Bug Reporting

Given that I've never seen these errors and I launch BUG a lot, I'm willing to bet $5 that they are caused by your mod or your system in some way. I'm not laying blame, just saying that there's nothing I can do if I cannot get the error myself.

Well, if your mod has problems with other mods, its not my fault. I can understand that you maybe cannot do anything to solve it, but I cannot do anything for sure.

The error appeared when I was attacking another ship on a near coastal plot with my ship which was in my city. I have python code in my mod which is creating a new ship at the city plot in such a case (under special circumstances for sure). There is no text message with a button, it must be a problem with a button from a unit. All buttons are fine -> must be a python problem. Since a BUG screen pops up, it must be a BUG mod related problem. Maybe BUG has sometimes problems with unit creation py python. Dunno.

Do you have some background process that's modifying the "last modification date" of the Python files while you're launching BTS? For example, I modify the BUG files in one folder, and when I'm ready to test I export them to the CustomAssets folder and launch BTS. If I were to launch BTS before the export completed, I bet BTS would try to reload the files that got overwritten after it launched.

No, I always restart Civ4 after changes. I know that BUG trys to reload everything when any python file got changed. I'm aware of that. But I will observe it. (This error screen did not happen often to me.)


I've been using the latest BUG and I use BUG or Standard draw exclusively with no problems. Have you updated to the latest BUG?

Yes, I'm using 100% latest SVN. I don't have any PLE interface symbols when using other draw methods than PLE. I wanted to switch cause of the PLE error screen with the button problem mentioned above.
 
nonono - see the list of hieroglyphics ... "WSZVC?EPTUNBDRAHM*LO" ... put a number between them is what I am suggesting.

WSZVC?EPTUNBDRA5HM*LO

I think that should work. Just don't ask me what the letters actually represent. /Hover your cursor over them and you get a nice splash of help.

:eek: I begin to love BUG even more. :lol:
I'm sorry I didn't understand you first.
 
I get this python exception everytime I exit from a game to main menu:
Code:
Traceback (most recent call last):

  File "AutoSave", line 146, in saveGameExit

  File "AutoSave", line 72, in saveGame

AttributeError: 'CyGame' object has no attribute 'saveGame'
 
#0 You probably know - BUG and standard PLE drawing methods do not work, only PLE with BUG filter or PLE with PLE filter.
I've been using the latest BUG and I use BUG or Standard draw exclusively with no problems. Have you updated to the latest BUG?
Yes, I'm using 100% latest SVN. I don't have any PLE interface symbols when using other draw methods than PLE. I wanted to switch cause of the PLE error screen with the button problem mentioned above.
Ahh - thanks for the more detailed 'bug' description. The PLE interface symbols are only valid with PLE. They don't work (and are not designed to work) with the BUG or Vanilla draw methods and thus they are removed from the main interface screen.
 
Yes, you can put a number between any pair of letters to space out just those columns. Technically, the spacing is attached to the previous letter so that if the following letter code is not used the space will still be there before the next visible column.

BTW, this is just a bug in Civ4's string width calculation, and I think it relates to multi-colored strings. It tends to go away once the scoreboard starts filling up, and that's odd. This is exactly why I added that spacer. :)
 
I just installed the BUG mod recently, and have encountered many errors

Spoiler :
Civ4ScreenShot0026.jpg


When I start a new game, I am presented with this screen. There is no top or bottom info.

Spoiler :
Civ4ScreenShot0027.jpg


After leaving and entering the page again, I get this. Is it just me or is the resolution for this odd?

Spoiler :
Civ4ScreenShot0025.jpg


Just take a look at this tech tree. Obviously, it is wrong. It is also completely irresponsive to any actions.

Spoiler :
Civ4ScreenShot0024.jpg


And what about this city screen? The two sides are completely missing info! And what about the resource labels? They are one down from where they should be!

Spoiler :
Civ4ScreenShot0028.jpg


In this, the city information is cut off on the right side of the window. And look at the minimap, it looks completely wrong!

I hope you can help me with the bugs.
 
I just installed the BUG mod recently, and have encountered many errors

< Screenie snip >

I hope you can help me with the bugs.
Most of those problems in the screenies look like something caused by an installation error. Did you use the BUG installer? Or did you install with the zipped version? In any case, we need some more information, please.

Please follow the instructions in the Troubleshooting section: http://sourceforge.net/apps/mediawiki/civ4bug/index.php?title=Troubleshooting

and post the required information here. One of us will be sure to try to help.

-LM
 
My guess is that you have not patched BTS at all. BUG requires at least 3.03 to run and works up to the latest 3.19 version. The partial technology advisor is the key giveaway. If you are patched, follow the instructions on the Troubleshooting page to post more info so we can get you going. See the link in my sig.
 
In CvDLLWidgetData::parseChangeSpecialistHelp, I would suggest to replace . . .

