Patch updates

Koshling

Vorlon
Joined
Apr 11, 2011
Messages
9,254
I plan to use it for important DLL fix updates (patches if you like). I won't post EVERY DLL change here, but when I make changes that fix significant bugs I'll make an update.

To install the patch:
  1. Download the attached ZIP
  2. Extract the DLL from the ZIP
  3. Replace the DLL of the same name in the 'Assets' sub-folder of your mod folder

Important note - old-format save games will not neccessarily work across DLL changes. ALWAYS make max-compat format saves before upgrading to ensure you'll be able to continue.

History (most recent change bolded):

September 19th: Fresh start for V17 :
Fixed crash when automated shadowing unit loses the unit it's shadowing (Campal's issue)

September 22nd: Fixed crash on toroidal maps (those that wrap in both X and Y)

September 30th: Numerous fixes since I last posted. Most importantly the CTDs that have been reported recently.


October 15th: No patches yet for V18

October 18th: Update for the benefit of non-SVN users:
  • Fixed some malformed hover texts that could occassionally lead to crashes
  • Fixed potential crash with Python querying civics of dead civilizations
  • Fixed WFoC found in Hydro's save game state
  • Fixed spawn code that was resulting in massive Neanderthal spawning on wave 3
  • Modified Fixed Borders to mean that they won't hold tiles forever against cultural onslaught - only until the would-be owner has twice the culture of the current owner

October 19th:
  • Changed damage to adjacent units from city defenses to have a 1-in-4 chnace of hitting each such unit each turn, instead of it being a certainty

October 20th:
  • Added 'safety valve' to spawns to prevent entire quota of active barbarian units being exhausted!
  • Fixed crash when an animal is subdued when no other valid plot exists for that animal other than the one it was captured on

October 21st:
  • Fixed problem with attacking units not advancing when last defender is killed
  • Various performance tweaks

October 23rd:
  • Fixed units obsoleting incorrectly

October 28th:
  • Speedups
  • Fixed over-production of settlers by the AI

October 29th:
  • Fixed bug in the code that was supposed to inhibity AI city founding when the empire is unhappy already and going to be made unhappier by it

Also attached here are updated spawn info files:

The Neanderthal.rar needs the two files it contains placing in assets/modules/custom_units/Neanderthal

The units.rar needs the two files it contains placing in assets/xml/units

These are the spawn definitions and schema for the neadnerthals and animals respectively

January 11th
Link to the V19 patch provided by AIAndy: http://forums.civfanatics.com/attachment.php?attachmentid=309324&d=1324075482

Febrauary 7th - Not an official update, but I have attached the latest SVN DLL for people to try out, since it resolves various CTDs and other issues. This is not recommended unless you are having problem however.

A few words of caution:
  • Make sure to save a copy of your old v20 DLL before replacing it with the new one in case you need to go back
  • I am NOT 100% sure this DLL will even run against v20 XML, though I **think** it will. If it doesn't please let me know.
  • Any saves you make from the new DLL will NOT be readable by v20, so if you need to go back, you'll lose any saves you make between the time you move to this new DLL and the time you revert to v20

February 18thUpdated with latest DLL. Amongst other thing this should fix resources going AWOL, AI attack stack not moving under certain conditions, and AI imploding when it gets too large by making a suicidal civic switch.

February 19th - First v21 patch:
  • Large performance improvement to automated and AI explorartion (especially sea)

February 20th: A few things:
  • Fixed a bug that allowed an enemy to sometimes use another player's routes
  • Tweaked allowable pathing rules slightly
  • Improved performance of explore AI/automation

Second update to correct a hang in the first (oops). If you took the patch from earlier today be sure to replace it with the latest one now.

February 27th - too many things to list really (see SVN thread for the past couple of weeks). Main things are a few CTD fixes, improved city build/AI governor choices (and UI control over human use of AI governor), and fixed major performance issues on some maps.

