Bug Reports

There are a couple other subtle differences that can vary by compiler or compilation options. One example is what happens when you have a command:

int iVariable;

Often in Debug dlls this will be set to 0 even though it's not explicitly initialized. A release dll will typically not initialize this at all as it's a little faster to skip that, so if you use iVariable later without initializing it the it's value might be 309809114 or some other randomness.
 
This is a strange one. Got a report of hang in LoR 0.9.6c, checked it with a debug dll, and it played fine. Tried all permutations of LoR (there is a light version, and expanded graphics and such), and it played fine, no hang. So finally I tried it with the final release dll, and it hung, all versions. Cycling through the civs doesn't reproduce the hang either. However if you skip ahead (switch) to Catherine of Russia it hangs. If however you skp to the civ before her, De Gaulle of France, it plays with no problem. So I don't know, I can't isolate the offending civ, or the unit or whatever is causing the hang, and the debug dll causes the hang not to occur. Hopefully you have better luck tracking it down, because this is a critical bug, so it should be fixed. Unfortunately though not being able to produce it with a debug dll may make that difficult. You can use any of the available 0.9.6c versions to reproduce the bug, and all versions have an option to install the source code when installing (though the source code is just RevDCM 2.51 source with the code in the suggested code proposal thread added, so a straight RevDCM 2.51 core would probably work fine). A list of LoR download mirrors can be found here: http://forums.civfanatics.com/showpost.php?p=8199812&postcount=4

Good news!

This was fixed in BBAI 0.81:

- Fixed rare issue (introduced) with assault transports causing endless turns

So, it will also be fixed in RevDCM 2.6.
 
Found a bug in 2.6:

If you set up ACO to be on by default in the config xml file, then an ACO tab never apears in the BUG tabs. Further it never displays the combat modifiers. I've checked the latest RevDCM SVN, and there is no fix for this in there.


Edit: On further testing, it's worse then I first thought. Combat modifiers are completely removed, I don't know how I didn't notice this before the release of 2.6

Anyway this is a major bug in RevDCM, being able to see combat modifiers in the unit hover display is crucial, very crucial. (To clarify I'm talking about the hover box when you click and drag to attack, where it shows the +10% city attack, etc modifiers from promotions and such, these have disappeared :()

Also I've downloaded the latest BUG and BULL SVN's and can't find anything different between them and RevDCM that could cause this. Even had to cut and paste the ACO code to a new file to check with winmerge from from both project's source code, and couldn't find any differences. I suppose this may be a bug in the latest version of BULL (haven't checked BULL itself, not exactly sure how to set it up, the SVN has no python files :dunno:). BUG's python is the same as RevDCM, at least for the files they share, so nothing in there I could find that would cause this.

Please reimplement the ACO tab, and get the combat modifiers to display with ACO enabled and disabled. What makes this so bad is that currently if it is disable there pretty much is no unit hover, just a small one line box of white text you can't even see that displays the combat odds. Also please let me know when this fix is updated in the SVN, as I really need a fix for it. It's kinda such a big thing I don't really want to play on in my game without being able to see the combat modifiers when I'm deciding which unit in a stack to attack with. I also recommend putting out a 2.61 version with this fix.
 
Found another bug. Not a major one, just a minor issue with movies. In BtS you can define a movie with this tag in BuildingInfos:
Code:
<MovieDefineTag>ART_DEF_MOVIE_BUILDING</MovieDefineTag>
Works for any building, just define the tag then set it up in the ArtDefinesMovie xml file:
Code:
		<MovieArtInfo>
			<Type>ART_DEF_MOVIE_BUILDING</Type>
			<Path>Art/Movies/Wonders/building.bik</Path>
		</MovieArtInfo>
And when that building is built, you get a movie. Many mods use this feature to add movies to National Wonders. Now for some reason RevDCM refuses to play movies unless the building is a world wonder. BtS doesn't set this limit, and RevDCM did not before 2.6, my assumption is this is a bug that got introduced due to WoC or BUG code. Anyway please set it back so that the movies work as they do in default BtS. This isn't nearly the issue the loss of combat modifiers being displayed is, which really requires a rushed patch ASAP. This fix can take it's time as far as I'm concerned, it's just an aesthetic issue; I'd like to get national wonder movies working again, but it doesn't break gameplay. The broken ACO that doesn't display combat modifiers in the combat display pane is a major issue though, please respond to that and put it in the priority list.
 
