Common Errors and/or Crashes Section

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using one of yesterdays svn revisions (I forget which): I just loaded up a save and got this python error popup during the loading:

Traceback (most recent call last):

File "CvWBInterface", line 230, in writeDesc

File "CvWBDesc", line 1533, in write

File "CvWBDesc", line 493, in write

RuntimeError: unidentifiable C++ exception
ERR: Python function writeDesc failed, module CvWBInterface
 
using one of yesterdays svn revisions (I forget which): I just loaded up a save and got this python error popup during the loading:

Traceback (most recent call last):

File "CvWBInterface", line 230, in writeDesc

File "CvWBDesc", line 1533, in write

File "CvWBDesc", line 493, in write

RuntimeError: unidentifiable C++ exception
ERR: Python function writeDesc failed, module CvWBInterface

Yeah i used to get that alot when things change in the WB interface, (like terrain and/or features), i was thought by Dale who knew the WB pretty darn good, just wish i would have written this stuff down, try this:

One turn before the error, do a Max Comp savedgame. Then on the turn of the error do the same thing again, save under Max Comp. Now start the game over from that point and see if it is still there:confused:
 
:hmm: unfortunately I updated between my post and now so the autosaves from before that save don't work and the manual save already has that error.

@Koshling: how do you set the game to always do maxcomp saves? I cannot find that option...
 
:hmm: unfortunately I updated between my post and now so the autosaves from before that save don't work and the manual save already has that error.

@Koshling: how do you set the game to always do maxcomp saves? I cannot find that option...

Yeah we fixed that error of regular autosaves in the SVN copy.

As far as the always Max Comp its in the A_New_Dawn_GlobalDefines.xml file located with the Global Defines and Global Types area. But a warning it does take about 2 - 3 extra seconds per autosave.


Code:
	<Define>
		<DefineName>ALWAYS_USE_MAX_COMPAT_SAVES</DefineName>
		<iDefineIntVal>0</iDefineIntVal>
	</Define>
 
Koshling: I have here 3 saves for your perusal for the food issues. the first is from the old DLL as of SVN r525. the second is a resave, only change being the new DLL. The third is one turn later, during which food processes were performed. I hope this will help isolate whatever is causing gradual food skewing.

View attachment 301262

Ok, taken a look. There is something screwy going on here but I still can't pin it down as it's still in the saved states, but the inter-turn processing!

Your old save works fine. It recalculates from scratch on load (as part of the format conversion) and comes up with the right numbers. However, your second save, which is the same turn but from the new DLL has the growth numbers doubles (needs twice as much food to grow). If I load your old save and then save it myself in the latest DLL, and reload THAT it's all fine. So the question is what did you do differently (from loading in the latest DLL and immediately resaving) to generate the second file?


The third save is consistent with the second (no extra distortion), so whatever is causing the problem happened somehow in the differnce between save 1 and its resave, though directly doing that here is not yielding a problem.

Edit - BTW in my earlier post showing the base calculations I forgot the era modifier - that doubles things in prehistoric

Update - I have hacked a version that allows me to revolution as often as I want (i.e. - mutilple times in one turn), and used that to test the effect of switching in and our of civics. I can't find any issues with food in the latest DLL. However, there was a small maintenance calculation bug which I have fixed.

Because I can't seem to find the underlying cause of the food issues I have just modified things so that it gets recalculated from scratch each turn. The only downsides are:
1) Small performance penalty (but I've profiled it to check, and its negligible (13 milliseconds in my current game))
2) If any Python is added that tries to directly change the food threshold/growth rate modifiers then it's changes won't stick. However we have no such Python and it's actually quite hard to imagine a case where you'd want to do that. If we ever do, I can add a separate Python-contribution variable to keep track of it

Will push this to SVN later today after more testing and some other changes I also want to get done today.
 
Yeh, but in reality the 'make sure' bit was never really practical in light of modular additions and so on - it meant design decsions could never be made 'locally'. I prefer the new way all around.

Oh, I wasn't saying the old way was better by any means. I was merely bringing to light how the tag worked in the Civic, so we're all aware that it applies to the base food required by a city.

I also wondered if during the mid to late game when Food Reduction Civics or Buildings come into affect, if that would bring the food required amount below 0, causing that mysterious glitch you weren't able to find.
 
Oh, I wasn't saying the old way was better by any means. I was merely bringing to light how the tag worked in the Civic, so we're all aware that it applies to the base food required by a city.

I also wondered if during the mid to late game when Food Reduction Civics or Buildings come into affect, if that would bring the food required amount below 0, causing that mysterious glitch you weren't able to find.

Oh it did - that was one of the things I DID diagnose, but it doesn't explain the values I saw in a lot of save games
 
I get a CTD with this save game during "waiting for other civs." Perhpas it was because I updated the SVN today and tried to continue the game, but I hope that isn't the case (this one has been rather lucky for me). Attached is the save.
 

Attachments

I get a CTD with this save game during "waiting for other civs." Perhaps it was because I updated the SVN today and tried to continue the game, but I hope that isn't the case (this one has been rather lucky for me). Attached is the save.

Did you get a complete Export of the new SVN?
 
I get a CTD with this save game during "waiting for other civs." Perhpas it was because I updated the SVN today and tried to continue the game, but I hope that isn't the case (this one has been rather lucky for me). Attached is the save.

Fix pushed to SVN.
 
EDIT: Found this error:


RESMGR: Failed loading file Art/Units/Zebra/HeavyCavalry.kfm. Error message: A file I/O error occurred.

There is NO kfm in the file.


EDIT EDIT:
OK i figured it out: (I hope)

had to change the KFM of the Zebra to: Art/Units/Charlemagne_HeavyCavalry/HeavyCavalry.kfm
 
I get this error each and everytime i re-start C2C?

Traceback (most recent call last):

File "CvWBInterface", line 230, in writeDesc

File "CvWBDesc", line 1533, in write

File "CvWBDesc", line 493, in write

RuntimeError: unidentifiable C++ exception
ERR: Python function writeDesc failed, module CvWBInterface
 
hi guys i havent been able to play c2c because every time it loads just when its about to start i get a "xml failed error" plz help i wanna play:( im runnig civ 4 in a mac and i installed the mod like it said in the instructions help plz
 
Got this CTD at next turn: unable to continue a game

I've pushed a fix to SVN that solves the crash.

However, the situation that triggers the crash (which is new code that wasn't expecting the triggering situation) is odd, and probably indicates another bug, which may have been there for a while. As such it's less of an immediate concern (now I've fixed the code that trips over it), but I'll need to try to pin down why it happens when I get back from my trip. To that end it would be very useful if you had an EARLIER save from the same game (one turn before is probably ok). If you do please post that also.
 
I've pushed a fix to SVN that solves the crash.

However, the situation that triggers the crash (which is new code that wasn't expecting the triggering situation) is odd, and probably indicates another bug, which may have been there for a while. As such it's less of an immediate concern (now I've fixed the code that trips over it), but I'll need to try to pin down why it happens when I get back from my trip. To that end it would be very useful if you had an EARLIER save from the same game (one turn before is probably ok). If you do please post that also.

Been having a hard time getting on today, internet was out for 9 hours, then the CFC server was too busy, but here is C2C (One turn before) and the other Max Comp 2 turns before, just incase, and thx.

btw, be careful on your trip.
 
hi guys i havent been able to play c2c because every time it loads just when its about to start i get a "xml failed error" plz help i wanna play:( im runnig civ 4 in a mac and i installed the mod like it said in the instructions help plz

I was under the impression that no mod with a custom dll could be played on Mac. C2C has a custom dll.
 
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