Bug Reports

@Shadowhal

The save is for too large a map for me to really mess with. Could you do some detective work on your end for us? It would be really useful to get a save before it automatically crashes, but will crash if saved and loaded shortly after. This will allow me or achilleszero to narrow in on the offending civ, and thus have a better idea of the art that is causing the crash.
 
Nevermind, I fixed it.

The problem was med_southeastasian.nif doesn't exist, it's med_southeastasia.nif

I hate doing it, but I'll need to recompile the whole install script just to remove 14 extra Ns :mad:

Anyway, thanks for the report Shadowhal, squashed a critical art bug thanks to it.

Edit:

Oh found something else wrong here:
Code:
<Attribute Class="Scalar">NIF:Art/Structures/Cities/med_SouthEastAsia.nif::[B]3x1[/B]_02</Attribute>

This is a problem because GLeaf_3x1 is never defined. Even with this model, every other refence is 2x1, so I'll set it to that here as well. The 3x1 reference was throwing all sorts of errors in the Crash log as well.
 
Yeah, I know, I've gotta head out again. Will take me a few hours before I can get to this. Achillszero, can you take a look at the bad references to art in this crash log. Don't worry about the "can't find shadow" issues, that's no big deal. The problems are the nifs that say they can't find the node for bla, bla, bla, and also the farms that are trying to animate, but can't. The animation issue is more just a performance hit, it makes no sense trying to animate something that fails, though it can cause problems as well. But the bad node items can cause crashes in certain situations (at least I think they can, every time a crash has been caused by something in the LSystem, this is the warning it gives), so those nifs should either be fixed or removed.
 
Don't know if it has been reported before, but when you play Lean preplaced earth map, on the second turn, the mongolian would be destroyed. Then i play as them to check what the problem is.
After checking, it look like mongol starting unit is 2 warrior, instead of 1 settler and 1 warrior(of course it's easy to change it via WB).Is it intended??
 
With this error:
Code:
File Art/Structures/Cities/med_european.nif does not contain a node named 1x1x2_04 pointed at by artref art:building
Just a typo. Search and replace all the 1x1x2_4 in the PloTLSystem and replace it with 1x1_4.

This error:
Code:
Error: could not load Art/Structures/Improvements/FarmFire/tribalvillage.kfm
I think it should read: Art/Structures/Improvements/Farm/tribalvillage.kfm. So search for "FarmFire/" and replace all with "Farm/" and that should do it.

I donot know how to fix the other errors about not animating nodes. There are many mnay city nodes that are used by farms. So I would need to rewrite all the farm entries in PloTLSystem, unless GeoModder can come up with something.

EDIT: Also one of the non-animating farm nodes (the an-egypt one) isnt even referenced by the PlotLSystem. So no idea how to even fix it. Does the game load the entire city nif every time a node is used? Thats the only way I can think of that the PlotLSystem would be throwing errors for a node that isnt referenced.
 
OK, so I thought I'd be slick, and just rename the file, and then repack the art. Problem is there are alot of references to the file without the n on it. So going to go with the original plan, and just rename the instances. Problem comes up when I go to replace all, and get a bunch of references to med_SouthEastAsian, alot more then just nifs, they are coming from stuff like this:
Code:
		<ArtRef Name="art:building">
			<Attribute Class="Era">ERA_MEDIEVAL,ERA_RENAISSANCE,ERA_INDUSTRIAL,ERA_MODERN</Attribute>
			<Attribute Class="ArtStyle">ARTSTYLE_INDIA</Attribute>
			<Attribute Class="Scalar">NIF:Art/Structures/Cities/med_SouthEastAsian.nif::1x1_02</Attribute>
			<Attribute Class="Rotation">90,270</Attribute>
			<Attribute Class="Improvement">IMPROVEMENT_COTTAGE,IMPROVEMENT_HAMLET,IMPROVEMENT_VILLAGE,IMPROVEMENT_TOWN</Attribute>
			<Attribute Class="Scalar">szForceContourNode:BUILDING</Attribute>
			<Attribute Class="Scalar">[B]szBatchGroup:buildings_med_SouthEastAsian[/B]</Attribute>
			<Scale>0.35</Scale>
		</ArtRef>

So what's up with the szBatchGroup stuff. Should this be renamed SouthEastAsia instead of Asian as well?
 
So what's up with the szBatchGroup stuff. Should this be renamed SouthEastAsia instead of Asian as well?

I have no flipping clue what it is for, but Im fairly sure they all match with the nif names. So replacing all instances of SouthEastAsian should work.

If it turns out you cant change the BatchGroup name, then just replace all SouthEastAsian.nif with SouthEastAsia.nif
 
Don't know if it has been reported before, but when you play Lean preplaced earth map, on the second turn, the mongolian would be destroyed. Then i play as them to check what the problem is.
After checking, it look like mongol starting unit is 2 warrior, instead of 1 settler and 1 warrior(of course it's easy to change it via WB).Is it intended??

I did. :king: The mod contains a really out of date map... newest version by Lean fixes it: http://forums.civfanatics.com/showthread.php?t=329829
 
Fixed alot of errors doing those things. Went from 110KB of of errors to 67KB.

However still alot of errors. Most of them now are just missing shadow errors, which seem to be harmless.

