AND2 and SVN Bug Reports - A New Dawn 2 ONLY

Not sure if you want to bother with this or not since you are going to be updating the DLL soon anyway, but I keep crashing when trying to end turn in this game (rev649). Save and minidump.dmp included in the .rar

Just tried new rev650 to see if it made a difference but it still crashes. :(
 
Not sure if you want to bother with this or not since you are going to be updating the DLL soon anyway, but I keep crashing when trying to end turn in this game (rev649). Save and minidump.dmp included in the .rar

Sgtslick, I've played about 20 turns from your save and no crash at all. Unfortunately this time Minidump isn't giving me any hint about what could have happened to you but as I said I've been able to play 20-30 turns after your save using rev650. :)

Edit: Try clearing the cache and then reloading the game with rev650; maybe a recalc could help.
 
I tried again after deleting cache + recalculating modifiers but still crashed. I then did a fresh export from svn (rather than overwriting) and didn't put in any of my xml tweaks that I usually have in, and I usually copy paste my previous old user settings in too which I didn't do, or volkara's tech stuff, and it worked..

Edit: Well it wasn't any of my xml edits, it wasn't my 'old' user settings folder either, so the its either some 'art stuff' that i usually copy over (flags mainly), or its volkara's tech staff that was causing the crash. Hope this helps IPEX with your CTD's.
 
@IPEX: I've tried loading your save and I can but when I end my turn the game crashes after a few minutes giving me an empty Minidump so I can't check what's going on. But I suppose it's something related to the big map you're using. It takes about 10 minutes on my pc to crash after I hit "End turn", so I think my pc can't handle such a big map. Could it be that your pc (or anyone else's) can handle it because the map it's too big (or too many units, or population or something like that)? Or have you played larger maps already?
 
I always now play Gigantic map size. I also play with formations till the future tech era, so I know its not that.

I've found it will play if I hit Cntl-Shift-X or AI auto play.

But as soon as I hit the red button to end my turn, it'll crash. Always seems to crash AFTER the various cities have grown.

I've let the AI autoplay about 40 turns or so, then resumed control, it played for a number of turns, then went back to crashing again.

It's no biggie, its just a game I'm messing about with awaiting the final version. Its been through versions from 610 onwards I think.

This has only begun occurring from SVN 649. I have set the display to
Vanilla graphics, as this allows the game to cope with formations through the future era on Gigantic maps.

Plot list
PLE style
Vanilla draw method
 
I always now play Gigantic map size. I also play with formations till the future tech era, so I know its not that.

I've found it will play if I hit Cntl-Shift-X or AI auto play.

But as soon as I hit the red button to end my turn, it'll crash. Always seems to crash AFTER the various cities have grown.

I've let the AI autoplay about 40 turns or so, then resumed control, it played for a number of turns, then went back to crashing again.

It's no biggie, its just a game I'm messing about with awaiting the final version. Its been through versions from 610 onwards I think.

This has only begun occurring from SVN 649. I have set the display to
Vanilla graphics, as this allows the game to cope with formations through the future era on Gigantic maps.

Plot list
PLE style
Vanilla draw method

@IPEX,
Since you are not using windows OS try this. It's some of the new stuff for possible multithreading. Go into the XML in assets and A_NEW_DAWN_GLOBALDEFINES file. At the very bottom is a line for CITY_PIPELINES. Change the value to 1. I believe it's currently set to 2. This is for activating some new multi-threading capabilities that Koshling is building upon. See if this helps you out.

JosEPh :)
 
Maybe I do not understand. What does this mean? I Ctrl+A delete a Cannery in this city, for build this again, but...
 

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@IPEX,
Since you are not using windows OS try this. It's some of the new stuff for possible multithreading. Go into the XML in assets and A_NEW_DAWN_GLOBALDEFINES file. At the very bottom is a line for CITY_PIPELINES. Change the value to 1. I believe it's currently set to 2. This is for activating some new multi-threading capabilities that Koshling is building upon. See if this helps you out.

JosEPh :)

No, that won't work. I've not yet imported the whole multithreading code and this part is not yet active. I had some troubles importing that part of the code so I've left it out for the moment. :(
 
Maybe I do not understand. What does this mean? I Ctrl+A delete a Cannery in this city, for build this again, but...

Why would you delete a building to build it again, in first place?
And then, have you tried building it in the same turn you've sold it? That might be the problem; and finally, you don't get -8 :food:, you actually get +4.
A savegame might help, so that I can check what's happening

Edit: I've done a quick test in my game selling and building again the Cannery and I have no problems with it. I lose the food it produces and then I get it again. Could be a recalc problem due to a savegame with an earlier revision of AND?
 