Found a bug in 2.6:

If you set up ACO to be on by default in the config xml file, then an ACO tab never apears in the BUG tabs. Further it never displays the combat modifiers. I've checked the latest RevDCM SVN, and there is no fix for this in there.

Oy, thanks for the report ... that is quite annoying. Will try to figure this out quickly.
 
@Jdog
Really sorry that I can't help on the project. I've had a second laptop flame out with an overheated GPU from thousands of hours of civ. That makes it three GPU's in three years on two laptops for me. It'll take me a while to get going again with a full development environment. I'll only be able to contribute on python and no SDK for at least a few days.:blush:
Cheers
 
Bummer glider. Hope you get things taken care of soon.
Oy, thanks for the report ... that is quite annoying. Will try to figure this out quickly.

Thanks, yeah it's a pretty big issue, hope you find the cause of this bug and squash it quickly, I'm pretty anxious to update LoR with a fix. I saw you updated BBAI and the UP, with some pretty good fixes in them. Nice job as usual. Just curious will the 2.61 RevDCM update to fix the ACO issue include these updates?
 
I found a bug with Limited religions option in 2.6. When checked, no one did found a religion for a loong time, then I unchecked that option and both the initial two started in the same turn.
I never tried limited religions, so I am not sure how this worked in previous versions.
 
@Jdog
Really sorry that I can't help on the project. I've had a second laptop flame out with an overheated GPU from thousands of hours of civ. That makes it three GPU's in three years on two laptops for me. It'll take me a while to get going again with a full development environment. I'll only be able to contribute on python and no SDK for at least a few days.:blush:
Cheers

Good luck, that's no fun ... maybe the cosmos is trying to get you to switch to Windows 7 ;)

Just curious will the 2.61 RevDCM update to fix the ACO issue include these updates?

That's the intention, but it will be several days then ...

I found a bug with Limited religions option in 2.6. When checked, no one did found a religion for a loong time, then I unchecked that option and both the initial two started in the same turn.
I never tried limited religions, so I am not sure how this worked in previous versions.

Thanks for the report (and welcome to CFC!), I'll check it out.
 
The combat modifiers issue has been fixed in svn, there was a missing section of non-ACO code that was dropped in the big merge to BULL.

CvGameTextMgr.cpp is a pain in the behind to merge ... long functions full of similar blocks which screw up WinMerge. That block slipped through the cracks.

Will try to get BBAI and the new UP stuff merged in over the next few days and put together 2.61 sometime in the next week.
 
Awesome jdog. That was the one main fix I needed to patch LoR. The rest of the improvements can take their time, just really needed that ACO fix, because it was so irritating. Thanks for the promptness on this one, I really apreciate it.
 
I found a bug with Limited religions option in 2.6.

What settings were you using rodnok? I've retested it and am not seeing a problem. There is a possibility of something going strange perhaps in very dynamic situations of conquests, new civilizations forming in a revolutions or barbarian world context, but I haven't seen it yet.

Cheers
 
I believe global warming has been completely removed from RevDCM (though I assume global cooling works, since that's caused by nukes in the global warming mod). There is this bug report for LoR stating that the user eperienced no warming:
http://forums.civfanatics.com/showpost.php?p=8611431&postcount=1414

And this makes sense. My cursory understanding of the global warming mod is that Nukes cause global cooling; but dirty buildings, such as coal plants cause global warming. The modcomp claims to have added tags to define the global warming effect of these buildings, yet I see no tags in the XML to define such. So it seems reasonable the component has been defacto eliminated, since there is nothing to cause rising seas, or changes in tiles due to cooling.
 
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