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AND2 and SVN Bug Reports - A New Dawn 2 ONLY

yes...probably someone tinkering with some aspect of the game,to the point that it cannot work from a point on!
Are you playing with Megapack? If so, which version?
 
The BTS engine use's a maximum of 3 gb of computers ram. Games will start MAFs at 2.8 or 2.9 I think.
sorry for intrusion.
 
The BTS engine use's a maximum of 3 gb of computers ram. Games will start MAFs at 2.8 or 2.9 I think.
sorry for intrusion.

It's some kind of bug, not just a matter of people running out of RAM. I played for years with no MAFs until I updated a few months ago. Now the game is unplayable due to constant MAFs even with small maps/few civs, even after multiple attempts at a full reinstall.
 
The BTS engine use's a maximum of 3 gb of computers ram. Games will start MAFs at 2.8 or 2.9 I think.
sorry for intrusion.
no man,its a bug...i played for years with no MAFs. no matter the map size or number of civs,affter rev.1065 all hell broke loose!
 
i've said it before and i'll say it again...roll back to rev 1065 and take it from there,step by step.and playtest every change you do if possible.. i know all the work that you did will go to waste,and its a shame,but in the current state that the mod is,nobody's enjoying a single game,and more people will get frustrated.
 
It's all so surprising for me because I'm just playing my modmod on Giant map and Marathon speed. My modmod is based on the newest rev. and contains only XML, audio and graphics changes. I passed turn 550 without a single MAF.
Neither do I remember my players complaining about MAFs, altough there is a bug inhereted from the main mod causing the an infinite loop but I found a workaround for that.
Perhaps posting a savegame before the MAF?
 
It's all so surprising for me because I'm just playing my modmod on Giant map and Marathon speed. My modmod is based on the newest rev. and contains only XML, audio and graphics changes. I passed turn 550 without a single MAF.
Neither do I remember my players complaining about MAFs, altough there is a bug inhereted from the main mod causing the an infinite loop but I found a workaround for that.
Perhaps posting a savegame before the MAF?
dear zeta nexus,the problem is not your modmod,but something in the main mode.iam not playing the mod with chronicles on etc. ok....i will play a new game,with lets say...the mega pack enabled and if i encounter anything,i will post a save.whats the workaround for the loop by the way?
 
dear zeta nexus,the problem is not your modmod,but something in the main mode.
I understood ;)
What I said is: My modmod is using the same dll and pythos as the main mod BUT I still saw now MAF.
whats the workaround for the loop by the way?
You can read more about that HERE.
 
see?....:mischief: and iam sure its not a memory problem...its way too early in the game,if you play in marathon speed.please tell what you encounter to the people that do work on the main mode because this thing goes on and on for more than a year and a half now.
 
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see?....:mischief: and iam sure its not a memory problem...its way too early in the game,if you play in marathon speed.please tell what you encounter to the people that do work on the main mode because this thing goes on and on for more than a year and a half now.
Ehhh...
I try to put it simple. That is a bug that do not appear in AND2 because AND2 dos not use that particular xml tag in a way that would cause the infinite loop. CoM did us that tag in several places.

And an infinite loop is not a MAF.

But all together I am not saying "You are wrong", just "I am very surprised".
 
Speaking of infinite loop it just happened to me.I've been playing this game for a very long time and would love to continue it if possible.
Will someone be kind enough and check save(it's old version v1003) or give me advice what to look for in logs?

Any chance someone will look into this?
Thank you
 
have you played the "vanilla" mod rev.1082 recently? without any add ons or modmod? try it untill the mid game era and you will see what i mean....anyway,thank you for your time.i will post a save if something happends.
 
I've been playing r1082 with the megapack and the 100civ.dll for over a week now, dozens of hours logged (an understatement), and no problems once I switched to viewports. Played three games well past 1000AD with 49 civs, some with barbarian civs (putting the number over 50, I would guess), and they are flying by. A turn takes hardly any time even at 1000AD. I had one freeze when I autoplayed the AI for about 75 or 80 turns in a row. That's it. Just rebooted the autosave and played on.

These weeks have been the conclusion of months of trying different things with several different revisions, the 50civ.dll and the 100civ.dll, tons of time spent in the worldbuilder, mostly all focused around the GEM. I think I've settled on the fix: viewports. Simple as that.

One more caveat. The GEM doesn't seem equipped to handle more than 50 starting civs. If you go over 50, it will place the extras on top of each other. You can play this way, if you so choose. My goal was to create giant scenarios, but I found that even when I placed the civilizations (over 50) by hand, the file would not load or open. Just a heads up. I tried it probably at least a handful of times. Hopefully this post will save others the trouble of doing two things: 1. going back to earlier revisions for purposes of playability- this is unnecessary, in my humble opinion. Simply use viewports if you want to play big games. And 2. trying to build GEM scenarios that start with more than 50 civs (I stick to 49, to be safe and give space for barbarians). There may be a way to do this, but I didn't find it and have stopped caring enough to keep trying for it. Just my two cents.
 
I've been playing r1082 with the megapack and the 100civ.dll for over a week now, dozens of hours logged (an understatement), and no problems once I switched to viewports. Played three games well past 1000AD with 49 civs, some with barbarian civs (putting the number over 50, I would guess), and they are flying by. A turn takes hardly any time even at 1000AD. I had one freeze when I autoplayed the AI for about 75 or 80 turns in a row. That's it. Just rebooted the autosave and played on.

These weeks have been the conclusion of months of trying different things with several different revisions, the 50civ.dll and the 100civ.dll, tons of time spent in the worldbuilder, mostly all focused around the GEM. I think I've settled on the fix: viewports. Simple as that.

One more caveat. The GEM doesn't seem equipped to handle more than 50 starting civs. If you go over 50, it will place the extras on top of each other. You can play this way, if you so choose. My goal was to create giant scenarios, but I found that even when I placed the civilizations (over 50) by hand, the file would not load or open. Just a heads up. I tried it probably at least a handful of times. Hopefully this post will save others the trouble of doing two things: 1. going back to earlier revisions for purposes of playability- this is unnecessary, in my humble opinion. Simply use viewports if you want to play big games. And 2. trying to build GEM scenarios that start with more than 50 civs (I stick to 49, to be safe and give space for barbarians). There may be a way to do this, but I didn't find it and have stopped caring enough to keep trying for it. Just my two cents.

Hmmm... this is very interesting. I thought theres no need for viewports since graphic paging? And there for viewports r off by default.
Im definetly going to try this, I will report later.

@scrabbarista, one question; do you use only viewports or will you keep also graphic paging on?

Edit: made few tests with WB.. and it really looks like viewports can be solution. Things what have usually end up MAF lately didint cause MAFs when viewports r on (I also left graphic paging on).

I suggest that all who have MAF problems should test this and report how it goes.

Edit2: ok.. im confused. Looks like activated viewports cause other problem for me. All games start with 40x40 size map which is default size of viewport.
 
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whats the point on playing a game in viewports? :undecide: ive used them once or twice,and the MAFs didnt go away...eventually
 
The viewports seem to be doing the trick for me. No MAFs yet. Still hoping for some other fix even if this does work, because viewports are incredibly annoying.
 
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