Single Player bugs and crashes - After the 23rd of September 2013

Status
Not open for further replies.

strategyonly

C2C Supreme Commander
Joined
Mar 13, 2006
Messages
21,038
Location
MN
Please report all single player bugs and crashes from the 23rd of September (v33 = SVN Revision 6181)

To assist us in fixing the problem please include the following in your report:-
The version of C2C you are playing. this would be "the download version" or the "SVN version xxxx". (Note: SVN is the beta version for more information on how to use the SVN version see here.

If the bug involved a repeatable "Crash to Desktop" (CTD) or similar please include
  • a save and description of how to reproduce the crash
  • the MiniDump.dmp file. It is found in your Beyond the Sword folder that contains the Mods file containing Caveman2Cosmos. IE the folder that contains the BeyondTheSword.exe file.

If the bug includes error messages then the Python.Err file in the logs folder would be useful also. It can be found in the same location as the the Saves folder containing your save games.

A screen shot.

Basically as much information as you can that will help us find the problem​

If you saw the AI doing something stupid/unoptimal/otherwise bad make sure your BBAI logging is set to 3 in the BUG options. Then, post a savegame exhibiting the behavior as well as the BBAI log, found in the Documents/My Games/Beyond the Sword/Logs folder.

How to turn on logging.

In the Civ 4 INI file, located in Documents/My Games/Beyond the Sword, there are some logging options. Make sure they look like this.
Code:
; Enable the logging system
LoggingEnabled = 1

; Enable synchronization logging
SynchLog = 1

; Overwrite old network and message logs
OverwriteLogs = 1

; Enable rand event logging
RandLog = 0 

; Enable message logging
MessageLog = 1

Note: You only need to have RandLogs on if you are playing Multiplayer, otherwise just leave that off (thx Cyrusfan)


How to turn on the AI logging.

The AI logging is turned on in the BUG options screens. It is the BBAI log mentioned on the Logs page. It writes to the same folder as the other logs creating a BBAI.log file there.
 
I spoke too soon about the Japanese longbowman fix. It's still happening even with the other nif. I'm going to have to use he regular longbowman I think. At least I'm going to try running with that for my own game for now.
 
I spoke too soon about the Japanese longbowman fix. It's still happening even with the other nif. I'm going to have to use he regular longbowman I think. At least I'm going to try running with that for my own game for now.

Are you sure, because if it isnt the regular yumi.nif that is working, then the whole graphic is wrong. You can always use the first nif, but if its not in the second "shader" part then something is wrong with the whole graphic, try this:

Leave OUT the Shader part completely. So it should read this: <SHADERNIF/>, right under the kfm line.
 
CTD

Version 6186 D/l'd this afternoon from SVN. New game on Epic, Huge PM map 10 AI.

Mini and save attached. Not sure why mini says 6180 but the time stamp is same as savegame.

Just click Red EoT button.

JosEPh
 
I think I found XML bug:
cv0c1xf.jpg

Insect Manipulation Lab should be unlocked much later.

Another XML bug: Captured Fire has cost of GW, but its NW!

ir0wurN.jpg

gr6D8ML.jpg
 
@Koshling

What is going on with the "compatibility" lately??

It used to take less than 30 seconds to do, even if i was all the way to the Ren Era. But now its NO less than 2 minutes and sometimes up to 3 minutes long?? I am just wondering, not criticizing.
Again JUST the compat part is what i am talking about, not the turn times.
 
I think there are memory leaks (MAFs) with autosaving every turn, and/or loading savegame, after loading savegame (yeah loadception).

Other than that I don't have MAFs.

EDIT:
Game after loading takes about 1260 MB of memory.
Windows on start takes ~750 MB memory... there is still room with 3 GB switch >.>
 

Attachments

I've seen and reported this too.

Though, I don't think autosaving has any leaks; the leaks I've experienced have only been related to loading saved games.

It's a sure thing, load the same save repeatedly, and witness rising memory usage until game MAF during loading.

This may actually be a vanilla problem, made noticeble by C2C, and might not be in modders capability to fix.
 
I've seen and reported this too.

Though, I don't think autosaving has any leaks; the leaks I've experienced have only been related to loading saved games.

It's a sure thing, load the same save repeatedly, and witness rising memory usage until game MAF during loading.

This may actually be a vanilla problem, made noticeble by C2C, and might not be in modders capability to fix.

Yeh, I'm aware iof leaks on loading over an existing load. I have been unable to pin it down however. Autosaving I'm fairly sure does no leak. You just have to restart every few loads, so unless you're ion the habit of reloading turns a lot it shouldn't be a major issue.
 