February 29th -
  • Small improvement to exploration AI
  • Performance improvements to several automations and AIs
  • Tweaked human player automation schedule to correct undetected end-turn situations
  • Fixed a memory leak
  • Added more memory leak debugging support

March 1st
  • Crash fixes from AIAndy & SO's python
  • Fixed end-of-turn not happening sometimes due to stacked automated units
  • Fixed recalculation of great people base rate in cities on modifier rebuild

March 6th
Rolling update to include the past week's SVN DLL fixes

March 17th
Rolling update of recent changes (SVN 2079). This version is NOT recommended unless you are having problems, as it contains a lot of new (aka slightly experimental) stuff. However, if you ARE having serious issues (crashes and hangs) please update to this DLL and see if they fix your problem.

March 28 - first patch for v22
This patch corrects a very serious bug in v22, and ALL v22 users should download it.

Corrects inability by the AI to correctly complete city attacks on their enemies (apart from barbarians)

NOTE - anyone having issues can always try the latest SVN version of the DLL if they wish to do so, by downloading it from: https://sourceforge.net/p/caveman2cosmos/code/HEAD/tree/PDB & DLL archive/CvGameCoreDLL.dll
This does not require any SVN software. However, please not that this is NOT a recommended patch for all users, as it's an ongoing beta of new developments. If you are having issues that you believe to be fixed by the SVN however, then it may well be worth a try...

July 20th 2013 - suitable patch for V31
This patch corrects a number of crashes, the potential to create broken saves, and solves a bug that can cause invalid cached data to be generated. After replacing your DLL with this patch delete your existing asset cache folder (caveman2cosmos/assets/cache) before continuing.

July 20th 2013 (update 2) - updated to rev 5812, which corrects the Great Farmer issue

July 25th 2013 (update 3) - updated to rev 5835, fixing an issue with unit respawns

July 26th 2013 (update 4) - updated to rev 5843, changes:
  • Fixed an end of turn hang
  • Fixed a bug in AI property (primarily crime) evaluation
  • Improved AI evaluation of specialists
  • Prevented the auto-setting of specialists while you're actually in the city screen
  • Modified minidump generation to include the DLL revision in the minidump filename

August 7th - updated to rev 5903. This includes a lot of AI fixes, but the reason for posting this version here is that it attempts to fix the crash reported by Wowa30.

August 10th - updated to rev 5926. This fixes a few recently reported crashes.
 

Attachments

  • CvGameCoreDLL_5926.zip
    2.7 MB · Views: 326
Can someone with appropriate rights (SO?) sticky this thread please. I plan to use it for important DLL fix updates (patches if you like). I won't post EVERY DLL change here, but when I make changes that fix significant bugs I'll make an update.

For starters here's a fix to V15.1 for a new end-turn hang bug I just found.

You need to PM a moderator asking them to make it a sticky.
 
My game is still crashing at the end of turn with your DLL applied and with the a compatibility mode save loaded. Attaching a save file for you to have a look at.

If the .dll is supposed to apply only on new games started after applying it, feel free to ignore this.
 

Attachments

  • MaXimillion BC-1300.CivBeyondSwordSave
    1 MB · Views: 112
My game is still crashing at the end of turn with your DLL applied and with the a compatibility mode save loaded. Attaching a save file for you to have a look at.

If the .dll is supposed to apply only on new games started after applying it, feel free to ignore this.

Thanks for the save game. Found and fixed (see top post of this thread)
 
Do you want people to load the savedgames here, or in the main C2C thread for errors? And if so, what about NON-repeatable crashes, i had one the other day, but as soon as i re-started the game the crash was gone? Oh yeah i almost forgot to ask, do you plan on pushing to the SVN right away, when these are found?
 
Do you want people to load the savedgames here, or in the main C2C thread for errors? And if so, what about NON-repeatable crashes, i had one the other day, but as soon as i re-started the game the crash was gone? Oh yeah i almost forgot to ask, do you plan on pushing to the SVN right away, when these are found?

Any DLL here will also be in SVN, but the converse may not be true (I'll only update here when there are particularly significant bug fixes in the latest SVN DLL, and when I do it will always be the latest SVN DLL as of that fix). I'm happy to have bugs reported here and save games attached. If they are not repeatable though that's MUCH harder to deal with obviously - in those cases you need to try to pin down the circumstances in which it seems to happen in as much detail as you can and just provide that info here please.
 
Is it bether to us a Max Compatibility Save bevore importing the new DLL or is a normal Save secure enough?
 
Is it bether to us a Max Compatibility Save bevore importing the new DLL or is a normal Save secure enough?

