Bug Reporting

The dotmap tool now works multiplayer (or at least it should). I still need to setup a test game locally to verify it, but it works in my single-player testing. That may sound goofy, but as long as sendModNetMessage() really does work as it's supposed to, we should be all good.

I'm gonna do a little more play-testing and then commit this latest change. All the previous stuff from tonight is already in SVN.
 
Ok, so, here's what I did:
- tried with the bull dll: no civilopedia (from the main menu)
- removed customassets and the dll: civilopedia ok (normal one, not the sevo)
- removed BUG mod folder and the maps, got the latest svn (revision 1800), started the game: no civilopedia
- added the bull dll again: no civilopedia

That's not a big problem in the end, but I sometimes fire the game just to look at the pedia; so having to start a new game for that each time is just time consuming

Installation: BTS 3.17 without anything special
 
@JujuLautre - I have fixed both the erroneous warning about the DLL for options and the Civilopedia problem. Sevopedia now opens from the MAIN MENU without starting or loading a game. If you want Civilopedia instead, modify line 20 of

CustomAssets/Python/Contrib/Sevopedia/SevoPediaUtil.py​

Change the "True" at the end of the line to "False".

Code:
enabledOption = BugOptions.UnsavedOption(AdvisorOpt, BugConfig.makeOptionId(AdvisorOpt._getID(), "Sevopedia"), "boolean", [S]True[/S][B]False[/B])
 
@JujuLautre - I have fixed both the erroneous warning about the DLL for options and the Civilopedia problem. Sevopedia now opens from the MAIN MENU without starting or loading a game.

Yup, works ok with the latest svn; thanks a lot :)
And glad to see that was a real problem and not just a fluke from my brain or something :p
 
@MadmanAtW - If you friend had saved the game and reloaded it later, you would get his reminders once you joined in. You wouldn't see any new reminders he set or vice versa while playing that session. The same thing would happen (only one queue saved) when one of you saved the game.

Yes, that's what happened, he had set the reminder so he'd remember what he was doing when we got back to the game. Ok, good to know. (This is why I always hate to give bug reports based on only one incident!) And very glad to see the changelog so far!
 
Dunno if this is caused by BUG, but I guess so. Sorry, I only have this screen in German since someone else is playing my mod. Take a look at the Space Race tab. 814 millions of cockpits needed? :D Whats that? I've never seen this before. But, since there are green and yellow numbers on the right, the error seems to be visual only. Thoughts?

attachment.php


It's the latest SVN BUG version which got uploaded without the dll (no update since BULL was released).
 
Take a look at the Space Race tab. 814 millions of cockpits needed?

Does your mod supply a modified version of CIV4GameTextInfos.xml? If so, that's the problem. If not, then this person's BTS XML <TEXT> entities are not overriding the ones from Vanilla.

BTS has this entry in CIV4GameTextChanged_BTS.xml:

Code:
	<TEXT>
		<Tag>TXT_KEY_VICTORY_SCREEN_BUILDING</Tag>
		<English>Build [B]%s1[/B] %s2</English>
		<French>Construire : [B]%s1[/B] %s2</French>
		<German>[B]%s1[/B] %s2 errichten</German>
		<Italian>Costruisci [B]%s1[/B] %s2</Italian>
		<Spanish>Construir [B]%s1[/B] %s2</Spanish>
	</TEXT>

The bold "%s1" is where the "x" or "x-y" gets dropped in as a string which is built by the Python code (BUG uses the same code from BTS).

This key overrides the original one from CIV4GameTextInfos.xml:

Code:
	<TEXT>
		<Tag>TXT_KEY_VICTORY_SCREEN_BUILDING</Tag>
		<!-- %s1 = TXT_KEY_BUILDING_   -->
		<English>Build [B]%d1[/B] %s2</English>
		<French>Construire : [B]%d1[/B] %s2</French>
		<German>[B]%d1[/B] x %s2 errichten</German>
		<Italian>Costruire [B]%d1[/B] %s2:2</Italian>
		<Spanish>Construir [B]%d1[/B] %s2:2</Spanish>
	</TEXT>

As you can see, the bold "%d1" is where the single integer number from Vanilla was substituted. When you supply a string where the <TEXT> expects an integer, a large number results in the actual text. You can tell that the old <TEXT> entry is being used in the screenshot.

While BUG does override some <TEXT> keys, it does so using new XML files to avoid problems like this.
 
I've also had Cybah's error in my games for some time, I have been running WolfRev, so there may be something added in there that does it as well, not sure if it has been fixed in Phungus's newer mod.
 
In spoiler as there are probabely some ppl playing ABCF's most recent deity game.

