Bug Reports

Cool.

I played against the Persians and the Scyth Chariot showed up as a couple of red dots. I don't have a screenshot handy right now, but can you check?

Thanks,
Josh
 
Cool.

I played against the Persians and the Scyth Chariot showed up as a couple of red dots. I don't have a screenshot handy right now, but can you check?

Woops I messed something up big time. 0.9.7a is all sorts of unstable.
 
I'm not sure if you're talking about my report, but I'm still on 0.9.7 just with the manual fix for the plot issue.
 
Woops I messed something up big time. 0.9.7a is all sorts of unstable.

Remember the FPK and files that I sent for the 0.97 Test? The scythe chariot is in there and the single art defines entry. One of the got put in without the other. ill post them again if you dont have them or you can just revert back the old one. i took the old one out because there was something fishy with it that i couldnt fix.
 
I only had an art defines for the light version, as that's all the test build had. Could you upload an artdefines unit file for the full release?

Edit: OK, the crash wasn't a problem with me forgetting an art file or something like that, Yay!

Problem is it's specifically caused by the art. The royal galleon causes a crash for me, I think this is like francis where a crash occuring will be machine specific, depending on the user's video card. But either way, the Spanish Royal Galleon is all sorts of messed up. Achilleszero could you fix the model, and upload it? I'll repack the art on my end, so no need to upload an entire new Wolfshanze.fpk, but I definatly need a new royal galleon model, the current one is broken bad.
 
A bit more experimenting, and it seems that the Spanish frigate being on the screen is the trigger for this ugliness...

Should have looked into this. Yeah, it's the Spanish galleon actually. My computer it crashes when it tries to view it, but I was able to see that wierd pattern in your screenshot using a debug dll and viewing it in the civilopedia (otherwise it just CTDs). Achilleszero should I wait on a fixed model for this, or just use one from an old version of the mod?
 
Should have looked into this. Yeah, it's the Spanish galleon actually. My computer it crashes when it tries to view it, but I was able to see that wierd pattern in your screenshot using a debug dll and viewing it in the civilopedia (otherwise it just CTDs). Achilleszero should I wait on a fixed model for this, or just use one from an old version of the mod?

Here is fixed royal galleon. Along with core edition ArtDefines for scyth chariot issue.

View attachment royal_galleon fix.zip
 
Unfortunately that royal galleon model is still broken, crashes when I try to view it in the civilopedia. Should have double checked it to make sure before I compiled the installer and uploaded it all over the place, oh well.
 
I'm sorry, I read 8 pages then gave up. When I install, I have no HUD, and I can't change options. my docs is on my K drive and the game is on my c drive. is there a simple fix? I can't reinstall because I would still have to put my docs on K as I am out of room on C. and that is what I saw for people with similar issues.
 
Unfortunately that royal galleon model is still broken, crashes when I try to view it in the civilopedia. Should have double checked it to make sure before I compiled the installer and uploaded it all over the place, oh well.

Argh, Im an idiot. I put the fixed version in my game and then sent you the broken one. Heres is the correct one.
View attachment royal_galleon.zip
 
Cool that works. Going to take a few hours to get this all uploaded again, also takes a while to get the file aproved on strategyinformer and ModDB so not sure when it'll be up, but shouldn't be too long.

Any idea on when you can release a 0.9.8 test build for full and light? There are some things I want to mess with but need to wait for the next major update to work on (mainly compatibility issues, like ressetting the Sioux's string to CIVILIZATION_NATIVE_AMERICA, and putting back in the dog soldier for WB save compatibility, got some other plans as well, such as setting the artstyles the same in light and full--just have it point to less art, and also need to start working on civilopedia text and what not).
 
Cool that works. Going to take a few hours to get this all uploaded again, also takes a while to get the file aproved on strategyinformer and ModDB so not sure when it'll be up, but shouldn't be too long.

Any idea on when you can release a 0.9.8 test build for full and light? There are some things I want to mess with but need to wait for the next major update to work on (mainly compatibility issues, like ressetting the Sioux's string to CIVILIZATION_NATIVE_AMERICA, and putting back in the dog soldier for WB save compatibility, got some other plans as well, such as setting the artstyles the same in light and full--just have it point to less art, and also need to start working on civilopedia text and what not).

A week maybe. Im really busy with this house Im working on. So it will take several days at least. Just got the new citystyles put in and am making the 2 split PlotLSystems for them.

Which artstyles are you merging, the City styles? Or both city and units?
 
Not merging. I'm just going to set the artstyles and unitartstyles the same for light and full (for cross mod compatibility). To do this, for LoR (light), I'll need to copy BtS's LSystem files, then use Notepad++'s replace all function to replace all the default artstyles with the ones from LoR full, but just replacing the strings, so it'll still call the same art as default BtS does when light renders it's LSystem. For instance I'll set up the replace function so that it searches for ARTSTYLE_MIDDLE_EAST and then have ARTSTYLE_MIDDLE_EAST,ARTSTYLE_CRECENT,etc replace it, so it'll call the same art as default BtS does, but the strings for CivilizationInfos artstyle types will remain the same between light and full. UnitArtstyles will be a bit more complex, but basically the same thing, just clone ARTSTYLE_ASIA from default BtS (as that's basically what's used now in light), but define the clones using the string definitions for unit artstyle from LoR full. Does this make sense?
 
At least there needs to be a signifigant gap between 0.99 and 1.0

A suggestion:

I know phungus is really keen to get 1.0 out the door, and also remember how frustrating it was for him when a few versions ago there were major crashing bugs. I have a couple ideas to help make this work...

1) Lock down new content / feature set... it seems that we are still adding stuff just on whim, like "hey why not that sounds cool", and it is the potential for mission creep and the potential for big surprise mistakes.

2) Recruit real playtesters for the .99 version. Give these guys the specific mission of trying to build / do everything, and to work through specific groups of civs. It seems that some bugs have been allowed over multiple versions, mainly because nobody played a certain civ, tried a certain build, etc etc.
 
But maybe we should slow down a bit if there are only two more versions before 1.0. Im fairly pressed for time with the stuff that I need to get done before then, to make the mod looks its best. Atleast there needs to be a signifigant gap between 0.99 and 1.0

My question on 0.9.8 is about a 0.9.8 test build so I have something to work with. Maybe I should set up an SVN. Still though, there is one more major version 0.9.9 before 1.0, and 1.0 is waiting on RevDCM to fix MP and update to 2.7. They are shooting for a Christmas release there (and I have yet to see a RevDCM release occur more then 2 weeks after the stated goal release date, so a few days after new years is most likely), so we certainly have time.

Also this discussion is definatly in the development plan zone, and not specific bug reporting.
 
2) Recruit real playtesters for the .99 version. Give these guys the specific mission of trying to build / do everything, and to work through specific groups of civs. It seems that some bugs have been allowed over multiple versions, mainly because nobody played a certain civ, tried a certain build, etc etc.

I think posting a series of games that eventually encompas all civs for people to play would be a good idea for beta testing (LoR Lyceum)?
 
That last one might have something to do with BUG, where Workers chopping always stop a turn before finishing (to help with pre-chops; the most awesome feature ever).
 
2. queued workers (for example road to, mine, road to, pasture, etc.) don't finish what they're doing before they leave (they leave a single turn left)

Feature not bug, as per bestbrian's post... most awesome thing ever as it makes micromanagement that bit less painful.
 
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