Bug Reporting

Seriously, Cybah, you need to post more information when you post stack traces, especially since you're asking us to help you fix bugs in your merged mod.

What did you do in game to cause this? Have you looked at the line that breaks? Here it is:

Code:
screen.addUnitGraphicGFC( "InterfaceUnitModel", CyInterface().getHeadSelectedUnit().getUnitType(), 175, yResolution - 138, 123, 132, WidgetTypes.WIDGET_UNIT_MODEL, CyInterface().getHeadSelectedUnit().getUnitType(), -1,  -20, 30, 1, False )

This is setting the graphic in the info pane to that of the first selected unit. Is this a new unit you've added?
 
The python files are not changed. Revolution Mod is no part of my mod anymore. -> I'm using stock BUG with AI Autoplay & Changeplayer. No other files.

This happens only 1 time in the whole game. And not everytime. I think it's the same error I've posted some time ago. It appeared while AI autoplay was active.

I just played an early savegame again and this error did not appear again. I've got no idea.
 
well those promotions look strange to me. Are they in BUG?
 
The python files are not changed.

The problem would seem to be in the XML and/or art files--not Python. Does your mod contain new units?
 
Yes, but I can select any unit I want, I can't reproduce the error. It just happens one time. After clicking "ok" it never appears again. Very strange.
 
Yes, but I can select any unit I want, I can't reproduce the error. It just happens one time. After clicking "ok" it never appears again. Very strange.

Yeah, that's strange. Without anything else to go on and not being able to reproduce it, I'm gonna have to chalk it up to AI AutoPlay. Perhaps the way AIAP works causes the UI to get in a state where a unit is "selected" internally, but CyInterface isn't aware of it.

There's already a check before that code to test that a unit is truly selected, so I don't know what else I could do.
 
It seems I'm the only one who is playing your mod that often. :D

There is a "new" bug in your current version: You cannot reload the map anymore on the first round (the button is not available).
 
You cannot reload the map anymore on the first round (the button is not available).

Do you mean regenerate the map randomly? BUG doesn't do anything with that ability, but I have verified the problem.

@Dresden - Are you initializing SDToolkit immediately for EventSigns? I wonder if you cannot regenerate the map once some part of the game has any script data (wild guess).
 
EventSigns call SdToolKit.sdDelGlobal(), SdToolKit.sdGetGlobal(), and SdToolKit.sdSetGlobal() in the onLoadGame handler and SdToolKit.sdSetGlobal() in the onPreSave handler. Assuming onPreSave is called for the initial 4000BC autosave, then I suppose I am technically adding script data in the very beginning. That screws up the Regenerate Map option? :wallbash:
 
Both EventSigns and FavoriteCivicDetector have now been changed and will no longer save script data until necessary; thus they will no longer disable the Regenerate Map option.
 
well. sorry, but your (quick) fix is broken. take a look at the screenshot:

attachment.php



bug mod is not playable in this form. this error appears every 3 seconds. :D
 
Found a bug in version 3.5 (release) of BUG. I didn't check this thread or the SVN version, so if it is fixed already, just disregard this post.

Bug description: On the "Victory" advisor screen, the "View" button for the space race was visible as soon as I built the Apollo Program. However, when I clicked it while I still hadn't any spaceship parts built, the spaceship screen didn't come up. Instead I was taken nack to the main interface, and the "mision success" status was displayed in yellow letters in the upper left corner of the screen, overlaying the budget info and science / culture / espionage controls. The letters stayed there until I reloaded the game.

Also, I seem to have a slight problem with PLE (I guess). When I have a selection group that is ready to attack, but then just click on one unit of the group to choose it for attacking, and perform the attack, then sometimes the used unit remains in the selection group even though it has no movement left. As a result, the game treats the whole group as "finished" and cycles to the next available unit. In order to have the other units from the group do their attacks too, I have to revisit the group and either choose them individually for attacking too, or I have to locate the one zero-movement unit in the group, select it individually, and then give it a "skip turn" command. This will remove it from the group, which will now be treated as "available" again. (Note: I can probably provide a better description if this attempt is too cryptic. I also suspect that the game actually does remove a unit from the group, but the wrong one - I sometimes have stray units (i.e. units which are not a part of any selection group) with movement points left in my attack forces although I'm certail that I moved all of them in as one group.)
 
I've started to play a game after several weeks of not playing, and I've noted that now Autolog mess with not ASCII characters, for example à è ì ò ù :(
(at least in ITA html version)

On an unrelated note, I fear that the new K column in scoreboard is a bit spoilerish, because it seem to consider also unknown Civs (at least, I've just started and it tells me that I'm 18th)
 
I've started to play a game after several weeks of not playing, and I've noted that now Autolog mess with not ASCII characters, for example à è ì ò ù :(
(at least in ITA html version)

Well, technically it's better to write HTML in ASCII and use the XML escapes for non-ASCII characters, though this isn't mandatory. I don't know why it would have broken recently. Did it even work using HTML output?

I fear that the new K column in scoreboard is a bit spoilerish, because it seem to consider also unknown Civs (at least, I've just started and it tells me that I'm 18th)

Looking at the code, it seems it was actually reporting the Player # instead of the rank, but I didn't delve into it too deeply. I now calculate the rank manually, ignoring civilizations you haven't yet met.
 
Well, technically it's better to write HTML in ASCII and use the XML escapes for non-ASCII characters, though this isn't mandatory. I don't know why it would have broken recently. Did it even work using HTML output?

Yes. And now, after a game restart, it works again. Very strange...

Looking at the code, it seems it was actually reporting the Player # instead of the rank, but I didn't delve into it too deeply. I now calculate the rank manually, ignoring civilizations you haven't yet met.

Good :)
(If I'm not wrong, the one reporting the Player number is not K, but I)
 
(If I'm not wrong, the one reporting the Player number is not K, but I)

Ignore my previous post about this. I was wrong. It was using and reporting the true score rank.
 
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