BUFFY-3.19.002 Public Beta (Released!)

Status
Not open for further replies.
I created a game with the same setup as BOTM 24. I was on the 13th turn when I got the Python Exception shown in the attached screen shoot.

I had placed a dot-map on the capitol's starting location on the first turn. The Python Exception occurred when I started the dot-map utility with ALT-X while attempting to right click on the existing dot-map to remove it.
 
Very strange. The only time I've seen that error is on the Mac, and we added a fix for it, too. :( Is it repeatable by taking the same actions?

Also, I see the lat/long TXT_KEYs there, yet I see that they are in BUFFY's code repository. The v002 build might be messed up in other ways. :confused:
 
I noticed that Beta1.3.19.002 doesn't allow multi player like 3.19.001 does. I got into it via "load a mod".

That is a setting in the mod's ini file (Beta1.BUFFY-3.19.002.ini). You can change it to allow multi-player. I didn't realize it would work with multi-player. :crazyeye:
Thanks! I'm planning to suggest future MTDG's use it, and was worried the capability had been removed. Probably just forgot how I turned it on in the first place. :crazyeye:
 
I've downloaded and installed Beta2. I started BTS with the Beta2 mod loaded, and created a new Custom Game, trying to duplicate the settings for BOTM24. Before making any moves, I opened the mod interface via CTRL+ALT+O and made the following changes...
  • changed Scoreboard to display leader name/Civ
  • turned on the era color display for the clock
  • changed autolog to start automatically, deselected use default name, and created a unique autolog name
I closed the mod interface and saved the game without making any moves.

When I hit escape and exited to the main menu, I got a Python Exception that said...
"Failed to load python module Smart_Map"​
I've attached the logs and the saved game. I'll reload the game and start playing to see if anything else pops up.
 
SmartMap isn't included in BUFFY, but it is included in BUG. I don't know why BTS would be trying to load it, but it may be a good idea to remove it from your PublicMaps folder temporarily.
 
SmartMap isn't included in BUFFY, but it is included in BUG. I don't know why BTS would be trying to load it, but it may be a good idea to remove it from your PublicMaps folder temporarily.
I have BUG 4.2 installed in its own mod folder; I'll temporarily remove SmartMap as you suggest.

Upon reloading the game, I got a Python Exception for failure to load Planet_Generator_0_68, and I'm still getting Python Exceptions when I mouse over with the Dot-Map. Screenshots and logs attached.
 
Look in your BUG Mod 4.2 folder. Is the maps folder named Public or PrivateMaps? Rename it to PrivateMaps if necessary.

Next, check your PublicMaps folder in your My Games / BTS folder. If you ever installed BUG using the Single-Player (CustomAssets) method, it installed the maps into that PublicMaps folder. They should be okay there (that's where mine are), but try removing them for now.

Regarding the dot map, that error only happens on the Mac version (and it's fixed). Is there anything non-standard about your setup? Can you please supply here the information requested on the Troubleshooting page?
 
Look in your BUG Mod 4.2 folder. Is the maps folder named Public or PrivateMaps? Rename it to PrivateMaps if necessary.
It was PublicMaps; renamed to PrivateMaps.

Next, check your PublicMaps folder in your My Games / BTS folder. If you ever installed BUG using the Single-Player (CustomAssets) method, it installed the maps into that PublicMaps folder. They should be okay there (that's where mine are), but try removing them for now.
I had an earlier version of BUG installed as Single Player. I have removed all maps as you suggested.

Regarding the dot map, that error only happens on the Mac version (and it's fixed). Is there anything non-standard about your setup? Can you please supply here the information requested on the Troubleshooting page?
OS Version: Windows 7 Home Premium 64-bit OS

BTS Version:
  • Civ Version: 319
  • Save Version: 302
  • Build Version: 3.1.9.0 (128100)
  • Build Date: Thu May 14 10:17:10 2009
  • Build: FINAL RELEASE
BUG/BAT Version: BUG 4.2

Installation Source: BUGMod_42.exe

Installation Method: BUG 4.2 installed as Multiplayer (Mods Folder). Earlier Version had been installed Single-Player as noted above. CustomAssets was renamed CustomAssets.old upon uninstall of earlier version.

Merged Mods: BlueMarble

Anything non-standard: I don't think so. When I reinstalled the Civilization IV Programs after upgrading this computer to Windows 7 64-bit OS from Windows Vista 32-bit OS, the Firaxis Games folder was installed under C:/Program Files (x86) instead of C:/Program Files, but that was the default installation path. Also, since I upgraded the OS, there is a Windows.old folder which has the previous Civ4 installation. The previous installation had the JCityLimit and Revolution mods installed, but I haven't reinstalled those mods since I upgraded to Win 7.
 
