Common Errors and/or Crashes Section

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unfortunately that is all there is in that file (by now a few more instances):

Can't find type enum for type tag EVENTTRIGGER_PARTISANS
Can't find type enum for type tag EVENTTRIGGER_PARTISANS
Can't find type enum for type tag EVENTTRIGGER_PARTISANS
Can't find type enum for type tag EVENTTRIGGER_PARTISANS
Can't find type enum for type tag EVENTTRIGGER_PARTISANS
Can't find type enum for type tag EVENTTRIGGER_PARTISANS
Can't find type enum for type tag EVENTTRIGGER_PARTISANS
Can't find type enum for type tag EVENTTRIGGER_PARTISANS
Can't find type enum for type tag EVENTTRIGGER_PARTISANS
:(

Have you recently re-did an up-date of the SVN, cause i just went though every piece of C2C, and there is no mention of EVENTTRIGGER_PARTISANS anyplace now?
 
Have you recently re-did an up-date of the SVN, cause i just went though every piece of C2C, and there is no mention of EVENTTRIGGER_PARTISANS anyplace now?

If this morning is recently (:mischief:) then yes...

But I'll just update now and see what happens.
 
If this morning is recently (:mischief:) then yes...

But I'll just update now and see what happens.

HUH, i just got it also.

DH:

All it says in the PythonError log is just this:
Can't find type enum for type tag EVENTTRIGGER_PARTISANS, nothing else?

Here are ALL the logs just to make sure?????:crazyeye:
 
HUH, i just got it also.

DH:

All it says in the PythonError log is just this:
Can't find type enum for type tag EVENTTRIGGER_PARTISANS, nothing else?

Here are ALL the logs just to make sure?????:crazyeye:

The really annoying ting is that I am not getting it! Can you revert the event files and I will look at it after the next release is out.

On the next release - are you waiting on anything from me? I think not because I have started on stuff for the next release - fixing the worker line for starters to remove the gaps in what can be built when eg an updated seed camp which doesn't kill the unit for between sedentary lifestyle and agriculture. Also worker units upgrade (cheaply) so that they can't build stuff outside their era. The latter may need some AI work so that the AI does not keep old workers around - or maybe a bit of python to upgrade all at the tech at no cost.

With the way I have been using the standard folder names for art, it may be possible to move all the new terrain art out of the modules and into the FPK file. I will need to test. Is it worth while?
 
The really annoying ting is that I am not getting it! Can you revert the event files and I will look at it after the next release is out.

On the next release - are you waiting on anything from me? I think not because I have started on stuff for the next release - fixing the worker line for starters to remove the gaps in what can be built when eg an updated seed camp which doesn't kill the unit for between sedentary lifestyle and agriculture. Also worker units upgrade (cheaply) so that they can't build stuff outside their era. The latter may need some AI work so that the AI does not keep old workers around - or maybe a bit of python to upgrade all at the tech at no cost.

With the way I have been using the standard folder names for art, it may be possible to move all the new terrain art out of the modules and into the FPK file. I will need to test. Is it worth while?


I believe its doing this because of this line in the Partisan.py

TXT_KEY_EVENT_PARTISANS_HELP_1
TXT_KEY_EVENT_PARTISANS_HELP_2

Which is part of the EventTrigger for Partisans??

I think they might be tied into each other somehow?

On the terrain, sure, why not.
 
not sure if its a bug or not: I am in a game with raging barbs on (by the way: they decimate even deity civs at an alarming rate :mischief:), and the combat experience / great general counter increments in steps of 2, i.e. each win against a barb unit counts as combat experience of 2 for some reason...

Edit: actually that is not true: every win against a neanderthal counts as 2, a win against animals is 1...
 
What's up with the Transport function for Galley and war galley? If your ships can travel 2 tiles and only need 1 to reach the shore they will Not unload the units on board. You have to physically select the unit (not the ship) and move it to shore. Is there now some kind of restriction on transporting?

