Common Errors and/or Crashes Section

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The reason I ask is that I know which part of the code introduces the bug.
assignFontIds works fine and assigns the proper char to each symbol.
But getFontSymbols does not seem to work properly. It is not entirely clear what the meaning of the parameters is and we can't check the caller code itself as it is in the exe.
The easiest way to fix it that I found is not adding the resources at all. The shift in the symbols in the city bar display then disappears. If the big font resource icons are never used that should not be a problem. The small font works fine with the proper Ids alone.

My suspicion about what the function is meant to do (although it is probably a remnant that has no practical use besides introducing bugs as it only works on the big font):
It tries to reassemble the font. You give it a number of IDs to the original font and a max number of rows which determines the padding. Then you give it another array of IDs and the padding and so on.
That it works now despite that the order was changed in the font ID assignment is only because someone meddled with the font and removed empty slots in the font until it happened to fit.

If my suspicion is correct then the proper way to fix this is to change the max number of rows for the religions and corporations to the correct value and use a fixed font file that does not have the bandaid of slot removal. Then exchange the order of symbols and resources in getFontSymbols.

I'll give that a try this evening.
 
I have posted a fix for the marauder and Industrial Espionage to the SVN, As I thought when I merged the python I got the indentation wrong on those two promotions so they were only working if you also had the sneak promotion as well.:blush:
 
Bump for this and this.

Also, Ctrl+Shift+T adds extra movement bonuses to ships every time it's pressed: my Flyuts already have 21 movement after several recalculations...
 
I am crashing when trying to move Ibex Chariot using the SVN version (not sure what revision, but I updated it at 1:30 am pacific time tonight).
Spoiler :

Problem signature:
Problem Event Name: APPCRASH
Application Name: Civ4BeyondSword.exe
Application Version: 3.1.9.0
Application Timestamp: 4a0c27e6
Fault Module Name: ntdll.dll
Fault Module Version: 6.1.7600.16385
Fault Module Timestamp: 4a5bdb3b
Exception Code: c0000005
Exception Offset: 0002dd7e
OS Version: 6.1.7600.2.0.0.256.1
Locale ID: 1033
Additional Information 1: e8ad
Additional Information 2: e8adce1c2b9e7be834b4063ac3c53863
Additional Information 3: e8ad
Additional Information 4: e8adce1c2b9e7be834b4063ac3c53863


Also, there's something wrong with these chickens!
 

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Got this error message when trying to start a NEW game with latest SVN for PerfectWorld2f Gigantic

Traceback (most recent call last):

File "C2C_PerfectWorld2f", line 5993, in addBonuses

File "C2C_PerfectWorld2f", line 3788, in AddBonuses

File "C2C_PerfectWorld2f", line 3815, in AddEmergencyBonus

File "C2C_PerfectWorld2f", line 858, in ShuffleList

IndexError: list index out of range
ERR: Python function addBonuses failed, module C2C_PerfectWorld2f


Also the new btns are IN the units area also, kind of hard to see them?
 
Got this error message when trying to start a NEW game with latest SVN for PerfectWorld2f Gigantic

Traceback (most recent call last):

File "C2C_PerfectWorld2f", line 5993, in addBonuses

File "C2C_PerfectWorld2f", line 3788, in AddBonuses

File "C2C_PerfectWorld2f", line 3815, in AddEmergencyBonus

File "C2C_PerfectWorld2f", line 858, in ShuffleList

IndexError: list index out of range
ERR: Python function addBonuses failed, module C2C_PerfectWorld2f
That seems to be a rare error that sometimes happens but I can't find any mistake in the code. And it is not like there is a lot of code in that function.

Also the new btns are IN the units area also, kind of hard to see them?
The button list is a bit too large in vertical direction. I'll fix that this evening.
 
Bump for this and this.

Also, Ctrl+Shift+T adds extra movement bonuses to ships every time it's pressed: my Flyuts already have 21 movement after several recalculations...

Do you have some Wonder that gives extra movement or something? Does one of the earlier posted save games illustrate this?

I'll try to look into all three of these today
 
The button list is a bit too large in vertical direction. I'll fix that this evening.

Make make the Wonders option and the other one next to it a "round" btn like the others to the left, maybe that will give you more room, just a thought.
 
I have posted a fix for the marauder and Industrial Espionage to the SVN, As I thought when I merged the python I got the indentation wrong on those two promotions so they were only working if you also had the sneak promotion as well.:blush:

Whew :whew: thx for fixing this, i didnt say anything, because i knew you'd get to it when you could, i have alot of trust in "YOU.";)
 
Make make the Wonders option and the other one next to it a "round" btn like the others to the left, maybe that will give you more room, just a thought.
It is a button list so depending on the resolution you have the buttons will be in one row or more than one (with still only one visible at a time and small arrows at the side to switch).
The buttons themselves are only makeshift taken from the button graphics I found on a fast search. I still hope that someone with more graphics skill than me will help me out with them.
 
It is a button list so depending on the resolution you have the buttons will be in one row or more than one (with still only one visible at a time and small arrows at the side to switch).
The buttons themselves are only makeshift taken from the button graphics I found on a fast search. I still hope that someone with more graphics skill than me will help me out with them.

