Éa III, Sword & Sorcery: Bugs/Crashes thread

as to the last post, whenever is fine, since your just giving me free stuff :)

started a game, became the criuthi (the hunting camp ones), got to turn 160ish, had just finished building a quarry on stone, turn loaded fine, I moved to an un-improved, grassland-forest-stone square with my worker, and mid move, the game crashed. Here are the logs and save game.
 

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OK, that makes sense. If the other fix I created for Oblongmana (which is another cheap hack, I have no idea why it is firing that popup multiple times for the same person) works I'll package them both together into a hotfix b.

I see you've already done the hotfix, but yep, that worked! Still not completely fixed though, but now the issue is cosmetic, not functional. So the popup appears, with the picture and words and all, as normal. When you click close on the popup, the popup appears to remain there, but the illustration disappears. You can then click close and that popup closes, and everything appears to be normal. Can get lua.log/save if that would be helpful?
 
@hix (post 35), this one is puzzling me because it should have been fixed by v1 hotfix c and no longer an issue in v2. But I can see in the lua.log that this is v2. Could you please post your EaMain/EaActions.lua file so I can see if it is the "fixed" version.

@ls612, you might want to consider having hotfixes extract in MODS rather than the Éa III, Sword and Sorcery (v xx) directory. The reason is that this will prevent players from applying earlier version hotfixes to more recent versions, which is certainly possible if they have multiple files called "hotfix b" in their download directories. I'm not saying this explains hix's problem above (it doesn't). But it could prevent that kind of mix up in the future. (It doesn't prevent someone from applying hotfix a after hotfix b within the same version, unfortunately.)

Edit: On the specific error in hix's lua.log, it was there in v1 release do to this at line 2124:
Code:
		local unitText = Locale.ConvertTextKey(GameInfo.Units[g_int1])
...but was fixed by this change in hotfix c:
Code:
		local unitText = Locale.ConvertTextKey(GameInfo.Units[g_int1].Description)
What I don't understand is how hix's Lua.log says he is using v2 but has the exact problem that would be caused by the un-updated code above.
 
@ls612, you might want to consider having hotfixes extract in MODS rather than the Éa III, Sword and Sorcery (v xx) directory. The reason is that this will prevent players from applying earlier version hotfixes to more recent versions, which is certainly possible if they have multiple files called "hotfix b" in their download directories. I'm not saying this explains hix's problem above (it doesn't). But it could prevent that kind of mix up in the future. (It doesn't prevent someone from applying hotfix a after hotfix b within the same version, unfortunately.)

OK, I didn't think about that. I'll do that from now on.
 
I see you've already done the hotfix, but yep, that worked! Still not completely fixed though, but now the issue is cosmetic, not functional. So the popup appears, with the picture and words and all, as normal. When you click close on the popup, the popup appears to remain there, but the illustration disappears. You can then click close and that popup closes, and everything appears to be normal. Can get lua.log/save if that would be helpful?

Nah, I know what is going on, I just don't know why. The fix I posted is a hack to make it playable in the meantime, the proper solution is to figure out why it is firing that popup multiple times for the same GP.
 
was playing, got to turn 153, got a non-ctd lua error. currently in v2b version.

shortly (1-2 turns) after discovering fey and making a trade with them

further info: went back a few turns, didn't discover the fey or trade with anyone, same lua error on t153
 

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Right, so i've played to circa 100 turns twice now, and what happens is; I get a CTD usually from clicking on something (the two events i can remember was attempting to get the heal spell for a paladin on promotion. and clicking on a specific worker that was set to automate) then, any attempt to reload the most recent save ends up with a more or less constant stream of errors describing attempts to compare, but the value was nil.

I attempted to validate all civ 5 files through steam, and delete and re-install Ea and hotfix b. neither or which worked.

Also, looking at the lua log, the game says i have some DLC mods enabled, when they are not in the mods menu, i don't know if that is relevant or not.

I have included the Save, and the lua log.
 

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Right, so i've played to circa 100 turns twice now, and what happens is; I get a CTD usually from clicking on something (the two events i can remember was attempting to get the heal spell for a paladin on promotion. and clicking on a specific worker that was set to automate) then, any attempt to reload the most recent save ends up with a more or less constant stream of errors describing attempts to compare, but the value was nil.

