I'll try to generate some new saves near the CTD. Unfortunately, my recent mod changes make old saves incompatible.@Pazyryk: Can you get a save which will repeatably crash on end turn? If so, please post it for me to look at, otherwise if you post the CvMinidump I can look at that.
I'll try to generate some new saves near the CTD. Unfortunately, my recent mod changes make old saves incompatible.
I haven't even hooked up my "Visual Studio debugger to the Civ 5 process" yet, even after your link to the tutorial. I've been too busy with non-dll modding. One thing that seems strange to me is that Civ5 just shuts down silently now. With previous CTDs, I'd always get a faded/frozen game screen with a Widows message: "Civ5 will shut down now" (Civ5 process would end when I hit OK). I'm not sure whether this difference is related specifically to this CTD bug, or if it is from your recent debug changes in dll.
EA_DEBUG is if you want to have integer values from various variables in your output, like saying for instance "This unit now has 3 Strength". It uses sprintf internally (so C-style output formatting), and then adds on stuff like the newline and which class the message is for.
Are you using reflection/introspection to do this? And if so how. Or are you just adding the class name as a parameter to the macro?
If you know of a way to do that please tell me, I'd love to know.
// Custom mod logger
#if defined(CUSTOMLOGDEBUG)
#define CUSTOMLOG(sFmt, ...) { \
CvString sMsg, sLine; CvString::format(sMsg, sFmt, __VA_ARGS__); \
if (CUSTOMLOGFILEINFO) { \
CvString::format(sLine, "%s: %i - %s", __FILE__, __LINE__, sMsg.c_str()); \
LOGFILEMGR.GetLog(CUSTOMLOGDEBUG, FILogFile::kDontTimeStamp)->Msg(sLine.c_str()); \
} else { \
LOGFILEMGR.GetLog(CUSTOMLOGDEBUG, FILogFile::kDontTimeStamp)->Msg(sLine.c_str()); \
} \
}
#else
#define CUSTOMLOG(sFmt, ...) __noop
#endif
Here's a quick reskin of the Garamante for an Angel spearman. The cape is vaguely wing-textured. It's not my best work, but it'll do in a pinch. There's a "regular" version and a bright one with reflective skin.
I'll see if I can find a swordsman to do a similar treatment.
![]()
I've re-uploaded the Tyranid insects [I discovered I'd left out the specular texture for the Carnifex's head; that may be why it wasn't working], but I've also included an alternate set of gray textures in case you don't like the purple-and-black.For some reason Carnifex is invisible, but the other 3 "insects" work and they make good Minor Demons.
I guess you missed that part of post #132:Maybe we can recolor them someday so they don't look like WH40K units
but I've also included an alternate set of gray textures in case you don't like the purple-and-black.
Holy Cow! So basically you've made an invisible unit! I could use that to give all kinds of explody effects.Hey, Paz... I was messing around with an improvement yesterday, and realized the trees are just flattish plates with a texture applied; unlike Unit Shaders, the Building Shaders can be transparent.
So I switched out the unit shader for a building shader on a rocket artillery for that magic missile test I was helping you with a looong time ago... et voila! It's invisible!
![]()
I didn't revise the formation like you did, so the missiles come from behind the inquisitor, but that's an easy fix.
Why didn't we think of this earlier?
Hi guys,
As I have not played Ea yet, awaiting for the third instalment before jumping in, I might be talking through my hat when mentioning the following list of units (humans) done by great people - please ignore if irrelevant:
Danrell’s global repository
http://forums.civfanatics.com/showthread.php?t=465145
Longswordsmen
http://forums.civfanatics.com/showthread.php?t=478349
Barbarians / Wildsmen
http://forums.civfanatics.com/showthread.php?t=481094
Carthaginian Spearman
http://forums.civfanatics.com/showthread.php?t=479560
Celtic Warrior (with sword and shield)
http://forums.civfanatics.com/showthread.php?t=475971
Housecarls
http://forums.civfanatics.com/showthread.php?t=393556
Knights
http://forums.civfanatics.com/showthread.php?t=412782
"Final preparation" sounds like I'm releasing tomorrow. I let everyone know in the other thread we were pushed back to May. No promise when in May, but I'll be somewhere in the tropics without a computer after the 23rd (so before that).
Meanwhile, I've been having fun with End of the World stuff:
Roughly speaking, what is needed before release is:Spoiler :![]()
A few more spells, buildings and other things needed to make Armageddon victory work
Testing / fixing bugs as they come up
Filling in gaps
Help texts (prioritize what is needed)
It would be nice to get that river city connection system working, if you are looking for some dll work...