145.4 Freeze

Just had a crash on turn 46 with a new game created with v148.4. Cache cleared, game updated and all. Other mods involved.

It seems to happen just before InfoAddict should run - maybe I'll try again with Infoaddict diabled (As I recall it's possible to add/remove this mod midgame).

A lot of log-files attached to post. Hope they help!!

\Skodkim

Edit: Actually poking around in the other log files provides some relevant information. Among other things there's references to turn 47 so some kind of "activity" must have been going on in this round. Theres also some errors but I have no idea whether they're relevant. Look in e.g. GameCore.log or Localization.log
 
I started a new game with 148.4 and have had no stability problems through turn 128. I took out the Ethnic diversity mod, correctly told CSD that I was playing VEM this time(last game I told VEM, but not CSD :rolleyes:), used the Pangea Plus map in place of Perfect Worlds and downsized to a Std Map size from Large. Everything else is the same including my country Korea along with most of my opponents.
 
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

This is unfortunate... without a specific event to narrow things down, it will be nearly impossible to find. :undecide:
 
So can you use my newly uploaded log files for anything? As far as I can tell they do provide some kind of information on where in the process to look.

If you e.g. add more messages to the logs we could help narrow it down even further.

\Skodkim
 
I added more message logging in v148.4, but this is not going to be easy. Without a starting point to search, it's impractical to add debug messages for all of the thousands of functions that exist. We need to narrow it down to a specific event causing the problem.
 
We need to narrow it down to a specific event causing the problem.

But as it happens "between turns" I have no way of finding the specific event without logs. What I've seen is a crash that happens after I end my turn and after some AI movement, e.g. barbarian poachers firing at my units.

Wait: I might try and make the entire map visible. That way I should be able to see all AI actions (movements) and see what the latest action was..? Of course it wont work if the crash is related to AI picking promotions, policies, techs, ...

\Skodkim
 
Revealing the map prior to ending turn didn't really provide any answers. Saw AI moves. Last thing was a barbarian poacher firing at my Roman Spearman.

\Skodkim
 
Sounds like the bug is at the start of the player turn then, because Barbarians go last. Afaik, the turn order is player -> other major civs -> city-states -> barbs.

Agree. That's what the last logs I uploaded suggested too as some of them had references to turn 47 (crashed on edn of turn 46).

\Skodkim
 
In v148.6 I added "OnTurnStart" and "OnTurnStart Done" messages so we can identify if the problem happens in that area.

Unfortunately it seems that I can't continue my 148.4 save with 148.6 (it crashes to desktop when loading). This means that I'll have to start a new game to reproduce the bug.

I'm hoping that someone else will report something (or even better, that there's nothing to report) as I have neither the time nor lust to start a new game and play ~50 turns right now.

Will report back when I do.

\Skodkim
 
There's no rush. :)

You can make the change yourself... load this file:
CiVUP\ThalUtilities\TU_LuaEvents.lua

Search for:
OnTurnStart()

Add log:Info("OnTurnStart") at the beginning, and log:Info("OnTurnStart Done") at the end, like this:
PHP:
function OnTurnStart()
	log:Info("OnTurnStart")
	LuaEvents.ActivePlayerTurnStart_Turn()
	for playerID, player in pairs(Players) do
		if player:IsAliveCiv() then
			LuaEvents.ActivePlayerTurnStart_Player(player)
			for pUnit in player:Units() do
				if pUnit then
					LuaEvents.ActivePlayerTurnStart_Unit(pUnit)
				end
			end
			for city in player:Cities() do
				if city then
					LuaEvents.ActivePlayerTurnStart_City(city, player)
				end
			end
			if not player:IsMinorCiv() then
				for policyInfo in GameInfo.Policies() do
					local policyID = policyInfo.ID
					if MapModData.VEM.HasPolicy[playerID][policyID] ~= player:HasPolicy(policyID) then
						MapModData.VEM.HasPolicy[playerID][policyID] = player:HasPolicy(policyID)
						LuaEvents.PolicyAdopted(player, policyID)
					end
				end
			end
		end
	end
	for plotID = 0, Map.GetNumPlots() - 1, 1 do
		local plot = Map.GetPlotByIndex(plotID)
		LuaEvents.ActivePlayerTurnStart_Plot(plot)
		LuaEvents.CheckPlotBuildingsStatus(plot)
	end
	log:Info("OnTurnStart Done")
end
 
I started a new game with 148.4 and have had no stability problems through turn 128. I took out the Ethnic diversity mod, correctly told CSD that I was playing VEM this time(last game I told VEM, but not CSD :rolleyes:), used the Pangea Plus map in place of Perfect Worlds and downsized to a Std Map size from Large. Everything else is the same including my country Korea along with most of my opponents.

