Bug Reports

A little more testing: When the code checks for getData, iData returns the correct value, which is 4. But when the iData |= DELAYED_RESPONSE_BITS_FROM_QUEUE;
is processed it gets changed. I don't know why this change is here so I'll have to consult Night on that. Night, where for art though?
I can't load the savegame. I tried both head revision and the one from the date when the savegame was uploaded :(

DELAYED_RESPONSE_BITS_FROM_QUEUE is added to iData and then removed before iData is used (at least that's the idea). The problem is that we can't add extra arguments and I needed an extra bool. This shouldn't be a problem.

The question is what the real problem is. Without being able to even load the savegame I can't really figure out what the real problem is.
 
I can't load the savegame. I tried both head revision and the one from the date when the savegame was uploaded :(

DELAYED_RESPONSE_BITS_FROM_QUEUE is added to iData and then removed before iData is used (at least that's the idea). The problem is that we can't add extra arguments and I needed an extra bool. This shouldn't be a problem.

The question is what the real problem is. Without being able to even load the savegame I can't really figure out what the real problem is.

Ok, try to pull again. Remember to use LimitedYields for the Medieval_Conquest branch and LimitedResources for the other two. I need to rename LimitedYields but am afraid to mess something up as everything is pushing just fine now.

Anyway, I added in some test code. Simply start a new game, open world builder, find the Pope, drop a Unit next to him, then on the next turn he will ask you to go on a Holy War. If you accept crash bang boom.

Edit: I deleted the older Medieval_Conquest Limited Resources branch and pushed my new one, so hopefully the names are all correct now.
 
Something spooky is going on here. I can't start games anymore. I'm starting to suspect that my crash isn't caused by the mod, but rather colo or more likely broken windows. Looks like the weekend will be to fix the computer rather than the mod :(

Hmm, ok. I made a post of some changes I am implementing. If I get those done I may create a work around somehow if the bug is still present, so I can post another Test version.
 
Hello,
I am trying to play your mod and have loaded version 2.5.4.2 and patch for 2.5.4.2, but after the mod loads and I go to play game I get a CTD. I have tried other mods like RaR with no problems. <- correction it is now happening with RaR, grrr.

Any ideas...?

Thx
 
Hello,
I am trying to play your mod and have loaded version 2.5.4.2 and patch for 2.5.4.2, but after the mod loads and I go to play game I get a CTD. I have tried other mods like RaR with no problems. <- correction it is now happening with RaR, grrr.

Any ideas...?

Thx

Besides the obvious things, like try to run Col with out mods. If that works then think have you made any changes, moved files, renamed folders, etc. What version of Windows are you using. Have you updated it? Have you updated your graphics card recently?
 
Ok, I tried playing a game in Vanilla and got a CTD, I guess somethings got corrupted somewhere :(
 
Using a different windows installation I managed to reproduce the holy war crashing bug. The problem appears in CvPlayer::handleDiploEvent(). iData1 is a 32 bit variable and the first bit is 1. However the code assumes the first bit to be 0 and it will misbehave if it is 0. Now we know what goes wrong, but not where or why. The actual bug isn't in the stack the game crashes, which mean it will take a bit of detective work to figure out more.

I fixed another bug though. I had an assert because a python file tried to get the ID of PROFESSION_PIONEER. We renamed that one to PROFESSION_WORKER in XML, hence it tried to look up something, which wasn't there.
 
Found and fixed the crashing bug related to holy war. It turned out that a bitvise AND was written as OR, which meant an if statement could never be false, even when it was supposed to be false. This would affect all diplo events with a positive iData1. Holy war happens to place teamID in iData1, which in turn made you declare war on a negative teamID.
 
I&#8217;ve had a go testing the &#8220;Limited Resources&#8221; branch. I&#8217;ve found a most unusual bug extremely early in the mod that affects the &#8220;Play Now&#8221; option in the start menu. After selecting &#8220;Play Now&#8221; the debugger presents this error:
Spoiler :

Assert Failed

File: CvGlobals.cpp
Line: 610
Expression: e > -1
Message:

----------------------------------------------------------

Therefore, I had to play using the &#8220;Custom Game&#8221; option, and I&#8217;ve been able to play 57 turns until the crash you will experience next turn in the attached saved game. During these 57 turns I have not found any other bugs apart from these two mentioned above, so it is a quite clean branch. I&#8217;ll do more testing to confirm this point.