Spoiler :
Civ4ScreenShot0039.jpg


Sorry, picture isn't too clear: When I loaded the save it said "Zara won't trade Communism". It was news to me that he had it so I went to have a look - and I wasn't surprised since he didn't have it :dubious:
Next turn:

Civ4ScreenShot0040-1.jpg
 
sounds like he just discovered it, or traded for it - and couldn't trade it. So, YES - he did have it, but NO, he couldn't / wouldn't trade it. I wonder if you could steal it.
 
That's my explanation of the situation as well. My point however is (should've made that clearer): This is spoiler info and should thus be hidden. I checked F4, communism was still in the "Can Research" column. In that specific situation, zara was my only remaining trading partner and knowing I could get communism too next turn I waited with trading for bio

I think it's simply an inaccuracy when checking whether or not to show what an AI is (not) willing to trade.
 
I assumed that Civ4lerts uses the same code as the F4 screen to determine where to place techs in the columns, so there could be a bug here. Perhaps the bug is in the F4 screen, but if so we'll probably make Civ4lerts match it.

AFAIK, if an AI has the tech and you can research it yourself, it should not show up under "Can Research" -- it should show under one of the Will, Won't, or Can't trade columns. What reason would there be to delay showing it from a game mechanics point of view?

I opened the same save, and it says only Biology for me. :confused:
 
EDIT: I will be deleting files and reinstalling tonight, so unless I post again please ignore this post for the moment. Unless this is a known issue.... I am using BAT Mod 1.1 in the mods folder, so i'll move to BAT Mod_1.2 tonight.

Hi guys,

i have an issue with BUG and i am not sure of this is covered somewhere here, I searched and found nothing (probably not a good enough search though).

BUG itself works fine, no problems during gameplay. However If I start a game running BUG, (so I'm on the map and playing) if I attempt to go back to the Civ4 Main Menu the game will crash. A windows prompt opens (possibly a crash report or something, its blank) but I can't do anything with it, I must go the task manager and end the Civ4 application and restart. So in order to go the the main menu once i start playing I must close Civ and reopen it.

I use the latest version of BTS, BUG and Blue Mabel. I am currently running Windows Vista 64bit OS.

Let me know if you need more information, I can take a screen of the windows prompt once I'm home.
 
Strat posted about this BUG in the VD thread. I don't really understand, but hopefully it'll ring true to someone.
One of the main causes of errors is to have ANY mod in the mod section that has BUG in it. Best if you want any game with bug in it, is to place it there only when you are going to play that game, then right afterwards, go to the Custom Assets and clear that out, just incase, then place any mod you have again in a DIFFERENT folder, i have to do this all the time, cause for some reason any mod with BUG in it leaks into my other mods, ALL the time, that why i have to move then COMPLETELY to another folder. No offense to the BUG makers, its just what happens to any BUG mod i have, sorry.:blush:
 
I posted this in the thread NN mentioned above.

I sometimes see this too. But only when I have BUG installed under customassets. If you have BUG there and try to run (say) the space mod that came with BtS, you get a screen with no interface. This occurs because the space mod has some python files that are also in BUG and the customassets version is loaded - conflict ensures and no interface is the upshot.

To fix this, use one of the following:
  • start your game with locked modified assets (this will force the system to NOT load any py, XML files from customassets
  • edit the mod ini file and change the 'NoCustomAssets' flag to True (heaven knows why that isn't already set to true for mods that modify py files)
  • clear our your customassets folder as StratOnly has already pointed out.
 
I'm not sure if this has come up here before, but: I'm running BUG out of the SVN (for the multiplayer fixes :)), and I've noticed a couple of times that a fairly young city will suddenly cause the announcement "Cityname has shrunk to size 1. Cityname has been pacified." Nothing of note has changed about the status of the city. Once this happened on the turn I founded it, but once it was a few turns later.
 
Spoiler since it's a pic from an open challenge game:

Spoiler :
Civ4ScreenShot0007.jpg


Why isn't the builddate of those projects displayed? I see problems displaying dates from projects where there are multiple instances to be built (thrusters etc) but I don't see why for example the Apollo's or the SDI's date isn't displayed.
 
Why isn't the builddate of those projects displayed? I see problems displaying dates from projects where there are multiple instances to be built (thrusters etc) but I don't see why for example the Apollo's or the SDI's date isn't displayed.
because civ4 has a very funny idea of what a project's build date should be. It reports it as -9999.
 
I've noticed a couple of times that a fairly young city will suddenly cause the announcement "Cityname has shrunk to size 1. Cityname has been pacified." Nothing of note has changed about the status of the city.

I have seen this too and haven't figured out what's going on. Since they are alerts, I've kinda put it on the back burner while working on some pretty major stuff right now. Rest assured, I'll get back to it soon. :)
 
Back
Top Bottom