Fallout: Tame The Wastes bug reports

Lib.Spi't,

hi ther ehow are you friend,

ctd are a .

i have alot of exp with that crap.

heres some advise:

1. get all ur xml work onto the kmod vanilla, remove ur sdk stuff that you added,
then run auto playes for a few games on different settings.
that will tell you if the ctd is xml related or bad dll.

2. got an xml error? time to remove stuff part by part. hard work if you dont have roll back versions.

3, got dll related crash? no problem just add one by one the mod parts, run auto plays see at what point you get the ctd.

most of all keep record version for every change you make, thats the only way to have a stable mod :)

gluck
 
Tell me about it!! So far I am 3 weeks into trying to fix this flipping issue!!

this is the error that I am 99% sure is the only CTD issue!

CvUnitInfo& CvGlobals::getUnitInfo(UnitTypes eUnitNum)
{
FAssert(eUnitNum > -1);
FAssert(eUnitNum < GC.getNumUnitInfos());
return *(m_paUnitInfo[eUnitNum]);
}

I have tried a bunch of really good suggestions but so far no luck in getting rid of it!

I have fixed python unit references
I have made my earliest units conscriptable
I have checked and triple checked my xml entries

I managed to fix a lot of things that were not right, but I still get this early CTD issue...I am so bored of it right now :D

I don't even know why I carry on with this mod... I am certainly no coder, and I should be putting what little time and energy I have into something that I am actually good at... rather than wasting weeks and months on problems i have no idea how to solve!

the problem with trying to move my xml to Kmod is that there is a lot of dll stuff connected to new xml entries, so it would take forever to clean the xml entries to work with kmod, and in the process I may even remove the thing that is causing the issue in the first place! :D
 
after playing this mod a few times, must say, i love it. except for the ctd, of course. so please, keep plugging at it.

i'm not an xml programmer, but i do have some c++ experience, and that looks like a dangling pointer. null pointers that are addressed would definitely cause a ctd. did you do any custom scripting for unit death or unit deletion? or use a mod that does? just a suggestion.

oh, and no workboats. minor issue, but there's a tech that says it gives them, but they don't exist. not a biggie, just strange.

thanks for a great mod.

keep plugging!
 
oooooh! maybe that is the issue!! I will look into the work boat problem, I remember it being like that once upon a time, but I thought I addressed it, although.. It doesn't explain why it would be intermittent..

Thanks for the encouragement, I am glad you are enjoying it, I am going to release a new version soon, with some fixes and some new bits and bobs, one of the fixes i did in my CTD hunt has invalidated all the old broken saves I have, so I need new ones from the new version to continue, I am just waiting for one of my team to send me his latest stuff, lots of new unit models and things. Should be good :D

Edit: ok the work boat is not appearing in any of my game techs, which tech was displaying it, so I can take a closer look, also are you having the tech splash screen issue where it appears blank after research?

The other thing I do not understand, is that sometimes the crash is constant and other times not, by that I mean if you reload a 'broken' game, some of them carry on fine and some of them crash every time...

I just really cannot find a pattern to the problem!

NOW I AM REALLY CONFUSED!!!

I just got about four of the same errors that always cause the CTD and the game just carried on.....ARGH!!
 
sorry, misspoke. it's whaling boats. search parties. btw, fish is "granted" with edible yum yums, and offshore platforms with transport networks. clams and crabs are visible from the start. but they do basically nothing without the workboats.

i've had many mods, and many custom map scripts, crash intermittently. seems the garbage collection routines don't catch as much as they say they do. reloads usually fix that issue. it's probably a memory leak or something, maybe with the original code. size of map seems to affect it, which leads me to the memory leaks idea.

i'd worry more about the ctd's that can be replicated by reloading a save. those i've seen in mods, usually on betas. somehow they got cleaned up on most of the good, stable mods. don't know exactly how though. the modding community might know, or have ideas, though i don't know how alive it is anymore.

good luck. looking forward to the next release :)
 
Ah right ok I will look again.

There are a lot of little bits and pieces that I need to finish clearing out, the basic aim at the moment is that water tiles will give no benefits, water tiles will basically play no part at this stage, looking instead to ruins and forests as being the main sources of gold.

I have had a lot of good suggestions from the community, and have fixed a lot of things, but right no the CTD is still persisting, and I really don't know where the issue lies, at this stage the only option left to me is to disassemble the entire mod and rebuild it piece by piece to see when the CTD returns, but right now this is something I have neither the energy or the patients to do.. It is frustrating because there are so many ideas and content that I want to put in, but this CTD issue is just sapping my will!

I am no coder, I have mostly been relying on the kindness of strangers to keep moving forward when problems have come up, but this is the biggest and least revealing issue so far, there is just so little information to work with that to fix it is just going to require so much backpeddling, that right now I really cannot be bothered... it is just too frustrating and taxing..

Chances are there will come a day where I just get stuck into it, but that day is not this day! :D
 
First off apologies If I'm not following the proper protocol for reporting this sort of thing or if this is something that I've screwed up by not clearing custom assets or whatever...

