B -> C could all be on the same file and form one module but trying to make module A, module B, module C would be impossible due to dangling references. I suspect that garbage data is erroneously being kept as the pre-requisite after the KEY is not found.

Same behavior applies to Promotions and Projects and Unit Upgrade paths, basically any ware that a file type needs to reference elements of its own type.

NikNaks
Aug 23, 2007, 01:07 PM
I only have one TechInfos modular file (which adds techs to the end of the tree). :S I don't see what I'm doing wrong.

purplexus
Aug 23, 2007, 09:25 PM
NikNaks93.. I think What Impaler is refering to is better put in similar wording.

Does your technology have any prerequisites? If so, you have to include those on your new module as well. For instance. If you were to have a tech that fit between Polytheism and Monotheism.. Then you would have to include those to techs in your module. Just copy and paste them into your mod.

I hope i read that correctly Impaler... if not I'll apologize later.. but give it a shot.

NikNaks
Aug 24, 2007, 04:05 AM
That sounds like it might work. I'll try that.

purplexus
Aug 24, 2007, 04:10 AM
Lemme know if it works.

Lots of How To: Documentation needs to be created, As we learn how to use this better.

dkehler
Aug 27, 2007, 06:46 PM
Pearson of Canada has all of the traits, and when I play as Canada with any leader I start with 2 mounties,2 settlers,2 workers , 1 scout and no warriors

I'm having the same problem. Solutions?

purplexus
Aug 27, 2007, 10:28 PM
OOPS this was a test I was playing with.. sorry about this.

Sent wrong copy. Will repair immediately

dkehler
Aug 28, 2007, 06:13 PM
OOPS this was a test I was playing with.. sorry about this.

Sent wrong copy. Will repair immediately

Are you talking about the problem with the Canada Mod and if so, please let us know when the fixed file is available for download.

MatzeHH
Sep 01, 2007, 10:17 AM
Hi!

;5859575']NN: Techs that are modular need to have pre-requisites that are either in the 'base' assets (what ever is found on TechInfo.xml under the XML folder) or a prerequisite on the same xml file. For example a line of techs A -> B -> C could all be on the same file and form one module but trying to make module A, module B, module C would be impossible due to dangling references. I suspect that garbage data is erroneously being kept as the pre-requisite after the KEY is not found.

Those instructions don't help.
I have only one TechInfo file, which is identical to the file in the Next War scenario. It redefines the whole tech tree and adds some new techs. All prerequisites are in this file.
If I put it into the modules folder the tree is mixed up and if I put it into Assets\XML\Technologies everything is ok.

Matze

NikNaks
Sep 01, 2007, 10:19 AM
I feared that'd be the case. I hadn't had a chance to try it. Do you think you can fix it, Impaler? Or is it a lost cause :sad:

purplexus
Sep 03, 2007, 11:28 AM
Are you talking about the problem with the Canada Mod and if so, please let us know when the fixed file is available for download.

Repaired now

dkehler
Sep 03, 2007, 04:09 PM
Repaired now

I'm getting a file not found error when I try to download it.

purplexus
Sep 06, 2007, 06:26 PM
I'm getting a file not found error when I try to download it.

I think it should be good now.

dkehler
Sep 06, 2007, 10:49 PM
I think it should be good now.

Still doesn't seem to be working for me.

Roamty
Sep 08, 2007, 08:05 PM
villa_2 when you press on the bonus corn rice wheat in the villa building screen it CTD I try it in Next War, Beginning, MarnzMod, and I get CTD.

BTS v3.03 with this patch I,am going try it with BTS v3.02

Kiefmaster99
Sep 09, 2007, 04:33 PM
When I'm trying to play the Canada Mod, the other leaders don't say anything when I first contact them... except for Pearson.

strategyonly
Sep 09, 2007, 05:58 PM
villa_2 when you press on the bonus corn rice wheat in the villa building screen it CTD I try it in Next War, Beginning, MarnzMod, and I get CTD.

