A New Dawn Bug Reports and Feedback

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city buildings not shown in the latest patch 2.03 only the houses shown.how can I fix this?:sad:

I haven't seen this bug myself, but perhaps if you try the latest SVN build you'll have some luck at resolving whatever is causing your issue. Many bugs have been fixed between now and the last official release. Instructions for putting together an SVN build are found in the "beta" sticky thread. They're at the bottom of this post:

http://forums.civfanatics.com/showpost.php?p=8693695&postcount=1
 
I haven't seen this bug personally, but perhaps if you try the latest SVN build you'll have some luck at resolving whatever is causing your issue. Many bugs have been fixed between now and the last official release. Instructions for putting together an SVN build are found in the "beta" sticky thread. They're at the bottom of this post:

http://forums.civfanatics.com/showpost.php?p=8693695&postcount=1

http://forums.civfanatics.com/showthread.php?t=462787

I downloaded 45°38'N-13°47'E 4shared parts (ı cant install mod with svn it gives error when installjammer building)
actually I downloaded 2.03 direct setup before but same result.
 
http://forums.civfanatics.com/showthread.php?t=462787

I downloaded 45°38'N-13°47'E 4shared parts (ı cant install mod with svn it gives error when installjammer building)
actually I downloaded 2.03 direct setup before but same result.

I won't be able to debug this personally, but perhaps we can get enough information that someone more knowledgeable will be able to. In particular, the following would be helpful:

  1. Link to a screenshot of the error
  2. Operating System (windows xp, 7, vista, 64 bit vs 32 bit etc)
  3. Maybe an upload of a game save, but it sounds like this is more general.
 
I won't be able to debug this personally, but perhaps we can get enough information that someone more knowledgeable will be able to. In particular, the following would be helpful:

  1. Link to a screenshot of the error
  2. Operating System (windows xp, 7, vista, 64 bit vs 32 bit etc)
  3. Maybe an upload of a game save, but it sounds like this is more general.

here is the screens
 

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Is it that units are not showing up on the map or that there are no build icons on the blue bar at the bottom? If it's the later, it's generally a problem with the CvMainInterface.py file. I've messed this file up so many times that I'm familiar with that problem. Essentially when the python hits a critical error it simply stops loading everything after that point.

Instead of us trying to fix what may be almost impossible to track down, try this out: AND SVN Build Thread

Try a re-install and let me know how it works then. It's possible that there may have been an extraction error with the zip files or something.
 
Is it that units are not showing up on the map or that there are no build icons on the blue bar at the bottom? If it's the later, it's generally a problem with the CvMainInterface.py file. I've messed this file up so many times that I'm familiar with that problem. Essentially when the python hits a critical error it simply stops loading everything after that point.

Instead of us trying to fix what may be almost impossible to track down, try this out: AND SVN Build Thread

Try a re-install and let me know how it works then. It's possible that there may have been an extraction error with the zip files or something.

okey...what do you suggest for mid game memory crashings?
I mean except choosing smaller maps and having 64 bit pc
 
okey...what do you suggest for mid game memory crashings?
I mean except choosing smaller maps and having 64 bit pc

There's really not a lot that can be done unfortunately. :blush: I myself have a lower end machine and here are the things I do to try to keep the crashes to a minimum:

1.) Lower your screen resolution to 1024 by 768
2.) Set all graphics options to low
3.) Turn on single-unit graphics. Turn off particle effects, animations, and show enemy and friendly moves.
4.) If you have 3 gigs of memory or more then --> http://forums.civfanatics.com/showthread.php?t=362969
5.) Turn off wonder movies
6.) Smaller maps, less opponents... oops, you said "except smaller maps". Well it really is a big factor.
7.) Turn off Revolutions and Barbarian Civ.
8.) Take out Blue Marble graphics and animated leaderheads
9.) Turn on Auto-save for beginning and end of turn.
10.) Get a better computer :lol: Sorry, I couldn't help it! I do feel your pain on this one though.
11.) Play KROME :D (yep, I can say that even though I am developing AND now. I realize that system specs make a huge impact on playability. Big mods are not for everyone.)

I'm working on option 9 myself right now.
 
There's really not a lot that can be done unfortunately. :blush: I myself have a lower end machine and here are the things I do to try to keep the crashes to a minimum:

1.) Lower your screen resolution to 1024 by 768
2.) Set all graphics options to low
3.) Turn on single-unit graphics. Turn off particle effects, animations, and show enemy and friendly moves.
4.) If you have 3 gigs of memory or more then --> http://forums.civfanatics.com/showthread.php?t=362969
5.) Turn off wonder movies
6.) Smaller maps, less opponents... oops, you said "except smaller maps". Well it really is a big factor.
7.) Turn off Revolutions and Barbarian Civ.
8.) Take out Blue Marble graphics and animated leaderheads
9.) Turn on Auto-save for beginning and end of turn.
10.) Get a better computer :lol: Sorry, I couldn't help it! I do feel your pain on this one though.
11.) Play KROME :D (yep, I can say that even though I am developing AND now. I realize that system specs make a huge impact on playability. Big mods are not for everyone.)

