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#1 |
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Deity
![]() Join Date: Apr 2006
Location: New York State
Posts: 4,859
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Need Help Fixing CTD
I have a user of my Star Trek mod (link in sig) that is having CTD problems when playing the 22nd century and Earth-Romulan War scenarios. The CTD happens when hitting end turn when he plays as Earth, and immediately when playing as anyone else. He does not get the CTD when playing a random map.
I have no idea what causes this CTD. I can't recreate it on my end, even when using a save game. My only guess is that it has something to do with the fact that he's using vista 64 bit, so civ is in Program Files (x86) instead of Program Files. I have no idea why this would cause issue with these scenarios and not the other scenarios. Can anyone help?
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Mods: Convert Production to Espionage, FinalFronterFlat, The Road to War Ultimate Edition for BtS 3.19, Star Trek |
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#2 |
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Deity
![]() Join Date: Apr 2006
Location: New York State
Posts: 4,859
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Does anyone have any ideas?
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Mods: Convert Production to Espionage, FinalFronterFlat, The Road to War Ultimate Edition for BtS 3.19, Star Trek |
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#3 |
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Emperor
Join Date: Jul 2008
Posts: 1,081
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If you can't reproduce the problem there's very little you can do unless your user is pretty savvy and can do some active debugging.
About the only thing I can suggest is to create a test version of the mod that adds lots of debug print statements and have him run that; after examining the logs you might then have a better idea of when it crashes and therefore why. Along the same lines, perhaps have him run under a DLL with asserts turned on so that he can report any assert messages that trigger before the crash. |
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#4 |
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Warlord
Join Date: Sep 2005
Posts: 294
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if you tell me in detail what to do i do it
the funy thing is i can play the rest of star trek scenarios with vista 64 |
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#5 |
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Deity
![]() Join Date: Apr 2006
Location: New York State
Posts: 4,859
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@Dresden: Sorry I didn't reply earlier, the forums forgot to send a topic reply notification when you replied so I didn't see the thread until today. I don't know how much print statements would help, as their really aren't any python differences between these scenarios and other scenarios that I can think of. I don't know how to do a DLL with asserts and wouldn't really know what to do with one if I did. I've only seen this issue reported with Vista, but I don't know why Vista would cause issues with these scenarios and not others.
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Mods: Convert Production to Espionage, FinalFronterFlat, The Road to War Ultimate Edition for BtS 3.19, Star Trek |
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#6 |
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Emperor
Join Date: Jul 2008
Posts: 1,081
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Does your mod use a custom DLL or the standard BTS 3.17 DLL?
Another possibility, since it is Vista, is security restrictions if there is something weird with game logging going on. Does it still crash if BTS is launched using the "Run as Administrator" option? |
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#7 |
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Deity
![]() Join Date: Apr 2006
Location: New York State
Posts: 4,859
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Custom, but the DLL is the same across all the scenarios and the epic game version.
I don't run Vista so I can't speak for the latter option, but hopefully Pablod will report back soon on if that works.
