Bug Reports

Ok so theres already a bug in the 0.96. The 300's art defines is messed up, shouldnt cause a crash, but it will display as red orbs. LoR light is fine, its only in normal LoR that its messed up. If it bothers anyone enough and you cant wait until the rerelease, Then open the ArtDefinesUnit and serch for spartan (its the only one) and change the 2 lines from this:

Code:
<NIF>Art\Units\Legends\Spartan\[B]Spartan[/B].nif</NIF>
<KFM>Art/Units/Legends/Spartan/Spearman.kfm</KFM>
<SHADERNIF>Art\Units\Legends\Spartan\[B]Spartan[/B]_FX.nif</SHADERNIF>

to this:

Code:
<NIF>Art\Units\Legends\Spartan\[B]Spearman[/B].nif</NIF>
<KFM>Art/Units/Legends/Spartan/Spearman.kfm</KFM>
<SHADERNIF>Art\Units\Legends\Spartan\[B]Spearman[/B]_FX.nif</SHADERNIF>

This would not seem to bode well for the other 1200 units. But in reality this has nothing to do with those. This error was me messing around yesterday morning trying to streamline the opening screen and by proxy the Spartan model. But it didnt like having its name changed, and I forgot to change it back in one of the files.
 
Hi, first of all I want to say that I love this mod. But I haven't been playing it for at while cause I have an annoying problem. Whenever I encounter Hitler or Ho Chi Min in game (diploscreen) or at gamestart(choosing civ/leader) it always ctd. This happens very likely do to my poor computer. So my question is, how do I disable these leaders so I dont have this problem? I know its not perfect but I prefere to miss a few leaders than to not really be able to this mod. You can play for a while but are always fearful of these leaders ruin my game... ;)

Thanks
I have the same problem -- at least for Ho Chi Minh. I also have a sub-par computer, though... And I also can't get the appropriate menu background to display. It just goes to the Warlords background all the time.
 
Wow, I should have caught that. Glad I held off to make this the official release :mischief:

That reminds me, the ironclad cruiser you included didn't work, the kfm must have been messed up when you optimized it, caused those wierd python exceptions and blank civilopedia screen when you tried to view it, so I repakaged the Wolfshanze (or Core) fpk with the old model. Figured I'd note that for you achilleszero in case you want to reoptimize it, because in the 0.9.6 build it's using the old model.

Also achilleszero, any chance you could take a look at Ho-Chi-Min for these guys? I suspect the error they are getting is caused by some bad node or something in the model which trips out certain video cards.
 
That reminds me, the ironclad cruiser you included didn't work, the kfm must have been messed up when you optimized it, caused those wierd python exceptions and blank civilopedia screen when you tried to view it, so I repakaged the Wolfshanze (or Core) fpk with the old model. Figured I'd note that for you achilleszero in case you want to reoptimize it, because in the 0.9.6 build it's using the old model.

Well ill just leave that one alone then. Its under 2000, and I dont know what I did to break it.
Also achilleszero, any chance you could take a look at Ho-Chi-Min for these guys? I suspect the error they are getting is caused by some bad node or something in the model which trips out certain video cards.

Ill look at it.

Someone in the main thread just reported that the button for the Great spy to join a city is missing. I dont know if he means missing art or the actual button is missing. At any rate I dont even know where that is controlled and its art should be in BtS, so I have no clue about that.

I was getting buttons that were actually missing in 0.96 test (only for one game though), so I dont know if he means that
 
I'm at a loss as to where the button for the great spy joining a city could be defined. I tried looking around, but came up with nothing, so just asked in the BUG forum. Whereever it is being defined, it's a bad path though, your typical pink square for a non existant art definition. Doesn't cause a crash, but looks bad. Hopefully someone from BUG will be able to point me to where it is.

Edit:
This dds atlas:
actions_builds_leaderheads_specialists_atlas.dds

Does not have the Spy or Great Spy button in it.

I'd wager adding a spy and great spy button to the atlas will fix things.

This also brings up a new idea. Might it be a good idea to move some of the stuff we have into an atlas. A new Button Atlas for Promos, Units, and Leaderheads for the core would probably further optimize things.
 
Found it. Some stuff got removed while optimizing the Core fpk, also some of the Inquisitions stuff wol't look right I'd wager. Anyway putting them back in now.
 
Found it. Some stuff got removed while optimizing the Core fpk, also some of the Inquisitions stuff wol't look right I'd wager. Anyway putting them back in now.

What exactly did you have to put back. The only atlas I removed is the poland one. And the Spy buttons is in the BtS buttons atlas.

Also the protected cruiser button art was reported missing. There are 4 prot cruiser buttons. And they are all they. And the paths seem right and they show up for me. I knew I shouldnt have split up the buttons, they dont take up much space.
 
The spy art was removed, along with some inquisitions art from the mainscreen folder, and the civ4 main menu folder. I believe the mainscreen/citybar spy files need to be there because of BUG. I believe the civ4 main folder stuff is for inquisitions art, like if you win a religious victory. Regardless putting the mainscreen folder back in with it's spy art worked.

I suppose I'll have a look at the protected cruisers then.
 
With 0.9.6 full, cottages and hamlets are invisible in the classical age. They show up fine in the ancient age.
 
With 0.9.6 full, Celtic cottages and hamlets are invisible in the classical age. They showed up fine until I hit Iron Working.

Thanks for report. There are a lot of little abnormalities in the new buildings art from Geo. Mostly invisible buildings. They dont crash the game but they dont look good. Will fix it and report it to Geo.

EDIT: I take it you have Blue Marble turned on, correct?
EDIT: Thats a little strange. The ancient and classical cottage/hamlet art should be bundled together (not change till medieval) for the European civs. Is the whole improvement invisible or just some of the buildings?
 
