145.4 Freeze

Here's another LuaLog file, same game. The previous freeze resulted in a cache check showing a corrupted file. Upon download, the game started anew and loaded the auto save. Ran fine until turn 124 and then froze again.
 

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Does it happen on the Continents map? I've been trying to narrow down which issues are caused by particular map scripts, and which are incompatibilities with other mods.
 
Just had a CTD using v146

Happened on turn 44 with a game on a pangea map started with v146 (cache cleared before starting etc.). I use other mods as well.

Log files from this crach attached.

After this I loaded an autosave from turn 42. Played to turn 44, saved the game and hit the "Next turn" button in turn 44 after which the game froze. I subsequently tried loading a save from turn 44. It loads fine but the game freezes every time I hit "Next Turn".

Edit: Maybe I should also point out that the scenario only has designated start locations - no pre-placed cities.

\Skodkim
 
There doesn't appear to be any visible error messages in the log file, so I don't know what might be causing it.

I know there's nothing in the log-files but on the other hand it wasn't there in the matter of Suleimans trait preventing game start either. Maybe the leader traits is a good place to start searching again..? It seems the crashes aren't consistent. They can happen in different turns in different games and (based on the fact that the entire forum isn't swaming with "help me" posts) not happen at all. The thing is, why are they not consistent? Is it because leader x down not appear in every game, because games are started on diufferent map types, ..?

Is it possible for you to place some kind of log messages in between turns in a beta build to make the tracking easier. I'm thinking that maybe we'll see that it always happens when the game switches to leader x, when the game saves certain values to the game...

\Skodkim
 
The downside of printing lots of messages like that is this project has thousands of functions running thousands of times per turn. I'm not exaggerating... without a starting point it's going to be a lot of work. It would be easy if we could do an execution trace, but our tools don't have that capability. I'll figure out something to do.
 
I'm still playing the same game that I started this thread with. It has frozen and/or crashed maybe 5 times on me now. Once I verify/redownload the CiV files and load the auto save game (saving every turn), I am able to play through a bit before having another crash, even when I make EXACTLY the same moves in sequence.
 
Same game, crashed on turn 210, although this time it was directly tied to pushing the buy tile button in the city screen. Nothing interesting in the lua log although there must be a hundred or so lines of 'cant find naval key' for the last turn...
 
I'm still playing the same game that I started this thread with. It has frozen and/or crashed maybe 5 times on me now. Once I verify/redownload the CiV files and load the auto save game (saving every turn), I am able to play through a bit before having another crash, even when I make EXACTLY the same moves in sequence.

Unfortunately even this does not work for me :(

Just out of curiosity, what civs are included in your game and what speed do you play on?

\Skodkim
 
Same game, but failing pretty much every turn now. Largely unplayable at turn 269. InfoAddict is showing runtime errors and doesn't display history until a couple of turns have gone by, but I think this behavior has been there before. Lua log attached.

Thal, I've zipped the save game and mod folder, but it is too large to attach here. If you want to see them, let me know where to upload them.
 

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Epic, Korea

Others: America, India, Greece, France, Russia, Babylon, Iroquois and Polynesia.

Marathon, Pangaea mao (modded so it has even less water), Rome.

Others: Egypt, Greece, Babylon, Arabia + a couple from Ancient Mediterranean Civilizations (v 10). The latter mod have never given problems before (in 10+ games).

Have no idea if it's the way to go but Greece and Babylon appear in both games. Maybe I'll start a game without them.

\Skodkim
 
If we can narrow this down a bit, does the problem happen at the end of the turn (before AI units move) or at the start of the next turn (after they move)?

In v148 I've added some messages to the log file for most things that run at the end of the turn. If we can identify which messages run right before the issue, we should be able to track it down.
 
I've seen the freeze/crash occur when I select a unit, when I command the unit to move to a new location, twice when I push the 'select new research' button on the lower right corner of the UI. Most of the time it occurs during the AI's turn and I can tell it has progressed through the AI's turn for quite a ways before freezing. I have no memory of seeing it freeze when I can visibly see an AI unit moving, but then I can rarely see an AI unit moving anyhow.

One other anomaly I've noticed - the graphics/icons from the CSD mod are missing in the lower left corner of the UI when viewing the city build view. However, the icons are present in the tech tree. This game is the first time I've seen a problem with CSD images and I normally use the diversity graphics package which is loaded at the end.
My load order is ModList, CivWillard, InfoAddict, CSD, VEM, Unofficial Diversity. Perfect World is selected from the Map folder.
 
Looking at the log file, I'm guessing the problem causing the crash during the between turn processing of turn 270 is occuring during the beginning of my race's turn (Sejong) rather than during another race's processing cycle. ie. I think it is occuring at the beginning of the next turn, before it returns control to the human player.
 

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