Beta Testers Needed!

Try using this CvGameCoreDLL, and putting it in the Rise of Mankind/Assets folder, over the old one. It should be save game compatible.

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Thx for your effort but sadly, it isn't... - "failed to uncompress data", CTD a half sec later, its due to my first-person-shooter skillz this screenie was catched^^
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I guess your save is screwed. :(

A small price to find bugs though. The new CvGameCore should work without any future crashes, I hope.
 
So, what bug was causing my savegame ctd (just curious...^^)?

And maybe my save doesn't work, because I also installed Zapparas hotfix (he said it wouldn't affext saves, though but perhaps a combination of his and your fix does)? I could reinstall plain rom 2.8 and your beta and try it then again...
 
So, what bug was causing my savegame ctd (just curious...^^)?

And maybe my save doesn't work, because I also installed Zapparas hotfix (he said it wouldn't affext saves, though but perhaps a combination of his and your fix does)? I could reinstall plain rom 2.8 and your beta and try it then again...

Some poorly coded AI logic.

I doubt that Zap's hotfix had anything to do with it. You can try that, if you must, but I doubt you will get your save to work...

The only bug I have left is the city governor placing citizens outside the city radius... We'll see what Kael says.
 
If we install ROM 2.8 plus Hotfix1 plus 1.4beta 8 plus this new CvGameCoreDLL, should that fix most of the CTD issues you've been logging here, or should we wait for 1.4beta 9 (or 1.4 release)?

Thanks!

It should, but my new DLL will break saves...
 
he adds a little bit of both python and SDK.

I know but i need to find out which files contain what is all, just incase i need to use someplace else, but thx.
 
Does any of the stuff YOU added involve python or just SDK, if python what files involve that, also if SDK what files involve that??

These days, almost everything is SDK or Python in my mods, with XML to top it off.
 
kasperky will crash the install which tends to bork the install
 
Found a schema bug that made it so players could only build mines on peaks when their was a resource their, instead of always... This has been fixed.
 
These days, almost everything is SDK or Python in my mods, with XML to top it off.

Not what i meant, i was just asking which files are (just) python related (plus xml of course) and which ones have a dll (plus xml of course).:blush:
 
Not what i meant, i was just asking which files are (just) python related (plus xml of course) and which ones have a dll (plus xml of course).:blush:

Castle Mod, Ideology Civics, Beautification, Seafaring, Ice Breaker, Zoological Buildings, are XML, with no SDK changes. War Prizes, Military Civics, and the World Fair are all a mix of python and XML. (War prizes is all Python.) Everything else is SDK and XML.
 
Update on bugs:


I believe I've gotten all the CTD bugs, and I fixed the bug where the city governor would place free citizens on third level radius tiles when they weren't unlocked.

My last bug is purely graphical, but I still need to fix the bug where it looks like you are working third radius tiles (The fishing boat or small hut appear, normally only for a tile that is being worked) when you aren't. Once that's gone, I'll run a few more test games, release a last beta, and release 1.4.
 
afforess i wasn't claingin it was your fault i jsut htought peopel should knwo that if they are runnign it while installign it will muck it up and yes i did close Kasperky and it worked fine
 
About the graphical bug form the 3rd radius tiles, it still persists, on some level even after I removed the mod. Though in my current game, there is a salt resource I put a quarry on, but this tile is out of any of my cities radius'. Before I built the quarry there was a hut on the tile, after building, the quarry working animation plays. Current game this is the only one I have noticed so far.

I will take another look, but this game my cities so far have pretty much been on each others 2 tile radius for working, since I removed the 3tile mod. One thing that persists is the cities show "lightened" areas still for 3tile radius, instead of just the 2tile radius as normal.
 
afforess i wasn't claingin it was your fault i jsut htought peopel should knwo that if they are runnign it while installign it will muck it up and yes i did close Kasperky and it worked fine

Oh jeez, that whole sentence is just an absolute wreck with regards to spelling & grammar... yet I understand it completely. Go figure!

Would it kill you to use a spell-check, though? Firefox has an integrated one, you should look into it.

Back on topic: I'm holding off on starting a new game until the workers-on-third-level-radius bug is fixed. I'm also hoping that Afforess will release his sources along with 1.4.
 
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