JosEPh :/
 
What's up with the Transport function for Galley and war galley? If your ships can travel 2 tiles and only need 1 to reach the shore they will Not unload the units on board. You have to physically select the unit (not the ship) and move it to shore. Is there now some kind of restriction on transporting?

JosEPh :/

No, we moved alot of stuff around in the dll, and its just an area that was affected is all.

I am sure when Koshling gets back from his trip, he will fix this.
 
Is the whole screen supposed to flash with red blood when a bison is killed?
 
I'm not sure why (I've played scenarios just fine before, including on the GEM, and testing 1000 AD Earth on vanilla BtS works just fine), but all scenarios seem to give a "Technology Advisor" popup at the point in time where there would normally be a "C2C running under options x" popup, and it then tells me that I've been defeated and goes to the after-game score review. Sometimes, it won't declare me defeated, but I'll have no HUD except the menu brought up by pressing the Esc key, and when I go to world builder and back, it doesn't bring me to a view of the civilization I'm playing as, unless I scroll over to their territory. And even then, I can click on cities, units and the like, even right click to bring up the move menu and move them, but I cannot bring up things like the city view. This has happened with and without my recently-deleted Beyond the Sword My Documents folder, and is mystifying me, especially given the fact my C2C folder is completely new and that the GEM 200 BC (though I've had the same problems with other scenarios in C2C, not tested enough to see if the second case has popped up yet) has only been recently added.

The only other thing I can think of is the desktop shortcut for C2C going awry, but it's had this issue both with and without Windows XP SP3 Compatibility mode (both running under administrator, which I've had the same issues with running without). I've also been able to do a Custom Game just fine, so it's not an issue with C2C itself as far as I can tell.
 
I'm not sure why (I've played scenarios just fine before, including on the GEM, and testing 1000 AD Earth on vanilla BtS works just fine), but all scenarios seem to give a "Technology Advisor" popup at the point in time where there would normally be a "C2C running under options x" popup, and it then tells me that I've been defeated and goes to the after-game score review. Sometimes, it won't declare me defeated, but I'll have no HUD except the menu brought up by pressing the Esc key, and when I go to world builder and back, it doesn't bring me to a view of the civilization I'm playing as, unless I scroll over to their territory. And even then, I can click on cities, units and the like, even right click to bring up the move menu and move them, but I cannot bring up things like the city view. This has happened with and without my recently-deleted Beyond the Sword My Documents folder, and is mystifying me, especially given the fact my C2C folder is completely new and that the GEM 200 BC (though I've had the same problems with other scenarios in C2C, not tested enough to see if the second case has popped up yet) has only been recently added.

The only other thing I can think of is the desktop shortcut for C2C going awry, but it's had this issue both with and without Windows XP SP3 Compatibility mode (both running under administrator, which I've had the same issues with running without). I've also been able to do a Custom Game just fine, so it's not an issue with C2C itself as far as I can tell.

I believe we have talked about this before, but what are your spec's on the PC?
 
System: Windows 7 Home Premium 64 Bit
CPU: Intel i7 2.8 GHZ
RAM: 6144 MB
Page File: 3161 MB used, 9105 available
DirectX11
Graphics Card: NVIDIA GeForce GTX 470 w/ approx. 4059 mb and default resolution of 1280x1024 and DirectDraw, Direct3D and AGP Texture Acceleration all enabled.

That seems to be the important stuff, unless my new speakers mean anything.
 
System: Windows 7 Home Premium 64 Bit
CPU: Intel i7 2.8 GHZ
RAM: 6144 MB
Page File: 3161 MB used, 9105 available
DirectX11
Graphics Card: NVIDIA GeForce GTX 470 w/ approx. 4059 mb and default resolution of 1280x1024 and DirectDraw, Direct3D and AGP Texture Acceleration all enabled.

That seems to be the important stuff, unless my new speakers mean anything.

Well its not the PC or Graphics Card. You do know when trying the GEM map it takes approximately 10 minutes just to get it going right? Its just too big of a map for a 32 bit core of Civ IV.
 