45°38'N-13°47'E;12567106 said:
Why would you delete a building to build it again, in first place?

Because after updating the Cannery has lost all bonuses for resources, there is only +4 *food* bonus. Yeah, I thought to pass a couple of moves to build a new Cannery, but it was impossible for one course to remove the old Cannery and building appoint a new one.

45°38'N-13°47'E;12567106 said:
Edit: I've done a quick test in my game selling and building again the Cannery and I have no problems with it. I lose the food it produces and then I get it again. Could be a recalc problem due to a savegame with an earlier revision of AND?

Yeah. It is.

45°38'N-13°47'E;12567106 said:
A savegame might help, so that I can check what's happening

Of course...
 

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Because after updating the Cannery has lost all bonuses for resources, there is only +4 *food* bonus. Yeah, I thought to pass a couple of moves to build a new Cannery, but it was impossible for one course to remove the old Cannery and building appoint a new one.



Yeah. It is.



Of course...

Mmm.. I can't load your save, the game crashes before finishing to load the game. Do you have another save a couple of turns earlier? Or an autosave maybe?
 
45°38'N-13°47'E;12567431 said:
Mmm.. I can't load your save, the game crashes before finishing to load the game. Do you have another save a couple of turns earlier? Or an autosave maybe?

Okay... try this.

UPD: it seems that after the construction of the Cannery in some cities, the effect of added bonus is working properly, despite the description of construction is wrong
UPD2: but I'm not sure.
 

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45°38'N-13°47'E;12567062 said:
No, that won't work. I've not yet imported the whole multithreading code and this part is not yet active. I had some troubles importing that part of the code so I've left it out for the moment. :(

Koshling fixed several related bugs/CTDs to that area yesterday and today.

Before his fix I would CTD as soon as I hit the red button for EoT. That was with the CITY_PIPELINE setting at 4. If I went and set it to 1 or 2 I was fine on my i7 2600 Win 7 64 Pro comp and OS. But if I set it to 3 or 4 I would CTD. After today's fixes I'm at setting 4 and no CTDs.

Now the reason I suggested that IPEX use 1 is because he's emulating Windows to play, iirc. Isn't he using ubuntu or something like that? But if it's not active in AND (multi-threading) then it won't matter I suppose.

JosEPh
 
I noticed that the bug which resets the edited (F1) city list back to default every time you load your game - is still present. This was fixed in c2c awhile ago, I wonder why the fix hasn't carried over? Its not the end of the world, its just annoying because it takes awhile to edit it the way I like it.
 
Okay... try this.

UPD: it seems that after the construction of the Cannery in some cities, the effect of added bonus is working properly, despite the description of construction is wrong
UPD2: but I'm not sure.

It looks like the problem is there for Butchery also. But I can't reproduce it in my game, so it could be really something relater to recalc. Do you remember which revision you were using when you started the game?
 
I noticed that the bug which resets the edited (F1) city list back to default every time you load your game - is still present. This was fixed in c2c awhile ago, I wonder why the fix hasn't carried over? Its not the end of the world, its just annoying because it takes awhile to edit it the way I like it.

I've skipped some C2C revisions which were crashing AND, but those crashes might have been solved in more recent revisions. There are still parts of the code to be imported, like the multithreading part, but I'd like to pause for a while to see what problems are arising now. Dll development isn't finished (it won't be finished until C2C development is, I suppose ;) ), I just think it's good enough to have a stable game for the moment.
 
Koshling fixed several related bugs/CTDs to that area yesterday and today.

Before his fix I would CTD as soon as I hit the red button for EoT. That was with the CITY_PIPELINE setting at 4. If I went and set it to 1 or 2 I was fine on my i7 2600 Win 7 64 Pro comp and OS. But if I set it to 3 or 4 I would CTD. After today's fixes I'm at setting 4 and no CTDs.

Now the reason I suggested that IPEX use 1 is because he's emulating Windows to play, iirc. Isn't he using ubuntu or something like that? But if it's not active in AND (multi-threading) then it won't matter I suppose.

JosEPh

My problem with multithreading was not that it was crashing the game but that I wasn't able to compile the dll (probably some mistake in importing the code, but multithreading is a huge change in the code, so I'll need some time to make it work). Since multithreading is still under development, I thought to let it out for the moment. We can add it after we've imported Vokarya's tech tree.
 
45°38'N-13°47'E;12569080 said:
It looks like the problem is there for Butchery also. But I can't reproduce it in my game, so it could be really something relater to recalc. Do you remember which revision you were using when you started the game?

I'm started the game with "Rise of Mankind - A New Dawn 2 Full Installer", dont remember revision in this version.

It looks like the problem is there for Butchery also

confirm, also some problem with aluminium factory.
 
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