Common Errors and/or Crashes Section

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Running it in the debugger it triggers an assert in civics loading of a rebel player. The player seems to have several civic options set to NO_CIVIC. Then the code tries to take the default civic of the civ for that category but that is not set for many civs (all?).
So it ends up trying to get item -1 of an array which is outside that array and can cause all kind of weird things.
My guess is that the new civic choice code for AIs does not always choose a civic or chooses the default initial civic of the civ (-1 for lots of categories).

Close, but not quite. Its a bug in the initial civics due to a typo in the code that manages them. I have a fix which will be pushed later today after I finish analyzing and fixing the other CTDs reported above (they are not all the same thing)
 
Close, but not quite. Its a bug in the initial civics due to a typo in the code that manages them. I have a fix which will be pushed later today after I finish analyzing and fixing the other CTDs reported above (they are not all the same thing)
Ah, ok. Saw now that there is code for initial civics.
Btw, why is the code that sets initial civics to default for all civs that do not have some defaults specified in the XML rerun for every player init?
Shouldn't the one call after XML loading be enough?
 
Early crash here too. Hit end turn, and crash happens.

This was a condition that wasn't handled by the REV Python. I have fixed it there and pushed the change to SVN. You just need to update:

assets/Python/Revoution/GameReady/Revolution.py

I am also hardening the DLL against this category of bug so that it will just generate Python exceptions instead of game crashes, but those changes will have to wait until I next push the DLL (hopefully before I finish today)
 
I am getting crashes when I end the first turn of a new game. Any map script or variation of custom game options.
I am using the latest SVN.

Update: It seems to coincide with the appearance of the welcome message about the C2C options.
I did a full SVN download and still get the error. Am I the only one? Weird...

Update pt 2: Updated to latest SVN, still crashing at the end of the first turn. Boo.

Update pt 3: I always use custom game/scenario. I find that if I use play now, I can make it past the first round. But who wants to NOT use custom game/scenario? Seven wasted hours over the last two days makes me a sad little monkey.

Can you clarify the origin of this save game. You say you're not making it past the first turn, but this game is from AD 450. Is it for the same problem?

Edit - nvm - this is an advanced start, right?
 
Ok, I (believe) I have fixes for the problems reported in the last few days here by DH, OgreMonk, and Desolator. Watch the SVN and patch thread for updates. I'll post to both (and make the DLL directly available in the patch thread) when I have pushed them (later today).
 
Can you clarify the origin of this save game. You say you're not making it past the first turn, but this game is from AD 450. Is it for the same problem?

Edit - nvm - this is an advanced start, right?

Reading what I wrote, I feel like I kind of came off as a bit of an a-hole.
Your team's work has kept me entertained longer than any other game in years. You guys rock. Thanks for all you are doing.
:goodjob: times a million!

Back to bidniss...
CTD for either, but I usually use advanced start.
 
This was a condition that wasn't handled by the REV Python. I have fixed it there and pushed the change to SVN. You just need to update:

assets/Python/Revoution/GameReady/Revolution.py

I am also hardening the DLL against this category of bug so that it will just generate Python exceptions instead of game crashes, but those changes will have to wait until I next push the DLL (hopefully before I finish today)

Thanks, excellent work. :goodjob:

I have narrowed down one crash to when I move the mouse over the scoreboard, but I am not getting any error messages so I can't go further with it. However it is not the only cause.
 
I didn't get stuff pushed yesterday as I have been in the middle of a LARGE change which I've been debugging for the last 2-3 days. The other fixes are in my source but waiting fro me to finish the debugging before I push everything. It REALLY should be today I hope.
 
Ah, ok. Saw now that there is code for initial civics.
Btw, why is the code that sets initial civics to default for all civs that do not have some defaults specified in the XML rerun for every player init?
Shouldn't the one call after XML loading be enough?

Quite honestly no idea. Afforess added that code a couple years ago and my guess would be he had it running on player init at first and only later realised he could run it at asset load, and just never removed the other call out of conservatism (removing it would be a risk, leaving it in certainly isn't)
 
Quite honestly no idea. Afforess added that code a couple years ago and my guess would be he had it running on player init at first and only later realised he could run it at asset load, and just never removed the other call out of conservatism (removing it would be a risk, leaving it in certainly isn't)
It does not change and will always be called after asset loading so I assume we can comment it out in the player init.
 
Just noticed a rather massively explotable bug (that I think is probably a RoM bug).

If you go to your foreign advisor screen the drop-down in the top left shows all other civs (maybe this is only with chipotle enabled?), even those you haven't met. This seems wrong, but if it's just a chipotle thing that's ok. However, if you select another civ that is more advanced than you, and has access to civics you don't, you can select them in HIS screen and you are able to switch to them!!

I'll fix this sometime soonish ;)
 
My comp is rather old (2008 lol) and gets MAFs ocasionally. This isn't a big problem as I just clear the cache and restart for another hour, but one major problem is that I CANNOT access the worldbuilder. It MAFs every time, without fail.

Would it be possible to make the WB take less RAM, or somehow smoothline the transition between game and WB?
 
Seems old RoM bug?
When you hover your score with mouse, the summary is shown at the left, but it doesn't count some parts of score:
185a07076ffc.jpg


Also, those huge Espionage Points seem buggy (maybe because negative EPs from some buildings turn somehow into huge amounts) and AI uses those points for advantage like bribing cities etc:
(-> savegame file <-)
 
Also, those huge Espionage Points seem buggy (maybe because negative EPs from some buildings turn somehow into huge amounts) and AI uses it for it's advantage like bribing cities etc:

The espionage system works on the total espionage points you have accrued through out the game and the difference to how many your target has accrued. I expect that it does not cater for negative values and/or that the AI is going so far negative that it is rolling over into positive.
 
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