About the new features included in this branch, I could test the fur trapper profession that produces both fur and luxury food, and depending on the tile only luxury food.

I have not had time to test prospection, so it has been impossible to mine any ore so far. I have had pleasantly pushed to trade my goods for tools.

And there is no sight of bonus resources of any type, and I&#8217;m afraid they don&#8217;t appear in the world builder either.

As for the difficult starting, I really like that. I&#8217;ve done some xml modmods that pushed that to the extreme that a &#8220;workbench-like&#8221; building costs 50, wood and 50 tools and no hammers, so cities start with no construction buildings at all, you must bring it there; and similarly a &#8220;camp-hall&#8221; building required 50 cloth.

Loading saved games now works ok again.

I'll have more gos play testing.

Edit: I have just started another game on the same branch and this time bonus resources do appear.
The difference is the world size, no bonus on Normal before, bonus on Huge now.
Another possible cause is that my previous testing was the Maiden Testing with this mod, so the engine was probably not properly adjusted. I remember choosing custom game and no world size was pre-selected on default. That may have also affected the "Play Now" option.
 

Attachments

Thanks Trade, for the latest feedback. Yeah if you download the latest test version from sourceforge there is no telling what you will get. I push changes from time to time but not every push is tested well. I have only been testing on Large maps. Anyway, in the coming days I'll be working on an official test version that I will love for you to check out then.
 
These issues may have already been taken care of, buy I report them anyway.

I&#8217;ve carried on testing the &#8220;Limited Resources&#8221; branch and this time I have found several bugs.

But the most fearsome thing is the four bugs in a row preceding the end-of-game crash. My two games after my strange Maiden game have finished in the same way, the following bugs and then crash to desktop:
Spoiler :

Assert Failed

File: CvPlot.cpp
Line: 9100
Expression: isOwned()
Message:

----------------------------------------------------------
Assert Failed

File: CvPlot.cpp
Line: 8888
Expression: ePlayer >= 0
Message: eIndex is expected to be non-negative (invalid Index)

----------------------------------------------------------
Assert Failed

File: c:\documents and settings\administrator\my documents\medieval_conquest\sourcedll\dll_sources\JustInTimeArray.h
Line: 76
Expression: iIndex >= 0
Message:

----------------------------------------------------------
Assert Failed

File: c:\documents and settings\administrator\my documents\medieval_conquest\sourcedll\dll_sources\CvPlayerAI.h
Line: 24
Expression: ePlayer >= 0
Message: Player is not assigned a valid value

----------------------------------------------------------

Also, by the way, I would like to say that in this pic from the game, fur and luxury food from hunting seems to have depleted, as no worker can hunt now in my city; but the fur resources continue to appear on the city screen. I don't remember if luxury food was previously present on the plot. I guess so.
 

Attachments

  • exhaustion.JPG
    exhaustion.JPG
    173.2 KB · Views: 72
These issues may have already been taken care of, buy I report them anyway.

I’ve carried on testing the “Limited Resources” branch and this time I have found several bugs.

But the most fearsome thing is the four bugs in a row preceding the end-of-game crash. My two games after my strange Maiden game have finished in the same way, the following bugs and then crash to desktop:

Also, by the way, I would like to say that in this pic from the game, fur and luxury food from hunting seems to have depleted, as no worker can hunt now in my city; but the fur resources continue to appear on the city screen. I don't remember if luxury food was previously present on the plot. I guess so.

Thanks for the report. I'll keep an eye out for those when I start to tests. Yeah, Furs was not setup yet to be depleted. I just now changed this. Also, yields like this will replenish after about 20 turns. I think we should allow it to replenish if left fallow for a few turns even if not depleted in its entirety. This would be more realistic, and allow you to manage your hunting grounds to they continue to give a good stream of resources.
 
Back
Top Bottom