Common Errors and/or Crashes Section

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Keep getting this error again?


Traceback (most recent call last):
File "BugEventManager", line 363, in _handleDefaultEvent
File "Revolution", line 565, in onBeginPlayerTurn
File "Revolution", line 652, in checkForRevReinforcement
File "Revolution", line 952, in doRevReinforcement
TypeError: unsupported operand type(s) for -: 'int' and 'NoneType'

Sending PythonDbg also, it says something about:

PY:Rev - Chinese Empire (10) is a rebel against teams 2,
 
Just a few questions and possible problems. I turned on Raging Barbarians and by turn 400 I had won the game just because I was the only civ left out of 15. I had killed over 400 Neanderthals and when I went into WB, EVERY tile on the other 3 contenents had at least one or two animals or Neanderthals. Is it supposed to spawn that many units?

Why do the housing, (Huts, Slums, Manors, etc.) say that it will DECREASE defense?
Do they really decrease defense and why?
 
Just found a bug with max compat saves - they don't handle changes to the number of improvement types (crash results on load across such an asset change). I am working on the fix now...
 
I get a reproducible CTD when I finish this turn by pressing enter.

Your crash is caused by a stack overflow from an infinite recursion in this code (which is part of CvPlayer::canBuild()):

Code:
	//Prioritize more productive builds
	for (int iI = 0; iI < GC.getNumFeatureInfos(); iI++)
	{
		if (kBuild.isFeatureRemove(iI) && kBuild.getFeatureChange() == NO_FEATURE)
		{
			for (int iJ = 0; iJ < GC.getNumBuildInfos(); iJ++)
			{
				if (GC.getBuildInfo((BuildTypes)iJ).isFeatureRemove(iI))
				{
					if (GC.getBuildInfo((BuildTypes)iJ).getFeatureProduction(iI) > kBuild.getFeatureProduction(iI))
					{
						if (canBuild(pPlot, (BuildTypes)iJ, false))
						{
							 return false;
						}
					}
				}
			}
		}
	}

what this code is doing (or at least attempting to do) is disable builds if there are other builds available to you that produce more hammers from removal of any feature than this one!! This seems WAY over-general to me (in principle if, say, building a mine produced more hammers from forest removal than building a farm did, the farm build would be made unavailable!). I **suspect** it's intended to handle builds that result in the same improvement as one another, and differ only in hammers returned, and cost (which might be present due to different build availability to different worker types for example). Anyway, I can't actually think of any good examples, and it's pretty clearly (a) broken; and (b) seems far too general, so I've just removed it for now. If side effects show up we'll look at putting back a more rational version later.

The reason it happened now was that BUILD_SHAFT_MINE and BUILD_TERRAFORM_PLAINS (which became available to you due to the tech discovered on this turn of your save game) have different hammer returns for different feature removals. For some features BUILD_SHAFT_MINE returns more hammers, but for other BUILD_TERRAFORM_PLAINS returns more, resulting in the infinite recursion.

This fix, and also the save game compatibility issue fix I mentioned in an earlier post have now been pushed to SVN.
 
Got this error with the new dll?

Traceback (most recent call last):
File "BugEventManager", line 363, in _handleDefaultEvent
File "autologEventManager", line 325, in onLoadGame
File "autologEventManager", line 1461, in storeStuff
RuntimeError: unidentifiable C++ exception


Fixed below, thx Koshling.;)
 
Got this error with the new dll?

Traceback (most recent call last):
File "BugEventManager", line 363, in _handleDefaultEvent
File "autologEventManager", line 325, in onLoadGame
File "autologEventManager", line 1461, in storeStuff
RuntimeError: unidentifiable C++ exception

Fix pushed to SVN. Can't honestly see how this ever worked (the Python was storing descriptions of the attitudes of every player to every other player for all possible player ids, even if those ids did not represent live players (so in a 12 player game trying to get the attitude of player 30 to player 40 say). Fixed it in the Python (autologEventManager).
 
Can't load most saves, including attached one, it causes CTD via msvcp71.dll (WTH) while "Setting Players..." message is on loading screen.

Even older saves can't be loaded, like that one. (though I kept Jivaro civ in folder)

But for some reason old savegame from there loads fine...
 
Thanks a lot, Koshling, for your insightful description of the crash. I definitely get the impression that you and all the C2C team understand much more about this game than the Civ4 developers ever did!

