Multi Player bugs and crashes - After the 23rd of September 2013

strategyonly

C2C Supreme Commander
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Please report all multi-player bugs and crashes from the 23rd of September 2013 (release v33 = SVN Revision 6181)

When posting a an OOS, a bug or a crash please include
The version of C2C you are using;

The logs from all computers (especially the OoS log in the BtS exe folder and the random log in the normal Civ Logs folder).​
 
We are attempting to play a LAN game using v.33 of C2C. Everytime we launch (using either PC as the host), we get a CTD with no error messages. CTD occurs even with only the host player present.

UPDATE - I am attempting a clean install of CivIV, BTS, patches, and C2C. It could be that previous mods have caused this problem.

UPDATE2 - Nope. I still can't run multiplayer LAN on one of my PCs. Single player still works fine. No clue what could be wrong. I'll get logs and post them tomorrow.
 
Okay, Now I have logs. Please help me figure out what is going wrong. This mod is awesome and we'd love to play it together.

Thanks!
 

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Nevermind. The crickets in here are deafening. Thanks to strategyonly for helping me understand why.

I solved the problem by 1) uninstalling everything Civ IV that I owned [manually deleting everything from the install directory and my games directory, 2) buying Civ IV Complete Edition [on sale through Steam for $7.99 this past weekend], and 3) only installing Civ IV and BtS [not Warlords or Colonization...not sure if it matters].

I can now play C2C multiplayer without crashing on launch, and it cost me less than $8.

Thanks, fanatics!
 
UPDATE- Now, we can play multiplayer, but we get OoS every 5-10 turns. When we then try to reload from the main menu, we generally get memory allocation errors. It's really too bad, since we're having a lot of fun, otherwise.

UPDATE2- We can actually enjoy the game, as long as neither one of us enters the "examine city" screen, which almost always causes an OoS.
 
Keep posting the logs from the OOS errors and it could help us to fix them when we can focus on it. It WOULD be very nice to have these cleared up and then work diligently to make sure we have some players consistently testing MP play for us along the way so we can identify our OOS errors as we accidentally make them and commit them into the code. Makes it easier to figure out where the problem might be and if we then stay on top of it we could keep C2C working wonderfully for MP from there. It's very important we do this I think as it's really a big factor for many players, myself included.

Unfortunately, OOS errors are THE hardest thing to possibly debug... very difficult to find even if you understand how to do so.
 
Thanks, Thunderbird.

Here are those logs. We were able to play for ~3 hours last night and only had to reload 4 times. When we do reload, we have to start over from desktop, otherwise we have an error immediately upon loading.

The OoS errors definitely come when one of us looks at "examine city" or some other option (advisor's screen, etc.) that takes us away from the main screen. That certainly limits the playability, but we're still enjoying it.

Thanks for all the work that you've done to make this awesome mod, and thanks for all the work that you will do to improve its playability!
 

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I've attached today's logs and a savegame that results in instant OoS every time we load it.

Enjoy!

We probably won't be playing anymore until somebody gets the bugs out of it. If and when that happens, if someone will PM me, we'll be glad to playtest it for you.

Thanks!
 

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Thanks for the reports Shaky. I found I had the same reload problem until I got a much more powerful computer. I think it's just a matter of overloading the ram.

As for the OOS errors... I know how you feel. My wife and I haven't been able to play a decent game together for over a year or two now. It's terribly frustrating and yet for all I've learned still a set of elusive problems to find and fix.

If n47 wants to do anything of an incredibly useful nature besuiting her incredible talents, this would be one of the best ways to help! ;)
 
We're running 32-bit systems, so we're limited to 4GB, or whatever portion of that it can access. That's still a good bit of memory, and we can play lots of very intensive games with no problems.

It really doesn't make sense to me that the RAM should be overloaded, particularly that early in the game (we each only had one city and <20 units, and were playing with no AI). We can play FFH2 all the way through with gigantic maps, no problem. Is C2C suffering from some optimization problems, or is it really that huge?
 
I can't say from technical surety only from experience... it was on 32 bit systems we experienced that reload problem.

C2C IS quite big - it's been optimized a LOT but probably still has some work to go there.
 
We have exactly the same problem - OOS errors and then MAF on reload. We both have Win7 64 bit.
Maybe it's because we decided to play on Immense vs 23 AI civs, who knows?
 
Rev. 6395

@TB: Pretty sure some of our OOS problems in this game are related to combat outcomes with emphasis on withdrawals. Hoping you will take a look at some of these and also perhaps evaluate the MP stability of your new module; we are not using it in this game btw.

View attachment 364305
 
Rev. 6395

@TB: Pretty sure some of our OOS problems in this game are related to combat outcomes with emphasis on withdrawals. Hoping you will take a look at some of these and also perhaps evaluate the MP stability of your new module; we are not using it in this game btw.

View attachment 364305

Ok, cool! I was really hoping that the option would provide for some contrast that would point at or away from withdrawal mechanisms. Having some evidence that it points towards withdrawal is a huge benefit. I'll take a look into this very soon then.

EDIT: I reviewed this thread extensively and am going through the combat section looking for the mistakes he notes are common there. So far not seeing much that gives definitive evidence of a cause for an OOS in the combat section but I'm making a few tweaks that could help. There's some viewport programming that looks a little potentially suspicious but I'm going to have to test some other things first to know for sure.
 
Ok, cool! I was really hoping that the option would provide for some contrast that would point at or away from withdrawal mechanisms. Having some evidence that it points towards withdrawal is a huge benefit. I'll take a look into this very soon then.

EDIT: I reviewed this thread extensively and am going through the combat section looking for the mistakes he notes are common there. So far not seeing much that gives definitive evidence of a cause for an OOS in the combat section but I'm making a few tweaks that could help. There's some viewport programming that looks a little potentially suspicious but I'm going to have to test some other things first to know for sure.
If it makes a difference, so far we haven't had viewports enabled in the game.
 
We are now using the graphical paging instead of viewports.

Having looked at all the logs myself, I have to say that the random-loggers of OOS 2 are the most interesting ones.
Pursuit seems to happen on one computer while not at the other upsetting the course of combat.

I read the thread and realized that I should have informed you that we played with simultaneous turns; if there is anything more we can do to help you figure out OOS problems we would be happy to try and to learn.

Edit: Here are some older (rev.6061) OOS reports from a different game that no one has looked at yet; OOS 4-12: http://forums.civfanatics.com/showthread.php?t=506621
 
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