Common Errors and/or Crashes Section

Status
Not open for further replies.
Edit - better yet, you can do that part! As a general solution to the seed randomization issue I have just pushed a small change to SVN. If you update the DLL and then modify your assets/Xml/A_New_Dawn_GlobalDefines.xml to include:
Spoiler :
Code:
	<Define>
		<DefineName>DISABLE_RAND_SEED_ON_LOAD</DefineName>
		<iDefineIntVal>1</iDefineIntVal>
	</Define>
Then seed randomization will be inhibitted for so long as that global define is present.

Run like that until it happens again then post the preceding save game (make sure you save every turn).
That didn't help :(
I've got wfoc freeze again and when restarted Civ, turn passes ok.
 
I have logging enabled but no file with "BBAILog" in name around.

Code:
	<Define>
		<DefineName>XML_LOGGING_ENABLED</DefineName>
		<iDefineIntVal>1</iDefineIntVal>
	</Define>

in A_new_dawn_globalDefines.xml, as well as

Code:
; Enable the logging system
LoggingEnabled = 1

in the game INI file?
 
Unfortunately though, I seem to be having some problems running the revolutions component.

Whenever I enable revolutions in the game setup screen, Civ will inevitably crash at an early point in the game, usually about an hour in or so. I have been able to replicate this,

I haven't had much time for lengthy sessions, so this took me a couple of days... but I thought I'd post an update on the situation:

I'd been trying to replicate the event in a new save, but I just couldn't get the game to crash anymore (now that's a complaint, eh?!). Turns out, the solution to my particular problem was to simply run the BtS shortcut as Admin - something I only started doing after browsing the forums a bit.

The crashes/MAFs I get now are random and not frequent at all, which is how I like them! ;)

Cheers!
 
Have a weird bug, I have a Coyote Warrior that is near an enemy unit, but it will NOT attack the unit? (see screenie) but it will move anyplace else on that same move?

I have experienced this several times with various units from recon to warriors. The enemy will often not attack, however, it doesn't happen 100% of the time.

I have a couple of new one's (at least for me). I sometimes get several (up to 5 or 6) prophets in a single turn (like bam, bam, bam). I also just tried to settle in a snow location and while it formed the town (tried a couple locations), it reflected a next build menu for which most buildings were in one turn, however, the building doesn't build? I backed off and tried a tundra and every thing was as designed.:confused:

Sorry no back ups to share.

Buck
 
I'm planning to leave your save game on autoplay for 50 turns today to try to catch it also

@Sleeeper & Hydro:

Well. Turned out I could reliably (well, reliably as in given about 1-2 hours auto play it would happen) get a CTD out of your game, but not a WFoC. Sadly this was 1-2 hours of the release version (so would be 10-20 hours of the debug version which isn't very practical since I'd probably need multiple runs to figure it out). The release version is a massive pain to debug, because at the level of detail I needed to look I have to drop down to examining processor register state and assembly language because of the compiler optimizations that go with the release build (which obfuscates everything considerably at that level).

Anyway, after a couple of crashes I started to see a pattern and an area to look into. I found what appears to be a bug, though I can't quite make it into a coherent explanation for everything I was seeing. None the less, it was enough for me to fix a clear problem in the vein of at least clutching at semi-appropriate straws. The fixed version has been running without error for over 4 hours now (it's autoplayed from your 1612 save game through to 1817 so far), so it's looking hopeful. I'm going to leave it another hour or so, and if it's still ok, expect an SVN update later tonight. I'll dit this post to confrim when that is done - if you could then take it and see if it makes any difference (you too please Hydro) I'd appreciate feedback.

Edit - Just pushed. Fairly confident it helps Sleeeper, a bit less confident about Hydro since I can't really see why it would happen so much as early as 25 turns in.
 
While trying to get wfoc freeze again, found another issue:

At the end of AutomatedSettings.ini :
Code:
# Shows the worker automation settings for individual settings. Close and reopen the menu to see the changes take affect.

# Default: False

ShowCityAutomations = False
If this manually set to true, or enabled through gui in game...
Spoiler :
c1ae2c71a2d8.jpg

then BUG options screen won't open anymore and the game just hangs when clicking to BUG icon.


The fixed version has been running without error for over 4 hours now (it's autoplayed from your 1612 save game through to 1817 so far), so it's looking hopeful.
Curiously, your last dll fix helped me to get wfoc freeze faster, and with new dll after few turns it becomes repeatable.
Using that xml definition to force disabling new random seed on reload, I also have USE_MULTIPLE_THREADS disabled in xml, if that could help (single core cpu anyway).
Savefile attached, can't pass next turn. Wfoc for more than 30 minutes.
 
While trying to get wfoc freeze again, found another issue:

At the end of AutomatedSettings.ini :
Code:
# Shows the worker automation settings for individual settings. Close and reopen the menu to see the changes take affect.

# Default: False

ShowCityAutomations = False
If this manually set to true, or enabled through gui in game...
Spoiler :
c1ae2c71a2d8.jpg

then BUG options screen won't open anymore and the game just hangs when clicking to BUG icon.



Curiously, your last dll fix helped me to get wfoc freeze faster, and with new dll after few turns it becomes repeatable.
Using that xml definition to force disabling new random seed on reload, I also have USE_MULTIPLE_THREADS disabled in xml, if that could help (single core cpu anyway).
Savefile attached, can't pass next turn. Wfoc for more than 30 minutes.

I'll check today, but I'm pretty sure I won't be able to reproduce this [the WFoC]. The only remaining differnce between your setup and mine I can think of is the extra leaderhead(s) you have. When I load your game (with the alternate timelines and DH xtras enabled) I get warned about a missing leader that gets replaced (along with one of the special units for that leader being removed and a building being removed) - some American Indian variant that begins with 'D' but I forget the exact name.

Edit - just pushed a small change to SVN that will correct any non-animal AIs left over from earlier assets on existing animal units. I'd like to rule that out as a cause for your WFoCs, so please check if this makes any difference for you and let me know...
 
Edit - just pushed a small change to SVN that will correct any non-animal AIs left over from earlier assets on existing animal units. I'd like to rule that out as a cause for your WFoCs, so please check if this makes any difference for you and let me know...

It works but only after i removed extra LHs from my assets. So w/o extra LHs that could work before.
 
It works but only after i removed extra LHs from my assets. So w/o extra LHs that could work before.

ZIP and post me the set of leaderheads that, when added, cause the problem to reproduce (along with the matching save game) please
 
Same savefile should do.
All Extra LHs are in 347MB in rar, no idea which of them are used.

I don't have a torrent client - anywhere I can get these by plain HTTP download?

Edit - nvm - I'll get myself a client
 
Same savefile should do.
All Extra LHs are in 347MB in rar, no idea which of them are used.

I believe if you go into the MLF file, it has a boolean tag to turn on/off the specific Leaderheads. There are A LOT on by default though, so not sure if that will help or not. But it does list all the optional ones.
 
Status
Not open for further replies.
Back
Top Bottom