[BtS] Super Spies

Please try the attached DLL... after hours of banging my skull against my keyboard I managed to find all the crashes that I had reproduced and fixed them... hopefully we're all having the same crashes.

Don't ask how banging one's head against a keyboard fixes bugs :)
 

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I salute your skillful headbanging, it is extremely metal! I ran about 10 or 15 turns and no crash, dropped it in my own mod and no crash either. I dont have time to play a game of civ before work (I wanna call in sick and play!) but hopefully this weekend I'll see if any more CTD's are still in there. Again thanks for such a quick response!
 
Reaaaaaally looking forward to plugging the new dll in and give it a shot. Hope I will be able to do so really soon, but with a 1½ year old, a wife who just doesn't get the thrill of modding and a mom coming for a visit this weekend Civ-time just isn't what I'm facing most of.

Trojan Sheep, Good you gave the dll a shot!

Laguru, Great to see other people committing themselves to this mod - as you said, it solves one of the few big issues on BTS!

\Skodkim
 
The new source will be up as soon as I get home today. I played a pretty long game myself last night after I finished coding, so between that and lugaru's sign off I'm feeling good about releasing 1.23
 
1.23 is up with the fixes, apparently this problem went as far back as 1.0, but as many of us have experienced the CTDs were never consistent because of how I was compiling the DLL. Now that I've changed my process these sort of serious errors should not make it through to you guys in the future.

My apologies to everyone for this incredibly long running bug hunt, and many thanks to all the people who helped me track down the bugs both on the forums and off. :)
 
I used to use VC++ 2003 as well, but during the process of trying to figure out why my DLLs were 6 megs instead of 4 I switched to codeblocks. The one key thing that is not mentioned in the tutorial which seems to make all the difference (it is mentioned on a later page of that sticky), is the following set of linker options:

/SUBSYSTEM:WINDOWS /OPT:REF /OPT:ICF

That reduces the DLL size down to around the standard size, and more importantly seems to remove the CTD protection that was making it so incredibly hard for me to track down errors.
 
Oh dont worry, the speed of this bug hunt would put most gaming studios to shame. I could list off quite a few games that never even made it to 1.1

Any changes besides the DLL? Just wondering since I want to keep things as stable as possible. Unfortunately I bought into 1.2 so all the xml is merged into my mod.
 
I've been playing with this mod and absolutely love it. However, it just started crashing for no reason, where can i find the crash log? something else that would be good is to add this mod that allows you to convert production into espionage just like you can with science, culture, gold. here's the topic link
http://forums.civfanatics.com/showthread.php?p=6114938#post6114938

cripp
 
Are you using the most recent version Cripp? There were some CTD issues with previous versions.

On the "producing espionage" mod, I actually had that as part of a homebrew mod I use, but it started causing serious OOS errors in multiplayer so I had to remove it. Hence I'd be hesitant to add it to SS, and it's easy enough to merge in if someone wants to use both since they don't share any XML files (If I remember correctly).
 
Is this multiplayer compatible as I would love to merge this into my current mod.
 
Are you using the most recent version Cripp? There were some CTD issues with previous versions.

I'm d/ling it right now

On the "producing espionage" mod, I actually had that as part of a homebrew mod I use, but it started causing serious OOS errors in multiplayer so I had to remove it. Hence I'd be hesitant to add it to SS, and it's easy enough to merge in if someone wants to use both since they don't share any XML files (If I remember correctly).

I don't do any MP. On the civgamecoredll.dll I was using Bhurics 3.13. I d/l'd the one you posted earlier, will try that.
 
This mod should be fully multiplayer compatible and CTD free, I've fixed the issue with my compiling process that made these bugs unreliable on my end, so this will hopefully never be an issue again :)
 
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