Bugs!!!

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Interfacebugs:





These bugs seem similar to the ones we had earlier with units however this time the related files are just links to vanilla so we can't fix it by just changing the nifs.
Infected are the orctemple, chaostemple and various priestunits.

Can someone please check this?:(
 
In case the formation problem becomes more prevelant (I think it will) I attached a unitinfos that reduces all fighting units down to a max of 3 units. There is also a lot of strangeness in the unit mesh values (unit with a groupsize of 1 that have 3 melee, stuff like that) that I tried to get cleaned up as well.
 
I figured I'd post this here rather than clutter up the Unit Design thread.

I'm not sure if any of my formations are working, and ever have been. I went into the WorldBuilder and just started throwing units all over the place, including one of every High Elf unit, and they all show up as just one soldier on the tile. Is that what's supposed to happen? Judging from the screenshots, I thought that one, say, Swordmaster of Hoeth would show up in the game as 6 or more 'soldiers' in formation together. But that isn't happening for me.

Note that I haven't edited any units other than inserting my Orc into the Formations list, and even before I inserted any of my own units I was only getting single Warriors in the ancient era. Again, I don't know if that's normal or not. I assumed that formations would only kick in when you get some more advanced units, but woodelf said that any warrior should be in a formation of 10? That definitely never happened for me, even before I added my units.

Any ideas?
 
neener said:
I figured I'd post this here rather than clutter up the Unit Design thread.

I'm not sure if any of my formations are working, and ever have been. I went into the WorldBuilder and just started throwing units all over the place, including one of every High Elf unit, and they all show up as just one soldier on the tile. Is that what's supposed to happen? Judging from the screenshots, I thought that one, say, Swordmaster of Hoeth would show up in the game as 6 or more 'soldiers' in formation together. But that isn't happening for me.

Note that I haven't edited any units other than inserting my Orc into the Formations list, and even before I inserted any of my own units I was only getting single Warriors in the ancient era. Again, I don't know if that's normal or not. I assumed that formations would only kick in when you get some more advanced units, but woodelf said that any warrior should be in a formation of 10? That definitely never happened for me, even before I added my units.

Any ideas?

Go into the graphics tab of the options menu and unclick "One Unit Graphics". Although truthfully, once you start filling the screen with units, if you're like me and despise low frame rates, you'll go back to single units and lose all the graphical goodness all-together. :P
 
Gerikes said:
Go into the graphics tab of the options menu and unclick "One Unit Graphics". Although truthfully, once you start filling the screen with units, if you're like me and despise low frame rates, you'll go back to single units and lose all the graphical goodness all-together. :P

Haha, okay, yeah, that was it. Sorry about that! I might know 3DS Max and Photoshop, but this shows how little I know about the modding side of things :)
 
neener said:
Haha, okay, yeah, that was it. Sorry about that! I might know 3DS Max and Photoshop, but this shows how little I know about the modding side of things :)

Well, as long as I stay on my side and you stay on your side, we'll be ok (check that, you can come over here whenever you want, but please, if anyone sees me trying to screw around with 3DS max, I officially give you permission to take me out back and shoot me. Try to make it a tear-jerker, though. I couldn't stand if I went out all Hedda Gabler).
 
Ploeperpengel said:
Interfacebugs:





These bugs seem similar to the ones we had earlier with units however this time the related files are just links to vanilla so we can't fix it by just changing the nifs.
Infected are the orctemple, chaostemple and various priestunits.

Can someone please check this?:(
Have to bump this.
 
I have a problem with the sound. I have patch 0.6a and 0.6b but I still don't have any music apart from the main menu theme.
 
Massive bug when using Quick Combat.

There is still 10 models per formation even when the unit has been badly hurt. Not particularly important but might get annoying for some players.
 
Error here:

http://forums.civfanatics.com/showpost.php?p=4490630&postcount=11

Save can be found here:

http://forums.civfanatics.com/attachment.php?attachmentid=137302&d=1157228078

Problem in this code:

MercenaryUtils.py:

Code:
# Places the mercenary in the city specified by the objCity variable
	def place(self, objCity):
	
		# Return immediately if the mercenary is already in the game
		if(self.objUnit != None):
			return

		# get the player instance
		player = gc.getPlayer(self.iOwner)
		
		# return nothing if the player is an invalid value
		if(player == None):
			player = gc.getPlayer(self.iBuilder)
			if(player == None):
				return
			
		# return nothing if the player is dead
		if(player.isAlive() == false):
			return

		unitType = gc.getInfoTypeForString(self.objUnitInfo.getType())

		# Create the unit and place it in the game		
		[b]self.objUnit = player.initUnit(unitType, objCity.getX(), objCity.getY(), UnitAITypes.NO_UNITAI)[/b]

So far, I've come up with the fact that the function is getting passed a city whose X and Y are -1, -1. Thus, apparently the unit is being init'd at -1, -1. Apparently, the AI bought a unit and something went ka-blammo?

I'm still working on it.

Edit: So far, I think there's a problem in the function used in the merc mod where it gets a random city. It gets a random number between 0 and the number of cities the player owns, and uses that number to get the city object using pPlayer.getCity(i). The problem is that I don't believe that that is how the getCity function works.

Say you create three cities (0, 1, 2). You now have 3 cities. Say city 1 gets knocked off. You're down to two cities, affectionately named 0 and 2. However, 2 doesn't "move over" to fill the gap in the city list, because it's stored in a fixed array. So, you have a city object in index 0 and 2, and a NULL in spot 1. Now, say you go through this bit of code:

Code:
def getMercenaryStartingLocation(self, iPlayer):
		' CyCity - the starting city for hired mercenaries'
		player = gc.getPlayer(iPlayer)
		
		objCity = None
		
		if(g_strMercenaryStartingLocation == "Capital City"):
			objCity = player.getCapitalCity()

		elif(g_strMercenaryStartingLocation == "Civilization Edge"):
			objCity = self.getCivilizationEdgeCity(iPlayer)

		elif(g_strMercenaryStartingLocation == "Random"):
			[b]objCity = player.getCity(gc.getGame().getMapRand().get(player.getNumCities(), "Random City"))[/b]
			

		elif(len(g_strMercenaryStartingLocation) > 0):
			objCity = self.getRandomCityWithBuildings(iPlayer)
			


		else:
			[b]objCity = player.getCity(gc.getGame().getMapRand().get(player.getNumCities(), "Random City"))[/b]
		
		if(objCity == None):
			[b]objCity = player.getCity(gc.getGame().getMapRand().get(player.getNumCities(), "Random City"))[/b]

		return objCity

In all of those places, you have a chance of getting back a city object that is actually invalid, because with 2 cities, your random number will either be 0 or 1. If it's one, you will call getCity(1), which will get you this code in the SDK:

Code:
CyCity* CyPlayer::getCity(int iID)
{
	return m_pPlayer ? new CyCity(m_pPlayer->getCity(iID)) : NULL;
}

Because what is actually returned is a new CyCity object, it won't be returned as None.

I'm gonna' go try to confirm this with TheLopez however.

Edit 2: Posted this report to TheLopez.
 
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