I'm working on option 9 myself right now.
7) im playing with both but okey.
11) what is it and how can i use it .never heard?
others mostly done...thnx
 
I'm working on 11) :lol:

2.) Set all graphics options to low

There are also some options to load/not load "high detail" terrain textures. Be sure to unselect them.

12) Configure your ini file to allow some mem saving
: (look for)

; Allows some memory savings *** ALT-TAB WILL NO LONGER FUNCTION ***
MemSaver = 0
Change it to 1

13) Lock the max frame rate of your GPU, which prevents CPU to be overloaded and use more memory

; Set max frame rate clamp (0 means none)
SetMaxFrameRate = 0

to 35. You will not notice a frame rate over 35 anyway...

14) others:

; Set to 1 to page units out when non-visible
DynamicUnitPaging = 1

; Set to 1 to page unit anims out when the unit is non visible
DynamicAnimPaging = 1

Be sure it's set to 1.

15) Disable audio or some parts of the audio

You can always disable audio (just the music, left the effects) and play classical music with your turntable....
 
Full of resources map not compatible.it generates all tundra terrain.but works fine with krome.
 
Biggest bug is AI units being able to use enemy roads as if they have commando promo, especially annoying when its barbarian spearman killing your workers :mad:
I spoke to koshling awhile ago about fixing this bug and scaling diplomacy trades to game-speed (10 turn trades are way too easy to abuse), he said sure if he has the time but that c2c was obviously his priority.
 
Biggest bug is AI units being able to use enemy roads as if they have commando promo, especially annoying when its barbarian spearman killing your workers :mad:
I spoke to koshling awhile ago about fixing this bug and scaling diplomacy trades to game-speed (10 turn trades are way too easy to abuse), he said sure if he has the time but that c2c was obviously his priority.

I believe I may actually have the so-called "hardcoded commando promo" bug pinned down. It appears to be a problem with the CvPlot::movementCost function. I'll do a commit, compile, and build and let's see how it goes then. :)

As for the diplomacy trade length scaling, gimme a bit more time and I think I can straighten it out.

Look for SVN rev 575 576 coming up with that fix courtesy of Koshling. It was fixed in rev 1833 of C2C on Feb 20, 2012.

EDIT: As it turns out, the treaty length fix was at the same rev! :) I'll drop it in there too.

EDIT2: Actually, what I should probably do is a full merge to the C2C source files. I believe it was Afforess' plan to do so also.

I'll read the notes for commits starting after Feb 11, 2012 (last Afforess RAND SVN commit - version 570) and start doing merges for every few version until I get current. At that time, C2C and RAND were not seriously divergent yet. If I tried to do a merge with the current source it would be effectively impossible. I'll only be merging code that I think fixes an existing issue.

I plan on the first full merge to be after rev 576. Maybe 577 or 578. I want to get this movement fix out NOW. It is truly frustrating to have a stack of Spearmen on your doorstep so fast that it makes your head spin.

EDIT3: I would appreciate it if someone could setup a game, pick a fight, and test this fix. Enemy AI units should NOT be able to use your roads anymore. The 575 commit should be live in about 30 minutes 45 minutes (bug fix - re-compiling). The only change is in the CvGameCoreDLL.dll file and some source files. I'll also be updating a new build in the AND SVN Build Thread.
 
I would appreciate it if someone could setup a game, pick a fight, and test this fix. Enemy AI units should NOT be able to use your roads anymore. The 575 commit should be live in about 30 minutes 45 minutes (bug fix - re-compiling).

I deleted my old ROM AND svn :rolleyes: im re-downloading it now at over 1mbps so shouldn't be too long. Ill test it out once its finished.

Edit:
Here is a bug → resolution. May 8th Ori fixed this broken event: Independent Fishers Event now works. This is highly prevalent in ROM AND
 
I deleted my old ROM AND svn :rolleyes: im re-downloading it now at over 1mbps so shouldn't be too long. Ill test it out once its finished.

Edit:
Here is a bug → resolution. May 8th Ori fixed this broken event: Independent Fishers Event now works. This is highly prevalent in ROM AND

OK. I'll hop right on it. :) Actually, I'm seeing an awful lot of bug fixes I can implement out of the C2C SVN. I'm just getting comfortable with SVN now and am psyched about all the possibilities. I'm making a battle plan to implement every bug fix, AI optimization and speed improvement that I can get my hands on. :D
 
Do you have the c2c svn? That would be the first step obviously :)
Not sure if you know this (you probably do), right click on the svn (working copy) then scroll down to
TortoiseSVN>Show Log

When it starts to load up hit cancel, coz you probably won't want the entire log. Then bottom left log range. If you know the actual revision number - your laughing! In the case of the Independent Fishers Event fix use a 'date' range such as 8th of May to 9th of May. Then you can pinpoint the revision, click on it and see what exact changes Ori made (I think you need to right click on the revision and then click compare changes or something) and then copy his work ;)
 
Here is a bug for you, happens with the perfect world 2 mapscript and culturaly linked starts.

p.s. This is as good a place as any to point out how happy i am to see AND back in business.

Civ4ScreenShot0262.JPG
 
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