ALWAYS use max compat across ANY change (be it to XML or DLL). If you use regular it will fail to load if the patch includes any fixed to the save format (or additional info in saves). A couple of the above fall into that category
 
Just whanted to mention that the DLL Update from the 12.Aug have broken the ability to load non max Compatibility Save from the DLL bevore.
(What is kind of bad for me because I need a starting save because of the graphic glitch I encounter when loading devloped games direct after starting)
 
Just whanted to mention that the DLL Update from the 12.Aug have broken the ability to load non max Compatibility Save from the DLL bevore.
(What is kind of bad for me because I need a starting save because of the graphic glitch I encounter when loading devloped games direct after starting)

Nothing can be done about that. That's why we have max compatible saves. The old style always broke across changes. You can rescue your save as follows.

Load the DLL you used to create the non max compat save
Load the game
Save as max compatible
Go to the latest DLL
Continue

In future always make important saves I. Max compatible format to avoid this issue
 
Thanks, just eXperienced the "New" hang and was going to post my savegame.

JosEPh ;)
 
sooo, after updating to the latest dll, i got xml load error.
It says "failed loading XML file xml\units/CIV4SpawnInfos.xml."
and "LoadXML call failed for units/CIV4SpawnInfos.xml."

What should I do? Also check for my underlined word. Is the usage of both "\" and "/" correct?

I've was using the 14th second update dll before.

EDIT: I also got CTD by hovering my mouse to the top screen research bar.
 
sooo, after updating to the latest dll, i got xml load error.
It says "failed loading XML file xml\units/CIV4SpawnInfos.xml."
and "LoadXML call failed for units/CIV4SpawnInfos.xml."
What should I do? Also check for my underlined word. Is the usage of both "\" and "/" correct?

I've was using the 14th second update dll before.

EDIT: I also got CTD by hovering my mouse to the top screen research bar.

Unzip the attached into your assets/XML/Units folder.

/ and \ are equivalent sort of and any system that runs on mulitple operating systems has to handle them.
 
Last update (Aug 19 - Size Mem usage) just causes CTD's all along. Can't start new or carry on with old games.
Worldbuilder is broken too, might be a place to start looking at the problem.

Cheers.
 
Unzip the attached into your assets/XML/Units folder.

/ and \ are equivalent sort of and any system that runs on mulitple operating systems has to handle them.

I still got XML load error with this file installed.
It says "Failed Loading XML file xml\Units/CIV4SpawnInfos.xml. [./FXml.cpp:133] Error parsing XML File -
File: xml\Units/CIV4SpawnInfos.xml
Reason: The element 'Civ4SpawnInfos' is used but not declared in the DTD/Schema.
Line: 5,62
Source: <Civ4SpawnInfos xmlns="x-schema:Afforess_CIV4UnitSchema.xml">

And it haven't solved my hovering research bar CTD.

Heres my savegame.
 

Attachments

  • QuickSave.CivBeyondSwordSave
    1.2 MB · Views: 110
Last update (Aug 19 - Size Mem usage) just causes CTD's all along. Can't start new or carry on with old games.
Worldbuilder is broken too, might be a place to start looking at the problem.

Cheers.

Can't load old games that are max compat saves? I would not expect you to be able to load ones that were not max compat across a change of DLL necessarily. I'll see what I can pin down but it's strange as I tested this against my old games, some old test cases from other people, and new games too.
 
I still got XML load error with this file installed.
It says "Failed Loading XML file xml\Units/CIV4SpawnInfos.xml. [./FXml.cpp:133] Error parsing XML File -
File: xml\Units/CIV4SpawnInfos.xml
Reason: The element 'Civ4SpawnInfos' is used but not declared in the DTD/Schema.
Line: 5,62
Source: <Civ4SpawnInfos xmlns="x-schema:Afforess_CIV4UnitSchema.xml">

And it haven't solved my hovering research bar CTD.

Heres my savegame.

You need the new units schema XML. I'll upload it when it get to my computer later if someone doesn't beat me to it (assets/XML/units/afforess-civ4unitsschema.XML is the one that needs to be updated, along with the file DH uploaded earlier)

Edit - fixed the research bar hover crash, and included the XML that is needed in the RAR file. Top post edited with the latest. Verified this works against your save game.
 
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