I attempted to validate all civ 5 files through steam, and delete and re-install Ea and hotfix b. neither or which worked.

Also, looking at the lua log, the game says i have some DLC mods enabled, when they are not in the mods menu, i don't know if that is relevant or not.

I have included the Save, and the lua log.

Sounds like something I've been experiencing with most saves which are uploaded. I can load them just fine and run them, but I get loads of errors when I perform any action and normally can't repeat the crashes to boot! It is aggravating, to say the least.
<rant>I'm also experiencing issues loading minidumps, it is claiming to be unable to find the debug database. Normally this means that there is a mismatch between the dll and pdb, but when I place a newly built pdb and dll into the folder with the dump it still gives the error, this time about being unable to find the DLL! Even more strange, if I replace that dll I just built with the DLL I uploaded as the hotfix (which are exactly identical) it finds the DLL but refuses to load the PDB.</rant> So if I'm taking a while to diagnose these crashes the above issues are why, hopefully I'll be able to sort them out sooner rather than later.

As for your crash, that sounds like the thing listed under Known Issues in the OP.
 
was playing, got to turn 153, got a non-ctd lua error. currently in v2b version.

shortly (1-2 turns) after discovering fey and making a trade with them

further info: went back a few turns, didn't discover the fey or trade with anyone, same lua error on t153

That one was really easy, Paz forgot to initialize a local variable. I'll upload the fix as Hotfix c.
 
then, any attempt to reload the most recent save ends up with a more or less constant stream of errors describing attempts to compare, but the value was nil.
The Lua.log is from the loaded game, and the only thing it tells me is that the persisted Lua data is corrupt (the exact error or number of errors isn't important). It would be helpful in these cases to have the Lua.log from before you reloaded. The problem is that the Lua.log gets overwritten when you reload, so I can never see what the early error was that maybe corrupted the data in the first place.


Probably not the problem here, but related to the topic of corrupted Lua data:

Civ5 is generating some autosaves that I haven't been able to intercept for preserving Lua data. You can tell by the name of the autosave if it is generated by my code or by Civ5 engine:

Autosave_Ea year 150 --good
Autosave 2000 BC --BAD! (not synched with persisted Lua data)
(regular saves with the Ea-specific names are all good)

Names above are from memory so probably not quite right, but the good ones definitely have "Ea" in the name. The game generates one of the "bad" saves at start of a new game and also (iirc) when you load a game. Ideally the mod will prevent these bad autosaves (or maybe delete them after the fact). But I haven't figured out how to do that yet.

That one was really easy, Paz forgot to initialize a local variable. I'll upload the fix as Hotfix c.
:) That's the 1000th time I've forgotten "local player = Players[iPlayer]". Fortunately I caught the other 999 before release.

As for your crash, that sounds like the thing listed under Known Issues in the OP.
The Learn Spell popup crash will probably resolve itself when this becomes an action rather than a promo alternative. I suspect the problem is in the interaction between the popup and the dll code controlling promotions (which is itself trying to fire some UI). So moving this away from promotions will uncomplicate the situation.
 
I got to turn 225 before ctd, and had a lot of fun doing it as well; another Tir Ecne variation, with a really sweet 5 wheat start location. This is however based on the game when I got the lua error on turn 153; it didn't seem to do anything, so I just kept playing. As a result, you may not even want to look at this, as it is based on a game already corrupt, but if interested, here is the log.

However, in response to the above posts on autosaves, my computer is doing it in reverse; it generated a single ea named save for turn zero, and BC saves for every other save.... not sure why.

I have no idea if this makes a difference (or even how it could), but in every case I copy the log to my desktop, then I turn it into a .zip file with a rename to add game letter and turn number after it... is either the double copying or the renaming the zip possibly a problem?
 

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@JSSIII, first error anyway is the same as above. If you want to manually fix (before ls612 get's hotfix c out), open up EaMain/EaCivs.lua. Right after the line "print("ResetHappyUnhappyFromMod ", iPlayer)", add a new line:
Code:
local player = Players[iPlayer]
Edit: this one fixed by hotfix c (I see ls612 posted this)

We've fixed a bunch from your reports so keep them coming!

Really!!? You're seeing most autosaves with "BC" in the name and not "Ea". That's a problem. As I said above, all of those autosaves with "BC" (or "AD" for that matter) in the name are messed up. But you should be getting "Autosave_Ea..." based on whatever autosave frequency you have set. If not, something is wrong. It may be a config setting either on your side or mine that changes the behavior of autosaves.