I cheated by using

Code:
szBuffer.assign(gDLL->getText("TXT_KEY_MISC_REMOVE_SPECIALIST", L""));

so it uses the same text string but uses an empty string for the specialist name. :goodjob:
 
Ah, I see the final return value is limited to a positive number:

Code:
return std::max(0, getMaintenanceTimes100() - iNewMaintenance);

This should be

Code:
return getMaintenanceTimes100() - iNewMaintenance;

to allow for mods to have buildings that increase maintenance.

Fixed in r215.
 
AStarTools.py
addAdjacents()
I believe
Code:
	iGCosts = [COLOR="Blue"]pPlot[/COLOR].movementCost(self.pUnit, [COLOR="Red"]pNewPlot[/COLOR])+iParentGCosts
should be
Code:
	iGCosts = [COLOR="Red"]pNewPlot[/COLOR].movementCost(self.pUnit, [COLOR="Blue"]pPlot[/COLOR])+iParentGCosts
.
Sorry if it is already reported. Thanks!
 
@denev - Short of adding the color options to that AStarTools waaaaay back when, I haven't looked through that module, and this issue has definitely not been reported here yet. I have seen the shaded areas where the highlighted unit can move be incorrect before, and this may be the reason why. I'll take a look at it tomorrow, thanks. :goodjob:
 
I've added a new specialist (works fine), but if I try to select one of the common old specialists in sevopedia, I get this error:

PHP:
Traceback (most recent call last):

  File "CvScreensInterface", line 450, in pediaJumpToSpecialist

  File "SevoPediaMain", line 277, in pediaJump

  File "SevoPediaSpecialist", line 60, in interfaceScreen

  File "SevoPediaSpecialist", line 72, in placeSpecial

RuntimeError: unidentifiable C++ exception
ERR: Python function pediaJumpToSpecialist failed, module CvScreensInterface

When I use sevopedia INGAME, there is no error and everything works fine. Any ideas?


Edit: Argh. I know the reason. I've modified some specialist settings for a special trait in sdk. I've modified CvGameTextMgr.cpp too to get the correct results displayed. Since no trait is active if not actually playing the game, this error appears. How can I check in CvGameTextMgr.cpp if the game is running to get rid of the check which is causing the error if no game is running?

Edit2:

PHP:
if (GC.getGameINLINE().getActivePlayer() == NO_PLAYER)

should work. Will report back.

Edit3: Works like a charm. I will not remove my post, maybe any other will have my error in the future.
 
Sorry if this was mentioned elsewhere...

I've just installed BULL for the first time, version 1.2. With the BULL dll, there are no AI to AI resource deals shown in the glance screen. I've tried switching back to the original dll, this gets the deals shown again. I'm using BULL with BUG in Custom Assets.

This is important info shown with the original dll, for instance I'd like to know if the target civ is buying elephants for corn. (off topic, such deals are intended and not bugs? I always get a headache when I see that, flagrant AI cheating imo.)

EDIT: I meant to say the relations screen under the F4 foreign advisor. Although it's true for the glance screen too, the original dll gives info about AI to AI resource deals there as well.
 
Did you copy all of the XML files from BULL's archive into their proper places in the BUG folders? My copy of BULL seems to work fine...
 
Did you copy all of the XML files from BULL's archive into their proper places in the BUG folders? My copy of BULL seems to work fine...

Yes, I did a simple drag&drop to Custom Assets...I'll try installing the latest BUG mod, I'm using 4.x now with Blue Marble.

EDIT:

Reinstall got the info to show in glance screen! :) Still no resource deals in the relations screen though. I'm not sure if that's normal or some glitch in my installation, but I'm happy with the current situation!

Btw, many thanks to all developers for all the work done on BUG and BULL!
 
Still no resource deals in the relations screen though.

I never use the Relation screen to see deals, so maybe I'm off here, but have you selected a leader first before hovering on the other leaders? I'm glad to hear the Glance screen hovers are working!
 
I never use the Relation screen to see deals, so maybe I'm off here, but have you selected a leader first before hovering on the other leaders? I'm glad to hear the Glance screen hovers are working!

Yes, I've selected the leader. No resource deals shown with the BULL dll. If this is a glitch in my installation, I'd probably have to reinstall BtS altogether. Glance screen will be good enough! :) If that's sth that BULL missed, it would be nice to have it there as well since the original has it.
 
Odd that it would show on one screen and not the other. BULL has no idea which screen is showing; it's given two leader IDs and goes from there. I'll take a look when I get a chance, but it may be some time.
 
Any idea why the military advisor is displaying pink squares for new buttons (shock2 for example)? As you can see on the screenshot, the button itself works fine, you can see it to the right of shock1 below "Archer".

attachment.php


PHP:
<Button>Art/Interface/Buttons/Promotions/Shock2.dds</Button>
 
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