C2C SVN Changelog

SVN7296

Fixed an XML-Error in DancingHoskuld/Subdue_Animals/Myth_and_Story/Myth_CIV4BuildingInfos.xml.



SVN7298

Fixed an CTD in CvUnit::bombardRanged.

The error behind this CTD also affected the odds calculation.
 
SVN7296

Fixed an XML-Error in DancingHoskuld/Subdue_Animals/Myth_and_Story/Myth_CIV4BuildingInfos.xml.



SVN7298

Fixed an CTD in CvUnit::bombardRanged.

The error behind this CTD also affected the odds calculation.

Yeah, inverted moment there apparently... was that crash the one SO reported today?
 
Yeah, inverted moment there apparently... was that crash the one SO reported today?

No, i just put that in the CTD report, but this might have something to do with Size or Combat, because i finally checked them and look what happened POOF CTD.????
 
SVN7299

- Fixed an CTD in CvUnit::build reported by strategyonly.
- Fixed an error in CvPlayer::getBestUnitTypeCargoVolume.
- Applied an fix for the iBaseFoodChange Tag by 45°38'N-13°47'E.
 
SVN7299

- Fixed an CTD in CvUnit::build reported by strategyonly.
- Fixed an error in CvPlayer::getBestUnitTypeCargoVolume.
- Applied an fix for the iBaseFoodChange Tag by 45°38'N-13°47'E.

Thx, Question for ya when you placed the Art finding error stuff in before you left last time.

Everyone is getting and Art Error, Info not found errors also.

This takes away from the compatibility that Koshlling had when changes were made, ie: Like when taking a civ out of the game you had been playing, you get these errors. but before you could do anything and it was just replaced before?? What happened to that???
 
Thx, Question for ya when you placed the Art finding error stuff in before you left last time.

Everyone is getting and Art Error, Info not found errors also.

This takes away from the compatibility that Koshlling had when changes were made, ie: Like when taking a civ out of the game you had been playing, you get these errors. but before you could do anything and it was just replaced before?? What happened to that???


I only made a small change to also display those missing ArtInfo errors in the Release dll. Before my change those missing ArtInfo errors where only shown by the Debug dll and the Release dll just crashed. I don't think this causes any new compatibility issues.
 
I only made a small change to also display those missing ArtInfo errors in the Release dll. Before my change those missing ArtInfo errors where only shown by the Debug dll and the Release dll just crashed. I don't think this causes any new compatibility issues.

Yeah, good to confirm. I'm strongly thinking we have an active civ with a missing flag reference (possibly a civ we weren't thinking we had active in the first place) and that's where the 'root' of the incompatibility lay... the compatibility was only capable of handling one problem, not a string of them ;)
 
I only made a small change to also display those missing ArtInfo errors in the Release dll. Before my change those missing ArtInfo errors where only shown by the Debug dll and the Release dll just crashed. I don't think this causes any new compatibility issues.

Yeah it does, i removed some civs and i am going to remove almost ALL the Custom Civs soon, and if these are EVEN listed in your loading you will get these 2 error message, "Art Error" and "Info not found, then it immediately CTD's.
 
Yeah it does, i removed some civs and i am going to remove almost ALL the Custom Civs soon, and if these are EVEN listed in your loading you will get these 2 error message, "Art Error" and "Info not found, then it immediately CTD's.

If this is the case then without my change it would only CTD without error message, i only added the error display.
 
Yeah it does, i removed some civs and i am going to remove almost ALL the Custom Civs soon, and if these are EVEN listed in your loading you will get these 2 error message, "Art Error" and "Info not found, then it immediately CTD's.

One possible issue is not removing Leaders from the Custom Leaderheads after removing civ's. Because xml like this one from the Leader Earp adds those civ's back if they where removed or disabled.

Code:
	<CivilizationInfos>
		<CivilizationInfo>
			<Type>CIVILIZATION_GREAT_PLAINS</Type>
			<Leaders>
				<Leader>
					<LeaderName>LEADER_EARP</LeaderName>
					<bLeaderAvailability>1</bLeaderAvailability>
				</Leader>
			</Leaders>
		</CivilizationInfo>
		<CivilizationInfo>
			<Type>CIVILIZATION_MIDWEST</Type>
			<Leaders>
				<Leader>
					<LeaderName>LEADER_EARP</LeaderName>
					<bLeaderAvailability>1</bLeaderAvailability>
				</Leader>
			</Leaders>
		</CivilizationInfo>
	</CivilizationInfos>
 
One possible issue is not removing Leaders from the Custom Leaderheads after removing civ's. Because xml like this one from the Leader Earp adds those civ's back if they where removed or disabled.

Spoiler :
Code:
	<CivilizationInfos>
		<CivilizationInfo>
			<Type>CIVILIZATION_GREAT_PLAINS</Type>
			<Leaders>
				<Leader>
					<LeaderName>LEADER_EARP</LeaderName>
					<bLeaderAvailability>1</bLeaderAvailability>
				</Leader>
			</Leaders>
		</CivilizationInfo>
		<CivilizationInfo>
			<Type>CIVILIZATION_MIDWEST</Type>
			<Leaders>
				<Leader>
					<LeaderName>LEADER_EARP</LeaderName>
					<bLeaderAvailability>1</bLeaderAvailability>
				</Leader>
			</Leaders>
		</CivilizationInfo>
	</CivilizationInfos>

Dang i never even thought of that, DUH!!:blush:
 
Didn't it used to error out on load if you had an object referenced that hadn't been defined? What... now it creates a hollow definition (an otherwise un/randomly defined ID)? That might explain what I was seeing with that extra 'build' situation earlier today (even though my debug dll was not pointing towards the same problem as you found.)
 
Didn't it used to error out on load if you had an object referenced that hadn't been defined? What... now it creates a hollow definition (an otherwise un/randomly defined ID)? That might explain what I was seeing with that extra 'build' situation earlier today (even though my debug dll was not pointing towards the same problem as you found.)

It's just the regular modular loading. Custom leaders have a civilization info file that adds them to the civilization info for their civs. This is a civilization info file, with civilization info records. They only specify the leaders for those civs. But it is a civilization info declaration so if the civilization info does not exist it will create one. It has to. If it didn't it wouldn't be able to modularly load a new civilization. The problem with these stub-type add-on entries (here and for everything else where it is done) is that if the civ info does not already exist everything comes up as whatever the default is for each setting other then the leaders since nothing but the leaders are specified.

I would guess that the name for such a civ, and any other text strings, are just coming out empty. This would explain the no-name civs in the 'pedia. The definition for the flag would also be a "none" type entry, and you know that a bad flag for a civ will cause problems.
 
It's just the regular modular loading. Custom leaders have a civilization info file that adds them to the civilization info for their civs. This is a civilization info file, with civilization info records. They only specify the leaders for those civs. But it is a civilization info declaration so if the civilization info does not exist it will create one. It has to. If it didn't it wouldn't be able to modularly load a new civilization. The problem with these stub-type add-on entries (here and for everything else where it is done) is that if the civ info does not already exist everything comes up as whatever the default is for each setting other then the leaders since nothing but the leaders are specified.

I would guess that the name for such a civ, and any other text strings, are just coming out empty. This would explain the no-name civs in the 'pedia. The definition for the flag would also be a "none" type entry, and you know that a bad flag for a civ will cause problems.

GREAT explanation! Thank you!
 
7302 Deleted almost all of the Custom Civs, except some that modders use, only one left should be the Neanderthals.. You were warned . . . . . .

btw TB,, have you gotten all those schema's redone??
 
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