@Everyone else, Are you seeing the correct "Autosave_Ea..." names for autosaves or are you seeing "Autosave 1000 BC" (or something like that)?
 
kk, so, I "think" I have relevant information... I tried to load an autosave, and noticed that I had a lot of ea_save type files... so I looked around my directories, and found a folder marked "moddedsaves". Inside, under "single", were all the correct save files.... however, they are still only autosaving every ten turns, not every turn. All my incorrect autosaves, and all my personal saves, go into the "saves" file, which is completely separate...

my apologies if everyone already knows this and I am wasting time.
 
hotfix c attached below (ls612's doesn't do anything right now...) Extract this from inside your MODS folder.

After extracting above (or before, doesn't matter), go int the mod directory, MODS/Éa III, Sword and Sorcery (v 2), and delete the folder called "hotfix c" if there is one.
Hotfix d out now so this is obsolete. Find these in post #2.

@ls612, your hotfix c in the 2nd post just extracts to a folder called "hotfix c" and doesn't replace any mod files. You need to name the folder "Éa III, Sword and Sorcery (v 2)" before you zip. After zipping, rename it to "hotfix c" or whatever. Also, no reason to include pdb file right? It won't do anything anyway because it isn't in the VFS...

Errr... this is a little messy. If players extracted your hotfix c in the mod's folder, they now have two of each of the hotfixed files. I believe the VFS will just use one of these but it's unpredictable which one.

Edit: if things get too complicated to sort out, just attach v3 with fixes. I'll move it to download db linked in Downloads OP.
 
hotfix c attached below (ls612's doesn't do anything right now...) Extract this from inside your MODS folder.

After extracting above (or before, doesn't matter), go int the mod directory, MODS/Éa III, Sword and Sorcery (v 2), and delete the folder called "hotfix c" if there is one.

@ls612, your hotfix c in the 2nd post just extracts to a folder called "hotfix c" and doesn't replace any mod files. You need to name the folder "Éa III, Sword and Sorcery (v 2)" before you zip. After zipping, rename it to "hotfix c" or whatever. Also, no reason to include pdb file right? It won't do anything anyway because it isn't in the VFS...

Errr... this is a little messy. If players extracted your hotfix c in the mod's folder, they now have two of each of the hotfixed files. I believe the VFS will just use one of these but it's unpredictable which one.

Edit: if things get too complicated to sort out, just attach v3 with fixes. I'll move it to download db linked in Downloads OP.

I'm including the PDB file mainly to try and diagnose what is preventing me from reading the crash dumps on my machine (see my rant above). That DLL and PDB were created from the same build action on VS (I took the current Github code and rebuilt from scratch). It shouldn't need to be there, but I put it there for now (and I'll PM you sometime about a different good reason to include it).

As for the folder structure, I'll fix that real quickly, I think it should still work if the instructions in my post are followed (all files should overwrite just fine), but to avoid confusion I'll change it
edit: and it is changed. Sorry for the confusion.
 
AutoSave_Initial_Ea Year 0
AutoSave_0000 BC-4000
AutoSave_0001 BC-3960
AutoSave_0002 BC-3920

Version 3c. Pretty sure that applied it correctly. Also deleted cache and moduserdata folders.

Also saves appear in "Saves" folder, not "ModdedSaves". Faerun saves go to "ModdedSaves" for me.

Edit: and a CTD with the latest version https://www.dropbox.com/s/4cwzckgti53o70z/Ea-CTD%20v2c.zip
 
AutoSave_Initial_Ea Year 0
AutoSave_0000 BC-4000
AutoSave_0001 BC-3960
AutoSave_0002 BC-3920

Version 3c. Pretty sure that applied it correctly. Also deleted cache and moduserdata folders.

Also saves appear in "Saves" folder, not "ModdedSaves". Faerun saves go to "ModdedSaves" for me.

Edit: and a CTD with the latest version https://www.dropbox.com/s/4cwzckgti53o70z/Ea-CTD%20v2c.zip

Good news: Minidumps are working again!
Better news: I know what went wrong. I'll have a fix later this afternoon, as I can't upload it now. But it is a stupid typo on my part causing null pointer exceptions.
 
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