Éa III, Sword & Sorcery: Bugs/Crashes thread

OK, I broke normal ranged spells when I added the "mass" versions in v6.

The bad line is in EaMain/EaSpells.lua, line 1673. Change:
Code:
		MapModData.forcedUnitSelection = iNewUnit
to:
Code:
		MapModData.forcedUnitSelection = g_unit:GetID()
I'll get this into hotfix tonight or tomorrow (it only affects human player, not AI's using these spells).
 
Ok I've changed the line you mentioned but it hasn't made a difference to my current game, will I need to start a new game to see the change?
 
This is what happens when I try to "improve old code" without good reason.

In EaTables/EaActions.sql, add the line in blue below (right after the existing line shown):

Code:
UPDATE EaActions SET FinishMoves = NULL WHERE Type IN ('EA_SPELL_SCRYING', 'EA_SPELL_PLASMA_STORM', 'EA_SPELL_HAIL_OF_PROJECTILES', 'EA_SPELL_MASS_ENERGY_DRAIN', 'EA_SPELL_TIME_STOP');
[COLOR="Blue"]UPDATE EaActions SET FinishMoves = NULL WHERE Type IN ('EA_SPELL_BURNING_HANDS', 'EA_SPELL_MAGIC_MISSILE', 'EA_SPELL_FIREBALL', 'EA_SPELL_PLASMA_BOLT', 'EA_SPELL_ENERGY_DRAIN');[/COLOR]

This plus change above should get these back in working order. It will apply immediately on loaded game.
 
Hotfix g for v6. "Extract Here" inside your MODS folder. Click Yes to All to allow hotfix to overwrite existing files. All hotfixes are cumulative.
  • Fixed ranged spells (I broke normal ones when I added "mass" versions in v6)
  • Altered Blight so it doesn't happen in open ocean. It can still happen in water plots that are lake, have resource or atoll, or are adjacent to land. I did this so that the Blight spell cast from tower isn't usually being wasted on open ocean plots

Edit: I re-uploaded this patch with the 2nd point above; so download and apply again if you were the 1 person to download before I posted again...
 

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Hey I'm getting a crash when loading the attached save. A few odd things were happening in-game by the time I saved it, for example an engineer was "born" a few turns before this and the pop-up claimed the engineer was now the owner of an unused wizard tower. A few other odd things happened but that's the one I remember. Anyway the game I had going is probably buggered now but hopefully you can use it to fix whatever went wrong.

I'll try some of the autosaves to see if it happens again.
 

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@Bhaal,

Can't diagnose from that Lua.log. The problem is that these get overwritten when you restart Civ5, so, unless you happen to remember to take Lua.log out of folder before restarting, it's hard to learn anything when load game fails.

What you need to do is go back to an autosave from before any weirdness (as far as you can tell). Then play through. Post save from turn before observed problem (observed problem could be "this save loads; next turn save does not load"). Post Lua.log from anytime as long as you haven't restarted Civ5. (Loading a game from within Civ5 appears to be safe, now, and does not overwrite the Lua.log.)
 
Ok I had to go back 10 turns to find a working autosave however after 2-3 turns it CTD with no error. Lua & Save attached.

On a side note, I've discovered that the Colosseum causes the invisible city bug.
 

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Don't know what this is about. I've seen this type of an error a few times and it has no noticeable consequences that I can remember. This time I saved and quit immediately so the log should be informative.

Another minor bug: an Engineer is not able to work on some buildings, at least Colosseum, Castle, and Bowyer are like this.
 

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Same error in above two, so I'll get that in hotfix soon. The manual fix, if you want to do that, is in EaMain/EaPlots.lua. Add the line in blue below at around line 1178:

Code:
		--improvement and resource counting
		[COLOR="Blue"]iOwner = plot:GetOwner()[/COLOR]
		if iOwner ~= -1 then


Bhaal's error is a lot harder. The CTD isn't generated in the DLL. It's coming from exe, which is the C++ code we don't have. That's not to say the mod isn't doing it by passing some bad data to exe. It could even be related to the city graphics glitch. I'm going to look at Colusium in table to see if I see something wrong - if not, I'll replace it with something else like the monument graphic.
 
I've also got a random CTD, no save/loading involved. Maybe the log will help on this one?

Also, if you're still trying to phase out the use of Faith, City-States still have "Calls for Faith" missions.
 