Downloaded the latest version, put it in the BTS mods folder, when loading mod box appears with the following:-

Assert Failed

File: c:\games\civiv\2k games\firaxis games\sid meier's civilization 4 complete\beyond the sword\mods\k-fallout\assets\cvgamecoredll\CvInfos.h
Line: 66
Expression: false
Message: Override this

----------------------------------------------------------

If I hit Ignore Always I can get into the mod as usual but then when I start a scenario (or a game) I get an 'infinite hang' on initialisation (assuming I'm using the right terms here I'm no real techie lol). If I ALT-TAB out the following box is displayed

Assert Failed

File: CvPlayer.cpp
Line: 12095
Expression: getFreeCityCommerce(eIndex) >= 0
Message:

----------------------------------------------------------

Hitting Ignore Always I then get to the map screen but it hangs again with

Assert Failed

File: CvCity.cpp
Line: 9886
Expression: m_aiCommerceRate[eIndex] >= 0
Message:

----------------------------------------------------------

Followed by

File: CvPlayer.cpp
Line: 12229
Expression: getCommerceRate(eIndex) >= 0
Message:

----------------------------------------------------------

There's a load more after this as well which I can include if relevant. Hopefully this is helpful and reading this your not thinking :wallbash: what a noob, no-one else gets this :hammer2:

And I have tried deleting and downloading everything again in case that was the problem
 
oh crap! My bad guys! I forgot to switch over to the release .dll!!! AGAIN!!!

the fix is simple, in the assets folder of the mod you will see a folder called 'release' move or copy the .dll file in there to the main assets folder, and overwrite/delete the debug one that is already there!! DOH!! I keep doing this lately! I knew there was something important I forgot!!
 
:sarcasm:
:hmm: I know there's something important I have to do but what is it? :hmm: Well if I can't remember it then it can't be THAT important :splat:

Joking aside thanks for the quick response :worship: Works fine now, will let you know of any other bugs I spot. Thanks to you and the development team :hatsoff:
 
The following is my first play testing on the Tame the Wastes. Settings were pangea small:

In the year 2150 some red blobs were were kicked out a vault and forced to trek out into the wasteland. But these red blobs were extremely lazy so they decided to found a city directly in front of their former vault.

playtest1_zps3d6dfd88.png


Having come from a vault the red blobs, now known as the NCR, decide it their top priority to discover vaults. They have a very hard time remember vaults having been out in the wasteland for 1 whole week.

playtest2_zpsf21087f2.png


After a few week the NCR gathers enough supplies to equip two survivors: Fred and Tom. The NCR orders Fred and Tom to go beat up some villagers to the south because they are bawse.

playtest3_zps20ddadfd.png


Unfortunately once Fred and Tom arrive at the village the universe is violently ripped apart and a mysterious omen appears.

playtest4_zps1db5fb49.png
 
As Clanky notes, Settlers appear as red blobs. When your city is near rad-wastes the health penalty doesn't show proprerly in the city screen (TXT_KEY problem - attached pic). I did have a ctd which repeated when I reloaded but taking the same steps from an earlier save seemed to fix that. Playing 'custom game' rather than any of the scenarios in case that makes a difference.
 

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  • Civ4ScreenShot0014.JPG
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hmmm both of those bugs are really strange...

I don't have the red blob issue in my game, so I don't know why that is happening for you guys...

I don't know what that MISC text bug is all about, I don't know what that is supposed to say..because above it tells you what it is..it might be a glitch because I set it to negative health normally it would be psositive and say 'we love our forest preserves' maybe that is what is screwed...

another stange issue is that some factions don't seem to be starting with a survivor, but some do...I have no idea why...

also i have never had a crash from entering a village...

did you redownload the MAIN part of the game, after i uploaded the fix for the wrong female settler art reference? that is the only reason I can think of that you might get a red blob...for me it just crashed
 
Yep I did indeed redownload the MAIN section of the mod. I transfered the art and sound folders into the redownloaded folder, deleted the old 'K-fallout' folder in BTS/mods and then transfered the whole thing back across.
 
Tracked down a bug.

Had a CTD which repeated on reload and repeated from an earlier save when I got to the same turn. I opened the world builder and had a bit of a play-about trying different things and, to cut a long story short, I found a 'rouge' slaver unit that seems to be causing the crash. I've added the save file and the rouge unit can be found in the Native settlement of Chaokia. (Its the one just above President Richardsons settlement). If you load the save and open the worldbuilder then you can see the slaver has the team-colour rather than appearing as a barbarian unit and it appears to be fortified in the settlement. If you remove that then the CTD doesn't happen :goodjob:
 

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Oh well done!

hmm, I wonder if I set city defence as a not ai of the slaver, if that will fix it?

I will look into it tomorrow, but you may have just done a major bug fix there!

I still have no idea why your settlers are red blobs, that has got me really perplexed...I just cannot think of any reason why that would happen.. in the released version but not mine...
 
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