Bug Report

I'm sure we have a little graphic bug with the turkish scout. The scout is "stiff as a board" (in this case not to be understood as dead drunk) - but as if movement is fixed around the center and both legs leaves the gound. This is something that I have not seen before with scouts from other nations.

Spoiler A turkish scout in infight with animals :

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I'm sure we have a little graphic bug with the turkish scout. The scout is "stiff as a board" (in this case not to be understood as dead drunk) - but as if movement is fixed around the center and both legs leaves the gound. This is something that I have not seen before with scouts from other nations.
I will double-check, but I believe I already fixed this one in SVN
 
RI ver 3.61. Made a new map with Asian nations only. - Playing Japan under Tokugawa Ieyasu.

The Taiwanese under Koxinga wanted to sign an OpenBorder agreement with me - I rejected. Guess he didn't liked that. Now I get an error in the gamelog.

Spoiler Screenshots from the game with the error and a copy of the text from the ErrorLog :

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I now find this Entry in the ErrorLog for each turn: Attitude Change: Koxinga (Taiwan) towards Tokugawa Ieyasu (Japan), from '' to 'Cautious'

As you can see, it seems like Koxinga do not have any attitude (the empty '') towards me right now - but why??? It's surely something the errorchecking do not like. The game itself seems to work "Ok" - except that I have this problem with an "open" relationship with Koxinga/Taiwan.


This is not a part of the game where I have made any "experiments" - so I'm innocent (I think).......
 
I guess yours would be incompatible with regular release version
It surely will.

I guess the errormessage shown in the 1st screenshot for object at 0x56E004D0 refers to a memory adress on my own 'puter....

Anyway - I got the error earlier this morning and just restarted the game. It worked "Ok" for some turns, then the error reappeared. After I reported the error, I removed all tags for the Log in the Interface_Options, restarted the game once more and added the tags again - and for now it behaves fine. Guess my next move will be to show a little kindness and see what happens if Koxinga change his mind to something more friendly.....
 
Hi, I just wanted to post a bug. I was playing with multiplayer with my brother over LAN and after 150-250 turns we would both CTD. This has happened on 2 completely separate games in a row. I don't remember it happening before (We have both played RI together since around 3.3). Every time it's the same exception issue. "INVALID_POINTER_READ_c0000005_CvGameCoreDLL.dll!Unknown". I'm not sure if the email still works as it is just over 18 years old. Attached is my CrashDump file as well as the multiplayer save. Any help would be greatly appreciated. I tried a full uninstall / Reinstall of BTS + Realism Invictus to no avail.
 

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Loading this save alone and running for several turns doesn't result in a CTD for me; can you provide the logs from a CTD? The dump you provided isn't really useful by itself (if I don't figure this out from logs, I'll furnish you with a debug dll and ask to provide a full dump). Also, to make sure, you both used the 2024-12-22 installer (not the 2024-12-21)?
 
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Loading this save alone and running for several turns doesn't result in a CTD for me; can you provide the logs from a CTD? The dump you provided isn't really useful by itself (if I don't figure this out from logs, I'll furnish you with a debug dll and ask to provide a full dump). Also, to make sure, you both used the 2024-12-22 installer (not the 2024-12-21)?
Thank you so much for your reply, we both are using the 2024-12-21 installer. I can update us to the 2024-12-22 and install the CvGameCoreDLL and let you know the result!
 
When I tried to load the save with the 2024-12-22 version of RI with your CvGameCoreDLL, I got 2 error messages before the game started

"Assert Failed
File: SelfMod.cpp
Line: 263
Expression: false
Message: Unexpected memory layout; EXE statically patched somehow? Wine? Non-MULTI5 version?"

and

"Assert Failed
File: SelfMod.cpp
Line: 221
Expression: false
Message: Failed to locate plot indicator code bytes in EXE"


I'm not sure if those are caused from trying to load the save that we used on the 2024-12-21 version of 3.7 onto the 2024-12-22 version with the provided CvGameCore. Attached is the dump file and my logs regardless.

Edit: Ope I apologize, the dump didn't save, it said "The uploaded file is too large for the server to process." I tried compressing it as a RAR, 7Z and ZIP none of which worked (even though its smaller than the first dump I sent)
Edit 2: I replicated the bug on a newly generated hotseat save.
 

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Then my advice to you is to abandon your current game and try playing with 2024-12-22 install (with the dll that comes with it, forget the one I provided). 2024-12-21 had a serious bug that's been fixed in 2024-12-22, and could quite likely have been the cause of your problems.
 
Sounds good. The two assert failed errors happened even on a fresh 2024-12-22 hotseat test, but that was using the CivGameCoreDll you provided. Thank you so much for your help, and for making a mod that my brother and I have poured well over 1000 hours in!
 
Unfortunately, I restarted a new save with my brother on the 2024-12-22 and it crashed, but with the CvGameCoreDLL you gave, it produced three different Assert Failed messages (on top of the 2 it generated on creating a save with your modified version of the CvGameCoreDLL)

Assert Failed
File: CvPlayer.cpp
Line: 15257
Expression: getUnitRoleCostModifier(eIndex) >= 0

Assert Failed
File: CvPlayer.cpp
Line: 15271
Expression: getUnitRoleCount(eIndex) >= 0

Assert Failed
File: CvTeam.cpp
Line: 5188
Expression: getUnitRoleCount(eIndex) >= 0
Message:

EDIT: It seems that when I click ignore, it just lets the game happen normally. So as of right now its working fine-ish
EDIT2: Eventually it hard crashed on 3 asserts. I'm attaching a txt with all assert failed messages I got. If it helps at all (since I noticed it is talking about team members), my brother and I are on a team together against 3 enemy teams of 3.

Assert Failed

File: CvTeam.cpp
Line: 8028
Expression: iMember < getNumLivingTeamMembers()
Message: Index in CvTeam::getLivingTeamMember expected to be < 2. (value: 2)

----------------------------------------------------------
Assert Failed

File: CvPlot.cpp
Line: 7603
Expression: ePlayer < MAX_PLAYERS
Message: ePlayer is expected to be within maximum bounds (invalid Index)

----------------------------------------------------------
Assert Failed

File: c:\sid meier's civilization 4\beyond the sword\mods\realism\gamecore\cvgamecoredll\CvPlayerAI.h
Line: 26
Expression: ePlayer < MAX_PLAYERS
Message: Player is not assigned a valid value
 

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It most likely has something to do with teams, yeah, but again, there is nothing to debug without a proper memory dump made with a debug dll (I know it's big). I see that the actual crash happens because something calls for a non-existent team member, but to trace what actually caused that, I will need the big memory dump file. Just put it on some file hosting.
 
Thanks, that did it. I think I found and fixed the culprit; a real nasty bug and one that could have gone unnoticed indefinitely, as it only manifested under some rather specific circumstances. Anyway, too early to celebrate before you test it. Please use this dll and see if it resolves your CTD.
 

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About 150 turns later it seems to be working great! Thank you so much for your responsiveness.

Edit: We played for about 7 hours together with 0 issue.
 
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The Civipedia says cultural victory is at 50.000 per city. Thinks this must be from the vanilla game with 500 turns. RI standard game is well over 2.000 turns. An opponent on the other continent needs to be taken care of at some point. His cities are around 80.000, thankfully 100+ more in turns. So I need to know when sooner or later is. Legendary at 200.000?
 
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