But here are those that still seem bad:

File Art/Structures/Cities/some_ethniccity.nif::1x1x1_01 cannot be animated but was told to animate using Art/Structures/Improvements/Farm/an_eu_farm01.kfm
&
Warning: Node Leaf_3x1 has no generic art matching constraint some#

So here is my take on the Leaf_3x1, if you check the beginning of LSystem files it defines GLeaf
PHP:
	<LNode Name="GLeaf_2x1">
		<Width>2</Width>
		<Height>1</Height>
		<Attribute Class="RegionTest">0</Attribute>
		<ArtRef Name="art:crop">
			<Attribute Class="Scalar">NIF:Art/Structures/Improvements/Farm/crops_w.nif::2x1</Attribute>
			<Attribute Class="Improvement">IMPROVEMENT_FARM</Attribute>
			<Attribute Class="Bonus">NO_BONUS,BONUS_ALL,!BONUS_WHEAT</Attribute>
			<Attribute Class="Scalar">bApplyRotation:1</Attribute>
			<Attribute Class="Scalar">bZMode_Ground:1</Attribute>
			<Attribute Class="Scalar">bCutTrees:1</Attribute>
			<Attribute Class="Scalar">bForceGround:1</Attribute>
			<Attribute Class="Scalar">bImprovementWorkedOnly:1</Attribute>
			<Attribute Class="Scalar">bIrrigatedOnly:0</Attribute>
			<Attribute Class="Scalar">szBatchGroup:farm_crop</Attribute>
			<Scale>0.5</Scale>
		</ArtRef>

Problem is there is no generic GLeaf definition for 3x1

So we either need one, or we need to replace the 3x1 definitions in the LSystem files.

As to the other animation issue, I see you've asked Geomodder about it, hopefully he has some insight. Anyway can you make a Generic 3x1 nif so that the 3x1 structures can be placed properly?
 
Actually, all the GLeafs in the PlotL use the same nif, so I'm just cloning the 3x2 and changing the 3x2s to 3x1s, will see if that works.

Edit:
Nope that did not work. Also found the BLeaf stuff, and then at the bottom are a whole bunch of node definitions. This stuff is far too complex, I'm not sure how to set up the BLeaf, and the #x# node defintions.
 
To heck with it. Im not very eager in having to figure out BLeafs and node definitions tonight.

Replace the twenty one 3x1_1's and the single 3x1_2 with 2x1_4. All those involve 4 different nifs but I checked and there is a suitable 2x1_4 node in all of them. (theyre all east asian, I guess the rest of the world never built long skinny houses)
 
OK cool, will do. Also posted for Geomodder with a pretty comprehensive list of the errors I'm getting in my LSystem log, feel free to add anything I'm missing.
 
:hmm:

Well that didn't fix it. I think it's caused by all the 3x1 references in the CityLSystem then, which is alot. Anyway, not fixing this tonight. Will wait and see what geomodder says, and see if anything comes up tommarow. If we can't clean up the LSystem log errors any more by this time tommarrow, will release an update to fix the critical bug in the Enhanced graphics add on. But hopefully we'll have more of it cleaned up by then so the update will be more comprehensive.
 
sry, had gone to bed, different time zone I guess. glad you managed nonetheless and that the error was found. and wow, you seemed to have been quite busy indeed.
 
WTH?! believe it or not, I had another of those save game load failures, even with the graphics enhancement component off.

basically, the files that made trouble before load fine (1794, '96 (auto) and '98). after the fix with removing the enhanced graphics, I played some more. now, it fails to load my 1822, 1810 and 1820, 1812 (last two are auto) save. the only new one that worked so far was the auto 1804 save.

and it's quite definately the same error. no problem during play, seems to load just fine, you hear some game sounds, then cuts suddenly off and the dumper says it ran into a problem.

or is the critical art bug in the other components too? I mean, roughly at this time I'd say, survaryaman spawned as a rebell of joao I think, so he would fit the south east asian art style. didn't think that would the issue, as there are quite a bunch of civs in the game, but he's probably the only one from that region. china and indian prob. use different art styles.
 
If you have Notepad++ you can attempt to fix the bug yourself, Enhanced Graphics or without Enhanced Graphics, this fix will squash the last bug you reported.

Open up CityLSystem and PlotLSystem xml files (found in the XML/Buildings folder). Then Select Search, Find. When the find box comes up, click on the replace tap. In the search field enter med_SouthEastAsian and in the replace field, enter med_SouthEastAsia, click replace all; do this for both files and that will fix the bug in your previous saves. If you try that and your save still wol't load, definatly upload the save so I can figure out the issue (and if it's the same behavior it's almost definatly another bad entry in the LSystem file), it's possible that Geomodder's City Set has another critical issue in it.

Also here is Notepad++ if you don't have it:
http://notepad-plus.sourceforge.net/uk/site.htm
 
well, I just used the standard text editor that comes with windows. in the dl section of notepad++ there was a whole list of files and I was not quite sure which of them I'd need. in any case, said editor also has the replacement function and doesn't really change anything I think, just an editor after all.

well, that worked for now. replaced the entry in the two files you indicated and it just loaded nicely. I'll report back should any further problems occur. sry, I thought that what you found was in the graphics addon only, I'm not all that proficient with the inner workings of mods.
 
Am not sure if Shadownhal's bug is the same one as I'm seeing, however... I've installed full 0.9.6c with Enhanced Graphics née Blue Marble and playing on Lean's Earth 28Civ map (v1.3: http://forums.civfanatics.com/showthread.php?t=329829).

Only edit was to swap Butcher Mao for Qin Shi Huang and the save was during my process to mop up for a Domination/Conquest win. However, by the turn for July 2071AD, it'll hang with "Waiting for other civilizations".

I've autoplayed it going a couple turns back and it seems to be my captured Incan city (southern tip of Malaysia) being overrun by revolutionaries... as that is the last message in the log at the top of the screen.

Save attached as a .7z to get round the rather stingy max file limit... :confused:
 

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