My game crashes every time I try to playtest my new project. I fixed all the errors, but the game keeps freezing just at the end of the loading screen. I have been able to playtest before, but now it doesn't work anymore. I was unable to get a good screenshot because of the crashing, so all I...
Good day or night everybody!
I hope you all be okay.
I am writing to you today to ask you if It's possible to detect or debug Random Crashes caused by the .lua format core file "lua51_Win32.dll" in a Mod or Modpack for the respective CvMiniDump.dmp generated by the Crash in cuestion (like the...
In the earliest retail version (.1) of CivDos there's a shift+5,6 cheat to reveal all map and to get some debug options. In .5 version of CivDos this flag still exists (its address: 0xd806), but it's always 0 and there's no way to change it. However all checks for this flag still in the game...
This is something I quickly wrote after a couple of recent successes tracking down and fixing crashes that happen in the Civ4 BtS exe (due to our changes), using the disassembly window:
https://github.com/caveman2cosmos/Caveman2Cosmos/wiki/Debugging-the-Disassembly
I will add more later as I...
Not sure I'm posting in the right forum so apologies if not.
I'm trying to make a modified version by editing the text files. I've altered things like tech tree, unit capabilities, terrain stats, etc. Usually when I make an error in the text file, the program crashes with a "failed to start"...
I have a minidump of a crash that happened with my compiled DLL (which i don't know why is happening as it happens randomly after i click next turn), but if i try running the debugger, but why should it be needed? Does this mean the problem is not in my DLL? Before this it had a crash which just...
Basically, up until now, I was able to just comment few 'if' lines to get the tabs to show, they would fill in later in the code automatically. Except for the Overall tab, that wouldn't fill in.
Now after the expansion, not only the, it seems like, reworked how to files work, adding bunch of...
Hello,
I'm working on a quite extensive scenario (lots of units) on an oversized map (146x90). It's taxing the Civ5 game engine about as much as is possible, but generally speaking, the mod behaves well-enough in the early stages.
As the 84 turn scenario gets to Game Turn 32 or so, I've...
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