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Mods: Convert Production to Espionage, FinalFronterFlat, The Road to War Ultimate Edition for BtS 3.19, Star Trek |
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#8 |
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Warlord
Join Date: Sep 2005
Posts: 294
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how i can check
i try to run as administrator stil crash when i try to run compativility xp the computer ask for the correct cd rom where are the DLL try pytons y think is the solusion please i now you are there tell me what else i can do please thank you Last edited by Pablod; Dec 10, 2008 at 08:34 PM. |
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#9 |
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Emperor
Join Date: Jul 2008
Posts: 1,081
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To turn on asserts when compiling a custom DLL (without making a full debug version), open up FAssert.h and look for the following lines:
Code:
// Only compile in FAssert's if FASSERT_ENABLE is defined. By default, however, let's key off of // _DEBUG. Sometimes, however, it's useful to enable asserts in release builds, and you can do that // simply by changing the following lines to define FASSERT_ENABLE or using project settings to override #ifdef _DEBUG #define FASSERT_ENABLE #endif Code:
// Only compile in FAssert's if FASSERT_ENABLE is defined. By default, however, let's key off of // _DEBUG. Sometimes, however, it's useful to enable asserts in release builds, and you can do that // simply by changing the following lines to define FASSERT_ENABLE or using project settings to override //#ifdef _DEBUG #define FASSERT_ENABLE //#endif ![]() Every assertion failure is a problem which should be looked at, but the severity varies. For example the above image was from a something that is pretty harmless; some colors were referenced before the color definitions were loaded but nothing was actually done with the colors so it didn't matter. Other assertions, though, can be a warning that a crash is about to happen. A user should simply write down (or screenshot) the details of the dialog box and choose to "ignore" and keep playing. A developer, if using a debug DLL and attached to the process through his/her IDE, can use the "debug" option to invoke the IDE debugger and then step through the code and get a better handle on the cause of the problem. |
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#10 |
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Warlord
Join Date: Sep 2005
Posts: 294
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where exacly is fassert.h
i finded for road to war only C:\Users\Owner\AppData\Local\Temp\WERE8C.tmp.versi on.txt C:\Users\Owner\AppData\Local\Temp\WER4B2F.tmp.appc ompat.txt C:\Users\Owner\AppData\Local\Temp\WER4B5F.tmp.mdmp i try and this said the vista may help i paste in fassert.h of bts Last edited by Pablod; Dec 11, 2008 at 01:42 PM. |
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#11 |
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Venite, videte, audite
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Not really, but I'm having the exact same problem (recently got a PC with wonderful Vista on it)...
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MOD MOO2Civ SCENARIOS 1250 BC for BtS/1250 BC for HitM 2.01/1000 BC for BtS/1000 BC for CIV Gold BtS/600 BC for BtS/600 BC for CIV Gold BtS/300 BC for BtS/300 BC for CIV Gold 5.2/50 AD for BtS/750 AD for BtS/750 AD for CIV Gold BtS/1000 AD for SevoMod/1066 AD for BtS/1066 AD for CIV Gold BtS/1066 AD for Thomas' War/1066 AD for Amra BtS/The Crusades !/The Crusades! for CIV Gold BtS/The Crusades! for Esnaz's Mod/1600 AD for CIV Gold BtS/1790 AD for CIV Gold BtS/1862 AD for CIV Gold BtS/Star Trek scenarios MAPS Amra 18 civs BtS/Random Religions 18 civs BtS/RoM 2.3 Huge Earth 18 civs/Thomas' War 2.8 Huge Earth 18 civs/HitM 2.01 Huge Earth 18 civs/GEM 5.3 Ancient 26 civs/Map pack for Chiyu's Extra mod |
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#12 |
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Deity
![]() Join Date: Apr 2006
Location: New York State
Posts: 4,859
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Here's the DLL with asserts on - just put the one in the zip file in the ST Enterprise\Assets (overwrite the one that's there). Just play the scenario with this and report any errors you get.
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Mods: Convert Production to Espionage, FinalFronterFlat, The Road to War Ultimate Edition for BtS 3.19, Star Trek Last edited by deanej; Aug 10, 2010 at 08:36 PM. |
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#13 |
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Warlord
Join Date: Sep 2005
Posts: 294
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after start
Assert Failed File: CvGlobals.cpp Line: 1365 Expression: eUnitNum > -1 Message: ---------------------------------------------------------- |
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#14 |
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Deity
![]() Join Date: Apr 2006
Location: New York State
Posts: 4,859
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When loading the scenario file (after picking civ/leader):
Assert Failed File: CvGlobals.cpp Line: 1193 Expression: eLeaderHeadNum > -1 Message: ---------------------------------------------------------- (repeated 8 more times) At end of first turn: Assert Failed File: CvGlobals.cpp Line: 1365 Expression: eUnitNum > -1 Message: ---------------------------------------------------------- (repeated 7 more times) Assert Failed File: CvGlobals.cpp Line: 1193 Expression: eLeaderHeadNum > -1 Message: ---------------------------------------------------------- (repeated 8 more times) Assert Failed File: CvGlobals.cpp Line: 1365 Expression: eUnitNum > -1 Message: ---------------------------------------------------------- At end of 2nd turn: previous errors with eUnitNum and eLeaderHeadNum Assert Failed File: CvPlayer.cpp Line: 5332 Expression: GC.getCivilizationInfo(getCivilizationType()).getC ivilizationUnits(eUnitClass) == eUnit Message: ---------------------------------------------------------- Another oddity: homeworlds don't have a default planet selected to construct buildings on; other systems do.