I've played this game through turn 250 or so until for all intents and purposes, I had won, having made the changes above. No stability issues at all, so something that was changed was the cause.

I'll try 149 now but change back to Perfect World 3 and subsequently report.

I tried Perfect World and Continents Plus with 149 but didn't get very far in before I found the promotions visibility bug jsut reported. As this is a pretty big issue not knowing how fast barbs can move, I haven't proceeded any further testing for stability.
 
There's no rush. :)

You can make the change yourself... load this file:
CiVUP\ThalUtilities\TU_LuaEvents.lua

Search for:
OnTurnStart()

Add log:Info("OnTurnStart") at the beginning, and log:Info("OnTurnStart Done") at the end, like this:
...

I just tried and it didn't work - nothing showed up in the log file :confused:

First I thought it must be a cache issue so I cleared the cache and enabled alle the mods again, but none of the "OnTurnStart" or "OnTurnEnd" appear in the log-files. Game still crashed though.

Code:
Spoiler :

Code:
function OnTurnStart()
	log:Info("OnTurnStart")
	LuaEvents.ActivePlayerTurnStart_Turn()
	for playerID, player in pairs(Players) do
		if player:IsAliveCiv() then
			LuaEvents.ActivePlayerTurnStart_Player(player)
			for pUnit in player:Units() do
				if pUnit then
					LuaEvents.ActivePlayerTurnStart_Unit(pUnit)
				end
			end
			for city in player:Cities() do
				if city then
					LuaEvents.ActivePlayerTurnStart_City(city, player)
				end
			end
			if not player:IsMinorCiv() then
				for policyInfo in GameInfo.Policies() do
					local policyID = policyInfo.ID
					if MapModData.VEM.HasPolicy[playerID][policyID] ~= player:HasPolicy(policyID) then
						MapModData.VEM.HasPolicy[playerID][policyID] = player:HasPolicy(policyID)
						LuaEvents.PolicyAdopted(player, policyID)
					end
				end
			end
		end
	end
	for plotID = 0, Map.GetNumPlots() - 1, 1 do
		local plot = Map.GetPlotByIndex(plotID)
		LuaEvents.ActivePlayerTurnStart_Plot(plot)
		LuaEvents.CheckPlotBuildingsStatus(plot)
	end
	log:Info("OnTurnStart Done") 
end


\Skodkim
 
Hi

Just had a bit of time so I cleared cache etc. and stated a new game using only v149 on my scenario map. No other mods were involved!

Game started fine. Set my units to auto etc. and quickly played through to turn 48 where the game crashed in the usual manner (it always seems to be turn 40-something for me - marathon speed). Hadn't even met anyone at that point.

I included the log files, the scenario and autosaves from just before the crash.

Please, please, please kill this bug :mad:

\Skodkim
 
@skodkim
It appears this does not happen during the mod's OnTurnEnd or OnTurnStart procedures. Something is happening between the barbarian's turn and the start of our turn. I don't know of anything which runs at that time.
 
Hm

Already tried deleting cache, moduserdata, updating VEM, deleting all other mods and doing a full reinstall of CiV. Can't really change the PC or the person behind it.

Guess I'll have to wait and hope for a solution or alternatively try with another map/scenario - besides the PC/person that seems to be the only thing that still remains (if it works for all other people).

One thing that I ould like to know however is if you have tried the save game? It would be really interesting if you get a ctd if you take the one from turn 48 and press next turn using VEM 149. Other prople are of course also welcome to try this.

\Skodkim
 
I get the same crash, but it's not information we can use. ModBuddy does not have debugging tools. This means we can't analyze crashes by stepping through execution with breakpoints; it would require the c++ source code and Firaxis' visual studio project. When I debug something like this it's mostly guessing.
 
New game started with v150.2 (cache cleared, etc, other mods involved). Game crashed in the "usual manner" a turn 50. layed a new map this time.

D... I'm longing for a CiV game here. Actually planned to take tomorrow off from work if I could get this going :(

Logs attached (even though they are useless as I can tell).

Could it be related to me not having the Korea/wonders DLC?

\Skodkim
 
I've played this game through turn 250 or so until for all intents and purposes, I had won, having made the changes above. No stability issues at all, so something that was changed was the cause.

I'll try 149 now but change back to Perfect World 3 and subsequently report.

I tried Perfect World and Continents Plus with 149 but didn't get very far in before I found the promotions visibility bug jsut reported. As this is a pretty big issue not knowing how fast barbs can move, I haven't proceeded any further testing for stability.

I've now played thru about 300 turns without a crash using 149.3 and Perfect Worlds 3. The only difference in settup vs my crash experience is:

1. I took out the Ethnic Diversity mod
2. I told CSD I was using VEM, and
3. I'm using a Std size map rather than Large, even though I have 4GB of memory.
 
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