I don't follow. My computer is 64 bit, and I've run the Giant Earth Map with far more cities and units in play than the 200 BC scenario with no problems. And I experience the same issue with other scenarios, including ones that don't use the GEM at all. It also takes me 30 seconds (at the most, sometimes it's as short as 5-10, and it gets shorter on later reloads) or so to load it, not 10 minutes, but maybe that's just me.
 
I don't follow. My computer is 64 bit, and I've run the Giant Earth Map with far more cities and units in play than the 200 BC scenario with no problems. And I experience the same issue with other scenarios, including ones that don't use the GEM at all. It also takes me 30 seconds (at the most, sometimes it's as short as 5-10, and it gets shorter on later reloads) or so to load it, not 10 minutes, but maybe that's just me.
Civ4 is not compiled for 64bit so the game process can address at max 4GB of memory.
But still, that does not sound like the problem here (you get MAFs when you run out of memory).
What you describe as not working is implemented in Python (city screen, HUD and the like). Is there any entry in the Python error log file in the logs folder?
 
Looking into the logs folder of my BtS My Documents folder shows only 3 files, one of which (resmgr.log) is blank, the other (init.log) has this:

Spoiler :
[19505.943] DBG: CIV Init
[19505.943] VERSION: App: e:\program files\steam\steamapps\common\sid meier's civilization iv beyond the sword\beyond the sword\Civ4BeyondSword.exe
[19505.943] VERSION: Build: Fri May 15 02:17:10 2009
[19505.943] VERSION: 3.1.9.0 (128100)
[19513.946] VERSION: Mod Loaded: Mods\Caveman2Cosmos\
[19513.962] DBG: FILE Cat Init


And the third of which, CvXMLLoadUtilitySetMod_MLFEnumerateFiles.log, is too big to copy-paste here (it's 420kb in total), and just goes on about root directories and finding files, none of which looks anything like an error in sight.
 
Ah, right, guess you have to activate logging to get that kind of file.
The option for logging is in the BtS config ini file (should be in the BtS My Documents folder I think).
Then after running BtS with the problems, several more logging files should appear in that folder.
 
Ron's Standard Earth worked fine, just for the record. So it seems not all scenarios get this...

I turned on logging, and got the second result while trying Antmanbrooks 200 BC GEM scenario again, as the Romans (though I didn't go into worldbuilder, just immediately exited from the Esc menu and looked at PythonErr.log It showed this:

Spoiler :
Can't find type enum for type tag LEADER_IVAN
Can't find type enum for type tag LEADER_KANGXI
Can't find type enum for type tag BUILDING_MALI_MINT
Traceback (most recent call last):

File "CvWBInterface", line 271, in applyInitialItems

File "CvWBDesc", line 1720, in applyInitialItems

File "CvWBDesc", line 1152, in applyCity

File "CvWBDesc", line 875, in apply

RuntimeError: unidentifiable C++ exception
ERR: Python function applyInitialItems failed, module CvWBInterface
Traceback (most recent call last):

File "BugUtil", line 692, in <lambda>

File "BugEventManager", line 577, in preGameStart

File "CvAppInterface", line 100, in preGameStart

File "CvScreensInterface", line 86, in showTechChooser

File "CvTechChooser", line 241, in interfaceScreen

File "CvTechChooser", line 256, in ConstructTabs

File "CvTechChooser", line 302, in DrawTechChooser

File "CvTechChooser", line 351, in placeTechs

AttributeError: type object 'CvPythonExtensions.WidgetTypes' has no attribute 'WIDGET_TECH_CHOOSER_ERA'
ERR: Python function preGameStart failed, module CvAppInterface


A key sign of this bug seems to be the whole "C2C version xx game options xx xx xx" popup not showing partway through the loading screen.
 
It is likely that only the first error is the problem and all others are because that first error interrupts a major initialization thread.
As a result many other code parts don't find the objects that they expect to exist.
 
So is the problem related to me not using the additional leaderheads (though there's still the question of Mali having a Mint building...)? Since 7zip and WinZip give me "Unsupported compression method" or somesuch nonsense when I try to extract it.
 
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