BTS v3.03 with this patch I,am going try it with BTS v3.02

I just checked it out and i have no problems at all, did you make a file and name it Custom Buildings and put it in there? See attached pics!!

purplexus
Sep 10, 2007, 08:28 AM
There is obviously an error in the TXT KEY to the villa strategy. Fill in something even if it is simple.

dkehler
Sep 30, 2007, 09:41 PM
It's going on three weeks now, and I still can't download the corrected plug and play Canada mod. Here's what I get:

Not Found
The requested URL /plugandplay/Modules/ModularCanadaforBts.Zip was not found on this server.

Additionally, a 404 Not Found error was encountered while trying to use an ErrorDocument to handle the request.

I tried clicking on a different civilization to download, and it appears to work just fine.

TAfirehawk
Oct 01, 2007, 06:37 PM
It's going on three weeks now, and I still can't download the corrected plug and play Canada mod. Here's what I get:

Not Found
The requested URL /plugandplay/Modules/ModularCanadaforBts.Zip was not found on this server.

Additionally, a 404 Not Found error was encountered while trying to use an ErrorDocument to handle the request.

I tried clicking on a different civilization to download, and it appears to work just fine.

Not sure where you are downloading from, but Canada works fine on the WoC SVN on SourceForge.net

http://worldofciv.svn.sourceforge.net/svnroot/worldofciv

Working Modules are in the Library.

dkehler
Oct 01, 2007, 09:13 PM
Not sure where you are downloading from, but Canada works fine on the WoC SVN on SourceForge.net

http://worldofciv.svn.sourceforge.net/svnroot/worldofciv

Working Modules are in the Library.

Thank you very much.

strategyonly
Nov 05, 2007, 09:20 AM
resolved the problem, thx to bMarnz

bmarnz
Nov 05, 2007, 02:29 PM
OK am having a ArtStyles problem here:
I only have two units added, it loads ok, but when going to the map itself, the interface is gone?? :mad: I take out the artstyles and it works but the unit is not there.
Heres what i get when loading with Artstyles: see attached pics.:blush:

Now come on and help ok, its only two units!!:p

I've had this problem several times when adding flavor units to my mod. It's caused by a tag in CIV4UnitArtStyleTypeInfos not having a matching tag in CIV4ArtDefines_Unit. Could be a typo.

strategyonly
Nov 05, 2007, 02:35 PM
resolved the problem, thx to bMarnz

bmarnz
Nov 05, 2007, 02:38 PM
Did you take a look at my files i have there?

I see your screenies, but don't see any files. :confused:

strategyonly
Nov 05, 2007, 02:39 PM
I see your screenies, but don't see any files. :confused:

see # 52, sorry.

bmarnz
Nov 05, 2007, 02:46 PM
OK,

<EarlyArtDefineTag>ART_DEF_UNIT_ARCHER_DARKELVES</EarlyArtDefineTag>

from darkelves_CIV4UnitArtStyleTypeInfos should match this

<Type>ART_DEF_UNIT_DE_ARCHER</Type>

from darkelves_CIV4ArtDefines_Unit :cool:

same is true for axeman

strategyonly
Nov 05, 2007, 02:54 PM
OK,

<EarlyArtDefineTag>ART_DEF_UNIT_ARCHER_DARKELVES</EarlyArtDefineTag>

from darkelves_CIV4UnitArtStyleTypeInfos should match this

<Type>ART_DEF_UNIT_DE_ARCHER</Type>

from darkelves_CIV4ArtDefines_Unit :cool:

same is true for axeman

ok thx, works great,:goodjob: but i was told to include the style on the end, must have been wrong info, then this is the same as UnitInfo without all the unit stuff?:p

esemjay
Jan 28, 2008, 03:39 PM
I noticed yesterday that if you are using the Transport Helo, and load it up with a Guerilla; so long as you have Open Borders with the civilization, as soon as the Helo enters a city it will automatically kill all of the units inside and capture it. This only happens with the Guerilla unit, and has no effect on your relations with that nation.