Edited the other post to indicate that it's all civs, not just Celtia.

I have BM installed in custom assets since it improves Final Frontier as well as the main game, so I didn't install it with LoR. I also noticed that LoR is using vanilla water textures with this setup. Other terrain does use the BM art from custom assets.

Edit: edit war! All of the economy improvements (cottage through town) are completely invisible when I hit the classical era. When I give myself IW in the world builder they poof.
 
Edited the other post to indicate that it's all civs, not just Celtia.

I have BM installed in custom assets since it improves Final Frontier as well as the main game, so I didn't install it with LoR. I also noticed that LoR is using vanilla water textures with this setup. Other terrain does use the BM art from custom assets.

Edit: edit war! All of the economy improvements (cottage through town) are completely invisible when I hit the classical era. When I give myself IW in the world builder they poof.

?????. Im very perplexed at how this is happening.

How are you getting Blue Marble Textures when you only have it in Custom assets. Do you have "allow custom assets" set to true in the LoR config? Otherwise you shouldnt be getting them at all.

If you dont have LoR's BlueMarble installed then you shouldnt have the LoR's PlotLSystem, which controls improvement art. So you should just be using normal BtS's PlotLSystem, which should be keyed to the Blue Marble that you have in your custom assets. So none of that should be happening in the first place.?.?.?

I was much more hopeful that it was going to be a problem with LoR's BM, as I could fix that easily.

EDIT: Try reinstalling LoR with Blue Marble and see if that helps. Also there are better ethnic improvements and the cottages, and LH's. You shouldnt be seeing LoR's cottages at all, which means we have a nother problem maybe. We also need to figure out how yuor getting BM with out it being installed in the mod setup.
 
NoCustomAssets and NoCustomArt are both zero in LoR.ini. I did edit that file to enable modular loading so I could use a couple small modules (one adds a process, the other changes game speeds, culture, and palaces) but I know I didn't change anything else.

Also there are better ethnic improvements and the cottages, and LH's.
Oh, are there improvements over the usual BM art? You should mention that in the release notes!

Edit: while waiting for LoR to download again, I uninstalled BM from custom assets to see what would happen:

1. Used BM installer to uninstall it
2. Ran LoR without changing anything else
3. Started a game in the ancient era, as Sioux if that matters
4. Opened WB, placed cottage, hamlet, village, town, and extreme climate cottage
5. Gave myself Iron Working - the moment I clicked the button the first four improvements turned invisible but the extreme climate cottage remained
 
Reinstalled LoR with BM, and the improvements do show up fine. The ethnic improvements are awesome!
 
Reinstalled LoR with BM, and the improvements do show up fine.

So thats wierd. Glad its working now. But it still means theres a problem with non-BM LoR. Either that or theres a problem with your BtS.

And theres still the problem of how BtS's BM was leaking over into LoR. If in fact that is what it was doing. I dont want to be forcing you to have to uninstall BM for your other mods just to run LoR in its full glory.

The ethnic improvements are awesome!

Yep, lots and lots and lots of improvements to the art. Will post a full rundown of all the major art changes the Art thread later.
 
I've always had LoR's ini set to ignore custom assets. It would be impossible to support a mod like this if custom assets are loaded. I'll double check this when I get home, it's possible the old ini got replaced in an update. Sounds like that's the issue, which is an easy fix.
 
I've always had LoR's ini set to ignore custom assets. It would be impossible to support a mod like this if custom assets are loaded. I'll double check this when I get home, it's possible the old ini got replaced in an update. Sounds like that's the issue, which is an easy fix.

He already checked is ini and it was set to zero, and it does appear to be the normal ini file and entry:
Code:
; Custom XML and Python from user folder are not loaded
NoCustomAssets = 0

But even if he did have an old ini, it still wouldnt explain how cottages were turning invisible on him. As normal BM doesnt effect much more than acouple of farm textures.

EDIT: All this post and my last are totally irrelevent anyway. He took BM out of BtS' custom assets and it was still giving him invisible cottages. But with LoR's BM installed it no longer did it.
 
A couple bugs related to... the PlotLSystem, I guess? In the screenshot you'll note that the teepee cottage on the horizontal road in the middle is tiny. Also, the road bends around the cottage and into the water just to the top-right of that city.

A suggestion: it would be perfect if the Native American cities were round instead of square, with the fire circle in the center.
 

Attachments

  • Civ4ScreenShot0001.JPG
    Civ4ScreenShot0001.JPG
    236.3 KB · Views: 104
A couple bugs related to... the PlotLSystem, I guess? In the screenshot you'll note that the teepee cottage on the horizontal road in the middle is tiny. Also, the road bends around the cottage and into the water just to the top-right of that city.

Yeah theres a lot of buildings/improvements that need better scale than what Geomodder has it set to. Thats a work in progress. I wonder though why he messed with that one. The native set is from colonization and shouldnt have needed adjustment, when porting it to Civ.

I dont think that road in the water is a problem. It seems like a coincidence of terrain and the road curving. I want to say that Ive seen that once in BtS, but I could be wrong. At any rate I dont think the road system has been altered any, so it shouldnt be doing anything it normally couldnt do.

A suggestion: it would be perfect if the Native American cities were round instead of square, with the fire circle in the center.

Thats a whole nother can of worms. That would be really neat to do that, but no idea if I could. I think controlling the exact shape and positioning of plots is something buried deep and hidden in the code. Ive never seen anything like that before.

But it does seem to be abnormally square. Ill look around at other city sets and see if I can get a more irregula shape out of it. Then the walls should also be less square. Then Ill change that patch of dirt that the city sets on to more of a circle.
 
Back
Top Bottom