CTD

Version 6186 D/l'd this afternoon from SVN. New game on Epic, Huge PM map 10 AI.

Mini and save attached. Not sure why mini says 6180 but the time stamp is same as savegame.

Just click Red EoT button.

JosEPh

I'm 99% sure this was fixed by my changes yesterday evening. In the version you have founding a religion causes a crash, and when I run your turn I get the 'wandering mystic brings you shamanism' popup, which mans some AI has founded the religion. In the latest version the turn runs fine for me.
 
I'm 99% sure this was fixed by my changes yesterday evening. In the version you have founding a religion causes a crash, and when I run your turn I get the 'wandering mystic brings you shamanism' popup, which mans some AI has founded the religion. In the latest version the turn runs fine for me.

Okay then, I'll update to latest SVN asap as I could not get past this CTD.

Thanks

JosEPh
 
@Koshling

What is going on with the "compatibility" lately??

It used to take less than 30 seconds to do, even if i was all the way to the Ren Era. But now its NO less than 2 minutes and sometimes up to 3 minutes long?? I am just wondering, not criticizing.
Again JUST the compat part is what i am talking about, not the turn times.

Nothing has changed there, but it's highly dependent on how far through the game you are (increases linearly with total number of cities in the game), and also scales with increasing asset counts (total number of defined unit/building/bonus types).

I think the important question is: how much do you really care, given you only recalc relatively rarely?

I'm fairly confident it is easily parallelizable, so on a quad core machine I'm pretty sure I could get a 2-3 times speedup fairly readily (say a couple of days' effort). The question is, is it worth spending a few days on this (which would hen not be spent on other things) to do so?
 
@Kosh
It is not worth that effort.
I think that units stats recalculation takes bigger part of time.
 
I'm fairly confident it is easily parallelizable, so on a quad core machine I'm pretty sure I could get a 2-3 times speedup fairly readily (say a couple of days' effort). The question is, is it worth spending a few days on this (which would hen not be spent on other things) to do so?

@Kosh
It is not worth that effort.
I think that units stats recalculation takes bigger part of time.

I say spend more time on "turn times" that is the biggest gripe C2C gets, i believe.:mischief:
 
Using C2C v33, I've had two bugs when playing today - A bunker which was built on salt was 'quarrying' it and I have a huge, negative number of Congress of Vienna votes.

Civ4ScreenShot0007.JPG

Civ4ScreenShot0006.JPG
 
Using C2C v33, I've had two bugs when playing today - A bunker which was built on salt was 'quarrying' it and I have a huge, negative number of Congress of Vienna votes.

View attachment 361584

View attachment 361585

Bunkers (which are upgrades of forts) are intended to provide the resource, so that's not bug. In V33 the ability was added to separate that capability out, but currently all forts are defined to also provide the resource they are built on.

The congress issue is an old bug that has never (yet) been pinned down. If you can provide a save from BEFORE the vote takes place, where the vote reliably happens the following turn we can provably debug from that. If you have the autosave from the previous turn that is likely to be the case...

Edit - and the BUG write failures are almost certainly because you are no running as admin on Windows Vista or above with the mod installed within 'Program Files'. If you run the mod as admin that will be cured.
 
Anything that speeds up turn times is ideal.
 
Then there is a double buildingclassinfos file one in the core, and another in Praetyre/Project Hades/Buildings/CIV4BuildingClassInfos?? If i am understanding DH on modules, there is NO need for the double file?? Or am i wrong here and it IS needed??

If you want the stuff in Modules/Praetyre/Project Hades to be optional then you do need both. If you don't want it optional it can be merged into the core.
 
@ Hydro I get this with the mapscript you just placed in C2C, ThreePlanets?? I believe its not for anything bigger than Huge??

Traceback (most recent call last):

File "C2C_ThreePlanets", line 134, in getGridSize

KeyError: 7
ERR: Python function getGridSize failed, module C2C_ThreePlanets
Traceback (most recent call last):

File "C2C_ThreePlanets", line 181, in generatePlotTypes

KeyError: CvPythonExtensions.WorldSizeTypes(7)
ERR: Python function generatePlotTypes failed, module C2C_ThreePlanets

These are just some of the questions i have

I don't think the map supports non-vanilla map sizes. However I don't know enough about map scripts to fix it. If one of the python modders could fix it to support larger maps sizes that would be great.
 
Status
Not open for further replies.
Back
Top Bottom