Bug Reporting

@second post from cybah: these look like debugging messages. Also I see you're using a mod (btw it's strange for me seing civ in german :eek:;)) so these might be showing because there are errors in the merging (like variables that are used by both mods and now "clash").
 
mystyfly: no. its a mod, but I did not merge anything new.

EmperorFool: It seems that you can only see the first cities being founded. About that sevopedia error: Yes, I'm using the old BugCore.py and sevopedia works with it without starting a game.
 
Grave suggested that i may get some help here...it seems my interface will just disappear at random and no little tricks that I do gets it back. He said it might be a problem with Bug 3.6 in the mod so he thought I should post my log report here, which I will. I know in another post it said to delete the custom assests folder, but does that still apply when its another mod using the BUG mod? Thanks

http://forums.civfanatics.com/attachment.php?attachmentid=207841&d=1237666906
 
the error log file you posts talks about great person icon. What is the mod that includes BUG v3.6? If that mod includes a new type of great person then that mod owner will need to add a suitable icon for that great person.
 
Is that the mod that adds a Doctor specialists (and thus a Great Doctor)? Can you post the file Assets/Python/BUG/GPUtil.py here?
 
Is that the mod that adds a Doctor specialists (and thus a Great Doctor)? Can you post the file Assets/Python/BUG/GPUtil.py here?


No, no it's not that I added extra Great People. A couple buildings (Military Academy, for example), build points towards a Great General instead of a Great Spy. So you should be able to understand why the interface would mess up. :) The problem was in GPUtil.py, because there wasn't a Great General included in the list of GP that can be born in cities. So all I did was add the GG to the lists, and all is well. :)


Here is a link to the GPUtil file, you can see what I did to the code to make it work...

http://forums.civfanatics.com/showpost.php?p=7904272&postcount=2703
 
In a sense, that's what I meant by "a new great person": a GP that can be born from GP points. GGs get created from GG points--an unrelated pool. Adding an icon and unit for the GG to GPUtil.py should be all you need to do for BUG.
 
Got this error in my PythonErr.py file:

Code:
Traceback (most recent call last):

  File "CvEventInterface", line 30, in onEvent

  File "BugEventManager", line 289, in handleEvent

  File "BugEventManager", line 294, in _dispatchEvent

  File "BugEventManager", line 306, in _handleDefaultEvent

  File "UnitNameEventManager", line 250, in onUnitBuilt

  File "UnitNameEventManager", line 401, in getUnitNameConvFromIniFile

  File "BugCore", line 145, in get

AttributeError: 'NoneType' object has no attribute 'isColor'
ERR: Python function onEvent failed, module CvEventInterface

Any idea what this means? Would this pop up if you have a new UNITCLASS or UNITCOMBAT in the game that's not listed in the Unit Naming option?
 
Code:
  File "UnitNameEventManager", line 401, in getUnitNameConvFromIniFile
  File "BugCore", line 145, in get
AttributeError: 'NoneType' object has no attribute 'isColor'
ERR: Python function onEvent failed, module CvEventInterface

Here's line 401:

Code:
zsUnitNameConv = UnitNamingOpt.getByCombatType(UnitCombat[11:])

What is the Combat Type for your new unit? This should only happen if you add a new Combat Type. If you did, edit "Unit Naming.xml" and add a new type like this:

Code:
<option id="Combat_SIEGE" key="CombatSIEGE" 
		type="string" default="DEFAULT"/>

Replace "SEIGE" in both places with your type in all caps as above.
 
Code:
  File "UnitNameEventManager", line 401, in getUnitNameConvFromIniFile
  File "BugCore", line 145, in get
AttributeError: 'NoneType' object has no attribute 'isColor'
ERR: Python function onEvent failed, module CvEventInterface

Here's line 401:

Code:
zsUnitNameConv = UnitNamingOpt.getByCombatType(UnitCombat[11:])

What is the Combat Type for your new unit? This should only happen if you add a new Combat Type. If you did, edit "Unit Naming.xml" and add a new type like this:

Code:
<option id="Combat_SIEGE" key="CombatSIEGE" 
		type="string" default="DEFAULT"/>

Replace "SEIGE" in both places with your type in all caps as above.


Ok, gotcha. Got it working now!



BUT... I came across another error, but this only seems to happen when I pick Gilamesh (Sumeria) when I play:

Code:
Traceback (most recent call last):

  File "CvAppInterface", line 75, in preGameStart

  File "CvScreensInterface", line 87, in showTechChooser

  File "CvTechChooser", line 193, in interfaceScreen

  File "CvTechChooser", line 205, in ConstructTabs

  File "CvTechChooser", line 251, in DrawTechChooser

  File "CvTechChooser", line 332, in placeTechs

  File "CvTechChooser", line 355, in addIconsToTechPanel

RuntimeError: unidentifiable C++ exception
ERR: Python function preGameStart failed, module CvAppInterface

Any ideas?
 
Someone else who was adding techs/civilizations to their mod got a similar error. It has to do with a bad XML value for your civ/UU/UB.
 
Clicking in the new wonderscreen box causes a python error screen. Clicking the wonder will open the wonder page but you will also see the python error screen.

attachment.php


attachment.php
 
Clicking in the new wonderscreen box causes a python error screen. Clicking the wonder will open the wonder page but you will also see the python error screen.
Thx - will take a look at it.
 
Clicking in the new wonderscreen box causes a python error screen. Clicking the wonder will open the wonder page but you will also see the python error screen.
Python error fixed.
 
semi bug report ...

T-hawk said:
The mod installed and worked fine for me. But several BUG features still remain.

  • on the main screen, in the score box, there's an extra number next to each civ, I think it's the city count
  • on F4 Resources, there are some scroll buttons I don't think are normally there
  • F7 screen is different, there is only one box of cities, not two lists side by side
  • F8 has an additional screen for space race
The above are still visible after 'BUG' features are turned off. I can take care of 2-4 and look at 1.
 
1. Probably # of cities. Need to add an option for that I guess. I'm actually thinking of porting the normal scoreboard over to the advanced scoreboard and adding the non-aligned draw method to it. What that would mean is the normal, unaligned scoreboard could be customized just like the AS as far as order and visibility of columns goes, and it would remove the need for the checkboxes for various columns.

2. AFAIK we don't change this tab at all--just the INFO and GLANCE tabs so far. I do have plans for this and the TECHS tab, however.

3. Same. BUG doesn't alter the Religion Advisor.

4. This is mystyfly's new SPACE RACE tab and just needs an option. Perhaps we should have a separate screen like we do for the MA?
 
1. Probably # of cities. Need to add an option for that I guess. I'm actually thinking of porting the normal scoreboard over to the advanced scoreboard and adding the non-aligned draw method to it. What that would mean is the normal, unaligned scoreboard could be customized just like the AS as far as order and visibility of columns goes, and it would remove the need for the checkboxes for various columns.

2. AFAIK we don't change this tab at all--just the INFO and GLANCE tabs so far. I do have plans for this and the TECHS tab, however.

3. Same. BUG doesn't alter the Religion Advisor.

4. This is mystyfly's new SPACE RACE tab and just needs an option. Perhaps we should have a separate screen like we do for the MA?

#1 - I've got it - will commit later today
#2 - its those page up / page down icons that we added to icongrid - nothing we can do about it (without a bunch of work)
#3 - that is me, I am (slowly) working on it
#4 - aiming for a new tab on the existing screen - we can just change the spacing if the user decides they don't want it
 
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