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Post CvMinidump.dmp file for these CTDs (crash to desktops). That tells me whether it is dll or exe crash. Although, unfortunately, the ones I've had are all in exe (meaning all the C++ we don't have access to).

I'm hoping that this and the city graphics problem are one and the same. I think the city graphics issue is from several buildings that are supposed to have some graphic tags set but don't. The fix for that is adding the 2 lines in blue in CoreTables/Buildings.sql:
Code:
[COLOR="Blue"]UPDATE Buildings SET ArtInfoCulturalVariation = 1 WHERE Type IN ('BUILDING_COLOSSEUM', 'BUILDING_CASTLE', 'BUILDING_PALACE');
UPDATE Buildings SET ArtInfoEraVariation = 1 WHERE Type IN ('BUILDING_HARBOR', 'BUILDING_LIGHTHOUSE');[/COLOR]
UPDATE Buildings SET MinAreaSize = -1;
I'm looking for other building settings that might be messed up. Then I'll put these togeter in hotfix.
 
So my fixes above stop city from going invisible when you build colosseum - good. But they don't fix CTDs.

But I still suspect graphics is causing CTDs. All of the Minidumps implicate exe (which includes graphics engine). And all Lua logs indicate that a combat animation has just ended. I'm going to put some "listeners" in the next hotfix that print out to the Lua.log what units are fighting. It may be one very specific animation, like Red Drake attacks city, or something like that.


Another minor bug: an Engineer is not able to work on some buildings, at least Colosseum, Castle, and Bowyer are like this.
I think you're getting tricked here. The unit panel doesn't update after you selected a new city construction. You can force an update by cycling units (left/right arrows). But I'll add a line of code that forces updates when production popup closes.


Edit:
@Bhaal, I couldn't reproduce CTD in your last save upload - perhaps hotfix h fixes it??? The earlier save still CTDs.
 
Hotfix h for v6. "Extract Here" inside your MODS folder. Click Yes to All to allow hotfix to overwrite existing files. All hotfixes are cumulative.
  • Fixed a Lua error related to plot ownership
  • Fixed several graphic settings for buildings that were making city graphic disappear
  • Disabled Long Wall graphic (until I have some time to fix it correctly)
  • Fixed error that would occur if you were in ranged interface from spell and tried to select another unit
  • Closing production panel will now trigger update of unit panel (so Engineer Build action will update w/out need to cycle units)
  • Added Lua print statements to help me track down CTDs if they are related to unit combat
 

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Keeping getting an error. Unable to load texture everytime I try to start a new game.
I've downloaded the game, the media pack and hotfix h.
 

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@NinjaPants,

Are you playing on a PC? The error suggests that the mod's dll isn't operating. There could be other reasons for that, but I know Macs can't run dll mods.


@Everyone else,

Please keep posting game save and CvMinidump.dmp for any CTDs. CvMinidump.dmp is generated in your Civ5 installation directory when the CTD occurs. But I really need the game save (probably autosave) from 1 or 2 turns before the CTD, and only if it is repeatable.

I'm pretty sure I've narrowed it down to one particular combat in Bhaal's save from post #428. It's not a DLL crash but it seems to be coming from graphics engine after DLL tells graphics engine to run a combat sequence. But I need to see more of these to see if there is some commonality (e.g., specific unit type).


Edit: Found it!

In CoreTables/ArtDefinesUnits.sql, find this line:
Code:
('ART_DEF_UNIT_MEMBER_NAGA_BLUE',					0.14,	'',			'Naga_Blue.[COLOR="Red"]dds[/COLOR]',					'CLOTH',			'FLESH'			),
...the red part above is wrong; change as shown in blue below:
Code:
('ART_DEF_UNIT_MEMBER_NAGA_BLUE',					0.14,	'',			'Naga_Blue.[COLOR="Blue"]fxsxml[/COLOR]',					'CLOTH',			'FLESH'			),
Blue Nagas appear in Naga Encampments later in the game. Bad model define above caused CTD when one entered combat. I'll get this into hotfix shortly.
 
Hotfix i for v6. "Extract Here" inside your MODS folder. Click Yes to All to allow hotfix to overwrite existing files. All hotfixes are cumulative.
  • Fixed graphic define for Blue Naga which was causing CTDs when they appeared in mod
 

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