Afforess
The White Wizard
I just compiled a final release, it doesn't crash for me. Mind debugging yours and seeing what's up?
Not a showstopper, but an odd thing I've noticed in Beta2 when changing civics is that the number of turns for revolution doesn't show.
That's caused by the new code of Revolution modmod. There is a bug, and I think that they didn't finish it yet.
Hmm. What code, specifically?
That's caused by the new code of Revolution modmod. There is a bug, and I think that they didn't finish it yet.
Revision 55, I see you just updated the CvXMLLoadUtilitySet.cpp.
What the hell, it's nothing wrong with debug version DLL.
Excuse me, do you have any solution on this issue?
Oh Joy.
Can you post the code where it breaks? Specifically? There is a lot of Revolution code.
Traceback (most recent call last):
File "CvEventInterface", line 34, in applyEvent
File "CvEventManager", line 207, in applyEvent
File "Revolution", line 6777, in controlLostHandler
IndexError: tuple index out of range
ERR: Python function applyEvent failed, module CvEventInterface
if( self.isLocalHumanPlayer(pPlayer.getID()) ) :
# Additions by Caesium et al
caesiumtR = CyUserProfile().getResolutionString(CyUserProfile().getResolution())
caesiumtextResolution = caesiumtR.split('x')
caesiumpasx = int(caesiumtextResolution[0])/10
caesiumpasy = int(caesiumtextResolution[1])/10
[COLOR="blue"]popup = PyPopup.PyPopup(RevDefs.controlLostPopup, contextType = EventContextTypes.EVENTCONTEXT_ALL)[/COLOR]
if( self.centerPopups ) : popup.setPosition(3*caesiumpasx,3*caesiumpasy)
# End additions by Caesium et al
gameSpeedMod = RevUtils.getGameSpeedMod()
if( revData.dict.get('bIsElection', False) ) :
iNumTurns = int(math.floor( 15/gameSpeedMod + .5 ))
bodStr = localText.getText("TXT_KEY_REV_HUMAN_ELEC_LOSS",())
else :
iNumTurns = int(math.floor( 24/gameSpeedMod + .5 ))
bodStr = localText.getText("TXT_KEY_REV_HUMAN_CEDE",())
bodStr += '\n\n' + localText.getText("TXT_KEY_REV_HUMAN_CONTROL_RETURNED",()) + ' %d '%(iNumTurns) + localText.getText("TXT_KEY_REV_TURNS",()) + '.'
popup.setBodyString( bodStr )
[COLOR="Blue"]popup.setUserData( (iNumTurns,) )[/COLOR]
popup.launch()
def controlLostHandler( self, iPlayerID, netUserData, popupReturn ) :
if self.isLocalHumanPlayer(iPlayerID) :
if( self.LOG_DEBUG ) : CvUtil.pyPrint(" Revolt - Handling local control lost popup")
iPlayer = netUserData[0]
[COLOR="blue"]iNumTurns = netUserData[1][/COLOR] iNewLeaderType = netUserData[2]
CyMessageControl().sendModNetMessage(self.netControlLostPopupProtocol, iPlayer, iNumTurns, iNewLeaderType, 0)
Yeah... What about it?
That shouldn't even affect anything... It's Multiplayer code; albeit, multiplayer code that doesn't work. It isn't crashing with a Final Release for me though. Could it be another regional encoding issue?
CvXMLLoadUtility::CvXMLLoadUtility() :
m_iCurProgressStep(0),
m_pCBFxn(NULL),
m_pFXml(NULL)
{
m_pSchemaCache = gDLL->getXMLIFace()->CreateFXmlSchemaCache();
}
RM=del
Debug_OBJS = Debug/_precompile.obj
....
$(RM) $(Debug_BIN) $(Debug_OBJS) $(Debug_RESOURCE) $(Debug_STATIC_LIB) $(Debug_LIB_DEF) $(Debug_OTHER)
### Targets linker flags
Debug_LDFLAGS= $(Debug_PROJECT_LDFLAGS) /debug /NODEFAULTLIB:msvcprtd.lib /pdb:Debug\CvGameCoreDLL.pdb /INCREMENTAL /SUBSYSTEM:WINDOWS $(Debug_GLOBAL_LDFLAGS)
Final_Release_LDFLAGS= $(Final_Release_PROJECT_LDFLAGS) /debug /INCREMENTAL:NO /SUBSYSTEM:WINDOWS /OPT:REF /OPT:ICF $(Final_Release_GLOBAL_LDFLAGS)
Release_LDFLAGS= $(Release_PROJECT_LDFLAGS) /debug /pdb:Release\CvGameCoreDLL.pdb /INCREMENTAL:NO /SUBSYSTEM:WINDOWS /OPT:REF /OPT:ICF $(Release_GLOBAL_LDFLAGS)
AND beta2 crashes on launch (init python) for me. Error messages are
python exception:
traceback (most recent call last):
file "bugpath, line 397, in initmodfolder
runtime error unidentifiable c++ exception
after those three error messages the game hangs.