Thunderbrd
C2C War Dog
It doesn't look like INIBuddy has that option. Dang. OK, maybe I don't need to use it so much now. I'll edit that out through a text editor and get you a new log soon as I can.
I wasn't the only person to experience it but it's a new computer and since then I haven't. The options in the ini would just revert back to some stupid defaults spontaneously. Never could figure out what the catalyst for it was. Would just happen with some regularity.I've never had my ini file change values unpredictably even when I was on win 7....
The game does change some of the tags in there, like the last used game/map-options, and profile settings that you change in in-game options.
Fair enough, I've experienced the same with other games and their ini files, so I know it's a thing.I wasn't the only person to experience it but it's a new computer and since then I haven't. The options in the ini would just revert back to some stupid defaults spontaneously. Never could figure out what the catalyst for it was. Would just happen with some regularity.
OK, the logs. It did help to avoid all the errors on mod load. Dang... that was a useful little program. Not critical or anything but I did like it.
So it's interesting that I don't have an end turn button at all during this turn, even long before she clicks to add something to the build queue in her city that causes the OOS. That might be a whole different problem that errors aren't discussing. I had the end turn button available in the previous rounds - this was the first it disappeared.
Traceback (most recent call last):
File "BugEventManager", line 307, in _handleDefaultEvent
File "CvEventManager", line 2808, in onGameUpdate
File "OOSLogger", line 70, in writeLog
UnicodeEncodeError: 'ascii' codec can't encode character u'\xe9' in position 31: ordinal not in range(128)
k, I can fix the encoding error quite easily, but what caused the OOS in the first place may be tricky to figure out. Thanks for the info.OK, the logs. It did help to avoid all the errors on mod load. Dang... that was a useful little program. Not critical or anything but I did like it.
So it's interesting that I don't have an end turn button at all during this turn, even long before she clicks to add something to the build queue in her city that causes the OOS. That might be a whole different problem that errors aren't discussing. I had the end turn button available in the previous rounds - this was the first it disappeared.
It already has AI weight of 1 - all buildings, that are requirement for other buildings have AI weight of 1.@raxo2222 and anyone, do you think the Virotherapy Clinic needs some AI weight? It leads to Bacterium Bioforge, which leads to a number of juicy buildings. But in itself it looks kinda worthless.
Ok never mind, I checked an AI and it seems to be building it already.It already has AI weight of 1 - all buildings, that are requirement for other buildings have AI weight of 1.
Smiths, smelters, and Industrial and later era resource producers also have AI weight of 1.
National Wonders, that give resource/free building/are requirement for something have it too.
Ok, so the OOSLogger log file should now be created on OOS events without encoding errors.So it's interesting that I don't have an end turn button at all during this turn, even long before she clicks to add something to the build queue in her city that causes the OOS. That might be a whole different problem that errors aren't discussing. I had the end turn button available in the previous rounds - this was the first it disappeared.
This is simultaneous turns. When I loaded the game after a few attempts, it was no longer showing up anymore. The enter button won't end the turn either.Are you playing simultaneous turns?
K, I'll focus on fixing that first as it may point to a deeper problem.This is simultaneous turns. When I loaded the game after a few attempts, it was no longer showing up anymore. The enter button won't end the turn either.
Not really, just informing you about it in case you want to look at it yourselves, I don't think it will be very useful for me atm.Are you asking for the OOS logs from us?
Python code that controls the queue and build list selections doesn't really change gamestate on its own, it just informs the dll about the user interaction like so:So although I'm not seeing what's happening in the code, theoretically, anything that changes the gamestate that doesn't report that change to the other systems on the network will create an OOS. I'm not sure how we could test to see if it creates an OOS to remove something from the queue if you can't keep a sync'd state enough to add something to it at all - even if I saved the game after she did it, my save wouldn't know she had and that's the whole problem - maybe if I planted a city, set something in my queue, saved the game, loaded that save then tested its removal we might be able to get another OOS from removal, which I fully assume we would since a change to the queue is not creating the needed update message. And that's pretty much the sum of it right? That the old queueing mechanism would send the net message and this one isn't doing that. It hasn't changed in the dll so it must have previously been managed in the python somehow. I'm guessing.
Yes.Can us non-modders contineu to use SVN as normal?
Yeah it may. Ok. Cool.K, I'll focus on fixing that first as it may point to a deeper problem.
Yeah we've had to use those to compare to kill a number of OOS errors. It gives good hints as to where to begin looking anyhow.Not really, just informing you about it in case you want to look at it yourselves, I don't think it will be very useful for me atm.
OK, that's a net message so it should be working to avoid an OOS as that's usually the failure of a python programming in the events to call a NetMessage properly when something should be updated on all systems. I think you're right we're back to looking at:GAME.selectedCitiesGameNetMessage(iGaMsgType, iOrder, iType, 0, False, bAlt, bShift, bCtrl)
@billw2015 @alberts2 Do either of you have any insights into what might've changed here and how that could be causing an out of sync error in simultaneous play?I'm thinking there's a caching issue in the dll, the dll code for this was changed a bit after PPIO was added to core, that's why I think I'll need a dll modder to cooperate with me in the debugging process.
Of course, mind if I ask what made you think differently?Can us non-modders contineu to use SVN as normal?
What issue? We use BIK files for movies and DDS for stills. We even got the stills to show the game text displayed at the end on the BIK run.At this moment I'm occupied with the wonder movie issue, setting it up to handle .dds files.
Yeah, it's not a real issue, just some tweaks I'd like to do there in regards to the still images.What issue? We use BIK files for movies and DDS for stills. We even got the stills to show the game text displayed at the end on the BIK run.