Since making these changes, do you get all of the same exceptions with a new game? I suspect that the final Unidentified C++ exception with the Strategy Layer has to do with 64-bit, but it's just a guess. The Mac version of BTS doesn't even have the function call I'm using. Instead it has a different call which I can use on Windows but isn't "technically correct" but seems to work.
 
Since making these changes, do you get all of the same exceptions with a new game? I suspect that the final Unidentified C++ exception with the Strategy Layer has to do with 64-bit, but it's just a guess. The Mac version of BTS doesn't even have the function call I'm using. Instead it has a different call which I can use on Windows but isn't "technically correct" but seems to work.
I've only had the error detection stuff turned for the last couple of weeks. I've only seen the Python Exceptions pop-up with the games I created for Beta1 & Beta2 of BUFFY-3.19.002.

I didn't have any Python Exception pop-ups while playing the last 60+ turns of BOTM24, if that's what you are asking. I course, I didn't create that game.

Having just seen the game setup info for BOTM25, I'll create a test game and play it under BUFFY-3.19.001 and let you know if I get any Python Exceptions.

If I've misunderstood your question, please let me know.
 
Since making these changes, do you get all of the same exceptions with a new game? I suspect that the final Unidentified C++ exception with the Strategy Layer has to do with 64-bit, but it's just a guess. The Mac version of BTS doesn't even have the function call I'm using. Instead it has a different call which I can use on Windows but isn't "technically correct" but seems to work.
I created a BOTM25 Test Game, and I'm getting the Dot-Map Mouseover Exception using BUFFY-3.19.001 :eek:

The PythonErr.log
Spoiler :
Traceback (most recent call last):

File "CvScreensInterface", line 887, in mouseOverPlot

File "CvOverlayScreenUtils", line 128, in mouseOverPlot

File "CvDotMapOverlayScreen", line 227, in onMouseOverPlot

File "CvStrategyOverlay", line 467, in highlightCity

File "CvStrategyOverlay", line 570, in eraseDot

RuntimeError: unidentifiable C++ exception
ERR: Python function mouseOverPlot failed, module CvScreensInterface
Traceback (most recent call last):

File "CvScreensInterface", line 887, in mouseOverPlot

File "CvOverlayScreenUtils", line 128, in mouseOverPlot

File "CvDotMapOverlayScreen", line 227, in onMouseOverPlot

File "CvStrategyOverlay", line 467, in highlightCity

File "CvStrategyOverlay", line 570, in eraseDot

RuntimeError: unidentifiable C++ exception
ERR: Python function mouseOverPlot failed, module CvScreensInterface
Traceback (most recent call last):

File "CvScreensInterface", line 887, in mouseOverPlot

File "CvOverlayScreenUtils", line 128, in mouseOverPlot

File "CvDotMapOverlayScreen", line 227, in onMouseOverPlot

File "CvStrategyOverlay", line 467, in highlightCity

File "CvStrategyOverlay", line 570, in eraseDot

RuntimeError: unidentifiable C++ exception
ERR: Python function mouseOverPlot failed, module CvScreensInterface
Traceback (most recent call last):

File "CvScreensInterface", line 887, in mouseOverPlot

File "CvOverlayScreenUtils", line 128, in mouseOverPlot

File "CvDotMapOverlayScreen", line 227, in onMouseOverPlot

File "CvStrategyOverlay", line 467, in highlightCity

File "CvStrategyOverlay", line 570, in eraseDot

RuntimeError: unidentifiable C++ exception
ERR: Python function mouseOverPlot failed, module CvScreensInterface
Traceback (most recent call last):

File "CvScreensInterface", line 887, in mouseOverPlot

File "CvOverlayScreenUtils", line 128, in mouseOverPlot

File "CvDotMapOverlayScreen", line 227, in onMouseOverPlot

File "CvStrategyOverlay", line 467, in highlightCity

File "CvStrategyOverlay", line 570, in eraseDot

RuntimeError: unidentifiable C++ exception
ERR: Python function mouseOverPlot failed, module CvScreensInterface
 
@Grifftavian - No, I meant have you been able to reproduce the same errors now that you've changed the folder name to PrivateMaps and removed BUG 4.2 from the CustomAssets folder. Clearly you still get the Strategy Layer C++ problem, but what about the Python exception popups about SmartMap and Full of Resources?