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Mods: Convert Production to Espionage, FinalFronterFlat, The Road to War Ultimate Edition for BtS 3.19, Star Trek |
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#15 |
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Deity
![]() Join Date: Apr 2006
Location: New York State
Posts: 4,859
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Any ideas? Or are these assert messages not helpful?
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Mods: Convert Production to Espionage, FinalFronterFlat, The Road to War Ultimate Edition for BtS 3.19, Star Trek |
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#16 |
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Emperor
Join Date: Jul 2008
Posts: 1,081
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In and of themselves they aren't that helpful; the ones from CvGlobals would be pretty hard to track down, but you can look at the line numbers to see exactly which function calls are happening to help narrow your focus. The one from CvPlayer looks like a civ getting a special unit that it normally doesn't have access to like somebody else's UU or a generic unit instead of a UU.
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#17 |
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Warlord
Join Date: Sep 2005
Posts: 294
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it is the barbarian unit he give to the federation
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#18 |
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Deity
![]() Join Date: Apr 2006
Location: New York State
Posts: 4,859
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Well, I have no idea what's going on with the ones from CvGlobals, and the one about the unit had to do with me merging in the assimilation mod, which is probably vista compatible and the option isn't enabled for the scenarios by default anyways.
About the units, I think you (Pablod) said that the epic game version also gets a CTD a little ways in so I'm not sure why that would be an issue, but I've attached a version of Civ4CivilizationInfos with that unit fully enabled for Earth anyways. Place it in Mods\ST Enterprise\Assets\XML\Civilizations and see if it works. That got me to thinking... could my use of the UU mechanic be causing this? I set it up so that each unit has a unitclass, with the default for that unitclass set to NONE and in Civ4CivilizationInfos enabled the unit for the civilization that uses it.
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Mods: Convert Production to Espionage, FinalFronterFlat, The Road to War Ultimate Edition for BtS 3.19, Star Trek Last edited by deanej; Aug 10, 2010 at 08:36 PM. |
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#19 |
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Warlord
Join Date: Sep 2005
Posts: 294
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no, the scenarios still crashes
i get this in epic Assert Failed File: CvPlayer.cpp Line: 5451 Expression: GC.getCivilizationInfo(getCivilizationType()).getC ivilizationBuildings(eBuildingClass) == eBuilding Message: ---------------------------------------------------------- after few turnsAssert Failed File: CvGlobals.cpp Line: 1365 Expression: eUnitNum > -1 Message: ---------------------------------------------------------- and crash Last edited by Pablod; Dec 15, 2008 at 07:40 PM. |
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#20 |
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Deity
![]() Join Date: Apr 2006
Location: New York State
Posts: 4,859
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I've attached what I hope may fix the issue. I've redone the UU code. To install put Civ4UnitClassInfos into ST Enterprise\Assets\XML\Units and put Civ4CiviliationInfos into ST Enterprise\Assets\XML\Civilizations.
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Mods: Convert Production to Espionage, FinalFronterFlat, The Road to War Ultimate Edition for BtS 3.19, Star Trek Last edited by deanej; Aug 10, 2010 at 08:36 PM. |
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