A New Dawn Beta Builds

I just compiled a final release, it doesn't crash for me. Mind debugging yours and seeing what's up?
 
Oh Joy. :rolleyes:



Can you post the code where it breaks? Specifically? There is a lot of Revolution code.

I posted it before.

That's the code that make it wrong, but I don't know how to fix it. I can't find where is the message handler.

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

File: Revolution.py Line:4989
Code:
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()

SameFile Line:6773
Code:
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)

I can't find and code that can handle this net message.
 
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?
 
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?

No, I read the change log for that file, the original code for the revolution had been deleted. ( that's for the single player game ) It runs on the code I posted, even it's for the multiplayer game. I guess it will be wrong even if the index error have be fixed.

It may be the regional encoding issue. But I'm afraid that's not. It may be a xml loading error I guess?
It's casued by a null pointer error by the code below:

Code:
CvXMLLoadUtility::CvXMLLoadUtility() :
m_iCurProgressStep(0),
m_pCBFxn(NULL),
m_pFXml(NULL)
{
	m_pSchemaCache = gDLL->getXMLIFace()->CreateFXmlSchemaCache();
}

I'm trying to add a release configuration with the debuging informations in the makefile.
 
I fixed the bug in the makefile that casues the clean command not work.

Code:
RM=del
Debug_OBJS = Debug/_precompile.obj 
....
$(RM) $(Debug_BIN) $(Debug_OBJS) $(Debug_RESOURCE) $(Debug_STATIC_LIB) $(Debug_LIB_DEF) $(Debug_OTHER)

It can not be the '/' in the command line, instead of it must be '\'.

I also added a release configuration in the makefile.
That's the differents between others:

Code:
### 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)

I wish you can update this file to the SVN. It's useful for future.
http://forums.civfanatics.com/attachment.php?attachmentid=246654&stc=1&d=1268898473

And for the crash when starting, I'm sorry, it's just another stupid mistake caused by a incomplete rebuilding.
 
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.
 
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.

This is only one error in python, and I got this message too, but not crash. I think it's not the issue what make the game crash.
This error can be ignored, it will be reported when try finding the mod path.

You'd better turn on the dump file option "GenerateCrashDumps = 1" in the file "Documents\My Games\Beyond the Sword\CivilizationIV.ini" file, and upload the dump file.
 
To Afforess:

I recommend recommend you to update this file, the original file contains some city names that can not be displayed on some non-English system, and I fixed it.

Overwrite to: Assets\XML\Text\

Thank you.
 
Whoops, my bad. :blush:

It does load, guess I just got a bit impatient and with windows complaining that the program is not responding. :crazyeye:
 
I got a graphics fault. I don't know if this caused by AND. See screen.
 

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