Bug reports

damn!!!!!!!!!!

i suspected this but not gave it much attention !!!

awesome work koma, we owe you,

im gonna test it to see how it goes...you know gotta see it with my own eyes :)



superb work,
i was getting very desperate.

it might be linked to the tech sound or the medium hover sound - those cause the most illusive ctds ever.
 
It's more weird. It's only a theory but right now I think desert industry only CTD when you research it too early. :crazyeye: Maybe someone can play a game without ever research desert industry except it's the last tech available. Then it will work. Maybe there is some logic loop hole in the tech tree, but I think there is some other tech you have to research first before you finish desert industry to continue game without ctd.
 
Is there anything important when setting up the game, e.g. choosing the right mapscript or its subsettings? 9 out of 10 times I try to start up a Dune Wars game, I get a CtD when the map initialization is completed and the window with the used mod components comes up :(
 
I have never had this problem. Please note version 1.1 of DW is only compatible with BTS 3.17, and version 1.2 is only compatible with BTS 3.19. Other than that, some standard questions apply: are you able to run other downloaded mods in general? Do you have any files in your customassets directory?
 
I think most people are playing the Archipelago mapscript at the moment if that helps...
 
its the twilight zone in dune wars....

weird,
but are you ertain you knocked out the ctd?
i wont have time to test today...

david said its the medium hover that cause it - perhaps it is this rather then the tech it self?

It's the medium hover but we don't know why. Removing it is ok for now, but it would be better to find the reason why mh makes the game crash.
 
hi !

good news,

i think i have found the exact cause for the crash with the medium hover.

i will post what it is after i will be sure of it.


*****
ok - i think this is the main cause for the crash :

the medium hover art lines are - cavalry art:

<AudioRunSounds>
<AudioRunTypeLoop>LOOPSTEP_IRONCLAD</AudioRunTypeLoop>
<AudioRunTypeEnd>ENDSTEP_IRONCLAD</AudioRunTypeEnd>
</AudioRunSounds>
<SelectionSound>AS3D_UN_IRONCLAD_FORT</SelectionSound>
<ActionSound>AS3D_UN_IRONCLAD_FORT</ActionSound>

this is the sound it pruduce,
in the audio files - theres no reffernce to :
LOOPSTEP_IRONCLAD
or
ENDSTEP_IRONCLAD.

so i think this is it,
but im not 100% - im still checking.

****
nope...
the sound isnt the cause,
trying somthing else...

though removing it will indeed remove the crash,
im determined to find the direct cause.
 
Makes sense. Game ctd when first medium hover is build. You know, I first thought it was nullentropy tech that makes game crash because ctd always happen after you researched desert industry. I also had 1-2 times the weird case where desert industry didn't crash the game when AI researched it very late. Maybe by then Medium hover was already replaced by a better unit, preventing AI from building it.
EDIT:

nope...
the sound isnt the cause,
trying somthing else...

though removing it will indeed remove the crash,
im determined to find the direct cause.

Did you try to place the mh with world builder? If that works art or sound isn't the problem.
 
well that explain why you didnt have the ctd sometimes.

i now replaced the hover art totally to work boat for now,

if there wont be a crash, the art is screwed, if so...
ill leave it and remove the enrite reference and replace it with new lines and model.


thanks alot koma, you've made my weak.

****
crap, its not the art, checking the unitinfo now.
 
Well david switched all the art defines to lion and still got the crash didn't he?

The way those loopstep sounds works is really wierd and annoying. I looked into it when I was doing the worm...
 
Just guessing: Does the unit have an city attacking bonus, like a trebuchet or the swordsman?
Because when these units attack a city with a defense building, in vanilla a siege tower will show up. -> If in the artDefines UNIT_SIEGETOWER is not referenced, the game will crash.
 
ok,
now im pretty sure the ctd is due to something in the unit info...

i making a line by line check to see which cause the ctd.

im on turn 340 now - no ctd....saw the ai build the mh.