Edit: Can you please try this fix on your end? You won't be able to submit any games using this as it invalidates the games, so only try it temporarily on a test game. In Beta2, open the file

Assets/Python/Contrib/CvStrategyOverlay.py​

in Notepad or some other text editor and change this line (581)

Code:
CyEngine().addColoredPlotAlt(x, y, self.NO_DOT_STYLE, self.DOT_LAYER, "", alpha)

by inserting COLOR_BLACK near the end:

Code:
CyEngine().addColoredPlotAlt(x, y, self.NO_DOT_STYLE, self.DOT_LAYER, "[B][COLOR="Red"]COLOR_BLACK[/COLOR][/B]", alpha)
 
@Grifftavian - No, I meant have you been able to reproduce the same errors now that you've changed the folder name to PrivateMaps and removed BUG 4.2 from the CustomAssets folder. Clearly you still get the Strategy Layer C++ problem, but what about the Python exception popups about SmartMap and Full of Resources?
OK, I've played several more turns of my test game, and I'm not getting any more Python Exceptions for SmartMap or any other maps. BTW, it was BUG 4.1 that I had installed single-player/custom assets. I uninstalled BUG 4.1, and installed BUG 4.2 as multiplayer/mod folder.

Edit: Can you please try this fix on your end? You won't be able to submit any games using this as it invalidates the games, so only try it temporarily on a test game. In Beta2, open the file

Assets/Python/Contrib/CvStrategyOverlay.py​

in Notepad or some other text editor and change this line (581)

Code:
CyEngine().addColoredPlotAlt(x, y, self.NO_DOT_STYLE, self.DOT_LAYER, "", alpha)

by inserting COLOR_BLACK near the end:

Code:
CyEngine().addColoredPlotAlt(x, y, self.NO_DOT_STYLE, self.DOT_LAYER, "[B][COLOR="Red"]COLOR_BLACK[/COLOR][/B]", alpha)
I edited the file as you described. (BTW, thanks for the line number, made it easy to find using Notepad ++ :D) After the edit, I couldn't open the first test game save, got the protected assets message, which I guess was to be expected. I created a new test game with the modified CvStrategyOverlay.py file. As expected, I got the HOF Warning upon starting the game, however, I no longer get the dot-map mouseover Python Exceptions with this change.

I removed the change to the CvStrategyOverlay.py file, and was able to reopen the first test game without problems.
 
I'm having trouble with the initial invocation of the mod. It appears that changes I make to the mod thru the BUG Mod Options interface are not saved between the initial invocation of BtS and the subsequent invocation.

This may be occurring only on the first invocation of the mod (beta2) after it is installed.

The exact circumstances were as follows:
Downloaded and installed the mod as normal for any HoF/BUG-HoF mod.
Downloaded a Worldbuilder file (Noble's Club XXXIX - Asoka,) followed directions for installing.
Invoked game, automatically loading beta2.
Opened the initial save from "Play Scenario" panel into the BtS game.
On game start at 4000BC, did Ctrl-Alt-O to open the options, set Logging to automatically start, and set tags to HTML format, made a few other changes.
Played until 2000BC. Game was being logged, I checked by Alt-Tabbing.
Closed game.

Later, relaunched game, loaded saved file, assumed that game was being logged (I did not check.) Closed game. Looked for the log, found it had not been updated since 2000BC turn.

Relaunched game, did Ctrl-Alt-O, found none of the changes I had made to the options. Remade the changes, played a turn or two, closed game. Looked for the log, found it correctly updated.

Relaunched game, did Ctrl-Alt-O, changes I had made were present.

So, in this test, it appears that only the changes made to the options from the initial launch of the mod are not saved. Changes from subsequent launches are.

System, Vista 64bit, mod installed using the provided auto installer, in the normal mod folder for Bts. Multiple copies of Civ IV, Warlords, BtS are present in different folders. No other Modifications have been made to the game.

I checked folder permissions as described on the Vista Fixes page. These were as they should be (Full Control.)

Hope this helpful. :)
 
That is very strange. I can't think of how that could happen, but I'll check it at home this weekend. Thanks for the report.
 
Have tested beta1 for the invocation behavior seen above. Got the same result, changes to mod are not saved during 1st invocation of mod, but are saved during the 2nd. This time was using the Noble Club XXXVII Victoria World Builder file as the starting save.

Perhaps this has to do with using a WorldBuilder file launching out of the scenario panel? In neither case did I create a new game using the "Play Now" or "Custom Game" panel.
 
Status
Not open for further replies.
Back
Top Bottom