OK do this, even with the map, ask in the python thread about the map for help, because i know God Emperor is always around, and in the General Thread ask about the btn help or maybe even in the python thread also, never know:confused:

See screenie for the btn's i was talking about.
 
You mean the drop down boxes? What is the problem with them? Too far down?

That is what i was talking about, making them the same kind of btn as the ones to the left?
 
That is what i was talking about, making them the same kind of btn as the ones to the left?
The problem is that I am missing proper button graphics for the existing buttons already and there are still all the same kind of buttons to be added for units.
If you can provide me with icons, I can easily change that. Mind though that it will likely use more space, at least the sorting options.
 
I am crashing when trying to move Ibex Chariot using the SVN version (not sure what revision, but I updated it at 1:30 am pacific time tonight).
Spoiler :

Problem signature:
Problem Event Name: APPCRASH
Application Name: Civ4BeyondSword.exe
Application Version: 3.1.9.0
Application Timestamp: 4a0c27e6
Fault Module Name: ntdll.dll
Fault Module Version: 6.1.7600.16385
Fault Module Timestamp: 4a5bdb3b
Exception Code: c0000005
Exception Offset: 0002dd7e
OS Version: 6.1.7600.2.0.0.256.1
Locale ID: 1033
Additional Information 1: e8ad
Additional Information 2: e8adce1c2b9e7be834b4063ac3c53863
Additional Information 3: e8ad
Additional Information 4: e8adce1c2b9e7be834b4063ac3c53863


Also, there's something wrong with these chickens!

I am having the same problem with the Ibex Chariot, and it is one of my units.:eek:

As to the "chickens" I forgot to check what they looked like "in game".:blush:
 
I can't load the game as long as the initial militia promotions are loaded, it stops on initialising xml.:(
Commenting them out allows me to run the game.:) Version 1114 that is.
 
Another CTD when nuking hostile capital city with Fusion Nova.
It's supposed to destroy land and make sea in epicenter. That works for other cities but not capital.
Spoiler :
PythonDbg.log
Code:
TRACE: Error in nukeExplosion event handler <bound method NukeAfterEffects.onNukeExplosion of <NukeAfterEffects.NukeAfterEffects instance at 0x04FE0878>>
TRACE: unidentifiable C++ exception
PythonErr.log
Code:
Traceback (most recent call last):
  File "BugEventManager", line 363, in _handleDefaultEvent
  File "NukeAfterEffects", line 115, in onNukeExplosion
RuntimeError: unidentifiable C++ exception
Savegame before nuking attached.
To reproduce CTD, nuke hittites' capital with Fusion Nova (missiles are in player's capital city).


Also, PeaceMaker missile cannot nuke enemy because it says "Cannot nuke friendly land or units" while I target enemy area. So it really makes peace :lol: though bugged.

Pinned down the cause of this. It's a base Civ IV bug, which arises because the Civ IV engine wasn't really written with Terraforming in mind :) The crash occurs not because you are nuking a capital city with a fusion nova, but because the geography of the target area is such that detonating a fusion nova there causes new land masses (islands) to be created. The code that recalculates areas as a result of this was never designed to run anywhere but inside map generators, and copes VERY badly with the presence of units on plots that have become new area boundaries.

It's fixable, but will be quite involved. I'll do it another day ;)
 
I am having the same problem with the Ibex Chariot, and it is one of my units.:eek:

As to the "chickens" I forgot to check what they looked like "in game".:blush:

The crash on the Ibex chariot is a pure graphical issue. It occurs in the main game engine, not the DLL. I don't know the eact cause, but I do know that if I change:
Code:
			<UnitMeshGroups>
				<iGroupSize>2</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>2</iRequired>
					<EarlyArtDefineTag>[B]ART_DEF_UNIT_IBEX_CHARIOT[/B]</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
to
Code:
			<UnitMeshGroups>
				<iGroupSize>2</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>2</iRequired>
					<EarlyArtDefineTag>[B]ART_DEF_UNIT_CHARIOT[/B]</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
it goes away.

Sorry DH - you'll have to fiddle to solve this one.
 
Do you have some Wonder that gives extra movement or something? Does one of the earlier posted save games illustrate this?

I'll try to look into all three of these today

Fixed the added movement on modifier rebuild. Note however, that as part of this, I had to rework how the circumnavigation info gets stored (old saves just store it as having happened, but not who did it). The net result is that for existing saved games in which circumnavigation has already ocurred the bonus will be lost on rebuild. New saves record who performs the circumnavigation when it happens, so rebuilds can restore the bonus for any circumnavigations that occur after the fix (in either existing or new games).

Also fixed the guild presence being lost on modifier rebuild

Also fixed foreign trade routes being lost on modifier rebuild

After all these fixes the end result looks correct to me, BUT it is a large loss of income in your save game. I'm pretty sure it's the before-rebuild state that is wrong however (it shows lots of tax income despite having 0% tax rate).

These changes are now pushed to SVN so please let me know if you are still seeing modifier rebuild issues after this.
 
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