AND2 and SVN Bug Reports - A New Dawn 2 ONLY

Was the city a 1 pop city?

If you remember we had a problem last year with game CTD'ing when either a 1 pop city (barb or AI) was attacked and razed. The Python.dbg file would point to the city in question every time (it would be the last series of Python logging in the .dbg file).

I had Dancing Huskold looking in to it too, but we never came up with a clear root of the problem. It involved Python Acquire City and then Raze City events.

JosEPh
 
45°38'N-13°47'E;13199918 said:
No, it involves different sized cities. And it's not a python thing. No changes have been made to python between rev699 and 700 and it works in rev699.

It's definitely an art thing. Here's what I'm going to do. If I copy the old RoM FPK files and art definition file, then there is no problem getting through the fatal turn (but leaving the new FPK in the file as well). I'm going to try using WinMerge to change only part of the art defs and see if I can pinpoint the problem.
 
I use nightly build from yesterday or day before yesterday.
When i click end turn i got CTD :(
 

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45°38'N-13°47'E;13200160 said:
Probably the same issue I had, we're working on it. :)

same build, (probably) same issue.
experiencing reproducible CTDs every time I attack an enemy city with light swordsman, pikeman or catapults (for catapults it's just direct attacks, not ranged bombardment), myself being inca.
*no* problem when attacking with horse archers.

btw: maya (and, if it's artstyle-related maybe other south-american civs?) might be affected as well. had an earlier CTD wich I (inca) was not involved with, which happened when maya attacked barbarians (or vice versa, not sure).

hth!
 
btw: maya (and, if it's artstyle-related maybe other south-american civs?)

Game CTD even in a game I've tried where there are no south american civs (and No Barbarians too).
 
I think I pinned it down. The problem appears to be that I took out ART_DEF_UNIT_SIEGE_TOWER. Even though it's not actually called by any unit, it seems to be called somewhere by the graphics engine and that's what causes the crashes . I was able to autoplay 50 turns of both of 45*'s saves without any crashes.

Try updating to 701 and see what happens. It's just two files (plus the mod name update).
 
I'd love to update but SVN has been extremely finicky about downloading the past few days. Will report in if it allows me to do so in the near future.
 
Because sourceforge went to an https last fall it has become susceptible thru Open SSL (I think that's what they call it) to the new Heartbeat threat. That's why they asked all users to change their passwords.

It was working earlier today for me.

Edit: just updated to 701 so it's working right now.

JosEPh
 
I think I pinned it down. The problem appears to be that I took out ART_DEF_UNIT_SIEGE_TOWER. Even though it's not actually called by any unit, it seems to be called somewhere by the graphics engine and that's what causes the crashes . I was able to autoplay 50 turns of both of 45*'s saves without any crashes.

Try updating to 701 and see what happens. It's just two files (plus the mod name update).

That's odd. Siege Tower is being called in the dll, that's why you don't see it. I haven't actually changed that part of the code, but I remember I've tried a couple of months ago. Long story short, it probably causes an OOS error in pitboss games, so it was fixed by karadoc in his K-Mod. I've tried importing that code in AND but our code is too different from vanilla code, so I had to revert back to original code which is calling that art. Glad you've fixed the CTD problem Vokarya.
 
I think I pinned it down. The problem appears to be that I took out ART_DEF_UNIT_SIEGE_TOWER. Even though it's not actually called by any unit, it seems to be called somewhere by the graphics engine and that's what causes the crashes . I was able to autoplay 50 turns of both of 45*'s saves without any crashes.

Try updating to 701 and see what happens. It's just two files (plus the mod name update).

I vaguely remember that art define being hardcoded in the DLL. So you finding it as the cause of the problem makes sense to me as well.
 
I vaguely remember that art define being hardcoded in the DLL. So you finding it as the cause of the problem makes sense to me as well.

Yes, it's in CvUnit.cpp; here's the part I was trying to merge from K-Mod but code in AND is different. I'm not sure but I think changes you see in AND code were imported by me some months ago from C2C.
 
45°38'N-13°47'E;13201363 said:
Yes, it's in CvUnit.cpp; here's the part I was trying to merge from K-Mod but code in AND is different. I'm not sure but I think changes you see in AND code were imported by me some months ago from C2C.

The CvUnit code is the only part you couldn't merge? It's not very complicated, I merged it for you. Let me know if there is more.
 
The CvUnit code is the only part you couldn't merge? It's not very complicated, I merged it for you. Let me know if there is more.

I think so, I was able to merge the rest IIRC. I was getting some error in compiling that I didn't understand so I abandoned that project, mostly because I'm not able to make pitboss work anyway. I've been able to solve a couple of bugs but if you try a pitboss game, you'll see that it goes OOS as soon as you connect to the server. Every player connecting is in sync but all of them are OOS with the server, right from the start. I'm not able to fix this but I've seen that other people are getting this problem with different mods. Logs didn't help me either, although I have tons of them.
 
@45°38'N-13°47'E

Your two files quick fix works perfect. Thank you :)

It is good to see that New Dawn reborn again and Afforess is with us :)

BTW Does New Dawn 2 Contains graphic paging by Koshling ?
It is included in C2C DLL and reduce memory usage aprox 30-40%
 
It is included in C2C DLL and reduce memory usage aprox 30-40%

It's included and on by default. Also viewport is available and can be turned on under BUG options if needed (although I'm not a fan of viewport solution and I'm not sure it works 100%).
 
Viewports work well enough but do have some trade offs, which koshling warned about. But if you have an older comp and a 32 bit OS they are the way to play if you want the bigger maps and Large number of Civs in your game.

JosEPh
 
@45°38'N-13°47'E
Your two files quick fix works perfect. Thank you :)

if it's not too much trouble, could someone please upload/mirror those 2 files somewhere? I'd like to try them but currently can not access SVN...
thanks :)
 
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