**
the_j,

well, the unit have <bNoDefensiveBonus>1
and : <iChanceFirstStrikes>1

can these cause a ctd? the unit is domain sea
 
I have never had this problem. Please note version 1.1 of DW is only compatible with BTS 3.17, and version 1.2 is only compatible with BTS 3.19. Other than that, some standard questions apply: are you able to run other downloaded mods in general? Do you have any files in your customassets directory?


deliverator said:
I think most people are playing the Archipelago mapscript at the moment if that helps...


keldath said:
Pfeffersack hi and welcome,

first - for now - plz play v 1.1 with patch 3.17. until we get a new 1.2 version.

second,

are you using vista by any chance?


I have already updated BTS to v3.19 and have downloaded and installed Dune wars 1.2
I'm running Vista, UAC is disabled and I have copied the altroot.py from the mod into the main BTS folder.

I usually don't have trouble with running mods - Planetfall, FFH or ROM all work fine.

I checked the customs assets directory - there is a bunch of subfolders, but all of them are empty. I removed them despite and I tried to start game with the Archipelago map script...still crashing.

The strange thing is that it works very occasionally (2 times so far, but also 10+ times a crash) - on time was with the Planetgenerator mapscript, in the other case I don't remember.
 
well...
i see you used the altroot, thats good.

im not familiar with the multible ctds you describe, in v 1.2 theres only one that we tracked, besides that - the game runs fine on my end,

i suggest you just wait for the new patch due to be uploaded in a day or two.

thanks !
 
ok :
theres no doubt now, the ctd is causes by the medium hover and these lines - koma discover4ed that assault_sea was some sort of a cause now we know:

the medium hover has :
</UnitAI>
<UnitAI>
<UnitAIType>UNITAI_ESCORT_SEA</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
<UnitAI>
<UnitAIType>UNITAI_ASSAULT_SEA</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>


deleting the assault, fixes the ctd,
i have no idea why does it happens in this specific unit,
but, im glad we found the cause,
now this mod can go forward.

thanks everyone who helped and mainly for koma13 for discovering the problem.
 
I have already updated BTS to v3.19 and have downloaded and installed Dune wars 1.2 [...] The strange thing is that it works very occasionally (2 times so far, but also 10+ times a crash) - on time was with the Planetgenerator mapscript, in the other case I don't remember.


Since we can't tell what is wrong, we cannot tell if the new patch will fix it. Do you have "HidePythonExceptions = 0" in your My Games/Beyond The Sword/CivilizationIV.ini file? If not, please change that and rerun. If you get a popup with an alert, please let us know the details. The text will also be in My Games/Beyond The Sword/Logs/PythonErr.log.
 
david,

on your new patch - in continue to my pm to you,

just remove the assault_sea line from the medium hover - test it for a few turns just to make sure,

and also:

change in the unitart.xml :

this <AudioRunSounds>
<AudioRunTypeLoop>LOOPSTEP_IRONCLAD</AudioRunTypeLoop>
<AudioRunTypeEnd>ENDSTEP_IRONCLAD</AudioRunTypeEnd>
</AudioRunSounds>
<SelectionSound>AS3D_UN_IRONCLAD_FORT</SelectionSound>
<ActionSound>AS3D_UN_IRONCLAD_FORT</ActionSound>
to :
<AudioRunSounds>
<AudioRunTypeLoop>LOOPSTEP_DESTOYER</AudioRunTypeLoop>
<AudioRunTypeEnd>ENDSTEP_DESTROYER</AudioRunTypeEnd>
</AudioRunSounds>
<SelectionSound>AS3D_UN_DESTROYER_FORT</SelectionSound>
<ActionSound>AS3D_UN_DESTROYER_FORT</ActionSound>

jus in case..


im at turn 600 by now in a third testing...
so i can say, were back in business :)
 
Since we can't tell what is wrong, we cannot tell if the new patch will fix it. Do you have "HidePythonExceptions = 0" in your My Games/Beyond The Sword/CivilizationIV.ini file? If not, please change that and rerun. If you get a popup with an alert, please let us know the details. The text will also be in My Games/Beyond The Sword/Logs/PythonErr.log.

I changed this, but the crash seems not to be a python one - no pop-up with alert.
 
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