Now I do have some serious issues with the attached save game:

  1. Research is negative although it is at 80%. I did press ctrl-shift-r but I am not sure whether this issue already was present before. Some strange things go on here: See the attached screen shot of Cusco´s city view…
  2. Many but not all of my Android workers never finish their jobs. Their turn count indicated by the mouse hover increases every turn instead of decreasing. You can observe this with the Androids trying to terraform near Huamanga. I have observed this before the current SVN but then only with many workers on one tile (30 or so), now it seems to happen already with a few workers.
 
Can't load most saves, including attached one, it causes CTD via msvcp71.dll (WTH) while "Setting Players..." message is on loading screen.

Even older saves can't be loaded, like that one. (though I kept Jivaro civ in folder)

But for some reason old savegame from there loads fine...

Is this with the latest SVN? I pushed a fix for broken old game loading yesterday (haven't tried your save game yet though). If you know what rev you were trying to load it with please let me know the SVN rev concerned.
 
Is this with the latest SVN? I pushed a fix for broken old game loading yesterday (haven't tried your save game yet though). If you know what rev you were trying to load it with please let me know the SVN rev concerned.

Yes, the latest (r1184), though the savegame was made before your fix.
It also is not loadable with r1152 too, file might be saved with errors... Autosaves and quicksaves from that period are CTDing same way.
I wonder why my save from older game is ok but from current one fails.

Also, debug dll shows this
Spoiler :
Code:
Assert Failed

File:  CvArtFileMgr.cpp
Line:  100
Expression:  false
Message:  get##name##ArtInfo: ART_DEF_UNIT_IROQUOIS_MOHAWKARCHER was not found
 
Yes, the latest, though it didn't load before your fix too.
I wonder why my save from older game is ok but from current one fails.

Also, debug dll shows this

Code:
Assert Failed

File:  CvArtFileMgr.cpp
Line:  100
Expression:  false
Message:  get##name##ArtInfo: ART_DEF_UNIT_IROQUOIS_MOHAWKARCHER was not found

No idea if that could prevent loading.

If you got that error, you dont have the current SVN then.
 
Can't load most saves, including attached one, it causes CTD via msvcp71.dll (WTH) while "Setting Players..." message is on loading screen.

Even older saves can't be loaded, like that one. (though I kept Jivaro civ in folder)

But for some reason old savegame from there loads fine...

Confirmed that the CTD is a direct result of the missing art asset, which SO has now corrected. Please let me know if the problem is still persisting with rev1185 or higher.
 
Yes, the latest (r1184), though the savegame was made before your fix.
It also is not loadable with r1152 too, file might be saved with errors... Autosaves and quicksaves from that period are CTDing same way.
I wonder why my save from older game is ok but from current one fails.

Also, debug dll shows this
Spoiler :
Code:
Assert Failed

File:  CvArtFileMgr.cpp
Line:  100
Expression:  false
Message:  get##name##ArtInfo: ART_DEF_UNIT_IROQUOIS_MOHAWKARCHER was not found

Confirmed that the CTD is a direct result of the missing art asset, which SO has now corrected. Please let me know if the problem is still persisting with rev1185 or higher.

Yeah i keep forgetting even if you change one thing in the UnitInfo units, it usually is another 5 files you need to change also, i just missed the CIV4UnitArtStyleTypeInfos one, cause 99% of the time you never touch it.:eek:;)
 
Repeatable CTD when using mousewheel to zoom out. Locate Austaralian City Uzbek (north central Map area) east of American city of Cincinnati. Name of Uzbek partially obstructed by ind era worker and/or unit. Zoom out with mouse wheel and will CTD everytime.

Vanilla v18 with 10-29-2011 .dll patch. Not SVN.

JosEPh
 
Repeatable CTD when using mousewheel to zoom out. Locate Austaralian City Uzbek (north central Map area) east of American city of Cincinnati. Name of Uzbek partially obstructed by ind era worker and/or unit. Zoom out with mouse wheel and will CTD everytime.

Vanilla v18 with 10-29-2011 .dll patch. Not SVN.

JosEPh
The crash happens entirely in the exe, somewhere in a Direct 3d DLL, so probably graphics are involved.
Hard to say what the issue is.
 
Is this a known issue? Been reported before?

I updated all my graphics drivers at the introduction of V18. It occurs as you transition from city view to planet view.

Of course I was pretty sure the savegame wouldn't be looked at cause it's not SVN. :p
(why would the debug team keep a vanilla version around any way. "The" cool thing to do is SVN all the way baby! ) :rolleyes:

JosEPh :/
 
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